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/cvs/deliantra/server/server/attack.C
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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:33 2006 UTC vs.
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.3 2006/08/26 23:36:33 root Exp $"; 3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
49void cancellation(object *op) 49void cancellation(object *op)
50{ 50{
51 object *tmp; 51 object *tmp;
52 52
53 if (op->invisible) 53 if (op->invisible)
54 return; 54 return;
55 55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */ 57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp); 60 cancellation(tmp);
61 } 61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 62 else if(FABS(op->magic)<=(rndm(0, 5))) {
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 esrv_send_item (op->env, op); 71 esrv_send_item (op->env, op);
72 } 72 }
73 } 73 }
74} 74}
75 75
76 76
77 77
90 break; 90 break;
91 } 91 }
92 } else 92 } else
93 mt = name_to_material(op->materialname); 93 mt = name_to_material(op->materialname);
94 if (mt == NULL) 94 if (mt == NULL)
95 return TRUE; 95 return TRUE;
96 roll = rndm(1, 20); 96 roll = rndm(1, 20);
97 97
98 /* the attacktypes have no meaning for object saves 98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 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 100 * pure magic is hitting an object, it should save. However, if it
102 * magic type, and instead let the fire, cold, or whatever component 102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 104 * destroying objects because it has magic attacktype.
105 */ 105 */
106 if (type != AT_MAGIC) 106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC); 110 AT_MAGIC);
111 111
112 if (type == 0) 112 if (type == 0)
113 return TRUE; 113 return TRUE;
114 if (roll == 20) 114 if (roll == 20)
115 return TRUE; 115 return TRUE;
116 if (roll == 1) 116 if (roll == 1)
117 return FALSE; 117 return FALSE;
118 118
119 for (number=0; number < NROFATTACKS; number++) { 119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number; 120 i = 1<<number;
121 if (!(i&type)) 121 if (!(i&type))
122 continue; 122 continue;
123 attacks++; 123 attacks++;
124 if (op->resist[number] == 100) 124 if (op->resist[number] == 100)
125 saves++; 125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++; 127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++; 129 saves++;
130 } 130 }
131 131
132 if (saves==attacks || attacks==0) 132 if (saves==attacks || attacks==0)
133 return TRUE; 133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves)) 134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE; 135 return FALSE;
136 return TRUE; 136 return TRUE;
137} 137}
138 138
139/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
143 143
144void save_throw_object (object *op, int type, object *originator) 144void save_throw_object (object *op, int type, object *originator)
145{ 145{
146 if ( ! did_make_save_item (op, type,originator)) 146 if ( ! did_make_save_item (op, type,originator))
147 { 147 {
148 object *env=op->env; 148 object *env=op->env;
149 int x=op->x,y=op->y; 149 int x=op->x,y=op->y;
150 mapstruct *m=op->map; 150 mapstruct *m=op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 164 if(type&(AT_FIRE|AT_ELECTRICITY)
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name; 166 const char *arch=op->other_arch->name;
167 167
168 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169 if (op) 169 if (op)
170 fix_stopped_item (op, m, originator); 170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) { 171 if((op = get_archetype(arch))!=NULL) {
172 if(env) { 172 if(env) {
173 op->x=env->x,op->y=env->y; 173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env); 174 insert_ob_in_ob(op,env);
175 if (env->contr) 175 if (env->contr)
176 esrv_send_item(env, op); 176 esrv_send_item(env, op);
177 } else { 177 } else {
178 op->x=x,op->y=y; 178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 179 insert_ob_in_map(op,m,originator,0);
180 } 180 }
181 } 181 }
182 return; 182 return;
183 } 183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op); 185 cancellation(op);
186 fix_stopped_item (op, m, originator); 186 fix_stopped_item (op, m, originator);
187 return; 187 return;
188 } 188 }
189 if(op->nrof>1) { 189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1)); 190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 191 if (op)
192 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
193 } else { 193 } else {
194 if (op->env) { 194 if (op->env) {
195 object *tmp= is_player_inv(op->env); 195 object *tmp= is_player_inv(op->env);
196 196
197 if (tmp) { 197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count); 198 esrv_del_item(tmp->contr, op->count);
199 } 199 }
200 } 200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op); 202 remove_ob(op);
203 free_object(op); 203 free_object(op);
204 } 204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) { 206 if(env) {
207 op=get_archetype("burnout"); 207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y; 208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env); 209 insert_ob_in_ob(op,env);
210 } else { 210 } else {
211 replace_insert_ob_in_map("burnout",originator); 211 replace_insert_ob_in_map("burnout",originator);
212 }
212 } 213 }
213 } 214 return;
214 return;
215 } 215 }
216 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && 217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { 218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp; 219 object *tmp;
222 return; 222 return;
223 op = stop_item (op); 223 op = stop_item (op);
224 if (op == NULL) 224 if (op == NULL)
225 return; 225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at); 227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y; 228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) - 229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want 230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create. 231 * that for ones we create.
232 */ 232 */
233 tmp->move_slow_penalty=0; 233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0; 234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0); 235 insert_ob_in_map(tmp,op->map,originator,0);
236 } 236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op); 238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp); 239 (void) insert_ob_in_ob(op,tmp);
240 return; 240 return;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */
256 256
257 tag_t op_tag, next_tag=0; 257 tag_t op_tag, next_tag=0;
258 258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 260 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 261 return 0;
262 } 262 }
263 263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 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", 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name); 266 &op->arch->name, &op->name);
267 return 0; 267 return 0;
268 } 268 }
269 269
270 if ( ! op->map) { 270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 272 return 0;
273 } 273 }
274 274
275 if (op->head) op=op->head; 275 if (op->head) op=op->head;
276 276
277 op_tag = op->count; 277 op_tag = op->count;
278 278
279 map = op->map; 279 map = op->map;
280 x = op->x + freearr_x[dir]; 280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) 282
283 return 0; 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;
284 288
285 /* peterm: a few special cases for special attacktypes --counterspell 289 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive 290 * must be out here because it strikes things which are not alive
287 */ 291 */
288 292
289 if (type & AT_COUNTERSPELL) { 293 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */ 294 counterspell(op,dir); /* see spell_effect.c */
291 295
292 /* If the only attacktype is counterspell or magic, don't need 296 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing. 297 * to do any further processing.
294 */ 298 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0; 300 return 0;
297 } 301 }
298 type &= ~AT_COUNTERSPELL; 302 type &= ~AT_COUNTERSPELL;
299 } 303 }
300 304
301 if(type & AT_CHAOS){ 305 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */ 306 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE); 307 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS; 308 type &= ~AT_CHAOS;
305 } 309 }
306 310
307 next = get_map_ob (map, x, y); 311 next = get_map_ob (map, x, y);
308 if (next) 312 if (next)
309 next_tag = next->count; 313 next_tag = next->count;
310 314
311 while (next) { 315 while (next) {
312 if (was_destroyed (next, next_tag)) { 316 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no 317 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and 318 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first 319 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort. 320 * object. That's why we just abort.
317 * 321 *
318 * This happens whenever attack spells (like fire) hit a pile 322 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage 323 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason. 324 * below was spamming the logs for absolutely no reason.
321 */ 325 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break; 327 break;
324 } 328 }
325 tmp = next; 329 tmp = next;
326 next = tmp->above; 330 next = tmp->above;
327 if (next) 331 if (next)
328 next_tag = next->count; 332 next_tag = next->count;
329 333
330 if (QUERY_FLAG (tmp, FLAG_FREED)) { 334 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n"); 335 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break; 336 break;
333 } 337 }
334 338
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube. 340 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used. 341 * This is one of the few cases where on_same_map should not be used.
338 */ 342 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y) 343 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue; 344 continue;
341 345
342 /* Need to hit everyone in the transport with this spell */
343 if (tmp->type == TRANSPORT) {
344 object *pl;
345
346 for (pl=tmp->inv; pl; pl=pl->below) {
347 if (pl->type == PLAYER)
348 hit_player(pl,op->stats.dam,op,type,full_hit);
349 }
350 }
351
352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
353 hit_player(tmp,op->stats.dam,op,type,full_hit); 347 hit_player(tmp,op->stats.dam,op,type,full_hit);
354 retflag |=1; 348 retflag |=1;
355 if (was_destroyed (op, op_tag)) 349 if (was_destroyed (op, op_tag))
356 break; 350 break;
357 } 351 }
358 /* Here we are potentially destroying an object. If the object has 352 /* Here we are potentially destroying an object. If the object has
359 * NO_PASS set, it is also immune - you can't destroy walls. Note 353 * NO_PASS set, it is also immune - you can't destroy walls. Note
360 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
361 * passing over/through them. We don't care what type of movement 355 * passing over/through them. We don't care what type of movement
362 * the wall blocks - if it blocks any type of movement, can't be 356 * the wall blocks - if it blocks any type of movement, can't be
363 * destroyed right now. 357 * destroyed right now.
364 */ 358 */
365 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && 359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366 !tmp->move_block) { 360 !tmp->move_block) {
367 save_throw_object(tmp,type,op); 361 save_throw_object(tmp,type,op);
368 if (was_destroyed (op, op_tag)) 362 if (was_destroyed (op, op_tag))
369 break; 363 break;
370 } 364 }
371 } 365 }
372 return 0; 366 return 0;
373} 367}
374 368
375void attack_message(int dam, int type, object *op, object *hitter) { 369void attack_message(int dam, int type, object *op, object *hitter) {
382 * a player might have. For example, fire, electric, cold, etc 376 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 377 * [garbled 20010919]
384 */ 378 */
385 379
386 if (dam == 9998 && op->type == DOOR) { 380 if (dam == 9998 && op->type == DOOR) {
387 sprintf(buf1, "unlock %s", op->name); 381 sprintf(buf1, "unlock %s", &op->name);
388 sprintf(buf2, " unlocks"); 382 sprintf(buf2, " unlocks");
389 found++; 383 found++;
390 } 384 }
391 if(dam<0) { 385 if(dam<0) {
392 sprintf(buf1, "hit %s", op->name); 386 sprintf(buf1, "hit %s", &op->name);
393 sprintf(buf2, " hits"); 387 sprintf(buf2, " hits");
394 found++; 388 found++;
395 } else if(dam==0) { 389 } else if(dam==0) {
396 sprintf(buf1, "missed %s", op->name); 390 sprintf(buf1, "missed %s", &op->name);
397 sprintf(buf2, " misses"); 391 sprintf(buf2, " misses");
398 found++; 392 found++;
399 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400 hitter->type == POISONING || 394 hitter->type == POISONING ||
401 (type & AT_POISON && IS_LIVE(op))) && !found) { 395 (type & AT_POISON && IS_LIVE(op))) && !found) {
402 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1;
403 i++) 397 i++)
404 if (dam < attack_mess[ATM_SUFFER][i].level 398 if (dam < attack_mess[ATM_SUFFER][i].level
405 || attack_mess[ATM_SUFFER][i+1].level == -1) { 399 || attack_mess[ATM_SUFFER][i+1].level == -1) {
406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, 400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407 op->name, attack_mess[ATM_SUFFER][i].buf2); 401 &op->name, attack_mess[ATM_SUFFER][i].buf2);
408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 403 found++;
410 break; 404 break;
411 } 405 }
412 } else if (op->type == DOOR && !found) { 406 } else if (op->type == DOOR && !found) {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
414 i++) 408 i++)
415 if (dam < attack_mess[ATM_DOOR][i].level 409 if (dam < attack_mess[ATM_DOOR][i].level
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 410 || attack_mess[ATM_DOOR][i+1].level == -1) {
417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, 411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418 op->name, attack_mess[ATM_DOOR][i].buf2); 412 &op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 414 found++;
421 break; 415 break;
422 } 416 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
424 if (USING_SKILL(hitter, SK_KARATE)) { 418 if (USING_SKILL(hitter, SK_KARATE)) {
425 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
426 i++) 420 i++)
427 if (dam < attack_mess[ATM_KARATE][i].level 421 if (dam < attack_mess[ATM_KARATE][i].level
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 422 || attack_mess[ATM_KARATE][i+1].level == -1) {
429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, 423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430 op->name, attack_mess[ATM_KARATE][i].buf2); 424 &op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 426 found++;
433 break; 427 break;
434 } 428 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
437 i++) 431 i++)
438 if (dam < attack_mess[ATM_CLAW][i].level 432 if (dam < attack_mess[ATM_CLAW][i].level
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 433 || attack_mess[ATM_CLAW][i+1].level == -1) {
440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, 434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441 op->name, attack_mess[ATM_CLAW][i].buf2); 435 &op->name, attack_mess[ATM_CLAW][i].buf2);
442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 437 found++;
444 break; 438 break;
445 } 439 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 440 } else if (USING_SKILL(hitter, SK_PUNCHING)) {
447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
448 i++) 442 i++)
449 if (dam < attack_mess[ATM_PUNCH][i].level 443 if (dam < attack_mess[ATM_PUNCH][i].level
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452 op->name, attack_mess[ATM_PUNCH][i].buf2); 446 &op->name, attack_mess[ATM_PUNCH][i].buf2);
453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 448 found++;
455 break; 449 break;
450 }
456 } 451 }
457 }
458 } 452 }
459 if (found) { 453 if (found) {
460 /* done */ 454 /* done */
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
462 sprintf(buf1, "hit"); /* just in case */ 456 sprintf(buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 457 for (i=0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 458 if (dam < attack_mess[ATM_ARROW][i].level
465 || attack_mess[ATM_ARROW][i+1].level == -1) { 459 || attack_mess[ATM_ARROW][i+1].level == -1) {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 461 found++;
468 break; 462 break;
469 } 463 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 464 } else if (type & AT_DRAIN && IS_LIVE(op)) {
471 /* drain is first, because some items have multiple attypes */ 465 /* drain is first, because some items have multiple attypes */
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
473 i++) 467 i++)
474 if (dam < attack_mess[ATM_DRAIN][i].level 468 if (dam < attack_mess[ATM_DRAIN][i].level
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 469 || attack_mess[ATM_DRAIN][i+1].level == -1) {
476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, 470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477 op->name, attack_mess[ATM_DRAIN][i].buf2); 471 &op->name, attack_mess[ATM_DRAIN][i].buf2);
478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 473 found++;
480 break; 474 break;
481 } 475 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
484 i++) 478 i++)
485 if (dam < attack_mess[ATM_ELEC][i].level 479 if (dam < attack_mess[ATM_ELEC][i].level
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 480 || attack_mess[ATM_ELEC][i+1].level == -1) {
487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, 481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488 op->name, attack_mess[ATM_ELEC][i].buf2); 482 &op->name, attack_mess[ATM_ELEC][i].buf2);
489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 484 found++;
491 break; 485 break;
492 } 486 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 487 } else if (type & AT_COLD && IS_LIVE(op)) {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
495 i++) 489 i++)
496 if (dam < attack_mess[ATM_COLD][i].level 490 if (dam < attack_mess[ATM_COLD][i].level
497 || attack_mess[ATM_COLD][i+1].level == -1) { 491 || attack_mess[ATM_COLD][i+1].level == -1) {
498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, 492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499 op->name, attack_mess[ATM_COLD][i].buf2); 493 &op->name, attack_mess[ATM_COLD][i].buf2);
500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 495 found++;
502 break; 496 break;
503 } 497 }
504 } else if (type & AT_FIRE) { 498 } else if (type & AT_FIRE) {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
506 i++) 500 i++)
507 if (dam < attack_mess[ATM_FIRE][i].level 501 if (dam < attack_mess[ATM_FIRE][i].level
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 502 || attack_mess[ATM_FIRE][i+1].level == -1) {
509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, 503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510 op->name, attack_mess[ATM_FIRE][i].buf2); 504 &op->name, attack_mess[ATM_FIRE][i].buf2);
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 506 found++;
513 break; 507 break;
514 } 508 }
515 } else if (hitter->current_weapon != NULL) { 509 } else if (hitter->current_weapon != NULL) {
516 int mtype; 510 int mtype;
517 switch (hitter->current_weapon->weapontype) { 511 switch (hitter->current_weapon->weapontype) {
518 case WEAP_HIT: mtype = ATM_BASIC; break; 512 case WEAP_HIT: mtype = ATM_BASIC; break;
519 case WEAP_SLASH: mtype = ATM_SLASH; break; 513 case WEAP_SLASH: mtype = ATM_SLASH; break;
520 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
521 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
522 case WEAP_SLICE: mtype = ATM_SLICE; break; 516 case WEAP_SLICE: mtype = ATM_SLICE; break;
523 case WEAP_STAB: mtype = ATM_STAB; break; 517 case WEAP_STAB: mtype = ATM_STAB; break;
524 case WEAP_WHIP: mtype = ATM_WHIP; break; 518 case WEAP_WHIP: mtype = ATM_WHIP; break;
525 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
526 case WEAP_BLUD: mtype = ATM_BLUD; break; 520 case WEAP_BLUD: mtype = ATM_BLUD; break;
527 default: mtype = ATM_BASIC; break; 521 default: mtype = ATM_BASIC; break;
528 } 522 }
529 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
530 i++) 524 i++)
531 if (dam < attack_mess[mtype][i].level 525 if (dam < attack_mess[mtype][i].level
532 || attack_mess[mtype][i+1].level == -1) { 526 || attack_mess[mtype][i+1].level == -1) {
533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, 527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534 op->name, attack_mess[mtype][i].buf2); 528 &op->name, attack_mess[mtype][i].buf2);
535 strcpy (buf2, attack_mess[mtype][i].buf3); 529 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 530 found++;
537 break; 531 break;
538 } 532 }
539 } else { 533 } else {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
541 i++) 535 i++)
542 if (dam < attack_mess[ATM_BASIC][i].level 536 if (dam < attack_mess[ATM_BASIC][i].level
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 537 || attack_mess[ATM_BASIC][i+1].level == -1) {
544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, 538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545 op->name, attack_mess[ATM_BASIC][i].buf2); 539 &op->name, attack_mess[ATM_BASIC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 541 found++;
548 break; 542 break;
549 } 543 }
550 } 544 }
551 545
552 if (!found) { 546 if (!found) {
553 strcpy (buf1, "hit"); 547 strcpy (buf1, "hit");
554 strcpy (buf2, " hits"); 548 strcpy (buf2, " hits");
555 } 549 }
556 550
557 /* bail out if a monster is casting spells */ 551 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER || 552 if (!(hitter->type == PLAYER ||
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560 return; 554 return;
561 555
562 /* scale down magic considerably. */ 556 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 557 if (type & AT_MAGIC && rndm(0, 5))
564 return; 558 return;
565 559
566 /* Did a player hurt another player? Inform both! */ 560 /* Did a player hurt another player? Inform both! */
567 if(op->type==PLAYER && 561 if(op->type==PLAYER &&
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
569 if(get_owner(hitter)!=NULL) 563 if(get_owner(hitter)!=NULL)
570 sprintf(buf,"%s's %s%s you.", 564 sprintf(buf,"%s's %s%s you.",
571 hitter->owner->name, hitter->name, buf2); 565 &hitter->owner->name, &hitter->name, buf2);
572 else { 566 else {
573 sprintf(buf,"%s%s you.",hitter->name, buf2); 567 sprintf(buf,"%s%s you.", &hitter->name, buf2);
574 if (dam != 0) { 568 if (dam != 0) {
575 if (dam < 10) 569 if (dam < 10)
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
577 else if (dam < 20) 571 else if (dam < 20)
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
579 else 573 else
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
581 } 575 }
582 } 576 }
583 new_draw_info(NDI_BLACK, 0,op,buf); 577 new_draw_info(NDI_BLACK, 0,op,buf);
584 } /* end of player hitting player */ 578 } /* end of player hitting player */
585 579
586 if(hitter->type==PLAYER) { 580 if(hitter->type==PLAYER) {
587 sprintf(buf,"You %s.",buf1); 581 sprintf(buf,"You %s.",buf1);
588 if (dam != 0) { 582 if (dam != 0) {
589 if (dam < 10) 583 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
591 else if (dam < 20) 585 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
593 else 587 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
595 } 589 }
596 new_draw_info(NDI_BLACK, 0, hitter, buf); 590 new_draw_info(NDI_BLACK, 0, hitter, buf);
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
598 /* look for stacked spells and start reducing the message chances */ 592 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT && 593 if (hitter->type == SPELL_EFFECT &&
600 (hitter->subtype == SP_EXPLOSION || 594 (hitter->subtype == SP_EXPLOSION ||
601 hitter->subtype == SP_BULLET || 595 hitter->subtype == SP_BULLET ||
602 hitter->subtype == SP_CONE)) { 596 hitter->subtype == SP_CONE)) {
603 i=4; 597 i=4;
604 map = hitter->map; 598 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y)) 599 if (out_of_map(map, hitter->x, hitter->y))
606 return; 600 return;
607 next = get_map_ob(map, hitter->x, hitter->y); 601 next = get_map_ob(map, hitter->x, hitter->y);
608 if (next) 602 if (next)
609 while(next) { 603 while(next) {
610 if (next->type == SPELL_EFFECT && 604 if (next->type == SPELL_EFFECT &&
611 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || 605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612 next->subtype == SP_CONE)) 606 next->subtype == SP_CONE))
613 i*=3; 607 i*=3;
614 tmp = next; 608 tmp = next;
615 next = tmp->above; 609 next = tmp->above;
616 } 610 }
617 if (i < 0) 611 if (i < 0)
618 return; 612 return;
619 if (rndm(0, i) != 0) 613 if (rndm(0, i) != 0)
620 return; 614 return;
621 } else if (rndm(0, 5) != 0) 615 } else if (rndm(0, 5) != 0)
622 return; 616 return;
623 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
626 } 620 }
627} 621}
628 622
629 623
630static int get_attack_mode (object **target, object **hitter, 624static int get_attack_mode (object **target, object **hitter,
631 int *simple_attack) 625 int *simple_attack)
632{ 626{
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 628 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1; 629 return 1;
636 } 630 }
645 if (QUERY_FLAG (*target, FLAG_REMOVED) 639 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED) 640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
648 { 642 {
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
650 "target\n", (*hitter)->arch->name, (*hitter)->name); 644 "target\n", &(*hitter)->arch->name, &(*hitter)->name);
651 return 1; 645 return 1;
652 } 646 }
653 *simple_attack = 0; 647 *simple_attack = 0;
654 return 0; 648 return 0;
655} 649}
673} 667}
674 668
675static void thrown_item_effect (object *, object *); 669static void thrown_item_effect (object *, object *);
676 670
677static int attack_ob_simple (object *op, object *hitter, int base_dam, 671static int attack_ob_simple (object *op, object *hitter, int base_dam,
678 int base_wc) 672 int base_wc)
679{ 673{
680 int simple_attack, roll, dam=0; 674 int simple_attack, roll, dam=0;
681 uint32 type; 675 uint32 type;
682 const char *op_name = NULL; 676 shstr op_name;
683 tag_t op_tag, hitter_tag; 677 tag_t op_tag, hitter_tag;
684 678
685 if (get_attack_mode (&op, &hitter, &simple_attack)) 679 if (get_attack_mode (&op, &hitter, &simple_attack))
686 goto error; 680 goto error;
687 681
688 if (hitter->current_weapon) 682 if (hitter->current_weapon)
689 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 683 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
690 return RESULT_INT (0); 684 return RESULT_INT (0);
691 685
692 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 686 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
693 return RESULT_INT (0); 687 return RESULT_INT (0);
694 688
700 * to avoid ever being hit by monsters. 694 * to avoid ever being hit by monsters.
701 */ 695 */
702 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) 696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
703 && op->speed_left > -(FABS(op->speed))*0.3) 697 && op->speed_left > -(FABS(op->speed))*0.3)
704 { 698 {
705 /* Decrease speed BEFORE calling process_object. Otherwise, an 699 /* Decrease speed BEFORE calling process_object. Otherwise, an
706 * infinite loop occurs, with process_object calling move_monster, 700 * infinite loop occurs, with process_object calling move_monster,
707 * which then gets here again. By decreasing the speed before 701 * which then gets here again. By decreasing the speed before
708 * we call process_object, the 'if' statement above will fail. 702 * we call process_object, the 'if' statement above will fail.
709 */ 703 */
710 op->speed_left--; 704 op->speed_left--;
711 process_object(op); 705 process_object(op);
712 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
713 || abort_attack (op, hitter, simple_attack)) 707 || abort_attack (op, hitter, simple_attack))
714 goto error; 708 goto error;
715 } 709 }
716 710
717 add_refcount(op_name = op->name); 711 op_name = op->name;
718 712
719 roll=random_roll(1, 20, hitter, PREFER_HIGH); 713 roll=random_roll(1, 20, hitter, PREFER_HIGH);
720 714
721 /* Adjust roll for various situations. */ 715 /* Adjust roll for various situations. */
722 if ( ! simple_attack) 716 if ( ! simple_attack)
723 roll += adj_attackroll(hitter,op); 717 roll += adj_attackroll(hitter,op);
724 718
725 /* See if we hit the creature */ 719 /* See if we hit the creature */
726 if(roll==20 || op->stats.ac>=base_wc-roll) { 720 if(roll==20 || op->stats.ac>=base_wc-roll) {
727 int hitdam = base_dam; 721 int hitdam = base_dam;
728 if (settings.casting_time == TRUE) { 722 if (settings.casting_time == TRUE) {
729 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
730 hitter->casting_time = -1; 724 hitter->casting_time = -1;
731 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
732 "your spell!"); 726 "your spell!");
733 } 727 }
734 if ((op->casting_time > -1)&&(hitdam > 0)){ 728 if ((op->casting_time > -1)&&(hitdam > 0)){
735 op->casting_time = -1; 729 op->casting_time = -1;
736 if (op->type == PLAYER) { 730 if (op->type == PLAYER) {
737 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
738 "your spell!"); 732 "your spell!");
739 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, 733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
740 "%s was hit by %s and lost a spell.", 734 "%s was hit by %s and lost a spell.",
741 op_name,hitter->name); 735 &op_name,&hitter->name);
742 } 736 }
743 } 737 }
744 } 738 }
745 if ( ! simple_attack) 739 if ( ! simple_attack)
746 { 740 {
747 /* If you hit something, the victim should *always* wake up. 741 /* If you hit something, the victim should *always* wake up.
748 * Before, invisible hitters could avoid doing this. 742 * Before, invisible hitters could avoid doing this.
749 * -b.t. */ 743 * -b.t. */
750 if (QUERY_FLAG (op, FLAG_SLEEP)) 744 if (QUERY_FLAG (op, FLAG_SLEEP))
775 || was_destroyed (op, op_tag) 769 || was_destroyed (op, op_tag)
776 || abort_attack (op, hitter, simple_attack)) 770 || abort_attack (op, hitter, simple_attack))
777 goto leave; 771 goto leave;
778 } 772 }
779 773
780 /* Need to do at least 1 damage, otherwise there is no point 774 /* Need to do at least 1 damage, otherwise there is no point
781 * to go further and it will cause FPE's below. 775 * to go further and it will cause FPE's below.
782 */ 776 */
783 if (hitdam<=0) hitdam=1; 777 if (hitdam<=0) hitdam=1;
784 778
785 type=hitter->attacktype; 779 type=hitter->attacktype;
786 if(!type) type=AT_PHYSICAL; 780 if(!type) type=AT_PHYSICAL;
787 /* Handle monsters that hit back */ 781 /* Handle monsters that hit back */
788 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
789 && QUERY_FLAG (hitter, FLAG_ALIVE)) 783 && QUERY_FLAG (hitter, FLAG_ALIVE))
790 { 784 {
791 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
792 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
793 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
794 PREFER_LOW),op, op->attacktype, 1); 788 PREFER_LOW),op, op->attacktype, 1);
795 if (was_destroyed (op, op_tag) 789 if (was_destroyed (op, op_tag)
796 || was_destroyed (hitter, hitter_tag) 790 || was_destroyed (hitter, hitter_tag)
797 || abort_attack (op, hitter, simple_attack)) 791 || abort_attack (op, hitter, simple_attack))
798 goto leave; 792 goto leave;
799 } 793 }
800 794
801 /* In the new attack code, it should handle multiple attack 795 /* In the new attack code, it should handle multiple attack
802 * types in its area, so remove it from here. 796 * types in its area, so remove it from here.
803 */ 797 */
804 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
805 hitter, type, 1); 799 hitter, type, 1);
806 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
807 || abort_attack (op, hitter, simple_attack)) 801 || abort_attack (op, hitter, simple_attack))
808 goto leave; 802 goto leave;
809 } /* end of if hitter hit op */ 803 } /* end of if hitter hit op */
810 /* if we missed, dam=0 */ 804 /* if we missed, dam=0 */
811 805
812 /*attack_message(dam, type, op, hitter);*/ 806 /*attack_message(dam, type, op, hitter);*/
813 807
815 809
816 error: 810 error:
817 dam = 1; 811 dam = 1;
818 812
819 leave: 813 leave:
820 if (op_name)
821 free_string (op_name);
822 814
823 return dam; 815 return dam;
824} 816}
825 817
826int attack_ob (object *op, object *hitter) 818int attack_ob (object *op, object *hitter)
842 * to the ground after a hit). What a good value for this is up to 834 * to the ground after a hit). What a good value for this is up to
843 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 835 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
844 * stick around. 836 * stick around.
845 */ 837 */
846 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 838 if (op->weight <= 5000 && tmp->stats.hp >= 0) {
847 if(tmp->head != NULL) 839 if(tmp->head != NULL)
848 tmp = tmp->head; 840 tmp = tmp->head;
849 remove_ob (op); 841 remove_ob (op);
850 op = insert_ob_in_ob(op,tmp); 842 op = insert_ob_in_ob(op,tmp);
851 if (tmp->type== PLAYER) 843 if (tmp->type== PLAYER)
852 esrv_send_item (tmp, op); 844 esrv_send_item (tmp, op);
853 return 1; 845 return 1;
854 } else 846 } else
855 return 0; 847 return 0;
856} 848}
857 849
858/* hit_with_arrow() disassembles the missile, attacks the victim and 850/* hit_with_arrow() disassembles the missile, attacks the victim and
859 * reassembles the missile. 851 * reassembles the missile.
860 * 852 *
925 if ( ! was_destroyed (victim, victim_tag) 917 if ( ! was_destroyed (victim, victim_tag)
926 && stick_arrow (hitter, victim)) 918 && stick_arrow (hitter, victim))
927 return NULL; 919 return NULL;
928 920
929 /* Else try to put arrow on victim's map square 921 /* Else try to put arrow on victim's map square
930 * remove check for P_WALL here. If the arrow got to this 922 * remove check for P_WALL here. If the arrow got to this
931 * space, that is good enough - with the new movement code, 923 * space, that is good enough - with the new movement code,
932 * there is now the potential for lots of spaces where something 924 * there is now the potential for lots of spaces where something
933 * can fly over but not otherwise move over. What is the correct 925 * can fly over but not otherwise move over. What is the correct
934 * way to handle those otherwise? 926 * way to handle those otherwise?
935 */ 927 */
936 if (victim_x != hitter->x || victim_y != hitter->y) { 928 if (victim_x != hitter->x || victim_y != hitter->y) {
937 remove_ob (hitter); 929 remove_ob (hitter);
938 hitter->x = victim_x; 930 hitter->x = victim_x;
939 hitter->y = victim_y; 931 hitter->y = victim_y;
940 insert_ob_in_map (hitter, victim->map, hitter,0); 932 insert_ob_in_map (hitter, victim->map, hitter,0);
944 } 936 }
945 return NULL; 937 return NULL;
946 } 938 }
947 939
948 if (hit_something && op->speed >= 10.0) 940 if (hit_something && op->speed >= 10.0)
949 op->speed -= 1.0; 941 op->speed -= 1.0;
950 942
951 /* Missile missed victim - reassemble missile */ 943 /* Missile missed victim - reassemble missile */
952 if (container) { 944 if (container) {
953 remove_ob (hitter); 945 remove_ob (hitter);
954 insert_ob_in_ob (hitter, container); 946 insert_ob_in_ob (hitter, container);
960void tear_down_wall(object *op) 952void tear_down_wall(object *op)
961{ 953{
962 int perc=0; 954 int perc=0;
963 955
964 if (!op->stats.maxhp) { 956 if (!op->stats.maxhp) {
965 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
966 perc = 1; 958 perc = 1;
967 } else if(!GET_ANIM_ID(op)) { 959 } else if(!GET_ANIM_ID(op)) {
968 /* Object has been called - no animations, so remove it */ 960 /* Object has been called - no animations, so remove it */
969 if(op->stats.hp<0) { 961 if(op->stats.hp<0) {
970 remove_ob(op); /* Should update LOS */ 962 remove_ob(op); /* Should update LOS */
971 free_object(op); 963 free_object(op);
972 /* Don't know why this is here - remove_ob should do it for us */ 964 /* Don't know why this is here - remove_ob should do it for us */
973 /*update_position(m, x, y);*/ 965 /*update_position(m, x, y);*/
974 } 966 }
975 return; /* no animations, so nothing more to do */ 967 return; /* no animations, so nothing more to do */
976 } 968 }
977 perc = NUM_ANIMATIONS(op) 969 perc = NUM_ANIMATIONS(op)
978 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
979 if (perc >= (int) NUM_ANIMATIONS(op)) 971 if (perc >= (int) NUM_ANIMATIONS(op))
980 perc = NUM_ANIMATIONS(op)-1; 972 perc = NUM_ANIMATIONS(op)-1;
981 else if (perc < 1) 973 else if (perc < 1)
982 perc = 1; 974 perc = 1;
983 SET_ANIMATION(op, perc); 975 SET_ANIMATION(op, perc);
984 update_object(op,UP_OBJ_FACE); 976 update_object(op,UP_OBJ_FACE);
985 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
986 if(op->face==blank_face) { 978 if(op->face==blank_face) {
987 /* If the last face is blank, remove the ob */ 979 /* If the last face is blank, remove the ob */
988 remove_ob(op); /* Should update LOS */ 980 remove_ob(op); /* Should update LOS */
989 free_object(op); 981 free_object(op);
990 982
991 /* remove_ob should call update_position for us */ 983 /* remove_ob should call update_position for us */
992 /*update_position(m, x, y);*/ 984 /*update_position(m, x, y);*/
993 985
994 } else { /* The last face was not blank, leave an image */ 986 } else { /* The last face was not blank, leave an image */
995 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
996 update_all_los(op->map, op->x, op->y); 988 update_all_los(op->map, op->x, op->y);
997 op->move_block = 0; 989 op->move_block = 0;
998 CLEAR_FLAG(op, FLAG_ALIVE); 990 CLEAR_FLAG(op, FLAG_ALIVE);
999 } 991 }
1000 } 992 }
1001} 993}
1002 994
1003void scare_creature(object *target, object *hitter) 995void scare_creature(object *target, object *hitter)
1004{ 996{
1017 * take. However, it will do other effects (paralyzation, slow, etc.) 1009 * take. However, it will do other effects (paralyzation, slow, etc.)
1018 * Note - changed for PR code - we now pass the attack number and not 1010 * Note - changed for PR code - we now pass the attack number and not
1019 * the attacktype. Makes it easier for the PR code. */ 1011 * the attacktype. Makes it easier for the PR code. */
1020 1012
1021int hit_player_attacktype(object *op, object *hitter, int dam, 1013int hit_player_attacktype(object *op, object *hitter, int dam,
1022 uint32 attacknum, int magic) { 1014 uint32 attacknum, int magic) {
1023 1015
1024 int doesnt_slay = 1; 1016 int doesnt_slay = 1;
1025 1017
1026 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1027 if (attacknum >= NROFATTACKS) { 1019 if (attacknum >= NROFATTACKS) {
1028 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1029 return 0; 1021 return 0;
1030 } 1022 }
1031 1023
1032 if (dam < 0) { 1024 if (dam < 0) {
1033 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1034 return 0; 1026 return 0;
1035 } 1027 }
1036 1028
1037 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1038 * people can't mess with that or it otherwise get confused. */ 1030 * people can't mess with that or it otherwise get confused. */
1039 if (attacknum == ATNR_INTERNAL) return dam; 1031 if (attacknum == ATNR_INTERNAL) return dam;
1040 1032
1041 if (hitter->slaying) { 1033 if (hitter->slaying) {
1042 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1043 (op->arch && (op->arch->name != NULL) && 1035 (op->arch && (op->arch->name != NULL) &&
1044 strstr(op->arch->name, hitter->slaying)) 1036 strstr(op->arch->name, hitter->slaying))
1045 ){ 1037 ){
1046 doesnt_slay = 0; 1038 doesnt_slay = 0;
1047 dam *= 3; 1039 dam *= 3;
1048 } 1040 }
1049 } 1041 }
1050 1042
1051 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1052 if (op->resist[attacknum]) { 1044 if (op->resist[attacknum]) {
1053 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1045 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1054 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1046 * in case 0>dam>1, we try to "simulate" a float value-effect */
1055 dam *= (100-op->resist[attacknum]); 1047 dam *= (100-op->resist[attacknum]);
1056 if (dam >= 100) dam /= 100; 1048 if (dam >= 100) dam /= 100;
1057 else 1049 else
1058 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
1059 } 1051 }
1060 1052
1061 /* Special hack. By default, if immune to something, you 1053 /* Special hack. By default, if immune to something, you
1062 * shouldn't need to worry. However, acid is an exception, since 1054 * shouldn't need to worry. However, acid is an exception, since
1063 * it can still damage your items. Only include attacktypes if 1055 * it can still damage your items. Only include attacktypes if
1064 * special processing is needed */ 1056 * special processing is needed */
1065 1057
1066 if ((op->resist[attacknum] >= 100) && 1058 if ((op->resist[attacknum] >= 100) &&
1067 doesnt_slay && (attacknum != ATNR_ACID)) 1059 doesnt_slay && (attacknum != ATNR_ACID))
1068 return 0; 1060 return 0;
1069 1061
1070 /* Keep this in order - makes things easier to find */ 1062 /* Keep this in order - makes things easier to find */
1071 1063
1072 switch(attacknum) { 1064 switch(attacknum) {
1073 case ATNR_PHYSICAL: 1065 case ATNR_PHYSICAL:
1074 /* here also check for diseases */ 1066 /* here also check for diseases */
1075 check_physically_infect(op, hitter); 1067 check_physically_infect(op, hitter);
1076 break; 1068 break;
1077 1069
1078 /* Don't need to do anything for: 1070 /* Don't need to do anything for:
1079 magic, 1071 magic,
1080 fire, 1072 fire,
1081 electricity, 1073 electricity,
1082 cold */ 1074 cold */
1083 1075
1084 case ATNR_CONFUSION: 1076 case ATNR_CONFUSION:
1085 case ATNR_POISON: 1077 case ATNR_POISON:
1086 case ATNR_SLOW: 1078 case ATNR_SLOW:
1087 case ATNR_PARALYZE: 1079 case ATNR_PARALYZE:
1088 case ATNR_FEAR: 1080 case ATNR_FEAR:
1089 case ATNR_CANCELLATION: 1081 case ATNR_CANCELLATION:
1090 case ATNR_DEPLETE: 1082 case ATNR_DEPLETE:
1091 case ATNR_BLIND: 1083 case ATNR_BLIND:
1092 { 1084 {
1093 /* chance for inflicting a special attack depends on the 1085 /* chance for inflicting a special attack depends on the
1094 * difference between attacker's and defender's level 1086 * difference between attacker's and defender's level
1095 */ 1087 */
1096 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1097 1089
1098 /* First, only creatures/players with speed can be affected. 1090 /* First, only creatures/players with speed can be affected.
1099 * Second, just getting hit doesn't mean it always affects 1091 * Second, just getting hit doesn't mean it always affects
1100 * you. Third, you still get a saving through against the 1092 * you. Third, you still get a saving through against the
1101 * effect. 1093 * effect.
1102 */ 1094 */
1103 if (op->speed && 1095 if (op->speed &&
1104 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1105 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1106 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1098 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1107 1099
1108 /* Player has been hit by something */ 1100 /* Player has been hit by something */
1109 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1110 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1111 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1112 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1113 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1114 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1115 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1117 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1109 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1118 } 1110 }
1119 dam = 0; /* These are all effects and don't do real damage */ 1111 dam = 0; /* These are all effects and don't do real damage */
1120 } 1112 }
1121 break; 1113 break;
1122 case ATNR_ACID: 1114 case ATNR_ACID:
1123 { 1115 {
1124 int flag=0; 1116 int flag=0;
1125 1117
1126 /* Items only get corroded if you're not on a battleground and 1118 /* Items only get corroded if you're not on a battleground and
1127 * if your acid resistance is below 50%. */ 1119 * if your acid resistance is below 50%. */
1128 if (!op_on_battleground(op, NULL, NULL) && 1120 if (!op_on_battleground(op, NULL, NULL) &&
1129 (op->resist[ATNR_ACID] < 50)) 1121 (op->resist[ATNR_ACID] < 50))
1130 { 1122 {
1131 object *tmp; 1123 object *tmp;
1132 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1133 if(tmp->invisible) 1125 if(tmp->invisible)
1134 continue; 1126 continue;
1135 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1136 (tmp->resist[ATNR_ACID] >= 10)) 1128 (tmp->resist[ATNR_ACID] >= 10))
1137 /* >= 10% acid res. on itmes will protect these */ 1129 /* >= 10% acid res. on itmes will protect these */
1138 continue; 1130 continue;
1139 if(!(tmp->material & M_IRON)) 1131 if(!(tmp->material & M_IRON))
1140 continue; 1132 continue;
1141 if(tmp->magic < -4) /* Let's stop at -5 */ 1133 if(tmp->magic < -4) /* Let's stop at -5 */
1142 continue; 1134 continue;
1143 if(tmp->type==RING || 1135 if(tmp->type==RING ||
1144 /* removed boots and gloves from exclusion list in 1136 /* removed boots and gloves from exclusion list in
1145 PR */ 1137 PR */
1146 tmp->type==GIRDLE || 1138 tmp->type==GIRDLE ||
1147 tmp->type==AMULET || 1139 tmp->type==AMULET ||
1148 tmp->type==WAND || 1140 tmp->type==WAND ||
1149 tmp->type==ROD || 1141 tmp->type==ROD ||
1150 tmp->type==HORN) 1142 tmp->type==HORN)
1151 continue; /* To avoid some strange effects */ 1143 continue; /* To avoid some strange effects */
1152 1144
1153 /* High damage acid has better chance of corroding 1145 /* High damage acid has better chance of corroding
1154 objects */ 1146 objects */
1155 if(rndm(0, dam+4) > 1147 if(rndm(0, dam+4) >
1156 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1157 if(op->type == PLAYER) 1149 if(op->type == PLAYER)
1158 /* Make this more visible */ 1150 /* Make this more visible */
1159 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1160 "The %s's acid corrodes your %s!", 1152 "The %s's acid corrodes your %s!",
1161 query_name(hitter), query_name(tmp)); 1153 query_name(hitter), query_name(tmp));
1162 flag = 1; 1154 flag = 1;
1163 tmp->magic--; 1155 tmp->magic--;
1164 if(op->type == PLAYER) 1156 if(op->type == PLAYER)
1165 esrv_send_item(op, tmp); 1157 esrv_send_item(op, tmp);
1166 } 1158 }
1167 } 1159 }
1168 if(flag) 1160 if(flag)
1169 fix_player(op); /* Something was corroded */ 1161 fix_player(op); /* Something was corroded */
1170 } 1162 }
1171 } 1163 }
1172 break; 1164 break;
1173 case ATNR_DRAIN: 1165 case ATNR_DRAIN:
1174 { 1166 {
1175 /* rate is the proportion of exp drained. High rate means 1167 /* rate is the proportion of exp drained. High rate means
1176 * not much is drained, low rate means a lot is drained. 1168 * not much is drained, low rate means a lot is drained.
1177 */ 1169 */
1178 int rate; 1170 int rate;
1179 1171
1180 if(op->resist[ATNR_DRAIN] >= 0) 1172 if(op->resist[ATNR_DRAIN] >= 0)
1181 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1173 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1182 else 1174 else
1183 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1184 1176
1185 if(op->stats.exp <= rate) { 1177 if(op->stats.exp <= rate) {
1186 if(op->type == GOLEM) 1178 if(op->type == GOLEM)
1187 dam = 999; /* Its force is "sucked" away. 8) */ 1179 dam = 999; /* Its force is "sucked" away. 8) */
1188 else 1180 else
1189 /* If we can't drain, lets try to do physical damage */ 1181 /* If we can't drain, lets try to do physical damage */
1190 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1191 } else { 1183 } else {
1192 /* Randomly give the hitter some hp */ 1184 /* Randomly give the hitter some hp */
1193 if(hitter->stats.hp<hitter->stats.maxhp && 1185 if(hitter->stats.hp<hitter->stats.maxhp &&
1194 (op->level > hitter->level) && 1186 (op->level > hitter->level) &&
1195 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1187 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1196 hitter->stats.hp++; 1188 hitter->stats.hp++;
1197 1189
1198 /* Can't do drains on battleground spaces. 1190 /* Can't do drains on battleground spaces.
1199 * Move the wiz check up here - before, the hitter wouldn't gain exp 1191 * Move the wiz check up here - before, the hitter wouldn't gain exp
1200 * exp, but the wiz would still lose exp! If drainee is a wiz, 1192 * exp, but the wiz would still lose exp! If drainee is a wiz,
1201 * nothing happens. 1193 * nothing happens.
1202 * Try to credit the owner. We try to display player -> player drain 1194 * Try to credit the owner. We try to display player -> player drain
1203 * attacks, hence all the != PLAYER checks. 1195 * attacks, hence all the != PLAYER checks.
1204 */ 1196 */
1205 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1206 object *owner = get_owner(hitter); 1198 object *owner = get_owner(hitter);
1207 1199
1208 if (owner && owner != hitter) { 1200 if (owner && owner != hitter) {
1209 if (op->type != PLAYER || owner->type != PLAYER) 1201 if (op->type != PLAYER || owner->type != PLAYER)
1210 change_exp(owner, op->stats.exp/(rate*2), 1202 change_exp(owner, op->stats.exp/(rate*2),
1211 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL);
1212 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1204 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1213 change_exp(hitter, op->stats.exp/(rate*2), 1205 change_exp(hitter, op->stats.exp/(rate*2),
1214 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0);
1215 } 1207 }
1216 change_exp(op,-op->stats.exp/rate, NULL, 0); 1208 change_exp(op,-op->stats.exp/rate, NULL, 0);
1217 } 1209 }
1218 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1219 * drain attack, you won't know that you are actually sucking out EXP, 1211 * drain attack, you won't know that you are actually sucking out EXP,
1220 * as the messages will say you missed 1212 * as the messages will say you missed
1221 */ 1213 */
1222 } 1214 }
1223 } 1215 }
1224 break; 1216 break;
1225 case ATNR_TURN_UNDEAD: 1217 case ATNR_TURN_UNDEAD:
1226 { 1218 {
1227 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1228 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1229 object *god = find_god (determine_god (owner)); 1221 object *god = find_god (determine_god (owner));
1230 int div = 1; 1222 int div = 1;
1231 1223
1232 /* if undead are not an enemy of your god, you turn them 1224 /* if undead are not an enemy of your god, you turn them
1233 * at half strength */ 1225 * at half strength */
1234 if (! god || ! god->slaying || 1226 if (! god || ! god->slaying ||
1235 strstr (god->slaying, undead_name) == NULL) 1227 strstr (god->slaying, undead_name) == NULL)
1236 div = 2; 1228 div = 2;
1237 /* Give a bonus if you resist turn undead */ 1229 /* Give a bonus if you resist turn undead */
1238 if (op->level * div < 1230 if (op->level * div <
1239 (turn_bonus[owner->stats.Wis]+owner->level + 1231 (turn_bonus[owner->stats.Wis]+owner->level +
1240 (op->resist[ATNR_TURN_UNDEAD]/100))) 1232 (op->resist[ATNR_TURN_UNDEAD]/100)))
1241 scare_creature(op, owner); 1233 scare_creature(op, owner);
1242 } 1234 }
1243 else 1235 else
1244 dam = 0; /* don't damage non undead - should we damage 1236 dam = 0; /* don't damage non undead - should we damage
1245 undead? */ 1237 undead? */
1246 } break; 1238 } break;
1247 case ATNR_DEATH: 1239 case ATNR_DEATH:
1248 deathstrike_player(op, hitter, &dam); 1240 deathstrike_player(op, hitter, &dam);
1249 break; 1241 break;
1250 case ATNR_CHAOS: 1242 case ATNR_CHAOS:
1251 LOG(llevError, 1243 LOG(llevError,
1252 "%s was hit by %s with non-specific chaos.\n", 1244 "%s was hit by %s with non-specific chaos.\n",
1253 query_name(op), 1245 query_name(op),
1254 query_name(hitter)); 1246 query_name(hitter));
1255 dam = 0; 1247 dam = 0;
1256 break; 1248 break;
1257 case ATNR_COUNTERSPELL: 1249 case ATNR_COUNTERSPELL:
1258 LOG(llevError, 1250 LOG(llevError,
1259 "%s was hit by %s with counterspell attack.\n", 1251 "%s was hit by %s with counterspell attack.\n",
1260 query_name(op), 1252 query_name(op),
1261 query_name(hitter)); 1253 query_name(hitter));
1262 dam = 0; 1254 dam = 0;
1263 /* This should never happen. Counterspell is handled 1255 /* This should never happen. Counterspell is handled
1264 * seperately and filtered out. If this does happen, 1256 * seperately and filtered out. If this does happen,
1265 * Counterspell has no effect on anything but spells, so it 1257 * Counterspell has no effect on anything but spells, so it
1266 * does no damage. */ 1258 * does no damage. */
1267 break; 1259 break;
1268 case ATNR_HOLYWORD: 1260 case ATNR_HOLYWORD:
1269 { 1261 {
1270 /* This has already been handled by hit_player, 1262 /* This has already been handled by hit_player,
1271 * no need to check twice -- DAMN */ 1263 * no need to check twice -- DAMN */
1272 1264
1273 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1274 1266
1275 /* As with turn undead above, give a bonus on the saving throw */ 1267 /* As with turn undead above, give a bonus on the saving throw */
1276 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1277 owner->level+turn_bonus[owner->stats.Wis]) 1269 owner->level+turn_bonus[owner->stats.Wis])
1278 scare_creature(op, owner); 1270 scare_creature(op, owner);
1279 } break; 1271 } break;
1280 case ATNR_LIFE_STEALING: 1272 case ATNR_LIFE_STEALING:
1281 { 1273 {
1282 int new_hp; 1274 int new_hp;
1283 /* this is replacement to drain for players, instead of taking 1275 /* this is replacement to drain for players, instead of taking
1284 * exp it takes hp. It is geared for players, probably not 1276 * exp it takes hp. It is geared for players, probably not
1285 * much use giving it to monsters 1277 * much use giving it to monsters
1286 * 1278 *
1287 * life stealing doesn't do a lot of damage, but it gives the 1279 * life stealing doesn't do a lot of damage, but it gives the
1288 * damage it does do to the player. Given that, 1280 * damage it does do to the player. Given that,
1289 * it only does 1/10'th normal damage (hence the divide by 1281 * it only does 1/10'th normal damage (hence the divide by
1290 * 1000). 1282 * 1000).
1291 */ 1283 */
1292 /* You can't steal life from something undead */ 1284 /* You can't steal life from something undead */
1293 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1294 /* If drain protection is higher than life stealing, use that */ 1286 /* If drain protection is higher than life stealing, use that */
1295 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1296 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1297 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1298 /* You die at -1 hp, not zero. */ 1290 /* You die at -1 hp, not zero. */
1299 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1300 new_hp = hitter->stats.hp + dam; 1292 new_hp = hitter->stats.hp + dam;
1301 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1302 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1303 } 1295 }
1304 } 1296 }
1305 return dam; 1297 return dam;
1306} 1298}
1307 1299
1330 int pk=0; /* true if op and what controls hitter are both players*/ 1322 int pk=0; /* true if op and what controls hitter are both players*/
1331 object *owner=NULL; 1323 object *owner=NULL;
1332 object *skop=NULL; 1324 object *skop=NULL;
1333 1325
1334 if (op->stats.hp>=0) 1326 if (op->stats.hp>=0)
1335 return -1; 1327 return -1;
1336 1328
1337 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1338 return 0; 1330 return 0;
1339 1331
1340 /* maxdam needs to be the amount of damage it took to kill 1332 /* maxdam needs to be the amount of damage it took to kill
1342 * adjusted the creatures HP total, so that is negative. 1334 * adjusted the creatures HP total, so that is negative.
1343 */ 1335 */
1344 maxdam = dam + op->stats.hp + 1; 1336 maxdam = dam + op->stats.hp + 1;
1345 1337
1346 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW))
1347 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */
1348 1340
1349 if(op->type==DOOR) { 1341 if(op->type==DOOR) {
1350 op->speed = 0.1; 1342 op->speed = 0.1;
1351 update_ob_speed(op); 1343 update_ob_speed(op);
1352 op->speed_left= -0.05; 1344 op->speed_left= -0.05;
1353 return maxdam; 1345 return maxdam;
1354 } 1346 }
1355 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1356 remove_friendly_object(op); 1348 remove_friendly_object(op);
1357 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1349 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1358 op->owner->contr->ranges[range_golem] == op) { 1350 op->owner->contr->ranges[range_golem] == op) {
1359 op->owner->contr->ranges[range_golem]=NULL; 1351 op->owner->contr->ranges[range_golem]=NULL;
1360 op->owner->contr->golem_count=0; 1352 op->owner->contr->golem_count=0;
1361 } 1353 }
1362 1354
1363 remove_ob(op); 1355 remove_ob(op);
1364 free_object(op); 1356 free_object(op);
1365 return maxdam; 1357 return maxdam;
1366 } 1358 }
1367 1359
1368 /* Now lets start dealing with experience we get for killing something */ 1360 /* Now lets start dealing with experience we get for killing something */
1369 1361
1370 owner=get_owner(hitter); 1362 owner=get_owner(hitter);
1371 if(owner==NULL) 1363 if(owner==NULL)
1372 owner=hitter; 1364 owner=hitter;
1373 1365
1374 /* is the victim (op) standing on battleground? */ 1366 /* is the victim (op) standing on battleground? */
1375 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1367 if (op_on_battleground(op, NULL, NULL)) battleg=1;
1376 1368
1377 /* is this player killing?*/ 1369 /* is this player killing?*/
1378 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1;
1379 1371
1380 /* Player killed something */ 1372 /* Player killed something */
1381 if(owner->type==PLAYER) { 1373 if(owner->type==PLAYER) {
1382 Log_Kill(owner->name, 1374 Log_Kill(owner->name,
1383 query_name(op),op->type, 1375 query_name(op),op->type,
1384 (owner!=hitter) ? query_name(hitter) : NULL, 1376 (owner!=hitter) ? query_name(hitter) : NULL,
1385 (owner!=hitter) ? hitter->type : 0); 1377 (owner!=hitter) ? hitter->type : 0);
1386 1378
1387 /* Log players killing other players - makes it easier to detect 1379 /* Log players killing other players - makes it easier to detect
1388 * and filter out malicious player killers - that is why the 1380 * and filter out malicious player killers - that is why the
1389 * ip address is included. 1381 * ip address is included.
1390 */ 1382 */
1391 if (op->type == PLAYER && !battleg) { 1383 if (op->type == PLAYER && !battleg) {
1392 time_t t=time(NULL); 1384 time_t t=time(NULL);
1393 struct tm *tmv; 1385 struct tm *tmv;
1394 char buf[256]; 1386 char buf[256];
1395 1387
1396 tmv = localtime(&t); 1388 tmv = localtime(&t);
1397 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv);
1398 1390
1399 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n",
1400 buf, owner->name, owner->contr->socket.host, query_name(op)); 1392 buf, &owner->name, owner->contr->socket.host, query_name(op));
1401 } 1393 }
1402 1394
1403 /* try to filter some things out - basically, if you are 1395 /* try to filter some things out - basically, if you are
1404 * killing a level 1 creature and your level 20, you 1396 * killing a level 1 creature and your level 20, you
1405 * probably don't want to see that. 1397 * probably don't want to see that.
1406 */ 1398 */
1407 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) {
1408 if(owner!=hitter) { 1400 if(owner!=hitter) {
1409 new_draw_info_format(NDI_BLACK, 0, owner, 1401 new_draw_info_format(NDI_BLACK, 0, owner,
1410 "You killed %s with %s.",query_name(op), 1402 "You killed %s with %s.",query_name(op),
1411 query_name(hitter)); 1403 query_name(hitter));
1412 } 1404 }
1413 else { 1405 else {
1414 new_draw_info_format(NDI_BLACK, 0, owner, 1406 new_draw_info_format(NDI_BLACK, 0, owner,
1415 "You killed %s.",query_name(op)); 1407 "You killed %s.",query_name(op));
1416 } 1408 }
1417 /* Only play sounds for melee kills */ 1409 /* Only play sounds for melee kills */
1418 if (hitter->type == PLAYER) 1410 if (hitter->type == PLAYER)
1419 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1420 } 1412 }
1421 1413
1422 /* If a player kills another player, not on 1414 /* If a player kills another player, not on
1423 * battleground, the "killer" looses 1 luck. Since this is 1415 * battleground, the "killer" looses 1 luck. Since this is
1424 * not reversible, it's actually quite a pain IMHO. -AV 1416 * not reversible, it's actually quite a pain IMHO. -AV
1425 * Fix bug in that we were changing the luck of the hitter, not 1417 * Fix bug in that we were changing the luck of the hitter, not
1426 * player that the object belonged to - so if you killed another player 1418 * player that the object belonged to - so if you killed another player
1427 * with spells, pets, whatever, there was no penalty. 1419 * with spells, pets, whatever, there was no penalty.
1428 * Changed to make luck penalty configurable in settings. 1420 * Changed to make luck penalty configurable in settings.
1429 */ 1421 */
1430 if(op->type == PLAYER && owner != op && !battleg) 1422 if(op->type == PLAYER && owner != op && !battleg)
1431 change_luck(owner, -settings.pk_luck_penalty); 1423 change_luck(owner, -settings.pk_luck_penalty);
1432 1424
1433 /* This code below deals with finding the appropriate skill 1425 /* This code below deals with finding the appropriate skill
1434 * to credit exp to. This is a bit problematic - we should 1426 * to credit exp to. This is a bit problematic - we should
1435 * probably never really have to look at current_weapon->skill 1427 * probably never really have to look at current_weapon->skill
1436 */ 1428 */
1437 skill = NULL; 1429 skill = NULL;
1438 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1439 else if (owner->chosen_skill) { 1431 else if (owner->chosen_skill) {
1440 skill = owner->chosen_skill->skill; 1432 skill = owner->chosen_skill->skill;
1441 skop = owner->chosen_skill; 1433 skop = owner->chosen_skill;
1442 } 1434 }
1443 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1444 else 1436 else
1445 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1446 1438
1447 /* We have the skill we want to credit to - now find the object this goes 1439 /* We have the skill we want to credit to - now find the object this goes
1448 * to. Make sure skop is an actual skill, and not a skill tool! 1440 * to. Make sure skop is an actual skill, and not a skill tool!
1449 */ 1441 */
1450 if ((!skop || skop->type != SKILL) && skill) { 1442 if ((!skop || skop->type != SKILL) && skill) {
1451 int i; 1443 int i;
1452 1444
1453 for (i=0; i<NUM_SKILLS; i++) 1445 for (i=0; i<NUM_SKILLS; i++)
1454 if (owner->contr->last_skill_ob[i] && 1446 if (owner->contr->last_skill_ob[i] &&
1455 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1456 skop = owner->contr->last_skill_ob[i]; 1448 skop = owner->contr->last_skill_ob[i];
1457 break; 1449 break;
1458 } 1450 }
1459 } 1451 }
1460 } /* Was it a player that hit somethign */ 1452 } /* Was it a player that hit somethign */
1461 else { 1453 else {
1462 skill = NULL; 1454 skill = NULL;
1463 } 1455 }
1464 1456
1465 /* Pet (or spell) killed something. */ 1457 /* Pet (or spell) killed something. */
1466 if(owner != hitter ) { 1458 if(owner != hitter ) {
1467 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name,
1468 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1469 } 1461 }
1470 else { 1462 else {
1471 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name,
1472 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1473 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1474 } 1466 }
1475 /* These may have been set in the player code section above */ 1467 /* These may have been set in the player code section above */
1476 if (!skop) skop = hitter->chosen_skill; 1468 if (!skop) skop = hitter->chosen_skill;
1477 if (!skill && skop) skill=skop->skill; 1469 if (!skill && skop) skill=skop->skill;
1478 1470
1479 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1480 1472
1481 1473
1482 /* If you didn't kill yourself, and your not the wizard */ 1474 /* If you didn't kill yourself, and your not the wizard */
1483 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1484 int exp; 1476 int exp;
1485 1477
1486 /* Really don't give much experience for killing other players */ 1478 /* Really don't give much experience for killing other players */
1487 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1488 if (op->type==PLAYER) { 1480 if (op->type==PLAYER) {
1489 if (battleg) { 1481 if (battleg) {
1490 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); 1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1491 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); 1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1492 } 1484 }
1493 else 1485 else
1494 exp = op->stats.exp / 1000; 1486 exp = op->stats.exp / 1000;
1495 } 1487 }
1496 else 1488 else
1497 exp = calc_skill_exp(owner, op, skop); 1489 exp = calc_skill_exp(owner, op, skop);
1498 1490
1499 /* if op is standing on "battleground" (arena), no way to gain 1491 /* if op is standing on "battleground" (arena), no way to gain
1500 * exp by killing him 1492 * exp by killing him
1501 */ 1493 */
1502 if (battleg) exp = 0; 1494 if (battleg) exp = 0;
1503 1495
1504 /* Don't know why this is set this way - doesn't make 1496 /* Don't know why this is set this way - doesn't make
1505 * sense to just divide everything by two for no reason. 1497 * sense to just divide everything by two for no reason.
1506 */ 1498 */
1507 1499
1508 if (!settings.simple_exp) 1500 if (!settings.simple_exp)
1509 exp=exp/2; 1501 exp=exp/2;
1510 1502
1511 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1503 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1512 change_exp(owner,exp, skill, 0); 1504 change_exp(owner,exp, skill, 0);
1513 } 1505 }
1514 else { 1506 else {
1515 int shares=0,count=0; 1507 int shares=0,count=0;
1516 1508
1517 player *pl; 1509 player *pl;
1518 1510
1519 partylist *party=owner->contr->party; 1511 partylist *party=owner->contr->party;
1520#ifdef PARTY_KILL_LOG 1512#ifdef PARTY_KILL_LOG
1521 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1513 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1522#endif 1514#endif
1523 for(pl=first_player;pl!=NULL;pl=pl->next) { 1515 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 count++;
1526 shares+=(pl->ob->level+4);
1527 }
1528 }
1529 if(count==1 || shares>exp)
1530 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1531 else {
1532 int share=exp/shares,given=0,nexp;
1533 for(pl=first_player;pl!=NULL;pl=pl->next) {
1534 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1535 nexp=(pl->ob->level+4)*share; 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;
1536 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); 1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1537 given+=nexp; 1529 given+=nexp;
1538 } 1530 }
1539 } 1531 }
1540 exp-=given; 1532 exp-=given;
1541 /* give any remainder to the player */ 1533 /* give any remainder to the player */
1542 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); 1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1543 } 1535 }
1544 } /* else part of a party */ 1536 } /* else part of a party */
1545 1537
1546 } /* end if person didn't kill himself */ 1538 } /* end if person didn't kill himself */
1547 1539
1548 if(op->type!=PLAYER) { 1540 if(op->type!=PLAYER) {
1549 if(QUERY_FLAG(op,FLAG_FRIENDLY)) { 1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1550 object *owner1 = get_owner(op); 1542 object *owner1 = get_owner(op);
1551 1543
1552 if(owner1!= NULL && owner1->type == PLAYER) { 1544 if(owner1!= NULL && owner1->type == PLAYER) {
1553 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); 1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1554 /* Maybe we should include the owner that killed this, maybe not */ 1546 /* Maybe we should include the owner that killed this, maybe not */
1555 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", 1547 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1556 op->name,hitter->name); 1548 &op->name,&hitter->name);
1557 } 1549 }
1558 remove_friendly_object(op); 1550 remove_friendly_object(op);
1559 } 1551 }
1560 remove_ob(op); 1552 remove_ob(op);
1561 free_object(op); 1553 free_object(op);
1562 } 1554 }
1563 /* Player has been killed! */ 1555 /* Player has been killed! */
1564 else { 1556 else {
1565 if(owner->type==PLAYER) { 1557 if(owner->type==PLAYER) {
1566 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); 1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1567 } 1559 }
1568 else { 1560 else {
1569 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1561 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1570 op->contr->killer[BIG_NAME-1]='\0'; 1562 op->contr->killer[BIG_NAME-1]='\0';
1571 } 1563 }
1572 } 1564 }
1573 /* This was return -1 - that doesn't seem correct - if we return -1, process 1565 /* This was return -1 - that doesn't seem correct - if we return -1, process
1574 * continues in the calling function. 1566 * continues in the calling function.
1575 */ 1567 */
1576 return maxdam; 1568 return maxdam;
1581 */ 1573 */
1582 1574
1583int friendly_fire(object *op, object *hitter){ 1575int friendly_fire(object *op, object *hitter){
1584 object *owner; 1576 object *owner;
1585 int friendlyfire; 1577 int friendlyfire;
1586 1578
1587 if (hitter->head) hitter=hitter->head; 1579 if (hitter->head) hitter=hitter->head;
1588 1580
1589 friendlyfire = 0; 1581 friendlyfire = 0;
1590 1582
1591 if(op->type == PLAYER) { 1583 if(op->type == PLAYER) {
1592 if (op_on_battleground (hitter, 0, 0)) 1584 if (op_on_battleground (hitter, 0, 0))
1593 return 0; 1585 return 0;
1594 1586
1595 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1596 return 1; 1588 return 1;
1597 1589
1598 if((owner = get_owner(hitter))!=NULL) { 1590 if((owner = get_owner(hitter))!=NULL) {
1599 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1591 if(owner->type == PLAYER && owner->contr->peaceful == 1)
1600 friendlyfire = 2; 1592 friendlyfire = 2;
1601 } 1593 }
1602 1594
1603 if (hitter->type == SPELL || hitter->type == POISONING || 1595 if (hitter->type == SPELL || hitter->type == POISONING ||
1604 hitter->type == DISEASE || hitter->type == RUNE) 1596 hitter->type == DISEASE || hitter->type == RUNE)
1605 friendlyfire = 0; 1597 friendlyfire = 0;
1606 } 1598 }
1607 return friendlyfire; 1599 return friendlyfire;
1608} 1600}
1609 1601
1610 1602
1649 1641
1650 op_tag = op->count; 1642 op_tag = op->count;
1651 hitter_tag = hitter->count; 1643 hitter_tag = hitter->count;
1652 1644
1653 if (body_attack) { 1645 if (body_attack) {
1654 /* slow and paralyze must hit the head. But we don't want to just 1646 /* slow and paralyze must hit the head. But we don't want to just
1655 * return - we still need to process other attacks the spell still 1647 * return - we still need to process other attacks the spell still
1656 * might have. So just remove the paralyze and slow attacktypes, 1648 * might have. So just remove the paralyze and slow attacktypes,
1657 * and keep on processing if we have other attacktypes. 1649 * and keep on processing if we have other attacktypes.
1658 * return if only magic or nothing is left - under normal code 1650 * return if only magic or nothing is left - under normal code
1659 * we don't attack with pure magic if there is another attacktype. 1651 * we don't attack with pure magic if there is another attacktype.
1660 * Only do processing if the initial attacktype includes one of those 1652 * Only do processing if the initial attacktype includes one of those
1661 * attack so we don't cancel out things like magic bullet. 1653 * attack so we don't cancel out things like magic bullet.
1662 */ 1654 */
1663 if (type & (AT_PARALYZE | AT_SLOW)) { 1655 if (type & (AT_PARALYZE | AT_SLOW)) {
1664 type &= ~(AT_PARALYZE | AT_SLOW); 1656 type &= ~(AT_PARALYZE | AT_SLOW);
1665 if (!type || type==AT_MAGIC) return 0; 1657 if (!type || type==AT_MAGIC) return 0;
1666 } 1658 }
1667 } 1659 }
1668 1660
1669 if ( ! simple_attack && op->type == DOOR) { 1661 if ( ! simple_attack && op->type == DOOR) {
1670 object *tmp; 1662 object *tmp;
1671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1663 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1682 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) { 1674 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1683 /* FIXME: If a player is killed by a rune in a door, the 1675 /* FIXME: If a player is killed by a rune in a door, the
1684 * was_destroyed() check above doesn't return, and might get here. 1676 * was_destroyed() check above doesn't return, and might get here.
1685 */ 1677 */
1686 LOG (llevDebug, "victim (arch %s, name %s) already dead in " 1678 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1687 "hit_player()\n", op->arch->name, op->name); 1679 "hit_player()\n", &op->arch->name, &op->name);
1688 return 0; 1680 return 0;
1689 } 1681 }
1690 1682
1691#ifdef ATTACK_DEBUG 1683#ifdef ATTACK_DEBUG
1692 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); 1684 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1693#endif 1685#endif
1695 if (magic) { 1687 if (magic) {
1696 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1688 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1697 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1689 * in case 0>dam>1, we try to "simulate" a float value-effect */
1698 dam = dam*(100-op->resist[ATNR_MAGIC]); 1690 dam = dam*(100-op->resist[ATNR_MAGIC]);
1699 if (dam >= 100) 1691 if (dam >= 100)
1700 dam /= 100; 1692 dam /= 100;
1701 else 1693 else
1702 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1694 dam = (dam > (rndm(0, 99))) ? 1 : 0;
1703 } 1695 }
1704 1696
1705 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1706 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1698 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1707 */ 1699 */
1715 * holyword is part of an attacktype, then make sure the creature is 1707 * holyword is part of an attacktype, then make sure the creature is
1716 * a proper match, otherwise no damage. 1708 * a proper match, otherwise no damage.
1717 */ 1709 */
1718 if (type & AT_HOLYWORD) { 1710 if (type & AT_HOLYWORD) {
1719 object *god; 1711 object *god;
1720 if ((!hitter->slaying || 1712 if ((!hitter->slaying ||
1721 (!(op->race && strstr(hitter->slaying,op->race)) && 1713 (!(op->race && strstr(hitter->slaying,op->race)) &&
1722 !(op->name && strstr(hitter->slaying,op->name)))) && 1714 !(op->name && strstr(hitter->slaying,op->name)))) &&
1723 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1715 (!QUERY_FLAG(op,FLAG_UNDEAD) ||
1724 (hitter->title != NULL 1716 (hitter->title != NULL
1725 && (god = find_god(determine_god(hitter))) != NULL 1717 && (god = find_god(determine_god(hitter))) != NULL
1726 && god->race != NULL 1718 && god->race != NULL
1727 && strstr(god->race,undead_name) != NULL))) 1719 && strstr(god->race,undead_name) != NULL)))
1728 return 0; 1720 return 0;
1729 } 1721 }
1730 1722
1731 maxattacktype = type; /* initialize this to something */ 1723 maxattacktype = type; /* initialize this to something */
1732 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) {
1733 /* Magic isn't really a true attack type - it gets combined with other 1725 /* Magic isn't really a true attack type - it gets combined with other
1734 * attack types. As such, skip it over. However, if magic is 1726 * attack types. As such, skip it over. However, if magic is
1735 * the only attacktype in the group, then still attack with it 1727 * the only attacktype in the group, then still attack with it
1736 */
1737 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1738
1739 /* Go through and hit the player with each attacktype, one by one.
1740 * hit_player_attacktype only figures out the damage, doesn't inflict
1741 * it. It will do the appropriate action for attacktypes with
1742 * effects (slow, paralization, etc.
1743 */ 1728 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue;
1730
1731 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc.
1735 */
1744 if (type & attacktype) { 1736 if (type & attacktype) {
1745 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic);
1746 /* the >= causes us to prefer messages from special attacks, if 1738 /* the >= causes us to prefer messages from special attacks, if
1747 * the damage is equal. 1739 * the damage is equal.
1748 */ 1740 */
1749 if (ndam >= maxdam) { 1741 if (ndam >= maxdam) {
1750 maxdam = ndam; 1742 maxdam = ndam;
1751 maxattacktype = 1<<attacknum; 1743 maxattacktype = 1<<attacknum;
1744 }
1745 }
1752 } 1746 }
1753 } 1747
1754 }
1755
1756 /* if this is friendly fire then do a set % of damage only 1748 /* if this is friendly fire then do a set % of damage only
1757 * Note - put a check in to make sure this attack is actually 1749 * Note - put a check in to make sure this attack is actually
1758 * doing damage - otherwise, the +1 in the code below will make 1750 * doing damage - otherwise, the +1 in the code below will make
1759 * an attack do damage before when it otherwise didn't 1751 * an attack do damage before when it otherwise didn't
1760 */ 1752 */
1761 friendlyfire = friendly_fire(op, hitter); 1753 friendlyfire = friendly_fire(op, hitter);
1762 if (friendlyfire && maxdam){ 1754 if (friendlyfire && maxdam){
1763 maxdam = ((dam * settings.set_friendly_fire) / 100); 1755 maxdam = ((dam * settings.set_friendly_fire) / 100);
1764#ifndef COZY_SERVER 1756#ifndef COZY_SERVER
1765 maxdam++; 1757 maxdam++;
1766#endif 1758#endif
1767 1759
1768#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1769 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1761 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1770 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1762 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1771#endif 1763#endif
1772 } 1764 }
1773 1765
1774 if (!full_hit) { 1766 if (!full_hit) {
1775 archetype *at; 1767 archetype *at;
1776 int area; 1768 int area;
1777 int remainder; 1769 int remainder;
1778 1770
1779 area = 0; 1771 area = 0;
1780 for(at = op->arch; at != NULL; at = at->more) 1772 for(at = op->arch; at != NULL; at = at->more)
1781 area++; 1773 area++;
1782 assert(area > 0); 1774 assert(area > 0);
1783 1775
1784 /* basically: maxdam /= area; we try to "simulate" a float 1776 /* basically: maxdam /= area; we try to "simulate" a float
1785 value-effect */ 1777 value-effect */
1786 remainder = 100*(maxdam%area)/area; 1778 remainder = 100*(maxdam%area)/area;
1787 maxdam /= area; 1779 maxdam /= area;
1788 if (RANDOM()%100 < remainder) 1780 if (RANDOM()%100 < remainder)
1789 maxdam++; 1781 maxdam++;
1790 } 1782 }
1791 1783
1792#ifdef ATTACK_DEBUG 1784#ifdef ATTACK_DEBUG
1793 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); 1785 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1794#endif 1786#endif
1795 1787
1796 if(get_owner(hitter)) 1788 if(get_owner(hitter))
1797 op->enemy=hitter->owner; 1789 op->enemy=hitter->owner;
1798 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE))
1799 op->enemy=hitter; 1791 op->enemy=hitter;
1800 1792
1801 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) {
1802 /* The unaggressives look after themselves 8) */ 1794 /* The unaggressives look after themselves 8) */
1803 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
1804 npc_call_help(op); 1796 npc_call_help(op);
1805 } 1797 }
1806 1798
1807 if (magic && did_make_save(op, op->level, 0)) 1799 if (magic && did_make_save(op, op->level, 0))
1808 maxdam=maxdam/2; 1800 maxdam=maxdam/2;
1809 1801
1810 attack_message(maxdam, maxattacktype, op, hitter); 1802 attack_message(maxdam, maxattacktype, op, hitter);
1811 1803
1812 op->stats.hp-=maxdam; 1804 op->stats.hp-=maxdam;
1813 1805
1814 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1815 if ((op->stats.hp>=0) && 1807 if ((op->stats.hp>=0) &&
1816 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) &&
1817 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)*
1818 (float)op->stats.maxhp)) { 1810 (float)op->stats.maxhp)) {
1819 1811
1820 if (QUERY_FLAG(op, FLAG_MONSTER)) 1812 if (QUERY_FLAG(op, FLAG_MONSTER))
1821 SET_FLAG(op, FLAG_RUN_AWAY); 1813 SET_FLAG(op, FLAG_RUN_AWAY);
1822 else 1814 else
1823 scare_creature(op, hitter); 1815 scare_creature(op, hitter);
1824 } 1816 }
1825 1817
1826 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1827 if (maxdam) 1819 if (maxdam)
1828 tear_down_wall(op); 1820 tear_down_wall(op);
1829 return maxdam; /* nothing more to do for wall */ 1821 return maxdam; /* nothing more to do for wall */
1830 } 1822 }
1831 1823
1832 /* See if the creature has been killed */ 1824 /* See if the creature has been killed */
1833 rtn_kill = kill_object(op, maxdam, hitter, type); 1825 rtn_kill = kill_object(op, maxdam, hitter, type);
1834 if (rtn_kill != -1) 1826 if (rtn_kill != -1)
1835 return rtn_kill; 1827 return rtn_kill;
1836 1828
1837 1829
1838 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1839 * that before if the player was immune to ghosthit, the monster 1831 * that before if the player was immune to ghosthit, the monster
1840 * remained - that is no longer the case. 1832 * remained - that is no longer the case.
1841 */ 1833 */
1842 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) {
1843 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY))
1844 remove_friendly_object(hitter); 1836 remove_friendly_object(hitter);
1845 remove_ob(hitter); 1837 remove_ob(hitter);
1846 free_object(hitter); 1838 free_object(hitter);
1847 } 1839 }
1848 /* Lets handle creatures that are splitting now */ 1840 /* Lets handle creatures that are splitting now */
1849 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) {
1850 int i; 1842 int i;
1851 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY);
1852 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE);
1853 object *owner = get_owner(op); 1845 object *owner = get_owner(op);
1854 1846
1855 if(!op->other_arch) { 1847 if(!op->other_arch) {
1856 LOG(llevError,"SPLITTING without other_arch error.\n"); 1848 LOG(llevError,"SPLITTING without other_arch error.\n");
1857 return maxdam; 1849 return maxdam;
1858 } 1850 }
1859 remove_ob(op); 1851 remove_ob(op);
1860 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1861 object *tmp=arch_to_object(op->other_arch); 1853 object *tmp=arch_to_object(op->other_arch);
1862 int j; 1854 int j;
1863 1855
1864 tmp->stats.hp=op->stats.hp; 1856 tmp->stats.hp=op->stats.hp;
1865 if (friendly) { 1857 if (friendly) {
1866 SET_FLAG(tmp, FLAG_FRIENDLY); 1858 SET_FLAG(tmp, FLAG_FRIENDLY);
1867 add_friendly_object(tmp); 1859 add_friendly_object(tmp);
1868 tmp->attack_movement = PETMOVE; 1860 tmp->attack_movement = PETMOVE;
1869 if (owner!=NULL) 1861 if (owner!=NULL)
1870 set_owner(tmp,owner); 1862 set_owner(tmp,owner);
1871 } 1863 }
1872 if (unaggressive) 1864 if (unaggressive)
1873 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1874 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1866 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1875 if (j==-1) /* No spot to put this monster */ 1867 if (j==-1) /* No spot to put this monster */
1876 free_object(tmp); 1868 free_object(tmp);
1877 else { 1869 else {
1878 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1879 insert_ob_in_map(tmp,op->map,NULL,0); 1871 insert_ob_in_map(tmp,op->map,NULL,0);
1880 } 1872 }
1881 } 1873 }
1882 if(friendly) 1874 if(friendly)
1883 remove_friendly_object(op); 1875 remove_friendly_object(op);
1884 free_object(op); 1876 free_object(op);
1885 } 1877 }
1886 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) {
1887 remove_ob(hitter); 1879 remove_ob(hitter);
1888 free_object(hitter); 1880 free_object(hitter);
1889 } 1881 }
1890 return maxdam; 1882 return maxdam;
1891} 1883}
1892 1884
1893 1885
1895{ 1887{
1896 archetype *at = find_archetype("poisoning"); 1888 archetype *at = find_archetype("poisoning");
1897 object *tmp=present_arch_in_ob(at,op); 1889 object *tmp=present_arch_in_ob(at,op);
1898 1890
1899 if(tmp==NULL) { 1891 if(tmp==NULL) {
1900 if((tmp=arch_to_object(at))==NULL) 1892 if((tmp=arch_to_object(at))==NULL)
1901 LOG(llevError,"Failed to clone arch poisoning.\n"); 1893 LOG(llevError,"Failed to clone arch poisoning.\n");
1902 else { 1894 else {
1903 tmp = insert_ob_in_ob(tmp,op); 1895 tmp = insert_ob_in_ob(tmp,op);
1904 /* peterm: give poisoning some teeth. It should 1896 /* peterm: give poisoning some teeth. It should
1905 * be able to kill things better than it does: 1897 * be able to kill things better than it does:
1906 * damage should be dependent something--I choose to 1898 * damage should be dependent something--I choose to
1907 * do this: if it's a monster, the damage from the 1899 * do this: if it's a monster, the damage from the
1908 * poisoning goes as the level of the monster/2. 1900 * poisoning goes as the level of the monster/2.
1909 * If anything else, goes as damage. 1901 * If anything else, goes as damage.
1910 */ 1902 */
1911 1903
1912 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 1904 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1913 tmp->stats.dam += hitter->level/2; 1905 tmp->stats.dam += hitter->level/2;
1914 else 1906 else
1915 tmp->stats.dam = dam; 1907 tmp->stats.dam = dam;
1916 1908
1917 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1918 if(hitter->skill && hitter->skill != tmp->skill) { 1910 if(hitter->skill && hitter->skill != tmp->skill) {
1919 if (tmp->skill) free_string(tmp->skill); 1911 tmp->skill = hitter->skill;
1920 tmp->skill = add_refcount(hitter->skill); 1912 }
1921 }
1922 1913
1923 tmp->stats.food+=dam; /* more damage, longer poisoning */ 1914 tmp->stats.food+=dam; /* more damage, longer poisoning */
1924 1915
1925 if(op->type==PLAYER) { 1916 if(op->type==PLAYER) {
1926 /* player looses stats, maximum is -10 of each */ 1917 /* player looses stats, maximum is -10 of each */
1927 tmp->stats.Con= MAX(-(dam/4+1), -10); 1918 tmp->stats.Con= MAX(-(dam/4+1), -10);
1928 tmp->stats.Str= MAX(-(dam/3+2), -10); 1919 tmp->stats.Str= MAX(-(dam/3+2), -10);
1929 tmp->stats.Dex= MAX(-(dam/6+1), -10); 1920 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1930 tmp->stats.Int= MAX(-dam/7, -10); 1921 tmp->stats.Int= MAX(-dam/7, -10);
1931 SET_FLAG(tmp,FLAG_APPLIED); 1922 SET_FLAG(tmp,FLAG_APPLIED);
1932 fix_player(op); 1923 fix_player(op);
1933 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1934 } 1925 }
1935 if (hitter->type == PLAYER) 1926 if (hitter->type == PLAYER)
1936 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1937 op->name);
1938 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1939 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1940 "Your %s poisons %s.", hitter->name, op->name); 1930 "Your %s poisons %s.", &hitter->name, &op->name);
1941 } 1931 }
1942 tmp->speed_left=0; 1932 tmp->speed_left=0;
1943 } 1933 }
1944 else 1934 else
1945 tmp->stats.food++; 1935 tmp->stats.food++;
1946} 1936}
1947 1937
1948void slow_player(object *op,object *hitter,int dam) 1938void slow_player(object *op,object *hitter,int dam)
1949{ archetype *at = find_archetype("slowness"); 1939{ archetype *at = find_archetype("slowness");
1950 object *tmp; 1940 object *tmp;
1967 object *tmp; 1957 object *tmp;
1968 int maxduration; 1958 int maxduration;
1969 1959
1970 tmp = present_in_ob_by_name(FORCE,"confusion", op); 1960 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1971 if(!tmp) { 1961 if(!tmp) {
1972 tmp = get_archetype(FORCE_NAME); 1962 tmp = get_archetype(FORCE_NAME);
1973 tmp = insert_ob_in_ob(tmp,op); 1963 tmp = insert_ob_in_ob(tmp,op);
1974 } 1964 }
1975 1965
1976 /* Duration added per hit and max. duration of confusion both depend 1966 /* Duration added per hit and max. duration of confusion both depend
1977 * on the player's resistance 1967 * on the player's resistance
1978 */ 1968 */
1979 tmp->speed = 0.05; 1969 tmp->speed = 0.05;
1980 tmp->subtype = FORCE_CONFUSION; 1970 tmp->subtype = FORCE_CONFUSION;
1981 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1982 if (tmp->name) free_string(tmp->name);
1983 tmp->name = add_string("confusion"); 1972 tmp->name = "confusion";
1984 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1985 if( tmp->duration > maxduration) 1974 if( tmp->duration > maxduration)
1986 tmp->duration = maxduration; 1975 tmp->duration = maxduration;
1987 1976
1988 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
1989 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
1990 SET_FLAG(op, FLAG_CONFUSED); 1979 SET_FLAG(op, FLAG_CONFUSED);
1991} 1980}
1992 1981
1993void blind_player(object *op, object *hitter, int dam) 1982void blind_player(object *op, object *hitter, int dam)
1994{ 1983{
2013 2002
2014 if(hitter->owner) owner = get_owner(hitter); 2003 if(hitter->owner) owner = get_owner(hitter);
2015 else owner = hitter; 2004 else owner = hitter;
2016 2005
2017 new_draw_info_format(NDI_UNIQUE,0,owner, 2006 new_draw_info_format(NDI_UNIQUE,0,owner,
2018 "Your attack blinds %s!",query_name(op)); 2007 "Your attack blinds %s!",query_name(op));
2019 } 2008 }
2020 tmp->stats.food += dam; 2009 tmp->stats.food += dam;
2021 if(tmp->stats.food > 10) tmp->stats.food = 10; 2010 if(tmp->stats.food > 10) tmp->stats.food = 10;
2022} 2011}
2023 2012
2030 * written? Well, i think this can and should be removed 2019 * written? Well, i think this can and should be removed
2031 */ 2020 */
2032 2021
2033 /* 2022 /*
2034 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2035 tmp=clone_arch(PARAIMAGE); 2024 tmp=clone_arch(PARAIMAGE);
2036 tmp->x=op->x,tmp->y=op->y; 2025 tmp->x=op->x,tmp->y=op->y;
2037 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2038 } 2027 }
2039 */ 2028 */
2040 2029
2041 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2042 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2031 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2069 ** field of the deathstriking object */ 2058 ** field of the deathstriking object */
2070 2059
2071 int atk_lev, def_lev, kill_lev; 2060 int atk_lev, def_lev, kill_lev;
2072 2061
2073 if(hitter->slaying) 2062 if(hitter->slaying)
2074 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) ||
2075 (op->race&&strstr(hitter->slaying,op->race)))) return; 2064 (op->race&&strstr(hitter->slaying,op->race)))) return;
2076 2065
2077 def_lev = op->level; 2066 def_lev = op->level;
2078 if (def_lev < 1) { 2067 if (def_lev < 1) {
2079 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n",
2080 op->arch->name, op->name); 2069 &op->arch->name, &op->name);
2081 def_lev = 1; 2070 def_lev = 1;
2082 } 2071 }
2083 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2;
2084 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2085 atk_lev, def_lev); */ 2074 atk_lev, def_lev); */
2086 2075
2087 if(atk_lev >= def_lev ){ 2076 if(atk_lev >= def_lev ){
2088 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH);
2089 2078
2090 /* Note that the below effectively means the ratio of the atk vs 2079 /* Note that the below effectively means the ratio of the atk vs
2091 * defener level is important - if level 52 character has very little 2080 * defener level is important - if level 52 character has very little
2092 * chance of killing a level 50 monster. This should probably be 2081 * chance of killing a level 50 monster. This should probably be
2093 * redone. 2082 * redone.
2094 */ 2083 */
2095 if(kill_lev >= def_lev) { 2084 if(kill_lev >= def_lev) {
2096 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */
2097 /* I think this doesn't really do much. Because of 2086 /* I think this doesn't really do much. Because of
2098 * integer rounding, this only makes any difference if the 2087 * integer rounding, this only makes any difference if the
2099 * attack level is double the defender level. 2088 * attack level is double the defender level.
2100 */ 2089 */
2101 *dam *= kill_lev / def_lev; 2090 *dam *= kill_lev / def_lev;
2102 } 2091 }
2103 } else { 2092 } else {
2104 *dam = 0; /* no harm done */ 2093 *dam = 0; /* no harm done */
2105 } 2094 }
2106} 2095}
2107 2096
2110 * monster). 2099 * monster).
2111 */ 2100 */
2112static void thrown_item_effect (object *hitter, object *victim) 2101static void thrown_item_effect (object *hitter, object *victim)
2113{ 2102{
2114 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2115 /* May not need a switch for just 2 types, but this makes it 2104 /* May not need a switch for just 2 types, but this makes it
2116 * easier for expansion. 2105 * easier for expansion.
2117 */ 2106 */
2118 switch (hitter->type) { 2107 switch (hitter->type) {
2119 case POTION: 2108 case POTION:
2120 /* should player get a save throw instead of checking magic protection? */ 2109 /* should player get a save throw instead of checking magic protection? */
2121 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2122 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2111 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2123 break; 2112 break;
2124 2113
2125 case POISON: /* poison drinks */ 2114 case POISON: /* poison drinks */
2126 /* As with potions, should monster get a save? */ 2115 /* As with potions, should monster get a save? */
2127 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2128 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2117 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2129 break; 2118 break;
2130 2119
2131 /* Removed case statements that did nothing. 2120 /* Removed case statements that did nothing.
2132 * food may be poisonous, but monster must be willing to eat it, 2121 * food may be poisonous, but monster must be willing to eat it,
2133 * so we don't handle it here. 2122 * so we don't handle it here.
2134 * Containers should perhaps break open, but that code was disabled. 2123 * Containers should perhaps break open, but that code was disabled.
2135 */ 2124 */
2136 } 2125 }
2137 } 2126 }
2138} 2127}
2139 2128
2140/* adj_attackroll() - adjustments to attacks by various conditions */ 2129/* adj_attackroll() - adjustments to attacks by various conditions */
2141 2130
2213 2202
2214 /* I broke what used to be one big if into a few nested 2203 /* I broke what used to be one big if into a few nested
2215 * ones so that figuring out the logic is at least possible. 2204 * ones so that figuring out the logic is at least possible.
2216 */ 2205 */
2217 if (op && (op->move_type & MOVE_FLYING)) { 2206 if (op && (op->move_type & MOVE_FLYING)) {
2218 if (op->type==ARROW || op->type==THROWN_OBJ) 2207 if (op->type==ARROW || op->type==THROWN_OBJ)
2219 return 1; 2208 return 1;
2220 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2221 op->subtype == SP_EXPLOSION)) 2210 op->subtype == SP_EXPLOSION))
2222 return 1; 2211 return 1;
2223 } 2212 }
2224 return 0; 2213 return 0;
2225} 2214}
2226 2215

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