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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.78 by root, Mon Oct 22 03:11:46 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 1.1 2006/08/13 17:16:03 elmex 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)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else {
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0);
180 }
181 }
182 return;
183 } 165 {
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 166 const char *arch = op->other_arch->archname;
185 cancellation(op); 167
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
186 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
187 return; 172
188 } 173 if ((op = get_archetype (arch)) != NULL)
189 if(op->nrof>1) { 174 {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 175 if (env)
192 fix_stopped_item (op, m, originator); 176 {
193 } else { 177 op->x = env->x, op->y = env->y;
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env); 178 insert_ob_in_ob (op, env);
210 } else { 179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else
183 {
184 op->x = x, op->y = y;
211 replace_insert_ob_in_map("burnout",originator); 185 insert_ob_in_map (op, m, originator, 0);
212 } 186 }
213 } 187 }
214 return; 188
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return; 189 return;
223 op = stop_item (op); 190 }
224 if (op == NULL) 191
192 if (type & AT_CANCELLATION)
193 { /* Cancellation. */
194 cancellation (op);
195 fix_stopped_item (op, m, originator);
225 return; 196 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 197 }
227 tmp = arch_to_object(at); 198
228 tmp->x=op->x,tmp->y=op->y; 199 if (op->nrof > 1)
229 /* This was in the old (pre new movement code) - 200 {
230 * icecubes have slow_move set to 1 - don't want 201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
231 * that for ones we create. 202
232 */ 203 if (op)
233 tmp->move_slow_penalty=0; 204 fix_stopped_item (op, m, originator);
234 tmp->move_slow=0; 205 }
235 insert_ob_in_map(tmp,op->map,originator,0); 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
219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env)
221 {
222 op = get_archetype ("burnout");
223 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env);
236 } 225 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 226 else
238 remove_ob(op); 227 replace_insert_ob_in_map ("burnout", originator);
239 (void) insert_ob_in_ob(op,tmp); 228
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)
240 return; 239 return;
240
241 op = stop_item (op);
242 if (op == NULL)
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)
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name);
267 return 0;
268 } 286 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0;
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)
283 return 0;
284 303
285 /* peterm: a few special cases for special attacktypes --counterspell 304 if (!xy_normalise (map, x, y))
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 /* Need to hit everyone in the transport with this spell */
343 if (tmp->type == TRANSPORT) {
344 object *pl;
345
346 for (pl=tmp->inv; pl; pl=pl->below) {
347 if (pl->type == PLAYER)
348 hit_player(pl,op->stats.dam,op,type,full_hit);
349 }
350 }
351
352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
353 hit_player(tmp,op->stats.dam,op,type,full_hit);
354 retflag |=1;
355 if (was_destroyed (op, op_tag))
356 break;
357 }
358 /* Here we are potentially destroying an object. If the object has
359 * NO_PASS set, it is also immune - you can't destroy walls. Note
360 * that weak walls have is_alive set, which prevent objects from
361 * passing over/through them. We don't care what type of movement
362 * the wall blocks - if it blocks any type of movement, can't be
363 * destroyed right now.
364 */
365 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366 !tmp->move_block) {
367 save_throw_object(tmp,type,op);
368 if (was_destroyed (op, op_tag))
369 break;
370 }
371 }
372 return 0; 305 return 0;
373}
374 306
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
314 /* peterm: a few special cases for special attacktypes --counterspell
315 * must be out here because it strikes things which are not alive
316 */
317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
319 if (type & AT_COUNTERSPELL)
320 {
321 counterspell (op, dir); /* see spell_effect.c */
322
323 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
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.
356 */
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 ())
366 break;
367 }
368 /* Here we are potentially destroying an object. If the object has
369 * NO_PASS set, it is also immune - you can't destroy walls. Note
370 * that weak walls have is_alive set, which prevent objects from
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);
378
379 if (op->destroyed ())
380 break;
381 }
382 }
383
384 return 0;
385}
386
387void
375void attack_message(int dam, int type, object *op, object *hitter) { 388attack_message (int dam, int type, object *op, object *hitter)
389{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found=0; 391 int i, found = 0;
378 mapstruct *map; 392 maptile *map;
379 object *next, *tmp; 393 object *next, *tmp;
380 394
381 /* 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
382 * a player might have. For example, fire, electric, cold, etc 396 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 397 * [garbled 20010919]
384 */ 398 */
385 399
386 if (dam == 9998 && op->type == DOOR) { 400 if (dam == 9998 && op->type == DOOR)
401 {
387 sprintf(buf1, "unlock %s", op->name); 402 sprintf (buf1, "unlock %s", &op->name);
388 sprintf(buf2, " unlocks"); 403 sprintf (buf2, " unlocks");
389 found++; 404 found++;
405 }
406 if (dam < 0)
390 } 407 {
391 if(dam<0) {
392 sprintf(buf1, "hit %s", op->name); 408 sprintf (buf1, "hit %s", &op->name);
393 sprintf(buf2, " hits"); 409 sprintf (buf2, " hits");
394 found++; 410 found++;
411 }
395 } else if(dam==0) { 412 else if (dam == 0)
413 {
396 sprintf(buf1, "missed %s", op->name); 414 sprintf (buf1, "missed %s", &op->name);
397 sprintf(buf2, " misses"); 415 sprintf (buf2, " misses");
398 found++; 416 found++;
417 }
399 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400 hitter->type == POISONING || 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
401 (type & AT_POISON && IS_LIVE(op))) && !found) { 420 {
402 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++)
403 i++) 422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
404 if (dam < attack_mess[ATM_SUFFER][i].level 423 {
405 || 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);
406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407 op->name, attack_mess[ATM_SUFFER][i].buf2);
408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 425 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 426 found++;
410 break; 427 break;
428 }
411 } 429 }
412 } else if (op->type == DOOR && !found) { 430 else if (op->type == DOOR && !found)
431 {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 432 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
414 i++) 433 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
415 if (dam < attack_mess[ATM_DOOR][i].level 434 {
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 435 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418 op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 437 found++;
421 break; 438 break;
439 }
422 } 440 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 441 else if (hitter->type == PLAYER && op->is_alive ())
442 {
424 if (USING_SKILL(hitter, SK_KARATE)) { 443 if (USING_SKILL (hitter, SK_KARATE))
444 {
425 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 i++) 446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427 if (dam < attack_mess[ATM_KARATE][i].level 447 {
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 448 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430 op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 449 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 450 found++;
433 break; 451 break;
452 }
434 } 453 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 454 else if (USING_SKILL (hitter, SK_CLAWING))
455 {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 i++) 457 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
438 if (dam < attack_mess[ATM_CLAW][i].level 458 {
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 459 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441 op->name, attack_mess[ATM_CLAW][i].buf2);
442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 460 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 461 found++;
444 break; 462 break;
463 }
445 } 464 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 465 else if (USING_SKILL (hitter, SK_PUNCHING))
466 {
447 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++)
448 i++) 468 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
449 if (dam < attack_mess[ATM_PUNCH][i].level 469 {
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 470 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452 op->name, attack_mess[ATM_PUNCH][i].buf2);
453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 471 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 472 found++;
455 break; 473 break;
474 }
456 } 475 }
457 }
458 } 476 }
477
459 if (found) { 478 if (found)
460 /* done */ 479 {
480 /* done */
481 }
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 {
462 sprintf(buf1, "hit"); /* just in case */ 484 sprintf (buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 485 for (i = 0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
465 || attack_mess[ATM_ARROW][i+1].level == -1) { 487 {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 489 found++;
468 break; 490 break;
491 }
469 } 492 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 493 else if (type & AT_DRAIN && op->is_alive ())
494 {
471 /* drain is first, because some items have multiple attypes */ 495 /* drain is first, because some items have multiple attypes */
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
473 i++) 497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
474 if (dam < attack_mess[ATM_DRAIN][i].level 498 {
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 499 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477 op->name, attack_mess[ATM_DRAIN][i].buf2);
478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 501 found++;
480 break; 502 break;
503 }
481 } 504 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 505 else if (type & AT_ELECTRICITY && op->is_alive ())
506 {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
484 i++) 508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
485 if (dam < attack_mess[ATM_ELEC][i].level 509 {
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488 op->name, attack_mess[ATM_ELEC][i].buf2);
489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 512 found++;
491 break; 513 break;
514 }
492 } 515 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 516 else if (type & AT_COLD && op->is_alive ())
517 {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
495 i++) 519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
496 if (dam < attack_mess[ATM_COLD][i].level 520 {
497 || attack_mess[ATM_COLD][i+1].level == -1) { 521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499 op->name, attack_mess[ATM_COLD][i].buf2);
500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 522 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 523 found++;
502 break; 524 break;
525 }
503 } 526 }
504 } else if (type & AT_FIRE) { 527 else if (type & AT_FIRE)
528 {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
506 i++) 530 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
507 if (dam < attack_mess[ATM_FIRE][i].level 531 {
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 532 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510 op->name, attack_mess[ATM_FIRE][i].buf2);
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 534 found++;
513 break; 535 break;
536 }
514 } 537 }
515 } else if (hitter->current_weapon != NULL) { 538 else if (hitter->current_weapon != NULL)
516 int mtype; 539 {
540 int mtype;
541
517 switch (hitter->current_weapon->weapontype) { 542 switch (hitter->current_weapon->weapontype)
518 case WEAP_HIT: mtype = ATM_BASIC; break; 543 {
519 case WEAP_SLASH: mtype = ATM_SLASH; break; 544 case WEAP_HIT:
520 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 545 mtype = ATM_BASIC;
521 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 546 break;
522 case WEAP_SLICE: mtype = ATM_SLICE; break; 547 case WEAP_SLASH:
523 case WEAP_STAB: mtype = ATM_STAB; break; 548 mtype = ATM_SLASH;
524 case WEAP_WHIP: mtype = ATM_WHIP; break; 549 break;
525 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 550 case WEAP_PIERCE:
526 case WEAP_BLUD: mtype = ATM_BLUD; break; 551 mtype = ATM_PIERCE;
527 default: mtype = ATM_BASIC; break; 552 break;
528 } 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 }
529 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
530 i++) 576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
531 if (dam < attack_mess[mtype][i].level 577 {
532 || attack_mess[mtype][i+1].level == -1) { 578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534 op->name, attack_mess[mtype][i].buf2);
535 strcpy (buf2, attack_mess[mtype][i].buf3); 579 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 580 found++;
537 break; 581 break;
582 }
538 } 583 }
539 } else { 584 else
585 {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 586 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
541 i++) 587 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
542 if (dam < attack_mess[ATM_BASIC][i].level 588 {
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 589 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545 op->name, attack_mess[ATM_BASIC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 590 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 591 found++;
548 break; 592 break;
593 }
549 } 594 }
550 }
551 595
552 if (!found) { 596 if (!found)
597 {
553 strcpy (buf1, "hit"); 598 strcpy (buf1, "hit");
554 strcpy (buf2, " hits"); 599 strcpy (buf2, " hits");
555 } 600 }
556 601
557 /* bail out if a monster is casting spells */ 602 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER || 603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560 return; 604 return;
561 605
562 /* scale down magic considerably. */ 606 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 607 if (type & AT_MAGIC && rndm (0, 5))
564 return; 608 return;
565 609
566 /* Did a player hurt another player? Inform both! */ 610 /* Did a player hurt another player? Inform both! */
567 if(op->type==PLAYER && 611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 612 {
569 if(get_owner(hitter)!=NULL) 613 if (hitter->owner != NULL)
570 sprintf(buf,"%s's %s%s you.", 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
571 hitter->owner->name, hitter->name, buf2); 615 else
572 else { 616 {
573 sprintf(buf,"%s%s you.",hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
574 if (dam != 0) { 619 if (dam != 0)
575 if (dam < 10) 620 {
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 621 if (dam < 10)
577 else if (dam < 20) 622 op->contr->play_sound (sound_find ("player_is_hit1"));
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 623 else if (dam < 20)
579 else 624 op->contr->play_sound (sound_find ("player_is_hit2"));
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 625 else
581 } 626 op->contr->play_sound (sound_find ("player_is_hit3"));
582 } 627 }
628 }
629
583 new_draw_info(NDI_BLACK, 0,op,buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
584 } /* end of player hitting player */ 631 } /* end of player hitting player */
585 632
586 if(hitter->type==PLAYER) { 633 if (hitter->type == PLAYER)
634 {
587 sprintf(buf,"You %s.",buf1); 635 sprintf (buf, "You %s.", buf1);
588 if (dam != 0) { 636
637 if (dam != 0)
638 {
589 if (dam < 10) 639 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 640 op->play_sound (sound_find ("player_hits1"));
591 else if (dam < 20) 641 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 642 op->play_sound (sound_find ("player_hits2"));
593 else 643 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 644 op->play_sound (sound_find ("player_hits3"));
595 } 645 }
646
596 new_draw_info(NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
648 }
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
650 {
598 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT && 652 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
600 (hitter->subtype == SP_EXPLOSION || 653 {
601 hitter->subtype == SP_BULLET || 654 i = 4;
602 hitter->subtype == SP_CONE)) {
603 i=4;
604 map = hitter->map; 655 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
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)
606 return; 677 return;
607 next = get_map_ob(map, hitter->x, hitter->y); 678
608 if (next)
609 while(next) {
610 if (next->type == SPELL_EFFECT &&
611 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612 next->subtype == SP_CONE))
613 i*=3;
614 tmp = next;
615 next = tmp->above;
616 }
617 if (i < 0)
618 return;
619 if (rndm(0, i) != 0)
620 return;
621 } else if (rndm(0, 5) != 0)
622 return;
623 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
626 } 682 }
627} 683}
628 684
629 685
686static int
630static int get_attack_mode (object **target, object **hitter, 687get_attack_mode (object **target, object **hitter, int *simple_attack)
631 int *simple_attack)
632{ 688{
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
690 {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1; 692 return 1;
636 } 693 }
694
637 if ((*target)->head) 695 if ((*target)->head)
638 *target = (*target)->head; 696 *target = (*target)->head;
697
639 if ((*hitter)->head) 698 if ((*hitter)->head)
640 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
641 if ((*hitter)->env != NULL || (*target)->env != NULL) { 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
702 {
642 *simple_attack = 1; 703 *simple_attack = 1;
643 return 0; 704 return 0;
644 } 705 }
706
645 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
648 { 711 {
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
650 "target\n", (*hitter)->arch->name, (*hitter)->name); 713 (*hitter)->debug_desc (), (*target)->debug_desc ());
651 return 1; 714 return 1;
652 } 715 }
716
653 *simple_attack = 0; 717 *simple_attack = 0;
654 return 0; 718 return 0;
655} 719}
656 720
721static int
657static int abort_attack (object *target, object *hitter, int simple_attack) 722abort_attack (object *target, object *hitter, int simple_attack)
658{ 723{
724
659/* Check if target and hitter are still in a relation similar to the one 725/* Check if target and hitter are still in a relation similar to the one
660 * determined by get_attack_mode(). Returns true if the relation has changed. 726 * determined by get_attack_mode(). Returns true if the relation has changed.
661 */ 727 */
662 int new_mode; 728 int new_mode;
663 729
664 if (hitter->env == target || target->env == hitter) 730 if (hitter->env == target || target->env == hitter)
665 new_mode = 1; 731 new_mode = 1;
666 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 732 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
667 || QUERY_FLAG (target, FLAG_REMOVED)
668 || hitter->map == NULL || !on_same_map(hitter, target))
669 return 1; 733 return 1;
670 else 734 else
671 new_mode = 0; 735 new_mode = 0;
672 return new_mode != simple_attack; 736 return new_mode != simple_attack;
673} 737}
674 738
675static void thrown_item_effect (object *, object *); 739static void thrown_item_effect (object *, object *);
676 740
741static int
677static int attack_ob_simple (object *op, object *hitter, int base_dam, 742attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
678 int base_wc)
679{ 743{
680 int simple_attack, roll, dam=0; 744 int simple_attack, roll, dam = 0;
681 uint32 type; 745 uint32 type;
682 const char *op_name = NULL; 746 shstr op_name;
683 tag_t op_tag, hitter_tag;
684 747
685 if (get_attack_mode (&op, &hitter, &simple_attack)) 748 if (get_attack_mode (&op, &hitter, &simple_attack))
749 goto error;
750
751 if (hitter->current_weapon)
752 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
753 return RESULT_INT (0);
754
755 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
756 return RESULT_INT (0);
757
758 /*
759 * A little check to make it more difficult to dance forward and back
760 * to avoid ever being hit by monsters.
761 */
762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
763 {
764 /* Decrease speed BEFORE calling process_object. Otherwise, an
765 * infinite loop occurs, with process_object calling move_monster,
766 * which then gets here again. By decreasing the speed before
767 * we call process_object, the 'if' statement above will fail.
768 */
769 --op->speed_left;
770 process_object (op);
771
772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
686 goto error; 773 goto error;
687
688 /* Lauwenmark: Handle for plugin attack event */
689 execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
690
691 /* Lauwenmark: This is used to handle script_weapons with weapons.
692 * Only used for players.
693 */
694 if (hitter->type==PLAYER)
695 { 774 }
696 if (hitter->current_weapon != NULL) 775
697 { 776 op_name = op->name;
698 /* Lauwenmark: Handle for plugin attack event */ 777
699 execute_event(hitter, EVENT_ATTACK,hitter->current_weapon, 778 roll = random_roll (1, 20, hitter, PREFER_HIGH);
700 op,NULL,SCRIPT_FIX_ALL); 779
780 /* Adjust roll for various situations. */
781 if (!simple_attack)
782 roll += adj_attackroll (hitter, op);
783
784 /* See if we hit the creature */
785 if (roll == 20 || op->stats.ac >= base_wc - roll)
786 {
787 int hitdam = base_dam;
788
789 if (!simple_attack)
701 } 790 {
791 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this.
793 * -b.t. */
794 if (QUERY_FLAG (op, FLAG_SLEEP))
795 CLEAR_FLAG (op, FLAG_SLEEP);
796
797 /* If the victim can't see the attacker, it may alert others
798 * for help. */
799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 npc_call_help (op);
801
802 /* if you were hidden and hit by a creature, you are discovered */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
804 {
805 make_visible (op);
806
807 if (op->type == PLAYER)
808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
702 } 809 }
703 op_tag = op->count;
704 hitter_tag = hitter->count;
705 810
706 /*
707 * A little check to make it more difficult to dance forward and back
708 * to avoid ever being hit by monsters.
709 */
710 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
711 && op->speed_left > -(FABS(op->speed))*0.3)
712 {
713 /* Decrease speed BEFORE calling process_object. Otherwise, an
714 * infinite loop occurs, with process_object calling move_monster,
715 * which then gets here again. By decreasing the speed before
716 * we call process_object, the 'if' statement above will fail.
717 */
718 op->speed_left--;
719 process_object(op);
720 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
721 || abort_attack (op, hitter, simple_attack))
722 goto error;
723 }
724
725 add_refcount(op_name = op->name);
726
727 roll=random_roll(1, 20, hitter, PREFER_HIGH);
728
729 /* Adjust roll for various situations. */
730 if ( ! simple_attack)
731 roll += adj_attackroll(hitter,op);
732
733 /* See if we hit the creature */
734 if(roll==20 || op->stats.ac>=base_wc-roll) {
735 int hitdam = base_dam;
736 if (settings.casting_time == TRUE) {
737 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
738 hitter->casting_time = -1;
739 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
740 "your spell!");
741 }
742 if ((op->casting_time > -1)&&(hitdam > 0)){
743 op->casting_time = -1;
744 if (op->type == PLAYER) {
745 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
746 "your spell!");
747 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
748 "%s was hit by %s and lost a spell.",
749 op_name,hitter->name);
750 }
751 }
752 }
753 if ( ! simple_attack)
754 {
755 /* If you hit something, the victim should *always* wake up.
756 * Before, invisible hitters could avoid doing this.
757 * -b.t. */
758 if (QUERY_FLAG (op, FLAG_SLEEP))
759 CLEAR_FLAG(op,FLAG_SLEEP);
760
761 /* If the victim can't see the attacker, it may alert others
762 * for help. */
763 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
764 && ! get_owner (op) && rndm(0, op->stats.Int))
765 npc_call_help (op);
766
767 /* if you were hidden and hit by a creature, you are discovered*/
768 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
769 make_visible (op);
770 if (op->type == PLAYER)
771 new_draw_info (NDI_UNIQUE, 0, op,
772 "You were hit by a wild attack. "
773 "You are no longer hidden!");
774 }
775
776 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
777 * when they hit the victim. For things like thrown daggers, 812 * when they hit the victim. For things like thrown daggers,
778 * this sets 'hitter' to the actual dagger, and not the 813 * this sets 'hitter' to the actual dagger, and not the
779 * wrapper object. 814 * wrapper object.
780 */ 815 */
781 thrown_item_effect (hitter, op); 816 thrown_item_effect (hitter, op);
782 if (was_destroyed (hitter, hitter_tag) 817
783 || was_destroyed (op, op_tag) 818 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
784 || abort_attack (op, hitter, simple_attack))
785 goto leave; 819 goto leave;
786 } 820 }
787 821
788 /* Need to do at least 1 damage, otherwise there is no point 822 /* Need to do at least 1 damage, otherwise there is no point
789 * to go further and it will cause FPE's below. 823 * to go further and it will cause FPE's below.
790 */ 824 */
791 if (hitdam<=0) hitdam=1; 825 if (hitdam <= 0)
826 hitdam = 1;
792 827
793 type=hitter->attacktype; 828 type = hitter->attacktype;
794 if(!type) type=AT_PHYSICAL; 829
830 if (!type)
831 type = AT_PHYSICAL;
832
795 /* Handle monsters that hit back */ 833 /* Handle monsters that hit back */
796 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 834 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
797 && QUERY_FLAG (hitter, FLAG_ALIVE)) 835 {
798 {
799 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 836 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
800 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 837 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
801 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 838
802 PREFER_LOW),op, op->attacktype, 1); 839 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
803 if (was_destroyed (op, op_tag) 840
804 || was_destroyed (hitter, hitter_tag) 841 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
805 || abort_attack (op, hitter, simple_attack))
806 goto leave; 842 goto leave;
807 } 843 }
808 844
809 /* In the new attack code, it should handle multiple attack 845 /* In the new attack code, it should handle multiple attack
810 * types in its area, so remove it from here. 846 * types in its area, so remove it from here.
811 */ 847 */
812 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 848 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
813 hitter, type, 1); 849
814 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 850 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
815 || abort_attack (op, hitter, simple_attack))
816 goto leave; 851 goto leave;
817 } /* end of if hitter hit op */ 852 } /* end of if hitter hit op */
818 /* if we missed, dam=0 */ 853 /* if we missed, dam=0 */
819 854
820 /*attack_message(dam, type, op, hitter);*/ 855 /*attack_message(dam, type, op, hitter); */
821 856
822 goto leave; 857 goto leave;
823 858
824 error: 859error:
825 dam = 1; 860 dam = 1;
826 goto leave;
827 861
828 leave: 862leave:
829 if (op_name)
830 free_string (op_name);
831 863
832 return dam; 864 return dam;
833} 865}
834 866
867int
835int attack_ob (object *op, object *hitter) 868attack_ob (object *op, object *hitter)
836{ 869{
837
838 if (hitter->head)
839 hitter = hitter->head; 870 hitter = hitter->head_ ();
871
840 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
841} 873}
842 874
843/* op is the arrow, tmp is what is stopping the arrow. 875/* op is the arrow, tmp is what is stopping the arrow.
844 * 876 *
845 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 877 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
846 */ 878 */
879static int
847static int stick_arrow (object *op, object *tmp) 880stick_arrow (object *op, object *tmp)
848{ 881{
849 /* If the missile hit a player, we insert it in their inventory. 882 /* If the missile hit a player, we insert it in their inventory.
850 * However, if the missile is heavy, we don't do so (assume it falls 883 * However, if the missile is heavy, we don't do so (assume it falls
851 * to the ground after a hit). What a good value for this is up to 884 * to the ground after a hit). What a good value for this is up to
852 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
853 * stick around. 886 * stick around.
854 */ 887 */
855 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
856 if(tmp->head != NULL) 889 {
857 tmp = tmp->head; 890 tmp = tmp->head_ ();
858 remove_ob (op); 891
892 op->remove ();
859 op = insert_ob_in_ob(op,tmp); 893 op = insert_ob_in_ob (op, tmp);
894
860 if (tmp->type== PLAYER) 895 if (tmp->type == PLAYER)
861 esrv_send_item (tmp, op); 896 esrv_send_item (tmp, op);
897
862 return 1; 898 return 1;
899 }
863 } else 900 else
864 return 0; 901 return 0;
865} 902}
866 903
867/* hit_with_arrow() disassembles the missile, attacks the victim and 904/* hit_with_arrow() disassembles the missile, attacks the victim and
868 * reassembles the missile. 905 * reassembles the missile.
869 * 906 *
870 * It returns a pointer to the reassembled missile, or NULL if the missile 907 * It returns a pointer to the reassembled missile, or NULL if the missile
871 * isn't available anymore. 908 * isn't available anymore.
872 */ 909 */
910object *
873object *hit_with_arrow (object *op, object *victim) 911hit_with_arrow (object *op, object *victim)
874{ 912{
875 object *container, *hitter; 913 object *container, *hitter;
876 int hit_something = 0; 914 int hit_something = 0;
877 tag_t victim_tag, hitter_tag;
878 sint16 victim_x, victim_y;
879 915
880 /* Disassemble missile */ 916 /* Disassemble missile */
881 if (op->inv) { 917 if (op->inv)
918 {
882 container = op; 919 container = op;
883 hitter = op->inv; 920 hitter = op->inv;
884 remove_ob (hitter); 921 hitter->remove ();
885 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 922 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
886 /* Note that we now have an empty THROWN_OBJ on the map. Code that 923 /* Note that we now have an empty THROWN_OBJ on the map. Code that
887 * might be called until this THROWN_OBJ is either reassembled or 924 * might be called until this THROWN_OBJ is either reassembled or
888 * removed at the end of this function must be able to deal with empty 925 * removed at the end of this function must be able to deal with empty
889 * THROWN_OBJs. */ 926 * THROWN_OBJs. */
890 } else { 927 }
928 else
929 {
891 container = NULL; 930 container = 0;
892 hitter = op; 931 hitter = op;
893 } 932 }
894 933
895 /* Try to hit victim */ 934 /* Try to hit victim */
896 victim_x = victim->x;
897 victim_y = victim->y;
898 victim_tag = victim->count;
899 hitter_tag = hitter->count;
900 /* Lauwenmark: Handling plugin attack event for thrown items */
901 if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
902 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, 935 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
903 op->stats.wc);
904 936
905 /* Arrow attacks door, rune of summoning is triggered, demon is put on 937 /* Arrow attacks door, rune of summoning is triggered, demon is put on
906 * arrow, move_apply() calls this function, arrow sticks in demon, 938 * arrow, move_apply() calls this function, arrow sticks in demon,
907 * attack_ob_simple() returns, and we've got an arrow that still exists 939 * attack_ob_simple() returns, and we've got an arrow that still exists
908 * but is no longer on the map. Ugh. (Beware: Such things can happen at 940 * but is no longer on the map. Ugh. (Beware: Such things can happen at
909 * other places as well!) 941 * other places as well!)
910 */ 942 */
911 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 943 if (hitter->destroyed () || hitter->env != NULL)
944 {
912 if (container) { 945 if (container)
913 remove_ob (container);
914 free_object (container);
915 } 946 {
947 container->remove ();
948 container->destroy ();
949 }
950
916 return NULL; 951 return 0;
917 } 952 }
918 953
919 /* Missile hit victim */ 954 /* Missile hit victim */
920 /* if the speed is > 10, then this is a fast moving arrow, we go straight 955 /* if the speed is > 10, then this is a fast moving arrow, we go straight
921 * through the target 956 * through the target
922 */ 957 */
923 if (hit_something && op->speed <= 10.0) 958 if (hit_something && op->speed <= 10.0)
924 { 959 {
925 /* Stop arrow */ 960 /* Stop arrow */
926 if (container == NULL) { 961 if (!container)
962 {
927 hitter = fix_stopped_arrow (hitter); 963 hitter = fix_stopped_arrow (hitter);
928 if (hitter == NULL) 964 if (!hitter)
929 return NULL; 965 return 0;
966 }
930 } else { 967 else
931 remove_ob (container); 968 container->destroy ();
932 free_object (container);
933 }
934 969
935 /* Try to stick arrow into victim */ 970 /* Try to stick arrow into victim */
936 if ( ! was_destroyed (victim, victim_tag) 971 if (!victim->destroyed () && stick_arrow (hitter, victim))
937 && stick_arrow (hitter, victim))
938 return NULL; 972 return 0;
939 973
940 /* Else try to put arrow on victim's map square 974 /* Else try to put arrow on victim's map square
941 * remove check for P_WALL here. If the arrow got to this 975 * remove check for P_WALL here. If the arrow got to this
942 * space, that is good enough - with the new movement code, 976 * space, that is good enough - with the new movement code,
943 * there is now the potential for lots of spaces where something 977 * there is now the potential for lots of spaces where something
944 * can fly over but not otherwise move over. What is the correct 978 * can fly over but not otherwise move over. What is the correct
945 * way to handle those otherwise? 979 * way to handle those otherwise?
946 */ 980 */
947 if (victim_x != hitter->x || victim_y != hitter->y) { 981 if (victim->x != hitter->x || victim->y != hitter->y)
948 remove_ob (hitter); 982 {
983 hitter->remove ();
949 hitter->x = victim_x; 984 hitter->x = victim->x;
950 hitter->y = victim_y; 985 hitter->y = victim->y;
951 insert_ob_in_map (hitter, victim->map, hitter,0); 986 insert_ob_in_map (hitter, victim->map, hitter, 0);
987 }
952 } else { 988 else
953 /* Else leave arrow where it is */ 989 /* Else leave arrow where it is */
954 merge_ob (hitter, NULL); 990 merge_ob (hitter, NULL);
955 } 991
956 return NULL; 992 return 0;
957 } 993 }
958 994
959 if (hit_something && op->speed >= 10.0) 995 if (hit_something && op->speed >= 10.0)
960 op->speed -= 1.0; 996 op->speed -= 1.0;
961 997
962 /* Missile missed victim - reassemble missile */ 998 /* Missile missed victim - reassemble missile */
963 if (container) { 999 if (container)
964 remove_ob (hitter); 1000 {
1001 hitter->remove ();
965 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
966 } 1003 }
1004
967 return op; 1005 return op;
968} 1006}
969 1007
970 1008void
971void tear_down_wall(object *op) 1009tear_down_wall (object *op)
972{ 1010{
973 int perc=0; 1011 int perc = 0;
974 1012
975 if (!op->stats.maxhp) { 1013 if (!op->stats.maxhp)
1014 {
976 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
977 perc = 1; 1016 perc = 1;
1017 }
978 } else if(!GET_ANIM_ID(op)) { 1018 else if (!GET_ANIM_ID (op))
1019 {
979 /* Object has been called - no animations, so remove it */ 1020 /* Object has been called - no animations, so remove it */
980 if(op->stats.hp<0) { 1021 if (op->stats.hp < 0)
981 remove_ob(op); /* Should update LOS */ 1022 op->destroy ();
982 free_object(op); 1023
983 /* Don't know why this is here - remove_ob should do it for us */
984 /*update_position(m, x, y);*/
985 }
986 return; /* no animations, so nothing more to do */ 1024 return; /* no animations, so nothing more to do */
987 } 1025 }
988 perc = NUM_ANIMATIONS(op) 1026
989 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1028
990 if (perc >= (int) NUM_ANIMATIONS(op)) 1029 if (perc >= (int) NUM_ANIMATIONS (op))
991 perc = NUM_ANIMATIONS(op)-1; 1030 perc = NUM_ANIMATIONS (op) - 1;
992 else if (perc < 1) 1031 else if (perc < 1)
993 perc = 1; 1032 perc = 1;
1033
994 SET_ANIMATION(op, perc); 1034 SET_ANIMATION (op, perc);
995 update_object(op,UP_OBJ_FACE); 1035 update_object (op, UP_OBJ_FACE);
996 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1036
1037 if (perc == NUM_ANIMATIONS (op) - 1)
1038 { /* Reached the last animation */
997 if(op->face==blank_face) { 1039 if (op->face == blank_face)
998 /* If the last face is blank, remove the ob */ 1040 /* If the last face is blank, remove the ob */
999 remove_ob(op); /* Should update LOS */ 1041 op->destroy ();
1000 free_object(op); 1042 else
1001 1043 { /* The last face was not blank, leave an image */
1002 /* remove_ob should call update_position for us */
1003 /*update_position(m, x, y);*/
1004
1005 } else { /* The last face was not blank, leave an image */
1006 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1007 update_all_los(op->map, op->x, op->y); 1045 update_all_los (op->map, op->x, op->y);
1008 op->move_block = 0; 1046 op->move_block = 0;
1009 CLEAR_FLAG(op, FLAG_ALIVE); 1047 CLEAR_FLAG (op, FLAG_ALIVE);
1010 } 1048 }
1011 } 1049 }
1012} 1050}
1013 1051
1052void
1014void scare_creature(object *target, object *hitter) 1053scare_creature (object *target, object *hitter)
1015{ 1054{
1016 object *owner = get_owner(hitter); 1055 object *owner = hitter->owner;
1017 1056
1018 if (!owner) owner=hitter; 1057 if (!owner)
1058 owner = hitter;
1019 1059
1020 SET_FLAG(target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1021 if (!target->enemy) target->enemy=owner; 1061 if (!target->enemy)
1062 target->enemy = owner;
1022} 1063}
1023
1024 1064
1025/* This returns the amount of damage hitter does to op with the 1065/* This returns the amount of damage hitter does to op with the
1026 * appropriate attacktype. Only 1 attacktype should be set at a time. 1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1027 * This doesn't damage the player, but returns how much it should 1067 * This doesn't damage the player, but returns how much it should
1028 * take. However, it will do other effects (paralyzation, slow, etc.) 1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1029 * Note - changed for PR code - we now pass the attack number and not 1069 * Note - changed for PR code - we now pass the attack number and not
1030 * the attacktype. Makes it easier for the PR code. */ 1070 * the attacktype. Makes it easier for the PR code. */
1031 1071int
1032int hit_player_attacktype(object *op, object *hitter, int dam, 1072hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1033 uint32 attacknum, int magic) { 1073{
1034
1035 int doesnt_slay = 1; 1074 int doesnt_slay = 1;
1036 1075
1037 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1076 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1038 if (attacknum >= NROFATTACKS) { 1077 if (attacknum >= NROFATTACKS)
1078 {
1039 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1079 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1040 return 0; 1080 return 0;
1041 }
1042 1081 }
1082
1043 if (dam < 0) { 1083 if (dam < 0)
1044 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1045 return 0;
1046 }
1047 1084 {
1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1087 return 0;
1088 }
1089
1048 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1090 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1049 * people can't mess with that or it otherwise get confused. */ 1091 * people can't mess with that or it otherwise get confused. */
1050 if (attacknum == ATNR_INTERNAL) return dam; 1092 if (attacknum == ATNR_INTERNAL)
1051 1093 return dam;
1094
1052 if (hitter->slaying) { 1095 if (hitter->slaying)
1096 {
1053 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1097 if ((op->race && strstr (hitter->slaying, op->race))
1054 (op->arch && (op->arch->name != NULL) && 1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1055 strstr(op->arch->name, hitter->slaying)) 1099 {
1056 ){ 1100 doesnt_slay = 0;
1057 doesnt_slay = 0; 1101 dam *= 3;
1058 dam *= 3;
1059 } 1102 }
1060 } 1103 }
1061 1104
1062 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1105 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1063 if (op->resist[attacknum]) { 1106 if (op->resist[attacknum])
1107 {
1064 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1108 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1065 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1109 * in case 0>dam>1, we try to "simulate" a float value-effect */
1066 dam *= (100-op->resist[attacknum]); 1110 dam *= (100 - op->resist[attacknum]);
1067 if (dam >= 100) dam /= 100; 1111 if (dam >= 100)
1112 dam /= 100;
1068 else 1113 else
1069 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1114 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1070 } 1115 }
1071 1116
1072 /* Special hack. By default, if immune to something, you 1117 /* Special hack. By default, if immune to something, you
1073 * shouldn't need to worry. However, acid is an exception, since 1118 * shouldn't need to worry. However, acid is an exception, since
1074 * it can still damage your items. Only include attacktypes if 1119 * it can still damage your items. Only include attacktypes if
1075 * special processing is needed */ 1120 * special processing is needed */
1076 1121
1077 if ((op->resist[attacknum] >= 100) && 1122 if (op->resist[attacknum] >= 100
1078 doesnt_slay && (attacknum != ATNR_ACID)) 1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1079 return 0; 1125 return 0;
1080 1126
1081 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1128
1129 switch (attacknum)
1082 1130 {
1083 switch(attacknum) {
1084 case ATNR_PHYSICAL: 1131 case ATNR_PHYSICAL:
1085 /* here also check for diseases */ 1132 /* here also check for diseases */
1086 check_physically_infect(op, hitter); 1133 check_physically_infect (op, hitter);
1087 break; 1134 break;
1088 1135
1089 /* Don't need to do anything for: 1136 /* Don't need to do anything for:
1090 magic, 1137 magic,
1091 fire, 1138 fire,
1092 electricity, 1139 electricity,
1093 cold */ 1140 cold */
1094 1141
1095 case ATNR_CONFUSION: 1142 case ATNR_CONFUSION:
1096 case ATNR_POISON: 1143 case ATNR_POISON:
1097 case ATNR_SLOW: 1144 case ATNR_SLOW:
1098 case ATNR_PARALYZE: 1145 case ATNR_PARALYZE:
1099 case ATNR_FEAR: 1146 case ATNR_FEAR:
1100 case ATNR_CANCELLATION: 1147 case ATNR_CANCELLATION:
1101 case ATNR_DEPLETE: 1148 case ATNR_DEPLETE:
1102 case ATNR_BLIND: 1149 case ATNR_BLIND:
1103 { 1150 {
1104 /* chance for inflicting a special attack depends on the 1151 /* chance for inflicting a special attack depends on the
1105 * difference between attacker's and defender's level 1152 * difference between attacker's and defender's level
1106 */ 1153 */
1107 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1108 1155
1109 /* First, only creatures/players with speed can be affected. 1156 /* First, only creatures/players with speed can be affected.
1110 * Second, just getting hit doesn't mean it always affects 1157 * Second, just getting hit doesn't mean it always affects
1111 * you. Third, you still get a saving through against the 1158 * you. Third, you still get a saving through against the
1112 * effect. 1159 * effect.
1113 */ 1160 */
1114 if (op->speed && 1161 if (op->speed &&
1115 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1116 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1163 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1117 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1164 {
1118 1165
1119 /* Player has been hit by something */ 1166 /* Player has been hit by something */
1120 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1167 if (attacknum == ATNR_CONFUSION)
1121 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1168 confuse_player (op, hitter, dam);
1122 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1169 else if (attacknum == ATNR_POISON)
1123 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1170 poison_player (op, hitter, dam);
1124 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1171 else if (attacknum == ATNR_SLOW)
1125 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1172 slow_player (op, hitter, dam);
1126 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1173 else if (attacknum == ATNR_PARALYZE)
1127 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1174 paralyze_player (op, hitter, dam);
1128 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1175 else if (attacknum == ATNR_FEAR)
1129 } 1176 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat ();
1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1182 blind_player (op, hitter, dam);
1183 }
1184
1130 dam = 0; /* These are all effects and don't do real damage */ 1185 dam = 0; /* These are all effects and don't do real damage */
1131 } 1186 }
1132 break; 1187 break;
1188
1133 case ATNR_ACID: 1189 case ATNR_ACID:
1134 { 1190 {
1135 int flag=0; 1191 int flag = 0;
1136 1192
1137 /* Items only get corroded if you're not on a battleground and 1193 /* Items only get corroded if you're not on a battleground and
1138 * if your acid resistance is below 50%. */ 1194 * if your acid resistance is below 50%. */
1139 if (!op_on_battleground(op, NULL, NULL) && 1195 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1140 (op->resist[ATNR_ACID] < 50)) 1196 {
1141 { 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1142 object *tmp; 1198 {
1143 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1199 if (tmp->invisible)
1144 if(tmp->invisible) 1200 continue;
1145 continue; 1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1146 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1147 (tmp->resist[ATNR_ACID] >= 10))
1148 /* >= 10% acid res. on itmes will protect these */ 1202 /* >= 10% acid res. on items will protect these */
1149 continue; 1203 continue;
1150 if(!(tmp->material & M_IRON)) 1204 if (!(tmp->materials & M_IRON))
1151 continue; 1205 continue;
1152 if(tmp->magic < -4) /* Let's stop at -5 */ 1206 if (tmp->magic < -4) /* Let's stop at -5 */
1153 continue; 1207 continue;
1154 if(tmp->type==RING || 1208 if (tmp->type == RING
1155 /* removed boots and gloves from exclusion list in 1209 /* removed boots and gloves from exclusion list in PR */
1156 PR */ 1210 || tmp->type == GIRDLE
1157 tmp->type==GIRDLE || 1211 || tmp->type == AMULET
1158 tmp->type==AMULET || 1212 || tmp->type == WAND
1159 tmp->type==WAND || 1213 || tmp->type == ROD
1160 tmp->type==ROD || 1214 || tmp->type == HORN)
1161 tmp->type==HORN)
1162 continue; /* To avoid some strange effects */ 1215 continue; /* To avoid some strange effects */
1163 1216
1164 /* High damage acid has better chance of corroding 1217 /* High damage acid has better chance of corroding
1165 objects */ 1218 objects */
1166 if(rndm(0, dam+4) > 1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1167 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1220 {
1168 if(op->type == PLAYER) 1221 if (op->type == PLAYER)
1169 /* Make this more visible */ 1222 /* Make this more visible */
1170 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1171 "The %s's acid corrodes your %s!", 1224 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1172 query_name(hitter), query_name(tmp)); 1225 flag = 1;
1173 flag = 1; 1226 tmp->magic--;
1174 tmp->magic--; 1227 if (op->type == PLAYER)
1175 if(op->type == PLAYER) 1228 esrv_send_item (op, tmp);
1176 esrv_send_item(op, tmp); 1229 }
1177 } 1230 }
1178 } 1231
1179 if(flag) 1232 if (flag)
1180 fix_player(op); /* Something was corroded */ 1233 op->update_stats (); /* Something was corroded */
1181 } 1234 }
1182 } 1235 }
1183 break; 1236 break;
1237
1184 case ATNR_DRAIN: 1238 case ATNR_DRAIN:
1185 { 1239 {
1186 /* rate is the proportion of exp drained. High rate means 1240 /* rate is the proportion of exp drained. High rate means
1187 * not much is drained, low rate means a lot is drained. 1241 * not much is drained, low rate means a lot is drained.
1188 */ 1242 */
1189 int rate; 1243 int rate;
1190 1244
1191 if(op->resist[ATNR_DRAIN] >= 0) 1245 if (op->resist[ATNR_DRAIN] >= 0)
1192 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1246 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1193 else 1247 else
1194 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1248 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1195 1249
1196 if(op->stats.exp <= rate) { 1250 if (op->stats.exp <= rate)
1251 {
1197 if(op->type == GOLEM) 1252 if (op->type == GOLEM)
1198 dam = 999; /* Its force is "sucked" away. 8) */ 1253 dam = 999; /* Its force is "sucked" away. 8) */
1199 else 1254 else
1200 /* If we can't drain, lets try to do physical damage */ 1255 /* If we can't drain, lets try to do physical damage */
1201 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1256 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1202 } else { 1257 }
1258 else
1259 {
1203 /* Randomly give the hitter some hp */ 1260 /* Randomly give the hitter some hp */
1204 if(hitter->stats.hp<hitter->stats.maxhp && 1261 if (hitter->stats.hp < hitter->stats.maxhp &&
1205 (op->level > hitter->level) && 1262 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1206 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1263 hitter->stats.hp++;
1207 hitter->stats.hp++;
1208 1264
1209 /* Can't do drains on battleground spaces. 1265 /* Can't do drains on battleground spaces.
1210 * Move the wiz check up here - before, the hitter wouldn't gain exp 1266 * Move the wiz check up here - before, the hitter wouldn't gain exp
1211 * exp, but the wiz would still lose exp! If drainee is a wiz, 1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1212 * nothing happens. 1268 * nothing happens.
1213 * Try to credit the owner. We try to display player -> player drain 1269 * Try to credit the owner. We try to display player -> player drain
1214 * attacks, hence all the != PLAYER checks. 1270 * attacks, hence all the != PLAYER checks.
1215 */ 1271 */
1216 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1217 object *owner = get_owner(hitter); 1273 {
1274 object *owner = hitter->owner;
1218 1275
1219 if (owner && owner != hitter) { 1276 if (owner && owner != hitter)
1277 {
1220 if (op->type != PLAYER || owner->type != PLAYER) 1278 if (op->type != PLAYER || owner->type != PLAYER)
1221 change_exp(owner, op->stats.exp/(rate*2), 1279 change_exp (owner, op->stats.exp / (rate * 2),
1222 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1281 }
1223 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1224 change_exp(hitter, op->stats.exp/(rate*2), 1283 change_exp (hitter, op->stats.exp / (rate * 2),
1225 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1226 } 1285
1227 change_exp(op,-op->stats.exp/rate, NULL, 0); 1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1228 } 1287 }
1288
1229 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1289 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1230 * drain attack, you won't know that you are actually sucking out EXP, 1290 * drain attack, you won't know that you are actually sucking out EXP,
1231 * as the messages will say you missed 1291 * as the messages will say you missed
1232 */ 1292 */
1233 } 1293 }
1234 } 1294 }
1235 break; 1295 break;
1296
1236 case ATNR_TURN_UNDEAD: 1297 case ATNR_TURN_UNDEAD:
1237 { 1298 {
1238 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1299 if (QUERY_FLAG (op, FLAG_UNDEAD))
1239 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1300 {
1301 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1240 object *god = find_god (determine_god (owner)); 1302 object *god = find_god (determine_god (owner));
1241 int div = 1; 1303 int div = 1;
1242 1304
1243 /* if undead are not an enemy of your god, you turn them 1305 /* if undead are not an enemy of your god, you turn them
1244 * at half strength */ 1306 * at half strength */
1245 if (! god || ! god->slaying || 1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1246 strstr (god->slaying, undead_name) == NULL)
1247 div = 2; 1308 div = 2;
1309
1248 /* Give a bonus if you resist turn undead */ 1310 /* Give a bonus if you resist turn undead */
1249 if (op->level * div < 1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1250 (turn_bonus[owner->stats.Wis]+owner->level + 1312 scare_creature (op, owner);
1251 (op->resist[ATNR_TURN_UNDEAD]/100))) 1313 }
1252 scare_creature(op, owner); 1314 else
1253 }
1254 else
1255 dam = 0; /* don't damage non undead - should we damage 1315 dam = 0; /* don't damage non undead - should we damage
1256 undead? */ 1316 undead? */
1317 }
1257 } break; 1318 break;
1319
1258 case ATNR_DEATH: 1320 case ATNR_DEATH:
1259 deathstrike_player(op, hitter, &dam); 1321 deathstrike_player (op, hitter, &dam);
1260 break; 1322 break;
1323
1261 case ATNR_CHAOS: 1324 case ATNR_CHAOS:
1262 LOG(llevError, 1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1263 "%s was hit by %s with non-specific chaos.\n", 1326 dam = 0;
1264 query_name(op), 1327 break;
1265 query_name(hitter)); 1328
1266 dam = 0;
1267 break;
1268 case ATNR_COUNTERSPELL: 1329 case ATNR_COUNTERSPELL:
1269 LOG(llevError, 1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1270 "%s was hit by %s with counterspell attack.\n", 1331 dam = 0;
1271 query_name(op),
1272 query_name(hitter));
1273 dam = 0;
1274 /* This should never happen. Counterspell is handled 1332 /* This should never happen. Counterspell is handled
1275 * seperately and filtered out. If this does happen, 1333 * seperately and filtered out. If this does happen,
1276 * Counterspell has no effect on anything but spells, so it 1334 * Counterspell has no effect on anything but spells, so it
1277 * does no damage. */ 1335 * does no damage. */
1278 break; 1336 break;
1337
1279 case ATNR_HOLYWORD: 1338 case ATNR_HOLYWORD:
1280 { 1339 {
1281 /* This has already been handled by hit_player, 1340 /* This has already been handled by hit_player,
1282 * no need to check twice -- DAMN */ 1341 * no need to check twice -- DAMN */
1283 1342 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1284 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1343
1285
1286 /* As with turn undead above, give a bonus on the saving throw */ 1344 /* As with turn undead above, give a bonus on the saving throw */
1287 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1345 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1288 owner->level+turn_bonus[owner->stats.Wis])
1289 scare_creature(op, owner); 1346 scare_creature (op, owner);
1347 }
1290 } break; 1348 break;
1349
1291 case ATNR_LIFE_STEALING: 1350 case ATNR_LIFE_STEALING:
1292 { 1351 {
1293 int new_hp; 1352 int new_hp;
1353
1294 /* this is replacement to drain for players, instead of taking 1354 /* this is replacement to drain for players, instead of taking
1295 * exp it takes hp. It is geared for players, probably not 1355 * exp it takes hp. It is geared for players, probably not
1296 * much use giving it to monsters 1356 * much use giving it to monsters
1297 * 1357 *
1298 * life stealing doesn't do a lot of damage, but it gives the 1358 * life stealing doesn't do a lot of damage, but it gives the
1299 * damage it does do to the player. Given that, 1359 * damage it does do to the player. Given that,
1300 * it only does 1/10'th normal damage (hence the divide by 1360 * it only does 1/10'th normal damage (hence the divide by
1301 * 1000). 1361 * 1000).
1302 */ 1362 */
1303 /* You can't steal life from something undead */ 1363 /* You can't steal life from something undead */
1304 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1364 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1365 return 0;
1366
1305 /* If drain protection is higher than life stealing, use that */ 1367 /* If drain protection is higher than life stealing, use that */
1306 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1368 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1307 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1369 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1370 else
1308 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1371 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372
1309 /* You die at -1 hp, not zero. */ 1373 /* You die at -1 hp, not zero. */
1310 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1374 if (dam > (op->stats.hp + 1))
1375 dam = op->stats.hp + 1;
1376
1311 new_hp = hitter->stats.hp + dam; 1377 new_hp = hitter->stats.hp + dam;
1312 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1378 if (new_hp > hitter->stats.maxhp)
1313 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1379 new_hp = hitter->stats.maxhp;
1380
1381 if (new_hp > hitter->stats.hp)
1382 hitter->stats.hp = new_hp;
1314 } 1383 }
1315 } 1384 }
1385
1316 return dam; 1386 return dam;
1317} 1387}
1318
1319 1388
1320/* GROS: This code comes from hit_player. It has been made external to 1389/* GROS: This code comes from hit_player. It has been made external to
1321 * allow script procedures to "kill" objects in a combat-like fashion. 1390 * allow script procedures to "kill" objects in a combat-like fashion.
1322 * It was initially used by (kill-object) developed for the Collector's 1391 * It was initially used by (kill-object) developed for the Collector's
1323 * Sword. Note that nothing has been changed from the original version 1392 * Sword. Note that nothing has been changed from the original version
1330 * This function was a bit of a mess with hitter getting changed, 1399 * This function was a bit of a mess with hitter getting changed,
1331 * values being stored away but not used, etc. I've cleaned it up 1400 * values being stored away but not used, etc. I've cleaned it up
1332 * a bit - I think it should be functionally equivalant. 1401 * a bit - I think it should be functionally equivalant.
1333 * MSW 2002-07-17 1402 * MSW 2002-07-17
1334 */ 1403 */
1404int
1335int kill_object(object *op,int dam, object *hitter, int type) 1405kill_object (object *op, int dam, object *hitter, int type)
1336{ 1406{
1337 char buf[MAX_BUF]; 1407 char buf[MAX_BUF];
1338 const char *skill; 1408 const char *skill;
1339 int maxdam=0; 1409 int maxdam = 0;
1340 int battleg=0; /* true if op standing on battleground */ 1410 int battleg = 0; /* true if op standing on battleground */
1341 int pk=0; /* true if op and what controls hitter are both players*/ 1411 int pk = 0; /* true if op and what controls hitter are both players */
1342 object *owner=NULL; 1412 object *owner = 0;
1343 object *skop=NULL; 1413 object *skop = 0;
1344 1414
1345 if (op->stats.hp>=0) 1415 if (op->stats.hp >= 0)
1346 return -1; 1416 return -1;
1347 1417
1348 /* Lauwenmark: Handle for plugin death event */ 1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1349 if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1419 return 0;
1350 return 0;
1351 /* Lauwenmark: Handle for the global kill event */
1352 execute_global_event(EVENT_GKILL, op, hitter);
1353 1420
1354 /* maxdam needs to be the amount of damage it took to kill 1421 /* maxdam needs to be the amount of damage it took to kill
1355 * this creature. The function(s) that call us have already 1422 * this creature. The function(s) that call us have already
1356 * adjusted the creatures HP total, so that is negative. 1423 * adjusted the creatures HP total, so that is negative.
1357 */ 1424 */
1358 maxdam = dam + op->stats.hp + 1; 1425 maxdam = dam + op->stats.hp + 1;
1359 1426
1360 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1361 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1362 1429
1363 if(op->type==DOOR) { 1430 if (op->type == DOOR)
1364 op->speed = 0.1; 1431 {
1365 update_ob_speed(op); 1432 op->set_speed (0.1f);
1366 op->speed_left= -0.05; 1433 op->speed_left = -0.05f;
1367 return maxdam; 1434 return maxdam;
1368 } 1435 }
1436
1369 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1370 remove_friendly_object(op);
1371 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1372 op->owner->contr->ranges[range_golem] == op) {
1373 op->owner->contr->ranges[range_golem]=NULL;
1374 op->owner->contr->golem_count=0;
1375 }
1376
1377 remove_ob(op);
1378 free_object(op);
1379 return maxdam;
1380 } 1438 {
1439 op->destroy ();
1440 return maxdam;
1441 }
1381 1442
1382 /* Now lets start dealing with experience we get for killing something */ 1443 /* Now lets start dealing with experience we get for killing something */
1383 1444
1384 owner=get_owner(hitter); 1445 owner = hitter->owner;
1385 if(owner==NULL) 1446 if (!owner)
1386 owner=hitter; 1447 owner = hitter;
1387 1448
1388 /* is the victim (op) standing on battleground? */ 1449 /* is the victim (op) standing on battleground? */
1389 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1450 if (op_on_battleground (op, NULL, NULL))
1390 1451 battleg = 1;
1452
1391 /* is this player killing?*/ 1453 /* is this player killing? */
1392 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1454 if (op->type == PLAYER && owner->type == PLAYER)
1455 pk = 1;
1393 1456
1394 /* Player killed something */ 1457 /* Player killed something */
1395 if(owner->type==PLAYER) { 1458 if (owner->type == PLAYER)
1459 {
1396 Log_Kill(owner->name, 1460 Log_Kill (owner->name,
1397 query_name(op),op->type, 1461 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1398 (owner!=hitter) ? query_name(hitter) : NULL,
1399 (owner!=hitter) ? hitter->type : 0);
1400 1462
1401 /* Log players killing other players - makes it easier to detect 1463 /* Log players killing other players - makes it easier to detect
1402 * and filter out malicious player killers - that is why the 1464 * and filter out malicious player killers - that is why the
1403 * ip address is included. 1465 * ip address is included.
1404 */ 1466 */
1405 if (op->type == PLAYER && !battleg) { 1467 if (op->type == PLAYER && !battleg)
1468 {
1406 time_t t=time(NULL); 1469 time_t t = time (NULL);
1407 struct tm *tmv; 1470 struct tm *tmv;
1408 char buf[256]; 1471 char buf[256];
1409 1472
1410 tmv = localtime(&t); 1473 tmv = localtime (&t);
1411 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1474 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1412 1475
1413 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1476 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1414 buf, owner->name, owner->contr->socket.host, query_name(op)); 1477 }
1415 }
1416 1478
1417 /* try to filter some things out - basically, if you are 1479 /* try to filter some things out - basically, if you are
1418 * killing a level 1 creature and your level 20, you 1480 * killing a level 1 creature and your level 20, you
1419 * probably don't want to see that. 1481 * probably don't want to see that.
1420 */ 1482 */
1421 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1483 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1484 {
1422 if(owner!=hitter) { 1485 if (owner != hitter)
1423 new_draw_info_format(NDI_BLACK, 0, owner, 1486 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1424 "You killed %s with %s.",query_name(op), 1487 else
1425 query_name(hitter)); 1488 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1426 } 1489
1427 else {
1428 new_draw_info_format(NDI_BLACK, 0, owner,
1429 "You killed %s.",query_name(op));
1430 }
1431 /* Only play sounds for melee kills */ 1490 /* Only play sounds for melee kills */
1432 if (hitter->type == PLAYER) 1491 if (hitter->type == PLAYER)
1433 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1492 owner->play_sound (sound_find ("player_kills"));
1434 } 1493 }
1435 1494
1436 /* If a player kills another player, not on 1495 /* If a player kills another player, not on
1437 * battleground, the "killer" looses 1 luck. Since this is 1496 * battleground, the "killer" looses 1 luck. Since this is
1438 * not reversible, it's actually quite a pain IMHO. -AV 1497 * not reversible, it's actually quite a pain IMHO. -AV
1439 * Fix bug in that we were changing the luck of the hitter, not 1498 * Fix bug in that we were changing the luck of the hitter, not
1440 * player that the object belonged to - so if you killed another player 1499 * player that the object belonged to - so if you killed another player
1441 * with spells, pets, whatever, there was no penalty. 1500 * with spells, pets, whatever, there was no penalty.
1442 * Changed to make luck penalty configurable in settings. 1501 * Changed to make luck penalty configurable in settings.
1443 */ 1502 */
1444 if(op->type == PLAYER && owner != op && !battleg) 1503 if (op->type == PLAYER && owner != op && !battleg)
1445 change_luck(owner, -settings.pk_luck_penalty); 1504 owner->change_luck (-settings.pk_luck_penalty);
1446 1505
1447 /* This code below deals with finding the appropriate skill 1506 /* This code below deals with finding the appropriate skill
1448 * to credit exp to. This is a bit problematic - we should 1507 * to credit exp to. This is a bit problematic - we should
1449 * probably never really have to look at current_weapon->skill 1508 * probably never really have to look at current_weapon->skill
1450 */ 1509 */
1451 skill = NULL; 1510 skill = 0;
1452 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1511
1512 if (hitter->skill && hitter->type != PLAYER)
1513 skill = hitter->skill;
1453 else if (owner->chosen_skill) { 1514 else if (owner->chosen_skill)
1454 skill = owner->chosen_skill->skill; 1515 {
1455 skop = owner->chosen_skill; 1516 skop = owner->chosen_skill;
1456 } 1517 skill = skop->skill;
1457 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1518 }
1458 else 1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1520 skill = owner->current_weapon->skill;
1521 else
1459 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1460 1523
1461 /* We have the skill we want to credit to - now find the object this goes 1524 /* We have the skill we want to credit to - now find the object this goes
1462 * to. Make sure skop is an actual skill, and not a skill tool! 1525 * to. Make sure skop is an actual skill, and not a skill tool!
1463 */ 1526 */
1464 if ((!skop || skop->type != SKILL) && skill) { 1527 if ((!skop || skop->type != SKILL) && skill)
1465 int i; 1528 {
1529 int i;
1466 1530
1467 for (i=0; i<NUM_SKILLS; i++) 1531 for (i = 0; i < NUM_SKILLS; i++)
1532 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1533 {
1468 if (owner->contr->last_skill_ob[i] && 1534 skop = owner->contr->last_skill_ob[i];
1469 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1535 break;
1470 skop = owner->contr->last_skill_ob[i]; 1536 }
1471 break; 1537 }
1472 }
1473 }
1474 } /* Was it a player that hit somethign */ 1538 } /* Was it a player that hit somethign */
1475 else { 1539 else
1476 skill = NULL; 1540 skill = 0;
1477 }
1478 1541
1479 /* Pet (or spell) killed something. */ 1542 /* Pet (or spell) killed something. */
1480 if(owner != hitter ) { 1543 if (owner != hitter)
1481 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1544 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1482 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1545 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1483 }
1484 else { 1546 else
1485 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1547 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1486 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1548 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1487 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1549 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1488 } 1550
1489 /* These may have been set in the player code section above */ 1551 /* These may have been set in the player code section above */
1552 if (!skop)
1490 if (!skop) skop = hitter->chosen_skill; 1553 skop = hitter->chosen_skill;
1491 if (!skill && skop) skill=skop->skill;
1492 1554
1555 if (!skill && skop)
1556 skill = skop->skill;
1557
1493 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1494 1559
1495
1496 /* If you didn't kill yourself, and your not the wizard */ 1560 /* If you didn't kill yourself, and your not the wizard */
1497 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1498 int exp; 1562 {
1563 int exp;
1499 1564
1500 /* Really don't give much experience for killing other players */ 1565 /* Really don't give much experience for killing other players */
1501 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1502 if (op->type==PLAYER) { 1567 if (op->type == PLAYER)
1503 if (battleg) {
1504 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1505 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1506 }
1507 else
1508 exp = op->stats.exp / 1000;
1509 } 1568 {
1569 if (battleg)
1570 {
1571 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1572 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1573 }
1510 else 1574 else
1575 exp = op->stats.exp / 1000;
1576 }
1577 else
1511 exp = calc_skill_exp(owner, op, skop); 1578 exp = calc_skill_exp (owner, op, skop);
1512 1579
1513 /* if op is standing on "battleground" (arena), no way to gain 1580 /* if op is standing on "battleground" (arena), no way to gain
1514 * exp by killing him 1581 * exp by killing him
1515 */ 1582 */
1516 if (battleg) exp = 0; 1583 if (battleg)
1584 exp = 0;
1517 1585
1518 /* Don't know why this is set this way - doesn't make 1586 /* Don't know why this is set this way - doesn't make
1519 * sense to just divide everything by two for no reason. 1587 * sense to just divide everything by two for no reason.
1520 */ 1588 */
1521 1589
1522 if (!settings.simple_exp) 1590 if (!settings.simple_exp)
1523 exp=exp/2; 1591 exp = exp / 2;
1524 1592
1525 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1593 if (owner->type != PLAYER || owner->contr->party == NULL)
1526 change_exp(owner,exp, skill, 0); 1594 change_exp (owner, exp, skill, 0);
1527 } 1595 else
1528 else { 1596 {
1529 int shares=0,count=0; 1597 int shares = 0, count = 0;
1530
1531 player *pl;
1532
1533 partylist *party=owner->contr->party; 1598 partylist *party = owner->contr->party;
1534#ifdef PARTY_KILL_LOG 1599
1535 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1600 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1536#endif 1601
1537 for(pl=first_player;pl!=NULL;pl=pl->next) { 1602 for_all_players (pl)
1538 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1603 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1539 count++; 1604 {
1605 count++;
1540 shares+=(pl->ob->level+4); 1606 shares += (pl->ob->level + 4);
1541 } 1607 }
1608
1609 if (count == 1 || shares > exp || !shares)
1610 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1611 else
1612 {
1613 int share = exp / shares, given = 0, nexp;
1614
1615 for_all_players (pl)
1616 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1617 {
1618 nexp = (pl->ob->level + 4) * share;
1619 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1620 given += nexp;
1621 }
1622
1623 exp -= given;
1624 /* give any remainder to the player */
1625 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1626 }
1627 } /* else part of a party */
1628 } /* end if person didn't kill himself */
1629
1630 if (op->type != PLAYER)
1631 {
1632 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1633 {
1634 object *owner1 = op->owner;
1635
1636 if (owner1 && owner1->type == PLAYER)
1637 {
1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1639 /* Maybe we should include the owner that killed this, maybe not */
1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1641 }
1642
1643 remove_friendly_object (op);
1644 }
1645
1646 op->destroy ();
1542 } 1647 }
1543 if(count==1 || shares>exp) 1648 else
1544 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1545 else {
1546 int share=exp/shares,given=0,nexp;
1547 for(pl=first_player;pl!=NULL;pl=pl->next) {
1548 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1549 nexp=(pl->ob->level+4)*share;
1550 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1551 given+=nexp;
1552 }
1553 }
1554 exp-=given;
1555 /* give any remainder to the player */
1556 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1557 }
1558 } /* else part of a party */
1559
1560 } /* end if person didn't kill himself */
1561
1562 if(op->type!=PLAYER) {
1563 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1564 object *owner1 = get_owner(op);
1565
1566 if(owner1!= NULL && owner1->type == PLAYER) {
1567 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1568 /* Maybe we should include the owner that killed this, maybe not */
1569 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1570 op->name,hitter->name);
1571 }
1572 remove_friendly_object(op);
1573 }
1574 remove_ob(op);
1575 free_object(op);
1576 } 1649 {
1577 /* Player has been killed! */ 1650 /* Player has been killed! */
1651 if (owner->type == PLAYER)
1652 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1578 else { 1653 else
1579 if(owner->type==PLAYER) { 1654 assign (op->contr->killer, hitter->name);
1580 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1581 }
1582 else {
1583 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1584 op->contr->killer[BIG_NAME-1]='\0';
1585 }
1586 } 1655 }
1656
1587 /* This was return -1 - that doesn't seem correct - if we return -1, process 1657 /* This was return -1 - that doesn't seem correct - if we return -1, process
1588 * continues in the calling function. 1658 * continues in the calling function.
1589 */ 1659 */
1590 return maxdam; 1660 return maxdam;
1591} 1661}
1592 1662
1593/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1663/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1594 * Returns 0 this is not friendly fire 1664 * Returns 0 this is not friendly fire
1595 */ 1665 */
1596 1666int
1597int friendly_fire(object *op, object *hitter){ 1667friendly_fire (object *op, object *hitter)
1668{
1598 object *owner; 1669 object *owner;
1599 int friendlyfire; 1670 int friendlyfire;
1600
1601 if (hitter->head) hitter=hitter->head;
1602 1671
1672 if (hitter->head)
1673 hitter = hitter->head;
1674
1603 friendlyfire = 0; 1675 friendlyfire = 0;
1604 1676
1605 if(op->type == PLAYER) { 1677 if (op->type == PLAYER)
1678 {
1606 if (op_on_battleground (hitter, 0, 0)) 1679 if (op_on_battleground (hitter, 0, 0))
1607 return 0; 1680 return 0;
1608 1681
1609 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1682 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1610 return 1; 1683 return 1;
1611 1684
1612 if((owner = get_owner(hitter))!=NULL) { 1685 if ((owner = hitter->owner) != NULL)
1686 {
1613 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1687 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1614 friendlyfire = 2; 1688 friendlyfire = 2;
1615 } 1689 }
1616 1690
1617 if (hitter->type == SPELL || hitter->type == POISONING || 1691 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1618 hitter->type == DISEASE || hitter->type == RUNE)
1619 friendlyfire = 0; 1692 friendlyfire = 0;
1620 } 1693 }
1694
1621 return friendlyfire; 1695 return friendlyfire;
1622} 1696}
1623
1624 1697
1625/* This isn't used just for players, but in fact most objects. 1698/* This isn't used just for players, but in fact most objects.
1626 * op is the object to be hit, dam is the amount of damage, hitter 1699 * op is the object to be hit, dam is the amount of damage, hitter
1627 * is what is hitting the object, type is the attacktype, and 1700 * is what is hitting the object, type is the attacktype, and
1628 * full_hit is set if monster area does not matter. 1701 * full_hit is set if monster area does not matter.
1629 * dam is base damage - protections/vulnerabilities/slaying matches can 1702 * dam is base damage - protections/vulnerabilities/slaying matches can
1630 * modify it. 1703 * modify it.
1631 */ 1704 */
1632
1633 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1705/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1634 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1706 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1635 1707int
1636int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1708hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1709{
1637 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1710 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1638 int maxattacktype, attacknum; 1711 int maxattacktype, attacknum;
1639 int body_attack = op && op->head; /* Did we hit op's head? */ 1712 int body_attack = op && op->head; /* Did we hit op's head? */
1640 int simple_attack; 1713 int simple_attack;
1641 tag_t op_tag, hitter_tag;
1642 int rtn_kill = 0; 1714 int rtn_kill = 0;
1643 int friendlyfire; 1715 int friendlyfire;
1644 1716
1645 if (get_attack_mode (&op, &hitter, &simple_attack)) 1717 if (get_attack_mode (&op, &hitter, &simple_attack))
1718 return 0;
1719
1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1722 return 0;
1723
1724 // only allow pk for hostile players
1725 if (op->type == PLAYER)
1726 {
1727 object *owner = hitter->owner;
1728
1729 if (!owner)
1730 owner = hitter;
1731
1732 if (owner->type == PLAYER
1733 && (!op_on_battleground (op, 0, 0)
1734 && (op->contr->peaceful || owner->contr->peaceful))
1735 && op != owner)
1646 return 0; 1736 return 0;
1737 }
1647 1738
1648 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1739 if (body_attack)
1649 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1740 {
1741 /* slow and paralyze must hit the head. But we don't want to just
1742 * return - we still need to process other attacks the spell still
1743 * might have. So just remove the paralyze and slow attacktypes,
1744 * and keep on processing if we have other attacktypes.
1745 * return if only magic or nothing is left - under normal code
1746 * we don't attack with pure magic if there is another attacktype.
1747 * Only do processing if the initial attacktype includes one of those
1748 * attack so we don't cancel out things like magic bullet.
1749 */
1750 if (type & (AT_PARALYZE | AT_SLOW))
1751 {
1752 type &= ~(AT_PARALYZE | AT_SLOW);
1753
1754 if (!type || type == AT_MAGIC)
1650 return 0; 1755 return 0;
1756 }
1757 }
1651 1758
1652#ifdef PROHIBIT_PLAYERKILL 1759 if (!simple_attack && op->type == DOOR)
1653 if (op->type == PLAYER) { 1760 {
1654 object *owner = get_owner (hitter); 1761 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1655 if (!owner) owner = hitter; 1762 if (tmp->type == RUNE || tmp->type == TRAP)
1656 if (owner->type == PLAYER 1763 {
1657 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1764 spring_trap (tmp, hitter);
1658 && op != owner) { 1765
1766 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1659 return 0; 1767 return 0;
1768
1769 break;
1660 } 1770 }
1771 }
1772
1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1661 } 1774 {
1775 /* FIXME: If a player is killed by a rune in a door, the
1776 * destroyed() check above doesn't return, and might get here.
1777 */
1778
1779 /* FIXME: This for example happens when a dead door is on a mover and
1780 gets it's speed_left raised on each mover-tick.
1781 Doors are removed in a kinda funny way by giving them speed and speed_left
1782 and waiting for that to run out.
1783 */
1784 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1785 return 0;
1786 }
1787
1788#ifdef ATTACK_DEBUG
1789 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1662#endif 1790#endif
1663 1791
1664 op_tag = op->count;
1665 hitter_tag = hitter->count;
1666
1667 if (body_attack) {
1668 /* slow and paralyze must hit the head. But we don't want to just
1669 * return - we still need to process other attacks the spell still
1670 * might have. So just remove the paralyze and slow attacktypes,
1671 * and keep on processing if we have other attacktypes.
1672 * return if only magic or nothing is left - under normal code
1673 * we don't attack with pure magic if there is another attacktype.
1674 * Only do processing if the initial attacktype includes one of those
1675 * attack so we don't cancel out things like magic bullet.
1676 */
1677 if (type & (AT_PARALYZE | AT_SLOW)) {
1678 type &= ~(AT_PARALYZE | AT_SLOW);
1679 if (!type || type==AT_MAGIC) return 0;
1680 }
1681 }
1682
1683 if ( ! simple_attack && op->type == DOOR) {
1684 object *tmp;
1685 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1686 if (tmp->type == RUNE || tmp->type == TRAP) {
1687 spring_trap (tmp, hitter);
1688 if (was_destroyed (hitter, hitter_tag)
1689 || was_destroyed (op, op_tag)
1690 || abort_attack (op, hitter, simple_attack))
1691 return 0;
1692 break;
1693 }
1694 }
1695
1696 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1697 /* FIXME: If a player is killed by a rune in a door, the
1698 * was_destroyed() check above doesn't return, and might get here.
1699 */
1700 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1701 "hit_player()\n", op->arch->name, op->name);
1702 return 0;
1703 }
1704
1705#ifdef ATTACK_DEBUG
1706 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1707#endif
1708
1709 if (magic) { 1792 if (magic)
1793 {
1710 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1794 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1711 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1795 * in case 0>dam>1, we try to "simulate" a float value-effect */
1712 dam = dam*(100-op->resist[ATNR_MAGIC]); 1796 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1713 if (dam >= 100) 1797 if (dam >= 100)
1714 dam /= 100; 1798 dam /= 100;
1715 else 1799 else
1716 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1800 dam = (dam > rndm (0, 99)) ? 1 : 0;
1717 } 1801 }
1718 1802
1719 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1803 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1720 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1804 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1721 */ 1805 */
1722 if(type & AT_CHAOS){ 1806 if (type & AT_CHAOS)
1807 {
1723 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1808 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1724 update_object(op,UP_OBJ_FACE); 1809 update_object (op, UP_OBJ_FACE);
1725 type &= ~AT_CHAOS; 1810 type &= ~AT_CHAOS;
1726 } 1811 }
1727 1812
1728 /* Holyword is really an attacktype modifier (like magic is). If 1813 /* Holyword is really an attacktype modifier (like magic is). If
1729 * holyword is part of an attacktype, then make sure the creature is 1814 * holyword is part of an attacktype, then make sure the creature is
1730 * a proper match, otherwise no damage. 1815 * a proper match, otherwise no damage.
1731 */ 1816 */
1732 if (type & AT_HOLYWORD) { 1817 if (type & AT_HOLYWORD)
1818 {
1733 object *god; 1819 object *god;
1820
1734 if ((!hitter->slaying || 1821 if ((!hitter->slaying ||
1735 (!(op->race && strstr(hitter->slaying,op->race)) && 1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1736 !(op->name && strstr(hitter->slaying,op->name)))) && 1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1737 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1738 (hitter->title != NULL 1825 (hitter->title != NULL
1739 && (god = find_god(determine_god(hitter))) != NULL 1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1740 && god->race != NULL
1741 && strstr(god->race,undead_name) != NULL)))
1742 return 0; 1827 return 0;
1743 } 1828 }
1744 1829
1745 maxattacktype = type; /* initialize this to something */ 1830 maxattacktype = type; /* initialise this to something */
1746 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1832 {
1747 /* Magic isn't really a true attack type - it gets combined with other 1833 /* Magic isn't really a true attack type - it gets combined with other
1748 * attack types. As such, skip it over. However, if magic is 1834 * attack types. As such, skip it over. However, if magic is
1749 * the only attacktype in the group, then still attack with it 1835 * the only attacktype in the group, then still attack with it
1750 */ 1836 */
1751 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1837 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1838 continue;
1752 1839
1753 /* Go through and hit the player with each attacktype, one by one. 1840 /* Go through and hit the player with each attacktype, one by one.
1754 * hit_player_attacktype only figures out the damage, doesn't inflict 1841 * hit_player_attacktype only figures out the damage, doesn't inflict
1755 * it. It will do the appropriate action for attacktypes with 1842 * it. It will do the appropriate action for attacktypes with
1756 * effects (slow, paralization, etc. 1843 * effects (slow, paralization, etc.
1757 */ 1844 */
1758 if (type & attacktype) { 1845 if (type & attacktype)
1846 {
1759 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1847 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1760 /* the >= causes us to prefer messages from special attacks, if 1848 /* the >= causes us to prefer messages from special attacks, if
1761 * the damage is equal. 1849 * the damage is equal.
1762 */ 1850 */
1763 if (ndam >= maxdam) { 1851 if (ndam >= maxdam)
1852 {
1764 maxdam = ndam; 1853 maxdam = ndam;
1765 maxattacktype = 1<<attacknum; 1854 maxattacktype = 1 << attacknum;
1855 }
1856 }
1766 } 1857 }
1767 } 1858
1768 }
1769
1770 /* if this is friendly fire then do a set % of damage only 1859 /* if this is friendly fire then do a set % of damage only
1771 * Note - put a check in to make sure this attack is actually 1860 * Note - put a check in to make sure this attack is actually
1772 * doing damage - otherwise, the +1 in the code below will make 1861 * doing damage - otherwise, the +1 in the code below will make
1773 * an attack do damage before when it otherwise didn't 1862 * an attack do damage before when it otherwise didn't
1774 */ 1863 */
1775 friendlyfire = friendly_fire(op, hitter); 1864 friendlyfire = friendly_fire (op, hitter);
1776 if (friendlyfire && maxdam){ 1865 if (friendlyfire && maxdam)
1866 {
1777 maxdam = ((dam * settings.set_friendly_fire) / 100); 1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1778#ifndef COZY_SERVER 1868
1869#ifdef ATTACK_DEBUG
1870 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1872#endif
1873 }
1874
1875 if (!full_hit)
1876 {
1877 int area;
1878 int remainder;
1879
1880 area = 0;
1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1883 area++;
1884
1885 assert (area > 0);
1886
1887 /* basically: maxdam /= area; we try to "simulate" a float
1888 value-effect */
1889 remainder = 100 * (maxdam % area) / area;
1890 maxdam /= area;
1891 if (rndm (100) < remainder)
1779 maxdam++; 1892 maxdam++;
1893 }
1894
1895#ifdef ATTACK_DEBUG
1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1780#endif 1897#endif
1781
1782#ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1784 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1785#endif
1786 }
1787 1898
1788 if (!full_hit) { 1899 // for now, only do this for active objects, otherwise they
1789 archetype *at; 1900 // keep a refcount for a long time and I see no usefulness
1790 int area; 1901 // for an non-active objetc to know its enemy.
1791 int remainder; 1902 if (op->active)
1792 1903 if (hitter->owner)
1793 area = 0;
1794 for(at = op->arch; at != NULL; at = at->more)
1795 area++;
1796 assert(area > 0);
1797
1798 /* basically: maxdam /= area; we try to "simulate" a float
1799 value-effect */
1800 remainder = 100*(maxdam%area)/area;
1801 maxdam /= area;
1802 if (RANDOM()%100 < remainder)
1803 maxdam++;
1804 }
1805
1806#ifdef ATTACK_DEBUG
1807 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1808#endif
1809
1810 if(get_owner(hitter))
1811 op->enemy=hitter->owner; 1904 op->enemy = hitter->owner;
1812 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1813 op->enemy=hitter; 1906 op->enemy = hitter;
1814 1907
1815 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 {
1816 /* The unaggressives look after themselves 8) */ 1910 /* The unaggressives look after themselves 8) */
1817 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1818 npc_call_help(op); 1912 npc_call_help (op);
1819 } 1913 }
1820 1914
1821 if (magic && did_make_save(op, op->level, 0)) 1915 if (magic && did_make_save (op, op->level, 0))
1822 maxdam=maxdam/2; 1916 maxdam = maxdam / 2;
1823 1917
1824 attack_message(maxdam, maxattacktype, op, hitter); 1918 attack_message (maxdam, maxattacktype, op, hitter);
1825 1919
1826 op->stats.hp-=maxdam; 1920 op->stats.hp -= maxdam;
1827 1921
1828 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1829 if ((op->stats.hp>=0) && 1923 if ((op->stats.hp >= 0) &&
1830 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1831 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1925 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1832 (float)op->stats.maxhp)) { 1926 {
1833 1927
1834 if (QUERY_FLAG(op, FLAG_MONSTER)) 1928 if (QUERY_FLAG (op, FLAG_MONSTER))
1835 SET_FLAG(op, FLAG_RUN_AWAY); 1929 SET_FLAG (op, FLAG_RUN_AWAY);
1836 else 1930 else
1837 scare_creature(op, hitter); 1931 scare_creature (op, hitter);
1838 } 1932 }
1839 1933
1840 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1935 {
1841 if (maxdam) 1936 if (maxdam)
1842 tear_down_wall(op); 1937 tear_down_wall (op);
1938
1843 return maxdam; /* nothing more to do for wall */ 1939 return maxdam; /* nothing more to do for wall */
1844 } 1940 }
1845 1941
1846 /* See if the creature has been killed */ 1942 /* See if the creature has been killed */
1847 rtn_kill = kill_object(op, maxdam, hitter, type); 1943 rtn_kill = kill_object (op, maxdam, hitter, type);
1848 if (rtn_kill != -1) 1944 if (rtn_kill != -1)
1849 return rtn_kill; 1945 return rtn_kill;
1850 1946
1851 1947
1852 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1853 * that before if the player was immune to ghosthit, the monster 1949 * that before if the player was immune to ghosthit, the monster
1854 * remained - that is no longer the case. 1950 * remained - that is no longer the case.
1855 */ 1951 */
1856 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1857 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1953 hitter->destroy ();
1858 remove_friendly_object(hitter); 1954
1859 remove_ob(hitter);
1860 free_object(hitter);
1861 }
1862 /* Lets handle creatures that are splitting now */ 1955 /* Lets handle creatures that are splitting now */
1863 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1864 int i; 1957 {
1958 int i;
1865 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1866 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1960 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1867 object *owner = get_owner(op); 1961 object *owner = op->owner;
1868 1962
1869 if(!op->other_arch) { 1963 if (!op->other_arch)
1964 {
1870 LOG(llevError,"SPLITTING without other_arch error.\n"); 1965 LOG (llevError, "SPLITTING without other_arch error.\n");
1871 return maxdam; 1966 return maxdam;
1872 } 1967 }
1873 remove_ob(op); 1968
1874 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1969 op->remove ();
1970
1971 for (i = 0; i < op->stats.food; i++)
1972 { /* This doesn't handle op->more yet */
1875 object *tmp=arch_to_object(op->other_arch); 1973 object *tmp = arch_to_object (op->other_arch);
1876 int j; 1974 int j;
1877 1975
1878 tmp->stats.hp=op->stats.hp; 1976 tmp->stats.hp = op->stats.hp;
1977
1879 if (friendly) { 1978 if (friendly)
1880 SET_FLAG(tmp, FLAG_FRIENDLY); 1979 {
1881 add_friendly_object(tmp); 1980 add_friendly_object (tmp);
1882 tmp->attack_movement = PETMOVE; 1981 tmp->attack_movement = PETMOVE;
1883 if (owner!=NULL) 1982
1884 set_owner(tmp,owner); 1983 if (owner)
1984 tmp->set_owner (owner);
1985 }
1986
1987 if (unaggressive)
1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1989
1990 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991
1992 if (j == -1) /* No spot to put this monster */
1993 tmp->destroy ();
1994 else
1995 {
1996 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1997 insert_ob_in_map (tmp, op->map, NULL, 0);
1998 }
1999 }
2000
2001 op->destroy ();
1885 } 2002 }
1886 if (unaggressive)
1887 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1888 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1889 if (j==-1) /* No spot to put this monster */
1890 free_object(tmp);
1891 else {
1892 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1893 insert_ob_in_map(tmp,op->map,NULL,0);
1894 }
1895 }
1896 if(friendly)
1897 remove_friendly_object(op);
1898 free_object(op);
1899 }
1900 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1901 remove_ob(hitter); 2004 hitter->destroy ();
1902 free_object(hitter); 2005
1903 }
1904 return maxdam; 2006 return maxdam;
1905} 2007}
1906 2008
1907 2009void
1908void poison_player(object *op, object *hitter, int dam) 2010poison_player (object *op, object *hitter, int dam)
1909{ 2011{
1910 archetype *at = find_archetype("poisoning"); 2012 archetype *at = archetype::find ("poisoning");
1911 object *tmp=present_arch_in_ob(at,op); 2013 object *tmp = present_arch_in_ob (at, op);
1912 2014
1913 if(tmp==NULL) { 2015 if (tmp == NULL)
2016 {
1914 if((tmp=arch_to_object(at))==NULL) 2017 if ((tmp = arch_to_object (at)) == NULL)
1915 LOG(llevError,"Failed to clone arch poisoning.\n"); 2018 LOG (llevError, "Failed to clone arch poisoning.\n");
1916 else { 2019 else
2020 {
1917 tmp = insert_ob_in_ob(tmp,op); 2021 tmp = insert_ob_in_ob (tmp, op);
1918 /* peterm: give poisoning some teeth. It should 2022 /* peterm: give poisoning some teeth. It should
1919 * be able to kill things better than it does: 2023 * be able to kill things better than it does:
1920 * damage should be dependent something--I choose to 2024 * damage should be dependent something--I choose to
1921 * do this: if it's a monster, the damage from the 2025 * do this: if it's a monster, the damage from the
1922 * poisoning goes as the level of the monster/2. 2026 * poisoning goes as the level of the monster/2.
1923 * If anything else, goes as damage. 2027 * If anything else, goes as damage.
1924 */ 2028 */
1925 2029
1926 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2030 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1927 tmp->stats.dam += hitter->level/2; 2031 tmp->stats.dam += hitter->level / 2;
1928 else 2032 else
1929 tmp->stats.dam = dam; 2033 tmp->stats.dam = dam;
1930 2034
1931 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2035 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1932 if(hitter->skill && hitter->skill != tmp->skill) { 2036 if (hitter->skill && hitter->skill != tmp->skill)
1933 if (tmp->skill) free_string(tmp->skill); 2037 {
1934 tmp->skill = add_refcount(hitter->skill); 2038 tmp->skill = hitter->skill;
2039 }
2040
2041 tmp->stats.food += dam; /* more damage, longer poisoning */
2042
2043 if (op->type == PLAYER)
2044 {
2045 /* player looses stats, maximum is -10 of each */
2046 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2047 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2049 tmp->stats.Int = MAX (-dam / 7, -10);
2050 SET_FLAG (tmp, FLAG_APPLIED);
2051 op->update_stats ();
2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound);
2054 }
2055
2056 if (hitter->type == PLAYER)
2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2060 }
2061
2062 tmp->speed_left = 0;
1935 } 2063 }
1936
1937 tmp->stats.food+=dam; /* more damage, longer poisoning */
1938
1939 if(op->type==PLAYER) {
1940 /* player looses stats, maximum is -10 of each */
1941 tmp->stats.Con= MAX(-(dam/4+1), -10);
1942 tmp->stats.Str= MAX(-(dam/3+2), -10);
1943 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1944 tmp->stats.Int= MAX(-dam/7, -10);
1945 SET_FLAG(tmp,FLAG_APPLIED);
1946 fix_player(op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1948 }
1949 if (hitter->type == PLAYER)
1950 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1951 op->name);
1952 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1953 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1954 "Your %s poisons %s.", hitter->name, op->name);
1955 }
1956 tmp->speed_left=0;
1957 }
1958 else 2064 else
1959 tmp->stats.food++; 2065 tmp->stats.food++;
1960} 2066}
1961 2067
2068void
1962void slow_player(object *op,object *hitter,int dam) 2069slow_player (object *op, object *hitter, int dam)
2070{
1963{ archetype *at = find_archetype("slowness"); 2071 archetype *at = archetype::find ("slowness");
1964 object *tmp; 2072 object *tmp;
2073
1965 if(at == NULL) { 2074 if (at == NULL)
1966 LOG(llevError,"Can't find slowness archetype.\n"); 2075 LOG (llevError, "Can't find slowness archetype.\n");
1967 } 2076
1968 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2078 {
1969 tmp = arch_to_object(at); 2079 tmp = arch_to_object (at);
1970 tmp = insert_ob_in_ob(tmp,op); 2080 tmp = insert_ob_in_ob (tmp, op);
1971 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2082 }
1972 } else 2083 else
1973 tmp->stats.food++; 2084 tmp->stats.food++;
2085
1974 SET_FLAG(tmp, FLAG_APPLIED); 2086 SET_FLAG (tmp, FLAG_APPLIED);
1975 tmp->speed_left=0; 2087 tmp->speed_left = 0;
1976 fix_player(op); 2088 op->update_stats ();
1977} 2089}
1978 2090
2091void
1979void confuse_player(object *op, object *hitter, int dam) 2092confuse_player (object *op, object *hitter, int dam)
1980{ 2093{
1981 object *tmp; 2094 object *tmp;
1982 int maxduration; 2095 int maxduration;
1983 2096
1984 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2097 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1985 if(!tmp) { 2098 if (!tmp)
1986 tmp = get_archetype(FORCE_NAME);
1987 tmp = insert_ob_in_ob(tmp,op);
1988 }
1989 2099 {
2100 tmp = get_archetype (FORCE_NAME);
2101 tmp = insert_ob_in_ob (tmp, op);
2102 }
2103
1990 /* Duration added per hit and max. duration of confusion both depend 2104 /* Duration added per hit and max. duration of confusion both depend
1991 * on the player's resistance 2105 * on the player's resistance
1992 */ 2106 */
1993 tmp->speed = 0.05; 2107 tmp->speed = 0.05;
1994 tmp->subtype = FORCE_CONFUSION; 2108 tmp->subtype = FORCE_CONFUSION;
1995 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1996 if (tmp->name) free_string(tmp->name);
1997 tmp->name = add_string("confusion"); 2110 tmp->name = "confusion";
1998 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
1999 if( tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
2000 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
2001 2115
2002 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2003 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118
2004 SET_FLAG(op, FLAG_CONFUSED); 2119 SET_FLAG (op, FLAG_CONFUSED);
2005} 2120}
2006 2121
2122void
2007void blind_player(object *op, object *hitter, int dam) 2123blind_player (object *op, object *hitter, int dam)
2008{ 2124{
2009 object *tmp,*owner; 2125 object *tmp, *owner;
2010 2126
2011 /* Save some work if we know it isn't going to affect the player */ 2127 /* Save some work if we know it isn't going to affect the player */
2012 if (op->resist[ATNR_BLIND]==100) return; 2128 if (op->resist[ATNR_BLIND] == 100)
2129 return;
2013 2130
2014 tmp = present_in_ob(BLINDNESS,op); 2131 tmp = present_in_ob (BLINDNESS, op);
2015 if(!tmp) { 2132 if (!tmp)
2133 {
2016 tmp = get_archetype("blindness"); 2134 tmp = get_archetype ("blindness");
2017 SET_FLAG(tmp, FLAG_BLIND); 2135 SET_FLAG (tmp, FLAG_BLIND);
2018 SET_FLAG(tmp, FLAG_APPLIED); 2136 SET_FLAG (tmp, FLAG_APPLIED);
2019 /* use floats so we don't lose too much precision due to rounding errors. 2137 /* use floats so we don't lose too much precision due to rounding errors.
2020 * speed is a float anyways. 2138 * speed is a float anyways.
2021 */ 2139 */
2022 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2023 2141
2024 tmp = insert_ob_in_ob(tmp,op); 2142 tmp = insert_ob_in_ob (tmp, op);
2025 change_abil(op,tmp); /* Mostly to display any messages */ 2143 change_abil (op, tmp); /* Mostly to display any messages */
2026 fix_player(op); /* This takes care of some other stuff */ 2144 op->update_stats (); /* This takes care of some other stuff */
2027 2145
2028 if(hitter->owner) owner = get_owner(hitter); 2146 if (hitter->owner)
2147 owner = hitter->owner;
2148 else
2029 else owner = hitter; 2149 owner = hitter;
2030 2150
2031 new_draw_info_format(NDI_UNIQUE,0,owner, 2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2032 "Your attack blinds %s!",query_name(op));
2033 } 2152 }
2034 tmp->stats.food += dam; 2153 tmp->stats.food += dam;
2035 if(tmp->stats.food > 10) tmp->stats.food = 10; 2154 if (tmp->stats.food > 10)
2155 tmp->stats.food = 10;
2036} 2156}
2037 2157
2158void
2038void paralyze_player(object *op, object *hitter, int dam) 2159paralyze_player (object *op, object *hitter, int dam)
2039{ 2160{
2040 float effect,max; 2161 float effect, max;
2162
2041 /* object *tmp; */ 2163 /* object *tmp; */
2042 2164
2043 /* This is strange stuff... someone knows for what this is 2165 /* This is strange stuff... someone knows for what this is
2044 * written? Well, i think this can and should be removed 2166 * written? Well, i think this can and should be removed
2045 */ 2167 */
2046 2168
2047 /* 2169 /*
2048 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2170 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2049 tmp=clone_arch(PARAIMAGE); 2171 tmp=clone_arch(PARAIMAGE);
2050 tmp->x=op->x,tmp->y=op->y; 2172 tmp->x=op->x,tmp->y=op->y;
2051 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2173 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2052 } 2174 }
2053 */ 2175 */
2054 2176
2055 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2177 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2056 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2178 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2057 2179
2058 if (effect==0) return; 2180 if (effect == 0)
2181 return;
2059 2182
2060 op->speed_left-=FABS(op->speed)*effect; 2183 op->speed_left -= FABS (op->speed) * effect;
2061 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2184 /* tmp->stats.food+=(signed short) effect/op->speed; */
2062 2185
2063 /* max number of ticks to be affected for. */ 2186 /* max number of ticks to be affected for. */
2064 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2187 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2065 if (op->speed_left< -(FABS(op->speed)*max)) 2188 if (op->speed_left < -(FABS (op->speed) * max))
2066 op->speed_left = (float) -(FABS(op->speed)*max); 2189 op->speed_left = (float) -(FABS (op->speed) * max);
2067 2190
2068/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2069} 2192}
2070
2071 2193
2072/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2073 * the computed damaged. 2195 * the computed damaged.
2074 */ 2196 */
2197void
2075void deathstrike_player(object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2076{ 2199{
2077 /* The intention of a death attack is to kill outright things 2200 /* The intention of a death attack is to kill outright things
2078 ** that are a lot weaker than the attacker, have a chance of killing 2201 ** that are a lot weaker than the attacker, have a chance of killing
2079 ** things somewhat weaker than the caster, and no chance of 2202 ** things somewhat weaker than the caster, and no chance of
2080 ** killing something equal or stronger than the attacker. 2203 ** killing something equal or stronger than the attacker.
2081 ** Also, if a deathstrike attack has a slaying, any monster 2204 ** Also, if a deathstrike attack has a slaying, any monster
2082 ** whose name or race matches a comma-delimited list in the slaying 2205 ** whose name or race matches a comma-delimited list in the slaying
2083 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2084 2207
2085 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2086 2209
2087 if(hitter->slaying) 2210 if (hitter->slaying)
2088 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2089 (op->race&&strstr(hitter->slaying,op->race)))) return; 2212 return;
2090 2213
2091 def_lev = op->level; 2214 def_lev = op->level;
2092 if (def_lev < 1) { 2215 if (def_lev < 1)
2216 {
2093 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2094 op->arch->name, op->name);
2095 def_lev = 1; 2218 def_lev = 1;
2096 } 2219 }
2220
2097 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2098 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2099 atk_lev, def_lev); */ 2223 atk_lev, def_lev); */
2100 2224
2101 if(atk_lev >= def_lev ){ 2225 if (atk_lev >= def_lev)
2226 {
2102 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2227 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2103 2228
2104 /* Note that the below effectively means the ratio of the atk vs 2229 /* Note that the below effectively means the ratio of the atk vs
2105 * defener level is important - if level 52 character has very little 2230 * defener level is important - if level 52 character has very little
2106 * chance of killing a level 50 monster. This should probably be 2231 * chance of killing a level 50 monster. This should probably be
2107 * redone. 2232 * redone.
2108 */ 2233 */
2109 if(kill_lev >= def_lev) { 2234 if (kill_lev >= def_lev)
2235 {
2110 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2236 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2111 /* I think this doesn't really do much. Because of 2237 /* I think this doesn't really do much. Because of
2112 * integer rounding, this only makes any difference if the 2238 * integer rounding, this only makes any difference if the
2113 * attack level is double the defender level. 2239 * attack level is double the defender level.
2114 */ 2240 */
2115 *dam *= kill_lev / def_lev; 2241 *dam *= kill_lev / def_lev;
2116 } 2242 }
2117 } else { 2243 }
2244 else
2118 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2119 }
2120} 2246}
2121 2247
2122/* thrown_item_effect() - handles any special effects of thrown 2248/* thrown_item_effect() - handles any special effects of thrown
2123 * items (like attacking living creatures--a potion thrown at a 2249 * items (like attacking living creatures--a potion thrown at a
2124 * monster). 2250 * monster).
2125 */ 2251 */
2252static void
2126static void thrown_item_effect (object *hitter, object *victim) 2253thrown_item_effect (object *hitter, object *victim)
2127{ 2254{
2128 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2255 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2256 {
2129 /* May not need a switch for just 2 types, but this makes it 2257 /* May not need a switch for just 2 types, but this makes it
2130 * easier for expansion. 2258 * easier for expansion.
2131 */ 2259 */
2132 switch (hitter->type) { 2260 switch (hitter->type)
2261 {
2133 case POTION: 2262 case POTION:
2134 /* should player get a save throw instead of checking magic protection? */ 2263 /* should player get a save throw instead of checking magic protection? */
2135 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2264 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2136 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2265 (void) apply_potion (victim, hitter);
2137 break; 2266 break;
2138 2267
2139 case POISON: /* poison drinks */ 2268 case POISON: /* poison drinks */
2140 /* As with potions, should monster get a save? */ 2269 /* As with potions, should monster get a save? */
2141 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2270 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2142 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2271 apply_poison (victim, hitter);
2143 break; 2272 break;
2144 2273
2145 /* Removed case statements that did nothing. 2274 /* Removed case statements that did nothing.
2146 * food may be poisonous, but monster must be willing to eat it, 2275 * food may be poisonous, but monster must be willing to eat it,
2147 * so we don't handle it here. 2276 * so we don't handle it here.
2148 * Containers should perhaps break open, but that code was disabled. 2277 * Containers should perhaps break open, but that code was disabled.
2149 */ 2278 */
2150 } 2279 }
2151 } 2280 }
2152} 2281}
2153 2282
2154/* adj_attackroll() - adjustments to attacks by various conditions */ 2283/* adj_attackroll() - adjustments to attacks by various conditions */
2155 2284int
2156int adj_attackroll (object *hitter, object *target) { 2285adj_attackroll (object *hitter, object *target)
2286{
2157 object *attacker = hitter; 2287 object *attacker = hitter;
2158 int adjust=0; 2288 int adjust = 0;
2159 2289
2160 /* safety */ 2290 /* safety */
2161 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2291 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2292 {
2162 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2293 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2163 "map\n"); 2294 return 0;
2295 }
2296
2297 /* aimed missiles use the owning object's sight */
2298 if (is_aimed_missile (hitter))
2299 {
2300 if ((attacker = hitter->owner) == NULL)
2301 attacker = hitter;
2302 /* A player who saves but hasn't quit still could have objects
2303 * owned by him - need to handle that case to avoid crashes.
2304 */
2305 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2306 attacker = hitter;
2307 }
2308 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2164 return 0; 2309 return 0;
2165 }
2166 2310
2167 /* aimed missiles use the owning object's sight */
2168 if(is_aimed_missile(hitter)) {
2169 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2170 /* A player who saves but hasn't quit still could have objects
2171 * owned by him - need to handle that case to avoid crashes.
2172 */
2173 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2174 }
2175 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2176 return 0;
2177
2178 /* determine the condtions under which we make an attack. 2311 /* determine the condtions under which we make an attack.
2179 * Add more cases, as the need occurs. */ 2312 * Add more cases, as the need occurs. */
2180 2313
2181 if(!can_see_enemy(attacker,target)) { 2314 if (!can_see_enemy (attacker, target))
2315 {
2182 /* target is unseen */ 2316 /* target is unseen */
2183 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2317 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2184 adjust -= 10; 2318 adjust -= 10;
2185 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2319 /* dark map penalty for the hitter (lacks infravision if we got here). */
2186 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2320 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2187 adjust -= target->map->darkness; 2321 adjust -= target->map->darkness;
2188 } 2322 }
2189 2323
2190 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2324 if (QUERY_FLAG (attacker, FLAG_SCARED))
2191 adjust -= 3; 2325 adjust -= 3;
2192 2326
2193 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2327 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2194 adjust += 1; 2328 adjust += 1;
2195 2329
2196 if(QUERY_FLAG(target,FLAG_SCARED)) 2330 if (QUERY_FLAG (target, FLAG_SCARED))
2197 adjust += 1; 2331 adjust += 1;
2198 2332
2199 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2333 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2200 adjust -= 3; 2334 adjust -= 3;
2201 2335
2202 /* if we attack at a different 'altitude' its harder */ 2336 /* if we attack at a different 'altitude' its harder */
2203 if((attacker->move_type & target->move_type)==0) 2337 if ((attacker->move_type & target->move_type) == 0)
2204 adjust -= 2; 2338 adjust -= 2;
2205 2339
2206#if 0 2340#if 0
2207 /* slower attacks are less likely to succeed. We should use a 2341 /* slower attacks are less likely to succeed. We should use a
2208 * comparison between attacker/target speeds BUT, players have 2342 * comparison between attacker/target speeds BUT, players have
2209 * a generally faster speed, so this will wind up being a HUGE 2343 * a generally faster speed, so this will wind up being a HUGE
2210 * disadantage for the monsters! Too bad, because missiles which 2344 * disadantage for the monsters! Too bad, because missiles which
2211 * fly fast should have a better chance of hitting a slower target. 2345 * fly fast should have a better chance of hitting a slower target.
2212 */ 2346 */
2213 if(hitter->speed<target->speed) 2347 if (hitter->speed < target->speed)
2214 adjust += ((float) hitter->speed-target->speed); 2348 adjust += ((float) hitter->speed - target->speed);
2215#endif 2349#endif
2216 2350
2217#if 0 2351#if 0
2218 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2352 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2219#endif 2353#endif
2220 2354
2221 return adjust; 2355 return adjust;
2222} 2356}
2223
2224 2357
2225/* determine if the object is an 'aimed' missile */ 2358/* determine if the object is an 'aimed' missile */
2359int
2226int is_aimed_missile ( object *op) { 2360is_aimed_missile (object *op)
2361{
2227 2362
2228 /* I broke what used to be one big if into a few nested 2363 /* I broke what used to be one big if into a few nested
2229 * ones so that figuring out the logic is at least possible. 2364 * ones so that figuring out the logic is at least possible.
2230 */ 2365 */
2231 if (op && (op->move_type & MOVE_FLYING)) { 2366 if (op && (op->move_type & MOVE_FLYING))
2232 if (op->type==ARROW || op->type==THROWN_OBJ) 2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2233 return 1; 2368 return 1;
2234 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2235 op->subtype == SP_EXPLOSION))
2236 return 1; 2370 return 1;
2237 } 2371
2238 return 0; 2372 return 0;
2239} 2373}
2240

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