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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 1.24 by root, Sat Dec 9 16:11:09 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;
862 934
863 /* Disassemble missile */ 935 /* Disassemble missile */
864 if (op->inv) { 936 if (op->inv)
937 {
865 container = op; 938 container = op;
866 hitter = op->inv; 939 hitter = op->inv;
867 remove_ob (hitter); 940 remove_ob (hitter);
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 941 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 942 /* 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 943 * 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 944 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 945 * THROWN_OBJs. */
873 } else { 946 }
947 else
948 {
874 container = NULL; 949 container = 0;
875 hitter = op; 950 hitter = op;
876 } 951 }
877 952
878 /* Try to hit victim */ 953 /* Try to hit victim */
879 victim_x = victim->x;
880 victim_y = victim->y;
881 victim_tag = victim->count;
882 hitter_tag = hitter->count;
883
884 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 954 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 955
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 956 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 957 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 958 * 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 959 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 960 * other places as well!)
891 */ 961 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 962 if (hitter->destroyed () || hitter->env != NULL)
963 {
893 if (container) { 964 if (container)
965 {
894 remove_ob (container); 966 remove_ob (container);
895 free_object (container); 967 free_object (container);
896 } 968 }
969
897 return NULL; 970 return 0;
898 } 971 }
899 972
900 /* Missile hit victim */ 973 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight 974 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target 975 * through the target
903 */ 976 */
904 if (hit_something && op->speed <= 10.0) 977 if (hit_something && op->speed <= 10.0)
905 { 978 {
906 /* Stop arrow */ 979 /* Stop arrow */
907 if (container == NULL) { 980 if (!container)
981 {
908 hitter = fix_stopped_arrow (hitter); 982 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL) 983 if (!hitter)
910 return NULL; 984 return 0;
985 }
911 } else { 986 else
987 {
912 remove_ob (container); 988 remove_ob (container);
913 free_object (container); 989 free_object (container);
914 } 990 }
915 991
916 /* Try to stick arrow into victim */ 992 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag) 993 if (!victim->destroyed () && stick_arrow (hitter, victim))
918 && stick_arrow (hitter, victim))
919 return NULL; 994 return 0;
920 995
921 /* Else try to put arrow on victim's map square 996 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 997 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 998 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 999 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 1000 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 1001 * way to handle those otherwise?
927 */ 1002 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 1003 if (victim->x != hitter->x || victim->y != hitter->y)
1004 {
929 remove_ob (hitter); 1005 remove_ob (hitter);
930 hitter->x = victim_x; 1006 hitter->x = victim->x;
931 hitter->y = victim_y; 1007 hitter->y = victim->y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 1008 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 }
933 } else { 1010 else
934 /* Else leave arrow where it is */ 1011 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 1012 merge_ob (hitter, NULL);
936 } 1013
937 return NULL; 1014 return 0;
938 } 1015 }
939 1016
940 if (hit_something && op->speed >= 10.0) 1017 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 1018 op->speed -= 1.0;
942 1019
943 /* Missile missed victim - reassemble missile */ 1020 /* Missile missed victim - reassemble missile */
944 if (container) { 1021 if (container)
1022 {
945 remove_ob (hitter); 1023 remove_ob (hitter);
946 insert_ob_in_ob (hitter, container); 1024 insert_ob_in_ob (hitter, container);
947 } 1025 }
1026
948 return op; 1027 return op;
949} 1028}
950 1029
951 1030
1031void
952void tear_down_wall(object *op) 1032tear_down_wall (object *op)
953{ 1033{
954 int perc=0; 1034 int perc = 0;
955 1035
956 if (!op->stats.maxhp) { 1036 if (!op->stats.maxhp)
1037 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 1039 perc = 1;
1040 }
959 } else if(!GET_ANIM_ID(op)) { 1041 else if (!GET_ANIM_ID (op))
1042 {
960 /* Object has been called - no animations, so remove it */ 1043 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 1044 if (op->stats.hp < 0)
1045 {
962 remove_ob(op); /* Should update LOS */ 1046 remove_ob (op); /* Should update LOS */
963 free_object(op); 1047 free_object (op);
964 /* Don't know why this is here - remove_ob should do it for us */ 1048 /* Don't know why this is here - remove_ob should do it for us */
965 /*update_position(m, x, y);*/ 1049 /*update_position(m, x, y); */
966 } 1050 }
967 return; /* no animations, so nothing more to do */ 1051 return; /* no animations, so nothing more to do */
968 } 1052 }
969 perc = NUM_ANIMATIONS(op) 1053 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)) 1054 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1055 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1056 else if (perc < 1)
974 perc = 1; 1057 perc = 1;
975 SET_ANIMATION(op, perc); 1058 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1059 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1060 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */
978 if(op->face==blank_face) { 1062 if (op->face == blank_face)
1063 {
979 /* If the last face is blank, remove the ob */ 1064 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1065 remove_ob (op); /* Should update LOS */
981 free_object(op); 1066 free_object (op);
982 1067
983 /* remove_ob should call update_position for us */ 1068 /* remove_ob should call update_position for us */
984 /*update_position(m, x, y);*/ 1069 /*update_position(m, x, y); */
985 1070
1071 }
1072 else
986 } else { /* The last face was not blank, leave an image */ 1073 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1075 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1076 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1077 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1078 }
992 } 1079 }
993} 1080}
994 1081
1082void
995void scare_creature(object *target, object *hitter) 1083scare_creature (object *target, object *hitter)
996{ 1084{
997 object *owner = get_owner(hitter); 1085 object *owner = get_owner (hitter);
998 1086
999 if (!owner) owner=hitter; 1087 if (!owner)
1088 owner = hitter;
1000 1089
1001 SET_FLAG(target, FLAG_SCARED); 1090 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1091 if (!target->enemy)
1092 target->enemy = owner;
1003} 1093}
1004 1094
1005 1095
1006/* This returns the amount of damage hitter does to op with the 1096/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1097 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1098 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1099 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1100 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1101 * the attacktype. Makes it easier for the PR code. */
1012 1102
1103int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1105{
1015 1106
1016 int doesnt_slay = 1; 1107 int doesnt_slay = 1;
1017 1108
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1110 if (attacknum >= NROFATTACKS)
1111 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1112 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1113 return 0;
1022 }
1023 1114 }
1115
1024 if (dam < 0) { 1116 if (dam < 0)
1117 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1026 return 0; 1119 return 0;
1027 }
1028 1120 }
1121
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1122 /* 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. */ 1123 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1124 if (attacknum == ATNR_INTERNAL)
1032 1125 return dam;
1126
1033 if (hitter->slaying) { 1127 if (hitter->slaying)
1128 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1035 (op->arch && (op->arch->name != NULL) && 1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1131 {
1038 doesnt_slay = 0; 1132 doesnt_slay = 0;
1039 dam *= 3; 1133 dam *= 3;
1040 } 1134 }
1041 } 1135 }
1042 1136
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1137 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1138 if (op->resist[attacknum])
1139 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1140 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1141 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1142 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1143 if (dam >= 100)
1144 dam /= 100;
1049 else 1145 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1146 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1147 }
1052 1148
1053 /* Special hack. By default, if immune to something, you 1149 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1150 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1151 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1152 * special processing is needed */
1057 1153
1058 if ((op->resist[attacknum] >= 100) && 1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1059 doesnt_slay && (attacknum != ATNR_ACID))
1060 return 0; 1155 return 0;
1061 1156
1062 /* Keep this in order - makes things easier to find */ 1157 /* Keep this in order - makes things easier to find */
1158
1159 switch (attacknum)
1063 1160 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1161 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1162 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1163 check_physically_infect (op, hitter);
1068 break; 1164 break;
1069 1165
1070 /* Don't need to do anything for: 1166 /* Don't need to do anything for:
1071 magic, 1167 magic,
1072 fire, 1168 fire,
1073 electricity, 1169 electricity,
1074 cold */ 1170 cold */
1075 1171
1076 case ATNR_CONFUSION: 1172 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1173 case ATNR_POISON:
1078 case ATNR_SLOW: 1174 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1175 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1176 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1177 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1178 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1179 case ATNR_BLIND:
1084 { 1180 {
1085 /* chance for inflicting a special attack depends on the 1181 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1182 * difference between attacker's and defender's level
1087 */ 1183 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1185
1090 /* First, only creatures/players with speed can be affected. 1186 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1187 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1188 * you. Third, you still get a saving through against the
1093 * effect. 1189 * effect.
1094 */ 1190 */
1095 if (op->speed && 1191 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1193 !(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)) { 1194 {
1099 1195
1100 /* Player has been hit by something */ 1196 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1197 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1199 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1201 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam);
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1203 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1205 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1207 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1209 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op);
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1211 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); 1212 blind_player (op, hitter, dam);
1110 } 1213 }
1111 dam = 0; /* These are all effects and don't do real damage */ 1214 dam = 0; /* These are all effects and don't do real damage */
1112 } 1215 }
1113 break; 1216 break;
1114 case ATNR_ACID: 1217 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 { 1218 {
1219 int flag = 0;
1220
1221 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 {
1123 object *tmp; 1225 object *tmp;
1226
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1228 {
1125 if(tmp->invisible) 1229 if (tmp->invisible)
1126 continue; 1230 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1231 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 */ 1232 /* >= 10% acid res. on itmes will protect these */
1130 continue; 1233 continue;
1131 if(!(tmp->material & M_IRON)) 1234 if (!(tmp->material & M_IRON))
1132 continue; 1235 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1236 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1237 continue;
1135 if(tmp->type==RING || 1238 if (tmp->type == RING ||
1136 /* removed boots and gloves from exclusion list in 1239 /* removed boots and gloves from exclusion list in
1137 PR */ 1240 PR */
1138 tmp->type==GIRDLE || 1241 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 */ 1242 continue; /* To avoid some strange effects */
1144 1243
1145 /* High damage acid has better chance of corroding 1244 /* High damage acid has better chance of corroding
1146 objects */ 1245 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 {
1149 if(op->type == PLAYER) 1248 if (op->type == PLAYER)
1150 /* Make this more visible */ 1249 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1152 "The %s's acid corrodes your %s!", 1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp));
1154 flag = 1; 1252 flag = 1;
1155 tmp->magic--; 1253 tmp->magic--;
1156 if(op->type == PLAYER) 1254 if (op->type == PLAYER)
1157 esrv_send_item(op, tmp); 1255 esrv_send_item (op, tmp);
1256 }
1158 } 1257 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1159 } 1260 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 } 1261 }
1163 }
1164 break; 1262 break;
1165 case ATNR_DRAIN: 1263 case ATNR_DRAIN:
1166 { 1264 {
1167 /* rate is the proportion of exp drained. High rate means 1265 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1266 * 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 */ 1267 */
1268 int rate;
1269
1270 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274
1275 if (op->stats.exp <= rate)
1276 {
1277 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */
1279 else
1280 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 }
1283 else
1284 {
1285 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++;
1289
1290 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp
1292 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks.
1296 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1298 {
1198 object *owner = get_owner(hitter); 1299 object *owner = get_owner (hitter);
1199 1300
1200 if (owner && owner != hitter) { 1301 if (owner && owner != hitter)
1302 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1303 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1304 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1307 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1205 change_exp(hitter, op->stats.exp/(rate*2), 1309 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 }
1312 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1313 }
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 1314 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, 1315 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1316 * as the messages will say you missed
1213 */ 1317 */
1318 }
1214 } 1319 }
1215 }
1216 break; 1320 break;
1217 case ATNR_TURN_UNDEAD: 1321 case ATNR_TURN_UNDEAD:
1218 { 1322 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1323 if (QUERY_FLAG (op, FLAG_UNDEAD))
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1324 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1221 object *god = find_god (determine_god (owner)); 1326 object *god = find_god (determine_god (owner));
1222 int div = 1; 1327 int div = 1;
1223 1328
1224 /* if undead are not an enemy of your god, you turn them 1329 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */ 1330 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL) 1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1228 div = 2; 1332 div = 2;
1229 /* Give a bonus if you resist turn undead */ 1333 /* Give a bonus if you resist turn undead */
1230 if (op->level * div < 1334 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); 1335 scare_creature (op, owner);
1234 } 1336 }
1235 else 1337 else
1236 dam = 0; /* don't damage non undead - should we damage 1338 dam = 0; /* don't damage non undead - should we damage
1237 undead? */ 1339 undead? */
1340 }
1238 } break; 1341 break;
1239 case ATNR_DEATH: 1342 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam); 1343 deathstrike_player (op, hitter, &dam);
1241 break; 1344 break;
1242 case ATNR_CHAOS: 1345 case ATNR_CHAOS:
1243 LOG(llevError, 1346 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; 1347 dam = 0;
1248 break; 1348 break;
1249 case ATNR_COUNTERSPELL: 1349 case ATNR_COUNTERSPELL:
1250 LOG(llevError, 1350 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; 1351 dam = 0;
1255 /* This should never happen. Counterspell is handled 1352 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen, 1353 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it 1354 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */ 1355 * does no damage. */
1259 break; 1356 break;
1260 case ATNR_HOLYWORD: 1357 case ATNR_HOLYWORD:
1261 { 1358 {
1262 /* This has already been handled by hit_player, 1359 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */ 1360 * no need to check twice -- DAMN */
1264 1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1362
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1363 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1364 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); 1365 scare_creature (op, owner);
1366 }
1271 } break; 1367 break;
1272 case ATNR_LIFE_STEALING: 1368 case ATNR_LIFE_STEALING:
1273 { 1369 {
1274 int new_hp; 1370 int new_hp;
1371
1275 /* this is replacement to drain for players, instead of taking 1372 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1373 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1374 * much use giving it to monsters
1278 * 1375 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1376 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1377 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1378 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1379 * 1000).
1283 */ 1380 */
1284 /* You can't steal life from something undead */ 1381 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0;
1286 /* If drain protection is higher than life stealing, use that */ 1384 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290 /* You die at -1 hp, not zero. */ 1389 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1390 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1;
1292 new_hp = hitter->stats.hp + dam; 1392 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1393 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1394 new_hp = hitter->stats.maxhp;
1395 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp;
1397 }
1295 } 1398 }
1296 }
1297 return dam; 1399 return dam;
1298} 1400}
1299 1401
1300 1402
1301/* GROS: This code comes from hit_player. It has been made external to 1403/* 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. 1404 * allow script procedures to "kill" objects in a combat-like fashion.
1311 * This function was a bit of a mess with hitter getting changed, 1413 * 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 1414 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1415 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1416 * MSW 2002-07-17
1315 */ 1417 */
1418int
1316int kill_object(object *op,int dam, object *hitter, int type) 1419kill_object (object *op, int dam, object *hitter, int type)
1317{ 1420{
1318 char buf[MAX_BUF]; 1421 char buf[MAX_BUF];
1319 const char *skill; 1422 const char *skill;
1320 int maxdam=0; 1423 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1424 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1425 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1426 object *owner = NULL;
1324 object *skop=NULL; 1427 object *skop = NULL;
1325 1428
1326 if (op->stats.hp>=0) 1429 if (op->stats.hp >= 0)
1327 return -1; 1430 return -1;
1328 1431
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1433 return 0;
1331 1434
1332 /* maxdam needs to be the amount of damage it took to kill 1435 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1436 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1437 * adjusted the creatures HP total, so that is negative.
1335 */ 1438 */
1336 maxdam = dam + op->stats.hp + 1; 1439 maxdam = dam + op->stats.hp + 1;
1337 1440
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1443
1341 if(op->type==DOOR) { 1444 if (op->type == DOOR)
1445 {
1342 op->speed = 0.1; 1446 op->speed = 0.1;
1343 update_ob_speed(op); 1447 update_ob_speed (op);
1344 op->speed_left= -0.05; 1448 op->speed_left = -0.05;
1345 return maxdam; 1449 return maxdam;
1346 } 1450 }
1451
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 {
1348 remove_friendly_object(op); 1454 remove_friendly_object (op);
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1455
1350 op->owner->contr->ranges[range_golem] == op) { 1456 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1351 op->owner->contr->ranges[range_golem]=NULL; 1457 op->owner->contr->ranges[range_golem] = 0;
1352 op->owner->contr->golem_count=0;
1353 }
1354 1458
1355 remove_ob(op); 1459 remove_ob (op);
1356 free_object(op); 1460 free_object (op);
1357 return maxdam; 1461 return maxdam;
1358 } 1462 }
1359 1463
1360 /* Now lets start dealing with experience we get for killing something */ 1464 /* Now lets start dealing with experience we get for killing something */
1361 1465
1362 owner=get_owner(hitter); 1466 owner = get_owner (hitter);
1363 if(owner==NULL) 1467 if (!owner)
1364 owner=hitter; 1468 owner = hitter;
1365 1469
1366 /* is the victim (op) standing on battleground? */ 1470 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1471 if (op_on_battleground (op, NULL, NULL))
1368 1472 battleg = 1;
1473
1369 /* is this player killing?*/ 1474 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1475 if (op->type == PLAYER && owner->type == PLAYER)
1476 pk = 1;
1371 1477
1372 /* Player killed something */ 1478 /* Player killed something */
1373 if(owner->type==PLAYER) { 1479 if (owner->type == PLAYER)
1480 {
1374 Log_Kill(owner->name, 1481 Log_Kill (owner->name,
1375 query_name(op),op->type, 1482 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 1483
1379 /* Log players killing other players - makes it easier to detect 1484 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1485 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1486 * ip address is included.
1382 */ 1487 */
1383 if (op->type == PLAYER && !battleg) { 1488 if (op->type == PLAYER && !battleg)
1489 {
1384 time_t t=time(NULL); 1490 time_t t = time (NULL);
1385 struct tm *tmv; 1491 struct tm *tmv;
1386 char buf[256]; 1492 char buf[256];
1387 1493
1388 tmv = localtime(&t); 1494 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1496
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1497 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 } 1498 }
1394 1499
1395 /* try to filter some things out - basically, if you are 1500 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1501 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1502 * probably don't want to see that.
1398 */ 1503 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1504 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1505 {
1400 if(owner!=hitter) { 1506 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1507 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), 1508 else
1403 query_name(hitter)); 1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510
1511 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1514 }
1515
1516 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV
1519 * Fix bug in that we were changing the luck of the hitter, not
1520 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings.
1523 */
1524 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty);
1526
1527 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill
1530 */
1531 skill = 0;
1532
1533 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill;
1535 else if (owner->chosen_skill)
1536 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill;
1539 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill;
1542 else
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1544
1545 /* We have the skill we want to credit to - now find the object this goes
1546 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */
1548 if ((!skop || skop->type != SKILL) && skill)
1549 {
1550 int i;
1551
1552 for (i = 0; i < NUM_SKILLS; i++)
1553 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1554 {
1555 skop = owner->contr->last_skill_ob[i];
1556 break;
1557 }
1558 }
1559 } /* Was it a player that hit somethign */
1560 else
1561 skill = 0;
1562
1563 /* Pet (or spell) killed something. */
1564 if (owner != hitter)
1565 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1566 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1567 else
1568 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1569 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1570 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1571
1572 /* These may have been set in the player code section above */
1573 if (!skop)
1574 skop = hitter->chosen_skill;
1575
1576 if (!skill && skop)
1577 skill = skop->skill;
1578
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580
1581 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1583 {
1584 int exp;
1585
1586 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1588 if (op->type == PLAYER)
1589 {
1590 if (battleg)
1591 {
1592 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1593 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1594 }
1405 else { 1595 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1596 exp = op->stats.exp / 1000;
1407 "You killed %s.",query_name(op)); 1597 }
1598 else
1599 exp = calc_skill_exp (owner, op, skop);
1600
1601 /* if op is standing on "battleground" (arena), no way to gain
1602 * exp by killing him
1603 */
1604 if (battleg)
1605 exp = 0;
1606
1607 /* Don't know why this is set this way - doesn't make
1608 * sense to just divide everything by two for no reason.
1609 */
1610
1611 if (!settings.simple_exp)
1612 exp = exp / 2;
1613
1614 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0);
1616 else
1617 {
1618 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party;
1621
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif
1625 for (pl = first_player; pl != NULL; pl = pl->next)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 {
1628 count++;
1629 shares += (pl->ob->level + 4);
1630 }
1631
1632 if (count == 1 || shares > exp || !shares)
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else
1635 {
1636 int share = exp / shares, given = 0, nexp;
1637
1638 for (pl = first_player; pl != NULL; pl = pl->next)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 {
1641 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp;
1644 }
1645
1646 exp -= given;
1647 /* give any remainder to the player */
1648 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1649 }
1409 /* Only play sounds for melee kills */ 1650 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1651 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1652
1653 if (op->type != PLAYER)
1654 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1412 } 1656 {
1657 object *owner1 = get_owner (op);
1413 1658
1414 /* If a player kills another player, not on 1659 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 } 1660 {
1451 } 1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1452 } /* Was it a player that hit somethign */ 1662 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1663 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 } 1664 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1665
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); 1666 remove_friendly_object (op);
1551 } 1667 }
1668
1552 remove_ob(op); 1669 remove_ob (op);
1553 free_object(op); 1670 free_object (op);
1671 }
1672 else
1554 } 1673 {
1555 /* Player has been killed! */ 1674 /* Player has been killed! */
1556 else {
1557 if(owner->type==PLAYER) { 1675 if (owner->type == PLAYER)
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1676 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else { 1677 else
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1678 assign (op->contr->killer, hitter->name);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 } 1679 }
1680
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1681 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1682 * continues in the calling function.
1567 */ 1683 */
1568 return maxdam; 1684 return maxdam;
1569} 1685}
1570 1686
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1688 * Returns 0 this is not friendly fire
1573 */ 1689 */
1574 1690
1691int
1575int friendly_fire(object *op, object *hitter){ 1692friendly_fire (object *op, object *hitter)
1693{
1576 object *owner; 1694 object *owner;
1577 int friendlyfire; 1695 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1696
1697 if (hitter->head)
1698 hitter = hitter->head;
1699
1581 friendlyfire = 0; 1700 friendlyfire = 0;
1582 1701
1583 if(op->type == PLAYER) { 1702 if (op->type == PLAYER)
1703 {
1584 if (op_on_battleground (hitter, 0, 0)) 1704 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1705 return 0;
1586 1706
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1708 return 1;
1589 1709
1590 if((owner = get_owner(hitter))!=NULL) { 1710 if ((owner = get_owner (hitter)) != NULL)
1711 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1712 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1713 friendlyfire = 2;
1593 } 1714 }
1594 1715
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1717 friendlyfire = 0;
1598 } 1718 }
1599 return friendlyfire; 1719 return friendlyfire;
1600} 1720}
1601 1721
1602 1722
1603/* This isn't used just for players, but in fact most objects. 1723/* 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 1724 * op is the object to be hit, dam is the amount of damage, hitter
1609 */ 1729 */
1610 1730
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1733
1734int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1735hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1738 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1739 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1740 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1741 int rtn_kill = 0;
1621 int friendlyfire; 1742 int friendlyfire;
1622 1743
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1744 if (get_attack_mode (&op, &hitter, &simple_attack))
1745 return 0;
1746
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1748 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0;
1750
1751#ifdef PROHIBIT_PLAYERKILL
1752 if (op->type == PLAYER)
1753 {
1754 object *owner = get_owner (hitter);
1755
1756 if (!owner)
1757 owner = hitter;
1758
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1624 return 0; 1760 return 0;
1761 }
1762#endif
1625 1763
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1764 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1765 {
1766 /* slow and paralyze must hit the head. But we don't want to just
1767 * return - we still need to process other attacks the spell still
1768 * might have. So just remove the paralyze and slow attacktypes,
1769 * and keep on processing if we have other attacktypes.
1770 * return if only magic or nothing is left - under normal code
1771 * we don't attack with pure magic if there is another attacktype.
1772 * Only do processing if the initial attacktype includes one of those
1773 * attack so we don't cancel out things like magic bullet.
1774 */
1775 if (type & (AT_PARALYZE | AT_SLOW))
1776 {
1777 type &= ~(AT_PARALYZE | AT_SLOW);
1778
1779 if (!type || type == AT_MAGIC)
1628 return 0; 1780 return 0;
1781 }
1782 }
1629 1783
1630#ifdef PROHIBIT_PLAYERKILL 1784 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1785 {
1632 object *owner = get_owner (hitter); 1786 object *tmp;
1633 if (!owner) owner = hitter; 1787
1634 if (owner->type == PLAYER 1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1789 if (tmp->type == RUNE || tmp->type == TRAP)
1636 && op != owner) { 1790 {
1791 spring_trap (tmp, hitter);
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1793 return 0;
1794 break;
1638 } 1795 }
1796 }
1797
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1799 {
1800 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here.
1802 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1804 return 0;
1805 }
1806
1807#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1809#endif
1641 1810
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) { 1811 if (magic)
1812 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1813 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1814 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1815 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1816 if (dam >= 100)
1692 dam /= 100; 1817 dam /= 100;
1693 else 1818 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1819 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1695 } 1820 }
1696 1821
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1822 /* 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 1823 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1824 */
1700 if(type & AT_CHAOS){ 1825 if (type & AT_CHAOS)
1826 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1827 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1828 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1829 type &= ~AT_CHAOS;
1704 } 1830 }
1705 1831
1706 /* Holyword is really an attacktype modifier (like magic is). If 1832 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1833 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1834 * a proper match, otherwise no damage.
1709 */ 1835 */
1710 if (type & AT_HOLYWORD) { 1836 if (type & AT_HOLYWORD)
1837 {
1711 object *god; 1838 object *god;
1839
1712 if ((!hitter->slaying || 1840 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1841 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1842 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1843 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1844 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1845 && (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; 1846 return 0;
1721 } 1847 }
1722 1848
1723 maxattacktype = type; /* initialize this to something */ 1849 maxattacktype = type; /* initialize this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1852 /* 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 1853 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1854 * the only attacktype in the group, then still attack with it
1728 */ 1855 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1856 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1857 continue;
1730 1858
1731 /* Go through and hit the player with each attacktype, one by one. 1859 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1860 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1861 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1862 * effects (slow, paralization, etc.
1735 */ 1863 */
1736 if (type & attacktype) { 1864 if (type & attacktype)
1865 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1866 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1867 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1868 * the damage is equal.
1740 */ 1869 */
1741 if (ndam >= maxdam) { 1870 if (ndam >= maxdam)
1871 {
1742 maxdam = ndam; 1872 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1873 maxattacktype = 1 << attacknum;
1744 } 1874 }
1745 } 1875 }
1746 } 1876 }
1747 1877
1748 /* if this is friendly fire then do a set % of damage only 1878 /* 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 1879 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1880 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1881 * an attack do damage before when it otherwise didn't
1752 */ 1882 */
1753 friendlyfire = friendly_fire(op, hitter); 1883 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1884 if (friendlyfire && maxdam)
1885 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1886 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890
1891#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif
1895 }
1896
1897 if (!full_hit)
1898 {
1899 archetype *at;
1900 int area;
1901 int remainder;
1902
1903 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more)
1905 area++;
1906 assert (area > 0);
1907
1908 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */
1910 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area;
1912 if (RANDOM () % 100 < remainder)
1757 maxdam++; 1913 maxdam++;
1914 }
1915
1916#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1918#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 1919
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)) 1920 if (get_owner (hitter))
1789 op->enemy=hitter->owner; 1921 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1923 op->enemy = hitter;
1792 1924
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 {
1794 /* The unaggressives look after themselves 8) */ 1927 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1929 npc_call_help (op);
1797 } 1930 }
1798 1931
1799 if (magic && did_make_save(op, op->level, 0)) 1932 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1933 maxdam = maxdam / 2;
1801 1934
1802 attack_message(maxdam, maxattacktype, op, hitter); 1935 attack_message (maxdam, maxattacktype, op, hitter);
1803 1936
1804 op->stats.hp-=maxdam; 1937 op->stats.hp -= maxdam;
1805 1938
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1939 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1940 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1941 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1942 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1943 {
1811 1944
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1945 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1946 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1947 else
1815 scare_creature(op, hitter); 1948 scare_creature (op, hitter);
1816 } 1949 }
1817 1950
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 {
1819 if (maxdam) 1953 if (maxdam)
1820 tear_down_wall(op); 1954 tear_down_wall (op);
1821 return maxdam; /* nothing more to do for wall */ 1955 return maxdam; /* nothing more to do for wall */
1822 } 1956 }
1823 1957
1824 /* See if the creature has been killed */ 1958 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1959 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1960 if (rtn_kill != -1)
1827 return rtn_kill; 1961 return rtn_kill;
1828 1962
1829 1963
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1964 /* 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 1965 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 1966 * remained - that is no longer the case.
1833 */ 1967 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 {
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1836 remove_friendly_object(hitter); 1971 remove_friendly_object (hitter);
1837 remove_ob(hitter); 1972 remove_ob (hitter);
1838 free_object(hitter); 1973 free_object (hitter);
1839 } 1974 }
1840 /* Lets handle creatures that are splitting now */ 1975 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 {
1842 int i; 1978 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 1981 object *owner = get_owner (op);
1846 1982
1847 if(!op->other_arch) { 1983 if (!op->other_arch)
1984 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 1985 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 1986 return maxdam;
1850 } 1987 }
1851 remove_ob(op); 1988 remove_ob (op);
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1989 for (i = 0; i < NROFNEWOBJS (op); i++)
1990 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 1991 object *tmp = arch_to_object (op->other_arch);
1854 int j; 1992 int j;
1855 1993
1856 tmp->stats.hp=op->stats.hp; 1994 tmp->stats.hp = op->stats.hp;
1857 if (friendly) { 1995 if (friendly)
1996 {
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1859 add_friendly_object(tmp); 1998 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 1999 tmp->attack_movement = PETMOVE;
1861 if (owner!=NULL) 2000 if (owner != NULL)
1862 set_owner(tmp,owner); 2001 set_owner (tmp, owner);
1863 } 2002 }
1864 if (unaggressive) 2003 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2005 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1867 if (j==-1) /* No spot to put this monster */ 2006 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 2007 free_object (tmp);
1869 else { 2008 else
2009 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 2011 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 2012 }
1873 } 2013 }
1874 if(friendly) 2014 if (friendly)
1875 remove_friendly_object(op); 2015 remove_friendly_object (op);
1876 free_object(op); 2016 free_object (op);
1877 } 2017 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 {
1879 remove_ob(hitter); 2020 remove_ob (hitter);
1880 free_object(hitter); 2021 free_object (hitter);
1881 } 2022 }
1882 return maxdam; 2023 return maxdam;
1883} 2024}
1884 2025
1885 2026
2027void
1886void poison_player(object *op, object *hitter, int dam) 2028poison_player (object *op, object *hitter, int dam)
1887{ 2029{
1888 archetype *at = find_archetype("poisoning"); 2030 archetype *at = archetype::find ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 2031 object *tmp = present_arch_in_ob (at, op);
1890 2032
1891 if(tmp==NULL) { 2033 if (tmp == NULL)
2034 {
1892 if((tmp=arch_to_object(at))==NULL) 2035 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 2036 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 2037 else
2038 {
1895 tmp = insert_ob_in_ob(tmp,op); 2039 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 2040 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 2041 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 2042 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 2043 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 2044 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 2045 * If anything else, goes as damage.
1902 */ 2046 */
1903 2047
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2048 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2049 tmp->stats.dam += hitter->level / 2;
1906 else 2050 else
1907 tmp->stats.dam = dam; 2051 tmp->stats.dam = dam;
1908 2052
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2054 if (hitter->skill && hitter->skill != tmp->skill)
2055 {
1911 tmp->skill = hitter->skill; 2056 tmp->skill = hitter->skill;
1912 } 2057 }
1913 2058
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2059 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2060
1916 if(op->type==PLAYER) { 2061 if (op->type == PLAYER)
2062 {
1917 /* player looses stats, maximum is -10 of each */ 2063 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2067 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2068 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2069 fix_player (op);
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1925 } 2071 }
1926 if (hitter->type == PLAYER) 2072 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2075 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 } 2076 }
1932 tmp->speed_left=0; 2077 tmp->speed_left = 0;
1933 } 2078 }
1934 else 2079 else
1935 tmp->stats.food++; 2080 tmp->stats.food++;
1936} 2081}
1937 2082
2083void
1938void slow_player(object *op,object *hitter,int dam) 2084slow_player (object *op, object *hitter, int dam)
2085{
1939{ archetype *at = find_archetype("slowness"); 2086 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2087 object *tmp;
2088
1941 if(at == NULL) { 2089 if (at == NULL)
2090 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2091 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2092 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2093 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 {
1945 tmp = arch_to_object(at); 2095 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2096 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 }
1948 } else 2099 else
1949 tmp->stats.food++; 2100 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2101 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2102 tmp->speed_left = 0;
1952 fix_player(op); 2103 fix_player (op);
1953} 2104}
1954 2105
2106void
1955void confuse_player(object *op, object *hitter, int dam) 2107confuse_player (object *op, object *hitter, int dam)
1956{ 2108{
1957 object *tmp; 2109 object *tmp;
1958 int maxduration; 2110 int maxduration;
1959 2111
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2112 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2113 if (!tmp)
2114 {
1962 tmp = get_archetype(FORCE_NAME); 2115 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2116 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2117 }
2118
1966 /* Duration added per hit and max. duration of confusion both depend 2119 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2120 * on the player's resistance
1968 */ 2121 */
1969 tmp->speed = 0.05; 2122 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2123 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2125 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1974 if( tmp->duration > maxduration) 2127 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2128 tmp->duration = maxduration;
1976 2129
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1979 SET_FLAG(op, FLAG_CONFUSED); 2132 SET_FLAG (op, FLAG_CONFUSED);
1980} 2133}
1981 2134
2135void
1982void blind_player(object *op, object *hitter, int dam) 2136blind_player (object *op, object *hitter, int dam)
1983{ 2137{
1984 object *tmp,*owner; 2138 object *tmp, *owner;
1985 2139
1986 /* Save some work if we know it isn't going to affect the player */ 2140 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2141 if (op->resist[ATNR_BLIND] == 100)
2142 return;
1988 2143
1989 tmp = present_in_ob(BLINDNESS,op); 2144 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2145 if (!tmp)
2146 {
1991 tmp = get_archetype("blindness"); 2147 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2148 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2149 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2150 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2151 * speed is a float anyways.
1996 */ 2152 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2154
1999 tmp = insert_ob_in_ob(tmp,op); 2155 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2156 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2157 fix_player (op); /* This takes care of some other stuff */
2002 2158
2159 if (hitter->owner)
2003 if(hitter->owner) owner = get_owner(hitter); 2160 owner = get_owner (hitter);
2161 else
2004 else owner = hitter; 2162 owner = hitter;
2005 2163
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2165 }
2009 tmp->stats.food += dam; 2166 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2167 if (tmp->stats.food > 10)
2168 tmp->stats.food = 10;
2011} 2169}
2012 2170
2171void
2013void paralyze_player(object *op, object *hitter, int dam) 2172paralyze_player (object *op, object *hitter, int dam)
2014{ 2173{
2015 float effect,max; 2174 float effect, max;
2175
2016 /* object *tmp; */ 2176 /* object *tmp; */
2017 2177
2018 /* This is strange stuff... someone knows for what this is 2178 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2179 * written? Well, i think this can and should be removed
2020 */ 2180 */
2021 2181
2022 /* 2182 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2183 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2184 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2185 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2186 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2187 }
2028 */ 2188 */
2029 2189
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2190 /* 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; 2191 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2192
2033 if (effect==0) return; 2193 if (effect == 0)
2194 return;
2034 2195
2035 op->speed_left-=FABS(op->speed)*effect; 2196 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2197 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2198
2038 /* max number of ticks to be affected for. */ 2199 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2200 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2201 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2202 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2203
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2205}
2045 2206
2046 2207
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2208/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2209 * the computed damaged.
2049 */ 2210 */
2211void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2212deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2213{
2052 /* The intention of a death attack is to kill outright things 2214 /* 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 2215 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2216 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2217 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2218 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2219 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2220 ** field of the deathstriking object */
2059 2221
2060 int atk_lev, def_lev, kill_lev; 2222 int atk_lev, def_lev, kill_lev;
2061 2223
2062 if(hitter->slaying) 2224 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2225 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; 2226 return;
2065 2227
2066 def_lev = op->level; 2228 def_lev = op->level;
2067 if (def_lev < 1) { 2229 if (def_lev < 1)
2230 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2231 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; 2232 def_lev = 1;
2071 } 2233 }
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2236 atk_lev, def_lev); */
2075 2237
2076 if(atk_lev >= def_lev ){ 2238 if (atk_lev >= def_lev)
2239 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2240 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2241
2079 /* Note that the below effectively means the ratio of the atk vs 2242 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2243 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2244 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2245 * redone.
2083 */ 2246 */
2084 if(kill_lev >= def_lev) { 2247 if (kill_lev >= def_lev)
2248 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2249 *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 2250 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2251 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2252 * attack level is double the defender level.
2089 */ 2253 */
2090 *dam *= kill_lev / def_lev; 2254 *dam *= kill_lev / def_lev;
2091 } 2255 }
2092 } else { 2256 }
2257 else
2258 {
2093 *dam = 0; /* no harm done */ 2259 *dam = 0; /* no harm done */
2094 } 2260 }
2095} 2261}
2096 2262
2097/* thrown_item_effect() - handles any special effects of thrown 2263/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2264 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2265 * monster).
2100 */ 2266 */
2267static void
2101static void thrown_item_effect (object *hitter, object *victim) 2268thrown_item_effect (object *hitter, object *victim)
2102{ 2269{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2270 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2271 {
2104 /* May not need a switch for just 2 types, but this makes it 2272 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2273 * easier for expansion.
2106 */ 2274 */
2107 switch (hitter->type) { 2275 switch (hitter->type)
2276 {
2108 case POTION: 2277 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2278 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2279 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); 2280 (void) apply_potion (victim, hitter);
2112 break; 2281 break;
2113 2282
2114 case POISON: /* poison drinks */ 2283 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2284 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2285 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); 2286 apply_poison (victim, hitter);
2118 break; 2287 break;
2119 2288
2120 /* Removed case statements that did nothing. 2289 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2290 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2291 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2292 * Containers should perhaps break open, but that code was disabled.
2124 */ 2293 */
2125 } 2294 }
2126 } 2295 }
2127} 2296}
2128 2297
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2298/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2299
2300int
2131int adj_attackroll (object *hitter, object *target) { 2301adj_attackroll (object *hitter, object *target)
2302{
2132 object *attacker = hitter; 2303 object *attacker = hitter;
2133 int adjust=0; 2304 int adjust = 0;
2134 2305
2135 /* safety */ 2306 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2307 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2308 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2309 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2310 return 0;
2311 }
2312
2313 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter))
2315 {
2316 if ((attacker = get_owner (hitter)) == NULL)
2317 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes.
2320 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2322 attacker = hitter;
2323 }
2324 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2325 return 0;
2140 }
2141 2326
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. 2327 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2328 * Add more cases, as the need occurs. */
2155 2329
2156 if(!can_see_enemy(attacker,target)) { 2330 if (!can_see_enemy (attacker, target))
2331 {
2157 /* target is unseen */ 2332 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2333 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2334 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2335 /* 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)) 2336 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2337 adjust -= target->map->darkness;
2163 } 2338 }
2164 2339
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2340 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2341 adjust -= 3;
2167 2342
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2343 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2344 adjust += 1;
2170 2345
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2346 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2347 adjust += 1;
2173 2348
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2349 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2350 adjust -= 3;
2176 2351
2177 /* if we attack at a different 'altitude' its harder */ 2352 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2353 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2354 adjust -= 2;
2180 2355
2181#if 0 2356#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2357 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2358 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2359 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2360 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2361 * fly fast should have a better chance of hitting a slower target.
2187 */ 2362 */
2188 if(hitter->speed<target->speed) 2363 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2364 adjust += ((float) hitter->speed - target->speed);
2190#endif 2365#endif
2191 2366
2192#if 0 2367#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2368 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2369#endif
2195 2370
2196 return adjust; 2371 return adjust;
2197} 2372}
2198 2373
2199 2374
2200/* determine if the object is an 'aimed' missile */ 2375/* determine if the object is an 'aimed' missile */
2376int
2201int is_aimed_missile ( object *op) { 2377is_aimed_missile (object *op)
2378{
2202 2379
2203 /* I broke what used to be one big if into a few nested 2380 /* 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. 2381 * ones so that figuring out the logic is at least possible.
2205 */ 2382 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2383 if (op && (op->move_type & MOVE_FLYING))
2384 {
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2385 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2386 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2388 return 1;
2212 } 2389 }
2213 return 0; 2390 return 0;
2214} 2391}
2215

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