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/cvs/deliantra/server/server/attack.C
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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 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.4 2006/08/29 07:34:00 root Exp $"; 3 * "$Id: attack.C,v 1.6 2006/08/29 11:58:02 elmex Exp $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
49void cancellation(object *op) 49void cancellation(object *op)
50{ 50{
51 object *tmp; 51 object *tmp;
52 52
53 if (op->invisible) 53 if (op->invisible)
54 return; 54 return;
55 55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */ 57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp); 60 cancellation(tmp);
61 } 61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */ 63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 64 /* in what abilities it should cancel */
65 op->magic=0; 65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op); 71 esrv_send_item (op->env, op);
72 } 72 }
73 } 73 }
74} 74}
75 75
76 76
77 77
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 if (mt == NULL) 94 if (mt == NULL)
95 return TRUE; 95 return TRUE;
96 roll = rndm(1, 20); 96 roll = rndm(1, 20);
97 97
98 /* the attacktypes have no meaning for object saves 98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 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 100 * pure magic is hitting an object, it should save. However, if it
102 * magic type, and instead let the fire, cold, or whatever component 102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 104 * destroying objects because it has magic attacktype.
105 */ 105 */
106 if (type != AT_MAGIC) 106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC); 110 AT_MAGIC);
111 111
112 if (type == 0) 112 if (type == 0)
113 return TRUE; 113 return TRUE;
114 if (roll == 20) 114 if (roll == 20)
115 return TRUE; 115 return TRUE;
116 if (roll == 1) 116 if (roll == 1)
117 return FALSE; 117 return FALSE;
118 118
119 for (number=0; number < NROFATTACKS; number++) { 119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number; 120 i = 1<<number;
121 if (!(i&type)) 121 if (!(i&type))
122 continue; 122 continue;
123 attacks++; 123 attacks++;
124 if (op->resist[number] == 100) 124 if (op->resist[number] == 100)
125 saves++; 125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++; 127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++; 129 saves++;
130 } 130 }
131 131
132 if (saves==attacks || attacks==0) 132 if (saves==attacks || attacks==0)
133 return TRUE; 133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves)) 134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE; 135 return FALSE;
136 return TRUE; 136 return TRUE;
137} 137}
138 138
139/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
143 143
144void save_throw_object (object *op, int type, object *originator) 144void save_throw_object (object *op, int type, object *originator)
145{ 145{
146 if ( ! did_make_save_item (op, type,originator)) 146 if ( ! did_make_save_item (op, type,originator))
147 { 147 {
148 object *env=op->env; 148 object *env=op->env;
149 int x=op->x,y=op->y; 149 int x=op->x,y=op->y;
150 mapstruct *m=op->map; 150 mapstruct *m=op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 164 if(type&(AT_FIRE|AT_ELECTRICITY)
165 &&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; 166 const char *arch=op->other_arch->name;
167 167
168 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169 if (op) 169 if (op)
170 fix_stopped_item (op, m, originator); 170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) { 171 if((op = get_archetype(arch))!=NULL) {
172 if(env) { 172 if(env) {
173 op->x=env->x,op->y=env->y; 173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env); 174 insert_ob_in_ob(op,env);
175 if (env->contr) 175 if (env->contr)
176 esrv_send_item(env, op); 176 esrv_send_item(env, op);
177 } else { 177 } else {
178 op->x=x,op->y=y; 178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 179 insert_ob_in_map(op,m,originator,0);
180 } 180 }
181 } 181 }
182 return; 182 return;
183 } 183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op); 185 cancellation(op);
186 fix_stopped_item (op, m, originator); 186 fix_stopped_item (op, m, originator);
187 return; 187 return;
188 } 188 }
189 if(op->nrof>1) { 189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1)); 190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 191 if (op)
192 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
193 } else { 193 } else {
194 if (op->env) { 194 if (op->env) {
195 object *tmp= is_player_inv(op->env); 195 object *tmp= is_player_inv(op->env);
196 196
197 if (tmp) { 197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count); 198 esrv_del_item(tmp->contr, op->count);
199 } 199 }
200 } 200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op); 202 remove_ob(op);
203 free_object(op); 203 free_object(op);
204 } 204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) { 206 if(env) {
207 op=get_archetype("burnout"); 207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y; 208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env); 209 insert_ob_in_ob(op,env);
210 } else { 210 } else {
211 replace_insert_ob_in_map("burnout",originator); 211 replace_insert_ob_in_map("burnout",originator);
212 }
212 } 213 }
213 } 214 return;
214 return;
215 } 215 }
216 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && 217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { 218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp; 219 object *tmp;
222 return; 222 return;
223 op = stop_item (op); 223 op = stop_item (op);
224 if (op == NULL) 224 if (op == NULL)
225 return; 225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at); 227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y; 228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) - 229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want 230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create. 231 * that for ones we create.
232 */ 232 */
233 tmp->move_slow_penalty=0; 233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0; 234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0); 235 insert_ob_in_map(tmp,op->map,originator,0);
236 } 236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op); 238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp); 239 (void) insert_ob_in_ob(op,tmp);
240 return; 240 return;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256 256
257 tag_t op_tag, next_tag=0; 257 tag_t op_tag, next_tag=0;
258 258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 260 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 261 return 0;
262 } 262 }
263 263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name); 266 op->arch->name, op->name);
267 return 0; 267 return 0;
268 } 268 }
269 269
270 if ( ! op->map) { 270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name);
272 return 0; 272 return 0;
273 } 273 }
274 274
275 if (op->head) op=op->head; 275 if (op->head) op=op->head;
276 276
277 op_tag = op->count; 277 op_tag = op->count;
278 278
279 map = op->map; 279 map = op->map;
280 x = op->x + freearr_x[dir]; 280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) 282
283 return 0; 283 int mflags = get_map_flags(map, &map, x, y, &x, &y);
284 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
287 return 0;
284 288
285 /* peterm: a few special cases for special attacktypes --counterspell 289 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive 290 * must be out here because it strikes things which are not alive
287 */ 291 */
288 292
289 if (type & AT_COUNTERSPELL) { 293 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */ 294 counterspell(op,dir); /* see spell_effect.c */
291 295
292 /* If the only attacktype is counterspell or magic, don't need 296 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing. 297 * to do any further processing.
294 */ 298 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0; 300 return 0;
297 } 301 }
298 type &= ~AT_COUNTERSPELL; 302 type &= ~AT_COUNTERSPELL;
299 } 303 }
300 304
301 if(type & AT_CHAOS){ 305 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */ 306 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE); 307 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS; 308 type &= ~AT_CHAOS;
305 } 309 }
306 310
307 next = get_map_ob (map, x, y); 311 next = get_map_ob (map, x, y);
308 if (next) 312 if (next)
309 next_tag = next->count; 313 next_tag = next->count;
310 314
311 while (next) { 315 while (next) {
312 if (was_destroyed (next, next_tag)) { 316 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no 317 /* 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 318 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first 319 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort. 320 * object. That's why we just abort.
317 * 321 *
318 * This happens whenever attack spells (like fire) hit a pile 322 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage 323 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason. 324 * below was spamming the logs for absolutely no reason.
321 */ 325 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break; 327 break;
324 } 328 }
325 tmp = next; 329 tmp = next;
326 next = tmp->above; 330 next = tmp->above;
327 if (next) 331 if (next)
328 next_tag = next->count; 332 next_tag = next->count;
329 333
330 if (QUERY_FLAG (tmp, FLAG_FREED)) { 334 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n"); 335 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break; 336 break;
333 } 337 }
334 338
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube. 340 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used. 341 * This is one of the few cases where on_same_map should not be used.
338 */ 342 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y) 343 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue; 344 continue;
341 345
342 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343 hit_player(tmp,op->stats.dam,op,type,full_hit); 347 hit_player(tmp,op->stats.dam,op,type,full_hit);
344 retflag |=1; 348 retflag |=1;
345 if (was_destroyed (op, op_tag)) 349 if (was_destroyed (op, op_tag))
346 break; 350 break;
347 } 351 }
348 /* Here we are potentially destroying an object. If the object has 352 /* 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 353 * 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 354 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement 355 * 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 356 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now. 357 * destroyed right now.
354 */ 358 */
355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && 359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356 !tmp->move_block) { 360 !tmp->move_block) {
357 save_throw_object(tmp,type,op); 361 save_throw_object(tmp,type,op);
358 if (was_destroyed (op, op_tag)) 362 if (was_destroyed (op, op_tag))
359 break; 363 break;
360 } 364 }
361 } 365 }
362 return 0; 366 return 0;
363} 367}
364 368
365void attack_message(int dam, int type, object *op, object *hitter) { 369void attack_message(int dam, int type, object *op, object *hitter) {
372 * a player might have. For example, fire, electric, cold, etc 376 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 377 * [garbled 20010919]
374 */ 378 */
375 379
376 if (dam == 9998 && op->type == DOOR) { 380 if (dam == 9998 && op->type == DOOR) {
377 sprintf(buf1, "unlock %s", op->name); 381 sprintf(buf1, "unlock %s", op->name);
378 sprintf(buf2, " unlocks"); 382 sprintf(buf2, " unlocks");
379 found++; 383 found++;
380 } 384 }
381 if(dam<0) { 385 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 386 sprintf(buf1, "hit %s", op->name);
383 sprintf(buf2, " hits"); 387 sprintf(buf2, " hits");
384 found++; 388 found++;
385 } else if(dam==0) { 389 } else if(dam==0) {
386 sprintf(buf1, "missed %s", op->name); 390 sprintf(buf1, "missed %s", op->name);
387 sprintf(buf2, " misses"); 391 sprintf(buf2, " misses");
388 found++; 392 found++;
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 394 hitter->type == POISONING ||
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 395 (type & AT_POISON && IS_LIVE(op))) && !found) {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
393 i++) 397 i++)
394 if (dam < attack_mess[ATM_SUFFER][i].level 398 if (dam < attack_mess[ATM_SUFFER][i].level
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 399 || attack_mess[ATM_SUFFER][i+1].level == -1) {
396 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, 400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
397 op->name, attack_mess[ATM_SUFFER][i].buf2); 401 op->name, attack_mess[ATM_SUFFER][i].buf2);
398 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++; 403 found++;
400 break; 404 break;
401 } 405 }
402 } else if (op->type == DOOR && !found) { 406 } else if (op->type == DOOR && !found) {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
404 i++) 408 i++)
405 if (dam < attack_mess[ATM_DOOR][i].level 409 if (dam < attack_mess[ATM_DOOR][i].level
406 || attack_mess[ATM_DOOR][i+1].level == -1) { 410 || attack_mess[ATM_DOOR][i+1].level == -1) {
407 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, 411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
408 op->name, attack_mess[ATM_DOOR][i].buf2); 412 op->name, attack_mess[ATM_DOOR][i].buf2);
409 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++; 414 found++;
411 break; 415 break;
412 } 416 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
414 if (USING_SKILL(hitter, SK_KARATE)) { 418 if (USING_SKILL(hitter, SK_KARATE)) {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
416 i++) 420 i++)
417 if (dam < attack_mess[ATM_KARATE][i].level 421 if (dam < attack_mess[ATM_KARATE][i].level
418 || attack_mess[ATM_KARATE][i+1].level == -1) { 422 || attack_mess[ATM_KARATE][i+1].level == -1) {
419 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, 423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
420 op->name, attack_mess[ATM_KARATE][i].buf2); 424 op->name, attack_mess[ATM_KARATE][i].buf2);
421 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++; 426 found++;
423 break; 427 break;
424 } 428 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) { 429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
427 i++) 431 i++)
428 if (dam < attack_mess[ATM_CLAW][i].level 432 if (dam < attack_mess[ATM_CLAW][i].level
429 || attack_mess[ATM_CLAW][i+1].level == -1) { 433 || attack_mess[ATM_CLAW][i+1].level == -1) {
430 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, 434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
431 op->name, attack_mess[ATM_CLAW][i].buf2); 435 op->name, attack_mess[ATM_CLAW][i].buf2);
432 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++; 437 found++;
434 break; 438 break;
435 } 439 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 440 } else if (USING_SKILL(hitter, SK_PUNCHING)) {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
438 i++) 442 i++)
439 if (dam < attack_mess[ATM_PUNCH][i].level 443 if (dam < attack_mess[ATM_PUNCH][i].level
440 || attack_mess[ATM_PUNCH][i+1].level == -1) { 444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
441 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
442 op->name, attack_mess[ATM_PUNCH][i].buf2); 446 op->name, attack_mess[ATM_PUNCH][i].buf2);
443 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++; 448 found++;
445 break; 449 break;
450 }
446 } 451 }
447 }
448 } 452 }
449 if (found) { 453 if (found) {
450 /* done */ 454 /* done */
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
452 sprintf(buf1, "hit"); /* just in case */ 456 sprintf(buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++) 457 for (i=0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level 458 if (dam < attack_mess[ATM_ARROW][i].level
455 || attack_mess[ATM_ARROW][i+1].level == -1) { 459 || attack_mess[ATM_ARROW][i+1].level == -1) {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 461 found++;
458 break; 462 break;
459 } 463 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) { 464 } else if (type & AT_DRAIN && IS_LIVE(op)) {
461 /* drain is first, because some items have multiple attypes */ 465 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
463 i++) 467 i++)
464 if (dam < attack_mess[ATM_DRAIN][i].level 468 if (dam < attack_mess[ATM_DRAIN][i].level
465 || attack_mess[ATM_DRAIN][i+1].level == -1) { 469 || attack_mess[ATM_DRAIN][i+1].level == -1) {
466 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, 470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
467 op->name, attack_mess[ATM_DRAIN][i].buf2); 471 op->name, attack_mess[ATM_DRAIN][i].buf2);
468 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++; 473 found++;
470 break; 474 break;
471 } 475 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
474 i++) 478 i++)
475 if (dam < attack_mess[ATM_ELEC][i].level 479 if (dam < attack_mess[ATM_ELEC][i].level
476 || attack_mess[ATM_ELEC][i+1].level == -1) { 480 || attack_mess[ATM_ELEC][i+1].level == -1) {
477 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, 481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
478 op->name, attack_mess[ATM_ELEC][i].buf2); 482 op->name, attack_mess[ATM_ELEC][i].buf2);
479 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++; 484 found++;
481 break; 485 break;
482 } 486 }
483 } else if (type & AT_COLD && IS_LIVE(op)) { 487 } else if (type & AT_COLD && IS_LIVE(op)) {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
485 i++) 489 i++)
486 if (dam < attack_mess[ATM_COLD][i].level 490 if (dam < attack_mess[ATM_COLD][i].level
487 || attack_mess[ATM_COLD][i+1].level == -1) { 491 || attack_mess[ATM_COLD][i+1].level == -1) {
488 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, 492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
489 op->name, attack_mess[ATM_COLD][i].buf2); 493 op->name, attack_mess[ATM_COLD][i].buf2);
490 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++; 495 found++;
492 break; 496 break;
493 } 497 }
494 } else if (type & AT_FIRE) { 498 } else if (type & AT_FIRE) {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
496 i++) 500 i++)
497 if (dam < attack_mess[ATM_FIRE][i].level 501 if (dam < attack_mess[ATM_FIRE][i].level
498 || attack_mess[ATM_FIRE][i+1].level == -1) { 502 || attack_mess[ATM_FIRE][i+1].level == -1) {
499 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, 503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
500 op->name, attack_mess[ATM_FIRE][i].buf2); 504 op->name, attack_mess[ATM_FIRE][i].buf2);
501 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++; 506 found++;
503 break; 507 break;
504 } 508 }
505 } else if (hitter->current_weapon != NULL) { 509 } else if (hitter->current_weapon != NULL) {
506 int mtype; 510 int mtype;
507 switch (hitter->current_weapon->weapontype) { 511 switch (hitter->current_weapon->weapontype) {
508 case WEAP_HIT: mtype = ATM_BASIC; break; 512 case WEAP_HIT: mtype = ATM_BASIC; break;
509 case WEAP_SLASH: mtype = ATM_SLASH; break; 513 case WEAP_SLASH: mtype = ATM_SLASH; break;
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break; 516 case WEAP_SLICE: mtype = ATM_SLICE; break;
513 case WEAP_STAB: mtype = ATM_STAB; break; 517 case WEAP_STAB: mtype = ATM_STAB; break;
514 case WEAP_WHIP: mtype = ATM_WHIP; break; 518 case WEAP_WHIP: mtype = ATM_WHIP; break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
516 case WEAP_BLUD: mtype = ATM_BLUD; break; 520 case WEAP_BLUD: mtype = ATM_BLUD; break;
517 default: mtype = ATM_BASIC; break; 521 default: mtype = ATM_BASIC; break;
518 } 522 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
520 i++) 524 i++)
521 if (dam < attack_mess[mtype][i].level 525 if (dam < attack_mess[mtype][i].level
522 || attack_mess[mtype][i+1].level == -1) { 526 || attack_mess[mtype][i+1].level == -1) {
523 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, 527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
524 op->name, attack_mess[mtype][i].buf2); 528 op->name, attack_mess[mtype][i].buf2);
525 strcpy (buf2, attack_mess[mtype][i].buf3); 529 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++; 530 found++;
527 break; 531 break;
528 } 532 }
529 } else { 533 } else {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
531 i++) 535 i++)
532 if (dam < attack_mess[ATM_BASIC][i].level 536 if (dam < attack_mess[ATM_BASIC][i].level
533 || attack_mess[ATM_BASIC][i+1].level == -1) { 537 || attack_mess[ATM_BASIC][i+1].level == -1) {
534 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, 538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
535 op->name, attack_mess[ATM_BASIC][i].buf2); 539 op->name, attack_mess[ATM_BASIC][i].buf2);
536 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++; 541 found++;
538 break; 542 break;
539 } 543 }
540 } 544 }
541 545
542 if (!found) { 546 if (!found) {
543 strcpy (buf1, "hit"); 547 strcpy (buf1, "hit");
544 strcpy (buf2, " hits"); 548 strcpy (buf2, " hits");
545 } 549 }
546 550
547 /* bail out if a monster is casting spells */ 551 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER || 552 if (!(hitter->type == PLAYER ||
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
550 return; 554 return;
551 555
552 /* scale down magic considerably. */ 556 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5)) 557 if (type & AT_MAGIC && rndm(0, 5))
554 return; 558 return;
555 559
556 /* Did a player hurt another player? Inform both! */ 560 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER && 561 if(op->type==PLAYER &&
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
559 if(get_owner(hitter)!=NULL) 563 if(get_owner(hitter)!=NULL)
560 sprintf(buf,"%s's %s%s you.", 564 sprintf(buf,"%s's %s%s you.",
561 hitter->owner->name, hitter->name, buf2); 565 hitter->owner->name, hitter->name, buf2);
562 else { 566 else {
563 sprintf(buf,"%s%s you.",hitter->name, buf2); 567 sprintf(buf,"%s%s you.",hitter->name, buf2);
564 if (dam != 0) { 568 if (dam != 0) {
565 if (dam < 10) 569 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
567 else if (dam < 20) 571 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
569 else 573 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
571 } 575 }
572 } 576 }
573 new_draw_info(NDI_BLACK, 0,op,buf); 577 new_draw_info(NDI_BLACK, 0,op,buf);
574 } /* end of player hitting player */ 578 } /* end of player hitting player */
575 579
576 if(hitter->type==PLAYER) { 580 if(hitter->type==PLAYER) {
577 sprintf(buf,"You %s.",buf1); 581 sprintf(buf,"You %s.",buf1);
578 if (dam != 0) { 582 if (dam != 0) {
579 if (dam < 10) 583 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
581 else if (dam < 20) 585 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
583 else 587 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
585 } 589 }
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 590 new_draw_info(NDI_BLACK, 0, hitter, buf);
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
588 /* look for stacked spells and start reducing the message chances */ 592 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 593 if (hitter->type == SPELL_EFFECT &&
590 (hitter->subtype == SP_EXPLOSION || 594 (hitter->subtype == SP_EXPLOSION ||
591 hitter->subtype == SP_BULLET || 595 hitter->subtype == SP_BULLET ||
592 hitter->subtype == SP_CONE)) { 596 hitter->subtype == SP_CONE)) {
593 i=4; 597 i=4;
594 map = hitter->map; 598 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 599 if (out_of_map(map, hitter->x, hitter->y))
596 return; 600 return;
597 next = get_map_ob(map, hitter->x, hitter->y); 601 next = get_map_ob(map, hitter->x, hitter->y);
598 if (next) 602 if (next)
599 while(next) { 603 while(next) {
600 if (next->type == SPELL_EFFECT && 604 if (next->type == SPELL_EFFECT &&
601 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || 605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
602 next->subtype == SP_CONE)) 606 next->subtype == SP_CONE))
603 i*=3; 607 i*=3;
604 tmp = next; 608 tmp = next;
605 next = tmp->above; 609 next = tmp->above;
606 } 610 }
607 if (i < 0) 611 if (i < 0)
608 return; 612 return;
609 if (rndm(0, i) != 0) 613 if (rndm(0, i) != 0)
610 return; 614 return;
611 } else if (rndm(0, 5) != 0) 615 } else if (rndm(0, 5) != 0)
612 return; 616 return;
613 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 617 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
616 } 620 }
617} 621}
618 622
619 623
620static int get_attack_mode (object **target, object **hitter, 624static int get_attack_mode (object **target, object **hitter,
621 int *simple_attack) 625 int *simple_attack)
622{ 626{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 628 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 629 return 1;
626 } 630 }
663} 667}
664 668
665static void thrown_item_effect (object *, object *); 669static void thrown_item_effect (object *, object *);
666 670
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 671static int attack_ob_simple (object *op, object *hitter, int base_dam,
668 int base_wc) 672 int base_wc)
669{ 673{
670 int simple_attack, roll, dam=0; 674 int simple_attack, roll, dam=0;
671 uint32 type; 675 uint32 type;
672 const char *op_name = NULL; 676 const char *op_name = NULL;
673 tag_t op_tag, hitter_tag; 677 tag_t op_tag, hitter_tag;
690 * to avoid ever being hit by monsters. 694 * to avoid ever being hit by monsters.
691 */ 695 */
692 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) 696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
693 && op->speed_left > -(FABS(op->speed))*0.3) 697 && op->speed_left > -(FABS(op->speed))*0.3)
694 { 698 {
695 /* Decrease speed BEFORE calling process_object. Otherwise, an 699 /* Decrease speed BEFORE calling process_object. Otherwise, an
696 * infinite loop occurs, with process_object calling move_monster, 700 * infinite loop occurs, with process_object calling move_monster,
697 * which then gets here again. By decreasing the speed before 701 * which then gets here again. By decreasing the speed before
698 * we call process_object, the 'if' statement above will fail. 702 * we call process_object, the 'if' statement above will fail.
699 */ 703 */
700 op->speed_left--; 704 op->speed_left--;
701 process_object(op); 705 process_object(op);
702 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
703 || abort_attack (op, hitter, simple_attack)) 707 || abort_attack (op, hitter, simple_attack))
704 goto error; 708 goto error;
705 } 709 }
706 710
707 add_refcount(op_name = op->name); 711 add_refcount(op_name = op->name);
708 712
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 713 roll=random_roll(1, 20, hitter, PREFER_HIGH);
712 if ( ! simple_attack) 716 if ( ! simple_attack)
713 roll += adj_attackroll(hitter,op); 717 roll += adj_attackroll(hitter,op);
714 718
715 /* See if we hit the creature */ 719 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 720 if(roll==20 || op->stats.ac>=base_wc-roll) {
717 int hitdam = base_dam; 721 int hitdam = base_dam;
718 if (settings.casting_time == TRUE) { 722 if (settings.casting_time == TRUE) {
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
720 hitter->casting_time = -1; 724 hitter->casting_time = -1;
721 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
722 "your spell!"); 726 "your spell!");
723 } 727 }
724 if ((op->casting_time > -1)&&(hitdam > 0)){ 728 if ((op->casting_time > -1)&&(hitdam > 0)){
725 op->casting_time = -1; 729 op->casting_time = -1;
726 if (op->type == PLAYER) { 730 if (op->type == PLAYER) {
727 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
728 "your spell!"); 732 "your spell!");
729 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, 733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
730 "%s was hit by %s and lost a spell.", 734 "%s was hit by %s and lost a spell.",
731 op_name,hitter->name); 735 op_name,hitter->name);
732 } 736 }
733 } 737 }
734 } 738 }
735 if ( ! simple_attack) 739 if ( ! simple_attack)
736 { 740 {
737 /* If you hit something, the victim should *always* wake up. 741 /* If you hit something, the victim should *always* wake up.
738 * Before, invisible hitters could avoid doing this. 742 * Before, invisible hitters could avoid doing this.
739 * -b.t. */ 743 * -b.t. */
740 if (QUERY_FLAG (op, FLAG_SLEEP)) 744 if (QUERY_FLAG (op, FLAG_SLEEP))
765 || was_destroyed (op, op_tag) 769 || was_destroyed (op, op_tag)
766 || abort_attack (op, hitter, simple_attack)) 770 || abort_attack (op, hitter, simple_attack))
767 goto leave; 771 goto leave;
768 } 772 }
769 773
770 /* Need to do at least 1 damage, otherwise there is no point 774 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below. 775 * to go further and it will cause FPE's below.
772 */ 776 */
773 if (hitdam<=0) hitdam=1; 777 if (hitdam<=0) hitdam=1;
774 778
775 type=hitter->attacktype; 779 type=hitter->attacktype;
776 if(!type) type=AT_PHYSICAL; 780 if(!type) type=AT_PHYSICAL;
777 /* Handle monsters that hit back */ 781 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
779 && QUERY_FLAG (hitter, FLAG_ALIVE)) 783 && QUERY_FLAG (hitter, FLAG_ALIVE))
780 { 784 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
784 PREFER_LOW),op, op->attacktype, 1); 788 PREFER_LOW),op, op->attacktype, 1);
785 if (was_destroyed (op, op_tag) 789 if (was_destroyed (op, op_tag)
786 || was_destroyed (hitter, hitter_tag) 790 || was_destroyed (hitter, hitter_tag)
787 || abort_attack (op, hitter, simple_attack)) 791 || abort_attack (op, hitter, simple_attack))
788 goto leave; 792 goto leave;
789 } 793 }
790 794
791 /* In the new attack code, it should handle multiple attack 795 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here. 796 * types in its area, so remove it from here.
793 */ 797 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
795 hitter, type, 1); 799 hitter, type, 1);
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
797 || abort_attack (op, hitter, simple_attack)) 801 || abort_attack (op, hitter, simple_attack))
798 goto leave; 802 goto leave;
799 } /* end of if hitter hit op */ 803 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 804 /* if we missed, dam=0 */
801 805
802 /*attack_message(dam, type, op, hitter);*/ 806 /*attack_message(dam, type, op, hitter);*/
803 807
832 * to the ground after a hit). What a good value for this is up to 836 * 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 837 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 838 * stick around.
835 */ 839 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 840 if (op->weight <= 5000 && tmp->stats.hp >= 0) {
837 if(tmp->head != NULL) 841 if(tmp->head != NULL)
838 tmp = tmp->head; 842 tmp = tmp->head;
839 remove_ob (op); 843 remove_ob (op);
840 op = insert_ob_in_ob(op,tmp); 844 op = insert_ob_in_ob(op,tmp);
841 if (tmp->type== PLAYER) 845 if (tmp->type== PLAYER)
842 esrv_send_item (tmp, op); 846 esrv_send_item (tmp, op);
843 return 1; 847 return 1;
844 } else 848 } else
845 return 0; 849 return 0;
846} 850}
847 851
848/* hit_with_arrow() disassembles the missile, attacks the victim and 852/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 853 * reassembles the missile.
850 * 854 *
915 if ( ! was_destroyed (victim, victim_tag) 919 if ( ! was_destroyed (victim, victim_tag)
916 && stick_arrow (hitter, victim)) 920 && stick_arrow (hitter, victim))
917 return NULL; 921 return NULL;
918 922
919 /* Else try to put arrow on victim's map square 923 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this 924 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code, 925 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something 926 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct 927 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise? 928 * way to handle those otherwise?
925 */ 929 */
926 if (victim_x != hitter->x || victim_y != hitter->y) { 930 if (victim_x != hitter->x || victim_y != hitter->y) {
927 remove_ob (hitter); 931 remove_ob (hitter);
928 hitter->x = victim_x; 932 hitter->x = victim_x;
929 hitter->y = victim_y; 933 hitter->y = victim_y;
930 insert_ob_in_map (hitter, victim->map, hitter,0); 934 insert_ob_in_map (hitter, victim->map, hitter,0);
934 } 938 }
935 return NULL; 939 return NULL;
936 } 940 }
937 941
938 if (hit_something && op->speed >= 10.0) 942 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0; 943 op->speed -= 1.0;
940 944
941 /* Missile missed victim - reassemble missile */ 945 /* Missile missed victim - reassemble missile */
942 if (container) { 946 if (container) {
943 remove_ob (hitter); 947 remove_ob (hitter);
944 insert_ob_in_ob (hitter, container); 948 insert_ob_in_ob (hitter, container);
950void tear_down_wall(object *op) 954void tear_down_wall(object *op)
951{ 955{
952 int perc=0; 956 int perc=0;
953 957
954 if (!op->stats.maxhp) { 958 if (!op->stats.maxhp) {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 959 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
956 perc = 1; 960 perc = 1;
957 } else if(!GET_ANIM_ID(op)) { 961 } else if(!GET_ANIM_ID(op)) {
958 /* Object has been called - no animations, so remove it */ 962 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) { 963 if(op->stats.hp<0) {
960 remove_ob(op); /* Should update LOS */ 964 remove_ob(op); /* Should update LOS */
961 free_object(op); 965 free_object(op);
962 /* Don't know why this is here - remove_ob should do it for us */ 966 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/ 967 /*update_position(m, x, y);*/
964 } 968 }
965 return; /* no animations, so nothing more to do */ 969 return; /* no animations, so nothing more to do */
966 } 970 }
967 perc = NUM_ANIMATIONS(op) 971 perc = NUM_ANIMATIONS(op)
968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 972 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
969 if (perc >= (int) NUM_ANIMATIONS(op)) 973 if (perc >= (int) NUM_ANIMATIONS(op))
970 perc = NUM_ANIMATIONS(op)-1; 974 perc = NUM_ANIMATIONS(op)-1;
971 else if (perc < 1) 975 else if (perc < 1)
972 perc = 1; 976 perc = 1;
973 SET_ANIMATION(op, perc); 977 SET_ANIMATION(op, perc);
974 update_object(op,UP_OBJ_FACE); 978 update_object(op,UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 979 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
976 if(op->face==blank_face) { 980 if(op->face==blank_face) {
977 /* If the last face is blank, remove the ob */ 981 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */ 982 remove_ob(op); /* Should update LOS */
979 free_object(op); 983 free_object(op);
980 984
981 /* remove_ob should call update_position for us */ 985 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/ 986 /*update_position(m, x, y);*/
983 987
984 } else { /* The last face was not blank, leave an image */ 988 } else { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 989 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y); 990 update_all_los(op->map, op->x, op->y);
987 op->move_block = 0; 991 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE); 992 CLEAR_FLAG(op, FLAG_ALIVE);
989 } 993 }
990 } 994 }
991} 995}
992 996
993void scare_creature(object *target, object *hitter) 997void scare_creature(object *target, object *hitter)
994{ 998{
1007 * take. However, it will do other effects (paralyzation, slow, etc.) 1011 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not 1012 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */ 1013 * the attacktype. Makes it easier for the PR code. */
1010 1014
1011int hit_player_attacktype(object *op, object *hitter, int dam, 1015int hit_player_attacktype(object *op, object *hitter, int dam,
1012 uint32 attacknum, int magic) { 1016 uint32 attacknum, int magic) {
1013 1017
1014 int doesnt_slay = 1; 1018 int doesnt_slay = 1;
1015 1019
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1020 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) { 1021 if (attacknum >= NROFATTACKS) {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1022 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0; 1023 return 0;
1020 } 1024 }
1021 1025
1022 if (dam < 0) { 1026 if (dam < 0) {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1027 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0; 1028 return 0;
1025 } 1029 }
1026 1030
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1031 /* 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. */ 1032 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam; 1033 if (attacknum == ATNR_INTERNAL) return dam;
1030 1034
1031 if (hitter->slaying) { 1035 if (hitter->slaying) {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1036 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) && 1037 (op->arch && (op->arch->name != NULL) &&
1034 strstr(op->arch->name, hitter->slaying)) 1038 strstr(op->arch->name, hitter->slaying))
1035 ){ 1039 ){
1036 doesnt_slay = 0; 1040 doesnt_slay = 0;
1037 dam *= 3; 1041 dam *= 3;
1038 } 1042 }
1039 } 1043 }
1040 1044
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1045 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) { 1046 if (op->resist[attacknum]) {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1047 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1048 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]); 1049 dam *= (100-op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100; 1050 if (dam >= 100) dam /= 100;
1047 else 1051 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1052 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 } 1053 }
1050 1054
1051 /* Special hack. By default, if immune to something, you 1055 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since 1056 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if 1057 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */ 1058 * special processing is needed */
1055 1059
1056 if ((op->resist[attacknum] >= 100) && 1060 if ((op->resist[attacknum] >= 100) &&
1057 doesnt_slay && (attacknum != ATNR_ACID)) 1061 doesnt_slay && (attacknum != ATNR_ACID))
1058 return 0; 1062 return 0;
1059 1063
1060 /* Keep this in order - makes things easier to find */ 1064 /* Keep this in order - makes things easier to find */
1061 1065
1062 switch(attacknum) { 1066 switch(attacknum) {
1063 case ATNR_PHYSICAL: 1067 case ATNR_PHYSICAL:
1064 /* here also check for diseases */ 1068 /* here also check for diseases */
1065 check_physically_infect(op, hitter); 1069 check_physically_infect(op, hitter);
1066 break; 1070 break;
1067 1071
1068 /* Don't need to do anything for: 1072 /* Don't need to do anything for:
1069 magic, 1073 magic,
1070 fire, 1074 fire,
1071 electricity, 1075 electricity,
1072 cold */ 1076 cold */
1073 1077
1074 case ATNR_CONFUSION: 1078 case ATNR_CONFUSION:
1075 case ATNR_POISON: 1079 case ATNR_POISON:
1076 case ATNR_SLOW: 1080 case ATNR_SLOW:
1077 case ATNR_PARALYZE: 1081 case ATNR_PARALYZE:
1078 case ATNR_FEAR: 1082 case ATNR_FEAR:
1079 case ATNR_CANCELLATION: 1083 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE: 1084 case ATNR_DEPLETE:
1081 case ATNR_BLIND: 1085 case ATNR_BLIND:
1082 { 1086 {
1083 /* chance for inflicting a special attack depends on the 1087 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level 1088 * difference between attacker's and defender's level
1085 */ 1089 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1090 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1087 1091
1088 /* First, only creatures/players with speed can be affected. 1092 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects 1093 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the 1094 * you. Third, you still get a saving through against the
1091 * effect. 1095 * effect.
1092 */ 1096 */
1093 if (op->speed && 1097 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1098 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1099 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1100 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1097 1101
1098 /* Player has been hit by something */ 1102 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1103 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1104 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1105 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1106 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1107 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1108 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1109 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1110 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1111 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1108 } 1112 }
1109 dam = 0; /* These are all effects and don't do real damage */ 1113 dam = 0; /* These are all effects and don't do real damage */
1110 } 1114 }
1111 break; 1115 break;
1112 case ATNR_ACID: 1116 case ATNR_ACID:
1113 { 1117 {
1114 int flag=0; 1118 int flag=0;
1115 1119
1116 /* Items only get corroded if you're not on a battleground and 1120 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */ 1121 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) && 1122 if (!op_on_battleground(op, NULL, NULL) &&
1119 (op->resist[ATNR_ACID] < 50)) 1123 (op->resist[ATNR_ACID] < 50))
1120 { 1124 {
1121 object *tmp; 1125 object *tmp;
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1123 if(tmp->invisible) 1127 if(tmp->invisible)
1124 continue; 1128 continue;
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1129 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1126 (tmp->resist[ATNR_ACID] >= 10)) 1130 (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */ 1131 /* >= 10% acid res. on itmes will protect these */
1128 continue; 1132 continue;
1129 if(!(tmp->material & M_IRON)) 1133 if(!(tmp->material & M_IRON))
1130 continue; 1134 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */ 1135 if(tmp->magic < -4) /* Let's stop at -5 */
1132 continue; 1136 continue;
1133 if(tmp->type==RING || 1137 if(tmp->type==RING ||
1134 /* removed boots and gloves from exclusion list in 1138 /* removed boots and gloves from exclusion list in
1135 PR */ 1139 PR */
1136 tmp->type==GIRDLE || 1140 tmp->type==GIRDLE ||
1137 tmp->type==AMULET || 1141 tmp->type==AMULET ||
1138 tmp->type==WAND || 1142 tmp->type==WAND ||
1139 tmp->type==ROD || 1143 tmp->type==ROD ||
1140 tmp->type==HORN) 1144 tmp->type==HORN)
1141 continue; /* To avoid some strange effects */ 1145 continue; /* To avoid some strange effects */
1142 1146
1143 /* High damage acid has better chance of corroding 1147 /* High damage acid has better chance of corroding
1144 objects */ 1148 objects */
1145 if(rndm(0, dam+4) > 1149 if(rndm(0, dam+4) >
1146 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1150 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1147 if(op->type == PLAYER) 1151 if(op->type == PLAYER)
1148 /* Make this more visible */ 1152 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1153 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1150 "The %s's acid corrodes your %s!", 1154 "The %s's acid corrodes your %s!",
1151 query_name(hitter), query_name(tmp)); 1155 query_name(hitter), query_name(tmp));
1152 flag = 1; 1156 flag = 1;
1153 tmp->magic--; 1157 tmp->magic--;
1154 if(op->type == PLAYER) 1158 if(op->type == PLAYER)
1155 esrv_send_item(op, tmp); 1159 esrv_send_item(op, tmp);
1156 } 1160 }
1157 } 1161 }
1158 if(flag) 1162 if(flag)
1159 fix_player(op); /* Something was corroded */ 1163 fix_player(op); /* Something was corroded */
1160 } 1164 }
1161 } 1165 }
1162 break; 1166 break;
1163 case ATNR_DRAIN: 1167 case ATNR_DRAIN:
1164 { 1168 {
1165 /* rate is the proportion of exp drained. High rate means 1169 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained. 1170 * not much is drained, low rate means a lot is drained.
1167 */ 1171 */
1168 int rate; 1172 int rate;
1169 1173
1170 if(op->resist[ATNR_DRAIN] >= 0) 1174 if(op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1175 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else 1176 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1177 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174 1178
1175 if(op->stats.exp <= rate) { 1179 if(op->stats.exp <= rate) {
1176 if(op->type == GOLEM) 1180 if(op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */ 1181 dam = 999; /* Its force is "sucked" away. 8) */
1178 else 1182 else
1179 /* If we can't drain, lets try to do physical damage */ 1183 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1184 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else { 1185 } else {
1182 /* Randomly give the hitter some hp */ 1186 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp && 1187 if(hitter->stats.hp<hitter->stats.maxhp &&
1184 (op->level > hitter->level) && 1188 (op->level > hitter->level) &&
1185 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1189 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1186 hitter->stats.hp++; 1190 hitter->stats.hp++;
1187 1191
1188 /* Can't do drains on battleground spaces. 1192 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp 1193 * 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, 1194 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens. 1195 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain 1196 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks. 1197 * attacks, hence all the != PLAYER checks.
1194 */ 1198 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1199 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1196 object *owner = get_owner(hitter); 1200 object *owner = get_owner(hitter);
1197 1201
1198 if (owner && owner != hitter) { 1202 if (owner && owner != hitter) {
1199 if (op->type != PLAYER || owner->type != PLAYER) 1203 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2), 1204 change_exp(owner, op->stats.exp/(rate*2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1205 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1206 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1203 change_exp(hitter, op->stats.exp/(rate*2), 1207 change_exp(hitter, op->stats.exp/(rate*2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1208 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1205 } 1209 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0); 1210 change_exp(op,-op->stats.exp/rate, NULL, 0);
1207 } 1211 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1212 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, 1213 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed 1214 * as the messages will say you missed
1211 */ 1215 */
1212 } 1216 }
1213 } 1217 }
1214 break; 1218 break;
1215 case ATNR_TURN_UNDEAD: 1219 case ATNR_TURN_UNDEAD:
1216 { 1220 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1221 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1222 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1219 object *god = find_god (determine_god (owner)); 1223 object *god = find_god (determine_god (owner));
1220 int div = 1; 1224 int div = 1;
1221 1225
1222 /* if undead are not an enemy of your god, you turn them 1226 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */ 1227 * at half strength */
1224 if (! god || ! god->slaying || 1228 if (! god || ! god->slaying ||
1225 strstr (god->slaying, undead_name) == NULL) 1229 strstr (god->slaying, undead_name) == NULL)
1226 div = 2; 1230 div = 2;
1227 /* Give a bonus if you resist turn undead */ 1231 /* Give a bonus if you resist turn undead */
1228 if (op->level * div < 1232 if (op->level * div <
1229 (turn_bonus[owner->stats.Wis]+owner->level + 1233 (turn_bonus[owner->stats.Wis]+owner->level +
1230 (op->resist[ATNR_TURN_UNDEAD]/100))) 1234 (op->resist[ATNR_TURN_UNDEAD]/100)))
1231 scare_creature(op, owner); 1235 scare_creature(op, owner);
1232 } 1236 }
1233 else 1237 else
1234 dam = 0; /* don't damage non undead - should we damage 1238 dam = 0; /* don't damage non undead - should we damage
1235 undead? */ 1239 undead? */
1236 } break; 1240 } break;
1237 case ATNR_DEATH: 1241 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam); 1242 deathstrike_player(op, hitter, &dam);
1239 break; 1243 break;
1240 case ATNR_CHAOS: 1244 case ATNR_CHAOS:
1241 LOG(llevError, 1245 LOG(llevError,
1242 "%s was hit by %s with non-specific chaos.\n", 1246 "%s was hit by %s with non-specific chaos.\n",
1243 query_name(op), 1247 query_name(op),
1244 query_name(hitter)); 1248 query_name(hitter));
1245 dam = 0; 1249 dam = 0;
1246 break; 1250 break;
1247 case ATNR_COUNTERSPELL: 1251 case ATNR_COUNTERSPELL:
1248 LOG(llevError, 1252 LOG(llevError,
1249 "%s was hit by %s with counterspell attack.\n", 1253 "%s was hit by %s with counterspell attack.\n",
1250 query_name(op), 1254 query_name(op),
1251 query_name(hitter)); 1255 query_name(hitter));
1252 dam = 0; 1256 dam = 0;
1253 /* This should never happen. Counterspell is handled 1257 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen, 1258 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it 1259 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */ 1260 * does no damage. */
1257 break; 1261 break;
1258 case ATNR_HOLYWORD: 1262 case ATNR_HOLYWORD:
1259 { 1263 {
1260 /* This has already been handled by hit_player, 1264 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */ 1265 * no need to check twice -- DAMN */
1262 1266
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1267 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1264 1268
1265 /* As with turn undead above, give a bonus on the saving throw */ 1269 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1270 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1267 owner->level+turn_bonus[owner->stats.Wis]) 1271 owner->level+turn_bonus[owner->stats.Wis])
1268 scare_creature(op, owner); 1272 scare_creature(op, owner);
1269 } break; 1273 } break;
1270 case ATNR_LIFE_STEALING: 1274 case ATNR_LIFE_STEALING:
1271 { 1275 {
1272 int new_hp; 1276 int new_hp;
1273 /* this is replacement to drain for players, instead of taking 1277 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not 1278 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters 1279 * much use giving it to monsters
1276 * 1280 *
1277 * life stealing doesn't do a lot of damage, but it gives the 1281 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that, 1282 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by 1283 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000). 1284 * 1000).
1281 */ 1285 */
1282 /* You can't steal life from something undead */ 1286 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1287 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1284 /* If drain protection is higher than life stealing, use that */ 1288 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1289 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1290 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1291 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288 /* You die at -1 hp, not zero. */ 1292 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1293 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1290 new_hp = hitter->stats.hp + dam; 1294 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1295 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1296 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1293 } 1297 }
1294 } 1298 }
1295 return dam; 1299 return dam;
1296} 1300}
1297 1301
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1324 int pk=0; /* true if op and what controls hitter are both players*/
1321 object *owner=NULL; 1325 object *owner=NULL;
1322 object *skop=NULL; 1326 object *skop=NULL;
1323 1327
1324 if (op->stats.hp>=0) 1328 if (op->stats.hp>=0)
1325 return -1; 1329 return -1;
1326 1330
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1331 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1332 return 0;
1329 1333
1330 /* maxdam needs to be the amount of damage it took to kill 1334 /* maxdam needs to be the amount of damage it took to kill
1332 * adjusted the creatures HP total, so that is negative. 1336 * adjusted the creatures HP total, so that is negative.
1333 */ 1337 */
1334 maxdam = dam + op->stats.hp + 1; 1338 maxdam = dam + op->stats.hp + 1;
1335 1339
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1340 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1341 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1338 1342
1339 if(op->type==DOOR) { 1343 if(op->type==DOOR) {
1340 op->speed = 0.1; 1344 op->speed = 0.1;
1341 update_ob_speed(op); 1345 update_ob_speed(op);
1342 op->speed_left= -0.05; 1346 op->speed_left= -0.05;
1343 return maxdam; 1347 return maxdam;
1344 } 1348 }
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1349 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1346 remove_friendly_object(op); 1350 remove_friendly_object(op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1351 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1348 op->owner->contr->ranges[range_golem] == op) { 1352 op->owner->contr->ranges[range_golem] == op) {
1349 op->owner->contr->ranges[range_golem]=NULL; 1353 op->owner->contr->ranges[range_golem]=NULL;
1350 op->owner->contr->golem_count=0; 1354 op->owner->contr->golem_count=0;
1351 } 1355 }
1352 1356
1353 remove_ob(op); 1357 remove_ob(op);
1354 free_object(op); 1358 free_object(op);
1355 return maxdam; 1359 return maxdam;
1356 } 1360 }
1357 1361
1358 /* Now lets start dealing with experience we get for killing something */ 1362 /* Now lets start dealing with experience we get for killing something */
1359 1363
1360 owner=get_owner(hitter); 1364 owner=get_owner(hitter);
1361 if(owner==NULL) 1365 if(owner==NULL)
1362 owner=hitter; 1366 owner=hitter;
1363 1367
1364 /* is the victim (op) standing on battleground? */ 1368 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1369 if (op_on_battleground(op, NULL, NULL)) battleg=1;
1366 1370
1367 /* is this player killing?*/ 1371 /* is this player killing?*/
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1372 if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1369 1373
1370 /* Player killed something */ 1374 /* Player killed something */
1371 if(owner->type==PLAYER) { 1375 if(owner->type==PLAYER) {
1372 Log_Kill(owner->name, 1376 Log_Kill(owner->name,
1373 query_name(op),op->type, 1377 query_name(op),op->type,
1374 (owner!=hitter) ? query_name(hitter) : NULL, 1378 (owner!=hitter) ? query_name(hitter) : NULL,
1375 (owner!=hitter) ? hitter->type : 0); 1379 (owner!=hitter) ? hitter->type : 0);
1376 1380
1377 /* Log players killing other players - makes it easier to detect 1381 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1382 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1383 * ip address is included.
1380 */ 1384 */
1381 if (op->type == PLAYER && !battleg) { 1385 if (op->type == PLAYER && !battleg) {
1382 time_t t=time(NULL); 1386 time_t t=time(NULL);
1383 struct tm *tmv; 1387 struct tm *tmv;
1384 char buf[256]; 1388 char buf[256];
1385 1389
1386 tmv = localtime(&t); 1390 tmv = localtime(&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1391 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1388 1392
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1393 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1390 buf, owner->name, owner->contr->socket.host, query_name(op)); 1394 buf, owner->name, owner->contr->socket.host, query_name(op));
1391 } 1395 }
1392 1396
1393 /* try to filter some things out - basically, if you are 1397 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1398 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1399 * probably don't want to see that.
1396 */ 1400 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1401 if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1398 if(owner!=hitter) { 1402 if(owner!=hitter) {
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1403 new_draw_info_format(NDI_BLACK, 0, owner,
1400 "You killed %s with %s.",query_name(op), 1404 "You killed %s with %s.",query_name(op),
1401 query_name(hitter)); 1405 query_name(hitter));
1402 } 1406 }
1403 else { 1407 else {
1404 new_draw_info_format(NDI_BLACK, 0, owner, 1408 new_draw_info_format(NDI_BLACK, 0, owner,
1405 "You killed %s.",query_name(op)); 1409 "You killed %s.",query_name(op));
1406 } 1410 }
1407 /* Only play sounds for melee kills */ 1411 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER) 1412 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1413 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1410 } 1414 }
1411 1415
1412 /* If a player kills another player, not on 1416 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is 1417 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV 1418 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not 1419 * 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 1420 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty. 1421 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings. 1422 * Changed to make luck penalty configurable in settings.
1419 */ 1423 */
1420 if(op->type == PLAYER && owner != op && !battleg) 1424 if(op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty); 1425 change_luck(owner, -settings.pk_luck_penalty);
1422 1426
1423 /* This code below deals with finding the appropriate skill 1427 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should 1428 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill 1429 * probably never really have to look at current_weapon->skill
1426 */ 1430 */
1427 skill = NULL; 1431 skill = NULL;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1432 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1429 else if (owner->chosen_skill) { 1433 else if (owner->chosen_skill) {
1430 skill = owner->chosen_skill->skill; 1434 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill; 1435 skop = owner->chosen_skill;
1432 } 1436 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1437 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1434 else 1438 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1439 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1436 1440
1437 /* We have the skill we want to credit to - now find the object this goes 1441 /* 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! 1442 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */ 1443 */
1440 if ((!skop || skop->type != SKILL) && skill) { 1444 if ((!skop || skop->type != SKILL) && skill) {
1441 int i; 1445 int i;
1442 1446
1443 for (i=0; i<NUM_SKILLS; i++) 1447 for (i=0; i<NUM_SKILLS; i++)
1444 if (owner->contr->last_skill_ob[i] && 1448 if (owner->contr->last_skill_ob[i] &&
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1449 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1446 skop = owner->contr->last_skill_ob[i]; 1450 skop = owner->contr->last_skill_ob[i];
1447 break; 1451 break;
1448 } 1452 }
1449 } 1453 }
1450 } /* Was it a player that hit somethign */ 1454 } /* Was it a player that hit somethign */
1451 else { 1455 else {
1452 skill = NULL; 1456 skill = NULL;
1453 } 1457 }
1454 1458
1455 /* Pet (or spell) killed something. */ 1459 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) { 1460 if(owner != hitter ) {
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1461 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1462 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1459 } 1463 }
1460 else { 1464 else {
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1465 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1466 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1467 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1464 } 1468 }
1465 /* These may have been set in the player code section above */ 1469 /* These may have been set in the player code section above */
1466 if (!skop) skop = hitter->chosen_skill; 1470 if (!skop) skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill; 1471 if (!skill && skop) skill=skop->skill;
1468 1472
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1473 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1470 1474
1471 1475
1472 /* If you didn't kill yourself, and your not the wizard */ 1476 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1477 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1474 int exp; 1478 int exp;
1475 1479
1476 /* Really don't give much experience for killing other players */ 1480 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1481 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) { 1482 if (op->type==PLAYER) {
1479 if (battleg) { 1483 if (battleg) {
1480 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); 1484 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1481 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); 1485 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1482 } 1486 }
1483 else 1487 else
1484 exp = op->stats.exp / 1000; 1488 exp = op->stats.exp / 1000;
1485 } 1489 }
1486 else 1490 else
1487 exp = calc_skill_exp(owner, op, skop); 1491 exp = calc_skill_exp(owner, op, skop);
1488 1492
1489 /* if op is standing on "battleground" (arena), no way to gain 1493 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him 1494 * exp by killing him
1491 */ 1495 */
1492 if (battleg) exp = 0; 1496 if (battleg) exp = 0;
1493 1497
1494 /* Don't know why this is set this way - doesn't make 1498 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason. 1499 * sense to just divide everything by two for no reason.
1496 */ 1500 */
1497 1501
1498 if (!settings.simple_exp) 1502 if (!settings.simple_exp)
1499 exp=exp/2; 1503 exp=exp/2;
1500 1504
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1505 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1502 change_exp(owner,exp, skill, 0); 1506 change_exp(owner,exp, skill, 0);
1503 } 1507 }
1504 else { 1508 else {
1505 int shares=0,count=0; 1509 int shares=0,count=0;
1506 1510
1507 player *pl; 1511 player *pl;
1508 1512
1509 partylist *party=owner->contr->party; 1513 partylist *party=owner->contr->party;
1510#ifdef PARTY_KILL_LOG 1514#ifdef PARTY_KILL_LOG
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1515 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1512#endif 1516#endif
1513 for(pl=first_player;pl!=NULL;pl=pl->next) { 1517 for(pl=first_player;pl!=NULL;pl=pl->next) {
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1515 count++;
1516 shares+=(pl->ob->level+4);
1517 }
1518 }
1519 if(count==1 || shares>exp)
1520 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521 else {
1522 int share=exp/shares,given=0,nexp;
1523 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1518 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 nexp=(pl->ob->level+4)*share; 1519 count++;
1520 shares+=(pl->ob->level+4);
1521 }
1522 }
1523 if(count==1 || shares>exp)
1524 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1525 else {
1526 int share=exp/shares,given=0,nexp;
1527 for(pl=first_player;pl!=NULL;pl=pl->next) {
1528 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1529 nexp=(pl->ob->level+4)*share;
1526 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); 1530 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1527 given+=nexp; 1531 given+=nexp;
1528 } 1532 }
1529 } 1533 }
1530 exp-=given; 1534 exp-=given;
1531 /* give any remainder to the player */ 1535 /* give any remainder to the player */
1532 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); 1536 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1533 } 1537 }
1534 } /* else part of a party */ 1538 } /* else part of a party */
1535 1539
1536 } /* end if person didn't kill himself */ 1540 } /* end if person didn't kill himself */
1537 1541
1538 if(op->type!=PLAYER) { 1542 if(op->type!=PLAYER) {
1539 if(QUERY_FLAG(op,FLAG_FRIENDLY)) { 1543 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1540 object *owner1 = get_owner(op); 1544 object *owner1 = get_owner(op);
1541 1545
1542 if(owner1!= NULL && owner1->type == PLAYER) { 1546 if(owner1!= NULL && owner1->type == PLAYER) {
1543 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); 1547 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1544 /* Maybe we should include the owner that killed this, maybe not */ 1548 /* 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.", 1549 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1546 op->name,hitter->name); 1550 op->name,hitter->name);
1547 } 1551 }
1548 remove_friendly_object(op); 1552 remove_friendly_object(op);
1549 } 1553 }
1550 remove_ob(op); 1554 remove_ob(op);
1551 free_object(op); 1555 free_object(op);
1552 } 1556 }
1553 /* Player has been killed! */ 1557 /* Player has been killed! */
1554 else { 1558 else {
1555 if(owner->type==PLAYER) { 1559 if(owner->type==PLAYER) {
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); 1560 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1557 } 1561 }
1558 else { 1562 else {
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1563 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1560 op->contr->killer[BIG_NAME-1]='\0'; 1564 op->contr->killer[BIG_NAME-1]='\0';
1561 } 1565 }
1562 } 1566 }
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1567 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1568 * continues in the calling function.
1565 */ 1569 */
1566 return maxdam; 1570 return maxdam;
1571 */ 1575 */
1572 1576
1573int friendly_fire(object *op, object *hitter){ 1577int friendly_fire(object *op, object *hitter){
1574 object *owner; 1578 object *owner;
1575 int friendlyfire; 1579 int friendlyfire;
1576 1580
1577 if (hitter->head) hitter=hitter->head; 1581 if (hitter->head) hitter=hitter->head;
1578 1582
1579 friendlyfire = 0; 1583 friendlyfire = 0;
1580 1584
1581 if(op->type == PLAYER) { 1585 if(op->type == PLAYER) {
1582 if (op_on_battleground (hitter, 0, 0)) 1586 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1587 return 0;
1584 1588
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1589 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1590 return 1;
1587 1591
1588 if((owner = get_owner(hitter))!=NULL) { 1592 if((owner = get_owner(hitter))!=NULL) {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1593 if(owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1594 friendlyfire = 2;
1591 } 1595 }
1592 1596
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1597 if (hitter->type == SPELL || hitter->type == POISONING ||
1594 hitter->type == DISEASE || hitter->type == RUNE) 1598 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1599 friendlyfire = 0;
1596 } 1600 }
1597 return friendlyfire; 1601 return friendlyfire;
1598} 1602}
1599 1603
1600 1604
1639 1643
1640 op_tag = op->count; 1644 op_tag = op->count;
1641 hitter_tag = hitter->count; 1645 hitter_tag = hitter->count;
1642 1646
1643 if (body_attack) { 1647 if (body_attack) {
1644 /* slow and paralyze must hit the head. But we don't want to just 1648 /* 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 1649 * return - we still need to process other attacks the spell still
1646 * might have. So just remove the paralyze and slow attacktypes, 1650 * might have. So just remove the paralyze and slow attacktypes,
1647 * and keep on processing if we have other attacktypes. 1651 * and keep on processing if we have other attacktypes.
1648 * return if only magic or nothing is left - under normal code 1652 * return if only magic or nothing is left - under normal code
1649 * we don't attack with pure magic if there is another attacktype. 1653 * we don't attack with pure magic if there is another attacktype.
1650 * Only do processing if the initial attacktype includes one of those 1654 * Only do processing if the initial attacktype includes one of those
1651 * attack so we don't cancel out things like magic bullet. 1655 * attack so we don't cancel out things like magic bullet.
1652 */ 1656 */
1653 if (type & (AT_PARALYZE | AT_SLOW)) { 1657 if (type & (AT_PARALYZE | AT_SLOW)) {
1654 type &= ~(AT_PARALYZE | AT_SLOW); 1658 type &= ~(AT_PARALYZE | AT_SLOW);
1655 if (!type || type==AT_MAGIC) return 0; 1659 if (!type || type==AT_MAGIC) return 0;
1656 } 1660 }
1657 } 1661 }
1658 1662
1659 if ( ! simple_attack && op->type == DOOR) { 1663 if ( ! simple_attack && op->type == DOOR) {
1660 object *tmp; 1664 object *tmp;
1661 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1665 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1673 /* FIXME: If a player is killed by a rune in a door, the 1677 /* 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. 1678 * was_destroyed() check above doesn't return, and might get here.
1675 */ 1679 */
1676 LOG (llevDebug, "victim (arch %s, name %s) already dead in " 1680 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1677 "hit_player()\n", op->arch->name, op->name); 1681 "hit_player()\n", op->arch->name, op->name);
1678 return 0; 1682 return 0;
1679 } 1683 }
1680 1684
1681#ifdef ATTACK_DEBUG 1685#ifdef ATTACK_DEBUG
1682 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); 1686 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1683#endif 1687#endif
1685 if (magic) { 1689 if (magic) {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1690 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1691 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1692 dam = dam*(100-op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1693 if (dam >= 100)
1690 dam /= 100; 1694 dam /= 100;
1691 else 1695 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1696 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1693 } 1697 }
1694 1698
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1699 /* 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 1700 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1701 */
1705 * holyword is part of an attacktype, then make sure the creature is 1709 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1710 * a proper match, otherwise no damage.
1707 */ 1711 */
1708 if (type & AT_HOLYWORD) { 1712 if (type & AT_HOLYWORD) {
1709 object *god; 1713 object *god;
1710 if ((!hitter->slaying || 1714 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1715 (!(op->race && strstr(hitter->slaying,op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1716 !(op->name && strstr(hitter->slaying,op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1717 (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1714 (hitter->title != NULL 1718 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL 1719 && (god = find_god(determine_god(hitter))) != NULL
1716 && god->race != NULL 1720 && god->race != NULL
1717 && strstr(god->race,undead_name) != NULL))) 1721 && strstr(god->race,undead_name) != NULL)))
1718 return 0; 1722 return 0;
1719 } 1723 }
1720 1724
1721 maxattacktype = type; /* initialize this to something */ 1725 maxattacktype = type; /* initialize this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1726 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1723 /* Magic isn't really a true attack type - it gets combined with other 1727 /* 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 1728 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1729 * the only attacktype in the group, then still attack with it
1726 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1728
1729 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc.
1733 */ 1730 */
1731 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1732
1733 /* Go through and hit the player with each attacktype, one by one.
1734 * hit_player_attacktype only figures out the damage, doesn't inflict
1735 * it. It will do the appropriate action for attacktypes with
1736 * effects (slow, paralization, etc.
1737 */
1734 if (type & attacktype) { 1738 if (type & attacktype) {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1739 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1736 /* the >= causes us to prefer messages from special attacks, if 1740 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1741 * the damage is equal.
1738 */ 1742 */
1739 if (ndam >= maxdam) { 1743 if (ndam >= maxdam) {
1740 maxdam = ndam; 1744 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1745 maxattacktype = 1<<attacknum;
1746 }
1747 }
1742 } 1748 }
1743 } 1749
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only 1750 /* 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 1751 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1752 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1753 * an attack do damage before when it otherwise didn't
1750 */ 1754 */
1751 friendlyfire = friendly_fire(op, hitter); 1755 friendlyfire = friendly_fire(op, hitter);
1752 if (friendlyfire && maxdam){ 1756 if (friendlyfire && maxdam){
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1757 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1758#ifndef COZY_SERVER
1755 maxdam++; 1759 maxdam++;
1756#endif 1760#endif
1757 1761
1758#ifdef ATTACK_DEBUG 1762#ifdef ATTACK_DEBUG
1759 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1763 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1760 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1764 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1761#endif 1765#endif
1762 } 1766 }
1763 1767
1764 if (!full_hit) { 1768 if (!full_hit) {
1765 archetype *at; 1769 archetype *at;
1766 int area; 1770 int area;
1767 int remainder; 1771 int remainder;
1768 1772
1769 area = 0; 1773 area = 0;
1770 for(at = op->arch; at != NULL; at = at->more) 1774 for(at = op->arch; at != NULL; at = at->more)
1771 area++; 1775 area++;
1772 assert(area > 0); 1776 assert(area > 0);
1773 1777
1774 /* basically: maxdam /= area; we try to "simulate" a float 1778 /* basically: maxdam /= area; we try to "simulate" a float
1775 value-effect */ 1779 value-effect */
1776 remainder = 100*(maxdam%area)/area; 1780 remainder = 100*(maxdam%area)/area;
1777 maxdam /= area; 1781 maxdam /= area;
1778 if (RANDOM()%100 < remainder) 1782 if (RANDOM()%100 < remainder)
1779 maxdam++; 1783 maxdam++;
1780 } 1784 }
1781 1785
1782#ifdef ATTACK_DEBUG 1786#ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); 1787 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1784#endif 1788#endif
1785 1789
1786 if(get_owner(hitter)) 1790 if(get_owner(hitter))
1787 op->enemy=hitter->owner; 1791 op->enemy=hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1792 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1789 op->enemy=hitter; 1793 op->enemy=hitter;
1790 1794
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1795 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1792 /* The unaggressives look after themselves 8) */ 1796 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1797 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1798 npc_call_help(op);
1795 } 1799 }
1796 1800
1797 if (magic && did_make_save(op, op->level, 0)) 1801 if (magic && did_make_save(op, op->level, 0))
1798 maxdam=maxdam/2; 1802 maxdam=maxdam/2;
1799 1803
1800 attack_message(maxdam, maxattacktype, op, hitter); 1804 attack_message(maxdam, maxattacktype, op, hitter);
1801 1805
1802 op->stats.hp-=maxdam; 1806 op->stats.hp-=maxdam;
1803 1807
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1808 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1809 if ((op->stats.hp>=0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1810 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1811 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1808 (float)op->stats.maxhp)) { 1812 (float)op->stats.maxhp)) {
1809 1813
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1814 if (QUERY_FLAG(op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1815 SET_FLAG(op, FLAG_RUN_AWAY);
1812 else 1816 else
1813 scare_creature(op, hitter); 1817 scare_creature(op, hitter);
1814 } 1818 }
1815 1819
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1820 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1817 if (maxdam) 1821 if (maxdam)
1818 tear_down_wall(op); 1822 tear_down_wall(op);
1819 return maxdam; /* nothing more to do for wall */ 1823 return maxdam; /* nothing more to do for wall */
1820 } 1824 }
1821 1825
1822 /* See if the creature has been killed */ 1826 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 1827 rtn_kill = kill_object(op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 1828 if (rtn_kill != -1)
1825 return rtn_kill; 1829 return rtn_kill;
1826 1830
1827 1831
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1832 /* 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 1833 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 1834 * remained - that is no longer the case.
1831 */ 1835 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1836 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1837 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1834 remove_friendly_object(hitter); 1838 remove_friendly_object(hitter);
1835 remove_ob(hitter); 1839 remove_ob(hitter);
1836 free_object(hitter); 1840 free_object(hitter);
1837 } 1841 }
1838 /* Lets handle creatures that are splitting now */ 1842 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1843 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1840 int i; 1844 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1845 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1846 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op); 1847 object *owner = get_owner(op);
1844 1848
1845 if(!op->other_arch) { 1849 if(!op->other_arch) {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 1850 LOG(llevError,"SPLITTING without other_arch error.\n");
1847 return maxdam; 1851 return maxdam;
1848 } 1852 }
1849 remove_ob(op); 1853 remove_ob(op);
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1854 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch); 1855 object *tmp=arch_to_object(op->other_arch);
1852 int j; 1856 int j;
1853 1857
1854 tmp->stats.hp=op->stats.hp; 1858 tmp->stats.hp=op->stats.hp;
1855 if (friendly) { 1859 if (friendly) {
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 1860 SET_FLAG(tmp, FLAG_FRIENDLY);
1857 add_friendly_object(tmp); 1861 add_friendly_object(tmp);
1858 tmp->attack_movement = PETMOVE; 1862 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL) 1863 if (owner!=NULL)
1860 set_owner(tmp,owner); 1864 set_owner(tmp,owner);
1861 } 1865 }
1862 if (unaggressive) 1866 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1867 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1868 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1865 if (j==-1) /* No spot to put this monster */ 1869 if (j==-1) /* No spot to put this monster */
1866 free_object(tmp); 1870 free_object(tmp);
1867 else { 1871 else {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1872 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0); 1873 insert_ob_in_map(tmp,op->map,NULL,0);
1870 } 1874 }
1871 } 1875 }
1872 if(friendly) 1876 if(friendly)
1873 remove_friendly_object(op); 1877 remove_friendly_object(op);
1874 free_object(op); 1878 free_object(op);
1875 } 1879 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1880 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1877 remove_ob(hitter); 1881 remove_ob(hitter);
1878 free_object(hitter); 1882 free_object(hitter);
1879 } 1883 }
1880 return maxdam; 1884 return maxdam;
1881} 1885}
1882 1886
1883 1887
1885{ 1889{
1886 archetype *at = find_archetype("poisoning"); 1890 archetype *at = find_archetype("poisoning");
1887 object *tmp=present_arch_in_ob(at,op); 1891 object *tmp=present_arch_in_ob(at,op);
1888 1892
1889 if(tmp==NULL) { 1893 if(tmp==NULL) {
1890 if((tmp=arch_to_object(at))==NULL) 1894 if((tmp=arch_to_object(at))==NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n"); 1895 LOG(llevError,"Failed to clone arch poisoning.\n");
1892 else { 1896 else {
1893 tmp = insert_ob_in_ob(tmp,op); 1897 tmp = insert_ob_in_ob(tmp,op);
1894 /* peterm: give poisoning some teeth. It should 1898 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 1899 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 1900 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 1901 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 1902 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 1903 * If anything else, goes as damage.
1900 */ 1904 */
1901 1905
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 1906 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2; 1907 tmp->stats.dam += hitter->level/2;
1904 else 1908 else
1905 tmp->stats.dam = dam; 1909 tmp->stats.dam = dam;
1906 1910
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 1911 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 1912 if(hitter->skill && hitter->skill != tmp->skill) {
1909 if (tmp->skill) free_string(tmp->skill); 1913 if (tmp->skill) free_string(tmp->skill);
1910 tmp->skill = add_refcount(hitter->skill); 1914 tmp->skill = add_refcount(hitter->skill);
1911 } 1915 }
1912 1916
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */ 1917 tmp->stats.food+=dam; /* more damage, longer poisoning */
1914 1918
1915 if(op->type==PLAYER) { 1919 if(op->type==PLAYER) {
1916 /* player looses stats, maximum is -10 of each */ 1920 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10); 1921 tmp->stats.Con= MAX(-(dam/4+1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10); 1922 tmp->stats.Str= MAX(-(dam/3+2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10); 1923 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10); 1924 tmp->stats.Int= MAX(-dam/7, -10);
1921 SET_FLAG(tmp,FLAG_APPLIED); 1925 SET_FLAG(tmp,FLAG_APPLIED);
1922 fix_player(op); 1926 fix_player(op);
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 1927 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1924 } 1928 }
1925 if (hitter->type == PLAYER) 1929 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 1930 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1927 op->name); 1931 op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 1932 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 1933 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1930 "Your %s poisons %s.", hitter->name, op->name); 1934 "Your %s poisons %s.", hitter->name, op->name);
1931 } 1935 }
1932 tmp->speed_left=0; 1936 tmp->speed_left=0;
1933 } 1937 }
1934 else 1938 else
1935 tmp->stats.food++; 1939 tmp->stats.food++;
1936} 1940}
1937 1941
1938void slow_player(object *op,object *hitter,int dam) 1942void slow_player(object *op,object *hitter,int dam)
1939{ archetype *at = find_archetype("slowness"); 1943{ archetype *at = find_archetype("slowness");
1940 object *tmp; 1944 object *tmp;
1957 object *tmp; 1961 object *tmp;
1958 int maxduration; 1962 int maxduration;
1959 1963
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 1964 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1961 if(!tmp) { 1965 if(!tmp) {
1962 tmp = get_archetype(FORCE_NAME); 1966 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 1967 tmp = insert_ob_in_ob(tmp,op);
1964 } 1968 }
1965 1969
1966 /* Duration added per hit and max. duration of confusion both depend 1970 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 1971 * on the player's resistance
1968 */ 1972 */
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 1975 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1972 if (tmp->name) free_string(tmp->name); 1976 if (tmp->name) free_string(tmp->name);
1973 tmp->name = add_string("confusion"); 1977 tmp->name = add_string("confusion");
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 1978 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1975 if( tmp->duration > maxduration) 1979 if( tmp->duration > maxduration)
1976 tmp->duration = maxduration; 1980 tmp->duration = maxduration;
1977 1981
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 1982 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 1983 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED); 1984 SET_FLAG(op, FLAG_CONFUSED);
1981} 1985}
1982 1986
1983void blind_player(object *op, object *hitter, int dam) 1987void blind_player(object *op, object *hitter, int dam)
1984{ 1988{
2003 2007
2004 if(hitter->owner) owner = get_owner(hitter); 2008 if(hitter->owner) owner = get_owner(hitter);
2005 else owner = hitter; 2009 else owner = hitter;
2006 2010
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 2011 new_draw_info_format(NDI_UNIQUE,0,owner,
2008 "Your attack blinds %s!",query_name(op)); 2012 "Your attack blinds %s!",query_name(op));
2009 } 2013 }
2010 tmp->stats.food += dam; 2014 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 2015 if(tmp->stats.food > 10) tmp->stats.food = 10;
2012} 2016}
2013 2017
2020 * written? Well, i think this can and should be removed 2024 * written? Well, i think this can and should be removed
2021 */ 2025 */
2022 2026
2023 /* 2027 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2028 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 2029 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 2030 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2031 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 2032 }
2029 */ 2033 */
2030 2034
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2035 /* 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; 2036 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2059 ** field of the deathstriking object */ 2063 ** field of the deathstriking object */
2060 2064
2061 int atk_lev, def_lev, kill_lev; 2065 int atk_lev, def_lev, kill_lev;
2062 2066
2063 if(hitter->slaying) 2067 if(hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2068 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2065 (op->race&&strstr(hitter->slaying,op->race)))) return; 2069 (op->race&&strstr(hitter->slaying,op->race)))) return;
2066 2070
2067 def_lev = op->level; 2071 def_lev = op->level;
2068 if (def_lev < 1) { 2072 if (def_lev < 1) {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2073 LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2070 op->arch->name, op->name); 2074 op->arch->name, op->name);
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2077 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2078 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 2079 atk_lev, def_lev); */
2076 2080
2077 if(atk_lev >= def_lev ){ 2081 if(atk_lev >= def_lev ){
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2082 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2079 2083
2080 /* Note that the below effectively means the ratio of the atk vs 2084 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 2085 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 2086 * chance of killing a level 50 monster. This should probably be
2083 * redone. 2087 * redone.
2084 */ 2088 */
2085 if(kill_lev >= def_lev) { 2089 if(kill_lev >= def_lev) {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2090 *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 2091 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 2092 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 2093 * attack level is double the defender level.
2090 */ 2094 */
2091 *dam *= kill_lev / def_lev; 2095 *dam *= kill_lev / def_lev;
2092 } 2096 }
2093 } else { 2097 } else {
2094 *dam = 0; /* no harm done */ 2098 *dam = 0; /* no harm done */
2095 } 2099 }
2096} 2100}
2097 2101
2100 * monster). 2104 * monster).
2101 */ 2105 */
2102static void thrown_item_effect (object *hitter, object *victim) 2106static void thrown_item_effect (object *hitter, object *victim)
2103{ 2107{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2108 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2105 /* May not need a switch for just 2 types, but this makes it 2109 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion. 2110 * easier for expansion.
2107 */ 2111 */
2108 switch (hitter->type) { 2112 switch (hitter->type) {
2109 case POTION: 2113 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */ 2114 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2115 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2112 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2116 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2113 break; 2117 break;
2114 2118
2115 case POISON: /* poison drinks */ 2119 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */ 2120 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2121 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2118 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2122 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2119 break; 2123 break;
2120 2124
2121 /* Removed case statements that did nothing. 2125 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it, 2126 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here. 2127 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled. 2128 * Containers should perhaps break open, but that code was disabled.
2125 */ 2129 */
2126 } 2130 }
2127 } 2131 }
2128} 2132}
2129 2133
2130/* adj_attackroll() - adjustments to attacks by various conditions */ 2134/* adj_attackroll() - adjustments to attacks by various conditions */
2131 2135
2203 2207
2204 /* I broke what used to be one big if into a few nested 2208 /* 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. 2209 * ones so that figuring out the logic is at least possible.
2206 */ 2210 */
2207 if (op && (op->move_type & MOVE_FLYING)) { 2211 if (op && (op->move_type & MOVE_FLYING)) {
2208 if (op->type==ARROW || op->type==THROWN_OBJ) 2212 if (op->type==ARROW || op->type==THROWN_OBJ)
2209 return 1; 2213 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2214 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2211 op->subtype == SP_EXPLOSION)) 2215 op->subtype == SP_EXPLOSION))
2212 return 1; 2216 return 1;
2213 } 2217 }
2214 return 0; 2218 return 0;
2215} 2219}
2216 2220

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