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

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