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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.5 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.75 by root, Mon Aug 27 05:10:51 2007 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: attack.C,v 1.5 2006/08/29 08:01:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 23
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#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 30#include <sproto.h>
35#endif
36 31
37#include <sounds.h>
38
39typedef struct att_msg_str { 32typedef struct att_msg_str
33{
40 char *msg1; 34 char *msg1;
41 char *msg2; 35 char *msg2;
42} att_msg; 36} att_msg;
43 37
44/*#define ATTACK_DEBUG*/ 38/*#define ATTACK_DEBUG*/
45 39
46/* cancels object *op. Cancellation basically means an object loses 40/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 41 * its magical benefits.
48 */ 42 */
43void
49void cancellation(object *op) 44cancellation (object *op)
50{ 45{
51 object *tmp;
52
53 if (op->invisible) 46 if (op->invisible)
54 return; 47 return;
55 48
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 54 cancellation (tmp);
61 } 55 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic=0; 60 op->magic = 0;
61
66 CLEAR_FLAG(op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
70 if (op->env && op->env->type == PLAYER) { 67 if (op->env && op->env->type == PLAYER)
71 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
72 }
73 } 69 }
74} 70}
75
76
77 71
78/* did_make_save_item just checks to make sure the item actually 72/* 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 73 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 74 * any further action (like destroying the item).
81 */ 75 */
82 76int
83int did_make_save_item(object *op, int type, object *originator) { 77did_make_save_item (object *op, int type, object *originator)
78{
84 int i, roll, saves=0, attacks=0, number; 79 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) { 82 if (op->materialname == NULL)
83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 } else 88 else
93 mt = name_to_material(op->materialname); 89 mt = name_to_material (op->materialname);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97 90
98 /* the attacktypes have no meaning for object saves 91 if (!mt)
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; 92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137} 137}
138 138
139/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 141 * calling cancellation, etc.)
142 */ 142 */
143 143void
144void save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
145{ 145{
146 if ( ! did_make_save_item (op, type,originator)) 146 if (!did_make_save_item (op, type, originator))
147 { 147 {
148 object *env=op->env; 148 object *env = op->env;
149 int x=op->x,y=op->y; 149 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 150 maptile *m = op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 165 {
166 const char *arch=op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169
169 if (op) 170 if (op)
170 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
172
171 if((op = get_archetype(arch))!=NULL) { 173 if ((op = get_archetype (arch)) != NULL)
174 {
172 if(env) { 175 if (env)
176 {
173 op->x=env->x,op->y=env->y; 177 op->x = env->x, op->y = env->y;
174 insert_ob_in_ob(op,env); 178 insert_ob_in_ob (op, env);
175 if (env->contr) 179 if (env->contr)
176 esrv_send_item(env, op); 180 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 } 181 }
182 else
182 return; 183 {
183 } 184 op->x = x, op->y = y;
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator); 185 insert_ob_in_map (op, m, originator, 0);
193 } else {
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 } 186 }
200 } 187 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 188
202 remove_ob(op); 189 return;
203 free_object(op); 190 }
191
192 if (type & AT_CANCELLATION)
193 { /* Cancellation. */
194 cancellation (op);
195 fix_stopped_item (op, m, originator);
196 return;
197 }
198
199 if (op->nrof > 1)
204 } 200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 }
218
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 219 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if(env) { 220 if (env)
221 {
207 op=get_archetype("burnout"); 222 op = get_archetype ("burnout");
208 op->x=env->x,op->y=env->y; 223 op->x = env->x, op->y = env->y;
209 insert_ob_in_ob(op,env); 224 insert_ob_in_ob (op, env);
210 } else { 225 }
226 else
211 replace_insert_ob_in_map("burnout",originator); 227 replace_insert_ob_in_map ("burnout", originator);
212 } 228
213 } 229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube");
237
238 if (at == NULL)
214 return; 239 return;
215 } 240
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;
223 op = stop_item (op); 241 op = stop_item (op);
224 if (op == NULL) 242 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return; 243 return;
244
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 if (!QUERY_FLAG (op, FLAG_REMOVED))
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return;
241 } 263 }
242} 264}
243 265
244/* Object op is hitting the map. 266/* Object op is hitting the map.
245 * op is going in direction 'dir' 267 * op is going in direction 'dir'
246 * type is the attacktype of the object. 268 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
249 */ 271 */
250 272int
251int hit_map(object *op, int dir, int type, int full_hit) { 273hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 274{
253 mapstruct *map; 275 maptile *map;
254 sint16 x, y; 276 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 278
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 279 if (QUERY_FLAG (op, FLAG_FREED))
280 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 281 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 282 return 0;
262 } 283 }
263 284
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
266 op->arch->name, op->name);
267 return 0; 288 return 0;
268 } 289 }
269 290
270 if ( ! op->map) { 291 if (!op->map)
292 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 293 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 294 return 0;
273 } 295 }
274 296
275 if (op->head) op=op->head; 297 if (op->head)
298 op = op->head;
276 299
277 op_tag = op->count;
278
279 map = op->map; 300 map = op->map;
280 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) 303
304 if (!xy_normalise (map, x, y))
283 return 0; 305 return 0;
284 306
307 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
312 return 0;
313
285 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
287 */ 316 */
288 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
289 if (type & AT_COUNTERSPELL) { 319 if (type & AT_COUNTERSPELL)
320 {
290 counterspell(op,dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
291 322
292 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing. 324 * to do any further processing.
294 */ 325 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
296 return 0; 327 return 0;
297 } 328
298 type &= ~AT_COUNTERSPELL; 329 type &= ~AT_COUNTERSPELL;
299 } 330 }
300 331
301 if(type & AT_CHAOS){ 332 if (type & AT_CHAOS)
333 {
302 shuffle_attack(op,1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /* flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
304 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
337 }
305 } 338 }
306 339
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 340 /* 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 341 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first 342 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort. 343 * object. That's why we just abort on destroy.
317 * 344 *
318 * This happens whenever attack spells (like fire) hit a pile 345 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage 346 * of objects. This is not a bug - nor an error.
320 * below was spamming the logs for absolutely no reason. 347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
350 object *tmp = next;
351 next = tmp->above;
352
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used.
321 */ 356 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 357 if (tmp->map != map || tmp->x != x || tmp->y != y)
358 continue;
359
360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1;
364
365 if (op->destroyed ())
323 break; 366 break;
324 } 367 }
325 tmp = next; 368 /* Here we are potentially destroying an object. If the object has
326 next = tmp->above; 369 * NO_PASS set, it is also immune - you can't destroy walls. Note
327 if (next) 370 * that weak walls have is_alive set, which prevent objects from
328 next_tag = next->count; 371 * passing over/through them. We don't care what type of movement
372 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now.
374 */
375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
376 {
377 save_throw_object (tmp, type, op);
329 378
330 if (QUERY_FLAG (tmp, FLAG_FREED)) { 379 if (op->destroyed ())
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break; 380 break;
333 } 381 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343 hit_player(tmp,op->stats.dam,op,type,full_hit);
344 retflag |=1;
345 if (was_destroyed (op, op_tag))
346 break;
347 }
348 /* Here we are potentially destroying an object. If the object has
349 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now.
354 */
355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356 !tmp->move_block) {
357 save_throw_object(tmp,type,op);
358 if (was_destroyed (op, op_tag))
359 break;
360 }
361 } 382 }
383
362 return 0; 384 return 0;
363} 385}
364 386
387void
365void attack_message(int dam, int type, object *op, object *hitter) { 388attack_message (int dam, int type, object *op, object *hitter)
389{
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0; 391 int i, found = 0;
368 mapstruct *map; 392 maptile *map;
369 object *next, *tmp; 393 object *next, *tmp;
370 394
371 /* put in a few special messages for some of the common attacktypes 395 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc 396 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 397 * [garbled 20010919]
374 */ 398 */
375 399
376 if (dam == 9998 && op->type == DOOR) { 400 if (dam == 9998 && op->type == DOOR)
401 {
377 sprintf(buf1, "unlock %s", op->name); 402 sprintf (buf1, "unlock %s", &op->name);
378 sprintf(buf2, " unlocks"); 403 sprintf (buf2, " unlocks");
379 found++; 404 found++;
405 }
406 if (dam < 0)
380 } 407 {
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 408 sprintf (buf1, "hit %s", &op->name);
383 sprintf(buf2, " hits"); 409 sprintf (buf2, " hits");
384 found++; 410 found++;
411 }
385 } else if(dam==0) { 412 else if (dam == 0)
413 {
386 sprintf(buf1, "missed %s", op->name); 414 sprintf (buf1, "missed %s", &op->name);
387 sprintf(buf2, " misses"); 415 sprintf (buf2, " misses");
388 found++; 416 found++;
417 }
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 420 {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
393 i++) 422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
394 if (dam < attack_mess[ATM_SUFFER][i].level 423 {
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
396 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
397 op->name, attack_mess[ATM_SUFFER][i].buf2);
398 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 425 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426 found++;
427 break;
428 }
429 }
430 else if (op->type == DOOR && !found)
431 {
432 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434 {
435 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437 found++;
438 break;
439 }
440 }
441 else if (hitter->type == PLAYER && op->is_alive ())
442 {
443 if (USING_SKILL (hitter, SK_KARATE))
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
399 found++; 450 found++;
400 break; 451 break;
401 } 452 }
402 } else if (op->type == DOOR && !found) { 453 }
454 else if (USING_SKILL (hitter, SK_CLAWING))
455 {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
404 i++) 458 {
405 if (dam < attack_mess[ATM_DOOR][i].level 459 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
406 || attack_mess[ATM_DOOR][i+1].level == -1) {
407 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
408 op->name, attack_mess[ATM_DOOR][i].buf2);
409 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 460 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
410 found++; 461 found++;
411 break; 462 break;
412 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
414 if (USING_SKILL(hitter, SK_KARATE)) {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
416 i++)
417 if (dam < attack_mess[ATM_KARATE][i].level
418 || attack_mess[ATM_KARATE][i+1].level == -1) {
419 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
420 op->name, attack_mess[ATM_KARATE][i].buf2);
421 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++;
423 break;
424 } 463 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
427 i++)
428 if (dam < attack_mess[ATM_CLAW][i].level
429 || attack_mess[ATM_CLAW][i+1].level == -1) {
430 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
431 op->name, attack_mess[ATM_CLAW][i].buf2);
432 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++;
434 break;
435 } 464 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 465 else if (USING_SKILL (hitter, SK_PUNCHING))
466 {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 467 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
438 i++) 469 {
439 if (dam < attack_mess[ATM_PUNCH][i].level
440 || attack_mess[ATM_PUNCH][i+1].level == -1) {
441 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 470 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
442 op->name, attack_mess[ATM_PUNCH][i].buf2);
443 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 471 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++;
445 break;
446 }
447 }
448 }
449 if (found) {
450 /* done */
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
452 sprintf(buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level
455 || attack_mess[ATM_ARROW][i+1].level == -1) {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 472 found++;
458 break; 473 break;
474 }
475 }
476 }
477
478 if (found)
479 {
480 /* done */
481 }
482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 {
484 sprintf (buf1, "hit"); /* just in case */
485 for (i = 0; i < MAXATTACKMESS; i++)
486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487 {
488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_DRAIN && op->is_alive ())
494 {
495 /* drain is first, because some items have multiple attypes */
496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498 {
499 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_ELECTRICITY && op->is_alive ())
506 {
507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509 {
510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_COLD && op->is_alive ())
517 {
518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520 {
521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523 found++;
524 break;
525 }
526 }
527 else if (type & AT_FIRE)
528 {
529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531 {
532 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++;
535 break;
536 }
537 }
538 else if (hitter->current_weapon != NULL)
539 {
540 int mtype;
541
542 switch (hitter->current_weapon->weapontype)
543 {
544 case WEAP_HIT:
545 mtype = ATM_BASIC;
546 break;
547 case WEAP_SLASH:
548 mtype = ATM_SLASH;
549 break;
550 case WEAP_PIERCE:
551 mtype = ATM_PIERCE;
552 break;
553 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 }
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3);
580 found++;
581 break;
582 }
583 }
584 else
585 {
586 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588 {
589 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591 found++;
592 break;
593 }
594 }
595
596 if (!found)
597 {
598 strcpy (buf1, "hit");
599 strcpy (buf2, " hits");
600 }
601
602 /* bail out if a monster is casting spells */
603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 return;
605
606 /* scale down magic considerably. */
607 if (type & AT_MAGIC && rndm (0, 5))
608 return;
609
610 /* Did a player hurt another player? Inform both! */
611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 {
613 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else
616 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
619 if (dam != 0)
620 {
621 if (dam < 10)
622 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20)
624 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else
626 op->contr->play_sound (sound_find ("player_is_hit3"));
459 } 627 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) {
461 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
463 i++)
464 if (dam < attack_mess[ATM_DRAIN][i].level
465 || attack_mess[ATM_DRAIN][i+1].level == -1) {
466 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
467 op->name, attack_mess[ATM_DRAIN][i].buf2);
468 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++;
470 break;
471 } 628 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
474 i++)
475 if (dam < attack_mess[ATM_ELEC][i].level
476 || attack_mess[ATM_ELEC][i+1].level == -1) {
477 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
478 op->name, attack_mess[ATM_ELEC][i].buf2);
479 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++;
481 break;
482 }
483 } else if (type & AT_COLD && IS_LIVE(op)) {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
485 i++)
486 if (dam < attack_mess[ATM_COLD][i].level
487 || attack_mess[ATM_COLD][i+1].level == -1) {
488 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
489 op->name, attack_mess[ATM_COLD][i].buf2);
490 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++;
492 break;
493 }
494 } else if (type & AT_FIRE) {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
496 i++)
497 if (dam < attack_mess[ATM_FIRE][i].level
498 || attack_mess[ATM_FIRE][i+1].level == -1) {
499 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
500 op->name, attack_mess[ATM_FIRE][i].buf2);
501 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++;
503 break;
504 }
505 } else if (hitter->current_weapon != NULL) {
506 int mtype;
507 switch (hitter->current_weapon->weapontype) {
508 case WEAP_HIT: mtype = ATM_BASIC; break;
509 case WEAP_SLASH: mtype = ATM_SLASH; break;
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break;
513 case WEAP_STAB: mtype = ATM_STAB; break;
514 case WEAP_WHIP: mtype = ATM_WHIP; break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
516 case WEAP_BLUD: mtype = ATM_BLUD; break;
517 default: mtype = ATM_BASIC; break;
518 }
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
520 i++)
521 if (dam < attack_mess[mtype][i].level
522 || attack_mess[mtype][i+1].level == -1) {
523 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
524 op->name, attack_mess[mtype][i].buf2);
525 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++;
527 break;
528 }
529 } else {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
531 i++)
532 if (dam < attack_mess[ATM_BASIC][i].level
533 || attack_mess[ATM_BASIC][i+1].level == -1) {
534 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
535 op->name, attack_mess[ATM_BASIC][i].buf2);
536 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++;
538 break;
539 }
540 }
541 629
542 if (!found) {
543 strcpy (buf1, "hit");
544 strcpy (buf2, " hits");
545 }
546
547 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER ||
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
550 return;
551
552 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5))
554 return;
555
556 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER &&
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
559 if(get_owner(hitter)!=NULL)
560 sprintf(buf,"%s's %s%s you.",
561 hitter->owner->name, hitter->name, buf2);
562 else {
563 sprintf(buf,"%s%s you.",hitter->name, buf2);
564 if (dam != 0) {
565 if (dam < 10)
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
567 else if (dam < 20)
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
569 else
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
571 }
572 }
573 new_draw_info(NDI_BLACK, 0,op,buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
574 } /* end of player hitting player */ 631 } /* end of player hitting player */
575 632
576 if(hitter->type==PLAYER) { 633 if (hitter->type == PLAYER)
634 {
577 sprintf(buf,"You %s.",buf1); 635 sprintf (buf, "You %s.", buf1);
636
578 if (dam != 0) { 637 if (dam != 0)
638 {
579 if (dam < 10) 639 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 640 op->play_sound (sound_find ("player_hits1"));
581 else if (dam < 20) 641 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 642 op->play_sound (sound_find ("player_hits2"));
583 else 643 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 644 op->play_sound (sound_find ("player_hits3"));
585 } 645 }
646
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
648 }
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
650 {
588 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 652 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
590 (hitter->subtype == SP_EXPLOSION || 653 {
591 hitter->subtype == SP_BULLET ||
592 hitter->subtype == SP_CONE)) {
593 i=4; 654 i = 4;
594 map = hitter->map; 655 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
596 return;
597 next = get_map_ob(map, hitter->x, hitter->y);
598 if (next)
599 while(next) {
600 if (next->type == SPELL_EFFECT &&
601 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
602 next->subtype == SP_CONE))
603 i*=3;
604 tmp = next;
605 next = tmp->above;
606 }
607 if (i < 0)
608 return;
609 if (rndm(0, i) != 0)
610 return;
611 } else if (rndm(0, 5) != 0)
612 return; 657 return;
658
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
666 tmp = next;
667 next = tmp->above;
668 }
669
670 if (i < 0)
671 return;
672
673 if (rndm (0, i) != 0)
674 return;
675 }
676 else if (rndm (0, 5) != 0)
677 return;
678
613 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
616 } 682 }
617} 683}
618 684
619 685
686static int
620static int get_attack_mode (object **target, object **hitter, 687get_attack_mode (object **target, object **hitter, int *simple_attack)
621 int *simple_attack)
622{ 688{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
690 {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 692 return 1;
626 } 693 }
627 if ((*target)->head) 694 if ((*target)->head)
628 *target = (*target)->head; 695 *target = (*target)->head;
629 if ((*hitter)->head) 696 if ((*hitter)->head)
630 *hitter = (*hitter)->head; 697 *hitter = (*hitter)->head;
631 if ((*hitter)->env != NULL || (*target)->env != NULL) { 698 if ((*hitter)->env != NULL || (*target)->env != NULL)
699 {
632 *simple_attack = 1; 700 *simple_attack = 1;
633 return 0; 701 return 0;
634 } 702 }
635 if (QUERY_FLAG (*target, FLAG_REMOVED) 703 if (QUERY_FLAG (*target, FLAG_REMOVED)
636 || QUERY_FLAG (*hitter, FLAG_REMOVED)
637 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 704 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
638 { 705 {
639 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 706 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
640 "target\n", (*hitter)->arch->name, (*hitter)->name);
641 return 1; 707 return 1;
642 } 708 }
643 *simple_attack = 0; 709 *simple_attack = 0;
644 return 0; 710 return 0;
645} 711}
646 712
713static int
647static int abort_attack (object *target, object *hitter, int simple_attack) 714abort_attack (object *target, object *hitter, int simple_attack)
648{ 715{
716
649/* Check if target and hitter are still in a relation similar to the one 717/* Check if target and hitter are still in a relation similar to the one
650 * determined by get_attack_mode(). Returns true if the relation has changed. 718 * determined by get_attack_mode(). Returns true if the relation has changed.
651 */ 719 */
652 int new_mode; 720 int new_mode;
653 721
654 if (hitter->env == target || target->env == hitter) 722 if (hitter->env == target || target->env == hitter)
655 new_mode = 1; 723 new_mode = 1;
656 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 724 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
657 || QUERY_FLAG (target, FLAG_REMOVED)
658 || hitter->map == NULL || !on_same_map(hitter, target))
659 return 1; 725 return 1;
660 else 726 else
661 new_mode = 0; 727 new_mode = 0;
662 return new_mode != simple_attack; 728 return new_mode != simple_attack;
663} 729}
664 730
665static void thrown_item_effect (object *, object *); 731static void thrown_item_effect (object *, object *);
666 732
733static int
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 734attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
668 int base_wc)
669{ 735{
670 int simple_attack, roll, dam=0; 736 int simple_attack, roll, dam = 0;
671 uint32 type; 737 uint32 type;
672 const char *op_name = NULL; 738 shstr op_name;
673 tag_t op_tag, hitter_tag;
674 739
675 if (get_attack_mode (&op, &hitter, &simple_attack)) 740 if (get_attack_mode (&op, &hitter, &simple_attack))
741 goto error;
742
743 if (hitter->current_weapon)
744 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
745 return RESULT_INT (0);
746
747 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
748 return RESULT_INT (0);
749
750 /*
751 * A little check to make it more difficult to dance forward and back
752 * to avoid ever being hit by monsters.
753 */
754 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
755 {
756 /* Decrease speed BEFORE calling process_object. Otherwise, an
757 * infinite loop occurs, with process_object calling move_monster,
758 * which then gets here again. By decreasing the speed before
759 * we call process_object, the 'if' statement above will fail.
760 */
761 --op->speed_left;
762 process_object (op);
763
764 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
676 goto error; 765 goto error;
677
678 if (hitter->current_weapon)
679 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
680 return RESULT_INT (0);
681
682 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
683 return RESULT_INT (0);
684
685 op_tag = op->count;
686 hitter_tag = hitter->count;
687
688 /*
689 * A little check to make it more difficult to dance forward and back
690 * to avoid ever being hit by monsters.
691 */
692 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
693 && op->speed_left > -(FABS(op->speed))*0.3)
694 { 766 }
695 /* Decrease speed BEFORE calling process_object. Otherwise, an
696 * infinite loop occurs, with process_object calling move_monster,
697 * which then gets here again. By decreasing the speed before
698 * we call process_object, the 'if' statement above will fail.
699 */
700 op->speed_left--;
701 process_object(op);
702 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
703 || abort_attack (op, hitter, simple_attack))
704 goto error;
705 }
706 767
707 add_refcount(op_name = op->name); 768 op_name = op->name;
708 769
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 770 roll = random_roll (1, 20, hitter, PREFER_HIGH);
710 771
711 /* Adjust roll for various situations. */ 772 /* Adjust roll for various situations. */
712 if ( ! simple_attack) 773 if (!simple_attack)
713 roll += adj_attackroll(hitter,op); 774 roll += adj_attackroll (hitter, op);
714 775
715 /* See if we hit the creature */ 776 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 777 if (roll == 20 || op->stats.ac >= base_wc - roll)
778 {
717 int hitdam = base_dam; 779 int hitdam = base_dam;
718 if (settings.casting_time == TRUE) { 780
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 781 if (!simple_attack)
720 hitter->casting_time = -1; 782 {
721 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 783 /* If you hit something, the victim should *always* wake up.
722 "your spell!"); 784 * Before, invisible hitters could avoid doing this.
785 * -b.t. */
786 if (QUERY_FLAG (op, FLAG_SLEEP))
787 CLEAR_FLAG (op, FLAG_SLEEP);
788
789 /* If the victim can't see the attacker, it may alert others
790 * for help. */
791 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
792 npc_call_help (op);
793
794 /* if you were hidden and hit by a creature, you are discovered */
795 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
796 {
797 make_visible (op);
798
799 if (op->type == PLAYER)
800 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
723 } 801 }
724 if ((op->casting_time > -1)&&(hitdam > 0)){
725 op->casting_time = -1;
726 if (op->type == PLAYER) {
727 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
728 "your spell!");
729 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
730 "%s was hit by %s and lost a spell.",
731 op_name,hitter->name);
732 }
733 }
734 }
735 if ( ! simple_attack)
736 {
737 /* If you hit something, the victim should *always* wake up.
738 * Before, invisible hitters could avoid doing this.
739 * -b.t. */
740 if (QUERY_FLAG (op, FLAG_SLEEP))
741 CLEAR_FLAG(op,FLAG_SLEEP);
742 802
743 /* If the victim can't see the attacker, it may alert others
744 * for help. */
745 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
746 && ! get_owner (op) && rndm(0, op->stats.Int))
747 npc_call_help (op);
748
749 /* if you were hidden and hit by a creature, you are discovered*/
750 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
751 make_visible (op);
752 if (op->type == PLAYER)
753 new_draw_info (NDI_UNIQUE, 0, op,
754 "You were hit by a wild attack. "
755 "You are no longer hidden!");
756 }
757
758 /* thrown items (hitter) will have various effects 803 /* thrown items (hitter) will have various effects
759 * when they hit the victim. For things like thrown daggers, 804 * when they hit the victim. For things like thrown daggers,
760 * this sets 'hitter' to the actual dagger, and not the 805 * this sets 'hitter' to the actual dagger, and not the
761 * wrapper object. 806 * wrapper object.
762 */ 807 */
763 thrown_item_effect (hitter, op); 808 thrown_item_effect (hitter, op);
764 if (was_destroyed (hitter, hitter_tag)
765 || was_destroyed (op, op_tag)
766 || abort_attack (op, hitter, simple_attack))
767 goto leave;
768 }
769 809
770 /* Need to do at least 1 damage, otherwise there is no point 810 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
771 * to go further and it will cause FPE's below.
772 */
773 if (hitdam<=0) hitdam=1;
774
775 type=hitter->attacktype;
776 if(!type) type=AT_PHYSICAL;
777 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
779 && QUERY_FLAG (hitter, FLAG_ALIVE))
780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
784 PREFER_LOW),op, op->attacktype, 1);
785 if (was_destroyed (op, op_tag)
786 || was_destroyed (hitter, hitter_tag)
787 || abort_attack (op, hitter, simple_attack))
788 goto leave;
789 }
790
791 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here.
793 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
795 hitter, type, 1);
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 811 goto leave;
799 } /* end of if hitter hit op */ 812 }
813
814 /* Need to do at least 1 damage, otherwise there is no point
815 * to go further and it will cause FPE's below.
816 */
817 if (hitdam <= 0)
818 hitdam = 1;
819
820 type = hitter->attacktype;
821
822 if (!type)
823 type = AT_PHYSICAL;
824
825 /* Handle monsters that hit back */
826 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
827 {
828 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
829 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
830
831 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
832
833 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
834 goto leave;
835 }
836
837 /* In the new attack code, it should handle multiple attack
838 * types in its area, so remove it from here.
839 */
840 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
841
842 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave;
844 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 845 /* if we missed, dam=0 */
801 846
802 /*attack_message(dam, type, op, hitter);*/ 847 /*attack_message(dam, type, op, hitter); */
803 848
804 goto leave; 849 goto leave;
805 850
806 error: 851error:
807 dam = 1; 852 dam = 1;
808 853
809 leave: 854leave:
810 if (op_name)
811 free_string (op_name);
812 855
813 return dam; 856 return dam;
814} 857}
815 858
859int
816int attack_ob (object *op, object *hitter) 860attack_ob (object *op, object *hitter)
817{ 861{
818
819 if (hitter->head)
820 hitter = hitter->head; 862 hitter = hitter->head_ ();
863
821 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 864 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
822} 865}
823 866
824/* op is the arrow, tmp is what is stopping the arrow. 867/* op is the arrow, tmp is what is stopping the arrow.
825 * 868 *
826 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 869 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827 */ 870 */
871static int
828static int stick_arrow (object *op, object *tmp) 872stick_arrow (object *op, object *tmp)
829{ 873{
830 /* If the missile hit a player, we insert it in their inventory. 874 /* If the missile hit a player, we insert it in their inventory.
831 * However, if the missile is heavy, we don't do so (assume it falls 875 * However, if the missile is heavy, we don't do so (assume it falls
832 * to the ground after a hit). What a good value for this is up to 876 * to the ground after a hit). What a good value for this is up to
833 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 877 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 878 * stick around.
835 */ 879 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 880 if (op->weight <= 5000 && tmp->stats.hp >= 0)
837 if(tmp->head != NULL) 881 {
838 tmp = tmp->head; 882 tmp = tmp->head_ ();
839 remove_ob (op); 883
884 op->remove ();
840 op = insert_ob_in_ob(op,tmp); 885 op = insert_ob_in_ob (op, tmp);
886
841 if (tmp->type== PLAYER) 887 if (tmp->type == PLAYER)
842 esrv_send_item (tmp, op); 888 esrv_send_item (tmp, op);
889
843 return 1; 890 return 1;
891 }
844 } else 892 else
845 return 0; 893 return 0;
846} 894}
847 895
848/* hit_with_arrow() disassembles the missile, attacks the victim and 896/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 897 * reassembles the missile.
850 * 898 *
851 * It returns a pointer to the reassembled missile, or NULL if the missile 899 * It returns a pointer to the reassembled missile, or NULL if the missile
852 * isn't available anymore. 900 * isn't available anymore.
853 */ 901 */
902object *
854object *hit_with_arrow (object *op, object *victim) 903hit_with_arrow (object *op, object *victim)
855{ 904{
856 object *container, *hitter; 905 object *container, *hitter;
857 int hit_something = 0; 906 int hit_something = 0;
858 tag_t victim_tag, hitter_tag;
859 sint16 victim_x, victim_y;
860 907
861 /* Disassemble missile */ 908 /* Disassemble missile */
862 if (op->inv) { 909 if (op->inv)
910 {
863 container = op; 911 container = op;
864 hitter = op->inv; 912 hitter = op->inv;
865 remove_ob (hitter); 913 hitter->remove ();
866 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 914 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
867 /* Note that we now have an empty THROWN_OBJ on the map. Code that 915 /* Note that we now have an empty THROWN_OBJ on the map. Code that
868 * might be called until this THROWN_OBJ is either reassembled or 916 * might be called until this THROWN_OBJ is either reassembled or
869 * removed at the end of this function must be able to deal with empty 917 * removed at the end of this function must be able to deal with empty
870 * THROWN_OBJs. */ 918 * THROWN_OBJs. */
871 } else { 919 }
920 else
921 {
872 container = NULL; 922 container = 0;
873 hitter = op; 923 hitter = op;
874 } 924 }
875 925
876 /* Try to hit victim */ 926 /* Try to hit victim */
877 victim_x = victim->x;
878 victim_y = victim->y;
879 victim_tag = victim->count;
880 hitter_tag = hitter->count;
881
882 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 927 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883 928
884 /* Arrow attacks door, rune of summoning is triggered, demon is put on 929 /* Arrow attacks door, rune of summoning is triggered, demon is put on
885 * arrow, move_apply() calls this function, arrow sticks in demon, 930 * arrow, move_apply() calls this function, arrow sticks in demon,
886 * attack_ob_simple() returns, and we've got an arrow that still exists 931 * attack_ob_simple() returns, and we've got an arrow that still exists
887 * but is no longer on the map. Ugh. (Beware: Such things can happen at 932 * but is no longer on the map. Ugh. (Beware: Such things can happen at
888 * other places as well!) 933 * other places as well!)
889 */ 934 */
890 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 935 if (hitter->destroyed () || hitter->env != NULL)
936 {
891 if (container) { 937 if (container)
892 remove_ob (container);
893 free_object (container);
894 } 938 {
939 container->remove ();
940 container->destroy ();
941 }
942
895 return NULL; 943 return 0;
896 } 944 }
897 945
898 /* Missile hit victim */ 946 /* Missile hit victim */
899 /* if the speed is > 10, then this is a fast moving arrow, we go straight 947 /* if the speed is > 10, then this is a fast moving arrow, we go straight
900 * through the target 948 * through the target
901 */ 949 */
902 if (hit_something && op->speed <= 10.0) 950 if (hit_something && op->speed <= 10.0)
903 { 951 {
904 /* Stop arrow */ 952 /* Stop arrow */
905 if (container == NULL) { 953 if (!container)
954 {
906 hitter = fix_stopped_arrow (hitter); 955 hitter = fix_stopped_arrow (hitter);
907 if (hitter == NULL) 956 if (!hitter)
908 return NULL; 957 return 0;
958 }
909 } else { 959 else
910 remove_ob (container); 960 container->destroy ();
911 free_object (container);
912 }
913 961
914 /* Try to stick arrow into victim */ 962 /* Try to stick arrow into victim */
915 if ( ! was_destroyed (victim, victim_tag) 963 if (!victim->destroyed () && stick_arrow (hitter, victim))
916 && stick_arrow (hitter, victim))
917 return NULL; 964 return 0;
918 965
919 /* Else try to put arrow on victim's map square 966 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this 967 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code, 968 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something 969 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct 970 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise? 971 * way to handle those otherwise?
925 */ 972 */
926 if (victim_x != hitter->x || victim_y != hitter->y) { 973 if (victim->x != hitter->x || victim->y != hitter->y)
927 remove_ob (hitter); 974 {
975 hitter->remove ();
928 hitter->x = victim_x; 976 hitter->x = victim->x;
929 hitter->y = victim_y; 977 hitter->y = victim->y;
930 insert_ob_in_map (hitter, victim->map, hitter,0); 978 insert_ob_in_map (hitter, victim->map, hitter, 0);
979 }
931 } else { 980 else
932 /* Else leave arrow where it is */ 981 /* Else leave arrow where it is */
933 merge_ob (hitter, NULL); 982 merge_ob (hitter, NULL);
934 } 983
935 return NULL; 984 return 0;
936 } 985 }
937 986
938 if (hit_something && op->speed >= 10.0) 987 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0; 988 op->speed -= 1.0;
940 989
941 /* Missile missed victim - reassemble missile */ 990 /* Missile missed victim - reassemble missile */
942 if (container) { 991 if (container)
943 remove_ob (hitter); 992 {
993 hitter->remove ();
944 insert_ob_in_ob (hitter, container); 994 insert_ob_in_ob (hitter, container);
945 } 995 }
996
946 return op; 997 return op;
947} 998}
948 999
949 1000void
950void tear_down_wall(object *op) 1001tear_down_wall (object *op)
951{ 1002{
952 int perc=0; 1003 int perc = 0;
953 1004
954 if (!op->stats.maxhp) { 1005 if (!op->stats.maxhp)
1006 {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1007 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
956 perc = 1; 1008 perc = 1;
1009 }
957 } else if(!GET_ANIM_ID(op)) { 1010 else if (!GET_ANIM_ID (op))
1011 {
958 /* Object has been called - no animations, so remove it */ 1012 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) { 1013 if (op->stats.hp < 0)
960 remove_ob(op); /* Should update LOS */ 1014 op->destroy ();
961 free_object(op);
962 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/
964 } 1015
965 return; /* no animations, so nothing more to do */ 1016 return; /* no animations, so nothing more to do */
966 } 1017 }
967 perc = NUM_ANIMATIONS(op) 1018
968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1019 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1020
969 if (perc >= (int) NUM_ANIMATIONS(op)) 1021 if (perc >= (int) NUM_ANIMATIONS (op))
970 perc = NUM_ANIMATIONS(op)-1; 1022 perc = NUM_ANIMATIONS (op) - 1;
971 else if (perc < 1) 1023 else if (perc < 1)
972 perc = 1; 1024 perc = 1;
1025
973 SET_ANIMATION(op, perc); 1026 SET_ANIMATION (op, perc);
974 update_object(op,UP_OBJ_FACE); 1027 update_object (op, UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1028
1029 if (perc == NUM_ANIMATIONS (op) - 1)
1030 { /* Reached the last animation */
976 if(op->face==blank_face) { 1031 if (op->face == blank_face)
977 /* If the last face is blank, remove the ob */ 1032 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */ 1033 op->destroy ();
979 free_object(op); 1034 else
980
981 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/
983
984 } else { /* The last face was not blank, leave an image */ 1035 { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1036 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y); 1037 update_all_los (op->map, op->x, op->y);
987 op->move_block = 0; 1038 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE); 1039 CLEAR_FLAG (op, FLAG_ALIVE);
989 } 1040 }
990 } 1041 }
991} 1042}
992 1043
1044void
993void scare_creature(object *target, object *hitter) 1045scare_creature (object *target, object *hitter)
994{ 1046{
995 object *owner = get_owner(hitter); 1047 object *owner = hitter->owner;
996 1048
997 if (!owner) owner=hitter; 1049 if (!owner)
1050 owner = hitter;
998 1051
999 SET_FLAG(target, FLAG_SCARED); 1052 SET_FLAG (target, FLAG_SCARED);
1000 if (!target->enemy) target->enemy=owner; 1053 if (!target->enemy)
1054 target->enemy = owner;
1001} 1055}
1002
1003 1056
1004/* This returns the amount of damage hitter does to op with the 1057/* This returns the amount of damage hitter does to op with the
1005 * appropriate attacktype. Only 1 attacktype should be set at a time. 1058 * appropriate attacktype. Only 1 attacktype should be set at a time.
1006 * This doesn't damage the player, but returns how much it should 1059 * This doesn't damage the player, but returns how much it should
1007 * take. However, it will do other effects (paralyzation, slow, etc.) 1060 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not 1061 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */ 1062 * the attacktype. Makes it easier for the PR code. */
1010 1063int
1011int hit_player_attacktype(object *op, object *hitter, int dam, 1064hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1012 uint32 attacknum, int magic) { 1065{
1013
1014 int doesnt_slay = 1; 1066 int doesnt_slay = 1;
1015 1067
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1068 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) { 1069 if (attacknum >= NROFATTACKS)
1070 {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1071 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0; 1072 return 0;
1020 }
1021 1073 }
1074
1022 if (dam < 0) { 1075 if (dam < 0)
1076 {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1077 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1078 dam, hitter->debug_desc (), op->debug_desc ());
1024 return 0; 1079 return 0;
1025 }
1026 1080 }
1081
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1082 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1028 * people can't mess with that or it otherwise get confused. */ 1083 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam; 1084 if (attacknum == ATNR_INTERNAL)
1030 1085 return dam;
1086
1031 if (hitter->slaying) { 1087 if (hitter->slaying)
1088 {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1089 if ((op->race && strstr (hitter->slaying, op->race))
1033 (op->arch && (op->arch->name != NULL) && 1090 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1034 strstr(op->arch->name, hitter->slaying))
1035 ){ 1091 {
1036 doesnt_slay = 0; 1092 doesnt_slay = 0;
1037 dam *= 3; 1093 dam *= 3;
1038 } 1094 }
1039 } 1095 }
1040 1096
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1097 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) { 1098 if (op->resist[attacknum])
1099 {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1100 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1101 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]); 1102 dam *= (100 - op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100; 1103 if (dam >= 100)
1104 dam /= 100;
1047 else 1105 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1106 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1049 } 1107 }
1050 1108
1051 /* Special hack. By default, if immune to something, you 1109 /* Special hack. By default, if immune to something, you
1052 * shouldn't need to worry. However, acid is an exception, since 1110 * shouldn't need to worry. However, acid is an exception, since
1053 * it can still damage your items. Only include attacktypes if 1111 * it can still damage your items. Only include attacktypes if
1054 * special processing is needed */ 1112 * special processing is needed */
1055 1113
1056 if ((op->resist[attacknum] >= 100) && 1114 if (op->resist[attacknum] >= 100
1115 && doesnt_slay
1057 doesnt_slay && (attacknum != ATNR_ACID)) 1116 && attacknum != ATNR_ACID)
1058 return 0; 1117 return 0;
1059 1118
1060 /* Keep this in order - makes things easier to find */ 1119 /* Keep this in order - makes things easier to find */
1120
1121 switch (attacknum)
1061 1122 {
1062 switch(attacknum) {
1063 case ATNR_PHYSICAL: 1123 case ATNR_PHYSICAL:
1064 /* here also check for diseases */ 1124 /* here also check for diseases */
1065 check_physically_infect(op, hitter); 1125 check_physically_infect (op, hitter);
1066 break; 1126 break;
1067 1127
1068 /* Don't need to do anything for: 1128 /* Don't need to do anything for:
1069 magic, 1129 magic,
1070 fire, 1130 fire,
1071 electricity, 1131 electricity,
1072 cold */ 1132 cold */
1073 1133
1074 case ATNR_CONFUSION: 1134 case ATNR_CONFUSION:
1075 case ATNR_POISON: 1135 case ATNR_POISON:
1076 case ATNR_SLOW: 1136 case ATNR_SLOW:
1077 case ATNR_PARALYZE: 1137 case ATNR_PARALYZE:
1078 case ATNR_FEAR: 1138 case ATNR_FEAR:
1079 case ATNR_CANCELLATION: 1139 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE: 1140 case ATNR_DEPLETE:
1081 case ATNR_BLIND: 1141 case ATNR_BLIND:
1082 { 1142 {
1083 /* chance for inflicting a special attack depends on the 1143 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level 1144 * difference between attacker's and defender's level
1085 */ 1145 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1146 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1087 1147
1088 /* First, only creatures/players with speed can be affected. 1148 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects 1149 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the 1150 * you. Third, you still get a saving through against the
1091 * effect. 1151 * effect.
1092 */ 1152 */
1093 if (op->speed && 1153 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1154 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1155 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1156 {
1097 1157
1098 /* Player has been hit by something */ 1158 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1159 if (attacknum == ATNR_CONFUSION)
1160 confuse_player (op, hitter, dam);
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1161 else if (attacknum == ATNR_POISON)
1162 poison_player (op, hitter, dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1163 else if (attacknum == ATNR_SLOW)
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1164 slow_player (op, hitter, dam);
1165 else if (attacknum == ATNR_PARALYZE)
1166 paralyze_player (op, hitter, dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1167 else if (attacknum == ATNR_FEAR)
1168 scare_creature (op, hitter);
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1169 else if (attacknum == ATNR_CANCELLATION)
1170 cancellation (op);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1171 else if (attacknum == ATNR_DEPLETE)
1172 op->drain_stat ();
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1173 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1174 blind_player (op, hitter, dam);
1108 } 1175 }
1176
1109 dam = 0; /* These are all effects and don't do real damage */ 1177 dam = 0; /* These are all effects and don't do real damage */
1110 } 1178 }
1111 break; 1179 break;
1180
1112 case ATNR_ACID: 1181 case ATNR_ACID:
1113 { 1182 {
1114 int flag=0; 1183 int flag = 0;
1115 1184
1116 /* Items only get corroded if you're not on a battleground and 1185 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */ 1186 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) && 1187 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1119 (op->resist[ATNR_ACID] < 50))
1120 { 1188 {
1121 object *tmp;
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1190 {
1123 if(tmp->invisible) 1191 if (tmp->invisible)
1124 continue; 1192 continue;
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1193 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1126 (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */ 1194 /* >= 10% acid res. on items will protect these */
1128 continue; 1195 continue;
1129 if(!(tmp->material & M_IRON)) 1196 if (!(tmp->materials & M_IRON))
1130 continue; 1197 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */ 1198 if (tmp->magic < -4) /* Let's stop at -5 */
1132 continue; 1199 continue;
1133 if(tmp->type==RING || 1200 if (tmp->type == RING
1134 /* removed boots and gloves from exclusion list in 1201 /* removed boots and gloves from exclusion list in PR */
1135 PR */
1136 tmp->type==GIRDLE || 1202 || tmp->type == GIRDLE
1137 tmp->type==AMULET || 1203 || tmp->type == AMULET
1138 tmp->type==WAND || 1204 || tmp->type == WAND
1139 tmp->type==ROD || 1205 || tmp->type == ROD
1140 tmp->type==HORN) 1206 || tmp->type == HORN)
1141 continue; /* To avoid some strange effects */ 1207 continue; /* To avoid some strange effects */
1142 1208
1143 /* High damage acid has better chance of corroding 1209 /* High damage acid has better chance of corroding
1144 objects */ 1210 objects */
1145 if(rndm(0, dam+4) >
1146 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1211 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1212 {
1147 if(op->type == PLAYER) 1213 if (op->type == PLAYER)
1148 /* Make this more visible */ 1214 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1215 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1150 "The %s's acid corrodes your %s!", 1216 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1151 query_name(hitter), query_name(tmp));
1152 flag = 1; 1217 flag = 1;
1153 tmp->magic--; 1218 tmp->magic--;
1154 if(op->type == PLAYER) 1219 if (op->type == PLAYER)
1155 esrv_send_item(op, tmp); 1220 esrv_send_item (op, tmp);
1221 }
1156 } 1222 }
1223
1224 if (flag)
1225 op->update_stats (); /* Something was corroded */
1157 } 1226 }
1158 if(flag)
1159 fix_player(op); /* Something was corroded */
1160 }
1161 } 1227 }
1162 break; 1228 break;
1229
1163 case ATNR_DRAIN: 1230 case ATNR_DRAIN:
1164 { 1231 {
1165 /* rate is the proportion of exp drained. High rate means 1232 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained. 1233 * not much is drained, low rate means a lot is drained.
1167 */ 1234 */
1168 int rate; 1235 int rate;
1169 1236
1170 if(op->resist[ATNR_DRAIN] >= 0) 1237 if (op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1238 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else 1239 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1240 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174 1241
1175 if(op->stats.exp <= rate) { 1242 if (op->stats.exp <= rate)
1243 {
1176 if(op->type == GOLEM) 1244 if (op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */ 1245 dam = 999; /* Its force is "sucked" away. 8) */
1178 else 1246 else
1179 /* If we can't drain, lets try to do physical damage */ 1247 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1248 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1249 }
1181 } else { 1250 else
1251 {
1182 /* Randomly give the hitter some hp */ 1252 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp && 1253 if (hitter->stats.hp < hitter->stats.maxhp &&
1184 (op->level > hitter->level) && 1254 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1185 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1186 hitter->stats.hp++; 1255 hitter->stats.hp++;
1187 1256
1188 /* Can't do drains on battleground spaces. 1257 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp 1258 * Move the wiz check up here - before, the hitter wouldn't gain exp
1190 * exp, but the wiz would still lose exp! If drainee is a wiz, 1259 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens. 1260 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain 1261 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks. 1262 * attacks, hence all the != PLAYER checks.
1194 */ 1263 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1264 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1265 {
1196 object *owner = get_owner(hitter); 1266 object *owner = hitter->owner;
1197 1267
1198 if (owner && owner != hitter) { 1268 if (owner && owner != hitter)
1269 {
1199 if (op->type != PLAYER || owner->type != PLAYER) 1270 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2), 1271 change_exp (owner, op->stats.exp / (rate * 2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1273 }
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1274 else if (op->type != PLAYER || hitter->type != PLAYER)
1203 change_exp(hitter, op->stats.exp/(rate*2), 1275 change_exp (hitter, op->stats.exp / (rate * 2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1277
1278 change_exp (op, -op->stats.exp / rate, NULL, 0);
1205 } 1279 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0); 1280
1207 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1281 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1209 * drain attack, you won't know that you are actually sucking out EXP, 1282 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed 1283 * as the messages will say you missed
1211 */ 1284 */
1212 } 1285 }
1213 } 1286 }
1214 break; 1287 break;
1288
1215 case ATNR_TURN_UNDEAD: 1289 case ATNR_TURN_UNDEAD:
1216 { 1290 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1291 if (QUERY_FLAG (op, FLAG_UNDEAD))
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1292 {
1293 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1219 object *god = find_god (determine_god (owner)); 1294 object *god = find_god (determine_god (owner));
1220 int div = 1; 1295 int div = 1;
1221 1296
1222 /* if undead are not an enemy of your god, you turn them 1297 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */ 1298 * at half strength */
1224 if (! god || ! god->slaying || 1299 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2; 1300 div = 2;
1301
1227 /* Give a bonus if you resist turn undead */ 1302 /* Give a bonus if you resist turn undead */
1228 if (op->level * div < 1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1229 (turn_bonus[owner->stats.Wis]+owner->level +
1230 (op->resist[ATNR_TURN_UNDEAD]/100)))
1231 scare_creature(op, owner); 1304 scare_creature (op, owner);
1232 } 1305 }
1233 else 1306 else
1234 dam = 0; /* don't damage non undead - should we damage 1307 dam = 0; /* don't damage non undead - should we damage
1235 undead? */ 1308 undead? */
1236 } break; 1309 }
1237 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam);
1239 break; 1310 break;
1311
1312 case ATNR_DEATH:
1313 deathstrike_player (op, hitter, &dam);
1314 break;
1315
1240 case ATNR_CHAOS: 1316 case ATNR_CHAOS:
1241 LOG(llevError, 1317 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1242 "%s was hit by %s with non-specific chaos.\n",
1243 query_name(op),
1244 query_name(hitter));
1245 dam = 0; 1318 dam = 0;
1246 break; 1319 break;
1320
1247 case ATNR_COUNTERSPELL: 1321 case ATNR_COUNTERSPELL:
1248 LOG(llevError, 1322 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1249 "%s was hit by %s with counterspell attack.\n",
1250 query_name(op),
1251 query_name(hitter));
1252 dam = 0; 1323 dam = 0;
1253 /* This should never happen. Counterspell is handled 1324 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen, 1325 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it 1326 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */ 1327 * does no damage. */
1257 break; 1328 break;
1329
1258 case ATNR_HOLYWORD: 1330 case ATNR_HOLYWORD:
1259 { 1331 {
1260 /* This has already been handled by hit_player, 1332 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */ 1333 * no need to check twice -- DAMN */
1262 1334 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1335
1264
1265 /* As with turn undead above, give a bonus on the saving throw */ 1336 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1337 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1267 owner->level+turn_bonus[owner->stats.Wis])
1268 scare_creature(op, owner); 1338 scare_creature (op, owner);
1339 }
1269 } break; 1340 break;
1341
1270 case ATNR_LIFE_STEALING: 1342 case ATNR_LIFE_STEALING:
1271 { 1343 {
1272 int new_hp; 1344 int new_hp;
1345
1273 /* this is replacement to drain for players, instead of taking 1346 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not 1347 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters 1348 * much use giving it to monsters
1276 * 1349 *
1277 * life stealing doesn't do a lot of damage, but it gives the 1350 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that, 1351 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by 1352 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000). 1353 * 1000).
1281 */ 1354 */
1282 /* You can't steal life from something undead */ 1355 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1356 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1357 return 0;
1358
1284 /* If drain protection is higher than life stealing, use that */ 1359 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1360 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1361 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1362 else
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1363 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1364
1288 /* You die at -1 hp, not zero. */ 1365 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1366 if (dam > (op->stats.hp + 1))
1367 dam = op->stats.hp + 1;
1368
1290 new_hp = hitter->stats.hp + dam; 1369 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1370 if (new_hp > hitter->stats.maxhp)
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1371 new_hp = hitter->stats.maxhp;
1372
1373 if (new_hp > hitter->stats.hp)
1374 hitter->stats.hp = new_hp;
1293 } 1375 }
1294 } 1376 }
1377
1295 return dam; 1378 return dam;
1296} 1379}
1297
1298 1380
1299/* GROS: This code comes from hit_player. It has been made external to 1381/* GROS: This code comes from hit_player. It has been made external to
1300 * allow script procedures to "kill" objects in a combat-like fashion. 1382 * allow script procedures to "kill" objects in a combat-like fashion.
1301 * It was initially used by (kill-object) developed for the Collector's 1383 * It was initially used by (kill-object) developed for the Collector's
1302 * Sword. Note that nothing has been changed from the original version 1384 * Sword. Note that nothing has been changed from the original version
1309 * This function was a bit of a mess with hitter getting changed, 1391 * This function was a bit of a mess with hitter getting changed,
1310 * values being stored away but not used, etc. I've cleaned it up 1392 * values being stored away but not used, etc. I've cleaned it up
1311 * a bit - I think it should be functionally equivalant. 1393 * a bit - I think it should be functionally equivalant.
1312 * MSW 2002-07-17 1394 * MSW 2002-07-17
1313 */ 1395 */
1396int
1314int kill_object(object *op,int dam, object *hitter, int type) 1397kill_object (object *op, int dam, object *hitter, int type)
1315{ 1398{
1316 char buf[MAX_BUF]; 1399 char buf[MAX_BUF];
1317 const char *skill; 1400 const char *skill;
1318 int maxdam=0; 1401 int maxdam = 0;
1319 int battleg=0; /* true if op standing on battleground */ 1402 int battleg = 0; /* true if op standing on battleground */
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1403 int pk = 0; /* true if op and what controls hitter are both players */
1321 object *owner=NULL; 1404 object *owner = 0;
1322 object *skop=NULL; 1405 object *skop = 0;
1323 1406
1324 if (op->stats.hp>=0) 1407 if (op->stats.hp >= 0)
1325 return -1; 1408 return -1;
1326 1409
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1410 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1411 return 0;
1329 1412
1330 /* maxdam needs to be the amount of damage it took to kill 1413 /* maxdam needs to be the amount of damage it took to kill
1331 * this creature. The function(s) that call us have already 1414 * this creature. The function(s) that call us have already
1332 * adjusted the creatures HP total, so that is negative. 1415 * adjusted the creatures HP total, so that is negative.
1333 */ 1416 */
1334 maxdam = dam + op->stats.hp + 1; 1417 maxdam = dam + op->stats.hp + 1;
1335 1418
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1419 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1420 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1338 1421
1339 if(op->type==DOOR) { 1422 if (op->type == DOOR)
1423 {
1340 op->speed = 0.1; 1424 op->set_speed (0.1f);
1341 update_ob_speed(op);
1342 op->speed_left= -0.05; 1425 op->speed_left = -0.05f;
1343 return maxdam; 1426 return maxdam;
1344 } 1427 }
1428
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1429 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1346 remove_friendly_object(op); 1430 {
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1431 op->destroy ();
1348 op->owner->contr->ranges[range_golem] == op) {
1349 op->owner->contr->ranges[range_golem]=NULL;
1350 op->owner->contr->golem_count=0;
1351 }
1352
1353 remove_ob(op);
1354 free_object(op);
1355 return maxdam; 1432 return maxdam;
1356 } 1433 }
1357 1434
1358 /* Now lets start dealing with experience we get for killing something */ 1435 /* Now lets start dealing with experience we get for killing something */
1359 1436
1360 owner=get_owner(hitter); 1437 owner = hitter->owner;
1361 if(owner==NULL) 1438 if (!owner)
1362 owner=hitter; 1439 owner = hitter;
1363 1440
1364 /* is the victim (op) standing on battleground? */ 1441 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1442 if (op_on_battleground (op, NULL, NULL))
1366 1443 battleg = 1;
1444
1367 /* is this player killing?*/ 1445 /* is this player killing? */
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1446 if (op->type == PLAYER && owner->type == PLAYER)
1447 pk = 1;
1369 1448
1370 /* Player killed something */ 1449 /* Player killed something */
1371 if(owner->type==PLAYER) { 1450 if (owner->type == PLAYER)
1451 {
1372 Log_Kill(owner->name, 1452 Log_Kill (owner->name,
1373 query_name(op),op->type, 1453 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1374 (owner!=hitter) ? query_name(hitter) : NULL,
1375 (owner!=hitter) ? hitter->type : 0);
1376 1454
1377 /* Log players killing other players - makes it easier to detect 1455 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1456 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1457 * ip address is included.
1380 */ 1458 */
1381 if (op->type == PLAYER && !battleg) { 1459 if (op->type == PLAYER && !battleg)
1460 {
1382 time_t t=time(NULL); 1461 time_t t = time (NULL);
1383 struct tm *tmv; 1462 struct tm *tmv;
1384 char buf[256]; 1463 char buf[256];
1385 1464
1386 tmv = localtime(&t); 1465 tmv = localtime (&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1466 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1388 1467
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1468 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1390 buf, owner->name, owner->contr->socket.host, query_name(op));
1391 } 1469 }
1392 1470
1393 /* try to filter some things out - basically, if you are 1471 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1472 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1473 * probably don't want to see that.
1396 */ 1474 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1475 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1476 {
1398 if(owner!=hitter) { 1477 if (owner != hitter)
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1400 "You killed %s with %s.",query_name(op), 1479 else
1401 query_name(hitter)); 1480 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1481
1482 /* Only play sounds for melee kills */
1483 if (hitter->type == PLAYER)
1484 owner->play_sound (sound_find ("player_kills"));
1485 }
1486
1487 /* If a player kills another player, not on
1488 * battleground, the "killer" looses 1 luck. Since this is
1489 * not reversible, it's actually quite a pain IMHO. -AV
1490 * Fix bug in that we were changing the luck of the hitter, not
1491 * player that the object belonged to - so if you killed another player
1492 * with spells, pets, whatever, there was no penalty.
1493 * Changed to make luck penalty configurable in settings.
1494 */
1495 if (op->type == PLAYER && owner != op && !battleg)
1496 owner->change_luck (-settings.pk_luck_penalty);
1497
1498 /* This code below deals with finding the appropriate skill
1499 * to credit exp to. This is a bit problematic - we should
1500 * probably never really have to look at current_weapon->skill
1501 */
1502 skill = 0;
1503
1504 if (hitter->skill && hitter->type != PLAYER)
1505 skill = hitter->skill;
1506 else if (owner->chosen_skill)
1507 {
1508 skop = owner->chosen_skill;
1509 skill = skop->skill;
1510 }
1511 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1512 skill = owner->current_weapon->skill;
1513 else
1514 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1515
1516 /* We have the skill we want to credit to - now find the object this goes
1517 * to. Make sure skop is an actual skill, and not a skill tool!
1518 */
1519 if ((!skop || skop->type != SKILL) && skill)
1520 {
1521 int i;
1522
1523 for (i = 0; i < NUM_SKILLS; i++)
1524 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1525 {
1526 skop = owner->contr->last_skill_ob[i];
1527 break;
1528 }
1529 }
1530 } /* Was it a player that hit somethign */
1531 else
1532 skill = 0;
1533
1534 /* Pet (or spell) killed something. */
1535 if (owner != hitter)
1536 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1537 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538 else
1539 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1540 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1541 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542
1543 /* These may have been set in the player code section above */
1544 if (!skop)
1545 skop = hitter->chosen_skill;
1546
1547 if (!skill && skop)
1548 skill = skop->skill;
1549
1550 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1551
1552 /* If you didn't kill yourself, and your not the wizard */
1553 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1554 {
1555 int exp;
1556
1557 /* Really don't give much experience for killing other players */
1558 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1559 if (op->type == PLAYER)
1560 {
1561 if (battleg)
1562 {
1563 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1564 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1402 } 1565 }
1403 else { 1566 else
1404 new_draw_info_format(NDI_BLACK, 0, owner, 1567 exp = op->stats.exp / 1000;
1405 "You killed %s.",query_name(op)); 1568 }
1569 else
1570 exp = calc_skill_exp (owner, op, skop);
1571
1572 /* if op is standing on "battleground" (arena), no way to gain
1573 * exp by killing him
1574 */
1575 if (battleg)
1576 exp = 0;
1577
1578 /* Don't know why this is set this way - doesn't make
1579 * sense to just divide everything by two for no reason.
1580 */
1581
1582 if (!settings.simple_exp)
1583 exp = exp / 2;
1584
1585 if (owner->type != PLAYER || owner->contr->party == NULL)
1586 change_exp (owner, exp, skill, 0);
1587 else
1588 {
1589 int shares = 0, count = 0;
1590 partylist *party = owner->contr->party;
1591
1592 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1593
1594 for_all_players (pl)
1595 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1596 {
1597 count++;
1598 shares += (pl->ob->level + 4);
1599 }
1600
1601 if (count == 1 || shares > exp || !shares)
1602 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1603 else
1604 {
1605 int share = exp / shares, given = 0, nexp;
1606
1607 for_all_players (pl)
1608 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1609 {
1610 nexp = (pl->ob->level + 4) * share;
1611 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1612 given += nexp;
1613 }
1614
1615 exp -= given;
1616 /* give any remainder to the player */
1617 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1406 } 1618 }
1407 /* Only play sounds for melee kills */ 1619 } /* else part of a party */
1408 if (hitter->type == PLAYER) 1620 } /* end if person didn't kill himself */
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1621
1622 if (op->type != PLAYER)
1623 {
1624 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1410 } 1625 {
1626 object *owner1 = op->owner;
1411 1627
1412 /* If a player kills another player, not on 1628 if (owner1 && owner1->type == PLAYER)
1413 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not
1416 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings.
1419 */
1420 if(op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty);
1422
1423 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill
1426 */
1427 skill = NULL;
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1429 else if (owner->chosen_skill) {
1430 skill = owner->chosen_skill->skill;
1431 skop = owner->chosen_skill;
1432 }
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1434 else
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1436
1437 /* We have the skill we want to credit to - now find the object this goes
1438 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */
1440 if ((!skop || skop->type != SKILL) && skill) {
1441 int i;
1442
1443 for (i=0; i<NUM_SKILLS; i++)
1444 if (owner->contr->last_skill_ob[i] &&
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1446 skop = owner->contr->last_skill_ob[i];
1447 break;
1448 } 1629 {
1449 } 1630 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1450 } /* Was it a player that hit somethign */ 1631 /* Maybe we should include the owner that killed this, maybe not */
1451 else { 1632 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1452 skill = NULL;
1453 }
1454
1455 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) {
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1459 }
1460 else {
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1464 }
1465 /* These may have been set in the player code section above */
1466 if (!skop) skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill;
1468
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1470
1471
1472 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1474 int exp;
1475
1476 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) {
1479 if (battleg) {
1480 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1481 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1482 } 1633 }
1483 else
1484 exp = op->stats.exp / 1000;
1485 }
1486 else
1487 exp = calc_skill_exp(owner, op, skop);
1488 1634
1489 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him
1491 */
1492 if (battleg) exp = 0;
1493
1494 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason.
1496 */
1497
1498 if (!settings.simple_exp)
1499 exp=exp/2;
1500
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1502 change_exp(owner,exp, skill, 0);
1503 }
1504 else {
1505 int shares=0,count=0;
1506
1507 player *pl;
1508
1509 partylist *party=owner->contr->party;
1510#ifdef PARTY_KILL_LOG
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1512#endif
1513 for(pl=first_player;pl!=NULL;pl=pl->next) {
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1515 count++;
1516 shares+=(pl->ob->level+4);
1517 }
1518 }
1519 if(count==1 || shares>exp)
1520 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521 else {
1522 int share=exp/shares,given=0,nexp;
1523 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 nexp=(pl->ob->level+4)*share;
1526 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1527 given+=nexp;
1528 }
1529 }
1530 exp-=given;
1531 /* give any remainder to the player */
1532 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1533 }
1534 } /* else part of a party */
1535
1536 } /* end if person didn't kill himself */
1537
1538 if(op->type!=PLAYER) {
1539 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1540 object *owner1 = get_owner(op);
1541
1542 if(owner1!= NULL && owner1->type == PLAYER) {
1543 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1544 /* Maybe we should include the owner that killed this, maybe not */
1545 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1546 op->name,hitter->name);
1547 }
1548 remove_friendly_object(op); 1635 remove_friendly_object (op);
1549 } 1636 }
1550 remove_ob(op); 1637
1551 free_object(op); 1638 op->destroy ();
1639 }
1640 else
1552 } 1641 {
1553 /* Player has been killed! */ 1642 /* Player has been killed! */
1554 else {
1555 if(owner->type==PLAYER) { 1643 if (owner->type == PLAYER)
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); 1644 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1557 }
1558 else { 1645 else
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1646 assign (op->contr->killer, hitter->name);
1560 op->contr->killer[BIG_NAME-1]='\0';
1561 }
1562 } 1647 }
1648
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1649 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1650 * continues in the calling function.
1565 */ 1651 */
1566 return maxdam; 1652 return maxdam;
1567} 1653}
1568 1654
1569/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1655/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570 * Returns 0 this is not friendly fire 1656 * Returns 0 this is not friendly fire
1571 */ 1657 */
1572 1658int
1573int friendly_fire(object *op, object *hitter){ 1659friendly_fire (object *op, object *hitter)
1660{
1574 object *owner; 1661 object *owner;
1575 int friendlyfire; 1662 int friendlyfire;
1576
1577 if (hitter->head) hitter=hitter->head;
1578 1663
1664 if (hitter->head)
1665 hitter = hitter->head;
1666
1579 friendlyfire = 0; 1667 friendlyfire = 0;
1580 1668
1581 if(op->type == PLAYER) { 1669 if (op->type == PLAYER)
1670 {
1582 if (op_on_battleground (hitter, 0, 0)) 1671 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1672 return 0;
1584 1673
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1674 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1675 return 1;
1587 1676
1588 if((owner = get_owner(hitter))!=NULL) { 1677 if ((owner = hitter->owner) != NULL)
1678 {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1679 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1680 friendlyfire = 2;
1591 } 1681 }
1592 1682
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1683 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1684 friendlyfire = 0;
1596 } 1685 }
1686
1597 return friendlyfire; 1687 return friendlyfire;
1598} 1688}
1599
1600 1689
1601/* This isn't used just for players, but in fact most objects. 1690/* This isn't used just for players, but in fact most objects.
1602 * op is the object to be hit, dam is the amount of damage, hitter 1691 * op is the object to be hit, dam is the amount of damage, hitter
1603 * is what is hitting the object, type is the attacktype, and 1692 * is what is hitting the object, type is the attacktype, and
1604 * full_hit is set if monster area does not matter. 1693 * full_hit is set if monster area does not matter.
1605 * dam is base damage - protections/vulnerabilities/slaying matches can 1694 * dam is base damage - protections/vulnerabilities/slaying matches can
1606 * modify it. 1695 * modify it.
1607 */ 1696 */
1608
1609 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1697/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611 1699int
1612int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1700hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1701{
1613 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1614 int maxattacktype, attacknum; 1703 int maxattacktype, attacknum;
1615 int body_attack = op && op->head; /* Did we hit op's head? */ 1704 int body_attack = op && op->head; /* Did we hit op's head? */
1616 int simple_attack; 1705 int simple_attack;
1617 tag_t op_tag, hitter_tag;
1618 int rtn_kill = 0; 1706 int rtn_kill = 0;
1619 int friendlyfire; 1707 int friendlyfire;
1620 1708
1621 if (get_attack_mode (&op, &hitter, &simple_attack)) 1709 if (get_attack_mode (&op, &hitter, &simple_attack))
1710 return 0;
1711
1712 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1713 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1714 return 0;
1715
1716 // only allow pk for hostile players
1717 if (op->type == PLAYER)
1718 {
1719 object *owner = hitter->owner;
1720
1721 if (!owner)
1722 owner = hitter;
1723
1724 if (owner->type == PLAYER
1725 && (!op_on_battleground (op, 0, 0)
1726 && (op->contr->peaceful || owner->contr->peaceful))
1727 && op != owner)
1622 return 0; 1728 return 0;
1729 }
1623 1730
1624 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1731 if (body_attack)
1625 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1732 {
1733 /* slow and paralyze must hit the head. But we don't want to just
1734 * return - we still need to process other attacks the spell still
1735 * might have. So just remove the paralyze and slow attacktypes,
1736 * and keep on processing if we have other attacktypes.
1737 * return if only magic or nothing is left - under normal code
1738 * we don't attack with pure magic if there is another attacktype.
1739 * Only do processing if the initial attacktype includes one of those
1740 * attack so we don't cancel out things like magic bullet.
1741 */
1742 if (type & (AT_PARALYZE | AT_SLOW))
1743 {
1744 type &= ~(AT_PARALYZE | AT_SLOW);
1745
1746 if (!type || type == AT_MAGIC)
1626 return 0; 1747 return 0;
1748 }
1749 }
1627 1750
1628#ifdef PROHIBIT_PLAYERKILL 1751 if (!simple_attack && op->type == DOOR)
1629 if (op->type == PLAYER) { 1752 {
1630 object *owner = get_owner (hitter); 1753 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1631 if (!owner) owner = hitter; 1754 if (tmp->type == RUNE || tmp->type == TRAP)
1632 if (owner->type == PLAYER 1755 {
1633 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1756 spring_trap (tmp, hitter);
1634 && op != owner) { 1757
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1635 return 0; 1759 return 0;
1760
1761 break;
1636 } 1762 }
1763 }
1764
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1637 } 1766 {
1767 /* FIXME: If a player is killed by a rune in a door, the
1768 * destroyed() check above doesn't return, and might get here.
1769 */
1770
1771 /* FIXME: This for example happens when a dead door is on a mover and
1772 gets it's speed_left raised on each mover-tick.
1773 Doors are removed in a kinda funny way by giving them speed and speed_left
1774 and waiting for that to run out.
1775 */
1776 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1777 return 0;
1778 }
1779
1780#ifdef ATTACK_DEBUG
1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1638#endif 1782#endif
1639 1783
1640 op_tag = op->count;
1641 hitter_tag = hitter->count;
1642
1643 if (body_attack) {
1644 /* slow and paralyze must hit the head. But we don't want to just
1645 * return - we still need to process other attacks the spell still
1646 * might have. So just remove the paralyze and slow attacktypes,
1647 * and keep on processing if we have other attacktypes.
1648 * return if only magic or nothing is left - under normal code
1649 * we don't attack with pure magic if there is another attacktype.
1650 * Only do processing if the initial attacktype includes one of those
1651 * attack so we don't cancel out things like magic bullet.
1652 */
1653 if (type & (AT_PARALYZE | AT_SLOW)) {
1654 type &= ~(AT_PARALYZE | AT_SLOW);
1655 if (!type || type==AT_MAGIC) return 0;
1656 }
1657 }
1658
1659 if ( ! simple_attack && op->type == DOOR) {
1660 object *tmp;
1661 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1662 if (tmp->type == RUNE || tmp->type == TRAP) {
1663 spring_trap (tmp, hitter);
1664 if (was_destroyed (hitter, hitter_tag)
1665 || was_destroyed (op, op_tag)
1666 || abort_attack (op, hitter, simple_attack))
1667 return 0;
1668 break;
1669 }
1670 }
1671
1672 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1673 /* FIXME: If a player is killed by a rune in a door, the
1674 * was_destroyed() check above doesn't return, and might get here.
1675 */
1676 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1677 "hit_player()\n", op->arch->name, op->name);
1678 return 0;
1679 }
1680
1681#ifdef ATTACK_DEBUG
1682 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1683#endif
1684
1685 if (magic) { 1784 if (magic)
1785 {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1786 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1787 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1788 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1789 if (dam >= 100)
1690 dam /= 100; 1790 dam /= 100;
1691 else 1791 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1792 dam = (dam > rndm (0, 99)) ? 1 : 0;
1693 } 1793 }
1694 1794
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1795 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1696 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1796 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1797 */
1698 if(type & AT_CHAOS){ 1798 if (type & AT_CHAOS)
1799 {
1699 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1800 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1700 update_object(op,UP_OBJ_FACE); 1801 update_object (op, UP_OBJ_FACE);
1701 type &= ~AT_CHAOS; 1802 type &= ~AT_CHAOS;
1702 } 1803 }
1703 1804
1704 /* Holyword is really an attacktype modifier (like magic is). If 1805 /* Holyword is really an attacktype modifier (like magic is). If
1705 * holyword is part of an attacktype, then make sure the creature is 1806 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1807 * a proper match, otherwise no damage.
1707 */ 1808 */
1708 if (type & AT_HOLYWORD) { 1809 if (type & AT_HOLYWORD)
1810 {
1709 object *god; 1811 object *god;
1812
1710 if ((!hitter->slaying || 1813 if ((!hitter->slaying ||
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1814 (!(op->race && strstr (hitter->slaying, op->race)) &&
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1815 !(op->name && strstr (hitter->slaying, op->name)))) &&
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1816 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1714 (hitter->title != NULL 1817 (hitter->title != NULL
1715 && (god = find_god(determine_god(hitter))) != NULL 1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1716 && god->race != NULL
1717 && strstr(god->race,undead_name) != NULL)))
1718 return 0; 1819 return 0;
1719 } 1820 }
1720 1821
1721 maxattacktype = type; /* initialize this to something */ 1822 maxattacktype = type; /* initialise this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1824 {
1723 /* Magic isn't really a true attack type - it gets combined with other 1825 /* Magic isn't really a true attack type - it gets combined with other
1724 * attack types. As such, skip it over. However, if magic is 1826 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1827 * the only attacktype in the group, then still attack with it
1726 */ 1828 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1829 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1830 continue;
1728 1831
1729 /* Go through and hit the player with each attacktype, one by one. 1832 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict 1833 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with 1834 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc. 1835 * effects (slow, paralization, etc.
1733 */ 1836 */
1734 if (type & attacktype) { 1837 if (type & attacktype)
1838 {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1839 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1736 /* the >= causes us to prefer messages from special attacks, if 1840 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1841 * the damage is equal.
1738 */ 1842 */
1739 if (ndam >= maxdam) { 1843 if (ndam >= maxdam)
1844 {
1740 maxdam = ndam; 1845 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1846 maxattacktype = 1 << attacknum;
1742 } 1847 }
1743 } 1848 }
1744 } 1849 }
1745 1850
1746 /* if this is friendly fire then do a set % of damage only 1851 /* if this is friendly fire then do a set % of damage only
1747 * Note - put a check in to make sure this attack is actually 1852 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1853 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1854 * an attack do damage before when it otherwise didn't
1750 */ 1855 */
1751 friendlyfire = friendly_fire(op, hitter); 1856 friendlyfire = friendly_fire (op, hitter);
1752 if (friendlyfire && maxdam){ 1857 if (friendlyfire && maxdam)
1858 {
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1859 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1860
1861#ifdef ATTACK_DEBUG
1862 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1863 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1864#endif
1865 }
1866
1867 if (!full_hit)
1868 {
1869 int area;
1870 int remainder;
1871
1872 area = 0;
1873
1874 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1875 area++;
1876
1877 assert (area > 0);
1878
1879 /* basically: maxdam /= area; we try to "simulate" a float
1880 value-effect */
1881 remainder = 100 * (maxdam % area) / area;
1882 maxdam /= area;
1883 if (rndm (100) < remainder)
1755 maxdam++; 1884 maxdam++;
1885 }
1886
1887#ifdef ATTACK_DEBUG
1888 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1756#endif 1889#endif
1757
1758#ifdef ATTACK_DEBUG
1759 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1760 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1761#endif
1762 }
1763 1890
1764 if (!full_hit) { 1891 // for now, only do this for active objects, otherwise they
1765 archetype *at; 1892 // keep a refcount for a long time and I see no usefulness
1766 int area; 1893 // for an non-active objetc to know its enemy.
1767 int remainder; 1894 if (op->active)
1768 1895 if (hitter->owner)
1769 area = 0;
1770 for(at = op->arch; at != NULL; at = at->more)
1771 area++;
1772 assert(area > 0);
1773
1774 /* basically: maxdam /= area; we try to "simulate" a float
1775 value-effect */
1776 remainder = 100*(maxdam%area)/area;
1777 maxdam /= area;
1778 if (RANDOM()%100 < remainder)
1779 maxdam++;
1780 }
1781
1782#ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1784#endif
1785
1786 if(get_owner(hitter))
1787 op->enemy=hitter->owner; 1896 op->enemy = hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1897 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1789 op->enemy=hitter; 1898 op->enemy = hitter;
1790 1899
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1900 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1901 {
1792 /* The unaggressives look after themselves 8) */ 1902 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1903 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1904 npc_call_help (op);
1795 } 1905 }
1796 1906
1797 if (magic && did_make_save(op, op->level, 0)) 1907 if (magic && did_make_save (op, op->level, 0))
1798 maxdam=maxdam/2; 1908 maxdam = maxdam / 2;
1799 1909
1800 attack_message(maxdam, maxattacktype, op, hitter); 1910 attack_message (maxdam, maxattacktype, op, hitter);
1801 1911
1802 op->stats.hp-=maxdam; 1912 op->stats.hp -= maxdam;
1803 1913
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1914 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1915 if ((op->stats.hp >= 0) &&
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1916 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1917 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1808 (float)op->stats.maxhp)) { 1918 {
1809 1919
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1920 if (QUERY_FLAG (op, FLAG_MONSTER))
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1921 SET_FLAG (op, FLAG_RUN_AWAY);
1812 else 1922 else
1813 scare_creature(op, hitter); 1923 scare_creature (op, hitter);
1814 } 1924 }
1815 1925
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1926 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1927 {
1817 if (maxdam) 1928 if (maxdam)
1818 tear_down_wall(op); 1929 tear_down_wall (op);
1930
1819 return maxdam; /* nothing more to do for wall */ 1931 return maxdam; /* nothing more to do for wall */
1820 } 1932 }
1821 1933
1822 /* See if the creature has been killed */ 1934 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 1935 rtn_kill = kill_object (op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 1936 if (rtn_kill != -1)
1825 return rtn_kill; 1937 return rtn_kill;
1826 1938
1827 1939
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1940 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1829 * that before if the player was immune to ghosthit, the monster 1941 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 1942 * remained - that is no longer the case.
1831 */ 1943 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1944 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1945 hitter->destroy ();
1834 remove_friendly_object(hitter); 1946
1835 remove_ob(hitter);
1836 free_object(hitter);
1837 }
1838 /* Lets handle creatures that are splitting now */ 1947 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1948 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1949 {
1840 int i; 1950 int i;
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1951 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1952 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1843 object *owner = get_owner(op); 1953 object *owner = op->owner;
1844 1954
1845 if(!op->other_arch) { 1955 if (!op->other_arch)
1956 {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 1957 LOG (llevError, "SPLITTING without other_arch error.\n");
1847 return maxdam; 1958 return maxdam;
1848 } 1959 }
1849 remove_ob(op); 1960
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1961 op->remove ();
1962
1963 for (i = 0; i < NROFNEWOBJS (op); i++)
1964 { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch); 1965 object *tmp = arch_to_object (op->other_arch);
1852 int j; 1966 int j;
1853 1967
1854 tmp->stats.hp=op->stats.hp; 1968 tmp->stats.hp = op->stats.hp;
1969
1855 if (friendly) { 1970 if (friendly)
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 1971 {
1857 add_friendly_object(tmp); 1972 add_friendly_object (tmp);
1858 tmp->attack_movement = PETMOVE; 1973 tmp->attack_movement = PETMOVE;
1974
1859 if (owner!=NULL) 1975 if (owner)
1860 set_owner(tmp,owner); 1976 tmp->set_owner (owner);
1861 } 1977 }
1978
1862 if (unaggressive) 1979 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1980 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1981
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1982 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1983
1865 if (j==-1) /* No spot to put this monster */ 1984 if (j == -1) /* No spot to put this monster */
1866 free_object(tmp); 1985 tmp->destroy ();
1867 else { 1986 else
1987 {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1988 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0); 1989 insert_ob_in_map (tmp, op->map, NULL, 0);
1870 } 1990 }
1871 } 1991 }
1872 if(friendly) 1992
1873 remove_friendly_object(op); 1993 op->destroy ();
1874 free_object(op);
1875 } 1994 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1995 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1877 remove_ob(hitter); 1996 hitter->destroy ();
1878 free_object(hitter); 1997
1879 }
1880 return maxdam; 1998 return maxdam;
1881} 1999}
1882 2000
1883 2001void
1884void poison_player(object *op, object *hitter, int dam) 2002poison_player (object *op, object *hitter, int dam)
1885{ 2003{
1886 archetype *at = find_archetype("poisoning"); 2004 archetype *at = archetype::find ("poisoning");
1887 object *tmp=present_arch_in_ob(at,op); 2005 object *tmp = present_arch_in_ob (at, op);
1888 2006
1889 if(tmp==NULL) { 2007 if (tmp == NULL)
2008 {
1890 if((tmp=arch_to_object(at))==NULL) 2009 if ((tmp = arch_to_object (at)) == NULL)
1891 LOG(llevError,"Failed to clone arch poisoning.\n"); 2010 LOG (llevError, "Failed to clone arch poisoning.\n");
1892 else { 2011 else
2012 {
1893 tmp = insert_ob_in_ob(tmp,op); 2013 tmp = insert_ob_in_ob (tmp, op);
1894 /* peterm: give poisoning some teeth. It should 2014 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 2015 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 2016 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 2017 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 2018 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 2019 * If anything else, goes as damage.
1900 */ 2020 */
1901 2021
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2022 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1903 tmp->stats.dam += hitter->level/2; 2023 tmp->stats.dam += hitter->level / 2;
1904 else 2024 else
1905 tmp->stats.dam = dam; 2025 tmp->stats.dam = dam;
1906 2026
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2027 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 2028 if (hitter->skill && hitter->skill != tmp->skill)
1909 if (tmp->skill) free_string(tmp->skill); 2029 {
1910 tmp->skill = add_refcount(hitter->skill); 2030 tmp->skill = hitter->skill;
1911 } 2031 }
1912 2032
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2033 tmp->stats.food += dam; /* more damage, longer poisoning */
1914 2034
1915 if(op->type==PLAYER) { 2035 if (op->type == PLAYER)
2036 {
1916 /* player looses stats, maximum is -10 of each */ 2037 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10); 2038 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10); 2039 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2040 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10); 2041 tmp->stats.Int = MAX (-dam / 7, -10);
1921 SET_FLAG(tmp,FLAG_APPLIED); 2042 SET_FLAG (tmp, FLAG_APPLIED);
1922 fix_player(op); 2043 op->update_stats ();
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2045 op->play_sound (tmp->sound);
1924 } 2046 }
2047
1925 if (hitter->type == PLAYER) 2048 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 2049 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1927 op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2050 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2051 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1930 "Your %s poisons %s.", hitter->name, op->name);
1931 } 2052 }
2053
1932 tmp->speed_left=0; 2054 tmp->speed_left = 0;
1933 } 2055 }
1934 else 2056 else
1935 tmp->stats.food++; 2057 tmp->stats.food++;
1936} 2058}
1937 2059
2060void
1938void slow_player(object *op,object *hitter,int dam) 2061slow_player (object *op, object *hitter, int dam)
2062{
1939{ archetype *at = find_archetype("slowness"); 2063 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2064 object *tmp;
2065
1941 if(at == NULL) { 2066 if (at == NULL)
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2067 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2068
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2069 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2070 {
1945 tmp = arch_to_object(at); 2071 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2072 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2073 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2074 }
1948 } else 2075 else
1949 tmp->stats.food++; 2076 tmp->stats.food++;
2077
1950 SET_FLAG(tmp, FLAG_APPLIED); 2078 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2079 tmp->speed_left = 0;
1952 fix_player(op); 2080 op->update_stats ();
1953} 2081}
1954 2082
2083void
1955void confuse_player(object *op, object *hitter, int dam) 2084confuse_player (object *op, object *hitter, int dam)
1956{ 2085{
1957 object *tmp; 2086 object *tmp;
1958 int maxduration; 2087 int maxduration;
1959 2088
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2089 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2090 if (!tmp)
2091 {
1962 tmp = get_archetype(FORCE_NAME); 2092 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2093 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2094 }
2095
1966 /* Duration added per hit and max. duration of confusion both depend 2096 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2097 * on the player's resistance
1968 */ 2098 */
1969 tmp->speed = 0.05; 2099 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2100 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2101 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 if (tmp->name) free_string(tmp->name);
1973 tmp->name = add_string("confusion"); 2102 tmp->name = "confusion";
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2103 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2104
1975 if( tmp->duration > maxduration) 2105 if (tmp->duration > maxduration)
1976 tmp->duration = maxduration; 2106 tmp->duration = maxduration;
1977 2107
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2108 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2109 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2110
1980 SET_FLAG(op, FLAG_CONFUSED); 2111 SET_FLAG (op, FLAG_CONFUSED);
1981} 2112}
1982 2113
2114void
1983void blind_player(object *op, object *hitter, int dam) 2115blind_player (object *op, object *hitter, int dam)
1984{ 2116{
1985 object *tmp,*owner; 2117 object *tmp, *owner;
1986 2118
1987 /* Save some work if we know it isn't going to affect the player */ 2119 /* Save some work if we know it isn't going to affect the player */
1988 if (op->resist[ATNR_BLIND]==100) return; 2120 if (op->resist[ATNR_BLIND] == 100)
2121 return;
1989 2122
1990 tmp = present_in_ob(BLINDNESS,op); 2123 tmp = present_in_ob (BLINDNESS, op);
1991 if(!tmp) { 2124 if (!tmp)
2125 {
1992 tmp = get_archetype("blindness"); 2126 tmp = get_archetype ("blindness");
1993 SET_FLAG(tmp, FLAG_BLIND); 2127 SET_FLAG (tmp, FLAG_BLIND);
1994 SET_FLAG(tmp, FLAG_APPLIED); 2128 SET_FLAG (tmp, FLAG_APPLIED);
1995 /* use floats so we don't lose too much precision due to rounding errors. 2129 /* use floats so we don't lose too much precision due to rounding errors.
1996 * speed is a float anyways. 2130 * speed is a float anyways.
1997 */ 2131 */
1998 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2132 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1999 2133
2000 tmp = insert_ob_in_ob(tmp,op); 2134 tmp = insert_ob_in_ob (tmp, op);
2001 change_abil(op,tmp); /* Mostly to display any messages */ 2135 change_abil (op, tmp); /* Mostly to display any messages */
2002 fix_player(op); /* This takes care of some other stuff */ 2136 op->update_stats (); /* This takes care of some other stuff */
2003 2137
2004 if(hitter->owner) owner = get_owner(hitter); 2138 if (hitter->owner)
2139 owner = hitter->owner;
2140 else
2005 else owner = hitter; 2141 owner = hitter;
2006 2142
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 2143 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2008 "Your attack blinds %s!",query_name(op));
2009 } 2144 }
2010 tmp->stats.food += dam; 2145 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 2146 if (tmp->stats.food > 10)
2147 tmp->stats.food = 10;
2012} 2148}
2013 2149
2150void
2014void paralyze_player(object *op, object *hitter, int dam) 2151paralyze_player (object *op, object *hitter, int dam)
2015{ 2152{
2016 float effect,max; 2153 float effect, max;
2154
2017 /* object *tmp; */ 2155 /* object *tmp; */
2018 2156
2019 /* This is strange stuff... someone knows for what this is 2157 /* This is strange stuff... someone knows for what this is
2020 * written? Well, i think this can and should be removed 2158 * written? Well, i think this can and should be removed
2021 */ 2159 */
2022 2160
2023 /* 2161 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2162 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 2163 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 2164 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2165 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 2166 }
2029 */ 2167 */
2030 2168
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2169 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2032 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2170 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2033 2171
2034 if (effect==0) return; 2172 if (effect == 0)
2173 return;
2035 2174
2036 op->speed_left-=FABS(op->speed)*effect; 2175 op->speed_left -= FABS (op->speed) * effect;
2037 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2176 /* tmp->stats.food+=(signed short) effect/op->speed; */
2038 2177
2039 /* max number of ticks to be affected for. */ 2178 /* max number of ticks to be affected for. */
2040 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2179 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2041 if (op->speed_left< -(FABS(op->speed)*max)) 2180 if (op->speed_left < -(FABS (op->speed) * max))
2042 op->speed_left = (float) -(FABS(op->speed)*max); 2181 op->speed_left = (float) -(FABS (op->speed) * max);
2043 2182
2044/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2183/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2045} 2184}
2046
2047 2185
2048/* Attempts to kill 'op'. hitter is the attack object, dam is 2186/* Attempts to kill 'op'. hitter is the attack object, dam is
2049 * the computed damaged. 2187 * the computed damaged.
2050 */ 2188 */
2189void
2051void deathstrike_player(object *op, object *hitter, int *dam) 2190deathstrike_player (object *op, object *hitter, int *dam)
2052{ 2191{
2053 /* The intention of a death attack is to kill outright things 2192 /* The intention of a death attack is to kill outright things
2054 ** that are a lot weaker than the attacker, have a chance of killing 2193 ** that are a lot weaker than the attacker, have a chance of killing
2055 ** things somewhat weaker than the caster, and no chance of 2194 ** things somewhat weaker than the caster, and no chance of
2056 ** killing something equal or stronger than the attacker. 2195 ** killing something equal or stronger than the attacker.
2057 ** Also, if a deathstrike attack has a slaying, any monster 2196 ** Also, if a deathstrike attack has a slaying, any monster
2058 ** whose name or race matches a comma-delimited list in the slaying 2197 ** whose name or race matches a comma-delimited list in the slaying
2059 ** field of the deathstriking object */ 2198 ** field of the deathstriking object */
2060 2199
2061 int atk_lev, def_lev, kill_lev; 2200 int atk_lev, def_lev, kill_lev;
2062 2201
2063 if(hitter->slaying) 2202 if (hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2203 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2065 (op->race&&strstr(hitter->slaying,op->race)))) return; 2204 return;
2066 2205
2067 def_lev = op->level; 2206 def_lev = op->level;
2068 if (def_lev < 1) { 2207 if (def_lev < 1)
2208 {
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2209 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2070 op->arch->name, op->name);
2071 def_lev = 1; 2210 def_lev = 1;
2072 } 2211 }
2212
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2213 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2214 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 2215 atk_lev, def_lev); */
2076 2216
2077 if(atk_lev >= def_lev ){ 2217 if (atk_lev >= def_lev)
2218 {
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2219 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2079 2220
2080 /* Note that the below effectively means the ratio of the atk vs 2221 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 2222 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 2223 * chance of killing a level 50 monster. This should probably be
2083 * redone. 2224 * redone.
2084 */ 2225 */
2085 if(kill_lev >= def_lev) { 2226 if (kill_lev >= def_lev)
2227 {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2228 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2087 /* I think this doesn't really do much. Because of 2229 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 2230 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 2231 * attack level is double the defender level.
2090 */ 2232 */
2091 *dam *= kill_lev / def_lev; 2233 *dam *= kill_lev / def_lev;
2092 } 2234 }
2093 } else { 2235 }
2236 else
2094 *dam = 0; /* no harm done */ 2237 *dam = 0; /* no harm done */
2095 }
2096} 2238}
2097 2239
2098/* thrown_item_effect() - handles any special effects of thrown 2240/* thrown_item_effect() - handles any special effects of thrown
2099 * items (like attacking living creatures--a potion thrown at a 2241 * items (like attacking living creatures--a potion thrown at a
2100 * monster). 2242 * monster).
2101 */ 2243 */
2244static void
2102static void thrown_item_effect (object *hitter, object *victim) 2245thrown_item_effect (object *hitter, object *victim)
2103{ 2246{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2247 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2248 {
2105 /* May not need a switch for just 2 types, but this makes it 2249 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion. 2250 * easier for expansion.
2107 */ 2251 */
2108 switch (hitter->type) { 2252 switch (hitter->type)
2253 {
2109 case POTION: 2254 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */ 2255 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2112 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2257 (void) apply_potion (victim, hitter);
2113 break; 2258 break;
2114 2259
2115 case POISON: /* poison drinks */ 2260 case POISON: /* poison drinks */
2116 /* As with potions, should monster get a save? */ 2261 /* As with potions, should monster get a save? */
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2262 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2118 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2263 apply_poison (victim, hitter);
2119 break; 2264 break;
2120 2265
2121 /* Removed case statements that did nothing. 2266 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it, 2267 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here. 2268 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled. 2269 * Containers should perhaps break open, but that code was disabled.
2125 */ 2270 */
2126 } 2271 }
2127 } 2272 }
2128} 2273}
2129 2274
2130/* adj_attackroll() - adjustments to attacks by various conditions */ 2275/* adj_attackroll() - adjustments to attacks by various conditions */
2131 2276int
2132int adj_attackroll (object *hitter, object *target) { 2277adj_attackroll (object *hitter, object *target)
2278{
2133 object *attacker = hitter; 2279 object *attacker = hitter;
2134 int adjust=0; 2280 int adjust = 0;
2135 2281
2136 /* safety */ 2282 /* safety */
2137 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2283 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2284 {
2138 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2285 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2139 "map\n"); 2286 return 0;
2287 }
2288
2289 /* aimed missiles use the owning object's sight */
2290 if (is_aimed_missile (hitter))
2291 {
2292 if ((attacker = hitter->owner) == NULL)
2293 attacker = hitter;
2294 /* A player who saves but hasn't quit still could have objects
2295 * owned by him - need to handle that case to avoid crashes.
2296 */
2297 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2298 attacker = hitter;
2299 }
2300 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2140 return 0; 2301 return 0;
2141 }
2142 2302
2143 /* aimed missiles use the owning object's sight */
2144 if(is_aimed_missile(hitter)) {
2145 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2146 /* A player who saves but hasn't quit still could have objects
2147 * owned by him - need to handle that case to avoid crashes.
2148 */
2149 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2150 }
2151 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2152 return 0;
2153
2154 /* determine the condtions under which we make an attack. 2303 /* determine the condtions under which we make an attack.
2155 * Add more cases, as the need occurs. */ 2304 * Add more cases, as the need occurs. */
2156 2305
2157 if(!can_see_enemy(attacker,target)) { 2306 if (!can_see_enemy (attacker, target))
2307 {
2158 /* target is unseen */ 2308 /* target is unseen */
2159 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2309 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2160 adjust -= 10; 2310 adjust -= 10;
2161 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2311 /* dark map penalty for the hitter (lacks infravision if we got here). */
2162 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2312 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2163 adjust -= target->map->darkness; 2313 adjust -= target->map->darkness;
2164 } 2314 }
2165 2315
2166 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2316 if (QUERY_FLAG (attacker, FLAG_SCARED))
2167 adjust -= 3; 2317 adjust -= 3;
2168 2318
2169 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2319 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2170 adjust += 1; 2320 adjust += 1;
2171 2321
2172 if(QUERY_FLAG(target,FLAG_SCARED)) 2322 if (QUERY_FLAG (target, FLAG_SCARED))
2173 adjust += 1; 2323 adjust += 1;
2174 2324
2175 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2325 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2176 adjust -= 3; 2326 adjust -= 3;
2177 2327
2178 /* if we attack at a different 'altitude' its harder */ 2328 /* if we attack at a different 'altitude' its harder */
2179 if((attacker->move_type & target->move_type)==0) 2329 if ((attacker->move_type & target->move_type) == 0)
2180 adjust -= 2; 2330 adjust -= 2;
2181 2331
2182#if 0 2332#if 0
2183 /* slower attacks are less likely to succeed. We should use a 2333 /* slower attacks are less likely to succeed. We should use a
2184 * comparison between attacker/target speeds BUT, players have 2334 * comparison between attacker/target speeds BUT, players have
2185 * a generally faster speed, so this will wind up being a HUGE 2335 * a generally faster speed, so this will wind up being a HUGE
2186 * disadantage for the monsters! Too bad, because missiles which 2336 * disadantage for the monsters! Too bad, because missiles which
2187 * fly fast should have a better chance of hitting a slower target. 2337 * fly fast should have a better chance of hitting a slower target.
2188 */ 2338 */
2189 if(hitter->speed<target->speed) 2339 if (hitter->speed < target->speed)
2190 adjust += ((float) hitter->speed-target->speed); 2340 adjust += ((float) hitter->speed - target->speed);
2191#endif 2341#endif
2192 2342
2193#if 0 2343#if 0
2194 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2344 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2195#endif 2345#endif
2196 2346
2197 return adjust; 2347 return adjust;
2198} 2348}
2199
2200 2349
2201/* determine if the object is an 'aimed' missile */ 2350/* determine if the object is an 'aimed' missile */
2351int
2202int is_aimed_missile ( object *op) { 2352is_aimed_missile (object *op)
2353{
2203 2354
2204 /* I broke what used to be one big if into a few nested 2355 /* I broke what used to be one big if into a few nested
2205 * ones so that figuring out the logic is at least possible. 2356 * ones so that figuring out the logic is at least possible.
2206 */ 2357 */
2207 if (op && (op->move_type & MOVE_FLYING)) { 2358 if (op && (op->move_type & MOVE_FLYING))
2208 if (op->type==ARROW || op->type==THROWN_OBJ) 2359 if (op->type == ARROW || op->type == THROWN_OBJ)
2209 return 1; 2360 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2361 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2211 op->subtype == SP_EXPLOSION))
2212 return 1; 2362 return 1;
2213 } 2363
2214 return 0; 2364 return 0;
2215} 2365}
2216

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