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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.20 by root, Tue Sep 19 10:35:22 2006 UTC

1/*
2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27#include <assert.h> 23#include <assert.h>
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <material.h> 26#include <material.h>
31#include <skills.h> 27#include <skills.h>
32 28
33#ifndef __CEXTRACT__ 29#ifndef __CEXTRACT__
34#include <sproto.h> 30# include <sproto.h>
35#endif 31#endif
36 32
37#include <sounds.h> 33#include <sounds.h>
38 34
39typedef struct att_msg_str { 35typedef struct att_msg_str
36{
40 char *msg1; 37 char *msg1;
41 char *msg2; 38 char *msg2;
42} att_msg; 39} att_msg;
43 40
44/*#define ATTACK_DEBUG*/ 41/*#define ATTACK_DEBUG*/
45 42
46/* cancels object *op. Cancellation basically means an object loses 43/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 44 * its magical benefits.
48 */ 45 */
46void
49void cancellation(object *op) 47cancellation (object *op)
50{ 48{
51 object *tmp; 49 object *tmp;
52 50
53 if (op->invisible) 51 if (op->invisible)
54 return; 52 return;
55 53
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
57 /* Recur through the inventory */ 56 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 59 cancellation (tmp);
61 } 60 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */ 63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 64 /* in what abilities it should cancel */
65 op->magic=0; 65 op->magic = 0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 70 if (op->env && op->env->type == PLAYER)
71 {
71 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
72 } 73 }
73 } 74 }
74} 75}
75 76
76 77
78/* did_make_save_item just checks to make sure the item actually 79/* 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 80 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 81 * any further action (like destroying the item).
81 */ 82 */
82 83
84int
83int did_make_save_item(object *op, int type, object *originator) { 85did_make_save_item (object *op, int type, object *originator)
86{
84 int i, roll, saves=0, attacks=0, number; 87 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 88 materialtype_t *mt;
86 89
87 if (op->materialname == NULL) { 90 if (op->materialname == NULL)
91 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
89 if (op->material & mt->material) 94 if (op->material & mt->material)
90 break; 95 break;
91 } 96 }
97 }
92 } else 98 else
93 mt = name_to_material(op->materialname); 99 mt = name_to_material (op->materialname);
94 if (mt == NULL) 100 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; 101 return TRUE;
102 roll = rndm (1, 20);
103
104 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it
107 * is magic teamed with something else, then strip out the
108 * magic type, and instead let the fire, cold, or whatever component
109 * destroy the item. Otherwise, you get the case of poisoncloud
110 * destroying objects because it has magic attacktype.
111 */
112 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116
117 if (type == 0)
118 return TRUE;
119 if (roll == 20)
120 return TRUE;
121 if (roll == 1)
122 return FALSE;
123
124 for (number = 0; number < NROFATTACKS; number++)
125 {
126 i = 1 << number;
127 if (!(i & type))
128 continue;
129 attacks++;
130 if (op->resist[number] == 100)
131 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++;
134 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 saves++;
136 }
137
138 if (saves == attacks || attacks == 0)
139 return TRUE;
140 if ((saves == 0) || (rndm (1, attacks) > saves))
141 return FALSE;
142 return TRUE;
137} 143}
138 144
139/* This function calls did_make_save_item. It then performs the 145/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 146 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 147 * calling cancellation, etc.)
142 */ 148 */
143 149
150void
144void save_throw_object (object *op, int type, object *originator) 151save_throw_object (object *op, int type, object *originator)
145{ 152{
146 if ( ! did_make_save_item (op, type,originator)) 153 if (!did_make_save_item (op, type, originator))
147 { 154 {
148 object *env=op->env; 155 object *env = op->env;
149 int x=op->x,y=op->y; 156 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 157 maptile *m = op->map;
151 158
152 op = stop_item (op); 159 op = stop_item (op);
153 if (op == NULL) 160 if (op == NULL)
154 return; 161 return;
155 162
156 /* Hacked the following so that type LIGHTER will work. 163 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 164 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 165 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 166 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 167 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 168 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 169 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 170 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 171 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)) { 172 {
166 const char *arch=op->other_arch->name; 173 const char *arch = op->other_arch->name;
167 174
168 op = decrease_ob_nr (op, 1); 175 op = decrease_ob_nr (op, 1);
176
169 if (op) 177 if (op)
170 fix_stopped_item (op, m, originator); 178 fix_stopped_item (op, m, originator);
179
171 if((op = get_archetype(arch))!=NULL) { 180 if ((op = get_archetype (arch)) != NULL)
181 {
172 if(env) { 182 if (env)
183 {
173 op->x=env->x,op->y=env->y; 184 op->x = env->x, op->y = env->y;
174 insert_ob_in_ob(op,env); 185 insert_ob_in_ob (op, env);
175 if (env->contr) 186 if (env->contr)
176 esrv_send_item(env, op); 187 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 } 188 }
189 else
182 return; 190 {
183 } 191 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); 192 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 } 193 }
200 } 194 }
195
196 return;
197 }
198
199 if (type & AT_CANCELLATION)
200 { /* Cancellation. */
201 cancellation (op);
202 fix_stopped_item (op, m, originator);
203 return;
204 }
205
206 if (op->nrof > 1)
207 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 223 if (!QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op); 224 remove_ob (op);
225
203 free_object(op); 226 free_object (op);
204 } 227 }
228
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 229 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if(env) { 230 if (env)
231 {
207 op=get_archetype("burnout"); 232 op = get_archetype ("burnout");
208 op->x=env->x,op->y=env->y; 233 op->x = env->x, op->y = env->y;
209 insert_ob_in_ob(op,env); 234 insert_ob_in_ob (op, env);
210 } else { 235 }
236 else
211 replace_insert_ob_in_map("burnout",originator); 237 replace_insert_ob_in_map ("burnout", originator);
212 } 238
213 } 239 return;
240 }
241
242 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube");
247
248 if (at == NULL)
214 return; 249 return;
215 } 250
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); 251 op = stop_item (op);
224 if (op == NULL) 252 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; 253 return;
254
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
256 {
257 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create.
262 */
263 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0);
266 }
267
268 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return;
241 } 273 }
242} 274}
243 275
244/* Object op is hitting the map. 276/* Object op is hitting the map.
245 * op is going in direction 'dir' 277 * op is going in direction 'dir'
246 * type is the attacktype of the object. 278 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 279 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 280 * returns 1 if it hits something, 0 otherwise.
249 */ 281 */
250 282
283int
251int hit_map(object *op, int dir, int type, int full_hit) { 284hit_map (object *op, int dir, int type, int full_hit)
285{
252 object *tmp, *next; 286 object *tmp, *next;
253 mapstruct *map; 287 maptile *map;
254 sint16 x, y; 288 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 290
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 291 if (QUERY_FLAG (op, FLAG_FREED))
292 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 293 LOG (llevError, "BUG: hit_map(): free object\n");
294 return 0;
295 }
296
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
300 return 0;
301 }
302
303 if (!op->map)
304 {
305 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
306 return 0;
307 }
308
309 if (op->head)
310 op = op->head;
311
312 map = op->map;
313 x = op->x + freearr_x[dir];
314 y = op->y + freearr_y[dir];
315
316 int mflags = get_map_flags (map, &map, x, y, &x, &y);
317
318 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE))
321 return 0;
322
323 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive
325 */
326
327 if (type & AT_COUNTERSPELL)
328 {
329 counterspell (op, dir); /* see spell_effect.c */
330
331 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
261 return 0; 335 return 0;
262 }
263 336
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; 337 type &= ~AT_COUNTERSPELL;
303 } 338 }
304 339
305 if(type & AT_CHAOS){ 340 if (type & AT_CHAOS)
341 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 343 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 344 type &= ~AT_CHAOS;
309 } 345 }
310 346
311 next = get_map_ob (map, x, y); 347 next = get_map_ob (map, x, y);
312 if (next)
313 next_tag = next->count;
314 348
315 while (next) { 349 while (next)
316 if (was_destroyed (next, next_tag)) { 350 {
351 if (next->destroyed ())
352 {
317 /* There may still be objects that were above 'next', but there is no 353 /* 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 354 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first 355 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort. 356 * object. That's why we just abort.
321 * 357 *
322 * This happens whenever attack spells (like fire) hit a pile 358 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage 359 * of objects. This is not a bug - nor an error. The errormessage
324 * below was spamming the logs for absolutely no reason. 360 * below was spamming the logs for absolutely no reason.
325 */ 361 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
363 break;
364 }
365
366 tmp = next;
367 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used.
378 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y)
380 continue;
381
382 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1;
386 if (op->destroyed ())
327 break; 387 break;
328 } 388 }
329 tmp = next;
330 next = tmp->above;
331 if (next)
332 next_tag = next->count;
333 389
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 390 /* Here we are potentially destroying an object. If the object has
335 LOG (llevError, "BUG: hit_map(): found freed object\n"); 391 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now.
396 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
398 {
399 save_throw_object (tmp, type, op);
400 if (op->destroyed ())
336 break; 401 break;
337 } 402 }
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 } 403 }
404
366 return 0; 405 return 0;
367} 406}
368 407
408void
369void attack_message(int dam, int type, object *op, object *hitter) { 409attack_message (int dam, int type, object *op, object *hitter)
410{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 412 int i, found = 0;
372 mapstruct *map; 413 maptile *map;
373 object *next, *tmp; 414 object *next, *tmp;
374 415
375 /* put in a few special messages for some of the common attacktypes 416 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 417 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 418 * [garbled 20010919]
378 */ 419 */
379 420
380 if (dam == 9998 && op->type == DOOR) { 421 if (dam == 9998 && op->type == DOOR)
422 {
381 sprintf(buf1, "unlock %s", &op->name); 423 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 424 sprintf (buf2, " unlocks");
383 found++; 425 found++;
426 }
427 if (dam < 0)
384 } 428 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 429 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 430 sprintf (buf2, " hits");
388 found++; 431 found++;
432 }
389 } else if(dam==0) { 433 else if (dam == 0)
434 {
390 sprintf(buf1, "missed %s", &op->name); 435 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 436 sprintf (buf2, " misses");
392 found++; 437 found++;
438 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 441 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 443 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 444 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 445 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); 446 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
447 found++;
448 break;
449 }
450 }
451 else if (op->type == DOOR && !found)
452 {
453 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
454 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
455 {
456 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++;
459 break;
460 }
461 }
462 else if (hitter->type == PLAYER && IS_LIVE (op))
463 {
464 if (USING_SKILL (hitter, SK_KARATE))
465 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
468 {
469 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
470 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 471 found++;
404 break; 472 break;
405 } 473 }
406 } else if (op->type == DOOR && !found) { 474 }
475 else if (USING_SKILL (hitter, SK_CLAWING))
476 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 477 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
478 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 479 {
409 if (dam < attack_mess[ATM_DOOR][i].level 480 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); 481 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 482 found++;
415 break; 483 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 } 484 }
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 } 485 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 486 else if (USING_SKILL (hitter, SK_PUNCHING))
487 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 488 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
489 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 490 {
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, 491 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); 492 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++; 493 found++;
462 break; 494 break;
495 }
496 }
497 }
498 if (found)
499 {
500 /* done */
501 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
503 {
504 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++;
510 break;
511 }
512 }
513 else if (type & AT_DRAIN && IS_LIVE (op))
514 {
515 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 {
519 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++;
522 break;
523 }
524 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op))
526 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++;
533 break;
534 }
535 }
536 else if (type & AT_COLD && IS_LIVE (op))
537 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
542 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
543 found++;
544 break;
545 }
546 }
547 else if (type & AT_FIRE)
548 {
549 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
550 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
551 {
552 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
553 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++;
555 break;
556 }
557 }
558 else if (hitter->current_weapon != NULL)
559 {
560 int mtype;
561
562 switch (hitter->current_weapon->weapontype)
563 {
564 case WEAP_HIT:
565 mtype = ATM_BASIC;
566 break;
567 case WEAP_SLASH:
568 mtype = ATM_SLASH;
569 break;
570 case WEAP_PIERCE:
571 mtype = ATM_PIERCE;
572 break;
573 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE;
575 break;
576 case WEAP_SLICE:
577 mtype = ATM_SLICE;
578 break;
579 case WEAP_STAB:
580 mtype = ATM_STAB;
581 break;
582 case WEAP_WHIP:
583 mtype = ATM_WHIP;
584 break;
585 case WEAP_CRUSH:
586 mtype = ATM_CRUSH;
587 break;
588 case WEAP_BLUD:
589 mtype = ATM_BLUD;
590 break;
591 default:
592 mtype = ATM_BASIC;
593 break;
594 }
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599 strcpy (buf2, attack_mess[mtype][i].buf3);
600 found++;
601 break;
602 }
603 }
604 else
605 {
606 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
607 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
608 {
609 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
610 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
611 found++;
612 break;
613 }
614 }
615
616 if (!found)
617 {
618 strcpy (buf1, "hit");
619 strcpy (buf2, " hits");
620 }
621
622 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
624 return;
625
626 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5))
628 return;
629
630 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 {
633 if (get_owner (hitter) != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else
636 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2);
638 if (dam != 0)
639 {
640 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
642 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
644 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
463 } 646 }
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 } 647 }
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); 648 new_draw_info (NDI_BLACK, 0, op, buf);
578 } /* end of player hitting player */ 649 } /* end of player hitting player */
579 650
580 if(hitter->type==PLAYER) { 651 if (hitter->type == PLAYER)
652 {
581 sprintf(buf,"You %s.",buf1); 653 sprintf (buf, "You %s.", buf1);
582 if (dam != 0) { 654 if (dam != 0)
655 {
583 if (dam < 10) 656 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
585 else if (dam < 20) 658 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
587 else 660 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
589 } 662 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf); 663 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 }
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
666 {
592 /* look for stacked spells and start reducing the message chances */ 667 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT && 668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
594 (hitter->subtype == SP_EXPLOSION || 669 {
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4; 670 i = 4;
598 map = hitter->map; 671 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y)) 672 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; 673 return;
674 next = get_map_ob (map, hitter->x, hitter->y);
675 if (next)
676 while (next)
677 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3;
680 tmp = next;
681 next = tmp->above;
682 }
683 if (i < 0)
684 return;
685 if (rndm (0, i) != 0)
686 return;
687 }
688 else if (rndm (0, 5) != 0)
689 return;
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); 690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
620 } 693 }
621} 694}
622 695
623 696
697static int
624static int get_attack_mode (object **target, object **hitter, 698get_attack_mode (object **target, object **hitter, int *simple_attack)
625 int *simple_attack)
626{ 699{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 702 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1; 703 return 1;
630 } 704 }
631 if ((*target)->head) 705 if ((*target)->head)
632 *target = (*target)->head; 706 *target = (*target)->head;
633 if ((*hitter)->head) 707 if ((*hitter)->head)
634 *hitter = (*hitter)->head; 708 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) { 709 if ((*hitter)->env != NULL || (*target)->env != NULL)
710 {
636 *simple_attack = 1; 711 *simple_attack = 1;
637 return 0; 712 return 0;
638 } 713 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED) 714 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
642 { 716 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 717 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; 718 return 1;
646 } 719 }
647 *simple_attack = 0; 720 *simple_attack = 0;
648 return 0; 721 return 0;
649} 722}
650 723
724static int
651static int abort_attack (object *target, object *hitter, int simple_attack) 725abort_attack (object *target, object *hitter, int simple_attack)
652{ 726{
727
653/* Check if target and hitter are still in a relation similar to the one 728/* 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. 729 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */ 730 */
656 int new_mode; 731 int new_mode;
657 732
658 if (hitter->env == target || target->env == hitter) 733 if (hitter->env == target || target->env == hitter)
659 new_mode = 1; 734 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 735 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; 736 return 1;
664 else 737 else
665 new_mode = 0; 738 new_mode = 0;
666 return new_mode != simple_attack; 739 return new_mode != simple_attack;
667} 740}
668 741
669static void thrown_item_effect (object *, object *); 742static void thrown_item_effect (object *, object *);
670 743
744static int
671static int attack_ob_simple (object *op, object *hitter, int base_dam, 745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
672 int base_wc)
673{ 746{
674 int simple_attack, roll, dam=0; 747 int simple_attack, roll, dam = 0;
675 uint32 type; 748 uint32 type;
676 shstr op_name; 749 shstr op_name;
677 tag_t op_tag, hitter_tag;
678 750
679 if (get_attack_mode (&op, &hitter, &simple_attack)) 751 if (get_attack_mode (&op, &hitter, &simple_attack))
752 goto error;
753
754 if (hitter->current_weapon)
755 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
756 return RESULT_INT (0);
757
758 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
759 return RESULT_INT (0);
760
761 /*
762 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters.
764 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
766 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail.
771 */
772 op->speed_left--;
773 process_object (op);
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
680 goto error; 775 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 { 776 }
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 }
710 777
711 op_name = op->name; 778 op_name = op->name;
712 779
713 roll=random_roll(1, 20, hitter, PREFER_HIGH); 780 roll = random_roll (1, 20, hitter, PREFER_HIGH);
714 781
715 /* Adjust roll for various situations. */ 782 /* Adjust roll for various situations. */
716 if ( ! simple_attack) 783 if (!simple_attack)
717 roll += adj_attackroll(hitter,op); 784 roll += adj_attackroll (hitter, op);
718 785
719 /* See if we hit the creature */ 786 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) { 787 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 {
721 int hitdam = base_dam; 789 int hitdam = base_dam;
790
722 if (settings.casting_time == TRUE) { 791 if (settings.casting_time == TRUE)
792 {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
724 hitter->casting_time = -1; 795 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
726 "your spell!");
727 } 797 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){ 798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
729 op->casting_time = -1; 800 op->casting_time = -1;
730 if (op->type == PLAYER) { 801 if (op->type == PLAYER)
802 {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
732 "your spell!"); 804 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 } 805 }
737 } 806 }
738 } 807 }
739 if ( ! simple_attack) 808 if (!simple_attack)
740 { 809 {
741 /* If you hit something, the victim should *always* wake up. 810 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this. 811 * Before, invisible hitters could avoid doing this.
743 * -b.t. */ 812 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP)) 813 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP); 814 CLEAR_FLAG (op, FLAG_SLEEP);
746 815
747 /* If the victim can't see the attacker, it may alert others 816 /* If the victim can't see the attacker, it may alert others
748 * for help. */ 817 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter) 818 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); 819 npc_call_help (op);
752 820
753 /* if you were hidden and hit by a creature, you are discovered*/ 821 /* if you were hidden and hit by a creature, you are discovered */
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { 822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 {
755 make_visible (op); 824 make_visible (op);
756 if (op->type == PLAYER) 825 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op, 826 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 } 827 }
761 828
762 /* thrown items (hitter) will have various effects 829 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 830 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 831 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 832 * wrapper object.
766 */ 833 */
767 thrown_item_effect (hitter, op); 834 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag) 835 if (hitter->destroyed () || op->destroyed () || 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; 836 goto leave;
803 } /* end of if hitter hit op */ 837 }
838
839 /* Need to do at least 1 damage, otherwise there is no point
840 * to go further and it will cause FPE's below.
841 */
842 if (hitdam <= 0)
843 hitdam = 1;
844
845 type = hitter->attacktype;
846
847 if (!type)
848 type = AT_PHYSICAL;
849
850 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
852 {
853 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
854 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
855
856 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
857
858 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
859 goto leave;
860 }
861
862 /* In the new attack code, it should handle multiple attack
863 * types in its area, so remove it from here.
864 */
865 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
866
867 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
868 goto leave;
869 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 870 /* if we missed, dam=0 */
805 871
806 /*attack_message(dam, type, op, hitter);*/ 872 /*attack_message(dam, type, op, hitter); */
807 873
808 goto leave; 874 goto leave;
809 875
810 error: 876error:
811 dam = 1; 877 dam = 1;
812 878
813 leave: 879leave:
814 880
815 return dam; 881 return dam;
816} 882}
817 883
884int
818int attack_ob (object *op, object *hitter) 885attack_ob (object *op, object *hitter)
819{ 886{
820 887
821 if (hitter->head) 888 if (hitter->head)
822 hitter = hitter->head; 889 hitter = hitter->head;
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 891}
825 892
826/* op is the arrow, tmp is what is stopping the arrow. 893/* op is the arrow, tmp is what is stopping the arrow.
827 * 894 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 895 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 896 */
897static int
830static int stick_arrow (object *op, object *tmp) 898stick_arrow (object *op, object *tmp)
831{ 899{
832 /* If the missile hit a player, we insert it in their inventory. 900 /* 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 901 * 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 902 * 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 903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 904 * stick around.
837 */ 905 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 906 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 {
839 if(tmp->head != NULL) 908 if (tmp->head != NULL)
840 tmp = tmp->head; 909 tmp = tmp->head;
910
841 remove_ob (op); 911 remove_ob (op);
842 op = insert_ob_in_ob(op,tmp); 912 op = insert_ob_in_ob (op, tmp);
913
843 if (tmp->type== PLAYER) 914 if (tmp->type == PLAYER)
844 esrv_send_item (tmp, op); 915 esrv_send_item (tmp, op);
916
845 return 1; 917 return 1;
918 }
846 } else 919 else
847 return 0; 920 return 0;
848} 921}
849 922
850/* hit_with_arrow() disassembles the missile, attacks the victim and 923/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 924 * reassembles the missile.
852 * 925 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 926 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 927 * isn't available anymore.
855 */ 928 */
929object *
856object *hit_with_arrow (object *op, object *victim) 930hit_with_arrow (object *op, object *victim)
857{ 931{
858 object *container, *hitter; 932 object *container, *hitter;
859 int hit_something = 0; 933 int hit_something = 0;
860 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y; 934 sint16 victim_x, victim_y;
862 935
863 /* Disassemble missile */ 936 /* Disassemble missile */
864 if (op->inv) { 937 if (op->inv)
938 {
865 container = op; 939 container = op;
866 hitter = op->inv; 940 hitter = op->inv;
867 remove_ob (hitter); 941 remove_ob (hitter);
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 942 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 943 /* 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 944 * 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 945 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 946 * THROWN_OBJs. */
873 } else { 947 }
948 else
949 {
874 container = NULL; 950 container = NULL;
875 hitter = op; 951 hitter = op;
876 } 952 }
877 953
878 /* Try to hit victim */ 954 /* Try to hit victim */
879 victim_x = victim->x; 955 victim_x = victim->x;
880 victim_y = victim->y; 956 victim_y = victim->y;
881 victim_tag = victim->count;
882 hitter_tag = hitter->count;
883 957
884 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 958 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 959
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 960 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 961 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 962 * 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 963 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 964 * other places as well!)
891 */ 965 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 966 if (hitter->destroyed () || hitter->env != NULL)
967 {
893 if (container) { 968 if (container)
969 {
894 remove_ob (container); 970 remove_ob (container);
895 free_object (container); 971 free_object (container);
972 }
973 return NULL;
974 }
975
976 /* Missile hit victim */
977 /* if the speed is > 10, then this is a fast moving arrow, we go straight
978 * through the target
979 */
980 if (hit_something && op->speed <= 10.0)
981 {
982 /* Stop arrow */
983 if (container == NULL)
896 } 984 {
985 hitter = fix_stopped_arrow (hitter);
986 if (hitter == NULL)
987 return NULL;
988 }
989 else
990 {
991 remove_ob (container);
992 free_object (container);
993 }
994
995 /* Try to stick arrow into victim */
996 if (!victim->destroyed () && stick_arrow (hitter, victim))
897 return NULL; 997 return NULL;
898 }
899 998
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 999 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 1000 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 1001 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 1002 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 1003 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 1004 * way to handle those otherwise?
927 */ 1005 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 1006 if (victim_x != hitter->x || victim_y != hitter->y)
1007 {
929 remove_ob (hitter); 1008 remove_ob (hitter);
930 hitter->x = victim_x; 1009 hitter->x = victim_x;
931 hitter->y = victim_y; 1010 hitter->y = victim_y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 1011 insert_ob_in_map (hitter, victim->map, hitter, 0);
1012 }
933 } else { 1013 else
1014 {
934 /* Else leave arrow where it is */ 1015 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 1016 merge_ob (hitter, NULL);
936 } 1017 }
937 return NULL; 1018 return NULL;
938 } 1019 }
939 1020
940 if (hit_something && op->speed >= 10.0) 1021 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 1022 op->speed -= 1.0;
942 1023
943 /* Missile missed victim - reassemble missile */ 1024 /* Missile missed victim - reassemble missile */
944 if (container) { 1025 if (container)
1026 {
945 remove_ob (hitter); 1027 remove_ob (hitter);
946 insert_ob_in_ob (hitter, container); 1028 insert_ob_in_ob (hitter, container);
947 } 1029 }
948 return op; 1030 return op;
949} 1031}
950 1032
951 1033
1034void
952void tear_down_wall(object *op) 1035tear_down_wall (object *op)
953{ 1036{
954 int perc=0; 1037 int perc = 0;
955 1038
956 if (!op->stats.maxhp) { 1039 if (!op->stats.maxhp)
1040 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1041 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 1042 perc = 1;
1043 }
959 } else if(!GET_ANIM_ID(op)) { 1044 else if (!GET_ANIM_ID (op))
1045 {
960 /* Object has been called - no animations, so remove it */ 1046 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 1047 if (op->stats.hp < 0)
1048 {
962 remove_ob(op); /* Should update LOS */ 1049 remove_ob (op); /* Should update LOS */
963 free_object(op); 1050 free_object (op);
964 /* Don't know why this is here - remove_ob should do it for us */ 1051 /* Don't know why this is here - remove_ob should do it for us */
965 /*update_position(m, x, y);*/ 1052 /*update_position(m, x, y); */
966 } 1053 }
967 return; /* no animations, so nothing more to do */ 1054 return; /* no animations, so nothing more to do */
968 } 1055 }
969 perc = NUM_ANIMATIONS(op) 1056 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)) 1057 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1058 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1059 else if (perc < 1)
974 perc = 1; 1060 perc = 1;
975 SET_ANIMATION(op, perc); 1061 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1062 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1063 if (perc == NUM_ANIMATIONS (op) - 1)
1064 { /* Reached the last animation */
978 if(op->face==blank_face) { 1065 if (op->face == blank_face)
1066 {
979 /* If the last face is blank, remove the ob */ 1067 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1068 remove_ob (op); /* Should update LOS */
981 free_object(op); 1069 free_object (op);
982 1070
983 /* remove_ob should call update_position for us */ 1071 /* remove_ob should call update_position for us */
984 /*update_position(m, x, y);*/ 1072 /*update_position(m, x, y); */
985 1073
1074 }
1075 else
986 } else { /* The last face was not blank, leave an image */ 1076 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1077 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1078 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1079 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1080 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1081 }
992 } 1082 }
993} 1083}
994 1084
1085void
995void scare_creature(object *target, object *hitter) 1086scare_creature (object *target, object *hitter)
996{ 1087{
997 object *owner = get_owner(hitter); 1088 object *owner = get_owner (hitter);
998 1089
999 if (!owner) owner=hitter; 1090 if (!owner)
1091 owner = hitter;
1000 1092
1001 SET_FLAG(target, FLAG_SCARED); 1093 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1094 if (!target->enemy)
1095 target->enemy = owner;
1003} 1096}
1004 1097
1005 1098
1006/* This returns the amount of damage hitter does to op with the 1099/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1100 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1101 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1102 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1103 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1104 * the attacktype. Makes it easier for the PR code. */
1012 1105
1106int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1107hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1108{
1015 1109
1016 int doesnt_slay = 1; 1110 int doesnt_slay = 1;
1017 1111
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1112 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1113 if (attacknum >= NROFATTACKS)
1114 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1115 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1116 return 0;
1022 }
1023 1117 }
1118
1024 if (dam < 0) { 1119 if (dam < 0)
1120 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1121 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1026 return 0; 1122 return 0;
1027 }
1028 1123 }
1124
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1125 /* 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. */ 1126 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1127 if (attacknum == ATNR_INTERNAL)
1032 1128 return dam;
1129
1033 if (hitter->slaying) { 1130 if (hitter->slaying)
1131 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1132 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1035 (op->arch && (op->arch->name != NULL) && 1133 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1134 {
1038 doesnt_slay = 0; 1135 doesnt_slay = 0;
1039 dam *= 3; 1136 dam *= 3;
1040 } 1137 }
1041 } 1138 }
1042 1139
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1140 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1141 if (op->resist[attacknum])
1142 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1143 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1144 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1145 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1146 if (dam >= 100)
1147 dam /= 100;
1049 else 1148 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1149 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1150 }
1052 1151
1053 /* Special hack. By default, if immune to something, you 1152 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1153 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1154 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1155 * special processing is needed */
1057 1156
1058 if ((op->resist[attacknum] >= 100) && 1157 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1059 doesnt_slay && (attacknum != ATNR_ACID))
1060 return 0; 1158 return 0;
1061 1159
1062 /* Keep this in order - makes things easier to find */ 1160 /* Keep this in order - makes things easier to find */
1161
1162 switch (attacknum)
1063 1163 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1164 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1165 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1166 check_physically_infect (op, hitter);
1068 break; 1167 break;
1069 1168
1070 /* Don't need to do anything for: 1169 /* Don't need to do anything for:
1071 magic, 1170 magic,
1072 fire, 1171 fire,
1073 electricity, 1172 electricity,
1074 cold */ 1173 cold */
1075 1174
1076 case ATNR_CONFUSION: 1175 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1176 case ATNR_POISON:
1078 case ATNR_SLOW: 1177 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1178 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1179 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1180 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1181 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1182 case ATNR_BLIND:
1084 { 1183 {
1085 /* chance for inflicting a special attack depends on the 1184 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1185 * difference between attacker's and defender's level
1087 */ 1186 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1187 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1188
1090 /* First, only creatures/players with speed can be affected. 1189 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1190 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1191 * you. Third, you still get a saving through against the
1093 * effect. 1192 * effect.
1094 */ 1193 */
1095 if (op->speed && 1194 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1195 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1196 !(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)) { 1197 {
1099 1198
1100 /* Player has been hit by something */ 1199 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1200 if (attacknum == ATNR_CONFUSION)
1201 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1202 else if (attacknum == ATNR_POISON)
1203 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1204 else if (attacknum == ATNR_SLOW)
1205 slow_player (op, hitter, dam);
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1206 else if (attacknum == ATNR_PARALYZE)
1207 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1208 else if (attacknum == ATNR_FEAR)
1209 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1210 else if (attacknum == ATNR_CANCELLATION)
1211 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1212 else if (attacknum == ATNR_DEPLETE)
1213 drain_stat (op);
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1214 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); 1215 blind_player (op, hitter, dam);
1110 } 1216 }
1111 dam = 0; /* These are all effects and don't do real damage */ 1217 dam = 0; /* These are all effects and don't do real damage */
1112 } 1218 }
1113 break; 1219 break;
1114 case ATNR_ACID: 1220 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 { 1221 {
1222 int flag = 0;
1223
1224 /* Items only get corroded if you're not on a battleground and
1225 * if your acid resistance is below 50%. */
1226 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1227 {
1123 object *tmp; 1228 object *tmp;
1229
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1231 {
1125 if(tmp->invisible) 1232 if (tmp->invisible)
1126 continue; 1233 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1234 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 */ 1235 /* >= 10% acid res. on itmes will protect these */
1130 continue; 1236 continue;
1131 if(!(tmp->material & M_IRON)) 1237 if (!(tmp->material & M_IRON))
1132 continue; 1238 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1239 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1240 continue;
1135 if(tmp->type==RING || 1241 if (tmp->type == RING ||
1136 /* removed boots and gloves from exclusion list in 1242 /* removed boots and gloves from exclusion list in
1137 PR */ 1243 PR */
1138 tmp->type==GIRDLE || 1244 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 */ 1245 continue; /* To avoid some strange effects */
1144 1246
1145 /* High damage acid has better chance of corroding 1247 /* High damage acid has better chance of corroding
1146 objects */ 1248 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1249 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1250 {
1149 if(op->type == PLAYER) 1251 if (op->type == PLAYER)
1150 /* Make this more visible */ 1252 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1253 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1152 "The %s's acid corrodes your %s!", 1254 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp));
1154 flag = 1; 1255 flag = 1;
1155 tmp->magic--; 1256 tmp->magic--;
1156 if(op->type == PLAYER) 1257 if (op->type == PLAYER)
1157 esrv_send_item(op, tmp); 1258 esrv_send_item (op, tmp);
1259 }
1158 } 1260 }
1261 if (flag)
1262 fix_player (op); /* Something was corroded */
1159 } 1263 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 } 1264 }
1163 }
1164 break; 1265 break;
1165 case ATNR_DRAIN: 1266 case ATNR_DRAIN:
1166 { 1267 {
1167 /* rate is the proportion of exp drained. High rate means 1268 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1269 * 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 */ 1270 */
1271 int rate;
1272
1273 if (op->resist[ATNR_DRAIN] >= 0)
1274 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1275 else
1276 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1277
1278 if (op->stats.exp <= rate)
1279 {
1280 if (op->type == GOLEM)
1281 dam = 999; /* Its force is "sucked" away. 8) */
1282 else
1283 /* If we can't drain, lets try to do physical damage */
1284 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1285 }
1286 else
1287 {
1288 /* Randomly give the hitter some hp */
1289 if (hitter->stats.hp < hitter->stats.maxhp &&
1290 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1291 hitter->stats.hp++;
1292
1293 /* Can't do drains on battleground spaces.
1294 * Move the wiz check up here - before, the hitter wouldn't gain exp
1295 * exp, but the wiz would still lose exp! If drainee is a wiz,
1296 * nothing happens.
1297 * Try to credit the owner. We try to display player -> player drain
1298 * attacks, hence all the != PLAYER checks.
1299 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1300 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1301 {
1198 object *owner = get_owner(hitter); 1302 object *owner = get_owner (hitter);
1199 1303
1200 if (owner && owner != hitter) { 1304 if (owner && owner != hitter)
1305 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1306 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1307 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1308 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1309 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1310 else if (op->type != PLAYER || hitter->type != PLAYER)
1311 {
1205 change_exp(hitter, op->stats.exp/(rate*2), 1312 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1314 }
1315 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1316 }
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 1317 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, 1318 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1319 * as the messages will say you missed
1213 */ 1320 */
1321 }
1214 } 1322 }
1215 }
1216 break; 1323 break;
1217 case ATNR_TURN_UNDEAD: 1324 case ATNR_TURN_UNDEAD:
1218 { 1325 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1326 if (QUERY_FLAG (op, FLAG_UNDEAD))
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1327 {
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1221 object *god = find_god (determine_god (owner)); 1329 object *god = find_god (determine_god (owner));
1222 int div = 1; 1330 int div = 1;
1223 1331
1224 /* if undead are not an enemy of your god, you turn them 1332 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */ 1333 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL) 1334 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1228 div = 2; 1335 div = 2;
1229 /* Give a bonus if you resist turn undead */ 1336 /* Give a bonus if you resist turn undead */
1230 if (op->level * div < 1337 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); 1338 scare_creature (op, owner);
1234 } 1339 }
1235 else 1340 else
1236 dam = 0; /* don't damage non undead - should we damage 1341 dam = 0; /* don't damage non undead - should we damage
1237 undead? */ 1342 undead? */
1343 }
1238 } break; 1344 break;
1239 case ATNR_DEATH: 1345 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam); 1346 deathstrike_player (op, hitter, &dam);
1241 break; 1347 break;
1242 case ATNR_CHAOS: 1348 case ATNR_CHAOS:
1243 LOG(llevError, 1349 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; 1350 dam = 0;
1248 break; 1351 break;
1249 case ATNR_COUNTERSPELL: 1352 case ATNR_COUNTERSPELL:
1250 LOG(llevError, 1353 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; 1354 dam = 0;
1255 /* This should never happen. Counterspell is handled 1355 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen, 1356 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it 1357 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */ 1358 * does no damage. */
1259 break; 1359 break;
1260 case ATNR_HOLYWORD: 1360 case ATNR_HOLYWORD:
1261 { 1361 {
1262 /* This has already been handled by hit_player, 1362 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */ 1363 * no need to check twice -- DAMN */
1264 1364 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1365
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1366 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1367 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); 1368 scare_creature (op, owner);
1369 }
1271 } break; 1370 break;
1272 case ATNR_LIFE_STEALING: 1371 case ATNR_LIFE_STEALING:
1273 { 1372 {
1274 int new_hp; 1373 int new_hp;
1374
1275 /* this is replacement to drain for players, instead of taking 1375 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1376 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1377 * much use giving it to monsters
1278 * 1378 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1379 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1380 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1381 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1382 * 1000).
1283 */ 1383 */
1284 /* You can't steal life from something undead */ 1384 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1385 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1386 return 0;
1286 /* If drain protection is higher than life stealing, use that */ 1387 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1388 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1389 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1390 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1391 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290 /* You die at -1 hp, not zero. */ 1392 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1393 if (dam > (op->stats.hp + 1))
1394 dam = op->stats.hp + 1;
1292 new_hp = hitter->stats.hp + dam; 1395 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1396 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1397 new_hp = hitter->stats.maxhp;
1398 if (new_hp > hitter->stats.hp)
1399 hitter->stats.hp = new_hp;
1400 }
1295 } 1401 }
1296 }
1297 return dam; 1402 return dam;
1298} 1403}
1299 1404
1300 1405
1301/* GROS: This code comes from hit_player. It has been made external to 1406/* 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. 1407 * allow script procedures to "kill" objects in a combat-like fashion.
1311 * This function was a bit of a mess with hitter getting changed, 1416 * 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 1417 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1418 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1419 * MSW 2002-07-17
1315 */ 1420 */
1421int
1316int kill_object(object *op,int dam, object *hitter, int type) 1422kill_object (object *op, int dam, object *hitter, int type)
1317{ 1423{
1318 char buf[MAX_BUF]; 1424 char buf[MAX_BUF];
1319 const char *skill; 1425 const char *skill;
1320 int maxdam=0; 1426 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1427 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1428 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1429 object *owner = NULL;
1324 object *skop=NULL; 1430 object *skop = NULL;
1325 1431
1326 if (op->stats.hp>=0) 1432 if (op->stats.hp >= 0)
1327 return -1; 1433 return -1;
1328 1434
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1435 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1436 return 0;
1331 1437
1332 /* maxdam needs to be the amount of damage it took to kill 1438 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1439 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1440 * adjusted the creatures HP total, so that is negative.
1335 */ 1441 */
1336 maxdam = dam + op->stats.hp + 1; 1442 maxdam = dam + op->stats.hp + 1;
1337 1443
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1444 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1445 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1446
1341 if(op->type==DOOR) { 1447 if (op->type == DOOR)
1448 {
1342 op->speed = 0.1; 1449 op->speed = 0.1;
1343 update_ob_speed(op); 1450 update_ob_speed (op);
1344 op->speed_left= -0.05; 1451 op->speed_left = -0.05;
1345 return maxdam; 1452 return maxdam;
1346 } 1453 }
1454
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1455 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1456 {
1348 remove_friendly_object(op); 1457 remove_friendly_object (op);
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1458 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1350 op->owner->contr->ranges[range_golem] == op) { 1459 {
1351 op->owner->contr->ranges[range_golem]=NULL; 1460 op->owner->contr->ranges[range_golem] = 0;
1352 op->owner->contr->golem_count=0; 1461 op->owner->contr->golem_count = 0;
1353 } 1462 }
1354 1463
1355 remove_ob(op); 1464 remove_ob (op);
1356 free_object(op); 1465 free_object (op);
1357 return maxdam; 1466 return maxdam;
1358 } 1467 }
1359 1468
1360 /* Now lets start dealing with experience we get for killing something */ 1469 /* Now lets start dealing with experience we get for killing something */
1361 1470
1362 owner=get_owner(hitter); 1471 owner = get_owner (hitter);
1363 if(owner==NULL) 1472 if (!owner)
1364 owner=hitter; 1473 owner = hitter;
1365 1474
1366 /* is the victim (op) standing on battleground? */ 1475 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1476 if (op_on_battleground (op, NULL, NULL))
1368 1477 battleg = 1;
1478
1369 /* is this player killing?*/ 1479 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1480 if (op->type == PLAYER && owner->type == PLAYER)
1481 pk = 1;
1371 1482
1372 /* Player killed something */ 1483 /* Player killed something */
1373 if(owner->type==PLAYER) { 1484 if (owner->type == PLAYER)
1485 {
1374 Log_Kill(owner->name, 1486 Log_Kill (owner->name,
1375 query_name(op),op->type, 1487 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 1488
1379 /* Log players killing other players - makes it easier to detect 1489 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1490 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1491 * ip address is included.
1382 */ 1492 */
1383 if (op->type == PLAYER && !battleg) { 1493 if (op->type == PLAYER && !battleg)
1494 {
1384 time_t t=time(NULL); 1495 time_t t = time (NULL);
1385 struct tm *tmv; 1496 struct tm *tmv;
1386 char buf[256]; 1497 char buf[256];
1387 1498
1388 tmv = localtime(&t); 1499 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1500 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1501
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1502 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 } 1503 }
1394 1504
1395 /* try to filter some things out - basically, if you are 1505 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1506 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1507 * probably don't want to see that.
1398 */ 1508 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1509 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1510 {
1400 if(owner!=hitter) { 1511 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1512 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1402 "You killed %s with %s.",query_name(op), 1513 else
1403 query_name(hitter)); 1514 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1515
1516 /* Only play sounds for melee kills */
1517 if (hitter->type == PLAYER)
1518 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1519 }
1520
1521 /* If a player kills another player, not on
1522 * battleground, the "killer" looses 1 luck. Since this is
1523 * not reversible, it's actually quite a pain IMHO. -AV
1524 * Fix bug in that we were changing the luck of the hitter, not
1525 * player that the object belonged to - so if you killed another player
1526 * with spells, pets, whatever, there was no penalty.
1527 * Changed to make luck penalty configurable in settings.
1528 */
1529 if (op->type == PLAYER && owner != op && !battleg)
1530 change_luck (owner, -settings.pk_luck_penalty);
1531
1532 /* This code below deals with finding the appropriate skill
1533 * to credit exp to. This is a bit problematic - we should
1534 * probably never really have to look at current_weapon->skill
1535 */
1536 skill = 0;
1537
1538 if (hitter->skill && hitter->type != PLAYER)
1539 skill = hitter->skill;
1540 else if (owner->chosen_skill)
1541 {
1542 skill = owner->chosen_skill->skill;
1543 skop = owner->chosen_skill;
1544 }
1545 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1546 skill = owner->current_weapon->skill;
1547 else
1548 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1549
1550 /* We have the skill we want to credit to - now find the object this goes
1551 * to. Make sure skop is an actual skill, and not a skill tool!
1552 */
1553 if ((!skop || skop->type != SKILL) && skill)
1554 {
1555 int i;
1556
1557 for (i = 0; i < NUM_SKILLS; i++)
1558 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1559 {
1560 skop = owner->contr->last_skill_ob[i];
1561 break;
1562 }
1563 }
1564 } /* Was it a player that hit somethign */
1565 else
1566 skill = 0;
1567
1568 /* Pet (or spell) killed something. */
1569 if (owner != hitter)
1570 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1571 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1572 else
1573 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1574 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1575 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1576
1577 /* These may have been set in the player code section above */
1578 if (!skop)
1579 skop = hitter->chosen_skill;
1580
1581 if (!skill && skop)
1582 skill = skop->skill;
1583
1584 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1585
1586 /* If you didn't kill yourself, and your not the wizard */
1587 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1588 {
1589 int exp;
1590
1591 /* Really don't give much experience for killing other players */
1592 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1593 if (op->type == PLAYER)
1594 {
1595 if (battleg)
1596 {
1597 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1598 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1599 }
1405 else { 1600 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1601 exp = op->stats.exp / 1000;
1407 "You killed %s.",query_name(op)); 1602 }
1603 else
1604 exp = calc_skill_exp (owner, op, skop);
1605
1606 /* if op is standing on "battleground" (arena), no way to gain
1607 * exp by killing him
1608 */
1609 if (battleg)
1610 exp = 0;
1611
1612 /* Don't know why this is set this way - doesn't make
1613 * sense to just divide everything by two for no reason.
1614 */
1615
1616 if (!settings.simple_exp)
1617 exp = exp / 2;
1618
1619 if (owner->type != PLAYER || owner->contr->party == NULL)
1620 {
1621 change_exp (owner, exp, skill, 0);
1622 }
1623 else
1624 {
1625 int shares = 0, count = 0;
1626 player *pl;
1627 partylist *party = owner->contr->party;
1628
1629#ifdef PARTY_KILL_LOG
1630 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1631#endif
1632 for (pl = first_player; pl != NULL; pl = pl->next)
1633 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1634 {
1635 count++;
1636 shares += (pl->ob->level + 4);
1637 }
1638
1639 if (count == 1 || shares > exp)
1640 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1641 else
1642 {
1643 int share = exp / shares, given = 0, nexp;
1644
1645 for (pl = first_player; pl != NULL; pl = pl->next)
1646 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1647 {
1648 nexp = (pl->ob->level + 4) * share;
1649 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1650 given += nexp;
1651 }
1652
1653 exp -= given;
1654 /* give any remainder to the player */
1655 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1656 }
1409 /* Only play sounds for melee kills */ 1657 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1658 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1659
1660 if (op->type != PLAYER)
1661 {
1662 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1412 } 1663 {
1664 object *owner1 = get_owner (op);
1413 1665
1414 /* If a player kills another player, not on 1666 if (owner1 && owner1->type == PLAYER)
1415 * battleground, the "killer" looses 1 luck. Since this is
1416 * not reversible, it's actually quite a pain IMHO. -AV
1417 * 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
1419 * with spells, pets, whatever, there was no penalty.
1420 * Changed to make luck penalty configurable in settings.
1421 */
1422 if(op->type == PLAYER && owner != op && !battleg)
1423 change_luck(owner, -settings.pk_luck_penalty);
1424
1425 /* This code below deals with finding the appropriate skill
1426 * to credit exp to. This is a bit problematic - we should
1427 * probably never really have to look at current_weapon->skill
1428 */
1429 skill = NULL;
1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1431 else if (owner->chosen_skill) {
1432 skill = owner->chosen_skill->skill;
1433 skop = owner->chosen_skill;
1434 }
1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1436 else
1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1438
1439 /* 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!
1441 */
1442 if ((!skop || skop->type != SKILL) && skill) {
1443 int i;
1444
1445 for (i=0; i<NUM_SKILLS; i++)
1446 if (owner->contr->last_skill_ob[i] &&
1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1448 skop = owner->contr->last_skill_ob[i];
1449 break;
1450 } 1667 {
1451 } 1668 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1452 } /* Was it a player that hit somethign */ 1669 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1670 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1454 skill = NULL;
1455 }
1456
1457 /* Pet (or spell) killed something. */
1458 if(owner != hitter ) {
1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name,
1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1461 }
1462 else {
1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name,
1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1466 }
1467 /* These may have been set in the player code section above */
1468 if (!skop) skop = hitter->chosen_skill;
1469 if (!skill && skop) skill=skop->skill;
1470
1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1472
1473
1474 /* If you didn't kill yourself, and your not the wizard */
1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1476 int exp;
1477
1478 /* Really don't give much experience for killing other players */
1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 if (op->type==PLAYER) {
1481 if (battleg) {
1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1484 } 1671 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1672
1491 /* if op is standing on "battleground" (arena), no way to gain
1492 * exp by killing him
1493 */
1494 if (battleg) exp = 0;
1495
1496 /* Don't know why this is set this way - doesn't make
1497 * sense to just divide everything by two for no reason.
1498 */
1499
1500 if (!settings.simple_exp)
1501 exp=exp/2;
1502
1503 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1504 change_exp(owner,exp, skill, 0);
1505 }
1506 else {
1507 int shares=0,count=0;
1508
1509 player *pl;
1510
1511 partylist *party=owner->contr->party;
1512#ifdef PARTY_KILL_LOG
1513 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1514#endif
1515 for(pl=first_player;pl!=NULL;pl=pl->next) {
1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1517 count++;
1518 shares+=(pl->ob->level+4);
1519 }
1520 }
1521 if(count==1 || shares>exp)
1522 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1523 else {
1524 int share=exp/shares,given=0,nexp;
1525 for(pl=first_player;pl!=NULL;pl=pl->next) {
1526 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1527 nexp=(pl->ob->level+4)*share;
1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1529 given+=nexp;
1530 }
1531 }
1532 exp-=given;
1533 /* give any remainder to the player */
1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1535 }
1536 } /* else part of a party */
1537
1538 } /* end if person didn't kill himself */
1539
1540 if(op->type!=PLAYER) {
1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1542 object *owner1 = get_owner(op);
1543
1544 if(owner1!= NULL && owner1->type == PLAYER) {
1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1546 /* 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.",
1548 &op->name,&hitter->name);
1549 }
1550 remove_friendly_object(op); 1673 remove_friendly_object (op);
1551 } 1674 }
1675
1552 remove_ob(op); 1676 remove_ob (op);
1553 free_object(op); 1677 free_object (op);
1678 }
1679 else
1554 } 1680 {
1555 /* Player has been killed! */ 1681 /* Player has been killed! */
1556 else {
1557 if(owner->type==PLAYER) { 1682 if (owner->type == PLAYER)
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1683 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else { 1684 else
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1685 assign (op->contr->killer, hitter->name);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 } 1686 }
1687
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1688 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1689 * continues in the calling function.
1567 */ 1690 */
1568 return maxdam; 1691 return maxdam;
1569} 1692}
1570 1693
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1694/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1695 * Returns 0 this is not friendly fire
1573 */ 1696 */
1574 1697
1698int
1575int friendly_fire(object *op, object *hitter){ 1699friendly_fire (object *op, object *hitter)
1700{
1576 object *owner; 1701 object *owner;
1577 int friendlyfire; 1702 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1703
1704 if (hitter->head)
1705 hitter = hitter->head;
1706
1581 friendlyfire = 0; 1707 friendlyfire = 0;
1582 1708
1583 if(op->type == PLAYER) { 1709 if (op->type == PLAYER)
1710 {
1584 if (op_on_battleground (hitter, 0, 0)) 1711 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1712 return 0;
1586 1713
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1714 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1715 return 1;
1589 1716
1590 if((owner = get_owner(hitter))!=NULL) { 1717 if ((owner = get_owner (hitter)) != NULL)
1718 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1719 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1720 friendlyfire = 2;
1593 } 1721 }
1594 1722
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1723 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1724 friendlyfire = 0;
1598 } 1725 }
1599 return friendlyfire; 1726 return friendlyfire;
1600} 1727}
1601 1728
1602 1729
1603/* This isn't used just for players, but in fact most objects. 1730/* 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 1731 * op is the object to be hit, dam is the amount of damage, hitter
1609 */ 1736 */
1610 1737
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1738 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1739 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1740
1741int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1742hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1743{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1744 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1745 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1746 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1747 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1748 int rtn_kill = 0;
1621 int friendlyfire; 1749 int friendlyfire;
1622 1750
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1751 if (get_attack_mode (&op, &hitter, &simple_attack))
1752 return 0;
1753
1754 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1755 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1756 return 0;
1757
1758#ifdef PROHIBIT_PLAYERKILL
1759 if (op->type == PLAYER)
1760 {
1761 object *owner = get_owner (hitter);
1762
1763 if (!owner)
1764 owner = hitter;
1765
1766 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1624 return 0; 1767 return 0;
1768 }
1769#endif
1625 1770
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1771 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1772 {
1773 /* slow and paralyze must hit the head. But we don't want to just
1774 * return - we still need to process other attacks the spell still
1775 * might have. So just remove the paralyze and slow attacktypes,
1776 * and keep on processing if we have other attacktypes.
1777 * return if only magic or nothing is left - under normal code
1778 * we don't attack with pure magic if there is another attacktype.
1779 * Only do processing if the initial attacktype includes one of those
1780 * attack so we don't cancel out things like magic bullet.
1781 */
1782 if (type & (AT_PARALYZE | AT_SLOW))
1783 {
1784 type &= ~(AT_PARALYZE | AT_SLOW);
1785
1786 if (!type || type == AT_MAGIC)
1628 return 0; 1787 return 0;
1788 }
1789 }
1629 1790
1630#ifdef PROHIBIT_PLAYERKILL 1791 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1792 {
1632 object *owner = get_owner (hitter); 1793 object *tmp;
1633 if (!owner) owner = hitter; 1794
1634 if (owner->type == PLAYER 1795 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1796 if (tmp->type == RUNE || tmp->type == TRAP)
1636 && op != owner) { 1797 {
1798 spring_trap (tmp, hitter);
1799 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1800 return 0;
1801 break;
1638 } 1802 }
1803 }
1804
1805 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1806 {
1807 /* FIXME: If a player is killed by a rune in a door, the
1808 * destroyed() check above doesn't return, and might get here.
1809 */
1810 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1811 return 0;
1812 }
1813
1814#ifdef ATTACK_DEBUG
1815 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1816#endif
1641 1817
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) { 1818 if (magic)
1819 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1820 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1821 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1822 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1823 if (dam >= 100)
1692 dam /= 100; 1824 dam /= 100;
1693 else 1825 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1826 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1695 } 1827 }
1696 1828
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1829 /* 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 1830 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1831 */
1700 if(type & AT_CHAOS){ 1832 if (type & AT_CHAOS)
1833 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1834 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1835 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1836 type &= ~AT_CHAOS;
1704 } 1837 }
1705 1838
1706 /* Holyword is really an attacktype modifier (like magic is). If 1839 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1840 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1841 * a proper match, otherwise no damage.
1709 */ 1842 */
1710 if (type & AT_HOLYWORD) { 1843 if (type & AT_HOLYWORD)
1844 {
1711 object *god; 1845 object *god;
1846
1712 if ((!hitter->slaying || 1847 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1848 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1849 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1850 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1851 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1852 && (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; 1853 return 0;
1721 } 1854 }
1722 1855
1723 maxattacktype = type; /* initialize this to something */ 1856 maxattacktype = type; /* initialize this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1857 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1858 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1859 /* 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 1860 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1861 * the only attacktype in the group, then still attack with it
1728 */ 1862 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1863 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1864 continue;
1730 1865
1731 /* Go through and hit the player with each attacktype, one by one. 1866 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1867 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1868 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1869 * effects (slow, paralization, etc.
1735 */ 1870 */
1736 if (type & attacktype) { 1871 if (type & attacktype)
1872 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1873 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1874 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1875 * the damage is equal.
1740 */ 1876 */
1741 if (ndam >= maxdam) { 1877 if (ndam >= maxdam)
1878 {
1742 maxdam = ndam; 1879 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1880 maxattacktype = 1 << attacknum;
1744 } 1881 }
1745 } 1882 }
1746 } 1883 }
1747 1884
1748 /* if this is friendly fire then do a set % of damage only 1885 /* 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 1886 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1887 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1888 * an attack do damage before when it otherwise didn't
1752 */ 1889 */
1753 friendlyfire = friendly_fire(op, hitter); 1890 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1891 if (friendlyfire && maxdam)
1892 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1893 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1894#ifndef COZY_SERVER
1895 maxdam++;
1896#endif
1897
1898#ifdef ATTACK_DEBUG
1899 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1900 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1901#endif
1902 }
1903
1904 if (!full_hit)
1905 {
1906 archetype *at;
1907 int area;
1908 int remainder;
1909
1910 area = 0;
1911 for (at = op->arch; at != NULL; at = at->more)
1912 area++;
1913 assert (area > 0);
1914
1915 /* basically: maxdam /= area; we try to "simulate" a float
1916 value-effect */
1917 remainder = 100 * (maxdam % area) / area;
1918 maxdam /= area;
1919 if (RANDOM () % 100 < remainder)
1757 maxdam++; 1920 maxdam++;
1921 }
1922
1923#ifdef ATTACK_DEBUG
1924 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1925#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 1926
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)) 1927 if (get_owner (hitter))
1789 op->enemy=hitter->owner; 1928 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1929 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1930 op->enemy = hitter;
1792 1931
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1932 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1933 {
1794 /* The unaggressives look after themselves 8) */ 1934 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1935 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1936 npc_call_help (op);
1797 } 1937 }
1798 1938
1799 if (magic && did_make_save(op, op->level, 0)) 1939 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1940 maxdam = maxdam / 2;
1801 1941
1802 attack_message(maxdam, maxattacktype, op, hitter); 1942 attack_message (maxdam, maxattacktype, op, hitter);
1803 1943
1804 op->stats.hp-=maxdam; 1944 op->stats.hp -= maxdam;
1805 1945
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1946 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1947 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1948 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1949 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1950 {
1811 1951
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1952 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1953 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1954 else
1815 scare_creature(op, hitter); 1955 scare_creature (op, hitter);
1816 } 1956 }
1817 1957
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1958 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1959 {
1819 if (maxdam) 1960 if (maxdam)
1820 tear_down_wall(op); 1961 tear_down_wall (op);
1821 return maxdam; /* nothing more to do for wall */ 1962 return maxdam; /* nothing more to do for wall */
1822 } 1963 }
1823 1964
1824 /* See if the creature has been killed */ 1965 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1966 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1967 if (rtn_kill != -1)
1827 return rtn_kill; 1968 return rtn_kill;
1828 1969
1829 1970
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1971 /* 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 1972 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 1973 * remained - that is no longer the case.
1833 */ 1974 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1975 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1976 {
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1977 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1836 remove_friendly_object(hitter); 1978 remove_friendly_object (hitter);
1837 remove_ob(hitter); 1979 remove_ob (hitter);
1838 free_object(hitter); 1980 free_object (hitter);
1839 } 1981 }
1840 /* Lets handle creatures that are splitting now */ 1982 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1983 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1984 {
1842 int i; 1985 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1986 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1987 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 1988 object *owner = get_owner (op);
1846 1989
1847 if(!op->other_arch) { 1990 if (!op->other_arch)
1991 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 1992 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 1993 return maxdam;
1850 } 1994 }
1851 remove_ob(op); 1995 remove_ob (op);
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1996 for (i = 0; i < NROFNEWOBJS (op); i++)
1997 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 1998 object *tmp = arch_to_object (op->other_arch);
1854 int j; 1999 int j;
1855 2000
1856 tmp->stats.hp=op->stats.hp; 2001 tmp->stats.hp = op->stats.hp;
1857 if (friendly) { 2002 if (friendly)
2003 {
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 2004 SET_FLAG (tmp, FLAG_FRIENDLY);
1859 add_friendly_object(tmp); 2005 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 2006 tmp->attack_movement = PETMOVE;
1861 if (owner!=NULL) 2007 if (owner != NULL)
1862 set_owner(tmp,owner); 2008 set_owner (tmp, owner);
1863 } 2009 }
1864 if (unaggressive) 2010 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2011 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2012 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1867 if (j==-1) /* No spot to put this monster */ 2013 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 2014 free_object (tmp);
1869 else { 2015 else
2016 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2017 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 2018 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 2019 }
1873 } 2020 }
1874 if(friendly) 2021 if (friendly)
1875 remove_friendly_object(op); 2022 remove_friendly_object (op);
1876 free_object(op); 2023 free_object (op);
1877 } 2024 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2025 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2026 {
1879 remove_ob(hitter); 2027 remove_ob (hitter);
1880 free_object(hitter); 2028 free_object (hitter);
1881 } 2029 }
1882 return maxdam; 2030 return maxdam;
1883} 2031}
1884 2032
1885 2033
2034void
1886void poison_player(object *op, object *hitter, int dam) 2035poison_player (object *op, object *hitter, int dam)
1887{ 2036{
1888 archetype *at = find_archetype("poisoning"); 2037 archetype *at = archetype::find ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 2038 object *tmp = present_arch_in_ob (at, op);
1890 2039
1891 if(tmp==NULL) { 2040 if (tmp == NULL)
2041 {
1892 if((tmp=arch_to_object(at))==NULL) 2042 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 2043 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 2044 else
2045 {
1895 tmp = insert_ob_in_ob(tmp,op); 2046 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 2047 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 2048 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 2049 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 2050 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 2051 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 2052 * If anything else, goes as damage.
1902 */ 2053 */
1903 2054
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2055 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2056 tmp->stats.dam += hitter->level / 2;
1906 else 2057 else
1907 tmp->stats.dam = dam; 2058 tmp->stats.dam = dam;
1908 2059
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2060 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2061 if (hitter->skill && hitter->skill != tmp->skill)
2062 {
1911 tmp->skill = hitter->skill; 2063 tmp->skill = hitter->skill;
1912 } 2064 }
1913 2065
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2066 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2067
1916 if(op->type==PLAYER) { 2068 if (op->type == PLAYER)
2069 {
1917 /* player looses stats, maximum is -10 of each */ 2070 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2071 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2072 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2073 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2074 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2075 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2076 fix_player (op);
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2077 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1925 } 2078 }
1926 if (hitter->type == PLAYER) 2079 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2080 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2081 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2082 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 } 2083 }
1932 tmp->speed_left=0; 2084 tmp->speed_left = 0;
1933 } 2085 }
1934 else 2086 else
1935 tmp->stats.food++; 2087 tmp->stats.food++;
1936} 2088}
1937 2089
2090void
1938void slow_player(object *op,object *hitter,int dam) 2091slow_player (object *op, object *hitter, int dam)
2092{
1939{ archetype *at = find_archetype("slowness"); 2093 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2094 object *tmp;
2095
1941 if(at == NULL) { 2096 if (at == NULL)
2097 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2098 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2099 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2100 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2101 {
1945 tmp = arch_to_object(at); 2102 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2103 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2104 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2105 }
1948 } else 2106 else
1949 tmp->stats.food++; 2107 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2108 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2109 tmp->speed_left = 0;
1952 fix_player(op); 2110 fix_player (op);
1953} 2111}
1954 2112
2113void
1955void confuse_player(object *op, object *hitter, int dam) 2114confuse_player (object *op, object *hitter, int dam)
1956{ 2115{
1957 object *tmp; 2116 object *tmp;
1958 int maxduration; 2117 int maxduration;
1959 2118
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2119 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2120 if (!tmp)
2121 {
1962 tmp = get_archetype(FORCE_NAME); 2122 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2123 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2124 }
2125
1966 /* Duration added per hit and max. duration of confusion both depend 2126 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2127 * on the player's resistance
1968 */ 2128 */
1969 tmp->speed = 0.05; 2129 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2130 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2131 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2132 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2133 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1974 if( tmp->duration > maxduration) 2134 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2135 tmp->duration = maxduration;
1976 2136
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2137 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2138 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1979 SET_FLAG(op, FLAG_CONFUSED); 2139 SET_FLAG (op, FLAG_CONFUSED);
1980} 2140}
1981 2141
2142void
1982void blind_player(object *op, object *hitter, int dam) 2143blind_player (object *op, object *hitter, int dam)
1983{ 2144{
1984 object *tmp,*owner; 2145 object *tmp, *owner;
1985 2146
1986 /* Save some work if we know it isn't going to affect the player */ 2147 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2148 if (op->resist[ATNR_BLIND] == 100)
2149 return;
1988 2150
1989 tmp = present_in_ob(BLINDNESS,op); 2151 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2152 if (!tmp)
2153 {
1991 tmp = get_archetype("blindness"); 2154 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2155 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2156 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2157 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2158 * speed is a float anyways.
1996 */ 2159 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2160 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2161
1999 tmp = insert_ob_in_ob(tmp,op); 2162 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2163 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2164 fix_player (op); /* This takes care of some other stuff */
2002 2165
2166 if (hitter->owner)
2003 if(hitter->owner) owner = get_owner(hitter); 2167 owner = get_owner (hitter);
2168 else
2004 else owner = hitter; 2169 owner = hitter;
2005 2170
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2171 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2172 }
2009 tmp->stats.food += dam; 2173 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2174 if (tmp->stats.food > 10)
2175 tmp->stats.food = 10;
2011} 2176}
2012 2177
2178void
2013void paralyze_player(object *op, object *hitter, int dam) 2179paralyze_player (object *op, object *hitter, int dam)
2014{ 2180{
2015 float effect,max; 2181 float effect, max;
2182
2016 /* object *tmp; */ 2183 /* object *tmp; */
2017 2184
2018 /* This is strange stuff... someone knows for what this is 2185 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2186 * written? Well, i think this can and should be removed
2020 */ 2187 */
2021 2188
2022 /* 2189 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2190 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2191 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2192 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2193 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2194 }
2028 */ 2195 */
2029 2196
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2197 /* 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; 2198 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2199
2033 if (effect==0) return; 2200 if (effect == 0)
2201 return;
2034 2202
2035 op->speed_left-=FABS(op->speed)*effect; 2203 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2204 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2205
2038 /* max number of ticks to be affected for. */ 2206 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2207 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2208 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2209 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2210
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2211/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2212}
2045 2213
2046 2214
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2215/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2216 * the computed damaged.
2049 */ 2217 */
2218void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2219deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2220{
2052 /* The intention of a death attack is to kill outright things 2221 /* 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 2222 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2223 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2224 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2225 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2226 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2227 ** field of the deathstriking object */
2059 2228
2060 int atk_lev, def_lev, kill_lev; 2229 int atk_lev, def_lev, kill_lev;
2061 2230
2062 if(hitter->slaying) 2231 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2232 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; 2233 return;
2065 2234
2066 def_lev = op->level; 2235 def_lev = op->level;
2067 if (def_lev < 1) { 2236 if (def_lev < 1)
2237 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2238 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; 2239 def_lev = 1;
2071 } 2240 }
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2241 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2242 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2243 atk_lev, def_lev); */
2075 2244
2076 if(atk_lev >= def_lev ){ 2245 if (atk_lev >= def_lev)
2246 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2247 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2248
2079 /* Note that the below effectively means the ratio of the atk vs 2249 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2250 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2251 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2252 * redone.
2083 */ 2253 */
2084 if(kill_lev >= def_lev) { 2254 if (kill_lev >= def_lev)
2255 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2256 *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 2257 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2258 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2259 * attack level is double the defender level.
2089 */ 2260 */
2090 *dam *= kill_lev / def_lev; 2261 *dam *= kill_lev / def_lev;
2091 } 2262 }
2092 } else { 2263 }
2264 else
2265 {
2093 *dam = 0; /* no harm done */ 2266 *dam = 0; /* no harm done */
2094 } 2267 }
2095} 2268}
2096 2269
2097/* thrown_item_effect() - handles any special effects of thrown 2270/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2271 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2272 * monster).
2100 */ 2273 */
2274static void
2101static void thrown_item_effect (object *hitter, object *victim) 2275thrown_item_effect (object *hitter, object *victim)
2102{ 2276{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2277 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2278 {
2104 /* May not need a switch for just 2 types, but this makes it 2279 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2280 * easier for expansion.
2106 */ 2281 */
2107 switch (hitter->type) { 2282 switch (hitter->type)
2283 {
2108 case POTION: 2284 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2285 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2286 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); 2287 (void) apply_potion (victim, hitter);
2112 break; 2288 break;
2113 2289
2114 case POISON: /* poison drinks */ 2290 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2291 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2292 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); 2293 apply_poison (victim, hitter);
2118 break; 2294 break;
2119 2295
2120 /* Removed case statements that did nothing. 2296 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2297 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2298 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2299 * Containers should perhaps break open, but that code was disabled.
2124 */ 2300 */
2125 } 2301 }
2126 } 2302 }
2127} 2303}
2128 2304
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2305/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2306
2307int
2131int adj_attackroll (object *hitter, object *target) { 2308adj_attackroll (object *hitter, object *target)
2309{
2132 object *attacker = hitter; 2310 object *attacker = hitter;
2133 int adjust=0; 2311 int adjust = 0;
2134 2312
2135 /* safety */ 2313 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2314 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2315 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2316 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2317 return 0;
2318 }
2319
2320 /* aimed missiles use the owning object's sight */
2321 if (is_aimed_missile (hitter))
2322 {
2323 if ((attacker = get_owner (hitter)) == NULL)
2324 attacker = hitter;
2325 /* A player who saves but hasn't quit still could have objects
2326 * owned by him - need to handle that case to avoid crashes.
2327 */
2328 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2329 attacker = hitter;
2330 }
2331 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2332 return 0;
2140 }
2141 2333
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. 2334 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2335 * Add more cases, as the need occurs. */
2155 2336
2156 if(!can_see_enemy(attacker,target)) { 2337 if (!can_see_enemy (attacker, target))
2338 {
2157 /* target is unseen */ 2339 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2340 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2341 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2342 /* 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)) 2343 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2344 adjust -= target->map->darkness;
2163 } 2345 }
2164 2346
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2347 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2348 adjust -= 3;
2167 2349
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2350 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2351 adjust += 1;
2170 2352
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2353 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2354 adjust += 1;
2173 2355
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2356 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2357 adjust -= 3;
2176 2358
2177 /* if we attack at a different 'altitude' its harder */ 2359 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2360 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2361 adjust -= 2;
2180 2362
2181#if 0 2363#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2364 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2365 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2366 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2367 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2368 * fly fast should have a better chance of hitting a slower target.
2187 */ 2369 */
2188 if(hitter->speed<target->speed) 2370 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2371 adjust += ((float) hitter->speed - target->speed);
2190#endif 2372#endif
2191 2373
2192#if 0 2374#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2375 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2376#endif
2195 2377
2196 return adjust; 2378 return adjust;
2197} 2379}
2198 2380
2199 2381
2200/* determine if the object is an 'aimed' missile */ 2382/* determine if the object is an 'aimed' missile */
2383int
2201int is_aimed_missile ( object *op) { 2384is_aimed_missile (object *op)
2385{
2202 2386
2203 /* I broke what used to be one big if into a few nested 2387 /* 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. 2388 * ones so that figuring out the logic is at least possible.
2205 */ 2389 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2390 if (op && (op->move_type & MOVE_FLYING))
2391 {
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2392 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2393 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2394 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2395 return 1;
2212 } 2396 }
2213 return 0; 2397 return 0;
2214} 2398}
2215

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