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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 1.62 by root, Thu May 3 09:39:56 2007 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 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
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
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#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 30#include <sproto.h>
35#endif
36 31
37#include <sounds.h>
38
39typedef struct att_msg_str { 32typedef struct att_msg_str
33{
40 char *msg1; 34 char *msg1;
41 char *msg2; 35 char *msg2;
42} att_msg; 36} att_msg;
43 37
44/*#define ATTACK_DEBUG*/ 38/*#define ATTACK_DEBUG*/
45 39
46/* cancels object *op. Cancellation basically means an object loses 40/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 41 * its magical benefits.
48 */ 42 */
43void
49void cancellation(object *op) 44cancellation (object *op)
50{ 45{
51 object *tmp;
52
53 if (op->invisible) 46 if (op->invisible)
54 return; 47 return;
55 48
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 54 cancellation (tmp);
61 } 55 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic=0; 60 op->magic = 0;
61
66 CLEAR_FLAG(op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
70 if (op->env && op->env->type == PLAYER) { 67 if (op->env && op->env->type == PLAYER)
71 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
72 }
73 } 69 }
74} 70}
75
76
77 71
78/* did_make_save_item just checks to make sure the item actually 72/* 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 73 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 74 * any further action (like destroying the item).
81 */ 75 */
82 76int
83int did_make_save_item(object *op, int type, object *originator) { 77did_make_save_item (object *op, int type, object *originator)
78{
84 int i, roll, saves=0, attacks=0, number; 79 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) { 82 if (op->materialname == NULL)
83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 } else 88 else
93 mt = name_to_material(op->materialname); 89 mt = name_to_material (op->materialname);
90
94 if (mt == NULL) 91 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; 92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137} 137}
138 138
139/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 141 * calling cancellation, etc.)
142 */ 142 */
143 143void
144void save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
145{ 145{
146 if ( ! did_make_save_item (op, type,originator)) 146 if (!did_make_save_item (op, type, originator))
147 { 147 {
148 object *env=op->env; 148 object *env = op->env;
149 int x=op->x,y=op->y; 149 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 150 maptile *m = op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 165 {
166 const char *arch=op->other_arch->name; 166 const char *arch = op->other_arch->name;
167 167
168 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169
169 if (op) 170 if (op)
170 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
172
171 if((op = get_archetype(arch))!=NULL) { 173 if ((op = get_archetype (arch)) != NULL)
174 {
172 if(env) { 175 if (env)
176 {
173 op->x=env->x,op->y=env->y; 177 op->x = env->x, op->y = env->y;
174 insert_ob_in_ob(op,env); 178 insert_ob_in_ob (op, env);
175 if (env->contr) 179 if (env->contr)
176 esrv_send_item(env, op); 180 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 } 181 }
182 else
182 return; 183 {
183 } 184 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); 185 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 } 186 }
200 } 187 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 188
202 remove_ob(op); 189 return;
203 free_object(op); 190 }
191
192 if (type & AT_CANCELLATION)
193 { /* Cancellation. */
194 cancellation (op);
195 fix_stopped_item (op, m, originator);
196 return;
197 }
198
199 if (op->nrof > 1)
204 } 200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 }
218
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 219 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if(env) { 220 if (env)
221 {
207 op=get_archetype("burnout"); 222 op = get_archetype ("burnout");
208 op->x=env->x,op->y=env->y; 223 op->x = env->x, op->y = env->y;
209 insert_ob_in_ob(op,env); 224 insert_ob_in_ob (op, env);
210 } else { 225 }
226 else
211 replace_insert_ob_in_map("burnout",originator); 227 replace_insert_ob_in_map ("burnout", originator);
212 } 228
213 } 229 return;
230 }
231
232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube");
237
238 if (at == NULL)
214 return; 239 return;
215 } 240
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); 241 op = stop_item (op);
224 if (op == NULL) 242 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; 243 return;
244
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
246 {
247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create.
252 */
253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0);
256 }
257
258 if (!QUERY_FLAG (op, FLAG_REMOVED))
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return;
241 } 263 }
242} 264}
243 265
244/* Object op is hitting the map. 266/* Object op is hitting the map.
245 * op is going in direction 'dir' 267 * op is going in direction 'dir'
246 * type is the attacktype of the object. 268 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
249 */ 271 */
250 272int
251int hit_map(object *op, int dir, int type, int full_hit) { 273hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 274{
253 mapstruct *map; 275 maptile *map;
254 sint16 x, y; 276 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 278
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 279 if (QUERY_FLAG (op, FLAG_FREED))
280 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 281 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 282 return 0;
262 } 283 }
263 284
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
266 &op->arch->name, &op->name);
267 return 0; 288 return 0;
268 } 289 }
269 290
270 if ( ! op->map) { 291 if (!op->map)
292 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name); 293 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 294 return 0;
273 } 295 }
274 296
275 if (op->head) op=op->head; 297 if (op->head)
298 op = op->head;
276 299
277 op_tag = op->count;
278
279 map = op->map; 300 map = op->map;
280 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
282 303
283 int mflags = get_map_flags(map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
306
284 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
287 return 0; 312 return 0;
288 313
289 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
291 */ 316 */
292 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
293 if (type & AT_COUNTERSPELL) { 319 if (type & AT_COUNTERSPELL)
320 {
294 counterspell(op,dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
295 322
296 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing. 324 * to do any further processing.
298 */ 325 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
300 return 0; 327 return 0;
301 } 328
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); /* 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;
337 }
309 } 338 }
310 339
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 340 /* 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 341 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first 342 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort. 343 * object. That's why we just abort on destroy.
321 * 344 *
322 * This happens whenever attack spells (like fire) hit a pile 345 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage 346 * of objects. This is not a bug - nor an error.
324 * below was spamming the logs for absolutely no reason. 347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
350 object *tmp = next;
351 next = tmp->above;
352
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used.
325 */ 356 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 357 if (tmp->map != map || tmp->x != x || tmp->y != y)
358 continue;
359
360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1;
364
365 if (op->destroyed ())
327 break; 366 break;
328 } 367 }
329 tmp = next; 368 /* Here we are potentially destroying an object. If the object has
330 next = tmp->above; 369 * NO_PASS set, it is also immune - you can't destroy walls. Note
331 if (next) 370 * that weak walls have is_alive set, which prevent objects from
332 next_tag = next->count; 371 * passing over/through them. We don't care what type of movement
372 * the wall blocks - if it blocks any type of movement, can't be
373 * destroyed right now.
374 */
375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
376 {
377 save_throw_object (tmp, type, op);
333 378
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 379 if (op->destroyed ())
335 LOG (llevError, "BUG: hit_map(): found freed object\n");
336 break; 380 break;
337 } 381 }
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 } 382 }
383
366 return 0; 384 return 0;
367} 385}
368 386
387void
369void attack_message(int dam, int type, object *op, object *hitter) { 388attack_message (int dam, int type, object *op, object *hitter)
389{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 391 int i, found = 0;
372 mapstruct *map; 392 maptile *map;
373 object *next, *tmp; 393 object *next, *tmp;
374 394
375 /* put in a few special messages for some of the common attacktypes 395 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 396 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 397 * [garbled 20010919]
378 */ 398 */
379 399
380 if (dam == 9998 && op->type == DOOR) { 400 if (dam == 9998 && op->type == DOOR)
401 {
381 sprintf(buf1, "unlock %s", &op->name); 402 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 403 sprintf (buf2, " unlocks");
383 found++; 404 found++;
405 }
406 if (dam < 0)
384 } 407 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 408 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 409 sprintf (buf2, " hits");
388 found++; 410 found++;
411 }
389 } else if(dam==0) { 412 else if (dam == 0)
413 {
390 sprintf(buf1, "missed %s", &op->name); 414 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 415 sprintf (buf2, " misses");
392 found++; 416 found++;
417 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 420 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 422 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 423 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 424 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); 425 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
426 found++;
427 break;
428 }
429 }
430 else if (op->type == DOOR && !found)
431 {
432 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
433 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
434 {
435 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
437 found++;
438 break;
439 }
440 }
441 else if (hitter->type == PLAYER && op->is_alive ())
442 {
443 if (USING_SKILL (hitter, SK_KARATE))
444 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
447 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
449 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 450 found++;
404 break; 451 break;
405 } 452 }
406 } else if (op->type == DOOR && !found) { 453 }
454 else if (USING_SKILL (hitter, SK_CLAWING))
455 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
457 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 458 {
409 if (dam < attack_mess[ATM_DOOR][i].level 459 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); 460 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 461 found++;
415 break; 462 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 } 463 }
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 } 464 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 465 else if (USING_SKILL (hitter, SK_PUNCHING))
466 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 467 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
468 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 469 {
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, 470 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); 471 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++; 472 found++;
462 break; 473 break;
474 }
475 }
476 }
477
478 if (found)
479 {
480 /* done */
481 }
482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
483 {
484 sprintf (buf1, "hit"); /* just in case */
485 for (i = 0; i < MAXATTACKMESS; i++)
486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
487 {
488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
489 found++;
490 break;
491 }
492 }
493 else if (type & AT_DRAIN && op->is_alive ())
494 {
495 /* drain is first, because some items have multiple attypes */
496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
498 {
499 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
501 found++;
502 break;
503 }
504 }
505 else if (type & AT_ELECTRICITY && op->is_alive ())
506 {
507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
509 {
510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_COLD && op->is_alive ())
517 {
518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
520 {
521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
522 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
523 found++;
524 break;
525 }
526 }
527 else if (type & AT_FIRE)
528 {
529 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
530 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
531 {
532 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++;
535 break;
536 }
537 }
538 else if (hitter->current_weapon != NULL)
539 {
540 int mtype;
541
542 switch (hitter->current_weapon->weapontype)
543 {
544 case WEAP_HIT:
545 mtype = ATM_BASIC;
546 break;
547 case WEAP_SLASH:
548 mtype = ATM_SLASH;
549 break;
550 case WEAP_PIERCE:
551 mtype = ATM_PIERCE;
552 break;
553 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 }
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3);
580 found++;
581 break;
582 }
583 }
584 else
585 {
586 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
587 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
588 {
589 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
590 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
591 found++;
592 break;
593 }
594 }
595
596 if (!found)
597 {
598 strcpy (buf1, "hit");
599 strcpy (buf2, " hits");
600 }
601
602 /* bail out if a monster is casting spells */
603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
604 return;
605
606 /* scale down magic considerably. */
607 if (type & AT_MAGIC && rndm (0, 5))
608 return;
609
610 /* Did a player hurt another player? Inform both! */
611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
612 {
613 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else
616 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618 if (dam != 0)
619 {
620 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
622 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
624 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
463 } 626 }
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 } 627 }
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); 628 new_draw_info (NDI_BLACK, 0, op, buf);
578 } /* end of player hitting player */ 629 } /* end of player hitting player */
579 630
580 if(hitter->type==PLAYER) { 631 if (hitter->type == PLAYER)
632 {
581 sprintf(buf,"You %s.",buf1); 633 sprintf (buf, "You %s.", buf1);
582 if (dam != 0) { 634 if (dam != 0)
635 {
583 if (dam < 10) 636 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
585 else if (dam < 20) 638 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
587 else 640 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
589 } 642 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 }
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 {
592 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT && 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
594 (hitter->subtype == SP_EXPLOSION || 649 {
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4; 650 i = 4;
598 map = hitter->map; 651 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y)) 652 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; 653 return;
654
655 next = GET_MAP_OB (map, hitter->x, hitter->y);
656 if (next)
657 while (next)
658 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3;
661 tmp = next;
662 next = tmp->above;
663 }
664
665 if (i < 0)
666 return;
667
668 if (rndm (0, i) != 0)
669 return;
670 }
671 else if (rndm (0, 5) != 0)
672 return;
673
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
620 } 677 }
621} 678}
622 679
623 680
681static int
624static int get_attack_mode (object **target, object **hitter, 682get_attack_mode (object **target, object **hitter, int *simple_attack)
625 int *simple_attack)
626{ 683{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1; 687 return 1;
630 } 688 }
631 if ((*target)->head) 689 if ((*target)->head)
632 *target = (*target)->head; 690 *target = (*target)->head;
633 if ((*hitter)->head) 691 if ((*hitter)->head)
634 *hitter = (*hitter)->head; 692 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) { 693 if ((*hitter)->env != NULL || (*target)->env != NULL)
694 {
636 *simple_attack = 1; 695 *simple_attack = 1;
637 return 0; 696 return 0;
638 } 697 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED) 698 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
642 { 700 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 701 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; 702 return 1;
646 } 703 }
647 *simple_attack = 0; 704 *simple_attack = 0;
648 return 0; 705 return 0;
649} 706}
650 707
708static int
651static int abort_attack (object *target, object *hitter, int simple_attack) 709abort_attack (object *target, object *hitter, int simple_attack)
652{ 710{
711
653/* Check if target and hitter are still in a relation similar to the one 712/* 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. 713 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */ 714 */
656 int new_mode; 715 int new_mode;
657 716
658 if (hitter->env == target || target->env == hitter) 717 if (hitter->env == target || target->env == hitter)
659 new_mode = 1; 718 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 719 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; 720 return 1;
664 else 721 else
665 new_mode = 0; 722 new_mode = 0;
666 return new_mode != simple_attack; 723 return new_mode != simple_attack;
667} 724}
668 725
669static void thrown_item_effect (object *, object *); 726static void thrown_item_effect (object *, object *);
670 727
728static int
671static int attack_ob_simple (object *op, object *hitter, int base_dam, 729attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
672 int base_wc)
673{ 730{
674 int simple_attack, roll, dam=0; 731 int simple_attack, roll, dam = 0;
675 uint32 type; 732 uint32 type;
676 shstr op_name; 733 shstr op_name;
677 tag_t op_tag, hitter_tag;
678 734
679 if (get_attack_mode (&op, &hitter, &simple_attack)) 735 if (get_attack_mode (&op, &hitter, &simple_attack))
736 goto error;
737
738 if (hitter->current_weapon)
739 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
740 return RESULT_INT (0);
741
742 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
743 return RESULT_INT (0);
744
745 /*
746 * A little check to make it more difficult to dance forward and back
747 * to avoid ever being hit by monsters.
748 */
749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
750 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail.
755 */
756 op->speed_left--;
757 process_object (op);
758
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
680 goto error; 760 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 { 761 }
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 }
710 762
711 op_name = op->name; 763 op_name = op->name;
712 764
713 roll=random_roll(1, 20, hitter, PREFER_HIGH); 765 roll = random_roll (1, 20, hitter, PREFER_HIGH);
714 766
715 /* Adjust roll for various situations. */ 767 /* Adjust roll for various situations. */
716 if ( ! simple_attack) 768 if (!simple_attack)
717 roll += adj_attackroll(hitter,op); 769 roll += adj_attackroll (hitter, op);
718 770
719 /* See if we hit the creature */ 771 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) { 772 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 {
721 int hitdam = base_dam; 774 int hitdam = base_dam;
775
722 if (settings.casting_time == TRUE) { 776 if (settings.casting_time == TRUE)
777 {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 {
724 hitter->casting_time = -1; 780 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
726 "your spell!");
727 } 782 }
783
728 if ((op->casting_time > -1)&&(hitdam > 0)){ 784 if (op->casting_time > -1 && hitdam > 0)
785 {
729 op->casting_time = -1; 786 op->casting_time = -1;
730 if (op->type == PLAYER) { 787 if (op->type == PLAYER)
788 {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
732 "your spell!"); 790 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 } 791 }
737 } 792 }
738 } 793 }
794
739 if ( ! simple_attack) 795 if (!simple_attack)
740 { 796 {
741 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
743 * -b.t. */ 799 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP)) 800 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP); 801 CLEAR_FLAG (op, FLAG_SLEEP);
746 802
747 /* If the victim can't see the attacker, it may alert others 803 /* If the victim can't see the attacker, it may alert others
748 * for help. */ 804 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter) 805 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); 806 npc_call_help (op);
752 807
753 /* if you were hidden and hit by a creature, you are discovered*/ 808 /* if you were hidden and hit by a creature, you are discovered */
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810 {
755 make_visible (op); 811 make_visible (op);
812
756 if (op->type == PLAYER) 813 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op, 814 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 } 815 }
761 816
762 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 818 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 819 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 820 * wrapper object.
766 */ 821 */
767 thrown_item_effect (hitter, op); 822 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 }
773 823
774 /* Need to do at least 1 damage, otherwise there is no point 824 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; 825 goto leave;
803 } /* end of if hitter hit op */ 826 }
827
828 /* Need to do at least 1 damage, otherwise there is no point
829 * to go further and it will cause FPE's below.
830 */
831 if (hitdam <= 0)
832 hitdam = 1;
833
834 type = hitter->attacktype;
835
836 if (!type)
837 type = AT_PHYSICAL;
838
839 /* Handle monsters that hit back */
840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
841 {
842 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
843 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
844
845 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
846
847 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
848 goto leave;
849 }
850
851 /* In the new attack code, it should handle multiple attack
852 * types in its area, so remove it from here.
853 */
854 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
855
856 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
857 goto leave;
858 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 859 /* if we missed, dam=0 */
805 860
806 /*attack_message(dam, type, op, hitter);*/ 861 /*attack_message(dam, type, op, hitter); */
807 862
808 goto leave; 863 goto leave;
809 864
810 error: 865error:
811 dam = 1; 866 dam = 1;
812 867
813 leave: 868leave:
814 869
815 return dam; 870 return dam;
816} 871}
817 872
873int
818int attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
819{ 875{
820
821 if (hitter->head)
822 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 879}
825 880
826/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
827 * 882 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 883 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 884 */
885static int
830static int stick_arrow (object *op, object *tmp) 886stick_arrow (object *op, object *tmp)
831{ 887{
832 /* If the missile hit a player, we insert it in their inventory. 888 /* 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 889 * 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 890 * 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 891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 892 * stick around.
837 */ 893 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
839 if(tmp->head != NULL) 895 {
840 tmp = tmp->head; 896 tmp = tmp->head_ ();
841 remove_ob (op); 897
898 op->remove ();
842 op = insert_ob_in_ob(op,tmp); 899 op = insert_ob_in_ob (op, tmp);
900
843 if (tmp->type== PLAYER) 901 if (tmp->type == PLAYER)
844 esrv_send_item (tmp, op); 902 esrv_send_item (tmp, op);
903
845 return 1; 904 return 1;
905 }
846 } else 906 else
847 return 0; 907 return 0;
848} 908}
849 909
850/* hit_with_arrow() disassembles the missile, attacks the victim and 910/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 911 * reassembles the missile.
852 * 912 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 913 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 914 * isn't available anymore.
855 */ 915 */
916object *
856object *hit_with_arrow (object *op, object *victim) 917hit_with_arrow (object *op, object *victim)
857{ 918{
858 object *container, *hitter; 919 object *container, *hitter;
859 int hit_something = 0; 920 int hit_something = 0;
860 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y;
862 921
863 /* Disassemble missile */ 922 /* Disassemble missile */
864 if (op->inv) { 923 if (op->inv)
924 {
865 container = op; 925 container = op;
866 hitter = op->inv; 926 hitter = op->inv;
867 remove_ob (hitter); 927 hitter->remove ();
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 928 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 929 /* 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 930 * 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 931 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 932 * THROWN_OBJs. */
873 } else { 933 }
934 else
935 {
874 container = NULL; 936 container = 0;
875 hitter = op; 937 hitter = op;
876 } 938 }
877 939
878 /* Try to hit victim */ 940 /* 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); 941 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 942
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 943 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 944 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 945 * 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 946 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 947 * other places as well!)
891 */ 948 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 949 if (hitter->destroyed () || hitter->env != NULL)
950 {
893 if (container) { 951 if (container)
894 remove_ob (container);
895 free_object (container);
896 } 952 {
953 container->remove ();
954 container->destroy ();
955 }
956
897 return NULL; 957 return 0;
898 } 958 }
899 959
900 /* Missile hit victim */ 960 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight 961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target 962 * through the target
903 */ 963 */
904 if (hit_something && op->speed <= 10.0) 964 if (hit_something && op->speed <= 10.0)
905 { 965 {
906 /* Stop arrow */ 966 /* Stop arrow */
907 if (container == NULL) { 967 if (!container)
968 {
908 hitter = fix_stopped_arrow (hitter); 969 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL) 970 if (!hitter)
910 return NULL; 971 return 0;
972 }
911 } else { 973 else
912 remove_ob (container); 974 container->destroy ();
913 free_object (container);
914 }
915 975
916 /* Try to stick arrow into victim */ 976 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag) 977 if (!victim->destroyed () && stick_arrow (hitter, victim))
918 && stick_arrow (hitter, victim))
919 return NULL; 978 return 0;
920 979
921 /* Else try to put arrow on victim's map square 980 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 981 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 982 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 983 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 984 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 985 * way to handle those otherwise?
927 */ 986 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 987 if (victim->x != hitter->x || victim->y != hitter->y)
929 remove_ob (hitter); 988 {
989 hitter->remove ();
930 hitter->x = victim_x; 990 hitter->x = victim->x;
931 hitter->y = victim_y; 991 hitter->y = victim->y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 992 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 }
933 } else { 994 else
934 /* Else leave arrow where it is */ 995 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 996 merge_ob (hitter, NULL);
936 } 997
937 return NULL; 998 return 0;
938 } 999 }
939 1000
940 if (hit_something && op->speed >= 10.0) 1001 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 1002 op->speed -= 1.0;
942 1003
943 /* Missile missed victim - reassemble missile */ 1004 /* Missile missed victim - reassemble missile */
944 if (container) { 1005 if (container)
945 remove_ob (hitter); 1006 {
1007 hitter->remove ();
946 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
947 } 1009 }
1010
948 return op; 1011 return op;
949} 1012}
950 1013
951 1014void
952void tear_down_wall(object *op) 1015tear_down_wall (object *op)
953{ 1016{
954 int perc=0; 1017 int perc = 0;
955 1018
956 if (!op->stats.maxhp) { 1019 if (!op->stats.maxhp)
1020 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1021 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 1022 perc = 1;
1023 }
959 } else if(!GET_ANIM_ID(op)) { 1024 else if (!GET_ANIM_ID (op))
1025 {
960 /* Object has been called - no animations, so remove it */ 1026 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 1027 if (op->stats.hp < 0)
962 remove_ob(op); /* Should update LOS */ 1028 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 } 1029
967 return; /* no animations, so nothing more to do */ 1030 return; /* no animations, so nothing more to do */
968 } 1031 }
969 perc = NUM_ANIMATIONS(op) 1032
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1033 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1034
971 if (perc >= (int) NUM_ANIMATIONS(op)) 1035 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1036 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1037 else if (perc < 1)
974 perc = 1; 1038 perc = 1;
1039
975 SET_ANIMATION(op, perc); 1040 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1041 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1042
1043 if (perc == NUM_ANIMATIONS (op) - 1)
1044 { /* Reached the last animation */
978 if(op->face==blank_face) { 1045 if (op->face == blank_face)
979 /* If the last face is blank, remove the ob */ 1046 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1047 op->destroy ();
981 free_object(op); 1048 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 */ 1049 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1051 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1052 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1053 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1054 }
992 } 1055 }
993} 1056}
994 1057
1058void
995void scare_creature(object *target, object *hitter) 1059scare_creature (object *target, object *hitter)
996{ 1060{
997 object *owner = get_owner(hitter); 1061 object *owner = hitter->owner;
998 1062
999 if (!owner) owner=hitter; 1063 if (!owner)
1064 owner = hitter;
1000 1065
1001 SET_FLAG(target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1067 if (!target->enemy)
1068 target->enemy = owner;
1003} 1069}
1004
1005 1070
1006/* This returns the amount of damage hitter does to op with the 1071/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1073 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1075 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1012 1077int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1079{
1015
1016 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1017 1081
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1083 if (attacknum >= NROFATTACKS)
1084 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1085 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1086 return 0;
1022 }
1023 1087 }
1088
1024 if (dam < 0) { 1089 if (dam < 0)
1090 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1092 dam, hitter->debug_desc (), op->debug_desc ());
1026 return 0; 1093 return 0;
1027 }
1028 1094 }
1095
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1096 /* 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. */ 1097 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1098 if (attacknum == ATNR_INTERNAL)
1032 1099 return dam;
1100
1033 if (hitter->slaying) { 1101 if (hitter->slaying)
1102 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1035 (op->arch && (op->arch->name != NULL) && 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1105 {
1038 doesnt_slay = 0; 1106 doesnt_slay = 0;
1039 dam *= 3; 1107 dam *= 3;
1040 } 1108 }
1041 } 1109 }
1042 1110
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1111 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1112 if (op->resist[attacknum])
1113 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1114 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1115 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1116 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1117 if (dam >= 100)
1118 dam /= 100;
1049 else 1119 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1120 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1121 }
1052 1122
1053 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1126 * special processing is needed */
1057 1127
1058 if ((op->resist[attacknum] >= 100) && 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1059 doesnt_slay && (attacknum != ATNR_ACID)) 1130 && attacknum != ATNR_ACID)
1060 return 0; 1131 return 0;
1061 1132
1062 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1134
1135 switch (attacknum)
1063 1136 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1137 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1138 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1139 check_physically_infect (op, hitter);
1068 break; 1140 break;
1069 1141
1070 /* Don't need to do anything for: 1142 /* Don't need to do anything for:
1071 magic, 1143 magic,
1072 fire, 1144 fire,
1073 electricity, 1145 electricity,
1074 cold */ 1146 cold */
1075 1147
1076 case ATNR_CONFUSION: 1148 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1149 case ATNR_POISON:
1078 case ATNR_SLOW: 1150 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1151 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1152 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1153 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1154 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1155 case ATNR_BLIND:
1084 { 1156 {
1085 /* chance for inflicting a special attack depends on the 1157 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1158 * difference between attacker's and defender's level
1087 */ 1159 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1161
1090 /* First, only creatures/players with speed can be affected. 1162 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1163 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1164 * you. Third, you still get a saving through against the
1093 * effect. 1165 * effect.
1094 */ 1166 */
1095 if (op->speed && 1167 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1169 !(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)) { 1170 {
1099 1171
1100 /* Player has been hit by something */ 1172 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1173 if (attacknum == ATNR_CONFUSION)
1174 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1175 else if (attacknum == ATNR_POISON)
1176 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1177 else if (attacknum == ATNR_SLOW)
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1178 slow_player (op, hitter, dam);
1179 else if (attacknum == ATNR_PARALYZE)
1180 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1181 else if (attacknum == ATNR_FEAR)
1182 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1183 else if (attacknum == ATNR_CANCELLATION)
1184 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1185 else if (attacknum == ATNR_DEPLETE)
1186 op->drain_stat ();
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1187 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); 1188 blind_player (op, hitter, dam);
1110 } 1189 }
1190
1111 dam = 0; /* These are all effects and don't do real damage */ 1191 dam = 0; /* These are all effects and don't do real damage */
1112 } 1192 }
1113 break; 1193 break;
1194
1114 case ATNR_ACID: 1195 case ATNR_ACID:
1115 { 1196 {
1116 int flag=0; 1197 int flag = 0;
1117 1198
1118 /* Items only get corroded if you're not on a battleground and 1199 /* Items only get corroded if you're not on a battleground and
1119 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1120 if (!op_on_battleground(op, NULL, NULL) && 1201 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1121 (op->resist[ATNR_ACID] < 50))
1122 { 1202 {
1123 object *tmp;
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 {
1125 if(tmp->invisible) 1205 if (tmp->invisible)
1126 continue; 1206 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1207 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 */ 1208 /* >= 10% acid res. on items will protect these */
1130 continue; 1209 continue;
1131 if(!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1132 continue; 1211 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1213 continue;
1135 if(tmp->type==RING || 1214 if (tmp->type == RING
1136 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1137 PR */
1138 tmp->type==GIRDLE || 1216 || tmp->type == GIRDLE
1139 tmp->type==AMULET || 1217 || tmp->type == AMULET
1140 tmp->type==WAND || 1218 || tmp->type == WAND
1141 tmp->type==ROD || 1219 || tmp->type == ROD
1142 tmp->type==HORN) 1220 || tmp->type == HORN)
1143 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1144 1222
1145 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1146 objects */ 1224 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1226 {
1149 if(op->type == PLAYER) 1227 if (op->type == PLAYER)
1150 /* Make this more visible */ 1228 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1152 "The %s's acid corrodes your %s!", 1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp));
1154 flag = 1; 1231 flag = 1;
1155 tmp->magic--; 1232 tmp->magic--;
1156 if(op->type == PLAYER) 1233 if (op->type == PLAYER)
1157 esrv_send_item(op, tmp); 1234 esrv_send_item (op, tmp);
1235 }
1158 } 1236 }
1237
1238 if (flag)
1239 op->update_stats (); /* Something was corroded */
1159 } 1240 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 }
1163 } 1241 }
1164 break; 1242 break;
1243
1165 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1166 { 1245 {
1167 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1169 */ 1248 */
1170 int rate; 1249 int rate;
1171 1250
1172 if(op->resist[ATNR_DRAIN] >= 0) 1251 if (op->resist[ATNR_DRAIN] >= 0)
1173 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174 else 1253 else
1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176 1255
1177 if(op->stats.exp <= rate) { 1256 if (op->stats.exp <= rate)
1257 {
1178 if(op->type == GOLEM) 1258 if (op->type == GOLEM)
1179 dam = 999; /* Its force is "sucked" away. 8) */ 1259 dam = 999; /* Its force is "sucked" away. 8) */
1180 else 1260 else
1181 /* If we can't drain, lets try to do physical damage */ 1261 /* If we can't drain, lets try to do physical damage */
1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1263 }
1183 } else { 1264 else
1265 {
1184 /* Randomly give the hitter some hp */ 1266 /* Randomly give the hitter some hp */
1185 if(hitter->stats.hp<hitter->stats.maxhp && 1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1186 (op->level > hitter->level) && 1268 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1187 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1188 hitter->stats.hp++; 1269 hitter->stats.hp++;
1189 1270
1190 /* Can't do drains on battleground spaces. 1271 /* Can't do drains on battleground spaces.
1191 * Move the wiz check up here - before, the hitter wouldn't gain exp 1272 * 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, 1273 * exp, but the wiz would still lose exp! If drainee is a wiz,
1193 * nothing happens. 1274 * nothing happens.
1194 * Try to credit the owner. We try to display player -> player drain 1275 * Try to credit the owner. We try to display player -> player drain
1195 * attacks, hence all the != PLAYER checks. 1276 * attacks, hence all the != PLAYER checks.
1196 */ 1277 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1279 {
1198 object *owner = get_owner(hitter); 1280 object *owner = hitter->owner;
1199 1281
1200 if (owner && owner != hitter) { 1282 if (owner && owner != hitter)
1283 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1286 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1287 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1205 change_exp(hitter, op->stats.exp/(rate*2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1291
1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1293 }
1208 change_exp(op,-op->stats.exp/rate, NULL, 0); 1294
1209 }
1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1295 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, 1296 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1297 * as the messages will say you missed
1213 */ 1298 */
1214 } 1299 }
1215 } 1300 }
1216 break; 1301 break;
1302
1217 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1218 { 1304 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1306 {
1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1221 object *god = find_god (determine_god (owner)); 1308 object *god = find_god (determine_god (owner));
1222 int div = 1; 1309 int div = 1;
1223 1310
1224 /* if undead are not an enemy of your god, you turn them 1311 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */ 1312 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1228 div = 2; 1314 div = 2;
1315
1229 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1230 if (op->level * div < 1317 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); 1318 scare_creature (op, owner);
1234 } 1319 }
1235 else 1320 else
1236 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1237 undead? */ 1322 undead? */
1238 } break; 1323 }
1239 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam);
1241 break; 1324 break;
1325
1326 case ATNR_DEATH:
1327 deathstrike_player (op, hitter, &dam);
1328 break;
1329
1242 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1243 LOG(llevError, 1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1244 "%s was hit by %s with non-specific chaos.\n",
1245 query_name(op),
1246 query_name(hitter));
1247 dam = 0; 1332 dam = 0;
1248 break; 1333 break;
1334
1249 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1250 LOG(llevError, 1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1251 "%s was hit by %s with counterspell attack.\n",
1252 query_name(op),
1253 query_name(hitter));
1254 dam = 0; 1337 dam = 0;
1255 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */ 1341 * does no damage. */
1259 break; 1342 break;
1343
1260 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1261 { 1345 {
1262 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1264 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1349
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1350 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1351 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); 1352 scare_creature (op, owner);
1353 }
1271 } break; 1354 break;
1355
1272 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1273 { 1357 {
1274 int new_hp; 1358 int new_hp;
1359
1275 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1361 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1362 * much use giving it to monsters
1278 * 1363 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1364 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1365 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1366 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1367 * 1000).
1283 */ 1368 */
1284 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1371 return 0;
1372
1286 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1376 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1290 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1380 if (dam > (op->stats.hp + 1))
1381 dam = op->stats.hp + 1;
1382
1292 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1384 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1385 new_hp = hitter->stats.maxhp;
1386
1387 if (new_hp > hitter->stats.hp)
1388 hitter->stats.hp = new_hp;
1295 } 1389 }
1296 } 1390 }
1391
1297 return dam; 1392 return dam;
1298} 1393}
1299
1300 1394
1301/* GROS: This code comes from hit_player. It has been made external to 1395/* 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. 1396 * allow script procedures to "kill" objects in a combat-like fashion.
1303 * It was initially used by (kill-object) developed for the Collector's 1397 * It was initially used by (kill-object) developed for the Collector's
1304 * Sword. Note that nothing has been changed from the original version 1398 * Sword. Note that nothing has been changed from the original version
1311 * This function was a bit of a mess with hitter getting changed, 1405 * 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 1406 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1407 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1408 * MSW 2002-07-17
1315 */ 1409 */
1410int
1316int kill_object(object *op,int dam, object *hitter, int type) 1411kill_object (object *op, int dam, object *hitter, int type)
1317{ 1412{
1318 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1319 const char *skill; 1414 const char *skill;
1320 int maxdam=0; 1415 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1417 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1418 object *owner = 0;
1324 object *skop=NULL; 1419 object *skop = 0;
1325 1420
1326 if (op->stats.hp>=0) 1421 if (op->stats.hp >= 0)
1327 return -1; 1422 return -1;
1328 1423
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1425 return 0;
1331 1426
1332 /* maxdam needs to be the amount of damage it took to kill 1427 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1428 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1429 * adjusted the creatures HP total, so that is negative.
1335 */ 1430 */
1336 maxdam = dam + op->stats.hp + 1; 1431 maxdam = dam + op->stats.hp + 1;
1337 1432
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1435
1341 if(op->type==DOOR) { 1436 if (op->type == DOOR)
1437 {
1342 op->speed = 0.1; 1438 op->set_speed (0.1);
1343 update_ob_speed(op);
1344 op->speed_left= -0.05; 1439 op->speed_left = -0.05;
1345 return maxdam; 1440 return maxdam;
1346 } 1441 }
1442
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1348 remove_friendly_object(op); 1444 {
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1445 op->destroy ();
1350 op->owner->contr->ranges[range_golem] == op) {
1351 op->owner->contr->ranges[range_golem]=NULL;
1352 op->owner->contr->golem_count=0;
1353 }
1354
1355 remove_ob(op);
1356 free_object(op);
1357 return maxdam; 1446 return maxdam;
1358 } 1447 }
1359 1448
1360 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1361 1450
1362 owner=get_owner(hitter); 1451 owner = hitter->owner;
1363 if(owner==NULL) 1452 if (!owner)
1364 owner=hitter; 1453 owner = hitter;
1365 1454
1366 /* is the victim (op) standing on battleground? */ 1455 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1456 if (op_on_battleground (op, NULL, NULL))
1368 1457 battleg = 1;
1458
1369 /* is this player killing?*/ 1459 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1460 if (op->type == PLAYER && owner->type == PLAYER)
1461 pk = 1;
1371 1462
1372 /* Player killed something */ 1463 /* Player killed something */
1373 if(owner->type==PLAYER) { 1464 if (owner->type == PLAYER)
1465 {
1374 Log_Kill(owner->name, 1466 Log_Kill (owner->name,
1375 query_name(op),op->type, 1467 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 1468
1379 /* Log players killing other players - makes it easier to detect 1469 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1470 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1471 * ip address is included.
1382 */ 1472 */
1383 if (op->type == PLAYER && !battleg) { 1473 if (op->type == PLAYER && !battleg)
1474 {
1384 time_t t=time(NULL); 1475 time_t t = time (NULL);
1385 struct tm *tmv; 1476 struct tm *tmv;
1386 char buf[256]; 1477 char buf[256];
1387 1478
1388 tmv = localtime(&t); 1479 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1480 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1481
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1482 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 } 1483 }
1394 1484
1395 /* try to filter some things out - basically, if you are 1485 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1486 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1487 * probably don't want to see that.
1398 */ 1488 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1489 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1490 {
1400 if(owner!=hitter) { 1491 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1492 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), 1493 else
1403 query_name(hitter)); 1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1495
1496 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1499 }
1500
1501 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV
1504 * Fix bug in that we were changing the luck of the hitter, not
1505 * player that the object belonged to - so if you killed another player
1506 * with spells, pets, whatever, there was no penalty.
1507 * Changed to make luck penalty configurable in settings.
1508 */
1509 if (op->type == PLAYER && owner != op && !battleg)
1510 owner->change_luck (-settings.pk_luck_penalty);
1511
1512 /* This code below deals with finding the appropriate skill
1513 * to credit exp to. This is a bit problematic - we should
1514 * probably never really have to look at current_weapon->skill
1515 */
1516 skill = 0;
1517
1518 if (hitter->skill && hitter->type != PLAYER)
1519 skill = hitter->skill;
1520 else if (owner->chosen_skill)
1521 {
1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1524 }
1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1526 skill = owner->current_weapon->skill;
1527 else
1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1529
1530 /* We have the skill we want to credit to - now find the object this goes
1531 * to. Make sure skop is an actual skill, and not a skill tool!
1532 */
1533 if ((!skop || skop->type != SKILL) && skill)
1534 {
1535 int i;
1536
1537 for (i = 0; i < NUM_SKILLS; i++)
1538 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1539 {
1540 skop = owner->contr->last_skill_ob[i];
1541 break;
1542 }
1543 }
1544 } /* Was it a player that hit somethign */
1545 else
1546 skill = 0;
1547
1548 /* Pet (or spell) killed something. */
1549 if (owner != hitter)
1550 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1551 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1552 else
1553 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1554 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1555 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1556
1557 /* These may have been set in the player code section above */
1558 if (!skop)
1559 skop = hitter->chosen_skill;
1560
1561 if (!skill && skop)
1562 skill = skop->skill;
1563
1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1565
1566 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1568 {
1569 int exp;
1570
1571 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1573 if (op->type == PLAYER)
1574 {
1575 if (battleg)
1576 {
1577 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1578 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1579 }
1405 else { 1580 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1581 exp = op->stats.exp / 1000;
1407 "You killed %s.",query_name(op)); 1582 }
1583 else
1584 exp = calc_skill_exp (owner, op, skop);
1585
1586 /* if op is standing on "battleground" (arena), no way to gain
1587 * exp by killing him
1588 */
1589 if (battleg)
1590 exp = 0;
1591
1592 /* Don't know why this is set this way - doesn't make
1593 * sense to just divide everything by two for no reason.
1594 */
1595
1596 if (!settings.simple_exp)
1597 exp = exp / 2;
1598
1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1600 change_exp (owner, exp, skill, 0);
1601 else
1602 {
1603 int shares = 0, count = 0;
1604 partylist *party = owner->contr->party;
1605
1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1607
1608 for_all_players (pl)
1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1610 {
1611 count++;
1612 shares += (pl->ob->level + 4);
1613 }
1614
1615 if (count == 1 || shares > exp || !shares)
1616 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617 else
1618 {
1619 int share = exp / shares, given = 0, nexp;
1620
1621 for_all_players (pl)
1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1623 {
1624 nexp = (pl->ob->level + 4) * share;
1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626 given += nexp;
1627 }
1628
1629 exp -= given;
1630 /* give any remainder to the player */
1631 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1632 }
1409 /* Only play sounds for melee kills */ 1633 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1634 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1635
1636 if (op->type != PLAYER)
1637 {
1638 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1412 } 1639 {
1640 object *owner1 = op->owner;
1413 1641
1414 /* If a player kills another player, not on 1642 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 } 1643 {
1451 } 1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1452 } /* Was it a player that hit somethign */ 1645 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1646 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 } 1647 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1648
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); 1649 remove_friendly_object (op);
1551 } 1650 }
1552 remove_ob(op); 1651
1553 free_object(op); 1652 op->destroy ();
1653 }
1654 else
1554 } 1655 {
1555 /* Player has been killed! */ 1656 /* Player has been killed! */
1556 else {
1557 if(owner->type==PLAYER) { 1657 if (owner->type == PLAYER)
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else { 1659 else
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1660 assign (op->contr->killer, hitter->name);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 } 1661 }
1662
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1663 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1664 * continues in the calling function.
1567 */ 1665 */
1568 return maxdam; 1666 return maxdam;
1569} 1667}
1570 1668
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1669/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1573 */ 1671 */
1574 1672int
1575int friendly_fire(object *op, object *hitter){ 1673friendly_fire (object *op, object *hitter)
1674{
1576 object *owner; 1675 object *owner;
1577 int friendlyfire; 1676 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1677
1678 if (hitter->head)
1679 hitter = hitter->head;
1680
1581 friendlyfire = 0; 1681 friendlyfire = 0;
1582 1682
1583 if(op->type == PLAYER) { 1683 if (op->type == PLAYER)
1684 {
1584 if (op_on_battleground (hitter, 0, 0)) 1685 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1686 return 0;
1586 1687
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1688 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1689 return 1;
1589 1690
1590 if((owner = get_owner(hitter))!=NULL) { 1691 if ((owner = hitter->owner) != NULL)
1692 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1693 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1694 friendlyfire = 2;
1593 } 1695 }
1594 1696
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1697 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1698 friendlyfire = 0;
1598 } 1699 }
1700
1599 return friendlyfire; 1701 return friendlyfire;
1600} 1702}
1601 1703
1602 1704
1603/* This isn't used just for players, but in fact most objects. 1705/* 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 1706 * op is the object to be hit, dam is the amount of damage, hitter
1605 * is what is hitting the object, type is the attacktype, and 1707 * is what is hitting the object, type is the attacktype, and
1606 * full_hit is set if monster area does not matter. 1708 * full_hit is set if monster area does not matter.
1607 * dam is base damage - protections/vulnerabilities/slaying matches can 1709 * dam is base damage - protections/vulnerabilities/slaying matches can
1608 * modify it. 1710 * modify it.
1609 */ 1711 */
1610
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1712/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1713 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1714int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1715hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1716{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1717 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1718 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1719 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1720 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1721 int rtn_kill = 0;
1621 int friendlyfire; 1722 int friendlyfire;
1622 1723
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1724 if (get_attack_mode (&op, &hitter, &simple_attack))
1725 return 0;
1726
1727 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1728 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1729 return 0;
1730
1731#ifdef PROHIBIT_PLAYERKILL
1732 if (op->type == PLAYER)
1733 {
1734 object *owner = hitter->owner;
1735
1736 if (!owner)
1737 owner = hitter;
1738
1739 if (owner->type == PLAYER
1740 && (!op_on_battleground (op, 0, 0)
1741 && (op->contr->peaceful || owner->contr->peaceful))
1742 && op != owner)
1624 return 0; 1743 return 0;
1744 }
1745#endif
1625 1746
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1747 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1748 {
1749 /* slow and paralyze must hit the head. But we don't want to just
1750 * return - we still need to process other attacks the spell still
1751 * might have. So just remove the paralyze and slow attacktypes,
1752 * and keep on processing if we have other attacktypes.
1753 * return if only magic or nothing is left - under normal code
1754 * we don't attack with pure magic if there is another attacktype.
1755 * Only do processing if the initial attacktype includes one of those
1756 * attack so we don't cancel out things like magic bullet.
1757 */
1758 if (type & (AT_PARALYZE | AT_SLOW))
1759 {
1760 type &= ~(AT_PARALYZE | AT_SLOW);
1761
1762 if (!type || type == AT_MAGIC)
1628 return 0; 1763 return 0;
1764 }
1765 }
1629 1766
1630#ifdef PROHIBIT_PLAYERKILL 1767 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1768 {
1632 object *owner = get_owner (hitter); 1769 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!owner) owner = hitter; 1770 if (tmp->type == RUNE || tmp->type == TRAP)
1634 if (owner->type == PLAYER 1771 {
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1772 spring_trap (tmp, hitter);
1636 && op != owner) { 1773
1774 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1775 return 0;
1776
1777 break;
1638 } 1778 }
1779 }
1780
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1782 {
1783 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here.
1785 */
1786
1787 /* FIXME: This for example happens when a dead door is on a mover and
1788 gets it's speed_left raised on each mover-tick.
1789 Doors are removed in a kinda funny way by giving them speed and speed_left
1790 and waiting for that to run out.
1791 */
1792 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1793 return 0;
1794 }
1795
1796#ifdef ATTACK_DEBUG
1797 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1798#endif
1641 1799
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) { 1800 if (magic)
1801 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1802 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1803 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1804 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1805 if (dam >= 100)
1692 dam /= 100; 1806 dam /= 100;
1693 else 1807 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1808 dam = (dam > rndm (0, 99)) ? 1 : 0;
1695 } 1809 }
1696 1810
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1811 /* 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 1812 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1813 */
1700 if(type & AT_CHAOS){ 1814 if (type & AT_CHAOS)
1815 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1816 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1817 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1818 type &= ~AT_CHAOS;
1704 } 1819 }
1705 1820
1706 /* Holyword is really an attacktype modifier (like magic is). If 1821 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1822 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1823 * a proper match, otherwise no damage.
1709 */ 1824 */
1710 if (type & AT_HOLYWORD) { 1825 if (type & AT_HOLYWORD)
1826 {
1711 object *god; 1827 object *god;
1828
1712 if ((!hitter->slaying || 1829 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1830 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1831 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1832 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1833 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1834 && (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; 1835 return 0;
1721 } 1836 }
1722 1837
1723 maxattacktype = type; /* initialize this to something */ 1838 maxattacktype = type; /* initialise this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1839 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1840 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1841 /* 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 1842 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1843 * the only attacktype in the group, then still attack with it
1728 */ 1844 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1845 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1846 continue;
1730 1847
1731 /* Go through and hit the player with each attacktype, one by one. 1848 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1849 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1850 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1851 * effects (slow, paralization, etc.
1735 */ 1852 */
1736 if (type & attacktype) { 1853 if (type & attacktype)
1854 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1855 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1856 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1857 * the damage is equal.
1740 */ 1858 */
1741 if (ndam >= maxdam) { 1859 if (ndam >= maxdam)
1860 {
1742 maxdam = ndam; 1861 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1862 maxattacktype = 1 << attacknum;
1744 } 1863 }
1745 } 1864 }
1746 } 1865 }
1747 1866
1748 /* if this is friendly fire then do a set % of damage only 1867 /* 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 1868 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1869 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1870 * an attack do damage before when it otherwise didn't
1752 */ 1871 */
1753 friendlyfire = friendly_fire(op, hitter); 1872 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1873 if (friendlyfire && maxdam)
1874 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1875 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1876#ifndef COZY_SERVER
1877 maxdam++;
1878#endif
1879
1880#ifdef ATTACK_DEBUG
1881 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1882 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1883#endif
1884 }
1885
1886 if (!full_hit)
1887 {
1888 archetype *at;
1889 int area;
1890 int remainder;
1891
1892 area = 0;
1893 for (at = op->arch; at != NULL; at = at->more)
1894 area++;
1895 assert (area > 0);
1896
1897 /* basically: maxdam /= area; we try to "simulate" a float
1898 value-effect */
1899 remainder = 100 * (maxdam % area) / area;
1900 maxdam /= area;
1901 if (rndm (100) < remainder)
1757 maxdam++; 1902 maxdam++;
1903 }
1904
1905#ifdef ATTACK_DEBUG
1906 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1907#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 1908
1766 if (!full_hit) { 1909 // for now, only do this for active objects, otherwise they
1767 archetype *at; 1910 // keep a refcount for a long time and I see no usefulness
1768 int area; 1911 // for an non-active objetc to know its enemy.
1769 int remainder; 1912 if (op->active)
1770 1913 if (hitter->owner)
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; 1914 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1915 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1916 op->enemy = hitter;
1792 1917
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1918 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1919 {
1794 /* The unaggressives look after themselves 8) */ 1920 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1921 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1922 npc_call_help (op);
1797 } 1923 }
1798 1924
1799 if (magic && did_make_save(op, op->level, 0)) 1925 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1926 maxdam = maxdam / 2;
1801 1927
1802 attack_message(maxdam, maxattacktype, op, hitter); 1928 attack_message (maxdam, maxattacktype, op, hitter);
1803 1929
1804 op->stats.hp-=maxdam; 1930 op->stats.hp -= maxdam;
1805 1931
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1932 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1933 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1934 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1935 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1936 {
1811 1937
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1938 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1939 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1940 else
1815 scare_creature(op, hitter); 1941 scare_creature (op, hitter);
1816 } 1942 }
1817 1943
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1944 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1945 {
1819 if (maxdam) 1946 if (maxdam)
1820 tear_down_wall(op); 1947 tear_down_wall (op);
1948
1821 return maxdam; /* nothing more to do for wall */ 1949 return maxdam; /* nothing more to do for wall */
1822 } 1950 }
1823 1951
1824 /* See if the creature has been killed */ 1952 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1953 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1954 if (rtn_kill != -1)
1827 return rtn_kill; 1955 return rtn_kill;
1828 1956
1829 1957
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1958 /* 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 1959 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 1960 * remained - that is no longer the case.
1833 */ 1961 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1962 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1963 hitter->destroy ();
1836 remove_friendly_object(hitter); 1964
1837 remove_ob(hitter);
1838 free_object(hitter);
1839 }
1840 /* Lets handle creatures that are splitting now */ 1965 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1966 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1967 {
1842 int i; 1968 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1969 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1970 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 1971 object *owner = op->owner;
1846 1972
1847 if(!op->other_arch) { 1973 if (!op->other_arch)
1974 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 1975 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 1976 return maxdam;
1850 } 1977 }
1851 remove_ob(op); 1978
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1979 op->remove ();
1980
1981 for (i = 0; i < NROFNEWOBJS (op); i++)
1982 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 1983 object *tmp = arch_to_object (op->other_arch);
1854 int j; 1984 int j;
1855 1985
1856 tmp->stats.hp=op->stats.hp; 1986 tmp->stats.hp = op->stats.hp;
1987
1857 if (friendly) { 1988 if (friendly)
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 1989 {
1859 add_friendly_object(tmp); 1990 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 1991 tmp->attack_movement = PETMOVE;
1992
1861 if (owner!=NULL) 1993 if (owner)
1862 set_owner(tmp,owner); 1994 tmp->set_owner (owner);
1863 } 1995 }
1996
1864 if (unaggressive) 1997 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1998 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1999
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2000 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2001
1867 if (j==-1) /* No spot to put this monster */ 2002 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 2003 tmp->destroy ();
1869 else { 2004 else
2005 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2006 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 2007 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 2008 }
1873 } 2009 }
1874 if(friendly) 2010
1875 remove_friendly_object(op); 2011 op->destroy ();
1876 free_object(op);
1877 } 2012 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2013 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1879 remove_ob(hitter); 2014 hitter->destroy ();
1880 free_object(hitter); 2015
1881 }
1882 return maxdam; 2016 return maxdam;
1883} 2017}
1884 2018
1885 2019void
1886void poison_player(object *op, object *hitter, int dam) 2020poison_player (object *op, object *hitter, int dam)
1887{ 2021{
1888 archetype *at = find_archetype("poisoning"); 2022 archetype *at = archetype::find ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 2023 object *tmp = present_arch_in_ob (at, op);
1890 2024
1891 if(tmp==NULL) { 2025 if (tmp == NULL)
2026 {
1892 if((tmp=arch_to_object(at))==NULL) 2027 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 2028 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 2029 else
2030 {
1895 tmp = insert_ob_in_ob(tmp,op); 2031 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 2032 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 2033 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 2034 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 2035 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 2036 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 2037 * If anything else, goes as damage.
1902 */ 2038 */
1903 2039
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2040 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2041 tmp->stats.dam += hitter->level / 2;
1906 else 2042 else
1907 tmp->stats.dam = dam; 2043 tmp->stats.dam = dam;
1908 2044
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2045 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2046 if (hitter->skill && hitter->skill != tmp->skill)
2047 {
1911 tmp->skill = hitter->skill; 2048 tmp->skill = hitter->skill;
1912 } 2049 }
1913 2050
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2051 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2052
1916 if(op->type==PLAYER) { 2053 if (op->type == PLAYER)
2054 {
1917 /* player looses stats, maximum is -10 of each */ 2055 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2056 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2057 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2059 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2060 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2061 op->update_stats ();
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1925 } 2063 }
1926 if (hitter->type == PLAYER) 2064 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2067 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 } 2068 }
1932 tmp->speed_left=0; 2069 tmp->speed_left = 0;
1933 } 2070 }
1934 else 2071 else
1935 tmp->stats.food++; 2072 tmp->stats.food++;
1936} 2073}
1937 2074
2075void
1938void slow_player(object *op,object *hitter,int dam) 2076slow_player (object *op, object *hitter, int dam)
2077{
1939{ archetype *at = find_archetype("slowness"); 2078 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2079 object *tmp;
2080
1941 if(at == NULL) { 2081 if (at == NULL)
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2082 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2083
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2084 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2085 {
1945 tmp = arch_to_object(at); 2086 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2087 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2088 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2089 }
1948 } else 2090 else
1949 tmp->stats.food++; 2091 tmp->stats.food++;
2092
1950 SET_FLAG(tmp, FLAG_APPLIED); 2093 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2094 tmp->speed_left = 0;
1952 fix_player(op); 2095 op->update_stats ();
1953} 2096}
1954 2097
2098void
1955void confuse_player(object *op, object *hitter, int dam) 2099confuse_player (object *op, object *hitter, int dam)
1956{ 2100{
1957 object *tmp; 2101 object *tmp;
1958 int maxduration; 2102 int maxduration;
1959 2103
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2104 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2105 if (!tmp)
2106 {
1962 tmp = get_archetype(FORCE_NAME); 2107 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2108 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2109 }
2110
1966 /* Duration added per hit and max. duration of confusion both depend 2111 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2112 * on the player's resistance
1968 */ 2113 */
1969 tmp->speed = 0.05; 2114 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2115 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2116 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2117 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2119
1974 if( tmp->duration > maxduration) 2120 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2121 tmp->duration = maxduration;
1976 2122
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2123 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2124 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2125
1979 SET_FLAG(op, FLAG_CONFUSED); 2126 SET_FLAG (op, FLAG_CONFUSED);
1980} 2127}
1981 2128
2129void
1982void blind_player(object *op, object *hitter, int dam) 2130blind_player (object *op, object *hitter, int dam)
1983{ 2131{
1984 object *tmp,*owner; 2132 object *tmp, *owner;
1985 2133
1986 /* Save some work if we know it isn't going to affect the player */ 2134 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2135 if (op->resist[ATNR_BLIND] == 100)
2136 return;
1988 2137
1989 tmp = present_in_ob(BLINDNESS,op); 2138 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2139 if (!tmp)
2140 {
1991 tmp = get_archetype("blindness"); 2141 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2142 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2143 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2144 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2145 * speed is a float anyways.
1996 */ 2146 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2147 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2148
1999 tmp = insert_ob_in_ob(tmp,op); 2149 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2150 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2151 op->update_stats (); /* This takes care of some other stuff */
2002 2152
2003 if(hitter->owner) owner = get_owner(hitter); 2153 if (hitter->owner)
2154 owner = hitter->owner;
2155 else
2004 else owner = hitter; 2156 owner = hitter;
2005 2157
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2158 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2159 }
2009 tmp->stats.food += dam; 2160 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2161 if (tmp->stats.food > 10)
2162 tmp->stats.food = 10;
2011} 2163}
2012 2164
2165void
2013void paralyze_player(object *op, object *hitter, int dam) 2166paralyze_player (object *op, object *hitter, int dam)
2014{ 2167{
2015 float effect,max; 2168 float effect, max;
2169
2016 /* object *tmp; */ 2170 /* object *tmp; */
2017 2171
2018 /* This is strange stuff... someone knows for what this is 2172 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2173 * written? Well, i think this can and should be removed
2020 */ 2174 */
2021 2175
2022 /* 2176 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2177 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2178 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2179 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2180 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2181 }
2028 */ 2182 */
2029 2183
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2184 /* 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; 2185 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2186
2033 if (effect==0) return; 2187 if (effect == 0)
2188 return;
2034 2189
2035 op->speed_left-=FABS(op->speed)*effect; 2190 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2191 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2192
2038 /* max number of ticks to be affected for. */ 2193 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2194 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2195 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2196 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2197
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2198/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2199}
2045
2046 2200
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2201/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2202 * the computed damaged.
2049 */ 2203 */
2204void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2205deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2206{
2052 /* The intention of a death attack is to kill outright things 2207 /* 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 2208 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2209 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2210 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2211 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2212 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2213 ** field of the deathstriking object */
2059 2214
2060 int atk_lev, def_lev, kill_lev; 2215 int atk_lev, def_lev, kill_lev;
2061 2216
2062 if(hitter->slaying) 2217 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2218 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; 2219 return;
2065 2220
2066 def_lev = op->level; 2221 def_lev = op->level;
2067 if (def_lev < 1) { 2222 if (def_lev < 1)
2223 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2224 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; 2225 def_lev = 1;
2071 } 2226 }
2227
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2228 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2229 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2230 atk_lev, def_lev); */
2075 2231
2076 if(atk_lev >= def_lev ){ 2232 if (atk_lev >= def_lev)
2233 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2234 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2235
2079 /* Note that the below effectively means the ratio of the atk vs 2236 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2237 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2238 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2239 * redone.
2083 */ 2240 */
2084 if(kill_lev >= def_lev) { 2241 if (kill_lev >= def_lev)
2242 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2243 *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 2244 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2245 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2246 * attack level is double the defender level.
2089 */ 2247 */
2090 *dam *= kill_lev / def_lev; 2248 *dam *= kill_lev / def_lev;
2091 } 2249 }
2092 } else { 2250 }
2251 else
2093 *dam = 0; /* no harm done */ 2252 *dam = 0; /* no harm done */
2094 }
2095} 2253}
2096 2254
2097/* thrown_item_effect() - handles any special effects of thrown 2255/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2256 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2257 * monster).
2100 */ 2258 */
2259static void
2101static void thrown_item_effect (object *hitter, object *victim) 2260thrown_item_effect (object *hitter, object *victim)
2102{ 2261{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2262 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2263 {
2104 /* May not need a switch for just 2 types, but this makes it 2264 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2265 * easier for expansion.
2106 */ 2266 */
2107 switch (hitter->type) { 2267 switch (hitter->type)
2268 {
2108 case POTION: 2269 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2270 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2271 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); 2272 (void) apply_potion (victim, hitter);
2112 break; 2273 break;
2113 2274
2114 case POISON: /* poison drinks */ 2275 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2276 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2277 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); 2278 apply_poison (victim, hitter);
2118 break; 2279 break;
2119 2280
2120 /* Removed case statements that did nothing. 2281 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2282 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2283 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2284 * Containers should perhaps break open, but that code was disabled.
2124 */ 2285 */
2125 } 2286 }
2126 } 2287 }
2127} 2288}
2128 2289
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2290/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2291int
2131int adj_attackroll (object *hitter, object *target) { 2292adj_attackroll (object *hitter, object *target)
2293{
2132 object *attacker = hitter; 2294 object *attacker = hitter;
2133 int adjust=0; 2295 int adjust = 0;
2134 2296
2135 /* safety */ 2297 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2298 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2299 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2300 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2301 return 0;
2302 }
2303
2304 /* aimed missiles use the owning object's sight */
2305 if (is_aimed_missile (hitter))
2306 {
2307 if ((attacker = hitter->owner) == NULL)
2308 attacker = hitter;
2309 /* A player who saves but hasn't quit still could have objects
2310 * owned by him - need to handle that case to avoid crashes.
2311 */
2312 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2313 attacker = hitter;
2314 }
2315 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2316 return 0;
2140 }
2141 2317
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. 2318 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2319 * Add more cases, as the need occurs. */
2155 2320
2156 if(!can_see_enemy(attacker,target)) { 2321 if (!can_see_enemy (attacker, target))
2322 {
2157 /* target is unseen */ 2323 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2324 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2325 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2326 /* 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)) 2327 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2328 adjust -= target->map->darkness;
2163 } 2329 }
2164 2330
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2331 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2332 adjust -= 3;
2167 2333
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2334 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2335 adjust += 1;
2170 2336
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2337 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2338 adjust += 1;
2173 2339
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2340 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2341 adjust -= 3;
2176 2342
2177 /* if we attack at a different 'altitude' its harder */ 2343 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2344 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2345 adjust -= 2;
2180 2346
2181#if 0 2347#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2348 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2349 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2350 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2351 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2352 * fly fast should have a better chance of hitting a slower target.
2187 */ 2353 */
2188 if(hitter->speed<target->speed) 2354 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2355 adjust += ((float) hitter->speed - target->speed);
2190#endif 2356#endif
2191 2357
2192#if 0 2358#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2359 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2360#endif
2195 2361
2196 return adjust; 2362 return adjust;
2197} 2363}
2198
2199 2364
2200/* determine if the object is an 'aimed' missile */ 2365/* determine if the object is an 'aimed' missile */
2366int
2201int is_aimed_missile ( object *op) { 2367is_aimed_missile (object *op)
2368{
2202 2369
2203 /* I broke what used to be one big if into a few nested 2370 /* 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. 2371 * ones so that figuring out the logic is at least possible.
2205 */ 2372 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2373 if (op && (op->move_type & MOVE_FLYING))
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2375 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2377 return 1;
2212 } 2378
2213 return 0; 2379 return 0;
2214} 2380}
2215

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