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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 1.38 by pippijn, Sat Jan 6 14:42:30 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
10 7
11 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
20 17
21 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23*/
27#include <assert.h> 24#include <assert.h>
28#include <global.h> 25#include <global.h>
29#include <living.h> 26#include <living.h>
30#include <material.h> 27#include <material.h>
31#include <skills.h> 28#include <skills.h>
32 29
33#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
34#include <sproto.h> 31# include <sproto.h>
35#endif 32#endif
36 33
37#include <sounds.h> 34#include <sounds.h>
38 35
39typedef struct att_msg_str { 36typedef struct att_msg_str
37{
40 char *msg1; 38 char *msg1;
41 char *msg2; 39 char *msg2;
42} att_msg; 40} att_msg;
43 41
44/*#define ATTACK_DEBUG*/ 42/*#define ATTACK_DEBUG*/
45 43
46/* cancels object *op. Cancellation basically means an object loses 44/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 45 * its magical benefits.
48 */ 46 */
47void
49void cancellation(object *op) 48cancellation (object *op)
50{ 49{
51 object *tmp; 50 object *tmp;
52 51
53 if (op->invisible) 52 if (op->invisible)
54 return; 53 return;
55 54
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 {
57 /* Recur through the inventory */ 57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 59 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 60 cancellation (tmp);
61 } 61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 62 else if (FABS (op->magic) <= (rndm (0, 5)))
63 {
63 /* Nullify this object. This code could probably be more complete */ 64 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 65 /* in what abilities it should cancel */
65 op->magic=0; 66 op->magic = 0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 67 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 68 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 71 if (op->env && op->env->type == PLAYER)
72 {
71 esrv_send_item (op->env, op); 73 esrv_send_item (op->env, op);
72 } 74 }
73 } 75 }
74} 76}
75
76
77 77
78/* did_make_save_item just checks to make sure the item actually 78/* 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 79 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 80 * any further action (like destroying the item).
81 */ 81 */
82 82int
83int did_make_save_item(object *op, int type, object *originator) { 83did_make_save_item (object *op, int type, object *originator)
84{
84 int i, roll, saves=0, attacks=0, number; 85 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 86 materialtype_t *mt;
86 87
87 if (op->materialname == NULL) { 88 if (op->materialname == NULL)
89 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 91 if (op->material & mt->material)
90 break; 92 break;
91 } 93 }
92 } else 94 else
93 mt = name_to_material(op->materialname); 95 mt = name_to_material (op->materialname);
94 if (mt == NULL) 96 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; 97 return TRUE;
98 roll = rndm (1, 20);
99
100 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype.
107 */
108 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119
120 for (number = 0; number < NROFATTACKS; number++)
121 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++;
126 if (op->resist[number] == 100)
127 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
131 saves++;
132 }
133
134 if (saves == attacks || attacks == 0)
135 return TRUE;
136 if ((saves == 0) || (rndm (1, attacks) > saves))
137 return FALSE;
138 return TRUE;
137} 139}
138 140
139/* This function calls did_make_save_item. It then performs the 141/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 142 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 143 * calling cancellation, etc.)
142 */ 144 */
143 145
146void
144void save_throw_object (object *op, int type, object *originator) 147save_throw_object (object *op, int type, object *originator)
145{ 148{
146 if ( ! did_make_save_item (op, type,originator)) 149 if (!did_make_save_item (op, type, originator))
147 { 150 {
148 object *env=op->env; 151 object *env = op->env;
149 int x=op->x,y=op->y; 152 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 153 maptile *m = op->map;
151 154
152 op = stop_item (op); 155 op = stop_item (op);
153 if (op == NULL) 156 if (op == NULL)
154 return; 157 return;
155 158
156 /* Hacked the following so that type LIGHTER will work. 159 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 160 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 161 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 162 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 163 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 164 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 165 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 166 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 167 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)) { 168 {
166 const char *arch=op->other_arch->name; 169 const char *arch = op->other_arch->name;
167 170
168 op = decrease_ob_nr (op, 1); 171 op = decrease_ob_nr (op, 1);
172
169 if (op) 173 if (op)
170 fix_stopped_item (op, m, originator); 174 fix_stopped_item (op, m, originator);
175
171 if((op = get_archetype(arch))!=NULL) { 176 if ((op = get_archetype (arch)) != NULL)
177 {
172 if(env) { 178 if (env)
179 {
173 op->x=env->x,op->y=env->y; 180 op->x = env->x, op->y = env->y;
174 insert_ob_in_ob(op,env); 181 insert_ob_in_ob (op, env);
175 if (env->contr) 182 if (env->contr)
176 esrv_send_item(env, op); 183 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 } 184 }
185 else
182 return; 186 {
183 } 187 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); 188 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 } 189 }
200 } 190 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 191
202 remove_ob(op); 192 return;
203 free_object(op); 193 }
194
195 if (type & AT_CANCELLATION)
196 { /* Cancellation. */
197 cancellation (op);
198 fix_stopped_item (op, m, originator);
199 return;
200 }
201
202 if (op->nrof > 1)
204 } 203 {
204 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
205
206 if (op)
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 if (op->env)
212 {
213 object *tmp = op->in_player ();
214
215 if (tmp)
216 esrv_del_item (tmp->contr, op->count);
217 }
218
219 op->destroy ();
220 }
221
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 222 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if(env) { 223 if (env)
224 {
207 op=get_archetype("burnout"); 225 op = get_archetype ("burnout");
208 op->x=env->x,op->y=env->y; 226 op->x = env->x, op->y = env->y;
209 insert_ob_in_ob(op,env); 227 insert_ob_in_ob (op, env);
210 } else { 228 }
229 else
211 replace_insert_ob_in_map("burnout",originator); 230 replace_insert_ob_in_map ("burnout", originator);
212 } 231
213 } 232 return;
233 }
234
235 /* The value of 50 is arbitrary. */
236 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
237 {
238 object *tmp;
239 archetype *at = archetype::find ("icecube");
240
241 if (at == NULL)
214 return; 242 return;
215 } 243
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); 244 op = stop_item (op);
224 if (op == NULL) 245 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; 246 return;
247
248 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
249 {
250 tmp = arch_to_object (at);
251 tmp->x = op->x, tmp->y = op->y;
252 /* This was in the old (pre new movement code) -
253 * icecubes have slow_move set to 1 - don't want
254 * that for ones we create.
255 */
256 tmp->move_slow_penalty = 0;
257 tmp->move_slow = 0;
258 insert_ob_in_map (tmp, op->map, originator, 0);
259 }
260
261 if (!QUERY_FLAG (op, FLAG_REMOVED))
262 op->remove ();
263
264 insert_ob_in_ob (op, tmp);
265 return;
241 } 266 }
242} 267}
243 268
244/* Object op is hitting the map. 269/* Object op is hitting the map.
245 * op is going in direction 'dir' 270 * op is going in direction 'dir'
246 * type is the attacktype of the object. 271 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 272 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 273 * returns 1 if it hits something, 0 otherwise.
249 */ 274 */
250 275
276int
251int hit_map(object *op, int dir, int type, int full_hit) { 277hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 278{
253 mapstruct *map; 279 maptile *map;
254 sint16 x, y; 280 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 281 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 282
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 283 if (QUERY_FLAG (op, FLAG_FREED))
284 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 285 LOG (llevError, "BUG: hit_map(): free object\n");
286 return 0;
287 }
288
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 {
291 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
292 return 0;
293 }
294
295 if (!op->map)
296 {
297 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
298 return 0;
299 }
300
301 if (op->head)
302 op = op->head;
303
304 map = op->map;
305 x = op->x + freearr_x[dir];
306 y = op->y + freearr_y[dir];
307
308 int mflags = get_map_flags (map, &map, x, y, &x, &y);
309
310 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE))
313 return 0;
314
315 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive
317 */
318
319 if (type & AT_COUNTERSPELL)
320 {
321 counterspell (op, dir); /* see spell_effect.c */
322
323 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
261 return 0; 327 return 0;
262 }
263 328
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 &op->arch->name, &op->name);
267 return 0;
268 }
269
270 if ( ! op->map) {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282
283 int mflags = get_map_flags(map, &map, x, y, &x, &y);
284 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
287 return 0;
288
289 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive
291 */
292
293 if (type & AT_COUNTERSPELL) {
294 counterspell(op,dir); /* see spell_effect.c */
295
296 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing.
298 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
300 return 0;
301 }
302 type &= ~AT_COUNTERSPELL; 329 type &= ~AT_COUNTERSPELL;
303 } 330 }
304 331
305 if(type & AT_CHAOS){ 332 if (type & AT_CHAOS)
333 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
309 } 337 }
310 338
311 next = get_map_ob (map, x, y);
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 339 /* 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 340 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first 341 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort. 342 * object. That's why we just abort on destroy.
321 * 343 *
322 * This happens whenever attack spells (like fire) hit a pile 344 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage 345 * of objects. This is not a bug - nor an error.
324 * below was spamming the logs for absolutely no reason. 346 */
347 for (object *next = map->at (x, y).bot; next && !next->destroyed (); )
348 {
349 object *tmp = next;
350 next = tmp->above;
351
352 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
353 * For example, 'tmp' was put in an icecube.
354 * This is one of the few cases where on_same_map should not be used.
325 */ 355 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 356 if (tmp->map != map || tmp->x != x || tmp->y != y)
357 continue;
358
359 if (QUERY_FLAG (tmp, FLAG_ALIVE))
360 {
361 hit_player (tmp, op->stats.dam, op, type, full_hit);
362 retflag |= 1;
363 if (op->destroyed ())
327 break; 364 break;
328 } 365 }
329 tmp = next; 366 /* Here we are potentially destroying an object. If the object has
330 next = tmp->above; 367 * NO_PASS set, it is also immune - you can't destroy walls. Note
331 if (next) 368 * that weak walls have is_alive set, which prevent objects from
332 next_tag = next->count; 369 * passing over/through them. We don't care what type of movement
370 * the wall blocks - if it blocks any type of movement, can't be
371 * destroyed right now.
372 */
373 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
374 {
375 save_throw_object (tmp, type, op);
333 376
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 377 if (op->destroyed ())
335 LOG (llevError, "BUG: hit_map(): found freed object\n");
336 break; 378 break;
337 } 379 }
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 } 380 }
381
366 return 0; 382 return 0;
367} 383}
368 384
385void
369void attack_message(int dam, int type, object *op, object *hitter) { 386attack_message (int dam, int type, object *op, object *hitter)
387{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 388 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 389 int i, found = 0;
372 mapstruct *map; 390 maptile *map;
373 object *next, *tmp; 391 object *next, *tmp;
374 392
375 /* put in a few special messages for some of the common attacktypes 393 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 394 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 395 * [garbled 20010919]
378 */ 396 */
379 397
380 if (dam == 9998 && op->type == DOOR) { 398 if (dam == 9998 && op->type == DOOR)
399 {
381 sprintf(buf1, "unlock %s", &op->name); 400 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 401 sprintf (buf2, " unlocks");
383 found++; 402 found++;
403 }
404 if (dam < 0)
384 } 405 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 406 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 407 sprintf (buf2, " hits");
388 found++; 408 found++;
409 }
389 } else if(dam==0) { 410 else if (dam == 0)
411 {
390 sprintf(buf1, "missed %s", &op->name); 412 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 413 sprintf (buf2, " misses");
392 found++; 414 found++;
415 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 416 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 417 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 418 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 419 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 420 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 421 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 422 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); 423 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
424 found++;
425 break;
426 }
427 }
428 else if (op->type == DOOR && !found)
429 {
430 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
431 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
432 {
433 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
434 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
435 found++;
436 break;
437 }
438 }
439 else if (hitter->type == PLAYER && op->is_alive ())
440 {
441 if (USING_SKILL (hitter, SK_KARATE))
442 {
443 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
444 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
445 {
446 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
447 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 448 found++;
404 break; 449 break;
405 } 450 }
406 } else if (op->type == DOOR && !found) { 451 }
452 else if (USING_SKILL (hitter, SK_CLAWING))
453 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 454 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
455 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 456 {
409 if (dam < attack_mess[ATM_DOOR][i].level 457 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); 458 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 459 found++;
415 break; 460 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 } 461 }
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 } 462 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 463 else if (USING_SKILL (hitter, SK_PUNCHING))
464 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 465 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
466 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 467 {
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, 468 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); 469 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++; 470 found++;
462 break; 471 break;
472 }
473 }
474 }
475
476 if (found)
477 {
478 /* done */
479 }
480 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
481 {
482 sprintf (buf1, "hit"); /* just in case */
483 for (i = 0; i < MAXATTACKMESS; i++)
484 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
485 {
486 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
487 found++;
488 break;
489 }
490 }
491 else if (type & AT_DRAIN && op->is_alive ())
492 {
493 /* drain is first, because some items have multiple attypes */
494 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
495 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
496 {
497 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
498 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
499 found++;
500 break;
501 }
502 }
503 else if (type & AT_ELECTRICITY && op->is_alive ())
504 {
505 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
506 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
507 {
508 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
509 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
510 found++;
511 break;
512 }
513 }
514 else if (type & AT_COLD && op->is_alive ())
515 {
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
517 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
518 {
519 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
520 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
521 found++;
522 break;
523 }
524 }
525 else if (type & AT_FIRE)
526 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
528 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
529 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
531 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
532 found++;
533 break;
534 }
535 }
536 else if (hitter->current_weapon != NULL)
537 {
538 int mtype;
539
540 switch (hitter->current_weapon->weapontype)
541 {
542 case WEAP_HIT:
543 mtype = ATM_BASIC;
544 break;
545 case WEAP_SLASH:
546 mtype = ATM_SLASH;
547 break;
548 case WEAP_PIERCE:
549 mtype = ATM_PIERCE;
550 break;
551 case WEAP_CLEAVE:
552 mtype = ATM_CLEAVE;
553 break;
554 case WEAP_SLICE:
555 mtype = ATM_SLICE;
556 break;
557 case WEAP_STAB:
558 mtype = ATM_STAB;
559 break;
560 case WEAP_WHIP:
561 mtype = ATM_WHIP;
562 break;
563 case WEAP_CRUSH:
564 mtype = ATM_CRUSH;
565 break;
566 case WEAP_BLUD:
567 mtype = ATM_BLUD;
568 break;
569 default:
570 mtype = ATM_BASIC;
571 break;
572 }
573 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
574 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
575 {
576 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
577 strcpy (buf2, attack_mess[mtype][i].buf3);
578 found++;
579 break;
580 }
581 }
582 else
583 {
584 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
585 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
586 {
587 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
588 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
589 found++;
590 break;
591 }
592 }
593
594 if (!found)
595 {
596 strcpy (buf1, "hit");
597 strcpy (buf2, " hits");
598 }
599
600 /* bail out if a monster is casting spells */
601 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
602 return;
603
604 /* scale down magic considerably. */
605 if (type & AT_MAGIC && rndm (0, 5))
606 return;
607
608 /* Did a player hurt another player? Inform both! */
609 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
610 {
611 if (hitter->owner != NULL)
612 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
613 else
614 {
615 sprintf (buf, "%s%s you.", &hitter->name, buf2);
616 if (dam != 0)
617 {
618 if (dam < 10)
619 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
620 else if (dam < 20)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
622 else
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
463 } 624 }
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 } 625 }
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); 626 new_draw_info (NDI_BLACK, 0, op, buf);
578 } /* end of player hitting player */ 627 } /* end of player hitting player */
579 628
580 if(hitter->type==PLAYER) { 629 if (hitter->type == PLAYER)
630 {
581 sprintf(buf,"You %s.",buf1); 631 sprintf (buf, "You %s.", buf1);
582 if (dam != 0) { 632 if (dam != 0)
633 {
583 if (dam < 10) 634 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 635 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
585 else if (dam < 20) 636 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
587 else 638 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
589 } 640 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf); 641 new_draw_info (NDI_BLACK, 0, hitter, buf);
642 }
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 643 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
644 {
592 /* look for stacked spells and start reducing the message chances */ 645 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT && 646 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
594 (hitter->subtype == SP_EXPLOSION || 647 {
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4; 648 i = 4;
598 map = hitter->map; 649 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y)) 650 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; 651 return;
652 next = GET_MAP_OB (map, hitter->x, hitter->y);
653 if (next)
654 while (next)
655 {
656 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
657 i *= 3;
658 tmp = next;
659 next = tmp->above;
660 }
661 if (i < 0)
662 return;
663 if (rndm (0, i) != 0)
664 return;
665 }
666 else if (rndm (0, 5) != 0)
667 return;
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); 668 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 669 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 670 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
620 } 671 }
621} 672}
622 673
623 674
675static int
624static int get_attack_mode (object **target, object **hitter, 676get_attack_mode (object **target, object **hitter, int *simple_attack)
625 int *simple_attack)
626{ 677{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 678 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
679 {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 680 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1; 681 return 1;
630 } 682 }
631 if ((*target)->head) 683 if ((*target)->head)
632 *target = (*target)->head; 684 *target = (*target)->head;
633 if ((*hitter)->head) 685 if ((*hitter)->head)
634 *hitter = (*hitter)->head; 686 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) { 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
688 {
636 *simple_attack = 1; 689 *simple_attack = 1;
637 return 0; 690 return 0;
638 } 691 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED) 692 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 693 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
642 { 694 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 695 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; 696 return 1;
646 } 697 }
647 *simple_attack = 0; 698 *simple_attack = 0;
648 return 0; 699 return 0;
649} 700}
650 701
702static int
651static int abort_attack (object *target, object *hitter, int simple_attack) 703abort_attack (object *target, object *hitter, int simple_attack)
652{ 704{
705
653/* Check if target and hitter are still in a relation similar to the one 706/* 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. 707 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */ 708 */
656 int new_mode; 709 int new_mode;
657 710
658 if (hitter->env == target || target->env == hitter) 711 if (hitter->env == target || target->env == hitter)
659 new_mode = 1; 712 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 713 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; 714 return 1;
664 else 715 else
665 new_mode = 0; 716 new_mode = 0;
666 return new_mode != simple_attack; 717 return new_mode != simple_attack;
667} 718}
668 719
669static void thrown_item_effect (object *, object *); 720static void thrown_item_effect (object *, object *);
670 721
722static int
671static int attack_ob_simple (object *op, object *hitter, int base_dam, 723attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
672 int base_wc)
673{ 724{
674 int simple_attack, roll, dam=0; 725 int simple_attack, roll, dam = 0;
675 uint32 type; 726 uint32 type;
676 shstr op_name; 727 shstr op_name;
677 tag_t op_tag, hitter_tag;
678 728
679 if (get_attack_mode (&op, &hitter, &simple_attack)) 729 if (get_attack_mode (&op, &hitter, &simple_attack))
730 goto error;
731
732 if (hitter->current_weapon)
733 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
734 return RESULT_INT (0);
735
736 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
737 return RESULT_INT (0);
738
739 /*
740 * A little check to make it more difficult to dance forward and back
741 * to avoid ever being hit by monsters.
742 */
743 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
744 {
745 /* Decrease speed BEFORE calling process_object. Otherwise, an
746 * infinite loop occurs, with process_object calling move_monster,
747 * which then gets here again. By decreasing the speed before
748 * we call process_object, the 'if' statement above will fail.
749 */
750 op->speed_left--;
751 process_object (op);
752
753 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
680 goto error; 754 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 { 755 }
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 }
710 756
711 op_name = op->name; 757 op_name = op->name;
712 758
713 roll=random_roll(1, 20, hitter, PREFER_HIGH); 759 roll = random_roll (1, 20, hitter, PREFER_HIGH);
714 760
715 /* Adjust roll for various situations. */ 761 /* Adjust roll for various situations. */
716 if ( ! simple_attack) 762 if (!simple_attack)
717 roll += adj_attackroll(hitter,op); 763 roll += adj_attackroll (hitter, op);
718 764
719 /* See if we hit the creature */ 765 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) { 766 if (roll == 20 || op->stats.ac >= base_wc - roll)
767 {
721 int hitdam = base_dam; 768 int hitdam = base_dam;
769
722 if (settings.casting_time == TRUE) { 770 if (settings.casting_time == TRUE)
771 {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 772 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
773 {
724 hitter->casting_time = -1; 774 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 775 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
726 "your spell!");
727 } 776 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){ 777 if ((op->casting_time > -1) && (hitdam > 0))
778 {
729 op->casting_time = -1; 779 op->casting_time = -1;
730 if (op->type == PLAYER) { 780 if (op->type == PLAYER)
781 {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 782 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
732 "your spell!"); 783 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 } 784 }
737 } 785 }
738 } 786 }
739 if ( ! simple_attack) 787 if (!simple_attack)
740 { 788 {
741 /* If you hit something, the victim should *always* wake up. 789 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this. 790 * Before, invisible hitters could avoid doing this.
743 * -b.t. */ 791 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP)) 792 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP); 793 CLEAR_FLAG (op, FLAG_SLEEP);
746 794
747 /* If the victim can't see the attacker, it may alert others 795 /* If the victim can't see the attacker, it may alert others
748 * for help. */ 796 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter) 797 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); 798 npc_call_help (op);
752 799
753 /* if you were hidden and hit by a creature, you are discovered*/ 800 /* if you were hidden and hit by a creature, you are discovered */
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { 801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
802 {
755 make_visible (op); 803 make_visible (op);
756 if (op->type == PLAYER) 804 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op, 805 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 } 806 }
761 807
762 /* thrown items (hitter) will have various effects 808 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 809 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 810 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 811 * wrapper object.
766 */ 812 */
767 thrown_item_effect (hitter, op); 813 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 }
773 814
774 /* Need to do at least 1 damage, otherwise there is no point 815 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; 816 goto leave;
803 } /* end of if hitter hit op */ 817 }
818
819 /* Need to do at least 1 damage, otherwise there is no point
820 * to go further and it will cause FPE's below.
821 */
822 if (hitdam <= 0)
823 hitdam = 1;
824
825 type = hitter->attacktype;
826
827 if (!type)
828 type = AT_PHYSICAL;
829
830 /* Handle monsters that hit back */
831 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
832 {
833 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
834 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
835
836 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
837
838 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
839 goto leave;
840 }
841
842 /* In the new attack code, it should handle multiple attack
843 * types in its area, so remove it from here.
844 */
845 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
846
847 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
848 goto leave;
849 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 850 /* if we missed, dam=0 */
805 851
806 /*attack_message(dam, type, op, hitter);*/ 852 /*attack_message(dam, type, op, hitter); */
807 853
808 goto leave; 854 goto leave;
809 855
810 error: 856error:
811 dam = 1; 857 dam = 1;
812 858
813 leave: 859leave:
814 860
815 return dam; 861 return dam;
816} 862}
817 863
864int
818int attack_ob (object *op, object *hitter) 865attack_ob (object *op, object *hitter)
819{ 866{
820 867
821 if (hitter->head) 868 if (hitter->head)
822 hitter = hitter->head; 869 hitter = hitter->head;
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 870 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 871}
825 872
826/* op is the arrow, tmp is what is stopping the arrow. 873/* op is the arrow, tmp is what is stopping the arrow.
827 * 874 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 875 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 876 */
877static int
830static int stick_arrow (object *op, object *tmp) 878stick_arrow (object *op, object *tmp)
831{ 879{
832 /* If the missile hit a player, we insert it in their inventory. 880 /* 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 881 * 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 882 * 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 883 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 884 * stick around.
837 */ 885 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 886 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 {
839 if(tmp->head != NULL) 888 if (tmp->head != NULL)
840 tmp = tmp->head; 889 tmp = tmp->head;
841 remove_ob (op); 890
891 op->remove ();
842 op = insert_ob_in_ob(op,tmp); 892 op = insert_ob_in_ob (op, tmp);
893
843 if (tmp->type== PLAYER) 894 if (tmp->type == PLAYER)
844 esrv_send_item (tmp, op); 895 esrv_send_item (tmp, op);
896
845 return 1; 897 return 1;
898 }
846 } else 899 else
847 return 0; 900 return 0;
848} 901}
849 902
850/* hit_with_arrow() disassembles the missile, attacks the victim and 903/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 904 * reassembles the missile.
852 * 905 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 906 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 907 * isn't available anymore.
855 */ 908 */
909object *
856object *hit_with_arrow (object *op, object *victim) 910hit_with_arrow (object *op, object *victim)
857{ 911{
858 object *container, *hitter; 912 object *container, *hitter;
859 int hit_something = 0; 913 int hit_something = 0;
860 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y;
862 914
863 /* Disassemble missile */ 915 /* Disassemble missile */
864 if (op->inv) { 916 if (op->inv)
917 {
865 container = op; 918 container = op;
866 hitter = op->inv; 919 hitter = op->inv;
867 remove_ob (hitter); 920 hitter->remove ();
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 921 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 922 /* 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 923 * 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 924 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 925 * THROWN_OBJs. */
873 } else { 926 }
927 else
928 {
874 container = NULL; 929 container = 0;
875 hitter = op; 930 hitter = op;
876 } 931 }
877 932
878 /* Try to hit victim */ 933 /* 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); 934 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 935
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 936 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 937 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 938 * 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 939 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 940 * other places as well!)
891 */ 941 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 942 if (hitter->destroyed () || hitter->env != NULL)
943 {
893 if (container) { 944 if (container)
894 remove_ob (container);
895 free_object (container);
896 } 945 {
946 container->remove ();
947 container->destroy ();
948 }
949
897 return NULL; 950 return 0;
898 } 951 }
899 952
900 /* Missile hit victim */ 953 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight 954 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target 955 * through the target
903 */ 956 */
904 if (hit_something && op->speed <= 10.0) 957 if (hit_something && op->speed <= 10.0)
905 { 958 {
906 /* Stop arrow */ 959 /* Stop arrow */
907 if (container == NULL) { 960 if (!container)
961 {
908 hitter = fix_stopped_arrow (hitter); 962 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL) 963 if (!hitter)
910 return NULL; 964 return 0;
965 }
911 } else { 966 else
912 remove_ob (container); 967 container->destroy ();
913 free_object (container);
914 }
915 968
916 /* Try to stick arrow into victim */ 969 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag) 970 if (!victim->destroyed () && stick_arrow (hitter, victim))
918 && stick_arrow (hitter, victim))
919 return NULL; 971 return 0;
920 972
921 /* Else try to put arrow on victim's map square 973 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 974 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 975 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 976 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 977 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 978 * way to handle those otherwise?
927 */ 979 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 980 if (victim->x != hitter->x || victim->y != hitter->y)
929 remove_ob (hitter); 981 {
982 hitter->remove ();
930 hitter->x = victim_x; 983 hitter->x = victim->x;
931 hitter->y = victim_y; 984 hitter->y = victim->y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 985 insert_ob_in_map (hitter, victim->map, hitter, 0);
986 }
933 } else { 987 else
934 /* Else leave arrow where it is */ 988 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 989 merge_ob (hitter, NULL);
936 } 990
937 return NULL; 991 return 0;
938 } 992 }
939 993
940 if (hit_something && op->speed >= 10.0) 994 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 995 op->speed -= 1.0;
942 996
943 /* Missile missed victim - reassemble missile */ 997 /* Missile missed victim - reassemble missile */
944 if (container) { 998 if (container)
945 remove_ob (hitter); 999 {
1000 hitter->remove ();
946 insert_ob_in_ob (hitter, container); 1001 insert_ob_in_ob (hitter, container);
947 } 1002 }
1003
948 return op; 1004 return op;
949} 1005}
950 1006
951 1007
1008void
952void tear_down_wall(object *op) 1009tear_down_wall (object *op)
953{ 1010{
954 int perc=0; 1011 int perc = 0;
955 1012
956 if (!op->stats.maxhp) { 1013 if (!op->stats.maxhp)
1014 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 1016 perc = 1;
1017 }
959 } else if(!GET_ANIM_ID(op)) { 1018 else if (!GET_ANIM_ID (op))
1019 {
960 /* Object has been called - no animations, so remove it */ 1020 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 1021 if (op->stats.hp < 0)
962 remove_ob(op); /* Should update LOS */ 1022 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 } 1023
967 return; /* no animations, so nothing more to do */ 1024 return; /* no animations, so nothing more to do */
968 } 1025 }
969 perc = NUM_ANIMATIONS(op) 1026
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1028
971 if (perc >= (int) NUM_ANIMATIONS(op)) 1029 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1030 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1031 else if (perc < 1)
974 perc = 1; 1032 perc = 1;
1033
975 SET_ANIMATION(op, perc); 1034 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1035 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1036
1037 if (perc == NUM_ANIMATIONS (op) - 1)
1038 { /* Reached the last animation */
978 if(op->face==blank_face) { 1039 if (op->face == blank_face)
979 /* If the last face is blank, remove the ob */ 1040 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1041 op->destroy ();
981 free_object(op); 1042 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 */ 1043 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1045 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1046 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1047 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1048 }
992 } 1049 }
993} 1050}
994 1051
1052void
995void scare_creature(object *target, object *hitter) 1053scare_creature (object *target, object *hitter)
996{ 1054{
997 object *owner = get_owner(hitter); 1055 object *owner = hitter->owner;
998 1056
999 if (!owner) owner=hitter; 1057 if (!owner)
1058 owner = hitter;
1000 1059
1001 SET_FLAG(target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1061 if (!target->enemy)
1062 target->enemy = owner;
1003} 1063}
1004 1064
1005 1065
1006/* This returns the amount of damage hitter does to op with the 1066/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1067 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1068 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1069 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1070 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1071 * the attacktype. Makes it easier for the PR code. */
1012 1072
1073int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1074hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1075{
1015 1076
1016 int doesnt_slay = 1; 1077 int doesnt_slay = 1;
1017 1078
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1079 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1080 if (attacknum >= NROFATTACKS)
1081 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1082 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1083 return 0;
1022 }
1023 1084 }
1085
1024 if (dam < 0) { 1086 if (dam < 0)
1087 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1088 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1026 return 0; 1089 return 0;
1027 }
1028 1090 }
1091
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1092 /* 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. */ 1093 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1094 if (attacknum == ATNR_INTERNAL)
1032 1095 return dam;
1096
1033 if (hitter->slaying) { 1097 if (hitter->slaying)
1098 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1099 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1035 (op->arch && (op->arch->name != NULL) && 1100 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1101 {
1038 doesnt_slay = 0; 1102 doesnt_slay = 0;
1039 dam *= 3; 1103 dam *= 3;
1040 } 1104 }
1041 } 1105 }
1042 1106
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1107 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1108 if (op->resist[attacknum])
1109 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1110 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1111 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1112 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1113 if (dam >= 100)
1114 dam /= 100;
1049 else 1115 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1116 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1117 }
1052 1118
1053 /* Special hack. By default, if immune to something, you 1119 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1120 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1121 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1122 * special processing is needed */
1057 1123
1058 if ((op->resist[attacknum] >= 100) && 1124 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1059 doesnt_slay && (attacknum != ATNR_ACID))
1060 return 0; 1125 return 0;
1061 1126
1062 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1128
1129 switch (attacknum)
1063 1130 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1131 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1132 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1133 check_physically_infect (op, hitter);
1068 break; 1134 break;
1069 1135
1070 /* Don't need to do anything for: 1136 /* Don't need to do anything for:
1071 magic, 1137 magic,
1072 fire, 1138 fire,
1073 electricity, 1139 electricity,
1074 cold */ 1140 cold */
1075 1141
1076 case ATNR_CONFUSION: 1142 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1143 case ATNR_POISON:
1078 case ATNR_SLOW: 1144 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1145 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1146 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1147 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1148 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1149 case ATNR_BLIND:
1084 { 1150 {
1085 /* chance for inflicting a special attack depends on the 1151 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1152 * difference between attacker's and defender's level
1087 */ 1153 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1155
1090 /* First, only creatures/players with speed can be affected. 1156 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1157 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1158 * you. Third, you still get a saving through against the
1093 * effect. 1159 * effect.
1094 */ 1160 */
1095 if (op->speed && 1161 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1163 !(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)) { 1164 {
1099 1165
1100 /* Player has been hit by something */ 1166 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1167 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1169 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1171 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam);
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1173 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1175 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1177 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1179 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat ();
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1181 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); 1182 blind_player (op, hitter, dam);
1110 } 1183 }
1111 dam = 0; /* These are all effects and don't do real damage */ 1184 dam = 0; /* These are all effects and don't do real damage */
1112 } 1185 }
1113 break; 1186 break;
1114 case ATNR_ACID: 1187 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 { 1188 {
1189 int flag = 0;
1190
1191 /* Items only get corroded if you're not on a battleground and
1192 * if your acid resistance is below 50%. */
1193 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1194 {
1123 object *tmp; 1195 object *tmp;
1196
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1198 {
1125 if(tmp->invisible) 1199 if (tmp->invisible)
1126 continue; 1200 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1201 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 */ 1202 /* >= 10% acid res. on itmes will protect these */
1130 continue; 1203 continue;
1131 if(!(tmp->material & M_IRON)) 1204 if (!(tmp->material & M_IRON))
1132 continue; 1205 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1206 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1207 continue;
1135 if(tmp->type==RING || 1208 if (tmp->type == RING ||
1136 /* removed boots and gloves from exclusion list in 1209 /* removed boots and gloves from exclusion list in
1137 PR */ 1210 PR */
1138 tmp->type==GIRDLE || 1211 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 */ 1212 continue; /* To avoid some strange effects */
1144 1213
1145 /* High damage acid has better chance of corroding 1214 /* High damage acid has better chance of corroding
1146 objects */ 1215 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1216 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1217 {
1149 if(op->type == PLAYER) 1218 if (op->type == PLAYER)
1150 /* Make this more visible */ 1219 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1152 "The %s's acid corrodes your %s!", 1221 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp));
1154 flag = 1; 1222 flag = 1;
1155 tmp->magic--; 1223 tmp->magic--;
1156 if(op->type == PLAYER) 1224 if (op->type == PLAYER)
1157 esrv_send_item(op, tmp); 1225 esrv_send_item (op, tmp);
1226 }
1158 } 1227 }
1228 if (flag)
1229 op->update_stats (); /* Something was corroded */
1159 } 1230 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 } 1231 }
1163 }
1164 break; 1232 break;
1165 case ATNR_DRAIN: 1233 case ATNR_DRAIN:
1166 { 1234 {
1167 /* rate is the proportion of exp drained. High rate means 1235 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1236 * 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 */ 1237 */
1238 int rate;
1239
1240 if (op->resist[ATNR_DRAIN] >= 0)
1241 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1242 else
1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1244
1245 if (op->stats.exp <= rate)
1246 {
1247 if (op->type == GOLEM)
1248 dam = 999; /* Its force is "sucked" away. 8) */
1249 else
1250 /* If we can't drain, lets try to do physical damage */
1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1252 }
1253 else
1254 {
1255 /* Randomly give the hitter some hp */
1256 if (hitter->stats.hp < hitter->stats.maxhp &&
1257 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1258 hitter->stats.hp++;
1259
1260 /* Can't do drains on battleground spaces.
1261 * Move the wiz check up here - before, the hitter wouldn't gain exp
1262 * exp, but the wiz would still lose exp! If drainee is a wiz,
1263 * nothing happens.
1264 * Try to credit the owner. We try to display player -> player drain
1265 * attacks, hence all the != PLAYER checks.
1266 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1267 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1268 {
1198 object *owner = get_owner(hitter); 1269 object *owner = hitter->owner;
1199 1270
1200 if (owner && owner != hitter) { 1271 if (owner && owner != hitter)
1272 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1273 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1274 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1275 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1276 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1277 else if (op->type != PLAYER || hitter->type != PLAYER)
1278 {
1205 change_exp(hitter, op->stats.exp/(rate*2), 1279 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281 }
1282 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1283 }
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 1284 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, 1285 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1286 * as the messages will say you missed
1213 */ 1287 */
1288 }
1214 } 1289 }
1215 }
1216 break; 1290 break;
1217 case ATNR_TURN_UNDEAD: 1291 case ATNR_TURN_UNDEAD:
1218 { 1292 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1293 if (QUERY_FLAG (op, FLAG_UNDEAD))
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1294 {
1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1221 object *god = find_god (determine_god (owner)); 1296 object *god = find_god (determine_god (owner));
1222 int div = 1; 1297 int div = 1;
1223 1298
1224 /* if undead are not an enemy of your god, you turn them 1299 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */ 1300 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL) 1301 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1228 div = 2; 1302 div = 2;
1229 /* Give a bonus if you resist turn undead */ 1303 /* Give a bonus if you resist turn undead */
1230 if (op->level * div < 1304 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); 1305 scare_creature (op, owner);
1234 } 1306 }
1235 else 1307 else
1236 dam = 0; /* don't damage non undead - should we damage 1308 dam = 0; /* don't damage non undead - should we damage
1237 undead? */ 1309 undead? */
1310 }
1238 } break; 1311 break;
1239 case ATNR_DEATH: 1312 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam); 1313 deathstrike_player (op, hitter, &dam);
1241 break; 1314 break;
1242 case ATNR_CHAOS: 1315 case ATNR_CHAOS:
1243 LOG(llevError, 1316 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; 1317 dam = 0;
1248 break; 1318 break;
1249 case ATNR_COUNTERSPELL: 1319 case ATNR_COUNTERSPELL:
1250 LOG(llevError, 1320 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; 1321 dam = 0;
1255 /* This should never happen. Counterspell is handled 1322 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen, 1323 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it 1324 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */ 1325 * does no damage. */
1259 break; 1326 break;
1260 case ATNR_HOLYWORD: 1327 case ATNR_HOLYWORD:
1261 { 1328 {
1262 /* This has already been handled by hit_player, 1329 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */ 1330 * no need to check twice -- DAMN */
1264 1331 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1332
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1333 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1334 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); 1335 scare_creature (op, owner);
1336 }
1271 } break; 1337 break;
1272 case ATNR_LIFE_STEALING: 1338 case ATNR_LIFE_STEALING:
1273 { 1339 {
1274 int new_hp; 1340 int new_hp;
1341
1275 /* this is replacement to drain for players, instead of taking 1342 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1343 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1344 * much use giving it to monsters
1278 * 1345 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1346 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1347 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1348 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1349 * 1000).
1283 */ 1350 */
1284 /* You can't steal life from something undead */ 1351 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0;
1286 /* If drain protection is higher than life stealing, use that */ 1354 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1355 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1356 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1357 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1358 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290 /* You die at -1 hp, not zero. */ 1359 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1360 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1;
1292 new_hp = hitter->stats.hp + dam; 1362 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1363 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1364 new_hp = hitter->stats.maxhp;
1365 if (new_hp > hitter->stats.hp)
1366 hitter->stats.hp = new_hp;
1367 }
1295 } 1368 }
1296 }
1297 return dam; 1369 return dam;
1298} 1370}
1299 1371
1300 1372
1301/* GROS: This code comes from hit_player. It has been made external to 1373/* 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. 1374 * allow script procedures to "kill" objects in a combat-like fashion.
1311 * This function was a bit of a mess with hitter getting changed, 1383 * 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 1384 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1385 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1386 * MSW 2002-07-17
1315 */ 1387 */
1388int
1316int kill_object(object *op,int dam, object *hitter, int type) 1389kill_object (object *op, int dam, object *hitter, int type)
1317{ 1390{
1318 char buf[MAX_BUF]; 1391 char buf[MAX_BUF];
1319 const char *skill; 1392 const char *skill;
1320 int maxdam=0; 1393 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1394 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1395 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1396 object *owner = NULL;
1324 object *skop=NULL; 1397 object *skop = NULL;
1325 1398
1326 if (op->stats.hp>=0) 1399 if (op->stats.hp >= 0)
1327 return -1; 1400 return -1;
1328 1401
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1402 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1403 return 0;
1331 1404
1332 /* maxdam needs to be the amount of damage it took to kill 1405 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1406 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1407 * adjusted the creatures HP total, so that is negative.
1335 */ 1408 */
1336 maxdam = dam + op->stats.hp + 1; 1409 maxdam = dam + op->stats.hp + 1;
1337 1410
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1411 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1412 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1413
1341 if(op->type==DOOR) { 1414 if (op->type == DOOR)
1415 {
1342 op->speed = 0.1; 1416 op->set_speed (0.1);
1343 update_ob_speed(op);
1344 op->speed_left= -0.05; 1417 op->speed_left = -0.05;
1345 return maxdam; 1418 return maxdam;
1346 } 1419 }
1420
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1421 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1422 {
1348 remove_friendly_object(op); 1423 remove_friendly_object (op);
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1424
1350 op->owner->contr->ranges[range_golem] == op) { 1425 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1351 op->owner->contr->ranges[range_golem]=NULL; 1426 op->owner->contr->ranges[range_golem] = 0;
1352 op->owner->contr->golem_count=0;
1353 }
1354 1427
1355 remove_ob(op); 1428 op->destroy ();
1356 free_object(op);
1357 return maxdam; 1429 return maxdam;
1358 } 1430 }
1359 1431
1360 /* Now lets start dealing with experience we get for killing something */ 1432 /* Now lets start dealing with experience we get for killing something */
1361 1433
1362 owner=get_owner(hitter); 1434 owner = hitter->owner;
1363 if(owner==NULL) 1435 if (!owner)
1364 owner=hitter; 1436 owner = hitter;
1365 1437
1366 /* is the victim (op) standing on battleground? */ 1438 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1439 if (op_on_battleground (op, NULL, NULL))
1368 1440 battleg = 1;
1441
1369 /* is this player killing?*/ 1442 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1443 if (op->type == PLAYER && owner->type == PLAYER)
1444 pk = 1;
1371 1445
1372 /* Player killed something */ 1446 /* Player killed something */
1373 if(owner->type==PLAYER) { 1447 if (owner->type == PLAYER)
1448 {
1374 Log_Kill(owner->name, 1449 Log_Kill (owner->name,
1375 query_name(op),op->type, 1450 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 1451
1379 /* Log players killing other players - makes it easier to detect 1452 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1453 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1454 * ip address is included.
1382 */ 1455 */
1383 if (op->type == PLAYER && !battleg) { 1456 if (op->type == PLAYER && !battleg)
1457 {
1384 time_t t=time(NULL); 1458 time_t t = time (NULL);
1385 struct tm *tmv; 1459 struct tm *tmv;
1386 char buf[256]; 1460 char buf[256];
1387 1461
1388 tmv = localtime(&t); 1462 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1463 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1464
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1465 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 } 1466 }
1394 1467
1395 /* try to filter some things out - basically, if you are 1468 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1469 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1470 * probably don't want to see that.
1398 */ 1471 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1472 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1473 {
1400 if(owner!=hitter) { 1474 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1475 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), 1476 else
1403 query_name(hitter)); 1477 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1478
1479 /* Only play sounds for melee kills */
1480 if (hitter->type == PLAYER)
1481 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1482 }
1483
1484 /* If a player kills another player, not on
1485 * battleground, the "killer" looses 1 luck. Since this is
1486 * not reversible, it's actually quite a pain IMHO. -AV
1487 * Fix bug in that we were changing the luck of the hitter, not
1488 * player that the object belonged to - so if you killed another player
1489 * with spells, pets, whatever, there was no penalty.
1490 * Changed to make luck penalty configurable in settings.
1491 */
1492 if (op->type == PLAYER && owner != op && !battleg)
1493 owner->change_luck (-settings.pk_luck_penalty);
1494
1495 /* This code below deals with finding the appropriate skill
1496 * to credit exp to. This is a bit problematic - we should
1497 * probably never really have to look at current_weapon->skill
1498 */
1499 skill = 0;
1500
1501 if (hitter->skill && hitter->type != PLAYER)
1502 skill = hitter->skill;
1503 else if (owner->chosen_skill)
1504 {
1505 skill = owner->chosen_skill->skill;
1506 skop = owner->chosen_skill;
1507 }
1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1509 skill = owner->current_weapon->skill;
1510 else
1511 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1512
1513 /* We have the skill we want to credit to - now find the object this goes
1514 * to. Make sure skop is an actual skill, and not a skill tool!
1515 */
1516 if ((!skop || skop->type != SKILL) && skill)
1517 {
1518 int i;
1519
1520 for (i = 0; i < NUM_SKILLS; i++)
1521 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1522 {
1523 skop = owner->contr->last_skill_ob[i];
1524 break;
1525 }
1526 }
1527 } /* Was it a player that hit somethign */
1528 else
1529 skill = 0;
1530
1531 /* Pet (or spell) killed something. */
1532 if (owner != hitter)
1533 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1534 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1535 else
1536 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1537 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1538 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1539
1540 /* These may have been set in the player code section above */
1541 if (!skop)
1542 skop = hitter->chosen_skill;
1543
1544 if (!skill && skop)
1545 skill = skop->skill;
1546
1547 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1548
1549 /* If you didn't kill yourself, and your not the wizard */
1550 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1551 {
1552 int exp;
1553
1554 /* Really don't give much experience for killing other players */
1555 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1556 if (op->type == PLAYER)
1557 {
1558 if (battleg)
1559 {
1560 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1561 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1562 }
1405 else { 1563 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1564 exp = op->stats.exp / 1000;
1407 "You killed %s.",query_name(op)); 1565 }
1566 else
1567 exp = calc_skill_exp (owner, op, skop);
1568
1569 /* if op is standing on "battleground" (arena), no way to gain
1570 * exp by killing him
1571 */
1572 if (battleg)
1573 exp = 0;
1574
1575 /* Don't know why this is set this way - doesn't make
1576 * sense to just divide everything by two for no reason.
1577 */
1578
1579 if (!settings.simple_exp)
1580 exp = exp / 2;
1581
1582 if (owner->type != PLAYER || owner->contr->party == NULL)
1583 change_exp (owner, exp, skill, 0);
1584 else
1585 {
1586 int shares = 0, count = 0;
1587 player *pl;
1588 partylist *party = owner->contr->party;
1589
1590 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1591
1592 for_all_players (pl)
1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594 {
1595 count++;
1596 shares += (pl->ob->level + 4);
1597 }
1598
1599 if (count == 1 || shares > exp || !shares)
1600 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1601 else
1602 {
1603 int share = exp / shares, given = 0, nexp;
1604
1605 for_all_players (pl)
1606 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1607 {
1608 nexp = (pl->ob->level + 4) * share;
1609 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1610 given += nexp;
1611 }
1612
1613 exp -= given;
1614 /* give any remainder to the player */
1615 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1616 }
1409 /* Only play sounds for melee kills */ 1617 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1618 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1619
1620 if (op->type != PLAYER)
1621 {
1622 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1412 } 1623 {
1624 object *owner1 = op->owner;
1413 1625
1414 /* If a player kills another player, not on 1626 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 } 1627 {
1451 } 1628 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1452 } /* Was it a player that hit somethign */ 1629 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1630 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 } 1631 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1632
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); 1633 remove_friendly_object (op);
1551 } 1634 }
1552 remove_ob(op); 1635
1553 free_object(op); 1636 op->destroy ();
1637 }
1638 else
1554 } 1639 {
1555 /* Player has been killed! */ 1640 /* Player has been killed! */
1556 else {
1557 if(owner->type==PLAYER) { 1641 if (owner->type == PLAYER)
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else { 1643 else
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1644 assign (op->contr->killer, hitter->name);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 } 1645 }
1646
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1647 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1648 * continues in the calling function.
1567 */ 1649 */
1568 return maxdam; 1650 return maxdam;
1569} 1651}
1570 1652
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1653/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1654 * Returns 0 this is not friendly fire
1573 */ 1655 */
1574 1656
1657int
1575int friendly_fire(object *op, object *hitter){ 1658friendly_fire (object *op, object *hitter)
1659{
1576 object *owner; 1660 object *owner;
1577 int friendlyfire; 1661 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1662
1663 if (hitter->head)
1664 hitter = hitter->head;
1665
1581 friendlyfire = 0; 1666 friendlyfire = 0;
1582 1667
1583 if(op->type == PLAYER) { 1668 if (op->type == PLAYER)
1669 {
1584 if (op_on_battleground (hitter, 0, 0)) 1670 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1671 return 0;
1586 1672
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1673 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1674 return 1;
1589 1675
1590 if((owner = get_owner(hitter))!=NULL) { 1676 if ((owner = hitter->owner) != NULL)
1677 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1678 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1679 friendlyfire = 2;
1593 } 1680 }
1594 1681
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1682 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1683 friendlyfire = 0;
1598 } 1684 }
1599 return friendlyfire; 1685 return friendlyfire;
1600} 1686}
1601 1687
1602 1688
1603/* This isn't used just for players, but in fact most objects. 1689/* 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 1690 * op is the object to be hit, dam is the amount of damage, hitter
1609 */ 1695 */
1610 1696
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1699
1700int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1701hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1702{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1703 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1704 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1705 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1706 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1707 int rtn_kill = 0;
1621 int friendlyfire; 1708 int friendlyfire;
1622 1709
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1710 if (get_attack_mode (&op, &hitter, &simple_attack))
1711 return 0;
1712
1713 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1714 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1715 return 0;
1716
1717#ifdef PROHIBIT_PLAYERKILL
1718 if (op->type == PLAYER)
1719 {
1720 object *owner = hitter->owner;
1721
1722 if (!owner)
1723 owner = hitter;
1724
1725 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1624 return 0; 1726 return 0;
1727 }
1728#endif
1625 1729
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1730 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1731 {
1732 /* slow and paralyze must hit the head. But we don't want to just
1733 * return - we still need to process other attacks the spell still
1734 * might have. So just remove the paralyze and slow attacktypes,
1735 * and keep on processing if we have other attacktypes.
1736 * return if only magic or nothing is left - under normal code
1737 * we don't attack with pure magic if there is another attacktype.
1738 * Only do processing if the initial attacktype includes one of those
1739 * attack so we don't cancel out things like magic bullet.
1740 */
1741 if (type & (AT_PARALYZE | AT_SLOW))
1742 {
1743 type &= ~(AT_PARALYZE | AT_SLOW);
1744
1745 if (!type || type == AT_MAGIC)
1628 return 0; 1746 return 0;
1747 }
1748 }
1629 1749
1630#ifdef PROHIBIT_PLAYERKILL 1750 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1751 {
1632 object *owner = get_owner (hitter); 1752 object *tmp;
1633 if (!owner) owner = hitter; 1753
1634 if (owner->type == PLAYER 1754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1755 if (tmp->type == RUNE || tmp->type == TRAP)
1636 && op != owner) { 1756 {
1757 spring_trap (tmp, hitter);
1758
1759 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1760 return 0;
1761
1762 break;
1638 } 1763 }
1764 }
1765
1766 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1767 {
1768 /* FIXME: If a player is killed by a rune in a door, the
1769 * destroyed() check above doesn't return, and might get here.
1770 */
1771 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1772 return 0;
1773 }
1774
1775#ifdef ATTACK_DEBUG
1776 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1777#endif
1641 1778
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) { 1779 if (magic)
1780 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1781 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1782 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1783 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1784 if (dam >= 100)
1692 dam /= 100; 1785 dam /= 100;
1693 else 1786 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1787 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1695 } 1788 }
1696 1789
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1790 /* 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 1791 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1792 */
1700 if(type & AT_CHAOS){ 1793 if (type & AT_CHAOS)
1794 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1795 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1796 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1797 type &= ~AT_CHAOS;
1704 } 1798 }
1705 1799
1706 /* Holyword is really an attacktype modifier (like magic is). If 1800 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1801 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1802 * a proper match, otherwise no damage.
1709 */ 1803 */
1710 if (type & AT_HOLYWORD) { 1804 if (type & AT_HOLYWORD)
1805 {
1711 object *god; 1806 object *god;
1807
1712 if ((!hitter->slaying || 1808 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1809 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1810 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1811 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1812 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1813 && (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; 1814 return 0;
1721 } 1815 }
1722 1816
1723 maxattacktype = type; /* initialize this to something */ 1817 maxattacktype = type; /* initialise this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1818 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1819 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1820 /* 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 1821 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1822 * the only attacktype in the group, then still attack with it
1728 */ 1823 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1824 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1825 continue;
1730 1826
1731 /* Go through and hit the player with each attacktype, one by one. 1827 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1828 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1829 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1830 * effects (slow, paralization, etc.
1735 */ 1831 */
1736 if (type & attacktype) { 1832 if (type & attacktype)
1833 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1834 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1835 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1836 * the damage is equal.
1740 */ 1837 */
1741 if (ndam >= maxdam) { 1838 if (ndam >= maxdam)
1839 {
1742 maxdam = ndam; 1840 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1841 maxattacktype = 1 << attacknum;
1744 } 1842 }
1745 } 1843 }
1746 } 1844 }
1747 1845
1748 /* if this is friendly fire then do a set % of damage only 1846 /* 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 1847 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1848 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1849 * an attack do damage before when it otherwise didn't
1752 */ 1850 */
1753 friendlyfire = friendly_fire(op, hitter); 1851 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1852 if (friendlyfire && maxdam)
1853 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1854 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1855#ifndef COZY_SERVER
1856 maxdam++;
1857#endif
1858
1859#ifdef ATTACK_DEBUG
1860 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1861 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862#endif
1863 }
1864
1865 if (!full_hit)
1866 {
1867 archetype *at;
1868 int area;
1869 int remainder;
1870
1871 area = 0;
1872 for (at = op->arch; at != NULL; at = at->more)
1873 area++;
1874 assert (area > 0);
1875
1876 /* basically: maxdam /= area; we try to "simulate" a float
1877 value-effect */
1878 remainder = 100 * (maxdam % area) / area;
1879 maxdam /= area;
1880 if (RANDOM () % 100 < remainder)
1757 maxdam++; 1881 maxdam++;
1882 }
1883
1884#ifdef ATTACK_DEBUG
1885 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1886#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 1887
1766 if (!full_hit) { 1888 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; 1889 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1890 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1891 op->enemy = hitter;
1792 1892
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1893 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1894 {
1794 /* The unaggressives look after themselves 8) */ 1895 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1896 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1897 npc_call_help (op);
1797 } 1898 }
1798 1899
1799 if (magic && did_make_save(op, op->level, 0)) 1900 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1901 maxdam = maxdam / 2;
1801 1902
1802 attack_message(maxdam, maxattacktype, op, hitter); 1903 attack_message (maxdam, maxattacktype, op, hitter);
1803 1904
1804 op->stats.hp-=maxdam; 1905 op->stats.hp -= maxdam;
1805 1906
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1907 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1908 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1909 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1910 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1911 {
1811 1912
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1913 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1914 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1915 else
1815 scare_creature(op, hitter); 1916 scare_creature (op, hitter);
1816 } 1917 }
1817 1918
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1919 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1920 {
1819 if (maxdam) 1921 if (maxdam)
1820 tear_down_wall(op); 1922 tear_down_wall (op);
1923
1821 return maxdam; /* nothing more to do for wall */ 1924 return maxdam; /* nothing more to do for wall */
1822 } 1925 }
1823 1926
1824 /* See if the creature has been killed */ 1927 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1928 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1929 if (rtn_kill != -1)
1827 return rtn_kill; 1930 return rtn_kill;
1828 1931
1829 1932
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1933 /* 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 1934 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 1935 * remained - that is no longer the case.
1833 */ 1936 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1937 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1938 {
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1939 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1836 remove_friendly_object(hitter); 1940 remove_friendly_object (hitter);
1837 remove_ob(hitter); 1941
1838 free_object(hitter); 1942 hitter->destroy ();
1839 } 1943 }
1840 /* Lets handle creatures that are splitting now */ 1944 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1945 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1946 {
1842 int i; 1947 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1948 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1949 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 1950 object *owner = op->owner;
1846 1951
1847 if(!op->other_arch) { 1952 if (!op->other_arch)
1953 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 1954 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 1955 return maxdam;
1850 } 1956 }
1851 remove_ob(op); 1957
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1958 op->remove ();
1959
1960 for (i = 0; i < NROFNEWOBJS (op); i++)
1961 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 1962 object *tmp = arch_to_object (op->other_arch);
1854 int j; 1963 int j;
1855 1964
1856 tmp->stats.hp=op->stats.hp; 1965 tmp->stats.hp = op->stats.hp;
1966
1857 if (friendly) { 1967 if (friendly)
1968 {
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 1969 SET_FLAG (tmp, FLAG_FRIENDLY);
1859 add_friendly_object(tmp); 1970 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 1971 tmp->attack_movement = PETMOVE;
1861 if (owner!=NULL) 1972 if (owner != NULL)
1862 set_owner(tmp,owner); 1973 tmp->set_owner (owner);
1863 } 1974 }
1975
1864 if (unaggressive) 1976 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1977 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1978
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1979 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1980
1867 if (j==-1) /* No spot to put this monster */ 1981 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 1982 tmp->destroy ();
1869 else { 1983 else
1984 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1985 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 1986 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 1987 }
1873 } 1988 }
1874 if(friendly) 1989
1875 remove_friendly_object(op); 1990 op->destroy ();
1876 free_object(op);
1877 } 1991 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1992 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1879 remove_ob(hitter); 1993 hitter->destroy ();
1880 free_object(hitter); 1994
1881 }
1882 return maxdam; 1995 return maxdam;
1883} 1996}
1884 1997
1885 1998
1999void
1886void poison_player(object *op, object *hitter, int dam) 2000poison_player (object *op, object *hitter, int dam)
1887{ 2001{
1888 archetype *at = find_archetype("poisoning"); 2002 archetype *at = archetype::find ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 2003 object *tmp = present_arch_in_ob (at, op);
1890 2004
1891 if(tmp==NULL) { 2005 if (tmp == NULL)
2006 {
1892 if((tmp=arch_to_object(at))==NULL) 2007 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 2008 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 2009 else
2010 {
1895 tmp = insert_ob_in_ob(tmp,op); 2011 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 2012 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 2013 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 2014 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 2015 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 2016 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 2017 * If anything else, goes as damage.
1902 */ 2018 */
1903 2019
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2020 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2021 tmp->stats.dam += hitter->level / 2;
1906 else 2022 else
1907 tmp->stats.dam = dam; 2023 tmp->stats.dam = dam;
1908 2024
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2025 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2026 if (hitter->skill && hitter->skill != tmp->skill)
2027 {
1911 tmp->skill = hitter->skill; 2028 tmp->skill = hitter->skill;
1912 } 2029 }
1913 2030
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2031 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2032
1916 if(op->type==PLAYER) { 2033 if (op->type == PLAYER)
2034 {
1917 /* player looses stats, maximum is -10 of each */ 2035 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2039 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2040 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2041 op->update_stats ();
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1925 } 2043 }
1926 if (hitter->type == PLAYER) 2044 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2046 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2047 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 } 2048 }
1932 tmp->speed_left=0; 2049 tmp->speed_left = 0;
1933 } 2050 }
1934 else 2051 else
1935 tmp->stats.food++; 2052 tmp->stats.food++;
1936} 2053}
1937 2054
2055void
1938void slow_player(object *op,object *hitter,int dam) 2056slow_player (object *op, object *hitter, int dam)
2057{
1939{ archetype *at = find_archetype("slowness"); 2058 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2059 object *tmp;
2060
1941 if(at == NULL) { 2061 if (at == NULL)
2062 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2063 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2064 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2065 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2066 {
1945 tmp = arch_to_object(at); 2067 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2068 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2069 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2070 }
1948 } else 2071 else
1949 tmp->stats.food++; 2072 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2073 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2074 tmp->speed_left = 0;
1952 fix_player(op); 2075 op->update_stats ();
1953} 2076}
1954 2077
2078void
1955void confuse_player(object *op, object *hitter, int dam) 2079confuse_player (object *op, object *hitter, int dam)
1956{ 2080{
1957 object *tmp; 2081 object *tmp;
1958 int maxduration; 2082 int maxduration;
1959 2083
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2084 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2085 if (!tmp)
2086 {
1962 tmp = get_archetype(FORCE_NAME); 2087 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2088 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2089 }
2090
1966 /* Duration added per hit and max. duration of confusion both depend 2091 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2092 * on the player's resistance
1968 */ 2093 */
1969 tmp->speed = 0.05; 2094 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2095 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2096 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2097 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1974 if( tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
1976 2101
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1979 SET_FLAG(op, FLAG_CONFUSED); 2104 SET_FLAG (op, FLAG_CONFUSED);
1980} 2105}
1981 2106
2107void
1982void blind_player(object *op, object *hitter, int dam) 2108blind_player (object *op, object *hitter, int dam)
1983{ 2109{
1984 object *tmp,*owner; 2110 object *tmp, *owner;
1985 2111
1986 /* Save some work if we know it isn't going to affect the player */ 2112 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2113 if (op->resist[ATNR_BLIND] == 100)
2114 return;
1988 2115
1989 tmp = present_in_ob(BLINDNESS,op); 2116 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2117 if (!tmp)
2118 {
1991 tmp = get_archetype("blindness"); 2119 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2120 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2121 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2122 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2123 * speed is a float anyways.
1996 */ 2124 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2125 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2126
1999 tmp = insert_ob_in_ob(tmp,op); 2127 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2128 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2129 op->update_stats (); /* This takes care of some other stuff */
2002 2130
2003 if(hitter->owner) owner = get_owner(hitter); 2131 if (hitter->owner)
2132 owner = hitter->owner;
2133 else
2004 else owner = hitter; 2134 owner = hitter;
2005 2135
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2136 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2137 }
2009 tmp->stats.food += dam; 2138 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2139 if (tmp->stats.food > 10)
2140 tmp->stats.food = 10;
2011} 2141}
2012 2142
2143void
2013void paralyze_player(object *op, object *hitter, int dam) 2144paralyze_player (object *op, object *hitter, int dam)
2014{ 2145{
2015 float effect,max; 2146 float effect, max;
2147
2016 /* object *tmp; */ 2148 /* object *tmp; */
2017 2149
2018 /* This is strange stuff... someone knows for what this is 2150 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2151 * written? Well, i think this can and should be removed
2020 */ 2152 */
2021 2153
2022 /* 2154 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2155 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2156 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2157 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2158 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2159 }
2028 */ 2160 */
2029 2161
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2162 /* 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; 2163 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2164
2033 if (effect==0) return; 2165 if (effect == 0)
2166 return;
2034 2167
2035 op->speed_left-=FABS(op->speed)*effect; 2168 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2169 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2170
2038 /* max number of ticks to be affected for. */ 2171 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2172 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2173 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2174 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2175
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2176/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2177}
2045 2178
2046 2179
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2181 * the computed damaged.
2049 */ 2182 */
2183void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2185{
2052 /* The intention of a death attack is to kill outright things 2186 /* 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 2187 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2188 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2189 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2190 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2191 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2059 2193
2060 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2061 2195
2062 if(hitter->slaying) 2196 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2197 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; 2198 return;
2065 2199
2066 def_lev = op->level; 2200 def_lev = op->level;
2067 if (def_lev < 1) { 2201 if (def_lev < 1)
2202 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2203 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; 2204 def_lev = 1;
2071 } 2205 }
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2206 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2207 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2208 atk_lev, def_lev); */
2075 2209
2076 if(atk_lev >= def_lev ){ 2210 if (atk_lev >= def_lev)
2211 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2212 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2213
2079 /* Note that the below effectively means the ratio of the atk vs 2214 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2215 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2216 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2217 * redone.
2083 */ 2218 */
2084 if(kill_lev >= def_lev) { 2219 if (kill_lev >= def_lev)
2220 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2221 *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 2222 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2223 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2224 * attack level is double the defender level.
2089 */ 2225 */
2090 *dam *= kill_lev / def_lev; 2226 *dam *= kill_lev / def_lev;
2091 } 2227 }
2092 } else { 2228 }
2229 else
2230 {
2093 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2094 } 2232 }
2095} 2233}
2096 2234
2097/* thrown_item_effect() - handles any special effects of thrown 2235/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2236 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2237 * monster).
2100 */ 2238 */
2239static void
2101static void thrown_item_effect (object *hitter, object *victim) 2240thrown_item_effect (object *hitter, object *victim)
2102{ 2241{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2242 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2243 {
2104 /* May not need a switch for just 2 types, but this makes it 2244 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2245 * easier for expansion.
2106 */ 2246 */
2107 switch (hitter->type) { 2247 switch (hitter->type)
2248 {
2108 case POTION: 2249 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2250 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2251 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); 2252 (void) apply_potion (victim, hitter);
2112 break; 2253 break;
2113 2254
2114 case POISON: /* poison drinks */ 2255 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2256 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2257 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); 2258 apply_poison (victim, hitter);
2118 break; 2259 break;
2119 2260
2120 /* Removed case statements that did nothing. 2261 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2262 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2263 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2264 * Containers should perhaps break open, but that code was disabled.
2124 */ 2265 */
2125 } 2266 }
2126 } 2267 }
2127} 2268}
2128 2269
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2270/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2271
2272int
2131int adj_attackroll (object *hitter, object *target) { 2273adj_attackroll (object *hitter, object *target)
2274{
2132 object *attacker = hitter; 2275 object *attacker = hitter;
2133 int adjust=0; 2276 int adjust = 0;
2134 2277
2135 /* safety */ 2278 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2279 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2280 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2281 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2282 return 0;
2283 }
2284
2285 /* aimed missiles use the owning object's sight */
2286 if (is_aimed_missile (hitter))
2287 {
2288 if ((attacker = hitter->owner) == NULL)
2289 attacker = hitter;
2290 /* A player who saves but hasn't quit still could have objects
2291 * owned by him - need to handle that case to avoid crashes.
2292 */
2293 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2294 attacker = hitter;
2295 }
2296 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2297 return 0;
2140 }
2141 2298
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. 2299 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2300 * Add more cases, as the need occurs. */
2155 2301
2156 if(!can_see_enemy(attacker,target)) { 2302 if (!can_see_enemy (attacker, target))
2303 {
2157 /* target is unseen */ 2304 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2305 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2306 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2307 /* 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)) 2308 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2309 adjust -= target->map->darkness;
2163 } 2310 }
2164 2311
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2312 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2313 adjust -= 3;
2167 2314
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2315 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2316 adjust += 1;
2170 2317
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2318 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2319 adjust += 1;
2173 2320
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2321 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2322 adjust -= 3;
2176 2323
2177 /* if we attack at a different 'altitude' its harder */ 2324 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2325 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2326 adjust -= 2;
2180 2327
2181#if 0 2328#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2329 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2330 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2331 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2332 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2333 * fly fast should have a better chance of hitting a slower target.
2187 */ 2334 */
2188 if(hitter->speed<target->speed) 2335 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2336 adjust += ((float) hitter->speed - target->speed);
2190#endif 2337#endif
2191 2338
2192#if 0 2339#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2340 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2341#endif
2195 2342
2196 return adjust; 2343 return adjust;
2197} 2344}
2198 2345
2199 2346
2200/* determine if the object is an 'aimed' missile */ 2347/* determine if the object is an 'aimed' missile */
2348int
2201int is_aimed_missile ( object *op) { 2349is_aimed_missile (object *op)
2350{
2202 2351
2203 /* I broke what used to be one big if into a few nested 2352 /* 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. 2353 * ones so that figuring out the logic is at least possible.
2205 */ 2354 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2355 if (op && (op->move_type & MOVE_FLYING))
2356 {
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2357 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2358 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2359 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2360 return 1;
2212 } 2361 }
2213 return 0; 2362 return 0;
2214} 2363}
2215

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