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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:33 2006 UTC vs.
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: attack.C,v 1.3 2006/08/26 23:36:33 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 24#include <assert.h>
28#include <global.h> 25#include <global.h>
29#include <living.h> 26#include <living.h>
30#include <material.h> 27#include <material.h>
31#include <skills.h> 28#include <skills.h>
32 29
33#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
34#include <sproto.h> 31# include <sproto.h>
35#endif 32#endif
36 33
37#include <sounds.h> 34#include <sounds.h>
38 35
39typedef struct att_msg_str { 36typedef struct att_msg_str
37{
40 char *msg1; 38 char *msg1;
41 char *msg2; 39 char *msg2;
42} att_msg; 40} att_msg;
43 41
44/*#define ATTACK_DEBUG*/ 42/*#define ATTACK_DEBUG*/
45 43
46/* cancels object *op. Cancellation basically means an object loses 44/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 45 * its magical benefits.
48 */ 46 */
47void
49void cancellation(object *op) 48cancellation (object *op)
50{ 49{
51 object *tmp;
52
53 if (op->invisible) 50 if (op->invisible)
54 return; 51 return;
55 52
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
57 /* Recur through the inventory */ 55 /* Recurse through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 58 cancellation (tmp);
61 } 59 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
63 /* Nullify this object. This code could probably be more complete */ 62 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 63 /* in what abilities it should cancel */
65 op->magic=0; 64 op->magic = 0;
65
66 CLEAR_FLAG(op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
70 if (op->env && op->env->type == PLAYER) { 71 if (op->env && op->env->type == PLAYER)
71 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
72 }
73 } 73 }
74} 74}
75
76
77 75
78/* did_make_save_item just checks to make sure the item actually 76/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 77 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 78 * any further action (like destroying the item).
81 */ 79 */
82 80int
83int did_make_save_item(object *op, int type, object *originator) { 81did_make_save_item (object *op, int type, object *originator)
82{
84 int i, roll, saves=0, attacks=0, number; 83 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 84 materialtype_t *mt;
86 85
87 if (op->materialname == NULL) { 86 if (op->materialname == NULL)
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 89 if (op->material & mt->material)
90 break; 90 break;
91 } 91 }
92 } else 92 else
93 mt = name_to_material(op->materialname); 93 mt = name_to_material (op->materialname);
94
94 if (mt == NULL) 95 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 96 return TRUE;
97
98 roll = rndm (1, 20);
99
100 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype.
107 */
108 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119
120 for (number = 0; number < NROFATTACKS; number++)
121 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++;
126 if (op->resist[number] == 100)
127 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
131 saves++;
132 }
133
134 if (saves == attacks || attacks == 0)
135 return TRUE;
136
137 if (saves == 0 || (rndm (1, attacks) > saves))
138 return FALSE;
139
140 return TRUE;
137} 141}
138 142
139/* This function calls did_make_save_item. It then performs the 143/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 144 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 145 * calling cancellation, etc.)
142 */ 146 */
143 147void
144void save_throw_object (object *op, int type, object *originator) 148save_throw_object (object *op, int type, object *originator)
145{ 149{
146 if ( ! did_make_save_item (op, type,originator)) 150 if (!did_make_save_item (op, type, originator))
147 { 151 {
148 object *env=op->env; 152 object *env = op->env;
149 int x=op->x,y=op->y; 153 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 154 maptile *m = op->map;
151 155
152 op = stop_item (op); 156 op = stop_item (op);
153 if (op == NULL) 157 if (op == NULL)
154 return; 158 return;
155 159
156 /* Hacked the following so that type LIGHTER will work. 160 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 161 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 162 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 163 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 164 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 165 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 166 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 167 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else {
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0);
180 }
181 }
182 return;
183 } 169 {
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 170 const char *arch = op->other_arch->name;
185 cancellation(op); 171
172 op = decrease_ob_nr (op, 1);
173
174 if (op)
186 fix_stopped_item (op, m, originator); 175 fix_stopped_item (op, m, originator);
187 return; 176
188 } 177 if ((op = get_archetype (arch)) != NULL)
189 if(op->nrof>1) { 178 {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 179 if (env)
192 fix_stopped_item (op, m, originator); 180 {
193 } else { 181 op->x = env->x, op->y = env->y;
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env); 182 insert_ob_in_ob (op, env);
210 } else { 183 if (env->contr)
184 esrv_send_item (env, op);
185 }
186 else
187 {
188 op->x = x, op->y = y;
211 replace_insert_ob_in_map("burnout",originator); 189 insert_ob_in_map (op, m, originator, 0);
212 } 190 }
213 } 191 }
214 return; 192
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return; 193 return;
223 op = stop_item (op); 194 }
224 if (op == NULL) 195
196 if (type & AT_CANCELLATION)
197 { /* Cancellation. */
198 cancellation (op);
199 fix_stopped_item (op, m, originator);
225 return; 200 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 201 }
227 tmp = arch_to_object(at); 202
228 tmp->x=op->x,tmp->y=op->y; 203 if (op->nrof > 1)
229 /* This was in the old (pre new movement code) - 204 {
230 * icecubes have slow_move set to 1 - don't want 205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
231 * that for ones we create. 206
232 */ 207 if (op)
233 tmp->move_slow_penalty=0; 208 fix_stopped_item (op, m, originator);
234 tmp->move_slow=0; 209 }
235 insert_ob_in_map(tmp,op->map,originator,0); 210 else
211 {
212 if (op->env)
213 {
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy ();
221 }
222
223 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env)
225 {
226 op = get_archetype ("burnout");
227 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env);
236 } 229 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 230 else
238 remove_ob(op); 231 replace_insert_ob_in_map ("burnout", originator);
239 (void) insert_ob_in_ob(op,tmp); 232
233 return;
234 }
235
236 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
238 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube");
241
242 if (at == NULL)
240 return; 243 return;
244
245 op = stop_item (op);
246 if (op == NULL)
247 return;
248
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
250 {
251 tmp = arch_to_object (at);
252 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want
255 * that for ones we create.
256 */
257 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0);
260 }
261
262 if (!QUERY_FLAG (op, FLAG_REMOVED))
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return;
241 } 267 }
242} 268}
243 269
244/* Object op is hitting the map. 270/* Object op is hitting the map.
245 * op is going in direction 'dir' 271 * op is going in direction 'dir'
246 * type is the attacktype of the object. 272 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 273 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 274 * returns 1 if it hits something, 0 otherwise.
249 */ 275 */
250 276
277int
251int hit_map(object *op, int dir, int type, int full_hit) { 278hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 279{
253 mapstruct *map; 280 maptile *map;
254 sint16 x, y; 281 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 283
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 284 if (QUERY_FLAG (op, FLAG_FREED))
285 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 286 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 287 return 0;
262 } 288 }
263 289
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
266 op->arch->name, op->name); 293 return 0;
267 return 0;
268 } 294 }
269 295
270 if ( ! op->map) { 296 if (!op->map)
297 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 298 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 299 return 0;
273 } 300 }
274 301
275 if (op->head) op=op->head; 302 if (op->head)
303 op = op->head;
276 304
277 op_tag = op->count;
278
279 map = op->map; 305 map = op->map;
280 x = op->x + freearr_x[dir]; 306 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 307 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284 308
285 /* peterm: a few special cases for special attacktypes --counterspell 309 if (!xy_normalise (map, x, y))
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 /* Need to hit everyone in the transport with this spell */
343 if (tmp->type == TRANSPORT) {
344 object *pl;
345
346 for (pl=tmp->inv; pl; pl=pl->below) {
347 if (pl->type == PLAYER)
348 hit_player(pl,op->stats.dam,op,type,full_hit);
349 }
350 }
351
352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
353 hit_player(tmp,op->stats.dam,op,type,full_hit);
354 retflag |=1;
355 if (was_destroyed (op, op_tag))
356 break;
357 }
358 /* Here we are potentially destroying an object. If the object has
359 * NO_PASS set, it is also immune - you can't destroy walls. Note
360 * that weak walls have is_alive set, which prevent objects from
361 * passing over/through them. We don't care what type of movement
362 * the wall blocks - if it blocks any type of movement, can't be
363 * destroyed right now.
364 */
365 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366 !tmp->move_block) {
367 save_throw_object(tmp,type,op);
368 if (was_destroyed (op, op_tag))
369 break;
370 }
371 }
372 return 0; 310 return 0;
373}
374 311
312 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y);
315
316 if (ms.flags () & P_SAFE)
317 return 0;
318
319 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive
321 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 {
324 if (type & AT_COUNTERSPELL)
325 {
326 counterspell (op, dir); /* see spell_effect.c */
327
328 /* If the only attacktype is counterspell or magic, don't need
329 * to do any further processing.
330 */
331 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
332 return 0;
333
334 type &= ~AT_COUNTERSPELL;
335 }
336
337 if (type & AT_CHAOS)
338 {
339 shuffle_attack (op, 1); /* flag tells it to change the face */
340 update_object (op, UP_OBJ_FACE);
341 type &= ~AT_CHAOS;
342 }
343 }
344
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort on destroy.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error.
352 */
353 for (object *next = ms.bot; next && !next->destroyed (); )
354 {
355 object *tmp = next;
356 next = tmp->above;
357
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used.
361 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y)
363 continue;
364
365 if (QUERY_FLAG (tmp, FLAG_ALIVE))
366 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit);
368 retflag |= 1;
369
370 if (op->destroyed ())
371 break;
372 }
373 /* Here we are potentially destroying an object. If the object has
374 * NO_PASS set, it is also immune - you can't destroy walls. Note
375 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now.
379 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
381 {
382 save_throw_object (tmp, type, op);
383
384 if (op->destroyed ())
385 break;
386 }
387 }
388
389 return 0;
390}
391
392void
375void attack_message(int dam, int type, object *op, object *hitter) { 393attack_message (int dam, int type, object *op, object *hitter)
394{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found=0; 396 int i, found = 0;
378 mapstruct *map; 397 maptile *map;
379 object *next, *tmp; 398 object *next, *tmp;
380 399
381 /* put in a few special messages for some of the common attacktypes 400 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 401 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 402 * [garbled 20010919]
384 */ 403 */
385 404
386 if (dam == 9998 && op->type == DOOR) { 405 if (dam == 9998 && op->type == DOOR)
406 {
387 sprintf(buf1, "unlock %s", op->name); 407 sprintf (buf1, "unlock %s", &op->name);
388 sprintf(buf2, " unlocks"); 408 sprintf (buf2, " unlocks");
389 found++; 409 found++;
410 }
411 if (dam < 0)
390 } 412 {
391 if(dam<0) {
392 sprintf(buf1, "hit %s", op->name); 413 sprintf (buf1, "hit %s", &op->name);
393 sprintf(buf2, " hits"); 414 sprintf (buf2, " hits");
394 found++; 415 found++;
416 }
395 } else if(dam==0) { 417 else if (dam == 0)
418 {
396 sprintf(buf1, "missed %s", op->name); 419 sprintf (buf1, "missed %s", &op->name);
397 sprintf(buf2, " misses"); 420 sprintf (buf2, " misses");
398 found++; 421 found++;
422 }
399 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 423 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400 hitter->type == POISONING || 424 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
401 (type & AT_POISON && IS_LIVE(op))) && !found) { 425 {
402 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 426 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
403 i++) 427 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
404 if (dam < attack_mess[ATM_SUFFER][i].level 428 {
405 || attack_mess[ATM_SUFFER][i+1].level == -1) { 429 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407 op->name, attack_mess[ATM_SUFFER][i].buf2);
408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 430 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 431 found++;
410 break; 432 break;
433 }
411 } 434 }
412 } else if (op->type == DOOR && !found) { 435 else if (op->type == DOOR && !found)
436 {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 437 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
414 i++) 438 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
415 if (dam < attack_mess[ATM_DOOR][i].level 439 {
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 440 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418 op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 441 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 442 found++;
421 break; 443 break;
444 }
422 } 445 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 446 else if (hitter->type == PLAYER && op->is_alive ())
447 {
424 if (USING_SKILL(hitter, SK_KARATE)) { 448 if (USING_SKILL (hitter, SK_KARATE))
449 {
425 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 i++) 451 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427 if (dam < attack_mess[ATM_KARATE][i].level 452 {
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 453 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430 op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 454 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 455 found++;
433 break; 456 break;
457 }
434 } 458 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 459 else if (USING_SKILL (hitter, SK_CLAWING))
460 {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 461 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 i++) 462 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
438 if (dam < attack_mess[ATM_CLAW][i].level 463 {
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 464 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441 op->name, attack_mess[ATM_CLAW][i].buf2);
442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 465 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 466 found++;
444 break; 467 break;
468 }
445 } 469 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 470 else if (USING_SKILL (hitter, SK_PUNCHING))
471 {
447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 472 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448 i++) 473 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
449 if (dam < attack_mess[ATM_PUNCH][i].level 474 {
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 475 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452 op->name, attack_mess[ATM_PUNCH][i].buf2);
453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 476 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 477 found++;
455 break; 478 break;
479 }
456 } 480 }
457 }
458 } 481 }
482
459 if (found) { 483 if (found)
460 /* done */ 484 {
485 /* done */
486 }
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 487 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
488 {
462 sprintf(buf1, "hit"); /* just in case */ 489 sprintf (buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 490 for (i = 0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 491 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
465 || attack_mess[ATM_ARROW][i+1].level == -1) { 492 {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 493 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 494 found++;
468 break; 495 break;
496 }
469 } 497 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 498 else if (type & AT_DRAIN && op->is_alive ())
499 {
471 /* drain is first, because some items have multiple attypes */ 500 /* drain is first, because some items have multiple attypes */
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
473 i++) 502 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
474 if (dam < attack_mess[ATM_DRAIN][i].level 503 {
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 504 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477 op->name, attack_mess[ATM_DRAIN][i].buf2);
478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 505 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 506 found++;
480 break; 507 break;
508 }
481 } 509 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 510 else if (type & AT_ELECTRICITY && op->is_alive ())
511 {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
484 i++) 513 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
485 if (dam < attack_mess[ATM_ELEC][i].level 514 {
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 515 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488 op->name, attack_mess[ATM_ELEC][i].buf2);
489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 516 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 517 found++;
491 break; 518 break;
519 }
492 } 520 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 521 else if (type & AT_COLD && op->is_alive ())
522 {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 523 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
495 i++) 524 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
496 if (dam < attack_mess[ATM_COLD][i].level 525 {
497 || attack_mess[ATM_COLD][i+1].level == -1) { 526 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499 op->name, attack_mess[ATM_COLD][i].buf2);
500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 527 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 528 found++;
502 break; 529 break;
530 }
503 } 531 }
504 } else if (type & AT_FIRE) { 532 else if (type & AT_FIRE)
533 {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 534 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
506 i++) 535 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
507 if (dam < attack_mess[ATM_FIRE][i].level 536 {
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 537 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510 op->name, attack_mess[ATM_FIRE][i].buf2);
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 539 found++;
513 break; 540 break;
541 }
514 } 542 }
515 } else if (hitter->current_weapon != NULL) { 543 else if (hitter->current_weapon != NULL)
516 int mtype; 544 {
545 int mtype;
546
517 switch (hitter->current_weapon->weapontype) { 547 switch (hitter->current_weapon->weapontype)
518 case WEAP_HIT: mtype = ATM_BASIC; break; 548 {
519 case WEAP_SLASH: mtype = ATM_SLASH; break; 549 case WEAP_HIT:
520 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 550 mtype = ATM_BASIC;
521 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 551 break;
522 case WEAP_SLICE: mtype = ATM_SLICE; break; 552 case WEAP_SLASH:
523 case WEAP_STAB: mtype = ATM_STAB; break; 553 mtype = ATM_SLASH;
524 case WEAP_WHIP: mtype = ATM_WHIP; break; 554 break;
525 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 555 case WEAP_PIERCE:
526 case WEAP_BLUD: mtype = ATM_BLUD; break; 556 mtype = ATM_PIERCE;
527 default: mtype = ATM_BASIC; break; 557 break;
528 } 558 case WEAP_CLEAVE:
559 mtype = ATM_CLEAVE;
560 break;
561 case WEAP_SLICE:
562 mtype = ATM_SLICE;
563 break;
564 case WEAP_STAB:
565 mtype = ATM_STAB;
566 break;
567 case WEAP_WHIP:
568 mtype = ATM_WHIP;
569 break;
570 case WEAP_CRUSH:
571 mtype = ATM_CRUSH;
572 break;
573 case WEAP_BLUD:
574 mtype = ATM_BLUD;
575 break;
576 default:
577 mtype = ATM_BASIC;
578 break;
579 }
529 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
530 i++) 581 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
531 if (dam < attack_mess[mtype][i].level 582 {
532 || attack_mess[mtype][i+1].level == -1) { 583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534 op->name, attack_mess[mtype][i].buf2);
535 strcpy (buf2, attack_mess[mtype][i].buf3); 584 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 585 found++;
537 break; 586 break;
587 }
538 } 588 }
539 } else { 589 else
590 {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 591 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
541 i++) 592 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
542 if (dam < attack_mess[ATM_BASIC][i].level 593 {
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 594 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545 op->name, attack_mess[ATM_BASIC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 595 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 596 found++;
548 break; 597 break;
598 }
549 } 599 }
550 }
551 600
552 if (!found) { 601 if (!found)
602 {
553 strcpy (buf1, "hit"); 603 strcpy (buf1, "hit");
554 strcpy (buf2, " hits"); 604 strcpy (buf2, " hits");
555 } 605 }
556 606
557 /* bail out if a monster is casting spells */ 607 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER || 608 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560 return; 609 return;
561 610
562 /* scale down magic considerably. */ 611 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 612 if (type & AT_MAGIC && rndm (0, 5))
564 return; 613 return;
565 614
566 /* Did a player hurt another player? Inform both! */ 615 /* Did a player hurt another player? Inform both! */
567 if(op->type==PLAYER && 616 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 617 {
569 if(get_owner(hitter)!=NULL) 618 if (hitter->owner != NULL)
570 sprintf(buf,"%s's %s%s you.", 619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
571 hitter->owner->name, hitter->name, buf2); 620 else
572 else { 621 {
573 sprintf(buf,"%s%s you.",hitter->name, buf2); 622 sprintf (buf, "%s%s you.", &hitter->name, buf2);
574 if (dam != 0) { 623 if (dam != 0)
575 if (dam < 10) 624 {
625 if (dam < 10)
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
577 else if (dam < 20) 627 else if (dam < 20)
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
579 else 629 else
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
581 } 631 }
582 } 632 }
583 new_draw_info(NDI_BLACK, 0,op,buf); 633 new_draw_info (NDI_BLACK, 0, op, buf);
584 } /* end of player hitting player */ 634 } /* end of player hitting player */
585 635
586 if(hitter->type==PLAYER) { 636 if (hitter->type == PLAYER)
637 {
587 sprintf(buf,"You %s.",buf1); 638 sprintf (buf, "You %s.", buf1);
588 if (dam != 0) { 639 if (dam != 0)
640 {
589 if (dam < 10) 641 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
591 else if (dam < 20) 643 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
593 else 645 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
595 } 647 }
596 new_draw_info(NDI_BLACK, 0, hitter, buf); 648 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 }
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 {
598 /* look for stacked spells and start reducing the message chances */ 652 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT && 653 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
600 (hitter->subtype == SP_EXPLOSION || 654 {
601 hitter->subtype == SP_BULLET || 655 i = 4;
602 hitter->subtype == SP_CONE)) {
603 i=4;
604 map = hitter->map; 656 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y)) 657 if (out_of_map (map, hitter->x, hitter->y))
658 return;
659 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next)
661 while (next)
662 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3;
665 tmp = next;
666 next = tmp->above;
667 }
668 if (i < 0)
669 return;
670 if (rndm (0, i) != 0)
671 return;
672 }
673 else if (rndm (0, 5) != 0)
606 return; 674 return;
607 next = get_map_ob(map, hitter->x, hitter->y);
608 if (next)
609 while(next) {
610 if (next->type == SPELL_EFFECT &&
611 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612 next->subtype == SP_CONE))
613 i*=3;
614 tmp = next;
615 next = tmp->above;
616 }
617 if (i < 0)
618 return;
619 if (rndm(0, i) != 0)
620 return;
621 } else if (rndm(0, 5) != 0)
622 return;
623 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
626 } 678 }
627} 679}
628 680
629 681
682static int
630static int get_attack_mode (object **target, object **hitter, 683get_attack_mode (object **target, object **hitter, int *simple_attack)
631 int *simple_attack)
632{ 684{
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 687 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1; 688 return 1;
636 } 689 }
637 if ((*target)->head) 690 if ((*target)->head)
638 *target = (*target)->head; 691 *target = (*target)->head;
639 if ((*hitter)->head) 692 if ((*hitter)->head)
640 *hitter = (*hitter)->head; 693 *hitter = (*hitter)->head;
641 if ((*hitter)->env != NULL || (*target)->env != NULL) { 694 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 {
642 *simple_attack = 1; 696 *simple_attack = 1;
643 return 0; 697 return 0;
644 } 698 }
645 if (QUERY_FLAG (*target, FLAG_REMOVED) 699 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
648 { 701 {
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
650 "target\n", (*hitter)->arch->name, (*hitter)->name);
651 return 1; 703 return 1;
652 } 704 }
653 *simple_attack = 0; 705 *simple_attack = 0;
654 return 0; 706 return 0;
655} 707}
656 708
709static int
657static int abort_attack (object *target, object *hitter, int simple_attack) 710abort_attack (object *target, object *hitter, int simple_attack)
658{ 711{
712
659/* Check if target and hitter are still in a relation similar to the one 713/* Check if target and hitter are still in a relation similar to the one
660 * determined by get_attack_mode(). Returns true if the relation has changed. 714 * determined by get_attack_mode(). Returns true if the relation has changed.
661 */ 715 */
662 int new_mode; 716 int new_mode;
663 717
664 if (hitter->env == target || target->env == hitter) 718 if (hitter->env == target || target->env == hitter)
665 new_mode = 1; 719 new_mode = 1;
666 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
667 || QUERY_FLAG (target, FLAG_REMOVED)
668 || hitter->map == NULL || !on_same_map(hitter, target))
669 return 1; 721 return 1;
670 else 722 else
671 new_mode = 0; 723 new_mode = 0;
672 return new_mode != simple_attack; 724 return new_mode != simple_attack;
673} 725}
674 726
675static void thrown_item_effect (object *, object *); 727static void thrown_item_effect (object *, object *);
676 728
729static int
677static int attack_ob_simple (object *op, object *hitter, int base_dam, 730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
678 int base_wc)
679{ 731{
680 int simple_attack, roll, dam=0; 732 int simple_attack, roll, dam = 0;
681 uint32 type; 733 uint32 type;
682 const char *op_name = NULL; 734 shstr op_name;
683 tag_t op_tag, hitter_tag;
684 735
685 if (get_attack_mode (&op, &hitter, &simple_attack)) 736 if (get_attack_mode (&op, &hitter, &simple_attack))
737 goto error;
738
739 if (hitter->current_weapon)
740 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
741 return RESULT_INT (0);
742
743 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
744 return RESULT_INT (0);
745
746 /*
747 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters.
749 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
751 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail.
756 */
757 op->speed_left--;
758 process_object (op);
759
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
686 goto error; 761 goto error;
687
688 if (hitter->current_weapon)
689 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
690 return RESULT_INT (0);
691
692 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
693 return RESULT_INT (0);
694
695 op_tag = op->count;
696 hitter_tag = hitter->count;
697
698 /*
699 * A little check to make it more difficult to dance forward and back
700 * to avoid ever being hit by monsters.
701 */
702 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
703 && op->speed_left > -(FABS(op->speed))*0.3)
704 { 762 }
705 /* Decrease speed BEFORE calling process_object. Otherwise, an
706 * infinite loop occurs, with process_object calling move_monster,
707 * which then gets here again. By decreasing the speed before
708 * we call process_object, the 'if' statement above will fail.
709 */
710 op->speed_left--;
711 process_object(op);
712 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
713 || abort_attack (op, hitter, simple_attack))
714 goto error;
715 }
716 763
717 add_refcount(op_name = op->name); 764 op_name = op->name;
718 765
719 roll=random_roll(1, 20, hitter, PREFER_HIGH); 766 roll = random_roll (1, 20, hitter, PREFER_HIGH);
720 767
721 /* Adjust roll for various situations. */ 768 /* Adjust roll for various situations. */
722 if ( ! simple_attack) 769 if (!simple_attack)
723 roll += adj_attackroll(hitter,op); 770 roll += adj_attackroll (hitter, op);
724 771
725 /* See if we hit the creature */ 772 /* See if we hit the creature */
726 if(roll==20 || op->stats.ac>=base_wc-roll) { 773 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 {
727 int hitdam = base_dam; 775 int hitdam = base_dam;
776
728 if (settings.casting_time == TRUE) { 777 if (settings.casting_time == TRUE)
778 {
729 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
730 hitter->casting_time = -1;
731 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
732 "your spell!");
733 }
734 if ((op->casting_time > -1)&&(hitdam > 0)){
735 op->casting_time = -1;
736 if (op->type == PLAYER) {
737 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
738 "your spell!");
739 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
740 "%s was hit by %s and lost a spell.",
741 op_name,hitter->name);
742 }
743 }
744 }
745 if ( ! simple_attack)
746 { 780 {
747 /* If you hit something, the victim should *always* wake up. 781 hitter->casting_time = -1;
748 * Before, invisible hitters could avoid doing this. 782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
749 * -b.t. */
750 if (QUERY_FLAG (op, FLAG_SLEEP))
751 CLEAR_FLAG(op,FLAG_SLEEP);
752
753 /* If the victim can't see the attacker, it may alert others
754 * for help. */
755 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
756 && ! get_owner (op) && rndm(0, op->stats.Int))
757 npc_call_help (op);
758
759 /* if you were hidden and hit by a creature, you are discovered*/
760 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
761 make_visible (op);
762 if (op->type == PLAYER)
763 new_draw_info (NDI_UNIQUE, 0, op,
764 "You were hit by a wild attack. "
765 "You are no longer hidden!");
766 } 783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack)
795 {
796 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this.
798 * -b.t. */
799 if (QUERY_FLAG (op, FLAG_SLEEP))
800 CLEAR_FLAG (op, FLAG_SLEEP);
767 801
802 /* If the victim can't see the attacker, it may alert others
803 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op);
806
807 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 {
810 make_visible (op);
811 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 }
814
768 /* thrown items (hitter) will have various effects 815 /* thrown items (hitter) will have various effects
769 * when they hit the victim. For things like thrown daggers, 816 * when they hit the victim. For things like thrown daggers,
770 * this sets 'hitter' to the actual dagger, and not the 817 * this sets 'hitter' to the actual dagger, and not the
771 * wrapper object. 818 * wrapper object.
772 */ 819 */
773 thrown_item_effect (hitter, op); 820 thrown_item_effect (hitter, op);
774 if (was_destroyed (hitter, hitter_tag) 821
775 || was_destroyed (op, op_tag) 822 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
776 || abort_attack (op, hitter, simple_attack))
777 goto leave; 823 goto leave;
778 } 824 }
779 825
780 /* Need to do at least 1 damage, otherwise there is no point 826 /* Need to do at least 1 damage, otherwise there is no point
781 * to go further and it will cause FPE's below. 827 * to go further and it will cause FPE's below.
782 */ 828 */
783 if (hitdam<=0) hitdam=1; 829 if (hitdam <= 0)
830 hitdam = 1;
784 831
785 type=hitter->attacktype; 832 type = hitter->attacktype;
786 if(!type) type=AT_PHYSICAL; 833
834 if (!type)
835 type = AT_PHYSICAL;
836
787 /* Handle monsters that hit back */ 837 /* Handle monsters that hit back */
788 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
789 && QUERY_FLAG (hitter, FLAG_ALIVE)) 839 {
790 {
791 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 840 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
792 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 841 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
793 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 842
794 PREFER_LOW),op, op->attacktype, 1); 843 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
795 if (was_destroyed (op, op_tag) 844
796 || was_destroyed (hitter, hitter_tag) 845 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 846 goto leave;
799 } 847 }
800 848
801 /* In the new attack code, it should handle multiple attack 849 /* In the new attack code, it should handle multiple attack
802 * types in its area, so remove it from here. 850 * types in its area, so remove it from here.
803 */ 851 */
804 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 852 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
805 hitter, type, 1); 853
806 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 854 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
807 || abort_attack (op, hitter, simple_attack))
808 goto leave; 855 goto leave;
809 } /* end of if hitter hit op */ 856 } /* end of if hitter hit op */
810 /* if we missed, dam=0 */ 857 /* if we missed, dam=0 */
811 858
812 /*attack_message(dam, type, op, hitter);*/ 859 /*attack_message(dam, type, op, hitter); */
813 860
814 goto leave; 861 goto leave;
815 862
816 error: 863error:
817 dam = 1; 864 dam = 1;
818 865
819 leave: 866leave:
820 if (op_name)
821 free_string (op_name);
822 867
823 return dam; 868 return dam;
824} 869}
825 870
871int
826int attack_ob (object *op, object *hitter) 872attack_ob (object *op, object *hitter)
827{ 873{
828 874
829 if (hitter->head) 875 if (hitter->head)
830 hitter = hitter->head; 876 hitter = hitter->head;
831 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
832} 878}
833 879
834/* op is the arrow, tmp is what is stopping the arrow. 880/* op is the arrow, tmp is what is stopping the arrow.
835 * 881 *
836 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 882 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
837 */ 883 */
884static int
838static int stick_arrow (object *op, object *tmp) 885stick_arrow (object *op, object *tmp)
839{ 886{
840 /* If the missile hit a player, we insert it in their inventory. 887 /* If the missile hit a player, we insert it in their inventory.
841 * However, if the missile is heavy, we don't do so (assume it falls 888 * However, if the missile is heavy, we don't do so (assume it falls
842 * to the ground after a hit). What a good value for this is up to 889 * to the ground after a hit). What a good value for this is up to
843 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
844 * stick around. 891 * stick around.
845 */ 892 */
846 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 893 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 {
847 if(tmp->head != NULL) 895 if (tmp->head != NULL)
848 tmp = tmp->head; 896 tmp = tmp->head;
849 remove_ob (op); 897
898 op->remove ();
850 op = insert_ob_in_ob(op,tmp); 899 op = insert_ob_in_ob (op, tmp);
900
851 if (tmp->type== PLAYER) 901 if (tmp->type == PLAYER)
852 esrv_send_item (tmp, op); 902 esrv_send_item (tmp, op);
903
853 return 1; 904 return 1;
905 }
854 } else 906 else
855 return 0; 907 return 0;
856} 908}
857 909
858/* hit_with_arrow() disassembles the missile, attacks the victim and 910/* hit_with_arrow() disassembles the missile, attacks the victim and
859 * reassembles the missile. 911 * reassembles the missile.
860 * 912 *
861 * It returns a pointer to the reassembled missile, or NULL if the missile 913 * It returns a pointer to the reassembled missile, or NULL if the missile
862 * isn't available anymore. 914 * isn't available anymore.
863 */ 915 */
916object *
864object *hit_with_arrow (object *op, object *victim) 917hit_with_arrow (object *op, object *victim)
865{ 918{
866 object *container, *hitter; 919 object *container, *hitter;
867 int hit_something = 0; 920 int hit_something = 0;
868 tag_t victim_tag, hitter_tag;
869 sint16 victim_x, victim_y;
870 921
871 /* Disassemble missile */ 922 /* Disassemble missile */
872 if (op->inv) { 923 if (op->inv)
924 {
873 container = op; 925 container = op;
874 hitter = op->inv; 926 hitter = op->inv;
875 remove_ob (hitter); 927 hitter->remove ();
876 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
877 /* Note that we now have an empty THROWN_OBJ on the map. Code that 929 /* Note that we now have an empty THROWN_OBJ on the map. Code that
878 * might be called until this THROWN_OBJ is either reassembled or 930 * might be called until this THROWN_OBJ is either reassembled or
879 * removed at the end of this function must be able to deal with empty 931 * removed at the end of this function must be able to deal with empty
880 * THROWN_OBJs. */ 932 * THROWN_OBJs. */
881 } else { 933 }
934 else
935 {
882 container = NULL; 936 container = 0;
883 hitter = op; 937 hitter = op;
884 } 938 }
885 939
886 /* Try to hit victim */ 940 /* Try to hit victim */
887 victim_x = victim->x;
888 victim_y = victim->y;
889 victim_tag = victim->count;
890 hitter_tag = hitter->count;
891
892 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 941 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
893 942
894 /* Arrow attacks door, rune of summoning is triggered, demon is put on 943 /* Arrow attacks door, rune of summoning is triggered, demon is put on
895 * arrow, move_apply() calls this function, arrow sticks in demon, 944 * arrow, move_apply() calls this function, arrow sticks in demon,
896 * attack_ob_simple() returns, and we've got an arrow that still exists 945 * attack_ob_simple() returns, and we've got an arrow that still exists
897 * but is no longer on the map. Ugh. (Beware: Such things can happen at 946 * but is no longer on the map. Ugh. (Beware: Such things can happen at
898 * other places as well!) 947 * other places as well!)
899 */ 948 */
900 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 949 if (hitter->destroyed () || hitter->env != NULL)
950 {
901 if (container) { 951 if (container)
902 remove_ob (container);
903 free_object (container);
904 } 952 {
953 container->remove ();
954 container->destroy ();
955 }
956
905 return NULL; 957 return 0;
906 } 958 }
907 959
908 /* Missile hit victim */ 960 /* Missile hit victim */
909 /* if the speed is > 10, then this is a fast moving arrow, we go straight 961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
910 * through the target 962 * through the target
911 */ 963 */
912 if (hit_something && op->speed <= 10.0) 964 if (hit_something && op->speed <= 10.0)
913 { 965 {
914 /* Stop arrow */ 966 /* Stop arrow */
915 if (container == NULL) { 967 if (!container)
968 {
916 hitter = fix_stopped_arrow (hitter); 969 hitter = fix_stopped_arrow (hitter);
917 if (hitter == NULL) 970 if (!hitter)
918 return NULL; 971 return 0;
972 }
919 } else { 973 else
920 remove_ob (container); 974 container->destroy ();
921 free_object (container);
922 }
923 975
924 /* Try to stick arrow into victim */ 976 /* Try to stick arrow into victim */
925 if ( ! was_destroyed (victim, victim_tag) 977 if (!victim->destroyed () && stick_arrow (hitter, victim))
926 && stick_arrow (hitter, victim))
927 return NULL; 978 return 0;
928 979
929 /* Else try to put arrow on victim's map square 980 /* Else try to put arrow on victim's map square
930 * remove check for P_WALL here. If the arrow got to this 981 * remove check for P_WALL here. If the arrow got to this
931 * space, that is good enough - with the new movement code, 982 * space, that is good enough - with the new movement code,
932 * there is now the potential for lots of spaces where something 983 * there is now the potential for lots of spaces where something
933 * can fly over but not otherwise move over. What is the correct 984 * can fly over but not otherwise move over. What is the correct
934 * way to handle those otherwise? 985 * way to handle those otherwise?
935 */ 986 */
936 if (victim_x != hitter->x || victim_y != hitter->y) { 987 if (victim->x != hitter->x || victim->y != hitter->y)
937 remove_ob (hitter); 988 {
989 hitter->remove ();
938 hitter->x = victim_x; 990 hitter->x = victim->x;
939 hitter->y = victim_y; 991 hitter->y = victim->y;
940 insert_ob_in_map (hitter, victim->map, hitter,0); 992 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 }
941 } else { 994 else
942 /* Else leave arrow where it is */ 995 /* Else leave arrow where it is */
943 merge_ob (hitter, NULL); 996 merge_ob (hitter, NULL);
944 } 997
945 return NULL; 998 return 0;
946 } 999 }
947 1000
948 if (hit_something && op->speed >= 10.0) 1001 if (hit_something && op->speed >= 10.0)
949 op->speed -= 1.0; 1002 op->speed -= 1.0;
950 1003
951 /* Missile missed victim - reassemble missile */ 1004 /* Missile missed victim - reassemble missile */
952 if (container) { 1005 if (container)
953 remove_ob (hitter); 1006 {
1007 hitter->remove ();
954 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
955 } 1009 }
1010
956 return op; 1011 return op;
957} 1012}
958 1013
959 1014
1015void
960void tear_down_wall(object *op) 1016tear_down_wall (object *op)
961{ 1017{
962 int perc=0; 1018 int perc = 0;
963 1019
964 if (!op->stats.maxhp) { 1020 if (!op->stats.maxhp)
1021 {
965 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
966 perc = 1; 1023 perc = 1;
1024 }
967 } else if(!GET_ANIM_ID(op)) { 1025 else if (!GET_ANIM_ID (op))
1026 {
968 /* Object has been called - no animations, so remove it */ 1027 /* Object has been called - no animations, so remove it */
969 if(op->stats.hp<0) { 1028 if (op->stats.hp < 0)
970 remove_ob(op); /* Should update LOS */ 1029 op->destroy ();
971 free_object(op); 1030
972 /* Don't know why this is here - remove_ob should do it for us */
973 /*update_position(m, x, y);*/
974 }
975 return; /* no animations, so nothing more to do */ 1031 return; /* no animations, so nothing more to do */
976 } 1032 }
977 perc = NUM_ANIMATIONS(op) 1033
978 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1035
979 if (perc >= (int) NUM_ANIMATIONS(op)) 1036 if (perc >= (int) NUM_ANIMATIONS (op))
980 perc = NUM_ANIMATIONS(op)-1; 1037 perc = NUM_ANIMATIONS (op) - 1;
981 else if (perc < 1) 1038 else if (perc < 1)
982 perc = 1; 1039 perc = 1;
1040
983 SET_ANIMATION(op, perc); 1041 SET_ANIMATION (op, perc);
984 update_object(op,UP_OBJ_FACE); 1042 update_object (op, UP_OBJ_FACE);
985 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1043
1044 if (perc == NUM_ANIMATIONS (op) - 1)
1045 { /* Reached the last animation */
986 if(op->face==blank_face) { 1046 if (op->face == blank_face)
987 /* If the last face is blank, remove the ob */ 1047 /* If the last face is blank, remove the ob */
988 remove_ob(op); /* Should update LOS */ 1048 op->destroy ();
989 free_object(op); 1049 else
990 1050 { /* The last face was not blank, leave an image */
991 /* remove_ob should call update_position for us */
992 /*update_position(m, x, y);*/
993
994 } else { /* The last face was not blank, leave an image */
995 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
996 update_all_los(op->map, op->x, op->y); 1052 update_all_los (op->map, op->x, op->y);
997 op->move_block = 0; 1053 op->move_block = 0;
998 CLEAR_FLAG(op, FLAG_ALIVE); 1054 CLEAR_FLAG (op, FLAG_ALIVE);
999 } 1055 }
1000 } 1056 }
1001} 1057}
1002 1058
1059void
1003void scare_creature(object *target, object *hitter) 1060scare_creature (object *target, object *hitter)
1004{ 1061{
1005 object *owner = get_owner(hitter); 1062 object *owner = hitter->owner;
1006 1063
1007 if (!owner) owner=hitter; 1064 if (!owner)
1065 owner = hitter;
1008 1066
1009 SET_FLAG(target, FLAG_SCARED); 1067 SET_FLAG (target, FLAG_SCARED);
1010 if (!target->enemy) target->enemy=owner; 1068 if (!target->enemy)
1069 target->enemy = owner;
1011} 1070}
1012 1071
1013 1072
1014/* This returns the amount of damage hitter does to op with the 1073/* This returns the amount of damage hitter does to op with the
1015 * appropriate attacktype. Only 1 attacktype should be set at a time. 1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1016 * This doesn't damage the player, but returns how much it should 1075 * This doesn't damage the player, but returns how much it should
1017 * take. However, it will do other effects (paralyzation, slow, etc.) 1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1018 * Note - changed for PR code - we now pass the attack number and not 1077 * Note - changed for PR code - we now pass the attack number and not
1019 * the attacktype. Makes it easier for the PR code. */ 1078 * the attacktype. Makes it easier for the PR code. */
1020 1079int
1021int hit_player_attacktype(object *op, object *hitter, int dam, 1080hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1022 uint32 attacknum, int magic) { 1081{
1023
1024 int doesnt_slay = 1; 1082 int doesnt_slay = 1;
1025 1083
1026 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1027 if (attacknum >= NROFATTACKS) { 1085 if (attacknum >= NROFATTACKS)
1086 {
1028 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1087 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1029 return 0; 1088 return 0;
1030 }
1031 1089 }
1090
1032 if (dam < 0) { 1091 if (dam < 0)
1033 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1034 return 0;
1035 }
1036 1092 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1094 return 0;
1095 }
1096
1037 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1038 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1039 if (attacknum == ATNR_INTERNAL) return dam; 1099 if (attacknum == ATNR_INTERNAL)
1040 1100 return dam;
1101
1041 if (hitter->slaying) { 1102 if (hitter->slaying)
1103 {
1042 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1043 (op->arch && (op->arch->name != NULL) && 1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1044 strstr(op->arch->name, hitter->slaying)) 1106 {
1045 ){ 1107 doesnt_slay = 0;
1046 doesnt_slay = 0; 1108 dam *= 3;
1047 dam *= 3;
1048 } 1109 }
1049 } 1110 }
1050 1111
1051 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1112 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1052 if (op->resist[attacknum]) { 1113 if (op->resist[attacknum])
1114 {
1053 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1115 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1054 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1116 * in case 0>dam>1, we try to "simulate" a float value-effect */
1055 dam *= (100-op->resist[attacknum]); 1117 dam *= (100 - op->resist[attacknum]);
1056 if (dam >= 100) dam /= 100; 1118 if (dam >= 100)
1119 dam /= 100;
1057 else 1120 else
1058 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1121 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1059 } 1122 }
1060 1123
1061 /* Special hack. By default, if immune to something, you 1124 /* Special hack. By default, if immune to something, you
1062 * shouldn't need to worry. However, acid is an exception, since 1125 * shouldn't need to worry. However, acid is an exception, since
1063 * it can still damage your items. Only include attacktypes if 1126 * it can still damage your items. Only include attacktypes if
1064 * special processing is needed */ 1127 * special processing is needed */
1065 1128
1066 if ((op->resist[attacknum] >= 100) && 1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1067 doesnt_slay && (attacknum != ATNR_ACID))
1068 return 0; 1130 return 0;
1069 1131
1070 /* Keep this in order - makes things easier to find */ 1132 /* Keep this in order - makes things easier to find */
1133
1134 switch (attacknum)
1071 1135 {
1072 switch(attacknum) {
1073 case ATNR_PHYSICAL: 1136 case ATNR_PHYSICAL:
1074 /* here also check for diseases */ 1137 /* here also check for diseases */
1075 check_physically_infect(op, hitter); 1138 check_physically_infect (op, hitter);
1076 break; 1139 break;
1077 1140
1078 /* Don't need to do anything for: 1141 /* Don't need to do anything for:
1079 magic, 1142 magic,
1080 fire, 1143 fire,
1081 electricity, 1144 electricity,
1082 cold */ 1145 cold */
1083 1146
1084 case ATNR_CONFUSION: 1147 case ATNR_CONFUSION:
1085 case ATNR_POISON: 1148 case ATNR_POISON:
1086 case ATNR_SLOW: 1149 case ATNR_SLOW:
1087 case ATNR_PARALYZE: 1150 case ATNR_PARALYZE:
1088 case ATNR_FEAR: 1151 case ATNR_FEAR:
1089 case ATNR_CANCELLATION: 1152 case ATNR_CANCELLATION:
1090 case ATNR_DEPLETE: 1153 case ATNR_DEPLETE:
1091 case ATNR_BLIND: 1154 case ATNR_BLIND:
1092 { 1155 {
1093 /* chance for inflicting a special attack depends on the 1156 /* chance for inflicting a special attack depends on the
1094 * difference between attacker's and defender's level 1157 * difference between attacker's and defender's level
1095 */ 1158 */
1096 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1097 1160
1098 /* First, only creatures/players with speed can be affected. 1161 /* First, only creatures/players with speed can be affected.
1099 * Second, just getting hit doesn't mean it always affects 1162 * Second, just getting hit doesn't mean it always affects
1100 * you. Third, you still get a saving through against the 1163 * you. Third, you still get a saving through against the
1101 * effect. 1164 * effect.
1102 */ 1165 */
1103 if (op->speed && 1166 if (op->speed &&
1104 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1105 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1106 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1169 {
1107 1170
1108 /* Player has been hit by something */ 1171 /* Player has been hit by something */
1109 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1172 if (attacknum == ATNR_CONFUSION)
1110 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1173 confuse_player (op, hitter, dam);
1111 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1174 else if (attacknum == ATNR_POISON)
1112 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1175 poison_player (op, hitter, dam);
1113 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1176 else if (attacknum == ATNR_SLOW)
1114 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1177 slow_player (op, hitter, dam);
1115 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1178 else if (attacknum == ATNR_PARALYZE)
1116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1179 paralyze_player (op, hitter, dam);
1117 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1180 else if (attacknum == ATNR_FEAR)
1118 } 1181 scare_creature (op, hitter);
1182 else if (attacknum == ATNR_CANCELLATION)
1183 cancellation (op);
1184 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam);
1188 }
1119 dam = 0; /* These are all effects and don't do real damage */ 1189 dam = 0; /* These are all effects and don't do real damage */
1120 } 1190 }
1121 break; 1191 break;
1192
1122 case ATNR_ACID: 1193 case ATNR_ACID:
1123 { 1194 {
1124 int flag=0; 1195 int flag = 0;
1125 1196
1126 /* Items only get corroded if you're not on a battleground and 1197 /* Items only get corroded if you're not on a battleground and
1127 * if your acid resistance is below 50%. */ 1198 * if your acid resistance is below 50%. */
1128 if (!op_on_battleground(op, NULL, NULL) && 1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1129 (op->resist[ATNR_ACID] < 50)) 1200 {
1130 { 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1131 object *tmp; 1202 {
1132 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1203 if (tmp->invisible)
1133 if(tmp->invisible) 1204 continue;
1134 continue; 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1135 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1136 (tmp->resist[ATNR_ACID] >= 10))
1137 /* >= 10% acid res. on itmes will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1138 continue; 1207 continue;
1139 if(!(tmp->material & M_IRON)) 1208 if (!(tmp->material & M_IRON))
1140 continue; 1209 continue;
1141 if(tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1142 continue; 1211 continue;
1143 if(tmp->type==RING || 1212 if (tmp->type == RING
1144 /* removed boots and gloves from exclusion list in 1213 /* removed boots and gloves from exclusion list in PR */
1145 PR */ 1214 || tmp->type == GIRDLE
1146 tmp->type==GIRDLE || 1215 || tmp->type == AMULET
1147 tmp->type==AMULET || 1216 || tmp->type == WAND
1148 tmp->type==WAND || 1217 || tmp->type == ROD
1149 tmp->type==ROD || 1218 || tmp->type == HORN)
1150 tmp->type==HORN)
1151 continue; /* To avoid some strange effects */ 1219 continue; /* To avoid some strange effects */
1152 1220
1153 /* High damage acid has better chance of corroding 1221 /* High damage acid has better chance of corroding
1154 objects */ 1222 objects */
1155 if(rndm(0, dam+4) > 1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1156 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1224 {
1157 if(op->type == PLAYER) 1225 if (op->type == PLAYER)
1158 /* Make this more visible */ 1226 /* Make this more visible */
1159 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1160 "The %s's acid corrodes your %s!", 1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1161 query_name(hitter), query_name(tmp)); 1229 flag = 1;
1162 flag = 1; 1230 tmp->magic--;
1163 tmp->magic--; 1231 if (op->type == PLAYER)
1164 if(op->type == PLAYER) 1232 esrv_send_item (op, tmp);
1165 esrv_send_item(op, tmp); 1233 }
1166 } 1234 }
1167 } 1235
1168 if(flag) 1236 if (flag)
1169 fix_player(op); /* Something was corroded */ 1237 op->update_stats (); /* Something was corroded */
1170 } 1238 }
1171 } 1239 }
1172 break; 1240 break;
1241
1173 case ATNR_DRAIN: 1242 case ATNR_DRAIN:
1174 { 1243 {
1175 /* rate is the proportion of exp drained. High rate means 1244 /* rate is the proportion of exp drained. High rate means
1176 * not much is drained, low rate means a lot is drained. 1245 * not much is drained, low rate means a lot is drained.
1177 */ 1246 */
1178 int rate; 1247 int rate;
1179 1248
1180 if(op->resist[ATNR_DRAIN] >= 0) 1249 if (op->resist[ATNR_DRAIN] >= 0)
1181 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1182 else 1251 else
1183 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1184 1253
1185 if(op->stats.exp <= rate) { 1254 if (op->stats.exp <= rate)
1255 {
1186 if(op->type == GOLEM) 1256 if (op->type == GOLEM)
1187 dam = 999; /* Its force is "sucked" away. 8) */ 1257 dam = 999; /* Its force is "sucked" away. 8) */
1188 else 1258 else
1189 /* If we can't drain, lets try to do physical damage */ 1259 /* If we can't drain, lets try to do physical damage */
1190 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1191 } else { 1261 }
1262 else
1263 {
1192 /* Randomly give the hitter some hp */ 1264 /* Randomly give the hitter some hp */
1193 if(hitter->stats.hp<hitter->stats.maxhp && 1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1194 (op->level > hitter->level) && 1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1195 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1267 hitter->stats.hp++;
1196 hitter->stats.hp++;
1197 1268
1198 /* Can't do drains on battleground spaces. 1269 /* Can't do drains on battleground spaces.
1199 * Move the wiz check up here - before, the hitter wouldn't gain exp 1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1200 * exp, but the wiz would still lose exp! If drainee is a wiz, 1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1201 * nothing happens. 1272 * nothing happens.
1202 * Try to credit the owner. We try to display player -> player drain 1273 * Try to credit the owner. We try to display player -> player drain
1203 * attacks, hence all the != PLAYER checks. 1274 * attacks, hence all the != PLAYER checks.
1204 */ 1275 */
1205 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1206 object *owner = get_owner(hitter); 1277 {
1278 object *owner = hitter->owner;
1207 1279
1208 if (owner && owner != hitter) { 1280 if (owner && owner != hitter)
1281 {
1209 if (op->type != PLAYER || owner->type != PLAYER) 1282 if (op->type != PLAYER || owner->type != PLAYER)
1210 change_exp(owner, op->stats.exp/(rate*2), 1283 change_exp (owner, op->stats.exp / (rate * 2),
1211 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 }
1212 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1213 change_exp(hitter, op->stats.exp/(rate*2), 1288 change_exp (hitter, op->stats.exp / (rate * 2),
1214 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1215 } 1290 }
1216 change_exp(op,-op->stats.exp/rate, NULL, 0); 1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1217 } 1292 }
1293
1218 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1219 * drain attack, you won't know that you are actually sucking out EXP, 1295 * drain attack, you won't know that you are actually sucking out EXP,
1220 * as the messages will say you missed 1296 * as the messages will say you missed
1221 */ 1297 */
1222 } 1298 }
1223 } 1299 }
1224 break; 1300 break;
1301
1225 case ATNR_TURN_UNDEAD: 1302 case ATNR_TURN_UNDEAD:
1226 { 1303 {
1227 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1228 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1305 {
1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1229 object *god = find_god (determine_god (owner)); 1307 object *god = find_god (determine_god (owner));
1230 int div = 1; 1308 int div = 1;
1231 1309
1232 /* if undead are not an enemy of your god, you turn them 1310 /* if undead are not an enemy of your god, you turn them
1233 * at half strength */ 1311 * at half strength */
1234 if (! god || ! god->slaying || 1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1235 strstr (god->slaying, undead_name) == NULL)
1236 div = 2; 1313 div = 2;
1237 /* Give a bonus if you resist turn undead */ 1314 /* Give a bonus if you resist turn undead */
1238 if (op->level * div < 1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1239 (turn_bonus[owner->stats.Wis]+owner->level + 1316 scare_creature (op, owner);
1240 (op->resist[ATNR_TURN_UNDEAD]/100))) 1317 }
1241 scare_creature(op, owner); 1318 else
1242 }
1243 else
1244 dam = 0; /* don't damage non undead - should we damage 1319 dam = 0; /* don't damage non undead - should we damage
1245 undead? */ 1320 undead? */
1321 }
1246 } break; 1322 break;
1323
1247 case ATNR_DEATH: 1324 case ATNR_DEATH:
1248 deathstrike_player(op, hitter, &dam); 1325 deathstrike_player (op, hitter, &dam);
1249 break; 1326 break;
1327
1250 case ATNR_CHAOS: 1328 case ATNR_CHAOS:
1251 LOG(llevError, 1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1252 "%s was hit by %s with non-specific chaos.\n", 1330 dam = 0;
1253 query_name(op), 1331 break;
1254 query_name(hitter)); 1332
1255 dam = 0;
1256 break;
1257 case ATNR_COUNTERSPELL: 1333 case ATNR_COUNTERSPELL:
1258 LOG(llevError, 1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1259 "%s was hit by %s with counterspell attack.\n", 1335 dam = 0;
1260 query_name(op),
1261 query_name(hitter));
1262 dam = 0;
1263 /* This should never happen. Counterspell is handled 1336 /* This should never happen. Counterspell is handled
1264 * seperately and filtered out. If this does happen, 1337 * seperately and filtered out. If this does happen,
1265 * Counterspell has no effect on anything but spells, so it 1338 * Counterspell has no effect on anything but spells, so it
1266 * does no damage. */ 1339 * does no damage. */
1267 break; 1340 break;
1341
1268 case ATNR_HOLYWORD: 1342 case ATNR_HOLYWORD:
1269 { 1343 {
1270 /* This has already been handled by hit_player, 1344 /* This has already been handled by hit_player,
1271 * no need to check twice -- DAMN */ 1345 * no need to check twice -- DAMN */
1272 1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1273 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1347
1274
1275 /* As with turn undead above, give a bonus on the saving throw */ 1348 /* As with turn undead above, give a bonus on the saving throw */
1276 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1277 owner->level+turn_bonus[owner->stats.Wis])
1278 scare_creature(op, owner); 1350 scare_creature (op, owner);
1351 }
1279 } break; 1352 break;
1353
1280 case ATNR_LIFE_STEALING: 1354 case ATNR_LIFE_STEALING:
1281 { 1355 {
1282 int new_hp; 1356 int new_hp;
1357
1283 /* this is replacement to drain for players, instead of taking 1358 /* this is replacement to drain for players, instead of taking
1284 * exp it takes hp. It is geared for players, probably not 1359 * exp it takes hp. It is geared for players, probably not
1285 * much use giving it to monsters 1360 * much use giving it to monsters
1286 * 1361 *
1287 * life stealing doesn't do a lot of damage, but it gives the 1362 * life stealing doesn't do a lot of damage, but it gives the
1288 * damage it does do to the player. Given that, 1363 * damage it does do to the player. Given that,
1289 * it only does 1/10'th normal damage (hence the divide by 1364 * it only does 1/10'th normal damage (hence the divide by
1290 * 1000). 1365 * 1000).
1291 */ 1366 */
1292 /* You can't steal life from something undead */ 1367 /* You can't steal life from something undead */
1293 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1369 return 0;
1370
1294 /* If drain protection is higher than life stealing, use that */ 1371 /* If drain protection is higher than life stealing, use that */
1295 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1296 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1374 else
1297 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1298 /* You die at -1 hp, not zero. */ 1377 /* You die at -1 hp, not zero. */
1299 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1378 if (dam > (op->stats.hp + 1))
1379 dam = op->stats.hp + 1;
1380
1300 new_hp = hitter->stats.hp + dam; 1381 new_hp = hitter->stats.hp + dam;
1301 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1382 if (new_hp > hitter->stats.maxhp)
1302 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1383 new_hp = hitter->stats.maxhp;
1384
1385 if (new_hp > hitter->stats.hp)
1386 hitter->stats.hp = new_hp;
1303 } 1387 }
1304 } 1388 }
1389
1305 return dam; 1390 return dam;
1306} 1391}
1307
1308 1392
1309/* GROS: This code comes from hit_player. It has been made external to 1393/* GROS: This code comes from hit_player. It has been made external to
1310 * allow script procedures to "kill" objects in a combat-like fashion. 1394 * allow script procedures to "kill" objects in a combat-like fashion.
1311 * It was initially used by (kill-object) developed for the Collector's 1395 * It was initially used by (kill-object) developed for the Collector's
1312 * Sword. Note that nothing has been changed from the original version 1396 * Sword. Note that nothing has been changed from the original version
1319 * This function was a bit of a mess with hitter getting changed, 1403 * This function was a bit of a mess with hitter getting changed,
1320 * values being stored away but not used, etc. I've cleaned it up 1404 * values being stored away but not used, etc. I've cleaned it up
1321 * a bit - I think it should be functionally equivalant. 1405 * a bit - I think it should be functionally equivalant.
1322 * MSW 2002-07-17 1406 * MSW 2002-07-17
1323 */ 1407 */
1408int
1324int kill_object(object *op,int dam, object *hitter, int type) 1409kill_object (object *op, int dam, object *hitter, int type)
1325{ 1410{
1326 char buf[MAX_BUF]; 1411 char buf[MAX_BUF];
1327 const char *skill; 1412 const char *skill;
1328 int maxdam=0; 1413 int maxdam = 0;
1329 int battleg=0; /* true if op standing on battleground */ 1414 int battleg = 0; /* true if op standing on battleground */
1330 int pk=0; /* true if op and what controls hitter are both players*/ 1415 int pk = 0; /* true if op and what controls hitter are both players */
1331 object *owner=NULL; 1416 object *owner = NULL;
1332 object *skop=NULL; 1417 object *skop = NULL;
1333 1418
1334 if (op->stats.hp>=0) 1419 if (op->stats.hp >= 0)
1335 return -1; 1420 return -1;
1336 1421
1337 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1338 return 0; 1423 return 0;
1339 1424
1340 /* maxdam needs to be the amount of damage it took to kill 1425 /* maxdam needs to be the amount of damage it took to kill
1341 * this creature. The function(s) that call us have already 1426 * this creature. The function(s) that call us have already
1342 * adjusted the creatures HP total, so that is negative. 1427 * adjusted the creatures HP total, so that is negative.
1343 */ 1428 */
1344 maxdam = dam + op->stats.hp + 1; 1429 maxdam = dam + op->stats.hp + 1;
1345 1430
1346 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1347 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1348 1433
1349 if(op->type==DOOR) { 1434 if (op->type == DOOR)
1350 op->speed = 0.1; 1435 {
1351 update_ob_speed(op); 1436 op->set_speed (0.1);
1352 op->speed_left= -0.05; 1437 op->speed_left = -0.05;
1353 return maxdam; 1438 return maxdam;
1354 } 1439 }
1440
1355 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 {
1356 remove_friendly_object(op); 1443 remove_friendly_object (op);
1357 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1444
1358 op->owner->contr->ranges[range_golem] == op) { 1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1359 op->owner->contr->ranges[range_golem]=NULL; 1446 op->owner->contr->ranges[range_golem] = 0;
1360 op->owner->contr->golem_count=0;
1361 }
1362 1447
1363 remove_ob(op); 1448 op->destroy ();
1364 free_object(op);
1365 return maxdam; 1449 return maxdam;
1366 } 1450 }
1367 1451
1368 /* Now lets start dealing with experience we get for killing something */ 1452 /* Now lets start dealing with experience we get for killing something */
1369 1453
1370 owner=get_owner(hitter); 1454 owner = hitter->owner;
1371 if(owner==NULL) 1455 if (!owner)
1372 owner=hitter; 1456 owner = hitter;
1373 1457
1374 /* is the victim (op) standing on battleground? */ 1458 /* is the victim (op) standing on battleground? */
1375 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1459 if (op_on_battleground (op, NULL, NULL))
1376 1460 battleg = 1;
1461
1377 /* is this player killing?*/ 1462 /* is this player killing? */
1378 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1463 if (op->type == PLAYER && owner->type == PLAYER)
1464 pk = 1;
1379 1465
1380 /* Player killed something */ 1466 /* Player killed something */
1381 if(owner->type==PLAYER) { 1467 if (owner->type == PLAYER)
1468 {
1382 Log_Kill(owner->name, 1469 Log_Kill (owner->name,
1383 query_name(op),op->type, 1470 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1384 (owner!=hitter) ? query_name(hitter) : NULL,
1385 (owner!=hitter) ? hitter->type : 0);
1386 1471
1387 /* Log players killing other players - makes it easier to detect 1472 /* Log players killing other players - makes it easier to detect
1388 * and filter out malicious player killers - that is why the 1473 * and filter out malicious player killers - that is why the
1389 * ip address is included. 1474 * ip address is included.
1390 */ 1475 */
1391 if (op->type == PLAYER && !battleg) { 1476 if (op->type == PLAYER && !battleg)
1477 {
1392 time_t t=time(NULL); 1478 time_t t = time (NULL);
1393 struct tm *tmv; 1479 struct tm *tmv;
1394 char buf[256]; 1480 char buf[256];
1395 1481
1396 tmv = localtime(&t); 1482 tmv = localtime (&t);
1397 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1483 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1398 1484
1399 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1485 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1400 buf, owner->name, owner->contr->socket.host, query_name(op)); 1486 }
1401 }
1402 1487
1403 /* try to filter some things out - basically, if you are 1488 /* try to filter some things out - basically, if you are
1404 * killing a level 1 creature and your level 20, you 1489 * killing a level 1 creature and your level 20, you
1405 * probably don't want to see that. 1490 * probably don't want to see that.
1406 */ 1491 */
1407 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1492 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1493 {
1408 if(owner!=hitter) { 1494 if (owner != hitter)
1409 new_draw_info_format(NDI_BLACK, 0, owner, 1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1410 "You killed %s with %s.",query_name(op), 1496 else
1411 query_name(hitter)); 1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1412 } 1498
1413 else {
1414 new_draw_info_format(NDI_BLACK, 0, owner,
1415 "You killed %s.",query_name(op));
1416 }
1417 /* Only play sounds for melee kills */ 1499 /* Only play sounds for melee kills */
1418 if (hitter->type == PLAYER) 1500 if (hitter->type == PLAYER)
1419 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1420 } 1502 }
1421 1503
1422 /* If a player kills another player, not on 1504 /* If a player kills another player, not on
1423 * battleground, the "killer" looses 1 luck. Since this is 1505 * battleground, the "killer" looses 1 luck. Since this is
1424 * not reversible, it's actually quite a pain IMHO. -AV 1506 * not reversible, it's actually quite a pain IMHO. -AV
1425 * Fix bug in that we were changing the luck of the hitter, not 1507 * Fix bug in that we were changing the luck of the hitter, not
1426 * player that the object belonged to - so if you killed another player 1508 * player that the object belonged to - so if you killed another player
1427 * with spells, pets, whatever, there was no penalty. 1509 * with spells, pets, whatever, there was no penalty.
1428 * Changed to make luck penalty configurable in settings. 1510 * Changed to make luck penalty configurable in settings.
1429 */ 1511 */
1430 if(op->type == PLAYER && owner != op && !battleg) 1512 if (op->type == PLAYER && owner != op && !battleg)
1431 change_luck(owner, -settings.pk_luck_penalty); 1513 owner->change_luck (-settings.pk_luck_penalty);
1432 1514
1433 /* This code below deals with finding the appropriate skill 1515 /* This code below deals with finding the appropriate skill
1434 * to credit exp to. This is a bit problematic - we should 1516 * to credit exp to. This is a bit problematic - we should
1435 * probably never really have to look at current_weapon->skill 1517 * probably never really have to look at current_weapon->skill
1436 */ 1518 */
1437 skill = NULL; 1519 skill = 0;
1438 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1520
1521 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill;
1439 else if (owner->chosen_skill) { 1523 else if (owner->chosen_skill)
1524 {
1440 skill = owner->chosen_skill->skill; 1525 skill = owner->chosen_skill->skill;
1441 skop = owner->chosen_skill; 1526 skop = owner->chosen_skill;
1442 } 1527 }
1443 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1444 else 1529 skill = owner->current_weapon->skill;
1530 else
1445 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1446 1532
1447 /* We have the skill we want to credit to - now find the object this goes 1533 /* We have the skill we want to credit to - now find the object this goes
1448 * to. Make sure skop is an actual skill, and not a skill tool! 1534 * to. Make sure skop is an actual skill, and not a skill tool!
1449 */ 1535 */
1450 if ((!skop || skop->type != SKILL) && skill) { 1536 if ((!skop || skop->type != SKILL) && skill)
1451 int i; 1537 {
1538 int i;
1452 1539
1453 for (i=0; i<NUM_SKILLS; i++) 1540 for (i = 0; i < NUM_SKILLS; i++)
1541 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542 {
1454 if (owner->contr->last_skill_ob[i] && 1543 skop = owner->contr->last_skill_ob[i];
1455 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1544 break;
1456 skop = owner->contr->last_skill_ob[i]; 1545 }
1457 break; 1546 }
1458 }
1459 }
1460 } /* Was it a player that hit somethign */ 1547 } /* Was it a player that hit somethign */
1461 else { 1548 else
1462 skill = NULL; 1549 skill = 0;
1463 }
1464 1550
1465 /* Pet (or spell) killed something. */ 1551 /* Pet (or spell) killed something. */
1466 if(owner != hitter ) { 1552 if (owner != hitter)
1467 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1468 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1469 }
1470 else { 1555 else
1471 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1472 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1473 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1474 } 1559
1475 /* These may have been set in the player code section above */ 1560 /* These may have been set in the player code section above */
1561 if (!skop)
1476 if (!skop) skop = hitter->chosen_skill; 1562 skop = hitter->chosen_skill;
1477 if (!skill && skop) skill=skop->skill;
1478 1563
1564 if (!skill && skop)
1565 skill = skop->skill;
1566
1479 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1480 1568
1481
1482 /* If you didn't kill yourself, and your not the wizard */ 1569 /* If you didn't kill yourself, and your not the wizard */
1483 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1484 int exp; 1571 {
1572 int exp;
1485 1573
1486 /* Really don't give much experience for killing other players */ 1574 /* Really don't give much experience for killing other players */
1487 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1488 if (op->type==PLAYER) { 1576 if (op->type == PLAYER)
1489 if (battleg) {
1490 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1491 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1492 }
1493 else
1494 exp = op->stats.exp / 1000;
1495 } 1577 {
1578 if (battleg)
1579 {
1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1581 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1582 }
1496 else 1583 else
1584 exp = op->stats.exp / 1000;
1585 }
1586 else
1497 exp = calc_skill_exp(owner, op, skop); 1587 exp = calc_skill_exp (owner, op, skop);
1498 1588
1499 /* if op is standing on "battleground" (arena), no way to gain 1589 /* if op is standing on "battleground" (arena), no way to gain
1500 * exp by killing him 1590 * exp by killing him
1501 */ 1591 */
1502 if (battleg) exp = 0; 1592 if (battleg)
1593 exp = 0;
1503 1594
1504 /* Don't know why this is set this way - doesn't make 1595 /* Don't know why this is set this way - doesn't make
1505 * sense to just divide everything by two for no reason. 1596 * sense to just divide everything by two for no reason.
1506 */ 1597 */
1507 1598
1508 if (!settings.simple_exp) 1599 if (!settings.simple_exp)
1509 exp=exp/2; 1600 exp = exp / 2;
1510 1601
1511 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1602 if (owner->type != PLAYER || owner->contr->party == NULL)
1512 change_exp(owner,exp, skill, 0); 1603 change_exp (owner, exp, skill, 0);
1513 } 1604 else
1514 else { 1605 {
1515 int shares=0,count=0; 1606 int shares = 0, count = 0;
1516
1517 player *pl; 1607 player *pl;
1518
1519 partylist *party=owner->contr->party; 1608 partylist *party = owner->contr->party;
1520#ifdef PARTY_KILL_LOG 1609
1521 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1610 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1522#endif 1611
1523 for(pl=first_player;pl!=NULL;pl=pl->next) { 1612 for_all_players (pl)
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1613 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1525 count++; 1614 {
1615 count++;
1526 shares+=(pl->ob->level+4); 1616 shares += (pl->ob->level + 4);
1527 } 1617 }
1618
1619 if (count == 1 || shares > exp || !shares)
1620 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1621 else
1622 {
1623 int share = exp / shares, given = 0, nexp;
1624
1625 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 {
1628 nexp = (pl->ob->level + 4) * share;
1629 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1630 given += nexp;
1631 }
1632
1633 exp -= given;
1634 /* give any remainder to the player */
1635 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1636 }
1637 } /* else part of a party */
1638 } /* end if person didn't kill himself */
1639
1640 if (op->type != PLAYER)
1641 {
1642 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1643 {
1644 object *owner1 = op->owner;
1645
1646 if (owner1 && owner1->type == PLAYER)
1647 {
1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1649 /* Maybe we should include the owner that killed this, maybe not */
1650 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1651 }
1652
1653 remove_friendly_object (op);
1654 }
1655
1656 op->destroy ();
1528 } 1657 }
1529 if(count==1 || shares>exp) 1658 else
1530 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1531 else {
1532 int share=exp/shares,given=0,nexp;
1533 for(pl=first_player;pl!=NULL;pl=pl->next) {
1534 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1535 nexp=(pl->ob->level+4)*share;
1536 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1537 given+=nexp;
1538 }
1539 }
1540 exp-=given;
1541 /* give any remainder to the player */
1542 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1543 }
1544 } /* else part of a party */
1545
1546 } /* end if person didn't kill himself */
1547
1548 if(op->type!=PLAYER) {
1549 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1550 object *owner1 = get_owner(op);
1551
1552 if(owner1!= NULL && owner1->type == PLAYER) {
1553 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1554 /* Maybe we should include the owner that killed this, maybe not */
1555 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1556 op->name,hitter->name);
1557 }
1558 remove_friendly_object(op);
1559 }
1560 remove_ob(op);
1561 free_object(op);
1562 } 1659 {
1563 /* Player has been killed! */ 1660 /* Player has been killed! */
1661 if (owner->type == PLAYER)
1662 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1564 else { 1663 else
1565 if(owner->type==PLAYER) { 1664 assign (op->contr->killer, hitter->name);
1566 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1567 }
1568 else {
1569 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1570 op->contr->killer[BIG_NAME-1]='\0';
1571 }
1572 } 1665 }
1666
1573 /* This was return -1 - that doesn't seem correct - if we return -1, process 1667 /* This was return -1 - that doesn't seem correct - if we return -1, process
1574 * continues in the calling function. 1668 * continues in the calling function.
1575 */ 1669 */
1576 return maxdam; 1670 return maxdam;
1577} 1671}
1578 1672
1579/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1673/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1580 * Returns 0 this is not friendly fire 1674 * Returns 0 this is not friendly fire
1581 */ 1675 */
1582 1676
1677int
1583int friendly_fire(object *op, object *hitter){ 1678friendly_fire (object *op, object *hitter)
1679{
1584 object *owner; 1680 object *owner;
1585 int friendlyfire; 1681 int friendlyfire;
1586
1587 if (hitter->head) hitter=hitter->head;
1588 1682
1683 if (hitter->head)
1684 hitter = hitter->head;
1685
1589 friendlyfire = 0; 1686 friendlyfire = 0;
1590 1687
1591 if(op->type == PLAYER) { 1688 if (op->type == PLAYER)
1689 {
1592 if (op_on_battleground (hitter, 0, 0)) 1690 if (op_on_battleground (hitter, 0, 0))
1593 return 0; 1691 return 0;
1594 1692
1595 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1693 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1596 return 1; 1694 return 1;
1597 1695
1598 if((owner = get_owner(hitter))!=NULL) { 1696 if ((owner = hitter->owner) != NULL)
1697 {
1599 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1698 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1600 friendlyfire = 2; 1699 friendlyfire = 2;
1601 } 1700 }
1602 1701
1603 if (hitter->type == SPELL || hitter->type == POISONING || 1702 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1604 hitter->type == DISEASE || hitter->type == RUNE)
1605 friendlyfire = 0; 1703 friendlyfire = 0;
1606 } 1704 }
1607 return friendlyfire; 1705 return friendlyfire;
1608} 1706}
1609 1707
1610 1708
1611/* This isn't used just for players, but in fact most objects. 1709/* This isn't used just for players, but in fact most objects.
1612 * op is the object to be hit, dam is the amount of damage, hitter 1710 * op is the object to be hit, dam is the amount of damage, hitter
1613 * is what is hitting the object, type is the attacktype, and 1711 * is what is hitting the object, type is the attacktype, and
1614 * full_hit is set if monster area does not matter. 1712 * full_hit is set if monster area does not matter.
1615 * dam is base damage - protections/vulnerabilities/slaying matches can 1713 * dam is base damage - protections/vulnerabilities/slaying matches can
1616 * modify it. 1714 * modify it.
1617 */ 1715 */
1618
1619 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1716/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1620 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1621 1718int
1622int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1719hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1720{
1623 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1624 int maxattacktype, attacknum; 1722 int maxattacktype, attacknum;
1625 int body_attack = op && op->head; /* Did we hit op's head? */ 1723 int body_attack = op && op->head; /* Did we hit op's head? */
1626 int simple_attack; 1724 int simple_attack;
1627 tag_t op_tag, hitter_tag;
1628 int rtn_kill = 0; 1725 int rtn_kill = 0;
1629 int friendlyfire; 1726 int friendlyfire;
1630 1727
1631 if (get_attack_mode (&op, &hitter, &simple_attack)) 1728 if (get_attack_mode (&op, &hitter, &simple_attack))
1729 return 0;
1730
1731 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1732 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1733 return 0;
1734
1735#ifdef PROHIBIT_PLAYERKILL
1736 if (op->type == PLAYER)
1737 {
1738 object *owner = hitter->owner;
1739
1740 if (!owner)
1741 owner = hitter;
1742
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1632 return 0; 1744 return 0;
1745 }
1746#endif
1633 1747
1634 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1748 if (body_attack)
1635 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1749 {
1750 /* slow and paralyze must hit the head. But we don't want to just
1751 * return - we still need to process other attacks the spell still
1752 * might have. So just remove the paralyze and slow attacktypes,
1753 * and keep on processing if we have other attacktypes.
1754 * return if only magic or nothing is left - under normal code
1755 * we don't attack with pure magic if there is another attacktype.
1756 * Only do processing if the initial attacktype includes one of those
1757 * attack so we don't cancel out things like magic bullet.
1758 */
1759 if (type & (AT_PARALYZE | AT_SLOW))
1760 {
1761 type &= ~(AT_PARALYZE | AT_SLOW);
1762
1763 if (!type || type == AT_MAGIC)
1636 return 0; 1764 return 0;
1765 }
1766 }
1637 1767
1638#ifdef PROHIBIT_PLAYERKILL 1768 if (!simple_attack && op->type == DOOR)
1639 if (op->type == PLAYER) { 1769 {
1640 object *owner = get_owner (hitter); 1770 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1641 if (!owner) owner = hitter; 1771 if (tmp->type == RUNE || tmp->type == TRAP)
1642 if (owner->type == PLAYER 1772 {
1643 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1773 spring_trap (tmp, hitter);
1644 && op != owner) { 1774
1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1645 return 0; 1776 return 0;
1777
1778 break;
1646 } 1779 }
1780 }
1781
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1647 } 1783 {
1784 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here.
1786 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1788 return 0;
1789 }
1790
1791#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1648#endif 1793#endif
1649 1794
1650 op_tag = op->count;
1651 hitter_tag = hitter->count;
1652
1653 if (body_attack) {
1654 /* slow and paralyze must hit the head. But we don't want to just
1655 * return - we still need to process other attacks the spell still
1656 * might have. So just remove the paralyze and slow attacktypes,
1657 * and keep on processing if we have other attacktypes.
1658 * return if only magic or nothing is left - under normal code
1659 * we don't attack with pure magic if there is another attacktype.
1660 * Only do processing if the initial attacktype includes one of those
1661 * attack so we don't cancel out things like magic bullet.
1662 */
1663 if (type & (AT_PARALYZE | AT_SLOW)) {
1664 type &= ~(AT_PARALYZE | AT_SLOW);
1665 if (!type || type==AT_MAGIC) return 0;
1666 }
1667 }
1668
1669 if ( ! simple_attack && op->type == DOOR) {
1670 object *tmp;
1671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1672 if (tmp->type == RUNE || tmp->type == TRAP) {
1673 spring_trap (tmp, hitter);
1674 if (was_destroyed (hitter, hitter_tag)
1675 || was_destroyed (op, op_tag)
1676 || abort_attack (op, hitter, simple_attack))
1677 return 0;
1678 break;
1679 }
1680 }
1681
1682 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1683 /* FIXME: If a player is killed by a rune in a door, the
1684 * was_destroyed() check above doesn't return, and might get here.
1685 */
1686 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1687 "hit_player()\n", op->arch->name, op->name);
1688 return 0;
1689 }
1690
1691#ifdef ATTACK_DEBUG
1692 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1693#endif
1694
1695 if (magic) { 1795 if (magic)
1796 {
1696 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1797 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1697 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1698 dam = dam*(100-op->resist[ATNR_MAGIC]); 1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1699 if (dam >= 100) 1800 if (dam >= 100)
1700 dam /= 100; 1801 dam /= 100;
1701 else 1802 else
1702 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1803 dam = (dam > rndm (0, 99)) ? 1 : 0;
1703 } 1804 }
1704 1805
1705 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1706 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1707 */ 1808 */
1708 if(type & AT_CHAOS){ 1809 if (type & AT_CHAOS)
1810 {
1709 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1811 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1710 update_object(op,UP_OBJ_FACE); 1812 update_object (op, UP_OBJ_FACE);
1711 type &= ~AT_CHAOS; 1813 type &= ~AT_CHAOS;
1712 } 1814 }
1713 1815
1714 /* Holyword is really an attacktype modifier (like magic is). If 1816 /* Holyword is really an attacktype modifier (like magic is). If
1715 * holyword is part of an attacktype, then make sure the creature is 1817 * holyword is part of an attacktype, then make sure the creature is
1716 * a proper match, otherwise no damage. 1818 * a proper match, otherwise no damage.
1717 */ 1819 */
1718 if (type & AT_HOLYWORD) { 1820 if (type & AT_HOLYWORD)
1821 {
1719 object *god; 1822 object *god;
1823
1720 if ((!hitter->slaying || 1824 if ((!hitter->slaying ||
1721 (!(op->race && strstr(hitter->slaying,op->race)) && 1825 (!(op->race && strstr (hitter->slaying, op->race)) &&
1722 !(op->name && strstr(hitter->slaying,op->name)))) && 1826 !(op->name && strstr (hitter->slaying, op->name)))) &&
1723 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1827 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1724 (hitter->title != NULL 1828 (hitter->title != NULL
1725 && (god = find_god(determine_god(hitter))) != NULL 1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1726 && god->race != NULL
1727 && strstr(god->race,undead_name) != NULL)))
1728 return 0; 1830 return 0;
1729 } 1831 }
1730 1832
1731 maxattacktype = type; /* initialize this to something */ 1833 maxattacktype = type; /* initialise this to something */
1732 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835 {
1733 /* Magic isn't really a true attack type - it gets combined with other 1836 /* Magic isn't really a true attack type - it gets combined with other
1734 * attack types. As such, skip it over. However, if magic is 1837 * attack types. As such, skip it over. However, if magic is
1735 * the only attacktype in the group, then still attack with it 1838 * the only attacktype in the group, then still attack with it
1736 */ 1839 */
1737 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1840 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1841 continue;
1738 1842
1739 /* Go through and hit the player with each attacktype, one by one. 1843 /* Go through and hit the player with each attacktype, one by one.
1740 * hit_player_attacktype only figures out the damage, doesn't inflict 1844 * hit_player_attacktype only figures out the damage, doesn't inflict
1741 * it. It will do the appropriate action for attacktypes with 1845 * it. It will do the appropriate action for attacktypes with
1742 * effects (slow, paralization, etc. 1846 * effects (slow, paralization, etc.
1743 */ 1847 */
1744 if (type & attacktype) { 1848 if (type & attacktype)
1849 {
1745 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1850 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1746 /* the >= causes us to prefer messages from special attacks, if 1851 /* the >= causes us to prefer messages from special attacks, if
1747 * the damage is equal. 1852 * the damage is equal.
1748 */ 1853 */
1749 if (ndam >= maxdam) { 1854 if (ndam >= maxdam)
1855 {
1750 maxdam = ndam; 1856 maxdam = ndam;
1751 maxattacktype = 1<<attacknum; 1857 maxattacktype = 1 << attacknum;
1858 }
1859 }
1752 } 1860 }
1753 } 1861
1754 }
1755
1756 /* if this is friendly fire then do a set % of damage only 1862 /* if this is friendly fire then do a set % of damage only
1757 * Note - put a check in to make sure this attack is actually 1863 * Note - put a check in to make sure this attack is actually
1758 * doing damage - otherwise, the +1 in the code below will make 1864 * doing damage - otherwise, the +1 in the code below will make
1759 * an attack do damage before when it otherwise didn't 1865 * an attack do damage before when it otherwise didn't
1760 */ 1866 */
1761 friendlyfire = friendly_fire(op, hitter); 1867 friendlyfire = friendly_fire (op, hitter);
1762 if (friendlyfire && maxdam){ 1868 if (friendlyfire && maxdam)
1869 {
1763 maxdam = ((dam * settings.set_friendly_fire) / 100); 1870 maxdam = ((dam * settings.set_friendly_fire) / 100);
1764#ifndef COZY_SERVER 1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874
1875#ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif
1879 }
1880
1881 if (!full_hit)
1882 {
1883 archetype *at;
1884 int area;
1885 int remainder;
1886
1887 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more)
1889 area++;
1890 assert (area > 0);
1891
1892 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */
1894 remainder = 100 * (maxdam % area) / area;
1895 maxdam /= area;
1896 if (rndm (100) < remainder)
1765 maxdam++; 1897 maxdam++;
1898 }
1899
1900#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1766#endif 1902#endif
1767
1768#ifdef ATTACK_DEBUG
1769 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1770 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1771#endif
1772 }
1773 1903
1774 if (!full_hit) { 1904 if (hitter->owner)
1775 archetype *at;
1776 int area;
1777 int remainder;
1778
1779 area = 0;
1780 for(at = op->arch; at != NULL; at = at->more)
1781 area++;
1782 assert(area > 0);
1783
1784 /* basically: maxdam /= area; we try to "simulate" a float
1785 value-effect */
1786 remainder = 100*(maxdam%area)/area;
1787 maxdam /= area;
1788 if (RANDOM()%100 < remainder)
1789 maxdam++;
1790 }
1791
1792#ifdef ATTACK_DEBUG
1793 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1794#endif
1795
1796 if(get_owner(hitter))
1797 op->enemy=hitter->owner; 1905 op->enemy = hitter->owner;
1798 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1799 op->enemy=hitter; 1907 op->enemy = hitter;
1800 1908
1801 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 {
1802 /* The unaggressives look after themselves 8) */ 1911 /* The unaggressives look after themselves 8) */
1803 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1804 npc_call_help(op); 1913 npc_call_help (op);
1805 } 1914 }
1806 1915
1807 if (magic && did_make_save(op, op->level, 0)) 1916 if (magic && did_make_save (op, op->level, 0))
1808 maxdam=maxdam/2; 1917 maxdam = maxdam / 2;
1809 1918
1810 attack_message(maxdam, maxattacktype, op, hitter); 1919 attack_message (maxdam, maxattacktype, op, hitter);
1811 1920
1812 op->stats.hp-=maxdam; 1921 op->stats.hp -= maxdam;
1813 1922
1814 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1923 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1815 if ((op->stats.hp>=0) && 1924 if ((op->stats.hp >= 0) &&
1816 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1925 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1817 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1926 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1818 (float)op->stats.maxhp)) { 1927 {
1819 1928
1820 if (QUERY_FLAG(op, FLAG_MONSTER)) 1929 if (QUERY_FLAG (op, FLAG_MONSTER))
1821 SET_FLAG(op, FLAG_RUN_AWAY); 1930 SET_FLAG (op, FLAG_RUN_AWAY);
1822 else 1931 else
1823 scare_creature(op, hitter); 1932 scare_creature (op, hitter);
1824 } 1933 }
1825 1934
1826 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1935 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1936 {
1827 if (maxdam) 1937 if (maxdam)
1828 tear_down_wall(op); 1938 tear_down_wall (op);
1939
1829 return maxdam; /* nothing more to do for wall */ 1940 return maxdam; /* nothing more to do for wall */
1830 } 1941 }
1831 1942
1832 /* See if the creature has been killed */ 1943 /* See if the creature has been killed */
1833 rtn_kill = kill_object(op, maxdam, hitter, type); 1944 rtn_kill = kill_object (op, maxdam, hitter, type);
1834 if (rtn_kill != -1) 1945 if (rtn_kill != -1)
1835 return rtn_kill; 1946 return rtn_kill;
1836 1947
1837 1948
1838 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1839 * that before if the player was immune to ghosthit, the monster 1950 * that before if the player was immune to ghosthit, the monster
1840 * remained - that is no longer the case. 1951 * remained - that is no longer the case.
1841 */ 1952 */
1842 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1843 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1844 remove_friendly_object(hitter); 1956 remove_friendly_object (hitter);
1845 remove_ob(hitter); 1957
1846 free_object(hitter); 1958 hitter->destroy ();
1847 } 1959 }
1848 /* Lets handle creatures that are splitting now */ 1960 /* Lets handle creatures that are splitting now */
1849 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1850 int i; 1962 {
1963 int i;
1851 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1852 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1853 object *owner = get_owner(op); 1966 object *owner = op->owner;
1854 1967
1855 if(!op->other_arch) { 1968 if (!op->other_arch)
1969 {
1856 LOG(llevError,"SPLITTING without other_arch error.\n"); 1970 LOG (llevError, "SPLITTING without other_arch error.\n");
1857 return maxdam; 1971 return maxdam;
1858 } 1972 }
1859 remove_ob(op); 1973
1860 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1974 op->remove ();
1975
1976 for (i = 0; i < NROFNEWOBJS (op); i++)
1977 { /* This doesn't handle op->more yet */
1861 object *tmp=arch_to_object(op->other_arch); 1978 object *tmp = arch_to_object (op->other_arch);
1862 int j; 1979 int j;
1863 1980
1864 tmp->stats.hp=op->stats.hp; 1981 tmp->stats.hp = op->stats.hp;
1982
1865 if (friendly) { 1983 if (friendly)
1866 SET_FLAG(tmp, FLAG_FRIENDLY); 1984 {
1867 add_friendly_object(tmp); 1985 add_friendly_object (tmp);
1868 tmp->attack_movement = PETMOVE; 1986 tmp->attack_movement = PETMOVE;
1869 if (owner!=NULL) 1987
1870 set_owner(tmp,owner); 1988 if (owner)
1989 tmp->set_owner (owner);
1990 }
1991
1992 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994
1995 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996
1997 if (j == -1) /* No spot to put this monster */
1998 tmp->destroy ();
1999 else
2000 {
2001 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2002 insert_ob_in_map (tmp, op->map, NULL, 0);
2003 }
2004 }
2005
2006 op->destroy ();
1871 } 2007 }
1872 if (unaggressive)
1873 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1874 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1875 if (j==-1) /* No spot to put this monster */
1876 free_object(tmp);
1877 else {
1878 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1879 insert_ob_in_map(tmp,op->map,NULL,0);
1880 }
1881 }
1882 if(friendly)
1883 remove_friendly_object(op);
1884 free_object(op);
1885 }
1886 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1887 remove_ob(hitter); 2009 hitter->destroy ();
1888 free_object(hitter); 2010
1889 }
1890 return maxdam; 2011 return maxdam;
1891} 2012}
1892 2013
1893 2014
2015void
1894void poison_player(object *op, object *hitter, int dam) 2016poison_player (object *op, object *hitter, int dam)
1895{ 2017{
1896 archetype *at = find_archetype("poisoning"); 2018 archetype *at = archetype::find ("poisoning");
1897 object *tmp=present_arch_in_ob(at,op); 2019 object *tmp = present_arch_in_ob (at, op);
1898 2020
1899 if(tmp==NULL) { 2021 if (tmp == NULL)
2022 {
1900 if((tmp=arch_to_object(at))==NULL) 2023 if ((tmp = arch_to_object (at)) == NULL)
1901 LOG(llevError,"Failed to clone arch poisoning.\n"); 2024 LOG (llevError, "Failed to clone arch poisoning.\n");
1902 else { 2025 else
2026 {
1903 tmp = insert_ob_in_ob(tmp,op); 2027 tmp = insert_ob_in_ob (tmp, op);
1904 /* peterm: give poisoning some teeth. It should 2028 /* peterm: give poisoning some teeth. It should
1905 * be able to kill things better than it does: 2029 * be able to kill things better than it does:
1906 * damage should be dependent something--I choose to 2030 * damage should be dependent something--I choose to
1907 * do this: if it's a monster, the damage from the 2031 * do this: if it's a monster, the damage from the
1908 * poisoning goes as the level of the monster/2. 2032 * poisoning goes as the level of the monster/2.
1909 * If anything else, goes as damage. 2033 * If anything else, goes as damage.
1910 */ 2034 */
1911 2035
1912 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1913 tmp->stats.dam += hitter->level/2; 2037 tmp->stats.dam += hitter->level / 2;
1914 else 2038 else
1915 tmp->stats.dam = dam; 2039 tmp->stats.dam = dam;
1916 2040
1917 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1918 if(hitter->skill && hitter->skill != tmp->skill) { 2042 if (hitter->skill && hitter->skill != tmp->skill)
1919 if (tmp->skill) free_string(tmp->skill); 2043 {
1920 tmp->skill = add_refcount(hitter->skill); 2044 tmp->skill = hitter->skill;
2045 }
2046
2047 tmp->stats.food += dam; /* more damage, longer poisoning */
2048
2049 if (op->type == PLAYER)
2050 {
2051 /* player looses stats, maximum is -10 of each */
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED);
2057 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059 }
2060 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 }
2065 tmp->speed_left = 0;
1921 } 2066 }
1922
1923 tmp->stats.food+=dam; /* more damage, longer poisoning */
1924
1925 if(op->type==PLAYER) {
1926 /* player looses stats, maximum is -10 of each */
1927 tmp->stats.Con= MAX(-(dam/4+1), -10);
1928 tmp->stats.Str= MAX(-(dam/3+2), -10);
1929 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1930 tmp->stats.Int= MAX(-dam/7, -10);
1931 SET_FLAG(tmp,FLAG_APPLIED);
1932 fix_player(op);
1933 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1934 }
1935 if (hitter->type == PLAYER)
1936 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1937 op->name);
1938 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1939 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1940 "Your %s poisons %s.", hitter->name, op->name);
1941 }
1942 tmp->speed_left=0;
1943 }
1944 else 2067 else
1945 tmp->stats.food++; 2068 tmp->stats.food++;
1946} 2069}
1947 2070
2071void
1948void slow_player(object *op,object *hitter,int dam) 2072slow_player (object *op, object *hitter, int dam)
2073{
1949{ archetype *at = find_archetype("slowness"); 2074 archetype *at = archetype::find ("slowness");
1950 object *tmp; 2075 object *tmp;
2076
1951 if(at == NULL) { 2077 if (at == NULL)
2078 {
1952 LOG(llevError,"Can't find slowness archetype.\n"); 2079 LOG (llevError, "Can't find slowness archetype.\n");
1953 } 2080 }
1954 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2081 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 {
1955 tmp = arch_to_object(at); 2083 tmp = arch_to_object (at);
1956 tmp = insert_ob_in_ob(tmp,op); 2084 tmp = insert_ob_in_ob (tmp, op);
1957 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 }
1958 } else 2087 else
1959 tmp->stats.food++; 2088 tmp->stats.food++;
1960 SET_FLAG(tmp, FLAG_APPLIED); 2089 SET_FLAG (tmp, FLAG_APPLIED);
1961 tmp->speed_left=0; 2090 tmp->speed_left = 0;
1962 fix_player(op); 2091 op->update_stats ();
1963} 2092}
1964 2093
2094void
1965void confuse_player(object *op, object *hitter, int dam) 2095confuse_player (object *op, object *hitter, int dam)
1966{ 2096{
1967 object *tmp; 2097 object *tmp;
1968 int maxduration; 2098 int maxduration;
1969 2099
1970 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2100 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1971 if(!tmp) { 2101 if (!tmp)
1972 tmp = get_archetype(FORCE_NAME);
1973 tmp = insert_ob_in_ob(tmp,op);
1974 }
1975 2102 {
2103 tmp = get_archetype (FORCE_NAME);
2104 tmp = insert_ob_in_ob (tmp, op);
2105 }
2106
1976 /* Duration added per hit and max. duration of confusion both depend 2107 /* Duration added per hit and max. duration of confusion both depend
1977 * on the player's resistance 2108 * on the player's resistance
1978 */ 2109 */
1979 tmp->speed = 0.05; 2110 tmp->speed = 0.05;
1980 tmp->subtype = FORCE_CONFUSION; 2111 tmp->subtype = FORCE_CONFUSION;
1981 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1982 if (tmp->name) free_string(tmp->name);
1983 tmp->name = add_string("confusion"); 2113 tmp->name = "confusion";
1984 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1985 if( tmp->duration > maxduration) 2115 if (tmp->duration > maxduration)
1986 tmp->duration = maxduration; 2116 tmp->duration = maxduration;
1987 2117
1988 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1989 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1990 SET_FLAG(op, FLAG_CONFUSED); 2120 SET_FLAG (op, FLAG_CONFUSED);
1991} 2121}
1992 2122
2123void
1993void blind_player(object *op, object *hitter, int dam) 2124blind_player (object *op, object *hitter, int dam)
1994{ 2125{
1995 object *tmp,*owner; 2126 object *tmp, *owner;
1996 2127
1997 /* Save some work if we know it isn't going to affect the player */ 2128 /* Save some work if we know it isn't going to affect the player */
1998 if (op->resist[ATNR_BLIND]==100) return; 2129 if (op->resist[ATNR_BLIND] == 100)
2130 return;
1999 2131
2000 tmp = present_in_ob(BLINDNESS,op); 2132 tmp = present_in_ob (BLINDNESS, op);
2001 if(!tmp) { 2133 if (!tmp)
2134 {
2002 tmp = get_archetype("blindness"); 2135 tmp = get_archetype ("blindness");
2003 SET_FLAG(tmp, FLAG_BLIND); 2136 SET_FLAG (tmp, FLAG_BLIND);
2004 SET_FLAG(tmp, FLAG_APPLIED); 2137 SET_FLAG (tmp, FLAG_APPLIED);
2005 /* use floats so we don't lose too much precision due to rounding errors. 2138 /* use floats so we don't lose too much precision due to rounding errors.
2006 * speed is a float anyways. 2139 * speed is a float anyways.
2007 */ 2140 */
2008 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2009 2142
2010 tmp = insert_ob_in_ob(tmp,op); 2143 tmp = insert_ob_in_ob (tmp, op);
2011 change_abil(op,tmp); /* Mostly to display any messages */ 2144 change_abil (op, tmp); /* Mostly to display any messages */
2012 fix_player(op); /* This takes care of some other stuff */ 2145 op->update_stats (); /* This takes care of some other stuff */
2013 2146
2014 if(hitter->owner) owner = get_owner(hitter); 2147 if (hitter->owner)
2148 owner = hitter->owner;
2149 else
2015 else owner = hitter; 2150 owner = hitter;
2016 2151
2017 new_draw_info_format(NDI_UNIQUE,0,owner, 2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2018 "Your attack blinds %s!",query_name(op));
2019 } 2153 }
2020 tmp->stats.food += dam; 2154 tmp->stats.food += dam;
2021 if(tmp->stats.food > 10) tmp->stats.food = 10; 2155 if (tmp->stats.food > 10)
2156 tmp->stats.food = 10;
2022} 2157}
2023 2158
2159void
2024void paralyze_player(object *op, object *hitter, int dam) 2160paralyze_player (object *op, object *hitter, int dam)
2025{ 2161{
2026 float effect,max; 2162 float effect, max;
2163
2027 /* object *tmp; */ 2164 /* object *tmp; */
2028 2165
2029 /* This is strange stuff... someone knows for what this is 2166 /* This is strange stuff... someone knows for what this is
2030 * written? Well, i think this can and should be removed 2167 * written? Well, i think this can and should be removed
2031 */ 2168 */
2032 2169
2033 /* 2170 /*
2034 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2171 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2035 tmp=clone_arch(PARAIMAGE); 2172 tmp=clone_arch(PARAIMAGE);
2036 tmp->x=op->x,tmp->y=op->y; 2173 tmp->x=op->x,tmp->y=op->y;
2037 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2174 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2038 } 2175 }
2039 */ 2176 */
2040 2177
2041 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2178 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2042 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2179 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2043 2180
2044 if (effect==0) return; 2181 if (effect == 0)
2182 return;
2045 2183
2046 op->speed_left-=FABS(op->speed)*effect; 2184 op->speed_left -= FABS (op->speed) * effect;
2047 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2185 /* tmp->stats.food+=(signed short) effect/op->speed; */
2048 2186
2049 /* max number of ticks to be affected for. */ 2187 /* max number of ticks to be affected for. */
2050 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2188 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2051 if (op->speed_left< -(FABS(op->speed)*max)) 2189 if (op->speed_left < -(FABS (op->speed) * max))
2052 op->speed_left = (float) -(FABS(op->speed)*max); 2190 op->speed_left = (float) -(FABS (op->speed) * max);
2053 2191
2054/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2055} 2193}
2056 2194
2057 2195
2058/* Attempts to kill 'op'. hitter is the attack object, dam is 2196/* Attempts to kill 'op'. hitter is the attack object, dam is
2059 * the computed damaged. 2197 * the computed damaged.
2060 */ 2198 */
2199void
2061void deathstrike_player(object *op, object *hitter, int *dam) 2200deathstrike_player (object *op, object *hitter, int *dam)
2062{ 2201{
2063 /* The intention of a death attack is to kill outright things 2202 /* The intention of a death attack is to kill outright things
2064 ** that are a lot weaker than the attacker, have a chance of killing 2203 ** that are a lot weaker than the attacker, have a chance of killing
2065 ** things somewhat weaker than the caster, and no chance of 2204 ** things somewhat weaker than the caster, and no chance of
2066 ** killing something equal or stronger than the attacker. 2205 ** killing something equal or stronger than the attacker.
2067 ** Also, if a deathstrike attack has a slaying, any monster 2206 ** Also, if a deathstrike attack has a slaying, any monster
2068 ** whose name or race matches a comma-delimited list in the slaying 2207 ** whose name or race matches a comma-delimited list in the slaying
2069 ** field of the deathstriking object */ 2208 ** field of the deathstriking object */
2070 2209
2071 int atk_lev, def_lev, kill_lev; 2210 int atk_lev, def_lev, kill_lev;
2072 2211
2073 if(hitter->slaying) 2212 if (hitter->slaying)
2074 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2075 (op->race&&strstr(hitter->slaying,op->race)))) return; 2214 return;
2076 2215
2077 def_lev = op->level; 2216 def_lev = op->level;
2078 if (def_lev < 1) { 2217 if (def_lev < 1)
2218 {
2079 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2080 op->arch->name, op->name);
2081 def_lev = 1; 2220 def_lev = 1;
2082 } 2221 }
2083 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2084 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2085 atk_lev, def_lev); */ 2224 atk_lev, def_lev); */
2086 2225
2087 if(atk_lev >= def_lev ){ 2226 if (atk_lev >= def_lev)
2227 {
2088 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2228 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2089 2229
2090 /* Note that the below effectively means the ratio of the atk vs 2230 /* Note that the below effectively means the ratio of the atk vs
2091 * defener level is important - if level 52 character has very little 2231 * defener level is important - if level 52 character has very little
2092 * chance of killing a level 50 monster. This should probably be 2232 * chance of killing a level 50 monster. This should probably be
2093 * redone. 2233 * redone.
2094 */ 2234 */
2095 if(kill_lev >= def_lev) { 2235 if (kill_lev >= def_lev)
2236 {
2096 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2237 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2097 /* I think this doesn't really do much. Because of 2238 /* I think this doesn't really do much. Because of
2098 * integer rounding, this only makes any difference if the 2239 * integer rounding, this only makes any difference if the
2099 * attack level is double the defender level. 2240 * attack level is double the defender level.
2100 */ 2241 */
2101 *dam *= kill_lev / def_lev; 2242 *dam *= kill_lev / def_lev;
2102 } 2243 }
2103 } else { 2244 }
2245 else
2246 {
2104 *dam = 0; /* no harm done */ 2247 *dam = 0; /* no harm done */
2105 } 2248 }
2106} 2249}
2107 2250
2108/* thrown_item_effect() - handles any special effects of thrown 2251/* thrown_item_effect() - handles any special effects of thrown
2109 * items (like attacking living creatures--a potion thrown at a 2252 * items (like attacking living creatures--a potion thrown at a
2110 * monster). 2253 * monster).
2111 */ 2254 */
2255static void
2112static void thrown_item_effect (object *hitter, object *victim) 2256thrown_item_effect (object *hitter, object *victim)
2113{ 2257{
2114 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2258 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259 {
2115 /* May not need a switch for just 2 types, but this makes it 2260 /* May not need a switch for just 2 types, but this makes it
2116 * easier for expansion. 2261 * easier for expansion.
2117 */ 2262 */
2118 switch (hitter->type) { 2263 switch (hitter->type)
2264 {
2119 case POTION: 2265 case POTION:
2120 /* should player get a save throw instead of checking magic protection? */ 2266 /* should player get a save throw instead of checking magic protection? */
2121 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2267 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2122 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2268 (void) apply_potion (victim, hitter);
2123 break; 2269 break;
2124 2270
2125 case POISON: /* poison drinks */ 2271 case POISON: /* poison drinks */
2126 /* As with potions, should monster get a save? */ 2272 /* As with potions, should monster get a save? */
2127 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2273 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2128 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2274 apply_poison (victim, hitter);
2129 break; 2275 break;
2130 2276
2131 /* Removed case statements that did nothing. 2277 /* Removed case statements that did nothing.
2132 * food may be poisonous, but monster must be willing to eat it, 2278 * food may be poisonous, but monster must be willing to eat it,
2133 * so we don't handle it here. 2279 * so we don't handle it here.
2134 * Containers should perhaps break open, but that code was disabled. 2280 * Containers should perhaps break open, but that code was disabled.
2135 */ 2281 */
2136 } 2282 }
2137 } 2283 }
2138} 2284}
2139 2285
2140/* adj_attackroll() - adjustments to attacks by various conditions */ 2286/* adj_attackroll() - adjustments to attacks by various conditions */
2141 2287
2288int
2142int adj_attackroll (object *hitter, object *target) { 2289adj_attackroll (object *hitter, object *target)
2290{
2143 object *attacker = hitter; 2291 object *attacker = hitter;
2144 int adjust=0; 2292 int adjust = 0;
2145 2293
2146 /* safety */ 2294 /* safety */
2147 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2295 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2296 {
2148 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2297 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2149 "map\n"); 2298 return 0;
2299 }
2300
2301 /* aimed missiles use the owning object's sight */
2302 if (is_aimed_missile (hitter))
2303 {
2304 if ((attacker = hitter->owner) == NULL)
2305 attacker = hitter;
2306 /* A player who saves but hasn't quit still could have objects
2307 * owned by him - need to handle that case to avoid crashes.
2308 */
2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2310 attacker = hitter;
2311 }
2312 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2150 return 0; 2313 return 0;
2151 }
2152 2314
2153 /* aimed missiles use the owning object's sight */
2154 if(is_aimed_missile(hitter)) {
2155 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2156 /* A player who saves but hasn't quit still could have objects
2157 * owned by him - need to handle that case to avoid crashes.
2158 */
2159 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2160 }
2161 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2162 return 0;
2163
2164 /* determine the condtions under which we make an attack. 2315 /* determine the condtions under which we make an attack.
2165 * Add more cases, as the need occurs. */ 2316 * Add more cases, as the need occurs. */
2166 2317
2167 if(!can_see_enemy(attacker,target)) { 2318 if (!can_see_enemy (attacker, target))
2319 {
2168 /* target is unseen */ 2320 /* target is unseen */
2169 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2170 adjust -= 10; 2322 adjust -= 10;
2171 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2323 /* dark map penalty for the hitter (lacks infravision if we got here). */
2172 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2324 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2173 adjust -= target->map->darkness; 2325 adjust -= target->map->darkness;
2174 } 2326 }
2175 2327
2176 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2328 if (QUERY_FLAG (attacker, FLAG_SCARED))
2177 adjust -= 3; 2329 adjust -= 3;
2178 2330
2179 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2331 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2180 adjust += 1; 2332 adjust += 1;
2181 2333
2182 if(QUERY_FLAG(target,FLAG_SCARED)) 2334 if (QUERY_FLAG (target, FLAG_SCARED))
2183 adjust += 1; 2335 adjust += 1;
2184 2336
2185 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2337 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2186 adjust -= 3; 2338 adjust -= 3;
2187 2339
2188 /* if we attack at a different 'altitude' its harder */ 2340 /* if we attack at a different 'altitude' its harder */
2189 if((attacker->move_type & target->move_type)==0) 2341 if ((attacker->move_type & target->move_type) == 0)
2190 adjust -= 2; 2342 adjust -= 2;
2191 2343
2192#if 0 2344#if 0
2193 /* slower attacks are less likely to succeed. We should use a 2345 /* slower attacks are less likely to succeed. We should use a
2194 * comparison between attacker/target speeds BUT, players have 2346 * comparison between attacker/target speeds BUT, players have
2195 * a generally faster speed, so this will wind up being a HUGE 2347 * a generally faster speed, so this will wind up being a HUGE
2196 * disadantage for the monsters! Too bad, because missiles which 2348 * disadantage for the monsters! Too bad, because missiles which
2197 * fly fast should have a better chance of hitting a slower target. 2349 * fly fast should have a better chance of hitting a slower target.
2198 */ 2350 */
2199 if(hitter->speed<target->speed) 2351 if (hitter->speed < target->speed)
2200 adjust += ((float) hitter->speed-target->speed); 2352 adjust += ((float) hitter->speed - target->speed);
2201#endif 2353#endif
2202 2354
2203#if 0 2355#if 0
2204 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2356 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2205#endif 2357#endif
2206 2358
2207 return adjust; 2359 return adjust;
2208} 2360}
2209 2361
2210 2362
2211/* determine if the object is an 'aimed' missile */ 2363/* determine if the object is an 'aimed' missile */
2364int
2212int is_aimed_missile ( object *op) { 2365is_aimed_missile (object *op)
2366{
2213 2367
2214 /* I broke what used to be one big if into a few nested 2368 /* I broke what used to be one big if into a few nested
2215 * ones so that figuring out the logic is at least possible. 2369 * ones so that figuring out the logic is at least possible.
2216 */ 2370 */
2217 if (op && (op->move_type & MOVE_FLYING)) { 2371 if (op && (op->move_type & MOVE_FLYING))
2372 {
2218 if (op->type==ARROW || op->type==THROWN_OBJ) 2373 if (op->type == ARROW || op->type == THROWN_OBJ)
2219 return 1; 2374 return 1;
2220 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2221 op->subtype == SP_EXPLOSION))
2222 return 1; 2376 return 1;
2223 } 2377 }
2224 return 0; 2378 return 0;
2225} 2379}
2226

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