ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.14 by root, Thu Sep 14 17:10:25 2006 UTC

1
1/* 2/*
2 * static char *rcsid_attack_c = 3 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $"; 4 * "$Id: attack.C,v 1.14 2006/09/14 17:10:25 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
29#include <living.h> 31#include <living.h>
30#include <material.h> 32#include <material.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifndef __CEXTRACT__ 35#ifndef __CEXTRACT__
34#include <sproto.h> 36# include <sproto.h>
35#endif 37#endif
36 38
37#include <sounds.h> 39#include <sounds.h>
38 40
39typedef struct att_msg_str { 41typedef struct att_msg_str
42{
40 char *msg1; 43 char *msg1;
41 char *msg2; 44 char *msg2;
42} att_msg; 45} att_msg;
43 46
44/*#define ATTACK_DEBUG*/ 47/*#define ATTACK_DEBUG*/
45 48
46/* cancels object *op. Cancellation basically means an object loses 49/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 50 * its magical benefits.
48 */ 51 */
52void
49void cancellation(object *op) 53cancellation (object *op)
50{ 54{
51 object *tmp; 55 object *tmp;
52 56
53 if (op->invisible) 57 if (op->invisible)
54 return; 58 return;
55 59
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
57 /* Recur through the inventory */ 62 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 65 cancellation (tmp);
61 } 66 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
63 /* Nullify this object. This code could probably be more complete */ 69 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 70 /* in what abilities it should cancel */
65 op->magic=0; 71 op->magic = 0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 72 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 73 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 76 if (op->env && op->env->type == PLAYER)
77 {
71 esrv_send_item (op->env, op); 78 esrv_send_item (op->env, op);
72 } 79 }
73 } 80 }
74} 81}
75 82
76 83
78/* did_make_save_item just checks to make sure the item actually 85/* 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 86 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 87 * any further action (like destroying the item).
81 */ 88 */
82 89
90int
83int did_make_save_item(object *op, int type, object *originator) { 91did_make_save_item (object *op, int type, object *originator)
92{
84 int i, roll, saves=0, attacks=0, number; 93 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 94 materialtype_t *mt;
86 95
87 if (op->materialname == NULL) { 96 if (op->materialname == NULL)
97 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
89 if (op->material & mt->material) 100 if (op->material & mt->material)
90 break; 101 break;
91 } 102 }
103 }
92 } else 104 else
93 mt = name_to_material(op->materialname); 105 mt = name_to_material (op->materialname);
94 if (mt == NULL) 106 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 107 return TRUE;
108 roll = rndm (1, 20);
109
110 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype.
117 */
118 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129
130 for (number = 0; number < NROFATTACKS; number++)
131 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++;
136 if (op->resist[number] == 100)
137 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++;
142 }
143
144 if (saves == attacks || attacks == 0)
145 return TRUE;
146 if ((saves == 0) || (rndm (1, attacks) > saves))
147 return FALSE;
148 return TRUE;
137} 149}
138 150
139/* This function calls did_make_save_item. It then performs the 151/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 152 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 153 * calling cancellation, etc.)
142 */ 154 */
143 155
156void
144void save_throw_object (object *op, int type, object *originator) 157save_throw_object (object *op, int type, object *originator)
145{ 158{
146 if ( ! did_make_save_item (op, type,originator)) 159 if (!did_make_save_item (op, type, originator))
147 { 160 {
148 object *env=op->env; 161 object *env = op->env;
149 int x=op->x,y=op->y; 162 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 163 mapstruct *m = op->map;
151 164
152 op = stop_item (op); 165 op = stop_item (op);
153 if (op == NULL) 166 if (op == NULL)
154 return; 167 return;
155 168
156 /* Hacked the following so that type LIGHTER will work. 169 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 170 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 171 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 172 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 173 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 174 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 175 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 176 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 177 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)) { 178 {
166 const char *arch=op->other_arch->name; 179 const char *arch = op->other_arch->name;
167 180
168 op = decrease_ob_nr (op, 1); 181 op = decrease_ob_nr (op, 1);
182
169 if (op) 183 if (op)
170 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
185
171 if((op = get_archetype(arch))!=NULL) { 186 if ((op = get_archetype (arch)) != NULL)
187 {
172 if(env) { 188 if (env)
189 {
173 op->x=env->x,op->y=env->y; 190 op->x = env->x, op->y = env->y;
174 insert_ob_in_ob(op,env); 191 insert_ob_in_ob (op, env);
175 if (env->contr) 192 if (env->contr)
176 esrv_send_item(env, op); 193 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 } 194 }
195 else
182 return; 196 {
183 } 197 op->x = x, op->y = y;
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator); 198 insert_ob_in_map (op, m, originator, 0);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 } 199 }
200 } 200 }
201
202 return;
203 }
204
205 if (type & AT_CANCELLATION)
206 { /* Cancellation. */
207 cancellation (op);
208 fix_stopped_item (op, m, originator);
209 return;
210 }
211
212 if (op->nrof > 1)
213 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
215
216 if (op)
217 fix_stopped_item (op, m, originator);
218 }
219 else
220 {
221 if (op->env)
222 {
223 object *tmp = is_player_inv (op->env);
224
225 if (tmp)
226 esrv_del_item (tmp->contr, op->count);
227 }
228
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 229 if (!QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op); 230 remove_ob (op);
231
203 free_object(op); 232 free_object (op);
204 } 233 }
234
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 235 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if(env) { 236 if (env)
237 {
207 op=get_archetype("burnout"); 238 op = get_archetype ("burnout");
208 op->x=env->x,op->y=env->y; 239 op->x = env->x, op->y = env->y;
209 insert_ob_in_ob(op,env); 240 insert_ob_in_ob (op, env);
210 } else { 241 }
242 else
211 replace_insert_ob_in_map("burnout",originator); 243 replace_insert_ob_in_map ("burnout", originator);
212 } 244
213 } 245 return;
246 }
247 /* The value of 50 is arbitrary. */
248 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
249 {
250 object *tmp;
251 archetype *at = find_archetype ("icecube");
252
253 if (at == NULL)
214 return; 254 return;
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;
223 op = stop_item (op); 255 op = stop_item (op);
224 if (op == NULL) 256 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return; 257 return;
258 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
259 {
260 tmp = arch_to_object (at);
261 tmp->x = op->x, tmp->y = op->y;
262 /* This was in the old (pre new movement code) -
263 * icecubes have slow_move set to 1 - don't want
264 * that for ones we create.
265 */
266 tmp->move_slow_penalty = 0;
267 tmp->move_slow = 0;
268 insert_ob_in_map (tmp, op->map, originator, 0);
269 }
270 if (!QUERY_FLAG (op, FLAG_REMOVED))
271 remove_ob (op);
272 (void) insert_ob_in_ob (op, tmp);
273 return;
241 } 274 }
242} 275}
243 276
244/* Object op is hitting the map. 277/* Object op is hitting the map.
245 * op is going in direction 'dir' 278 * op is going in direction 'dir'
246 * type is the attacktype of the object. 279 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 280 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 281 * returns 1 if it hits something, 0 otherwise.
249 */ 282 */
250 283
284int
251int hit_map(object *op, int dir, int type, int full_hit) { 285hit_map (object *op, int dir, int type, int full_hit)
286{
252 object *tmp, *next; 287 object *tmp, *next;
253 mapstruct *map; 288 mapstruct *map;
254 sint16 x, y; 289 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 290 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 291
257 tag_t op_tag, next_tag=0; 292 tag_t op_tag, next_tag = 0;
258 293
259 if (QUERY_FLAG (op, FLAG_FREED)) { 294 if (QUERY_FLAG (op, FLAG_FREED))
295 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 296 LOG (llevError, "BUG: hit_map(): free object\n");
297 return 0;
298 }
299
300 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
301 {
302 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
303 return 0;
304 }
305
306 if (!op->map)
307 {
308 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
309 return 0;
310 }
311
312 if (op->head)
313 op = op->head;
314
315 op_tag = op->count;
316
317 map = op->map;
318 x = op->x + freearr_x[dir];
319 y = op->y + freearr_y[dir];
320
321 int mflags = get_map_flags (map, &map, x, y, &x, &y);
322
323 // elmex: a safe map tile can't be hit!
324 // this should prevent most harmful effects on items and players there.
325 if (mflags & (P_OUT_OF_MAP | P_SAFE))
326 return 0;
327
328 /* peterm: a few special cases for special attacktypes --counterspell
329 * must be out here because it strikes things which are not alive
330 */
331
332 if (type & AT_COUNTERSPELL)
333 {
334 counterspell (op, dir); /* see spell_effect.c */
335
336 /* If the only attacktype is counterspell or magic, don't need
337 * to do any further processing.
338 */
339 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
261 return 0; 340 return 0;
262 }
263 341
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 &op->arch->name, &op->name);
267 return 0;
268 }
269
270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282
283 int mflags = get_map_flags(map, &map, x, y, &x, &y);
284 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
287 return 0;
288
289 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive
291 */
292
293 if (type & AT_COUNTERSPELL) {
294 counterspell(op,dir); /* see spell_effect.c */
295
296 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing.
298 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
300 return 0;
301 }
302 type &= ~AT_COUNTERSPELL; 342 type &= ~AT_COUNTERSPELL;
303 } 343 }
304 344
305 if(type & AT_CHAOS){ 345 if (type & AT_CHAOS)
346 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 347 shuffle_attack (op, 1); /*1 flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 348 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 349 type &= ~AT_CHAOS;
309 } 350 }
310 351
311 next = get_map_ob (map, x, y); 352 next = get_map_ob (map, x, y);
353 if (next)
354 next_tag = next->count;
355
356 while (next)
357 {
358 if (was_destroyed (next, next_tag))
359 {
360 /* There may still be objects that were above 'next', but there is no
361 * simple way to find out short of copying all object references and
362 * tags into a temporary array before we start processing the first
363 * object. That's why we just abort.
364 *
365 * This happens whenever attack spells (like fire) hit a pile
366 * of objects. This is not a bug - nor an error. The errormessage
367 * below was spamming the logs for absolutely no reason.
368 */
369 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
370 break;
371 }
372
373 tmp = next;
374 next = tmp->above;
375
312 if (next) 376 if (next)
313 next_tag = next->count; 377 next_tag = next->count;
314 378
315 while (next) { 379 if (QUERY_FLAG (tmp, FLAG_FREED))
380 {
381 LOG (llevError, "BUG: hit_map(): found freed object\n");
382 break;
383 }
384
385 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386 * For example, 'tmp' was put in an icecube.
387 * This is one of the few cases where on_same_map should not be used.
388 */
389 if (tmp->map != map || tmp->x != x || tmp->y != y)
390 continue;
391
392 if (QUERY_FLAG (tmp, FLAG_ALIVE))
393 {
394 hit_player (tmp, op->stats.dam, op, type, full_hit);
395 retflag |= 1;
316 if (was_destroyed (next, next_tag)) { 396 if (was_destroyed (op, op_tag))
317 /* There may still be objects that were above 'next', but there is no
318 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort.
321 *
322 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage
324 * below was spamming the logs for absolutely no reason.
325 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
327 break; 397 break;
328 } 398 }
329 tmp = next;
330 next = tmp->above;
331 if (next)
332 next_tag = next->count;
333 399
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 400 /* Here we are potentially destroying an object. If the object has
335 LOG (llevError, "BUG: hit_map(): found freed object\n"); 401 * NO_PASS set, it is also immune - you can't destroy walls. Note
402 * that weak walls have is_alive set, which prevent objects from
403 * passing over/through them. We don't care what type of movement
404 * the wall blocks - if it blocks any type of movement, can't be
405 * destroyed right now.
406 */
407 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
408 {
409 save_throw_object (tmp, type, op);
410 if (was_destroyed (op, op_tag))
336 break; 411 break;
337 } 412 }
338
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used.
342 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y)
344 continue;
345
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
347 hit_player(tmp,op->stats.dam,op,type,full_hit);
348 retflag |=1;
349 if (was_destroyed (op, op_tag))
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
360 !tmp->move_block) {
361 save_throw_object(tmp,type,op);
362 if (was_destroyed (op, op_tag))
363 break;
364 }
365 } 413 }
414
366 return 0; 415 return 0;
367} 416}
368 417
418void
369void attack_message(int dam, int type, object *op, object *hitter) { 419attack_message (int dam, int type, object *op, object *hitter)
420{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 421 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 422 int i, found = 0;
372 mapstruct *map; 423 mapstruct *map;
373 object *next, *tmp; 424 object *next, *tmp;
374 425
375 /* put in a few special messages for some of the common attacktypes 426 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 427 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 428 * [garbled 20010919]
378 */ 429 */
379 430
380 if (dam == 9998 && op->type == DOOR) { 431 if (dam == 9998 && op->type == DOOR)
432 {
381 sprintf(buf1, "unlock %s", &op->name); 433 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 434 sprintf (buf2, " unlocks");
383 found++; 435 found++;
436 }
437 if (dam < 0)
384 } 438 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 439 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 440 sprintf (buf2, " hits");
388 found++; 441 found++;
442 }
389 } else if(dam==0) { 443 else if (dam == 0)
444 {
390 sprintf(buf1, "missed %s", &op->name); 445 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 446 sprintf (buf2, " misses");
392 found++; 447 found++;
448 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 449 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 450 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 451 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 453 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
398 if (dam < attack_mess[ATM_SUFFER][i].level 454 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 455 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
401 &op->name, attack_mess[ATM_SUFFER][i].buf2);
402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 456 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
457 found++;
458 break;
459 }
460 }
461 else if (op->type == DOOR && !found)
462 {
463 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
464 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
465 {
466 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
467 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
468 found++;
469 break;
470 }
471 }
472 else if (hitter->type == PLAYER && IS_LIVE (op))
473 {
474 if (USING_SKILL (hitter, SK_KARATE))
475 {
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
477 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
478 {
479 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
480 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 481 found++;
404 break; 482 break;
405 } 483 }
406 } else if (op->type == DOOR && !found) { 484 }
485 else if (USING_SKILL (hitter, SK_CLAWING))
486 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
488 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 489 {
409 if (dam < attack_mess[ATM_DOOR][i].level 490 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
410 || attack_mess[ATM_DOOR][i+1].level == -1) {
411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
412 &op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 491 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 492 found++;
415 break; 493 break;
416 }
417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
418 if (USING_SKILL(hitter, SK_KARATE)) {
419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
420 i++)
421 if (dam < attack_mess[ATM_KARATE][i].level
422 || attack_mess[ATM_KARATE][i+1].level == -1) {
423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
424 &op->name, attack_mess[ATM_KARATE][i].buf2);
425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
426 found++;
427 break;
428 } 494 }
429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
431 i++)
432 if (dam < attack_mess[ATM_CLAW][i].level
433 || attack_mess[ATM_CLAW][i+1].level == -1) {
434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
435 &op->name, attack_mess[ATM_CLAW][i].buf2);
436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
437 found++;
438 break;
439 } 495 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 496 else if (USING_SKILL (hitter, SK_PUNCHING))
497 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
499 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 500 {
443 if (dam < attack_mess[ATM_PUNCH][i].level
444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 501 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
446 &op->name, attack_mess[ATM_PUNCH][i].buf2);
447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 502 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
448 found++;
449 break;
450 }
451 }
452 }
453 if (found) {
454 /* done */
455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
456 sprintf(buf1, "hit"); /* just in case */
457 for (i=0; i < MAXATTACKMESS; i++)
458 if (dam < attack_mess[ATM_ARROW][i].level
459 || attack_mess[ATM_ARROW][i+1].level == -1) {
460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
461 found++; 503 found++;
462 break; 504 break;
505 }
506 }
507 }
508 if (found)
509 {
510 /* done */
511 }
512 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
513 {
514 sprintf (buf1, "hit"); /* just in case */
515 for (i = 0; i < MAXATTACKMESS; i++)
516 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
517 {
518 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
519 found++;
520 break;
521 }
522 }
523 else if (type & AT_DRAIN && IS_LIVE (op))
524 {
525 /* drain is first, because some items have multiple attypes */
526 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
527 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
528 {
529 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
530 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
531 found++;
532 break;
533 }
534 }
535 else if (type & AT_ELECTRICITY && IS_LIVE (op))
536 {
537 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
538 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
539 {
540 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
541 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
542 found++;
543 break;
544 }
545 }
546 else if (type & AT_COLD && IS_LIVE (op))
547 {
548 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
549 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
550 {
551 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
552 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
553 found++;
554 break;
555 }
556 }
557 else if (type & AT_FIRE)
558 {
559 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
560 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
561 {
562 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
563 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
564 found++;
565 break;
566 }
567 }
568 else if (hitter->current_weapon != NULL)
569 {
570 int mtype;
571
572 switch (hitter->current_weapon->weapontype)
573 {
574 case WEAP_HIT:
575 mtype = ATM_BASIC;
576 break;
577 case WEAP_SLASH:
578 mtype = ATM_SLASH;
579 break;
580 case WEAP_PIERCE:
581 mtype = ATM_PIERCE;
582 break;
583 case WEAP_CLEAVE:
584 mtype = ATM_CLEAVE;
585 break;
586 case WEAP_SLICE:
587 mtype = ATM_SLICE;
588 break;
589 case WEAP_STAB:
590 mtype = ATM_STAB;
591 break;
592 case WEAP_WHIP:
593 mtype = ATM_WHIP;
594 break;
595 case WEAP_CRUSH:
596 mtype = ATM_CRUSH;
597 break;
598 case WEAP_BLUD:
599 mtype = ATM_BLUD;
600 break;
601 default:
602 mtype = ATM_BASIC;
603 break;
604 }
605 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
606 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
607 {
608 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
609 strcpy (buf2, attack_mess[mtype][i].buf3);
610 found++;
611 break;
612 }
613 }
614 else
615 {
616 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
617 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
618 {
619 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
620 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
621 found++;
622 break;
623 }
624 }
625
626 if (!found)
627 {
628 strcpy (buf1, "hit");
629 strcpy (buf2, " hits");
630 }
631
632 /* bail out if a monster is casting spells */
633 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
634 return;
635
636 /* scale down magic considerably. */
637 if (type & AT_MAGIC && rndm (0, 5))
638 return;
639
640 /* Did a player hurt another player? Inform both! */
641 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642 {
643 if (get_owner (hitter) != NULL)
644 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
645 else
646 {
647 sprintf (buf, "%s%s you.", &hitter->name, buf2);
648 if (dam != 0)
649 {
650 if (dam < 10)
651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
652 else if (dam < 20)
653 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
654 else
655 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
463 } 656 }
464 } else if (type & AT_DRAIN && IS_LIVE(op)) {
465 /* drain is first, because some items have multiple attypes */
466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
467 i++)
468 if (dam < attack_mess[ATM_DRAIN][i].level
469 || attack_mess[ATM_DRAIN][i+1].level == -1) {
470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
471 &op->name, attack_mess[ATM_DRAIN][i].buf2);
472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
473 found++;
474 break;
475 } 657 }
476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 i++)
479 if (dam < attack_mess[ATM_ELEC][i].level
480 || attack_mess[ATM_ELEC][i+1].level == -1) {
481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482 &op->name, attack_mess[ATM_ELEC][i].buf2);
483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484 found++;
485 break;
486 }
487 } else if (type & AT_COLD && IS_LIVE(op)) {
488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 i++)
490 if (dam < attack_mess[ATM_COLD][i].level
491 || attack_mess[ATM_COLD][i+1].level == -1) {
492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493 &op->name, attack_mess[ATM_COLD][i].buf2);
494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495 found++;
496 break;
497 }
498 } else if (type & AT_FIRE) {
499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 i++)
501 if (dam < attack_mess[ATM_FIRE][i].level
502 || attack_mess[ATM_FIRE][i+1].level == -1) {
503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504 &op->name, attack_mess[ATM_FIRE][i].buf2);
505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506 found++;
507 break;
508 }
509 } else if (hitter->current_weapon != NULL) {
510 int mtype;
511 switch (hitter->current_weapon->weapontype) {
512 case WEAP_HIT: mtype = ATM_BASIC; break;
513 case WEAP_SLASH: mtype = ATM_SLASH; break;
514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516 case WEAP_SLICE: mtype = ATM_SLICE; break;
517 case WEAP_STAB: mtype = ATM_STAB; break;
518 case WEAP_WHIP: mtype = ATM_WHIP; break;
519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520 case WEAP_BLUD: mtype = ATM_BLUD; break;
521 default: mtype = ATM_BASIC; break;
522 }
523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 i++)
525 if (dam < attack_mess[mtype][i].level
526 || attack_mess[mtype][i+1].level == -1) {
527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528 &op->name, attack_mess[mtype][i].buf2);
529 strcpy (buf2, attack_mess[mtype][i].buf3);
530 found++;
531 break;
532 }
533 } else {
534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 i++)
536 if (dam < attack_mess[ATM_BASIC][i].level
537 || attack_mess[ATM_BASIC][i+1].level == -1) {
538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539 &op->name, attack_mess[ATM_BASIC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541 found++;
542 break;
543 }
544 }
545
546 if (!found) {
547 strcpy (buf1, "hit");
548 strcpy (buf2, " hits");
549 }
550
551 /* bail out if a monster is casting spells */
552 if (!(hitter->type == PLAYER ||
553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 return;
555
556 /* scale down magic considerably. */
557 if (type & AT_MAGIC && rndm(0, 5))
558 return;
559
560 /* Did a player hurt another player? Inform both! */
561 if(op->type==PLAYER &&
562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 if(get_owner(hitter)!=NULL)
564 sprintf(buf,"%s's %s%s you.",
565 &hitter->owner->name, &hitter->name, buf2);
566 else {
567 sprintf(buf,"%s%s you.", &hitter->name, buf2);
568 if (dam != 0) {
569 if (dam < 10)
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571 else if (dam < 20)
572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573 else
574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575 }
576 }
577 new_draw_info(NDI_BLACK, 0,op,buf); 658 new_draw_info (NDI_BLACK, 0, op, buf);
578 } /* end of player hitting player */ 659 } /* end of player hitting player */
579 660
580 if(hitter->type==PLAYER) { 661 if (hitter->type == PLAYER)
662 {
581 sprintf(buf,"You %s.",buf1); 663 sprintf (buf, "You %s.", buf1);
582 if (dam != 0) { 664 if (dam != 0)
665 {
583 if (dam < 10) 666 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
585 else if (dam < 20) 668 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 669 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
587 else 670 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 671 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
589 } 672 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf); 673 new_draw_info (NDI_BLACK, 0, hitter, buf);
674 }
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 675 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
676 {
592 /* look for stacked spells and start reducing the message chances */ 677 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT && 678 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
594 (hitter->subtype == SP_EXPLOSION || 679 {
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4; 680 i = 4;
598 map = hitter->map; 681 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y)) 682 if (out_of_map (map, hitter->x, hitter->y))
600 return;
601 next = get_map_ob(map, hitter->x, hitter->y);
602 if (next)
603 while(next) {
604 if (next->type == SPELL_EFFECT &&
605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
606 next->subtype == SP_CONE))
607 i*=3;
608 tmp = next;
609 next = tmp->above;
610 }
611 if (i < 0)
612 return;
613 if (rndm(0, i) != 0)
614 return;
615 } else if (rndm(0, 5) != 0)
616 return; 683 return;
684 next = get_map_ob (map, hitter->x, hitter->y);
685 if (next)
686 while (next)
687 {
688 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689 i *= 3;
690 tmp = next;
691 next = tmp->above;
692 }
693 if (i < 0)
694 return;
695 if (rndm (0, i) != 0)
696 return;
697 }
698 else if (rndm (0, 5) != 0)
699 return;
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); 700 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 701 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 702 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
620 } 703 }
621} 704}
622 705
623 706
707static int
624static int get_attack_mode (object **target, object **hitter, 708get_attack_mode (object **target, object **hitter, int *simple_attack)
625 int *simple_attack)
626{ 709{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 710 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
711 {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 712 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1; 713 return 1;
630 } 714 }
631 if ((*target)->head) 715 if ((*target)->head)
632 *target = (*target)->head; 716 *target = (*target)->head;
633 if ((*hitter)->head) 717 if ((*hitter)->head)
634 *hitter = (*hitter)->head; 718 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) { 719 if ((*hitter)->env != NULL || (*target)->env != NULL)
720 {
636 *simple_attack = 1; 721 *simple_attack = 1;
637 return 0; 722 return 0;
638 } 723 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED) 724 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 725 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
642 { 726 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 727 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
644 "target\n", &(*hitter)->arch->name, &(*hitter)->name);
645 return 1; 728 return 1;
646 } 729 }
647 *simple_attack = 0; 730 *simple_attack = 0;
648 return 0; 731 return 0;
649} 732}
650 733
734static int
651static int abort_attack (object *target, object *hitter, int simple_attack) 735abort_attack (object *target, object *hitter, int simple_attack)
652{ 736{
737
653/* Check if target and hitter are still in a relation similar to the one 738/* Check if target and hitter are still in a relation similar to the one
654 * determined by get_attack_mode(). Returns true if the relation has changed. 739 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */ 740 */
656 int new_mode; 741 int new_mode;
657 742
658 if (hitter->env == target || target->env == hitter) 743 if (hitter->env == target || target->env == hitter)
659 new_mode = 1; 744 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 745 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
661 || QUERY_FLAG (target, FLAG_REMOVED)
662 || hitter->map == NULL || !on_same_map(hitter, target))
663 return 1; 746 return 1;
664 else 747 else
665 new_mode = 0; 748 new_mode = 0;
666 return new_mode != simple_attack; 749 return new_mode != simple_attack;
667} 750}
668 751
669static void thrown_item_effect (object *, object *); 752static void thrown_item_effect (object *, object *);
670 753
754static int
671static int attack_ob_simple (object *op, object *hitter, int base_dam, 755attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
672 int base_wc)
673{ 756{
674 int simple_attack, roll, dam=0; 757 int simple_attack, roll, dam = 0;
675 uint32 type; 758 uint32 type;
676 shstr op_name; 759 shstr op_name;
677 tag_t op_tag, hitter_tag; 760 tag_t op_tag, hitter_tag;
678 761
679 if (get_attack_mode (&op, &hitter, &simple_attack)) 762 if (get_attack_mode (&op, &hitter, &simple_attack))
763 goto error;
764
765 if (hitter->current_weapon)
766 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767 return RESULT_INT (0);
768
769 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770 return RESULT_INT (0);
771
772 op_tag = op->count;
773 hitter_tag = hitter->count;
774
775 /*
776 * A little check to make it more difficult to dance forward and back
777 * to avoid ever being hit by monsters.
778 */
779 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
780 {
781 /* Decrease speed BEFORE calling process_object. Otherwise, an
782 * infinite loop occurs, with process_object calling move_monster,
783 * which then gets here again. By decreasing the speed before
784 * we call process_object, the 'if' statement above will fail.
785 */
786 op->speed_left--;
787 process_object (op);
788 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
680 goto error; 789 goto error;
681
682 if (hitter->current_weapon)
683 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684 return RESULT_INT (0);
685
686 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
687 return RESULT_INT (0);
688
689 op_tag = op->count;
690 hitter_tag = hitter->count;
691
692 /*
693 * A little check to make it more difficult to dance forward and back
694 * to avoid ever being hit by monsters.
695 */
696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
697 && op->speed_left > -(FABS(op->speed))*0.3)
698 { 790 }
699 /* Decrease speed BEFORE calling process_object. Otherwise, an
700 * infinite loop occurs, with process_object calling move_monster,
701 * which then gets here again. By decreasing the speed before
702 * we call process_object, the 'if' statement above will fail.
703 */
704 op->speed_left--;
705 process_object(op);
706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
707 || abort_attack (op, hitter, simple_attack))
708 goto error;
709 }
710 791
711 op_name = op->name; 792 op_name = op->name;
712 793
713 roll=random_roll(1, 20, hitter, PREFER_HIGH); 794 roll = random_roll (1, 20, hitter, PREFER_HIGH);
714 795
715 /* Adjust roll for various situations. */ 796 /* Adjust roll for various situations. */
716 if ( ! simple_attack) 797 if (!simple_attack)
717 roll += adj_attackroll(hitter,op); 798 roll += adj_attackroll (hitter, op);
718 799
719 /* See if we hit the creature */ 800 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) { 801 if (roll == 20 || op->stats.ac >= base_wc - roll)
802 {
721 int hitdam = base_dam; 803 int hitdam = base_dam;
804
722 if (settings.casting_time == TRUE) { 805 if (settings.casting_time == TRUE)
806 {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 807 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
808 {
724 hitter->casting_time = -1; 809 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 810 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
726 "your spell!");
727 } 811 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){ 812 if ((op->casting_time > -1) && (hitdam > 0))
813 {
729 op->casting_time = -1; 814 op->casting_time = -1;
730 if (op->type == PLAYER) { 815 if (op->type == PLAYER)
816 {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 817 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
732 "your spell!"); 818 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734 "%s was hit by %s and lost a spell.",
735 &op_name,&hitter->name);
736 } 819 }
737 } 820 }
738 } 821 }
739 if ( ! simple_attack) 822 if (!simple_attack)
740 { 823 {
741 /* If you hit something, the victim should *always* wake up. 824 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this. 825 * Before, invisible hitters could avoid doing this.
743 * -b.t. */ 826 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP)) 827 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP); 828 CLEAR_FLAG (op, FLAG_SLEEP);
746 829
747 /* If the victim can't see the attacker, it may alert others 830 /* If the victim can't see the attacker, it may alert others
748 * for help. */ 831 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter) 832 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op); 833 npc_call_help (op);
752 834
753 /* if you were hidden and hit by a creature, you are discovered*/ 835 /* if you were hidden and hit by a creature, you are discovered */
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { 836 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
837 {
755 make_visible (op); 838 make_visible (op);
756 if (op->type == PLAYER) 839 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op, 840 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 } 841 }
761 842
762 /* thrown items (hitter) will have various effects 843 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 844 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 845 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 846 * wrapper object.
766 */ 847 */
767 thrown_item_effect (hitter, op); 848 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag) 849 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
769 || was_destroyed (op, op_tag)
770 || abort_attack (op, hitter, simple_attack))
771 goto leave;
772 }
773
774 /* Need to do at least 1 damage, otherwise there is no point
775 * to go further and it will cause FPE's below.
776 */
777 if (hitdam<=0) hitdam=1;
778
779 type=hitter->attacktype;
780 if(!type) type=AT_PHYSICAL;
781 /* Handle monsters that hit back */
782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
783 && QUERY_FLAG (hitter, FLAG_ALIVE))
784 {
785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
788 PREFER_LOW),op, op->attacktype, 1);
789 if (was_destroyed (op, op_tag)
790 || was_destroyed (hitter, hitter_tag)
791 || abort_attack (op, hitter, simple_attack))
792 goto leave;
793 }
794
795 /* In the new attack code, it should handle multiple attack
796 * types in its area, so remove it from here.
797 */
798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
799 hitter, type, 1);
800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
801 || abort_attack (op, hitter, simple_attack))
802 goto leave; 850 goto leave;
803 } /* end of if hitter hit op */ 851 }
852
853 /* Need to do at least 1 damage, otherwise there is no point
854 * to go further and it will cause FPE's below.
855 */
856 if (hitdam <= 0)
857 hitdam = 1;
858
859 type = hitter->attacktype;
860 if (!type)
861 type = AT_PHYSICAL;
862 /* Handle monsters that hit back */
863 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
864 {
865 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
866 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
867 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
868 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
869 goto leave;
870 }
871
872 /* In the new attack code, it should handle multiple attack
873 * types in its area, so remove it from here.
874 */
875 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
876 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
877 goto leave;
878 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 879 /* if we missed, dam=0 */
805 880
806 /*attack_message(dam, type, op, hitter);*/ 881 /*attack_message(dam, type, op, hitter); */
807 882
808 goto leave; 883 goto leave;
809 884
810 error: 885error:
811 dam = 1; 886 dam = 1;
812 887
813 leave: 888leave:
814 889
815 return dam; 890 return dam;
816} 891}
817 892
893int
818int attack_ob (object *op, object *hitter) 894attack_ob (object *op, object *hitter)
819{ 895{
820 896
821 if (hitter->head) 897 if (hitter->head)
822 hitter = hitter->head; 898 hitter = hitter->head;
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 899 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 900}
825 901
826/* op is the arrow, tmp is what is stopping the arrow. 902/* op is the arrow, tmp is what is stopping the arrow.
827 * 903 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 904 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 905 */
906static int
830static int stick_arrow (object *op, object *tmp) 907stick_arrow (object *op, object *tmp)
831{ 908{
832 /* If the missile hit a player, we insert it in their inventory. 909 /* If the missile hit a player, we insert it in their inventory.
833 * However, if the missile is heavy, we don't do so (assume it falls 910 * However, if the missile is heavy, we don't do so (assume it falls
834 * to the ground after a hit). What a good value for this is up to 911 * to the ground after a hit). What a good value for this is up to
835 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 912 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 913 * stick around.
837 */ 914 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 915 if (op->weight <= 5000 && tmp->stats.hp >= 0)
916 {
839 if(tmp->head != NULL) 917 if (tmp->head != NULL)
840 tmp = tmp->head; 918 tmp = tmp->head;
919
841 remove_ob (op); 920 remove_ob (op);
842 op = insert_ob_in_ob(op,tmp); 921 op = insert_ob_in_ob (op, tmp);
922
843 if (tmp->type== PLAYER) 923 if (tmp->type == PLAYER)
844 esrv_send_item (tmp, op); 924 esrv_send_item (tmp, op);
925
845 return 1; 926 return 1;
927 }
846 } else 928 else
847 return 0; 929 return 0;
848} 930}
849 931
850/* hit_with_arrow() disassembles the missile, attacks the victim and 932/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 933 * reassembles the missile.
852 * 934 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 935 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 936 * isn't available anymore.
855 */ 937 */
938object *
856object *hit_with_arrow (object *op, object *victim) 939hit_with_arrow (object *op, object *victim)
857{ 940{
858 object *container, *hitter; 941 object *container, *hitter;
859 int hit_something = 0; 942 int hit_something = 0;
860 tag_t victim_tag, hitter_tag; 943 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y; 944 sint16 victim_x, victim_y;
862 945
863 /* Disassemble missile */ 946 /* Disassemble missile */
864 if (op->inv) { 947 if (op->inv)
948 {
865 container = op; 949 container = op;
866 hitter = op->inv; 950 hitter = op->inv;
867 remove_ob (hitter); 951 remove_ob (hitter);
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 952 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
869 /* Note that we now have an empty THROWN_OBJ on the map. Code that 953 /* Note that we now have an empty THROWN_OBJ on the map. Code that
870 * might be called until this THROWN_OBJ is either reassembled or 954 * might be called until this THROWN_OBJ is either reassembled or
871 * removed at the end of this function must be able to deal with empty 955 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 956 * THROWN_OBJs. */
873 } else { 957 }
958 else
959 {
874 container = NULL; 960 container = NULL;
875 hitter = op; 961 hitter = op;
876 } 962 }
877 963
878 /* Try to hit victim */ 964 /* Try to hit victim */
879 victim_x = victim->x; 965 victim_x = victim->x;
880 victim_y = victim->y; 966 victim_y = victim->y;
881 victim_tag = victim->count; 967 victim_tag = victim->count;
882 hitter_tag = hitter->count; 968 hitter_tag = hitter->count;
883 969
884 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 970 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 971
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 972 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 973 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 974 * attack_ob_simple() returns, and we've got an arrow that still exists
889 * but is no longer on the map. Ugh. (Beware: Such things can happen at 975 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 976 * other places as well!)
891 */ 977 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 978 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
979 {
893 if (container) { 980 if (container)
981 {
894 remove_ob (container); 982 remove_ob (container);
895 free_object (container); 983 free_object (container);
984 }
985 return NULL;
986 }
987
988 /* Missile hit victim */
989 /* if the speed is > 10, then this is a fast moving arrow, we go straight
990 * through the target
991 */
992 if (hit_something && op->speed <= 10.0)
993 {
994 /* Stop arrow */
995 if (container == NULL)
896 } 996 {
997 hitter = fix_stopped_arrow (hitter);
998 if (hitter == NULL)
999 return NULL;
1000 }
1001 else
1002 {
1003 remove_ob (container);
1004 free_object (container);
1005 }
1006
1007 /* Try to stick arrow into victim */
1008 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
897 return NULL; 1009 return NULL;
898 }
899 1010
900 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target
903 */
904 if (hit_something && op->speed <= 10.0)
905 {
906 /* Stop arrow */
907 if (container == NULL) {
908 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL)
910 return NULL;
911 } else {
912 remove_ob (container);
913 free_object (container);
914 }
915
916 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag)
918 && stick_arrow (hitter, victim))
919 return NULL;
920
921 /* Else try to put arrow on victim's map square 1011 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 1012 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 1013 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 1014 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 1015 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 1016 * way to handle those otherwise?
927 */ 1017 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 1018 if (victim_x != hitter->x || victim_y != hitter->y)
1019 {
929 remove_ob (hitter); 1020 remove_ob (hitter);
930 hitter->x = victim_x; 1021 hitter->x = victim_x;
931 hitter->y = victim_y; 1022 hitter->y = victim_y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 1023 insert_ob_in_map (hitter, victim->map, hitter, 0);
1024 }
933 } else { 1025 else
1026 {
934 /* Else leave arrow where it is */ 1027 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 1028 merge_ob (hitter, NULL);
936 } 1029 }
937 return NULL; 1030 return NULL;
938 } 1031 }
939 1032
940 if (hit_something && op->speed >= 10.0) 1033 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 1034 op->speed -= 1.0;
942 1035
943 /* Missile missed victim - reassemble missile */ 1036 /* Missile missed victim - reassemble missile */
944 if (container) { 1037 if (container)
1038 {
945 remove_ob (hitter); 1039 remove_ob (hitter);
946 insert_ob_in_ob (hitter, container); 1040 insert_ob_in_ob (hitter, container);
947 } 1041 }
948 return op; 1042 return op;
949} 1043}
950 1044
951 1045
1046void
952void tear_down_wall(object *op) 1047tear_down_wall (object *op)
953{ 1048{
954 int perc=0; 1049 int perc = 0;
955 1050
956 if (!op->stats.maxhp) { 1051 if (!op->stats.maxhp)
1052 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1053 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 1054 perc = 1;
1055 }
959 } else if(!GET_ANIM_ID(op)) { 1056 else if (!GET_ANIM_ID (op))
1057 {
960 /* Object has been called - no animations, so remove it */ 1058 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 1059 if (op->stats.hp < 0)
1060 {
962 remove_ob(op); /* Should update LOS */ 1061 remove_ob (op); /* Should update LOS */
963 free_object(op); 1062 free_object (op);
964 /* Don't know why this is here - remove_ob should do it for us */ 1063 /* Don't know why this is here - remove_ob should do it for us */
965 /*update_position(m, x, y);*/ 1064 /*update_position(m, x, y); */
966 } 1065 }
967 return; /* no animations, so nothing more to do */ 1066 return; /* no animations, so nothing more to do */
968 } 1067 }
969 perc = NUM_ANIMATIONS(op) 1068 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
971 if (perc >= (int) NUM_ANIMATIONS(op)) 1069 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1070 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1071 else if (perc < 1)
974 perc = 1; 1072 perc = 1;
975 SET_ANIMATION(op, perc); 1073 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1074 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1075 if (perc == NUM_ANIMATIONS (op) - 1)
1076 { /* Reached the last animation */
978 if(op->face==blank_face) { 1077 if (op->face == blank_face)
1078 {
979 /* If the last face is blank, remove the ob */ 1079 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1080 remove_ob (op); /* Should update LOS */
981 free_object(op); 1081 free_object (op);
982 1082
983 /* remove_ob should call update_position for us */ 1083 /* remove_ob should call update_position for us */
984 /*update_position(m, x, y);*/ 1084 /*update_position(m, x, y); */
985 1085
1086 }
1087 else
986 } else { /* The last face was not blank, leave an image */ 1088 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1089 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1090 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1091 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1092 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1093 }
992 } 1094 }
993} 1095}
994 1096
1097void
995void scare_creature(object *target, object *hitter) 1098scare_creature (object *target, object *hitter)
996{ 1099{
997 object *owner = get_owner(hitter); 1100 object *owner = get_owner (hitter);
998 1101
999 if (!owner) owner=hitter; 1102 if (!owner)
1103 owner = hitter;
1000 1104
1001 SET_FLAG(target, FLAG_SCARED); 1105 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1106 if (!target->enemy)
1107 target->enemy = owner;
1003} 1108}
1004 1109
1005 1110
1006/* This returns the amount of damage hitter does to op with the 1111/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1112 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1113 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1114 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1115 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1116 * the attacktype. Makes it easier for the PR code. */
1012 1117
1118int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1119hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1120{
1015 1121
1016 int doesnt_slay = 1; 1122 int doesnt_slay = 1;
1017 1123
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1124 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1125 if (attacknum >= NROFATTACKS)
1126 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1127 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1128 return 0;
1022 }
1023 1129 }
1130
1024 if (dam < 0) { 1131 if (dam < 0)
1132 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1133 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1026 return 0; 1134 return 0;
1027 }
1028 1135 }
1136
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1137 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1030 * people can't mess with that or it otherwise get confused. */ 1138 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1139 if (attacknum == ATNR_INTERNAL)
1032 1140 return dam;
1141
1033 if (hitter->slaying) { 1142 if (hitter->slaying)
1143 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1144 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1035 (op->arch && (op->arch->name != NULL) && 1145 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1146 {
1038 doesnt_slay = 0; 1147 doesnt_slay = 0;
1039 dam *= 3; 1148 dam *= 3;
1040 } 1149 }
1041 } 1150 }
1042 1151
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1152 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1153 if (op->resist[attacknum])
1154 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1155 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1156 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1157 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1158 if (dam >= 100)
1159 dam /= 100;
1049 else 1160 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1161 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1162 }
1052 1163
1053 /* Special hack. By default, if immune to something, you 1164 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1165 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1166 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1167 * special processing is needed */
1057 1168
1058 if ((op->resist[attacknum] >= 100) && 1169 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1059 doesnt_slay && (attacknum != ATNR_ACID))
1060 return 0; 1170 return 0;
1061 1171
1062 /* Keep this in order - makes things easier to find */ 1172 /* Keep this in order - makes things easier to find */
1173
1174 switch (attacknum)
1063 1175 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1176 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1177 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1178 check_physically_infect (op, hitter);
1068 break; 1179 break;
1069 1180
1070 /* Don't need to do anything for: 1181 /* Don't need to do anything for:
1071 magic, 1182 magic,
1072 fire, 1183 fire,
1073 electricity, 1184 electricity,
1074 cold */ 1185 cold */
1075 1186
1076 case ATNR_CONFUSION: 1187 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1188 case ATNR_POISON:
1078 case ATNR_SLOW: 1189 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1190 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1191 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1192 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1193 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1194 case ATNR_BLIND:
1084 { 1195 {
1085 /* chance for inflicting a special attack depends on the 1196 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1197 * difference between attacker's and defender's level
1087 */ 1198 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1199 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1200
1090 /* First, only creatures/players with speed can be affected. 1201 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1202 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1203 * you. Third, you still get a saving through against the
1093 * effect. 1204 * effect.
1094 */ 1205 */
1095 if (op->speed && 1206 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1207 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1208 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1098 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1209 {
1099 1210
1100 /* Player has been hit by something */ 1211 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1212 if (attacknum == ATNR_CONFUSION)
1213 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1214 else if (attacknum == ATNR_POISON)
1215 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1216 else if (attacknum == ATNR_SLOW)
1217 slow_player (op, hitter, dam);
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1218 else if (attacknum == ATNR_PARALYZE)
1219 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1220 else if (attacknum == ATNR_FEAR)
1221 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1222 else if (attacknum == ATNR_CANCELLATION)
1223 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1224 else if (attacknum == ATNR_DEPLETE)
1225 drain_stat (op);
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1226 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1109 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1227 blind_player (op, hitter, dam);
1110 } 1228 }
1111 dam = 0; /* These are all effects and don't do real damage */ 1229 dam = 0; /* These are all effects and don't do real damage */
1112 } 1230 }
1113 break; 1231 break;
1114 case ATNR_ACID: 1232 case ATNR_ACID:
1115 {
1116 int flag=0;
1117
1118 /* Items only get corroded if you're not on a battleground and
1119 * if your acid resistance is below 50%. */
1120 if (!op_on_battleground(op, NULL, NULL) &&
1121 (op->resist[ATNR_ACID] < 50))
1122 { 1233 {
1234 int flag = 0;
1235
1236 /* Items only get corroded if you're not on a battleground and
1237 * if your acid resistance is below 50%. */
1238 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1239 {
1123 object *tmp; 1240 object *tmp;
1241
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1242 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1243 {
1125 if(tmp->invisible) 1244 if (tmp->invisible)
1126 continue; 1245 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1246 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1128 (tmp->resist[ATNR_ACID] >= 10))
1129 /* >= 10% acid res. on itmes will protect these */ 1247 /* >= 10% acid res. on itmes will protect these */
1130 continue; 1248 continue;
1131 if(!(tmp->material & M_IRON)) 1249 if (!(tmp->material & M_IRON))
1132 continue; 1250 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1251 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1252 continue;
1135 if(tmp->type==RING || 1253 if (tmp->type == RING ||
1136 /* removed boots and gloves from exclusion list in 1254 /* removed boots and gloves from exclusion list in
1137 PR */ 1255 PR */
1138 tmp->type==GIRDLE || 1256 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1139 tmp->type==AMULET ||
1140 tmp->type==WAND ||
1141 tmp->type==ROD ||
1142 tmp->type==HORN)
1143 continue; /* To avoid some strange effects */ 1257 continue; /* To avoid some strange effects */
1144 1258
1145 /* High damage acid has better chance of corroding 1259 /* High damage acid has better chance of corroding
1146 objects */ 1260 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1261 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1262 {
1149 if(op->type == PLAYER) 1263 if (op->type == PLAYER)
1150 /* Make this more visible */ 1264 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1265 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1152 "The %s's acid corrodes your %s!", 1266 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp));
1154 flag = 1; 1267 flag = 1;
1155 tmp->magic--; 1268 tmp->magic--;
1156 if(op->type == PLAYER) 1269 if (op->type == PLAYER)
1157 esrv_send_item(op, tmp); 1270 esrv_send_item (op, tmp);
1271 }
1158 } 1272 }
1273 if (flag)
1274 fix_player (op); /* Something was corroded */
1159 } 1275 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 } 1276 }
1163 }
1164 break; 1277 break;
1165 case ATNR_DRAIN: 1278 case ATNR_DRAIN:
1166 { 1279 {
1167 /* rate is the proportion of exp drained. High rate means 1280 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1281 * not much is drained, low rate means a lot is drained.
1169 */
1170 int rate;
1171
1172 if(op->resist[ATNR_DRAIN] >= 0)
1173 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174 else
1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176
1177 if(op->stats.exp <= rate) {
1178 if(op->type == GOLEM)
1179 dam = 999; /* Its force is "sucked" away. 8) */
1180 else
1181 /* If we can't drain, lets try to do physical damage */
1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1183 } else {
1184 /* Randomly give the hitter some hp */
1185 if(hitter->stats.hp<hitter->stats.maxhp &&
1186 (op->level > hitter->level) &&
1187 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1188 hitter->stats.hp++;
1189
1190 /* Can't do drains on battleground spaces.
1191 * Move the wiz check up here - before, the hitter wouldn't gain exp
1192 * exp, but the wiz would still lose exp! If drainee is a wiz,
1193 * nothing happens.
1194 * Try to credit the owner. We try to display player -> player drain
1195 * attacks, hence all the != PLAYER checks.
1196 */ 1282 */
1283 int rate;
1284
1285 if (op->resist[ATNR_DRAIN] >= 0)
1286 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1287 else
1288 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1289
1290 if (op->stats.exp <= rate)
1291 {
1292 if (op->type == GOLEM)
1293 dam = 999; /* Its force is "sucked" away. 8) */
1294 else
1295 /* If we can't drain, lets try to do physical damage */
1296 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1297 }
1298 else
1299 {
1300 /* Randomly give the hitter some hp */
1301 if (hitter->stats.hp < hitter->stats.maxhp &&
1302 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1303 hitter->stats.hp++;
1304
1305 /* Can't do drains on battleground spaces.
1306 * Move the wiz check up here - before, the hitter wouldn't gain exp
1307 * exp, but the wiz would still lose exp! If drainee is a wiz,
1308 * nothing happens.
1309 * Try to credit the owner. We try to display player -> player drain
1310 * attacks, hence all the != PLAYER checks.
1311 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1312 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1313 {
1198 object *owner = get_owner(hitter); 1314 object *owner = get_owner (hitter);
1199 1315
1200 if (owner && owner != hitter) { 1316 if (owner && owner != hitter)
1317 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1318 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1319 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1320 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1322 else if (op->type != PLAYER || hitter->type != PLAYER)
1323 {
1205 change_exp(hitter, op->stats.exp/(rate*2), 1324 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1326 }
1327 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1328 }
1208 change_exp(op,-op->stats.exp/rate, NULL, 0);
1209 }
1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1329 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1211 * drain attack, you won't know that you are actually sucking out EXP, 1330 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1331 * as the messages will say you missed
1213 */ 1332 */
1333 }
1214 } 1334 }
1215 }
1216 break; 1335 break;
1217 case ATNR_TURN_UNDEAD: 1336 case ATNR_TURN_UNDEAD:
1218 { 1337 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1338 if (QUERY_FLAG (op, FLAG_UNDEAD))
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1339 {
1340 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1221 object *god = find_god (determine_god (owner)); 1341 object *god = find_god (determine_god (owner));
1222 int div = 1; 1342 int div = 1;
1223 1343
1224 /* if undead are not an enemy of your god, you turn them 1344 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */ 1345 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL) 1346 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1228 div = 2; 1347 div = 2;
1229 /* Give a bonus if you resist turn undead */ 1348 /* Give a bonus if you resist turn undead */
1230 if (op->level * div < 1349 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1231 (turn_bonus[owner->stats.Wis]+owner->level +
1232 (op->resist[ATNR_TURN_UNDEAD]/100)))
1233 scare_creature(op, owner); 1350 scare_creature (op, owner);
1234 } 1351 }
1235 else 1352 else
1236 dam = 0; /* don't damage non undead - should we damage 1353 dam = 0; /* don't damage non undead - should we damage
1237 undead? */ 1354 undead? */
1355 }
1238 } break; 1356 break;
1239 case ATNR_DEATH: 1357 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam); 1358 deathstrike_player (op, hitter, &dam);
1241 break; 1359 break;
1242 case ATNR_CHAOS: 1360 case ATNR_CHAOS:
1243 LOG(llevError, 1361 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1244 "%s was hit by %s with non-specific chaos.\n",
1245 query_name(op),
1246 query_name(hitter));
1247 dam = 0; 1362 dam = 0;
1248 break; 1363 break;
1249 case ATNR_COUNTERSPELL: 1364 case ATNR_COUNTERSPELL:
1250 LOG(llevError, 1365 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1251 "%s was hit by %s with counterspell attack.\n",
1252 query_name(op),
1253 query_name(hitter));
1254 dam = 0; 1366 dam = 0;
1255 /* This should never happen. Counterspell is handled 1367 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen, 1368 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it 1369 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */ 1370 * does no damage. */
1259 break; 1371 break;
1260 case ATNR_HOLYWORD: 1372 case ATNR_HOLYWORD:
1261 { 1373 {
1262 /* This has already been handled by hit_player, 1374 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */ 1375 * no need to check twice -- DAMN */
1264 1376 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1377
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1378 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1379 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1269 owner->level+turn_bonus[owner->stats.Wis])
1270 scare_creature(op, owner); 1380 scare_creature (op, owner);
1381 }
1271 } break; 1382 break;
1272 case ATNR_LIFE_STEALING: 1383 case ATNR_LIFE_STEALING:
1273 { 1384 {
1274 int new_hp; 1385 int new_hp;
1386
1275 /* this is replacement to drain for players, instead of taking 1387 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1388 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1389 * much use giving it to monsters
1278 * 1390 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1391 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1392 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1393 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1394 * 1000).
1283 */ 1395 */
1284 /* You can't steal life from something undead */ 1396 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1397 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1398 return 0;
1286 /* If drain protection is higher than life stealing, use that */ 1399 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1400 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1401 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1402 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1403 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290 /* You die at -1 hp, not zero. */ 1404 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1405 if (dam > (op->stats.hp + 1))
1406 dam = op->stats.hp + 1;
1292 new_hp = hitter->stats.hp + dam; 1407 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1408 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1409 new_hp = hitter->stats.maxhp;
1410 if (new_hp > hitter->stats.hp)
1411 hitter->stats.hp = new_hp;
1412 }
1295 } 1413 }
1296 }
1297 return dam; 1414 return dam;
1298} 1415}
1299 1416
1300 1417
1301/* GROS: This code comes from hit_player. It has been made external to 1418/* GROS: This code comes from hit_player. It has been made external to
1302 * allow script procedures to "kill" objects in a combat-like fashion. 1419 * allow script procedures to "kill" objects in a combat-like fashion.
1311 * This function was a bit of a mess with hitter getting changed, 1428 * This function was a bit of a mess with hitter getting changed,
1312 * values being stored away but not used, etc. I've cleaned it up 1429 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1430 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1431 * MSW 2002-07-17
1315 */ 1432 */
1433int
1316int kill_object(object *op,int dam, object *hitter, int type) 1434kill_object (object *op, int dam, object *hitter, int type)
1317{ 1435{
1318 char buf[MAX_BUF]; 1436 char buf[MAX_BUF];
1319 const char *skill; 1437 const char *skill;
1320 int maxdam=0; 1438 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1439 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1440 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1441 object *owner = NULL;
1324 object *skop=NULL; 1442 object *skop = NULL;
1325 1443
1326 if (op->stats.hp>=0) 1444 if (op->stats.hp >= 0)
1327 return -1; 1445 return -1;
1328 1446
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1447 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1448 return 0;
1331 1449
1332 /* maxdam needs to be the amount of damage it took to kill 1450 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1451 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1452 * adjusted the creatures HP total, so that is negative.
1335 */ 1453 */
1336 maxdam = dam + op->stats.hp + 1; 1454 maxdam = dam + op->stats.hp + 1;
1337 1455
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1456 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1457 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1458
1341 if(op->type==DOOR) { 1459 if (op->type == DOOR)
1460 {
1342 op->speed = 0.1; 1461 op->speed = 0.1;
1343 update_ob_speed(op); 1462 update_ob_speed (op);
1344 op->speed_left= -0.05; 1463 op->speed_left = -0.05;
1345 return maxdam; 1464 return maxdam;
1346 } 1465 }
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1466 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1467 {
1348 remove_friendly_object(op); 1468 remove_friendly_object (op);
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1469 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1350 op->owner->contr->ranges[range_golem] == op) { 1470 {
1351 op->owner->contr->ranges[range_golem]=NULL; 1471 op->owner->contr->ranges[range_golem] = NULL;
1352 op->owner->contr->golem_count=0; 1472 op->owner->contr->golem_count = 0;
1353 } 1473 }
1354 1474
1355 remove_ob(op); 1475 remove_ob (op);
1356 free_object(op); 1476 free_object (op);
1357 return maxdam; 1477 return maxdam;
1358 } 1478 }
1359 1479
1360 /* Now lets start dealing with experience we get for killing something */ 1480 /* Now lets start dealing with experience we get for killing something */
1361 1481
1362 owner=get_owner(hitter); 1482 owner = get_owner (hitter);
1363 if(owner==NULL) 1483 if (owner == NULL)
1364 owner=hitter; 1484 owner = hitter;
1365 1485
1366 /* is the victim (op) standing on battleground? */ 1486 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1487 if (op_on_battleground (op, NULL, NULL))
1368 1488 battleg = 1;
1489
1369 /* is this player killing?*/ 1490 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1491 if (op->type == PLAYER && owner->type == PLAYER)
1492 pk = 1;
1371 1493
1372 /* Player killed something */ 1494 /* Player killed something */
1373 if(owner->type==PLAYER) { 1495 if (owner->type == PLAYER)
1496 {
1374 Log_Kill(owner->name, 1497 Log_Kill (owner->name,
1375 query_name(op),op->type, 1498 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1376 (owner!=hitter) ? query_name(hitter) : NULL,
1377 (owner!=hitter) ? hitter->type : 0);
1378 1499
1379 /* Log players killing other players - makes it easier to detect 1500 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1501 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1502 * ip address is included.
1382 */ 1503 */
1383 if (op->type == PLAYER && !battleg) { 1504 if (op->type == PLAYER && !battleg)
1505 {
1384 time_t t=time(NULL); 1506 time_t t = time (NULL);
1385 struct tm *tmv; 1507 struct tm *tmv;
1386 char buf[256]; 1508 char buf[256];
1387 1509
1388 tmv = localtime(&t); 1510 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1511 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1512
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1513 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1392 buf, &owner->name, owner->contr->socket.host, query_name(op));
1393 } 1514 }
1394 1515
1395 /* try to filter some things out - basically, if you are 1516 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1517 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1518 * probably don't want to see that.
1398 */ 1519 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1520 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1521 {
1400 if(owner!=hitter) { 1522 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1523 {
1402 "You killed %s with %s.",query_name(op), 1524 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1403 query_name(hitter));
1404 } 1525 }
1405 else { 1526 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1527 {
1407 "You killed %s.",query_name(op)); 1528 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1408 } 1529 }
1409 /* Only play sounds for melee kills */ 1530 /* Only play sounds for melee kills */
1410 if (hitter->type == PLAYER) 1531 if (hitter->type == PLAYER)
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1532 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1412 } 1533 }
1413 1534
1414 /* If a player kills another player, not on 1535 /* If a player kills another player, not on
1415 * battleground, the "killer" looses 1 luck. Since this is 1536 * battleground, the "killer" looses 1 luck. Since this is
1416 * not reversible, it's actually quite a pain IMHO. -AV 1537 * not reversible, it's actually quite a pain IMHO. -AV
1417 * Fix bug in that we were changing the luck of the hitter, not 1538 * Fix bug in that we were changing the luck of the hitter, not
1418 * player that the object belonged to - so if you killed another player 1539 * player that the object belonged to - so if you killed another player
1419 * with spells, pets, whatever, there was no penalty. 1540 * with spells, pets, whatever, there was no penalty.
1420 * Changed to make luck penalty configurable in settings. 1541 * Changed to make luck penalty configurable in settings.
1421 */ 1542 */
1422 if(op->type == PLAYER && owner != op && !battleg) 1543 if (op->type == PLAYER && owner != op && !battleg)
1423 change_luck(owner, -settings.pk_luck_penalty); 1544 change_luck (owner, -settings.pk_luck_penalty);
1424 1545
1425 /* This code below deals with finding the appropriate skill 1546 /* This code below deals with finding the appropriate skill
1426 * to credit exp to. This is a bit problematic - we should 1547 * to credit exp to. This is a bit problematic - we should
1427 * probably never really have to look at current_weapon->skill 1548 * probably never really have to look at current_weapon->skill
1428 */ 1549 */
1429 skill = NULL; 1550 skill = NULL;
1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1551 if (hitter->skill && hitter->type != PLAYER)
1552 skill = hitter->skill;
1431 else if (owner->chosen_skill) { 1553 else if (owner->chosen_skill)
1554 {
1432 skill = owner->chosen_skill->skill; 1555 skill = owner->chosen_skill->skill;
1433 skop = owner->chosen_skill; 1556 skop = owner->chosen_skill;
1434 } 1557 }
1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1558 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1559 skill = owner->current_weapon->skill;
1436 else 1560 else
1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1561 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1438 1562
1439 /* We have the skill we want to credit to - now find the object this goes 1563 /* We have the skill we want to credit to - now find the object this goes
1440 * to. Make sure skop is an actual skill, and not a skill tool! 1564 * to. Make sure skop is an actual skill, and not a skill tool!
1441 */ 1565 */
1442 if ((!skop || skop->type != SKILL) && skill) { 1566 if ((!skop || skop->type != SKILL) && skill)
1567 {
1443 int i; 1568 int i;
1444 1569
1445 for (i=0; i<NUM_SKILLS; i++) 1570 for (i = 0; i < NUM_SKILLS; i++)
1446 if (owner->contr->last_skill_ob[i] && 1571 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1572 {
1448 skop = owner->contr->last_skill_ob[i]; 1573 skop = owner->contr->last_skill_ob[i];
1449 break; 1574 break;
1450 } 1575 }
1451 } 1576 }
1452 } /* Was it a player that hit somethign */ 1577 } /* Was it a player that hit somethign */
1453 else { 1578 else
1579 {
1454 skill = NULL; 1580 skill = NULL;
1455 } 1581 }
1456 1582
1457 /* Pet (or spell) killed something. */ 1583 /* Pet (or spell) killed something. */
1458 if(owner != hitter ) { 1584 if (owner != hitter)
1585 {
1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name, 1586 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1587 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 }
1589 else
1461 } 1590 {
1462 else {
1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name, 1591 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1592 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1593 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1466 } 1594 }
1467 /* These may have been set in the player code section above */ 1595 /* These may have been set in the player code section above */
1596 if (!skop)
1468 if (!skop) skop = hitter->chosen_skill; 1597 skop = hitter->chosen_skill;
1469 if (!skill && skop) skill=skop->skill; 1598 if (!skill && skop)
1599 skill = skop->skill;
1470 1600
1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1601 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1472 1602
1473 1603
1474 /* If you didn't kill yourself, and your not the wizard */ 1604 /* If you didn't kill yourself, and your not the wizard */
1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1605 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1606 {
1476 int exp; 1607 int exp;
1477 1608
1478 /* Really don't give much experience for killing other players */ 1609 /* Really don't give much experience for killing other players */
1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1610 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 if (op->type==PLAYER) { 1611 if (op->type == PLAYER)
1612 {
1481 if (battleg) { 1613 if (battleg)
1614 {
1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); 1615 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); 1616 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1484 } 1617 }
1485 else 1618 else
1486 exp = op->stats.exp / 1000; 1619 exp = op->stats.exp / 1000;
1487 } 1620 }
1488 else 1621 else
1489 exp = calc_skill_exp(owner, op, skop); 1622 exp = calc_skill_exp (owner, op, skop);
1490 1623
1491 /* if op is standing on "battleground" (arena), no way to gain 1624 /* if op is standing on "battleground" (arena), no way to gain
1492 * exp by killing him 1625 * exp by killing him
1493 */ 1626 */
1494 if (battleg) exp = 0; 1627 if (battleg)
1628 exp = 0;
1495 1629
1496 /* Don't know why this is set this way - doesn't make 1630 /* Don't know why this is set this way - doesn't make
1497 * sense to just divide everything by two for no reason. 1631 * sense to just divide everything by two for no reason.
1498 */ 1632 */
1499 1633
1500 if (!settings.simple_exp) 1634 if (!settings.simple_exp)
1501 exp=exp/2; 1635 exp = exp / 2;
1502 1636
1503 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1637 if (owner->type != PLAYER || owner->contr->party == NULL)
1638 {
1504 change_exp(owner,exp, skill, 0); 1639 change_exp (owner, exp, skill, 0);
1640 }
1641 else
1505 } 1642 {
1506 else {
1507 int shares=0,count=0; 1643 int shares = 0, count = 0;
1508 1644
1509 player *pl; 1645 player *pl;
1510 1646
1511 partylist *party=owner->contr->party; 1647 partylist *party = owner->contr->party;
1648
1512#ifdef PARTY_KILL_LOG 1649#ifdef PARTY_KILL_LOG
1513 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1650 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1514#endif 1651#endif
1515 for(pl=first_player;pl!=NULL;pl=pl->next) { 1652 for (pl = first_player; pl != NULL; pl = pl->next)
1653 {
1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1654 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1655 {
1517 count++; 1656 count++;
1518 shares+=(pl->ob->level+4); 1657 shares += (pl->ob->level + 4);
1519 } 1658 }
1520 } 1659 }
1521 if(count==1 || shares>exp) 1660 if (count == 1 || shares > exp)
1522 change_exp(owner,exp, skill, SK_EXP_TOTAL); 1661 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1523 else { 1662 else
1663 {
1524 int share=exp/shares,given=0,nexp; 1664 int share = exp / shares, given = 0, nexp;
1665
1525 for(pl=first_player;pl!=NULL;pl=pl->next) { 1666 for (pl = first_player; pl != NULL; pl = pl->next)
1667 {
1526 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1668 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1669 {
1527 nexp=(pl->ob->level+4)*share; 1670 nexp = (pl->ob->level + 4) * share;
1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); 1671 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1529 given+=nexp; 1672 given += nexp;
1530 } 1673 }
1531 } 1674 }
1532 exp-=given; 1675 exp -= given;
1533 /* give any remainder to the player */ 1676 /* give any remainder to the player */
1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); 1677 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1535 } 1678 }
1536 } /* else part of a party */ 1679 } /* else part of a party */
1537 1680
1538 } /* end if person didn't kill himself */ 1681 } /* end if person didn't kill himself */
1539 1682
1540 if(op->type!=PLAYER) { 1683 if (op->type != PLAYER)
1684 {
1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) { 1685 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1686 {
1542 object *owner1 = get_owner(op); 1687 object *owner1 = get_owner (op);
1543 1688
1544 if(owner1!= NULL && owner1->type == PLAYER) { 1689 if (owner1 != NULL && owner1->type == PLAYER)
1690 {
1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); 1691 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1546 /* Maybe we should include the owner that killed this, maybe not */ 1692 /* Maybe we should include the owner that killed this, maybe not */
1547 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", 1693 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1548 &op->name,&hitter->name);
1549 } 1694 }
1695
1550 remove_friendly_object(op); 1696 remove_friendly_object (op);
1551 } 1697 }
1698
1552 remove_ob(op); 1699 remove_ob (op);
1553 free_object(op); 1700 free_object (op);
1554 } 1701 }
1555 /* Player has been killed! */ 1702 /* Player has been killed! */
1556 else { 1703 else
1704 {
1557 if(owner->type==PLAYER) { 1705 if (owner->type == PLAYER)
1706 {
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1707 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1559 } 1708 }
1560 else { 1709 else
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1710 assign (op->contr->killer, hitter->name);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 } 1711 }
1712
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1713 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1714 * continues in the calling function.
1567 */ 1715 */
1568 return maxdam; 1716 return maxdam;
1569} 1717}
1570 1718
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1719/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1720 * Returns 0 this is not friendly fire
1573 */ 1721 */
1574 1722
1723int
1575int friendly_fire(object *op, object *hitter){ 1724friendly_fire (object *op, object *hitter)
1725{
1576 object *owner; 1726 object *owner;
1577 int friendlyfire; 1727 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1728
1729 if (hitter->head)
1730 hitter = hitter->head;
1731
1581 friendlyfire = 0; 1732 friendlyfire = 0;
1582 1733
1583 if(op->type == PLAYER) { 1734 if (op->type == PLAYER)
1735 {
1584 if (op_on_battleground (hitter, 0, 0)) 1736 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1737 return 0;
1586 1738
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1739 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1740 return 1;
1589 1741
1590 if((owner = get_owner(hitter))!=NULL) { 1742 if ((owner = get_owner (hitter)) != NULL)
1743 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1744 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1745 friendlyfire = 2;
1593 } 1746 }
1594 1747
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1748 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1749 friendlyfire = 0;
1598 } 1750 }
1599 return friendlyfire; 1751 return friendlyfire;
1600} 1752}
1601 1753
1602 1754
1603/* This isn't used just for players, but in fact most objects. 1755/* This isn't used just for players, but in fact most objects.
1604 * op is the object to be hit, dam is the amount of damage, hitter 1756 * op is the object to be hit, dam is the amount of damage, hitter
1609 */ 1761 */
1610 1762
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1763 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1764 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1765
1766int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1767hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1768{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1769 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1770 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1771 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1772 int simple_attack;
1619 tag_t op_tag, hitter_tag; 1773 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1774 int rtn_kill = 0;
1621 int friendlyfire; 1775 int friendlyfire;
1622 1776
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1777 if (get_attack_mode (&op, &hitter, &simple_attack))
1624 return 0; 1778 return 0;
1625 1779
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1780 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1781 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1628 return 0; 1782 return 0;
1629 1783
1630#ifdef PROHIBIT_PLAYERKILL 1784#ifdef PROHIBIT_PLAYERKILL
1631 if (op->type == PLAYER) { 1785 if (op->type == PLAYER)
1786 {
1632 object *owner = get_owner (hitter); 1787 object *owner = get_owner (hitter);
1788
1789 if (!owner)
1633 if (!owner) owner = hitter; 1790 owner = hitter;
1634 if (owner->type == PLAYER
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1791 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1636 && op != owner) { 1792 {
1793 return 0;
1794 }
1795 }
1796#endif
1797
1798 op_tag = op->count;
1799 hitter_tag = hitter->count;
1800
1801 if (body_attack)
1802 {
1803 /* slow and paralyze must hit the head. But we don't want to just
1804 * return - we still need to process other attacks the spell still
1805 * might have. So just remove the paralyze and slow attacktypes,
1806 * and keep on processing if we have other attacktypes.
1807 * return if only magic or nothing is left - under normal code
1808 * we don't attack with pure magic if there is another attacktype.
1809 * Only do processing if the initial attacktype includes one of those
1810 * attack so we don't cancel out things like magic bullet.
1811 */
1812 if (type & (AT_PARALYZE | AT_SLOW))
1813 {
1814 type &= ~(AT_PARALYZE | AT_SLOW);
1815 if (!type || type == AT_MAGIC)
1816 return 0;
1817 }
1818 }
1819
1820 if (!simple_attack && op->type == DOOR)
1821 {
1822 object *tmp;
1823
1824 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1825 if (tmp->type == RUNE || tmp->type == TRAP)
1826 {
1827 spring_trap (tmp, hitter);
1828 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1637 return 0; 1829 return 0;
1830 break;
1638 } 1831 }
1832 }
1833
1834 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1835 {
1836 /* FIXME: If a player is killed by a rune in a door, the
1837 * was_destroyed() check above doesn't return, and might get here.
1838 */
1839 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1840 return 0;
1841 }
1842
1843#ifdef ATTACK_DEBUG
1844 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1845#endif
1641 1846
1642 op_tag = op->count;
1643 hitter_tag = hitter->count;
1644
1645 if (body_attack) {
1646 /* slow and paralyze must hit the head. But we don't want to just
1647 * return - we still need to process other attacks the spell still
1648 * might have. So just remove the paralyze and slow attacktypes,
1649 * and keep on processing if we have other attacktypes.
1650 * return if only magic or nothing is left - under normal code
1651 * we don't attack with pure magic if there is another attacktype.
1652 * Only do processing if the initial attacktype includes one of those
1653 * attack so we don't cancel out things like magic bullet.
1654 */
1655 if (type & (AT_PARALYZE | AT_SLOW)) {
1656 type &= ~(AT_PARALYZE | AT_SLOW);
1657 if (!type || type==AT_MAGIC) return 0;
1658 }
1659 }
1660
1661 if ( ! simple_attack && op->type == DOOR) {
1662 object *tmp;
1663 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1664 if (tmp->type == RUNE || tmp->type == TRAP) {
1665 spring_trap (tmp, hitter);
1666 if (was_destroyed (hitter, hitter_tag)
1667 || was_destroyed (op, op_tag)
1668 || abort_attack (op, hitter, simple_attack))
1669 return 0;
1670 break;
1671 }
1672 }
1673
1674 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1675 /* FIXME: If a player is killed by a rune in a door, the
1676 * was_destroyed() check above doesn't return, and might get here.
1677 */
1678 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1679 "hit_player()\n", &op->arch->name, &op->name);
1680 return 0;
1681 }
1682
1683#ifdef ATTACK_DEBUG
1684 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1685#endif
1686
1687 if (magic) { 1847 if (magic)
1848 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1849 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1850 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1851 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1852 if (dam >= 100)
1692 dam /= 100; 1853 dam /= 100;
1693 else 1854 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1855 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1695 } 1856 }
1696 1857
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1858 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1698 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1859 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1860 */
1700 if(type & AT_CHAOS){ 1861 if (type & AT_CHAOS)
1862 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1863 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1864 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1865 type &= ~AT_CHAOS;
1704 } 1866 }
1705 1867
1706 /* Holyword is really an attacktype modifier (like magic is). If 1868 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1869 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1870 * a proper match, otherwise no damage.
1709 */ 1871 */
1710 if (type & AT_HOLYWORD) { 1872 if (type & AT_HOLYWORD)
1873 {
1711 object *god; 1874 object *god;
1875
1712 if ((!hitter->slaying || 1876 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1877 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1878 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1879 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1880 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1881 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1718 && god->race != NULL
1719 && strstr(god->race,undead_name) != NULL)))
1720 return 0; 1882 return 0;
1721 } 1883 }
1722 1884
1723 maxattacktype = type; /* initialize this to something */ 1885 maxattacktype = type; /* initialize this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1886 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1887 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1888 /* Magic isn't really a true attack type - it gets combined with other
1726 * attack types. As such, skip it over. However, if magic is 1889 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1890 * the only attacktype in the group, then still attack with it
1728 */ 1891 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1892 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1893 continue;
1730 1894
1731 /* Go through and hit the player with each attacktype, one by one. 1895 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1896 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1897 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1898 * effects (slow, paralization, etc.
1735 */ 1899 */
1736 if (type & attacktype) { 1900 if (type & attacktype)
1901 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1902 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1903 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1904 * the damage is equal.
1740 */ 1905 */
1741 if (ndam >= maxdam) { 1906 if (ndam >= maxdam)
1907 {
1742 maxdam = ndam; 1908 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1909 maxattacktype = 1 << attacknum;
1744 } 1910 }
1745 } 1911 }
1746 } 1912 }
1747 1913
1748 /* if this is friendly fire then do a set % of damage only 1914 /* if this is friendly fire then do a set % of damage only
1749 * Note - put a check in to make sure this attack is actually 1915 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1916 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1917 * an attack do damage before when it otherwise didn't
1752 */ 1918 */
1753 friendlyfire = friendly_fire(op, hitter); 1919 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1920 if (friendlyfire && maxdam)
1921 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1922 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1923#ifndef COZY_SERVER
1924 maxdam++;
1925#endif
1926
1927#ifdef ATTACK_DEBUG
1928 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1929 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1930#endif
1931 }
1932
1933 if (!full_hit)
1934 {
1935 archetype *at;
1936 int area;
1937 int remainder;
1938
1939 area = 0;
1940 for (at = op->arch; at != NULL; at = at->more)
1941 area++;
1942 assert (area > 0);
1943
1944 /* basically: maxdam /= area; we try to "simulate" a float
1945 value-effect */
1946 remainder = 100 * (maxdam % area) / area;
1947 maxdam /= area;
1948 if (RANDOM () % 100 < remainder)
1757 maxdam++; 1949 maxdam++;
1950 }
1951
1952#ifdef ATTACK_DEBUG
1953 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1954#endif
1759
1760#ifdef ATTACK_DEBUG
1761 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1762 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1763#endif
1764 }
1765 1955
1766 if (!full_hit) {
1767 archetype *at;
1768 int area;
1769 int remainder;
1770
1771 area = 0;
1772 for(at = op->arch; at != NULL; at = at->more)
1773 area++;
1774 assert(area > 0);
1775
1776 /* basically: maxdam /= area; we try to "simulate" a float
1777 value-effect */
1778 remainder = 100*(maxdam%area)/area;
1779 maxdam /= area;
1780 if (RANDOM()%100 < remainder)
1781 maxdam++;
1782 }
1783
1784#ifdef ATTACK_DEBUG
1785 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1786#endif
1787
1788 if(get_owner(hitter)) 1956 if (get_owner (hitter))
1789 op->enemy=hitter->owner; 1957 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1958 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1959 op->enemy = hitter;
1792 1960
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1961 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1962 {
1794 /* The unaggressives look after themselves 8) */ 1963 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1964 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1965 npc_call_help (op);
1797 } 1966 }
1798 1967
1799 if (magic && did_make_save(op, op->level, 0)) 1968 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1969 maxdam = maxdam / 2;
1801 1970
1802 attack_message(maxdam, maxattacktype, op, hitter); 1971 attack_message (maxdam, maxattacktype, op, hitter);
1803 1972
1804 op->stats.hp-=maxdam; 1973 op->stats.hp -= maxdam;
1805 1974
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1975 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1976 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1977 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1978 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1979 {
1811 1980
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1981 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1982 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1983 else
1815 scare_creature(op, hitter); 1984 scare_creature (op, hitter);
1816 } 1985 }
1817 1986
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1987 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1988 {
1819 if (maxdam) 1989 if (maxdam)
1820 tear_down_wall(op); 1990 tear_down_wall (op);
1821 return maxdam; /* nothing more to do for wall */ 1991 return maxdam; /* nothing more to do for wall */
1822 } 1992 }
1823 1993
1824 /* See if the creature has been killed */ 1994 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1995 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1996 if (rtn_kill != -1)
1827 return rtn_kill; 1997 return rtn_kill;
1828 1998
1829 1999
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 2000 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1831 * that before if the player was immune to ghosthit, the monster 2001 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 2002 * remained - that is no longer the case.
1833 */ 2003 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 2004 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2005 {
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 2006 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1836 remove_friendly_object(hitter); 2007 remove_friendly_object (hitter);
1837 remove_ob(hitter); 2008 remove_ob (hitter);
1838 free_object(hitter); 2009 free_object (hitter);
1839 } 2010 }
1840 /* Lets handle creatures that are splitting now */ 2011 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 2012 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2013 {
1842 int i; 2014 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 2015 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 2016 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 2017 object *owner = get_owner (op);
1846 2018
1847 if(!op->other_arch) { 2019 if (!op->other_arch)
2020 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 2021 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 2022 return maxdam;
1850 } 2023 }
1851 remove_ob(op); 2024 remove_ob (op);
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 2025 for (i = 0; i < NROFNEWOBJS (op); i++)
2026 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 2027 object *tmp = arch_to_object (op->other_arch);
1854 int j; 2028 int j;
1855 2029
1856 tmp->stats.hp=op->stats.hp; 2030 tmp->stats.hp = op->stats.hp;
1857 if (friendly) { 2031 if (friendly)
2032 {
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 2033 SET_FLAG (tmp, FLAG_FRIENDLY);
1859 add_friendly_object(tmp); 2034 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 2035 tmp->attack_movement = PETMOVE;
1861 if (owner!=NULL) 2036 if (owner != NULL)
1862 set_owner(tmp,owner); 2037 set_owner (tmp, owner);
1863 } 2038 }
1864 if (unaggressive) 2039 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2040 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2041 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1867 if (j==-1) /* No spot to put this monster */ 2042 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 2043 free_object (tmp);
1869 else { 2044 else
2045 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2046 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 2047 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 2048 }
1873 } 2049 }
1874 if(friendly) 2050 if (friendly)
1875 remove_friendly_object(op); 2051 remove_friendly_object (op);
1876 free_object(op); 2052 free_object (op);
1877 } 2053 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2054 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2055 {
1879 remove_ob(hitter); 2056 remove_ob (hitter);
1880 free_object(hitter); 2057 free_object (hitter);
1881 } 2058 }
1882 return maxdam; 2059 return maxdam;
1883} 2060}
1884 2061
1885 2062
2063void
1886void poison_player(object *op, object *hitter, int dam) 2064poison_player (object *op, object *hitter, int dam)
1887{ 2065{
1888 archetype *at = find_archetype("poisoning"); 2066 archetype *at = find_archetype ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 2067 object *tmp = present_arch_in_ob (at, op);
1890 2068
1891 if(tmp==NULL) { 2069 if (tmp == NULL)
2070 {
1892 if((tmp=arch_to_object(at))==NULL) 2071 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 2072 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 2073 else
2074 {
1895 tmp = insert_ob_in_ob(tmp,op); 2075 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 2076 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 2077 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 2078 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 2079 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 2080 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 2081 * If anything else, goes as damage.
1902 */ 2082 */
1903 2083
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2084 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2085 tmp->stats.dam += hitter->level / 2;
1906 else 2086 else
1907 tmp->stats.dam = dam; 2087 tmp->stats.dam = dam;
1908 2088
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2089 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2090 if (hitter->skill && hitter->skill != tmp->skill)
2091 {
1911 tmp->skill = hitter->skill; 2092 tmp->skill = hitter->skill;
1912 } 2093 }
1913 2094
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2095 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2096
1916 if(op->type==PLAYER) { 2097 if (op->type == PLAYER)
2098 {
1917 /* player looses stats, maximum is -10 of each */ 2099 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2100 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2101 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2102 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2103 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2104 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2105 fix_player (op);
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2106 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1925 } 2107 }
1926 if (hitter->type == PLAYER) 2108 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2109 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2110 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2111 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1930 "Your %s poisons %s.", &hitter->name, &op->name);
1931 } 2112 }
1932 tmp->speed_left=0; 2113 tmp->speed_left = 0;
1933 } 2114 }
1934 else 2115 else
1935 tmp->stats.food++; 2116 tmp->stats.food++;
1936} 2117}
1937 2118
2119void
1938void slow_player(object *op,object *hitter,int dam) 2120slow_player (object *op, object *hitter, int dam)
2121{
1939{ archetype *at = find_archetype("slowness"); 2122 archetype *at = find_archetype ("slowness");
1940 object *tmp; 2123 object *tmp;
2124
1941 if(at == NULL) { 2125 if (at == NULL)
2126 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2127 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2128 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2129 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2130 {
1945 tmp = arch_to_object(at); 2131 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2132 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2133 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2134 }
1948 } else 2135 else
1949 tmp->stats.food++; 2136 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2137 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2138 tmp->speed_left = 0;
1952 fix_player(op); 2139 fix_player (op);
1953} 2140}
1954 2141
2142void
1955void confuse_player(object *op, object *hitter, int dam) 2143confuse_player (object *op, object *hitter, int dam)
1956{ 2144{
1957 object *tmp; 2145 object *tmp;
1958 int maxduration; 2146 int maxduration;
1959 2147
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2148 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2149 if (!tmp)
2150 {
1962 tmp = get_archetype(FORCE_NAME); 2151 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2152 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2153 }
2154
1966 /* Duration added per hit and max. duration of confusion both depend 2155 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2156 * on the player's resistance
1968 */ 2157 */
1969 tmp->speed = 0.05; 2158 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2159 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2160 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2161 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2162 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1974 if( tmp->duration > maxduration) 2163 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2164 tmp->duration = maxduration;
1976 2165
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2166 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2167 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1979 SET_FLAG(op, FLAG_CONFUSED); 2168 SET_FLAG (op, FLAG_CONFUSED);
1980} 2169}
1981 2170
2171void
1982void blind_player(object *op, object *hitter, int dam) 2172blind_player (object *op, object *hitter, int dam)
1983{ 2173{
1984 object *tmp,*owner; 2174 object *tmp, *owner;
1985 2175
1986 /* Save some work if we know it isn't going to affect the player */ 2176 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2177 if (op->resist[ATNR_BLIND] == 100)
2178 return;
1988 2179
1989 tmp = present_in_ob(BLINDNESS,op); 2180 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2181 if (!tmp)
2182 {
1991 tmp = get_archetype("blindness"); 2183 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2184 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2185 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2186 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2187 * speed is a float anyways.
1996 */ 2188 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2189 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2190
1999 tmp = insert_ob_in_ob(tmp,op); 2191 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2192 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2193 fix_player (op); /* This takes care of some other stuff */
2002 2194
2195 if (hitter->owner)
2003 if(hitter->owner) owner = get_owner(hitter); 2196 owner = get_owner (hitter);
2197 else
2004 else owner = hitter; 2198 owner = hitter;
2005 2199
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2200 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2201 }
2009 tmp->stats.food += dam; 2202 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2203 if (tmp->stats.food > 10)
2204 tmp->stats.food = 10;
2011} 2205}
2012 2206
2207void
2013void paralyze_player(object *op, object *hitter, int dam) 2208paralyze_player (object *op, object *hitter, int dam)
2014{ 2209{
2015 float effect,max; 2210 float effect, max;
2211
2016 /* object *tmp; */ 2212 /* object *tmp; */
2017 2213
2018 /* This is strange stuff... someone knows for what this is 2214 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2215 * written? Well, i think this can and should be removed
2020 */ 2216 */
2021 2217
2022 /* 2218 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2219 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2220 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2221 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2222 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2223 }
2028 */ 2224 */
2029 2225
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2226 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2031 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2227 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2228
2033 if (effect==0) return; 2229 if (effect == 0)
2230 return;
2034 2231
2035 op->speed_left-=FABS(op->speed)*effect; 2232 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2233 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2234
2038 /* max number of ticks to be affected for. */ 2235 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2236 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2237 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2238 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2239
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2240/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2241}
2045 2242
2046 2243
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2244/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2245 * the computed damaged.
2049 */ 2246 */
2247void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2248deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2249{
2052 /* The intention of a death attack is to kill outright things 2250 /* The intention of a death attack is to kill outright things
2053 ** that are a lot weaker than the attacker, have a chance of killing 2251 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2252 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2253 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2254 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2255 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2256 ** field of the deathstriking object */
2059 2257
2060 int atk_lev, def_lev, kill_lev; 2258 int atk_lev, def_lev, kill_lev;
2061 2259
2062 if(hitter->slaying) 2260 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2261 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2064 (op->race&&strstr(hitter->slaying,op->race)))) return; 2262 return;
2065 2263
2066 def_lev = op->level; 2264 def_lev = op->level;
2067 if (def_lev < 1) { 2265 if (def_lev < 1)
2266 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2267 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2069 &op->arch->name, &op->name);
2070 def_lev = 1; 2268 def_lev = 1;
2071 } 2269 }
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2270 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2271 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2272 atk_lev, def_lev); */
2075 2273
2076 if(atk_lev >= def_lev ){ 2274 if (atk_lev >= def_lev)
2275 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2276 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2277
2079 /* Note that the below effectively means the ratio of the atk vs 2278 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2279 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2280 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2281 * redone.
2083 */ 2282 */
2084 if(kill_lev >= def_lev) { 2283 if (kill_lev >= def_lev)
2284 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2285 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2086 /* I think this doesn't really do much. Because of 2286 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2287 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2288 * attack level is double the defender level.
2089 */ 2289 */
2090 *dam *= kill_lev / def_lev; 2290 *dam *= kill_lev / def_lev;
2091 } 2291 }
2092 } else { 2292 }
2293 else
2294 {
2093 *dam = 0; /* no harm done */ 2295 *dam = 0; /* no harm done */
2094 } 2296 }
2095} 2297}
2096 2298
2097/* thrown_item_effect() - handles any special effects of thrown 2299/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2300 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2301 * monster).
2100 */ 2302 */
2303static void
2101static void thrown_item_effect (object *hitter, object *victim) 2304thrown_item_effect (object *hitter, object *victim)
2102{ 2305{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2306 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2307 {
2104 /* May not need a switch for just 2 types, but this makes it 2308 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2309 * easier for expansion.
2106 */ 2310 */
2107 switch (hitter->type) { 2311 switch (hitter->type)
2312 {
2108 case POTION: 2313 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2314 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2315 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2111 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2316 (void) apply_potion (victim, hitter);
2112 break; 2317 break;
2113 2318
2114 case POISON: /* poison drinks */ 2319 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2320 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2321 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2117 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2322 apply_poison (victim, hitter);
2118 break; 2323 break;
2119 2324
2120 /* Removed case statements that did nothing. 2325 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2326 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2327 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2328 * Containers should perhaps break open, but that code was disabled.
2124 */ 2329 */
2125 } 2330 }
2126 } 2331 }
2127} 2332}
2128 2333
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2334/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2335
2336int
2131int adj_attackroll (object *hitter, object *target) { 2337adj_attackroll (object *hitter, object *target)
2338{
2132 object *attacker = hitter; 2339 object *attacker = hitter;
2133 int adjust=0; 2340 int adjust = 0;
2134 2341
2135 /* safety */ 2342 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2343 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2344 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2345 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2346 return 0;
2347 }
2348
2349 /* aimed missiles use the owning object's sight */
2350 if (is_aimed_missile (hitter))
2351 {
2352 if ((attacker = get_owner (hitter)) == NULL)
2353 attacker = hitter;
2354 /* A player who saves but hasn't quit still could have objects
2355 * owned by him - need to handle that case to avoid crashes.
2356 */
2357 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2358 attacker = hitter;
2359 }
2360 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2361 return 0;
2140 }
2141 2362
2142 /* aimed missiles use the owning object's sight */
2143 if(is_aimed_missile(hitter)) {
2144 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2145 /* A player who saves but hasn't quit still could have objects
2146 * owned by him - need to handle that case to avoid crashes.
2147 */
2148 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2149 }
2150 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2151 return 0;
2152
2153 /* determine the condtions under which we make an attack. 2363 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2364 * Add more cases, as the need occurs. */
2155 2365
2156 if(!can_see_enemy(attacker,target)) { 2366 if (!can_see_enemy (attacker, target))
2367 {
2157 /* target is unseen */ 2368 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2369 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2370 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2371 /* dark map penalty for the hitter (lacks infravision if we got here). */
2161 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2372 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2373 adjust -= target->map->darkness;
2163 } 2374 }
2164 2375
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2376 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2377 adjust -= 3;
2167 2378
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2379 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2380 adjust += 1;
2170 2381
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2382 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2383 adjust += 1;
2173 2384
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2385 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2386 adjust -= 3;
2176 2387
2177 /* if we attack at a different 'altitude' its harder */ 2388 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2389 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2390 adjust -= 2;
2180 2391
2181#if 0 2392#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2393 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2394 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2395 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2396 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2397 * fly fast should have a better chance of hitting a slower target.
2187 */ 2398 */
2188 if(hitter->speed<target->speed) 2399 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2400 adjust += ((float) hitter->speed - target->speed);
2190#endif 2401#endif
2191 2402
2192#if 0 2403#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2404 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2405#endif
2195 2406
2196 return adjust; 2407 return adjust;
2197} 2408}
2198 2409
2199 2410
2200/* determine if the object is an 'aimed' missile */ 2411/* determine if the object is an 'aimed' missile */
2412int
2201int is_aimed_missile ( object *op) { 2413is_aimed_missile (object *op)
2414{
2202 2415
2203 /* I broke what used to be one big if into a few nested 2416 /* I broke what used to be one big if into a few nested
2204 * ones so that figuring out the logic is at least possible. 2417 * ones so that figuring out the logic is at least possible.
2205 */ 2418 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2419 if (op && (op->move_type & MOVE_FLYING))
2420 {
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2421 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2422 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2423 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2424 return 1;
2212 } 2425 }
2213 return 0; 2426 return 0;
2214} 2427}
2215

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines