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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.33 by root, Mon Dec 25 11:25:49 2006 UTC

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

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