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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 1.72 by root, Thu Jul 26 00:27:09 2007 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 23
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);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97 90
98 /* the attacktypes have no meaning for object saves 91 if (!mt)
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->archname;
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->archname, &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 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20)
623 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else
625 op->contr->play_sound (sound_find ("player_is_hit3"));
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 }
545 628
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); 629 new_draw_info (NDI_BLACK, 0, op, buf);
578 } /* end of player hitting player */ 630 } /* end of player hitting player */
579 631
580 if(hitter->type==PLAYER) { 632 if (hitter->type == PLAYER)
633 {
581 sprintf(buf,"You %s.",buf1); 634 sprintf (buf, "You %s.", buf1);
582 if (dam != 0) { 635 if (dam != 0)
636 {
583 if (dam < 10) 637 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 638 op->contr->play_sound (sound_find ("player_hits1"));
585 else if (dam < 20) 639 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 640 op->contr->play_sound (sound_find ("player_hits2"));
587 else 641 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 642 op->contr->play_sound (sound_find ("player_hits3"));
589 } 643 }
644
590 new_draw_info(NDI_BLACK, 0, hitter, buf); 645 new_draw_info (NDI_BLACK, 0, hitter, buf);
646 }
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 647 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
648 {
592 /* look for stacked spells and start reducing the message chances */ 649 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT && 650 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
594 (hitter->subtype == SP_EXPLOSION || 651 {
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4; 652 i = 4;
598 map = hitter->map; 653 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y)) 654 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; 655 return;
656
657 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 if (next)
659 while (next)
660 {
661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
662 i *= 3;
663
664 tmp = next;
665 next = tmp->above;
666 }
667
668 if (i < 0)
669 return;
670
671 if (rndm (0, i) != 0)
672 return;
673 }
674 else if (rndm (0, 5) != 0)
675 return;
676
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); 677 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 678 op->play_sound (sound_find ("player_hits4"));
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 679 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
620 } 680 }
621} 681}
622 682
623 683
684static int
624static int get_attack_mode (object **target, object **hitter, 685get_attack_mode (object **target, object **hitter, int *simple_attack)
625 int *simple_attack)
626{ 686{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 687 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
688 {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 689 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1; 690 return 1;
630 } 691 }
631 if ((*target)->head) 692 if ((*target)->head)
632 *target = (*target)->head; 693 *target = (*target)->head;
633 if ((*hitter)->head) 694 if ((*hitter)->head)
634 *hitter = (*hitter)->head; 695 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) { 696 if ((*hitter)->env != NULL || (*target)->env != NULL)
697 {
636 *simple_attack = 1; 698 *simple_attack = 1;
637 return 0; 699 return 0;
638 } 700 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED) 701 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 702 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
642 { 703 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 704 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
644 "target\n", &(*hitter)->arch->name, &(*hitter)->name);
645 return 1; 705 return 1;
646 } 706 }
647 *simple_attack = 0; 707 *simple_attack = 0;
648 return 0; 708 return 0;
649} 709}
650 710
711static int
651static int abort_attack (object *target, object *hitter, int simple_attack) 712abort_attack (object *target, object *hitter, int simple_attack)
652{ 713{
714
653/* Check if target and hitter are still in a relation similar to the one 715/* 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. 716 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */ 717 */
656 int new_mode; 718 int new_mode;
657 719
658 if (hitter->env == target || target->env == hitter) 720 if (hitter->env == target || target->env == hitter)
659 new_mode = 1; 721 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 722 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; 723 return 1;
664 else 724 else
665 new_mode = 0; 725 new_mode = 0;
666 return new_mode != simple_attack; 726 return new_mode != simple_attack;
667} 727}
668 728
669static void thrown_item_effect (object *, object *); 729static void thrown_item_effect (object *, object *);
670 730
731static int
671static int attack_ob_simple (object *op, object *hitter, int base_dam, 732attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
672 int base_wc)
673{ 733{
674 int simple_attack, roll, dam=0; 734 int simple_attack, roll, dam = 0;
675 uint32 type; 735 uint32 type;
676 shstr op_name; 736 shstr op_name;
677 tag_t op_tag, hitter_tag;
678 737
679 if (get_attack_mode (&op, &hitter, &simple_attack)) 738 if (get_attack_mode (&op, &hitter, &simple_attack))
739 goto error;
740
741 if (hitter->current_weapon)
742 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
743 return RESULT_INT (0);
744
745 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
746 return RESULT_INT (0);
747
748 /*
749 * A little check to make it more difficult to dance forward and back
750 * to avoid ever being hit by monsters.
751 */
752 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
753 {
754 /* Decrease speed BEFORE calling process_object. Otherwise, an
755 * infinite loop occurs, with process_object calling move_monster,
756 * which then gets here again. By decreasing the speed before
757 * we call process_object, the 'if' statement above will fail.
758 */
759 --op->speed_left;
760 process_object (op);
761
762 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
680 goto error; 763 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 { 764 }
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 }
710 765
711 op_name = op->name; 766 op_name = op->name;
712 767
713 roll=random_roll(1, 20, hitter, PREFER_HIGH); 768 roll = random_roll (1, 20, hitter, PREFER_HIGH);
714 769
715 /* Adjust roll for various situations. */ 770 /* Adjust roll for various situations. */
716 if ( ! simple_attack) 771 if (!simple_attack)
717 roll += adj_attackroll(hitter,op); 772 roll += adj_attackroll (hitter, op);
718 773
719 /* See if we hit the creature */ 774 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) { 775 if (roll == 20 || op->stats.ac >= base_wc - roll)
776 {
721 int hitdam = base_dam; 777 int hitdam = base_dam;
722 if (settings.casting_time == TRUE) { 778
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 779 if (!simple_attack)
724 hitter->casting_time = -1; 780 {
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 781 /* If you hit something, the victim should *always* wake up.
726 "your spell!"); 782 * Before, invisible hitters could avoid doing this.
783 * -b.t. */
784 if (QUERY_FLAG (op, FLAG_SLEEP))
785 CLEAR_FLAG (op, FLAG_SLEEP);
786
787 /* If the victim can't see the attacker, it may alert others
788 * for help. */
789 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
790 npc_call_help (op);
791
792 /* if you were hidden and hit by a creature, you are discovered */
793 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
794 {
795 make_visible (op);
796
797 if (op->type == PLAYER)
798 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
727 } 799 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){
729 op->casting_time = -1;
730 if (op->type == PLAYER) {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
732 "your spell!");
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 }
737 }
738 }
739 if ( ! simple_attack)
740 {
741 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this.
743 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP);
746 800
747 /* If the victim can't see the attacker, it may alert others
748 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op);
752
753 /* if you were hidden and hit by a creature, you are discovered*/
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
755 make_visible (op);
756 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op,
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 }
761
762 /* thrown items (hitter) will have various effects 801 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 802 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 803 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 804 * wrapper object.
766 */ 805 */
767 thrown_item_effect (hitter, op); 806 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 }
773 807
774 /* Need to do at least 1 damage, otherwise there is no point 808 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; 809 goto leave;
803 } /* end of if hitter hit op */ 810 }
811
812 /* Need to do at least 1 damage, otherwise there is no point
813 * to go further and it will cause FPE's below.
814 */
815 if (hitdam <= 0)
816 hitdam = 1;
817
818 type = hitter->attacktype;
819
820 if (!type)
821 type = AT_PHYSICAL;
822
823 /* Handle monsters that hit back */
824 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
825 {
826 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
827 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
828
829 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
830
831 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
832 goto leave;
833 }
834
835 /* In the new attack code, it should handle multiple attack
836 * types in its area, so remove it from here.
837 */
838 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
839
840 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
841 goto leave;
842 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 843 /* if we missed, dam=0 */
805 844
806 /*attack_message(dam, type, op, hitter);*/ 845 /*attack_message(dam, type, op, hitter); */
807 846
808 goto leave; 847 goto leave;
809 848
810 error: 849error:
811 dam = 1; 850 dam = 1;
812 851
813 leave: 852leave:
814 853
815 return dam; 854 return dam;
816} 855}
817 856
857int
818int attack_ob (object *op, object *hitter) 858attack_ob (object *op, object *hitter)
819{ 859{
820
821 if (hitter->head)
822 hitter = hitter->head; 860 hitter = hitter->head_ ();
861
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 862 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 863}
825 864
826/* op is the arrow, tmp is what is stopping the arrow. 865/* op is the arrow, tmp is what is stopping the arrow.
827 * 866 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 867 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 868 */
869static int
830static int stick_arrow (object *op, object *tmp) 870stick_arrow (object *op, object *tmp)
831{ 871{
832 /* If the missile hit a player, we insert it in their inventory. 872 /* 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 873 * 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 874 * 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 875 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 876 * stick around.
837 */ 877 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 878 if (op->weight <= 5000 && tmp->stats.hp >= 0)
839 if(tmp->head != NULL) 879 {
840 tmp = tmp->head; 880 tmp = tmp->head_ ();
841 remove_ob (op); 881
882 op->remove ();
842 op = insert_ob_in_ob(op,tmp); 883 op = insert_ob_in_ob (op, tmp);
884
843 if (tmp->type== PLAYER) 885 if (tmp->type == PLAYER)
844 esrv_send_item (tmp, op); 886 esrv_send_item (tmp, op);
887
845 return 1; 888 return 1;
889 }
846 } else 890 else
847 return 0; 891 return 0;
848} 892}
849 893
850/* hit_with_arrow() disassembles the missile, attacks the victim and 894/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 895 * reassembles the missile.
852 * 896 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 897 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 898 * isn't available anymore.
855 */ 899 */
900object *
856object *hit_with_arrow (object *op, object *victim) 901hit_with_arrow (object *op, object *victim)
857{ 902{
858 object *container, *hitter; 903 object *container, *hitter;
859 int hit_something = 0; 904 int hit_something = 0;
860 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y;
862 905
863 /* Disassemble missile */ 906 /* Disassemble missile */
864 if (op->inv) { 907 if (op->inv)
908 {
865 container = op; 909 container = op;
866 hitter = op->inv; 910 hitter = op->inv;
867 remove_ob (hitter); 911 hitter->remove ();
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 912 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 913 /* 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 914 * 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 915 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 916 * THROWN_OBJs. */
873 } else { 917 }
918 else
919 {
874 container = NULL; 920 container = 0;
875 hitter = op; 921 hitter = op;
876 } 922 }
877 923
878 /* Try to hit victim */ 924 /* 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); 925 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 926
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 927 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 928 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 929 * 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 930 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 931 * other places as well!)
891 */ 932 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 933 if (hitter->destroyed () || hitter->env != NULL)
934 {
893 if (container) { 935 if (container)
894 remove_ob (container);
895 free_object (container);
896 } 936 {
937 container->remove ();
938 container->destroy ();
939 }
940
897 return NULL; 941 return 0;
898 } 942 }
899 943
900 /* Missile hit victim */ 944 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight 945 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target 946 * through the target
903 */ 947 */
904 if (hit_something && op->speed <= 10.0) 948 if (hit_something && op->speed <= 10.0)
905 { 949 {
906 /* Stop arrow */ 950 /* Stop arrow */
907 if (container == NULL) { 951 if (!container)
952 {
908 hitter = fix_stopped_arrow (hitter); 953 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL) 954 if (!hitter)
910 return NULL; 955 return 0;
956 }
911 } else { 957 else
912 remove_ob (container); 958 container->destroy ();
913 free_object (container);
914 }
915 959
916 /* Try to stick arrow into victim */ 960 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag) 961 if (!victim->destroyed () && stick_arrow (hitter, victim))
918 && stick_arrow (hitter, victim))
919 return NULL; 962 return 0;
920 963
921 /* Else try to put arrow on victim's map square 964 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 965 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 966 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 967 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 968 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 969 * way to handle those otherwise?
927 */ 970 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 971 if (victim->x != hitter->x || victim->y != hitter->y)
929 remove_ob (hitter); 972 {
973 hitter->remove ();
930 hitter->x = victim_x; 974 hitter->x = victim->x;
931 hitter->y = victim_y; 975 hitter->y = victim->y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 976 insert_ob_in_map (hitter, victim->map, hitter, 0);
977 }
933 } else { 978 else
934 /* Else leave arrow where it is */ 979 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 980 merge_ob (hitter, NULL);
936 } 981
937 return NULL; 982 return 0;
938 } 983 }
939 984
940 if (hit_something && op->speed >= 10.0) 985 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 986 op->speed -= 1.0;
942 987
943 /* Missile missed victim - reassemble missile */ 988 /* Missile missed victim - reassemble missile */
944 if (container) { 989 if (container)
945 remove_ob (hitter); 990 {
991 hitter->remove ();
946 insert_ob_in_ob (hitter, container); 992 insert_ob_in_ob (hitter, container);
947 } 993 }
994
948 return op; 995 return op;
949} 996}
950 997
951 998void
952void tear_down_wall(object *op) 999tear_down_wall (object *op)
953{ 1000{
954 int perc=0; 1001 int perc = 0;
955 1002
956 if (!op->stats.maxhp) { 1003 if (!op->stats.maxhp)
1004 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1005 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 1006 perc = 1;
1007 }
959 } else if(!GET_ANIM_ID(op)) { 1008 else if (!GET_ANIM_ID (op))
1009 {
960 /* Object has been called - no animations, so remove it */ 1010 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 1011 if (op->stats.hp < 0)
962 remove_ob(op); /* Should update LOS */ 1012 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 } 1013
967 return; /* no animations, so nothing more to do */ 1014 return; /* no animations, so nothing more to do */
968 } 1015 }
969 perc = NUM_ANIMATIONS(op) 1016
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1017 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1018
971 if (perc >= (int) NUM_ANIMATIONS(op)) 1019 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1020 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1021 else if (perc < 1)
974 perc = 1; 1022 perc = 1;
1023
975 SET_ANIMATION(op, perc); 1024 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1025 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1026
1027 if (perc == NUM_ANIMATIONS (op) - 1)
1028 { /* Reached the last animation */
978 if(op->face==blank_face) { 1029 if (op->face == blank_face)
979 /* If the last face is blank, remove the ob */ 1030 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1031 op->destroy ();
981 free_object(op); 1032 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 */ 1033 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1034 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1035 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1036 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1037 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1038 }
992 } 1039 }
993} 1040}
994 1041
1042void
995void scare_creature(object *target, object *hitter) 1043scare_creature (object *target, object *hitter)
996{ 1044{
997 object *owner = get_owner(hitter); 1045 object *owner = hitter->owner;
998 1046
999 if (!owner) owner=hitter; 1047 if (!owner)
1048 owner = hitter;
1000 1049
1001 SET_FLAG(target, FLAG_SCARED); 1050 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1051 if (!target->enemy)
1052 target->enemy = owner;
1003} 1053}
1004
1005 1054
1006/* This returns the amount of damage hitter does to op with the 1055/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1056 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1057 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1058 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1059 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1060 * the attacktype. Makes it easier for the PR code. */
1012 1061int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1062hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1063{
1015
1016 int doesnt_slay = 1; 1064 int doesnt_slay = 1;
1017 1065
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1066 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1067 if (attacknum >= NROFATTACKS)
1068 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1069 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1070 return 0;
1022 }
1023 1071 }
1072
1024 if (dam < 0) { 1073 if (dam < 0)
1074 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1075 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1076 dam, hitter->debug_desc (), op->debug_desc ());
1026 return 0; 1077 return 0;
1027 }
1028 1078 }
1079
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1080 /* 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. */ 1081 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1082 if (attacknum == ATNR_INTERNAL)
1032 1083 return dam;
1084
1033 if (hitter->slaying) { 1085 if (hitter->slaying)
1086 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1087 if ((op->race && strstr (hitter->slaying, op->race))
1035 (op->arch && (op->arch->name != NULL) && 1088 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1089 {
1038 doesnt_slay = 0; 1090 doesnt_slay = 0;
1039 dam *= 3; 1091 dam *= 3;
1040 } 1092 }
1041 } 1093 }
1042 1094
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1095 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1096 if (op->resist[attacknum])
1097 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1098 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1099 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1100 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1101 if (dam >= 100)
1102 dam /= 100;
1049 else 1103 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1104 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1105 }
1052 1106
1053 /* Special hack. By default, if immune to something, you 1107 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1108 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1109 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1110 * special processing is needed */
1057 1111
1058 if ((op->resist[attacknum] >= 100) && 1112 if (op->resist[attacknum] >= 100
1113 && doesnt_slay
1059 doesnt_slay && (attacknum != ATNR_ACID)) 1114 && attacknum != ATNR_ACID)
1060 return 0; 1115 return 0;
1061 1116
1062 /* Keep this in order - makes things easier to find */ 1117 /* Keep this in order - makes things easier to find */
1118
1119 switch (attacknum)
1063 1120 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1121 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1122 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1123 check_physically_infect (op, hitter);
1068 break; 1124 break;
1069 1125
1070 /* Don't need to do anything for: 1126 /* Don't need to do anything for:
1071 magic, 1127 magic,
1072 fire, 1128 fire,
1073 electricity, 1129 electricity,
1074 cold */ 1130 cold */
1075 1131
1076 case ATNR_CONFUSION: 1132 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1133 case ATNR_POISON:
1078 case ATNR_SLOW: 1134 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1135 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1136 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1137 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1138 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1139 case ATNR_BLIND:
1084 { 1140 {
1085 /* chance for inflicting a special attack depends on the 1141 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1142 * difference between attacker's and defender's level
1087 */ 1143 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1144 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1145
1090 /* First, only creatures/players with speed can be affected. 1146 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1147 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1148 * you. Third, you still get a saving through against the
1093 * effect. 1149 * effect.
1094 */ 1150 */
1095 if (op->speed && 1151 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1152 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1153 !(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)) { 1154 {
1099 1155
1100 /* Player has been hit by something */ 1156 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1157 if (attacknum == ATNR_CONFUSION)
1158 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1159 else if (attacknum == ATNR_POISON)
1160 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1161 else if (attacknum == ATNR_SLOW)
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1162 slow_player (op, hitter, dam);
1163 else if (attacknum == ATNR_PARALYZE)
1164 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1165 else if (attacknum == ATNR_FEAR)
1166 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1167 else if (attacknum == ATNR_CANCELLATION)
1168 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1169 else if (attacknum == ATNR_DEPLETE)
1170 op->drain_stat ();
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1171 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); 1172 blind_player (op, hitter, dam);
1110 } 1173 }
1174
1111 dam = 0; /* These are all effects and don't do real damage */ 1175 dam = 0; /* These are all effects and don't do real damage */
1112 } 1176 }
1113 break; 1177 break;
1178
1114 case ATNR_ACID: 1179 case ATNR_ACID:
1115 { 1180 {
1116 int flag=0; 1181 int flag = 0;
1117 1182
1118 /* Items only get corroded if you're not on a battleground and 1183 /* Items only get corroded if you're not on a battleground and
1119 * if your acid resistance is below 50%. */ 1184 * if your acid resistance is below 50%. */
1120 if (!op_on_battleground(op, NULL, NULL) && 1185 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1121 (op->resist[ATNR_ACID] < 50))
1122 { 1186 {
1123 object *tmp;
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1188 {
1125 if(tmp->invisible) 1189 if (tmp->invisible)
1126 continue; 1190 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1191 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 */ 1192 /* >= 10% acid res. on items will protect these */
1130 continue; 1193 continue;
1131 if(!(tmp->material & M_IRON)) 1194 if (!(tmp->materials & M_IRON))
1132 continue; 1195 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1196 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1197 continue;
1135 if(tmp->type==RING || 1198 if (tmp->type == RING
1136 /* removed boots and gloves from exclusion list in 1199 /* removed boots and gloves from exclusion list in PR */
1137 PR */
1138 tmp->type==GIRDLE || 1200 || tmp->type == GIRDLE
1139 tmp->type==AMULET || 1201 || tmp->type == AMULET
1140 tmp->type==WAND || 1202 || tmp->type == WAND
1141 tmp->type==ROD || 1203 || tmp->type == ROD
1142 tmp->type==HORN) 1204 || tmp->type == HORN)
1143 continue; /* To avoid some strange effects */ 1205 continue; /* To avoid some strange effects */
1144 1206
1145 /* High damage acid has better chance of corroding 1207 /* High damage acid has better chance of corroding
1146 objects */ 1208 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1209 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1210 {
1149 if(op->type == PLAYER) 1211 if (op->type == PLAYER)
1150 /* Make this more visible */ 1212 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1213 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1152 "The %s's acid corrodes your %s!", 1214 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp));
1154 flag = 1; 1215 flag = 1;
1155 tmp->magic--; 1216 tmp->magic--;
1156 if(op->type == PLAYER) 1217 if (op->type == PLAYER)
1157 esrv_send_item(op, tmp); 1218 esrv_send_item (op, tmp);
1219 }
1158 } 1220 }
1221
1222 if (flag)
1223 op->update_stats (); /* Something was corroded */
1159 } 1224 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 }
1163 } 1225 }
1164 break; 1226 break;
1227
1165 case ATNR_DRAIN: 1228 case ATNR_DRAIN:
1166 { 1229 {
1167 /* rate is the proportion of exp drained. High rate means 1230 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1231 * not much is drained, low rate means a lot is drained.
1169 */ 1232 */
1170 int rate; 1233 int rate;
1171 1234
1172 if(op->resist[ATNR_DRAIN] >= 0) 1235 if (op->resist[ATNR_DRAIN] >= 0)
1173 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1236 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174 else 1237 else
1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1238 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176 1239
1177 if(op->stats.exp <= rate) { 1240 if (op->stats.exp <= rate)
1241 {
1178 if(op->type == GOLEM) 1242 if (op->type == GOLEM)
1179 dam = 999; /* Its force is "sucked" away. 8) */ 1243 dam = 999; /* Its force is "sucked" away. 8) */
1180 else 1244 else
1181 /* If we can't drain, lets try to do physical damage */ 1245 /* If we can't drain, lets try to do physical damage */
1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1246 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1247 }
1183 } else { 1248 else
1249 {
1184 /* Randomly give the hitter some hp */ 1250 /* Randomly give the hitter some hp */
1185 if(hitter->stats.hp<hitter->stats.maxhp && 1251 if (hitter->stats.hp < hitter->stats.maxhp &&
1186 (op->level > hitter->level) && 1252 (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++; 1253 hitter->stats.hp++;
1189 1254
1190 /* Can't do drains on battleground spaces. 1255 /* Can't do drains on battleground spaces.
1191 * Move the wiz check up here - before, the hitter wouldn't gain exp 1256 * 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, 1257 * exp, but the wiz would still lose exp! If drainee is a wiz,
1193 * nothing happens. 1258 * nothing happens.
1194 * Try to credit the owner. We try to display player -> player drain 1259 * Try to credit the owner. We try to display player -> player drain
1195 * attacks, hence all the != PLAYER checks. 1260 * attacks, hence all the != PLAYER checks.
1196 */ 1261 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1262 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1263 {
1198 object *owner = get_owner(hitter); 1264 object *owner = hitter->owner;
1199 1265
1200 if (owner && owner != hitter) { 1266 if (owner && owner != hitter)
1267 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1268 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1269 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1271 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1272 else if (op->type != PLAYER || hitter->type != PLAYER)
1205 change_exp(hitter, op->stats.exp/(rate*2), 1273 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1275
1276 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1277 }
1208 change_exp(op,-op->stats.exp/rate, NULL, 0); 1278
1209 }
1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1279 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, 1280 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1281 * as the messages will say you missed
1213 */ 1282 */
1214 } 1283 }
1215 } 1284 }
1216 break; 1285 break;
1286
1217 case ATNR_TURN_UNDEAD: 1287 case ATNR_TURN_UNDEAD:
1218 { 1288 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1289 if (QUERY_FLAG (op, FLAG_UNDEAD))
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1290 {
1291 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1221 object *god = find_god (determine_god (owner)); 1292 object *god = find_god (determine_god (owner));
1222 int div = 1; 1293 int div = 1;
1223 1294
1224 /* if undead are not an enemy of your god, you turn them 1295 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */ 1296 * at half strength */
1226 if (! god || ! god->slaying || 1297 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1227 strstr (god->slaying, undead_name) == NULL)
1228 div = 2; 1298 div = 2;
1299
1229 /* Give a bonus if you resist turn undead */ 1300 /* Give a bonus if you resist turn undead */
1230 if (op->level * div < 1301 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); 1302 scare_creature (op, owner);
1234 } 1303 }
1235 else 1304 else
1236 dam = 0; /* don't damage non undead - should we damage 1305 dam = 0; /* don't damage non undead - should we damage
1237 undead? */ 1306 undead? */
1238 } break; 1307 }
1239 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam);
1241 break; 1308 break;
1309
1310 case ATNR_DEATH:
1311 deathstrike_player (op, hitter, &dam);
1312 break;
1313
1242 case ATNR_CHAOS: 1314 case ATNR_CHAOS:
1243 LOG(llevError, 1315 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; 1316 dam = 0;
1248 break; 1317 break;
1318
1249 case ATNR_COUNTERSPELL: 1319 case ATNR_COUNTERSPELL:
1250 LOG(llevError, 1320 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; 1321 dam = 0;
1255 /* This should never happen. Counterspell is handled 1322 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen, 1323 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it 1324 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */ 1325 * does no damage. */
1259 break; 1326 break;
1327
1260 case ATNR_HOLYWORD: 1328 case ATNR_HOLYWORD:
1261 { 1329 {
1262 /* This has already been handled by hit_player, 1330 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */ 1331 * no need to check twice -- DAMN */
1264 1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1333
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1334 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1335 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); 1336 scare_creature (op, owner);
1337 }
1271 } break; 1338 break;
1339
1272 case ATNR_LIFE_STEALING: 1340 case ATNR_LIFE_STEALING:
1273 { 1341 {
1274 int new_hp; 1342 int new_hp;
1343
1275 /* this is replacement to drain for players, instead of taking 1344 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1345 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1346 * much use giving it to monsters
1278 * 1347 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1348 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1349 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1350 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1351 * 1000).
1283 */ 1352 */
1284 /* You can't steal life from something undead */ 1353 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1354 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1355 return 0;
1356
1286 /* If drain protection is higher than life stealing, use that */ 1357 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1358 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1359 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1360 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1361 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1362
1290 /* You die at -1 hp, not zero. */ 1363 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1364 if (dam > (op->stats.hp + 1))
1365 dam = op->stats.hp + 1;
1366
1292 new_hp = hitter->stats.hp + dam; 1367 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1368 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1369 new_hp = hitter->stats.maxhp;
1370
1371 if (new_hp > hitter->stats.hp)
1372 hitter->stats.hp = new_hp;
1295 } 1373 }
1296 } 1374 }
1375
1297 return dam; 1376 return dam;
1298} 1377}
1299
1300 1378
1301/* GROS: This code comes from hit_player. It has been made external to 1379/* 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. 1380 * allow script procedures to "kill" objects in a combat-like fashion.
1303 * It was initially used by (kill-object) developed for the Collector's 1381 * It was initially used by (kill-object) developed for the Collector's
1304 * Sword. Note that nothing has been changed from the original version 1382 * Sword. Note that nothing has been changed from the original version
1311 * This function was a bit of a mess with hitter getting changed, 1389 * 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 1390 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1391 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1392 * MSW 2002-07-17
1315 */ 1393 */
1394int
1316int kill_object(object *op,int dam, object *hitter, int type) 1395kill_object (object *op, int dam, object *hitter, int type)
1317{ 1396{
1318 char buf[MAX_BUF]; 1397 char buf[MAX_BUF];
1319 const char *skill; 1398 const char *skill;
1320 int maxdam=0; 1399 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1400 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1401 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1402 object *owner = 0;
1324 object *skop=NULL; 1403 object *skop = 0;
1325 1404
1326 if (op->stats.hp>=0) 1405 if (op->stats.hp >= 0)
1327 return -1; 1406 return -1;
1328 1407
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1408 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1409 return 0;
1331 1410
1332 /* maxdam needs to be the amount of damage it took to kill 1411 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1412 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1413 * adjusted the creatures HP total, so that is negative.
1335 */ 1414 */
1336 maxdam = dam + op->stats.hp + 1; 1415 maxdam = dam + op->stats.hp + 1;
1337 1416
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1417 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1418 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1419
1341 if(op->type==DOOR) { 1420 if (op->type == DOOR)
1421 {
1342 op->speed = 0.1; 1422 op->set_speed (0.1f);
1343 update_ob_speed(op);
1344 op->speed_left= -0.05; 1423 op->speed_left = -0.05f;
1345 return maxdam; 1424 return maxdam;
1346 } 1425 }
1426
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1427 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1348 remove_friendly_object(op); 1428 {
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1429 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; 1430 return maxdam;
1358 } 1431 }
1359 1432
1360 /* Now lets start dealing with experience we get for killing something */ 1433 /* Now lets start dealing with experience we get for killing something */
1361 1434
1362 owner=get_owner(hitter); 1435 owner = hitter->owner;
1363 if(owner==NULL) 1436 if (!owner)
1364 owner=hitter; 1437 owner = hitter;
1365 1438
1366 /* is the victim (op) standing on battleground? */ 1439 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1440 if (op_on_battleground (op, NULL, NULL))
1368 1441 battleg = 1;
1442
1369 /* is this player killing?*/ 1443 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1444 if (op->type == PLAYER && owner->type == PLAYER)
1445 pk = 1;
1371 1446
1372 /* Player killed something */ 1447 /* Player killed something */
1373 if(owner->type==PLAYER) { 1448 if (owner->type == PLAYER)
1449 {
1374 Log_Kill(owner->name, 1450 Log_Kill (owner->name,
1375 query_name(op),op->type, 1451 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 1452
1379 /* Log players killing other players - makes it easier to detect 1453 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1454 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1455 * ip address is included.
1382 */ 1456 */
1383 if (op->type == PLAYER && !battleg) { 1457 if (op->type == PLAYER && !battleg)
1458 {
1384 time_t t=time(NULL); 1459 time_t t = time (NULL);
1385 struct tm *tmv; 1460 struct tm *tmv;
1386 char buf[256]; 1461 char buf[256];
1387 1462
1388 tmv = localtime(&t); 1463 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1464 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1465
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1466 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 } 1467 }
1394 1468
1395 /* try to filter some things out - basically, if you are 1469 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1470 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1471 * probably don't want to see that.
1398 */ 1472 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1473 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1474 {
1400 if(owner!=hitter) { 1475 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1476 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), 1477 else
1403 query_name(hitter)); 1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1479
1480 /* Only play sounds for melee kills */
1481 if (hitter->type == PLAYER)
1482 owner->play_sound (sound_find ("player_kills"));
1483 }
1484
1485 /* If a player kills another player, not on
1486 * battleground, the "killer" looses 1 luck. Since this is
1487 * not reversible, it's actually quite a pain IMHO. -AV
1488 * Fix bug in that we were changing the luck of the hitter, not
1489 * player that the object belonged to - so if you killed another player
1490 * with spells, pets, whatever, there was no penalty.
1491 * Changed to make luck penalty configurable in settings.
1492 */
1493 if (op->type == PLAYER && owner != op && !battleg)
1494 owner->change_luck (-settings.pk_luck_penalty);
1495
1496 /* This code below deals with finding the appropriate skill
1497 * to credit exp to. This is a bit problematic - we should
1498 * probably never really have to look at current_weapon->skill
1499 */
1500 skill = 0;
1501
1502 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill;
1504 else if (owner->chosen_skill)
1505 {
1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1508 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1510 skill = owner->current_weapon->skill;
1511 else
1512 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1513
1514 /* We have the skill we want to credit to - now find the object this goes
1515 * to. Make sure skop is an actual skill, and not a skill tool!
1516 */
1517 if ((!skop || skop->type != SKILL) && skill)
1518 {
1519 int i;
1520
1521 for (i = 0; i < NUM_SKILLS; i++)
1522 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1523 {
1524 skop = owner->contr->last_skill_ob[i];
1525 break;
1526 }
1527 }
1528 } /* Was it a player that hit somethign */
1529 else
1530 skill = 0;
1531
1532 /* Pet (or spell) killed something. */
1533 if (owner != hitter)
1534 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1535 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536 else
1537 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1538 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1539 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1540
1541 /* These may have been set in the player code section above */
1542 if (!skop)
1543 skop = hitter->chosen_skill;
1544
1545 if (!skill && skop)
1546 skill = skop->skill;
1547
1548 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1549
1550 /* If you didn't kill yourself, and your not the wizard */
1551 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1552 {
1553 int exp;
1554
1555 /* Really don't give much experience for killing other players */
1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1557 if (op->type == PLAYER)
1558 {
1559 if (battleg)
1560 {
1561 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1562 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1563 }
1405 else { 1564 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1565 exp = op->stats.exp / 1000;
1407 "You killed %s.",query_name(op)); 1566 }
1567 else
1568 exp = calc_skill_exp (owner, op, skop);
1569
1570 /* if op is standing on "battleground" (arena), no way to gain
1571 * exp by killing him
1572 */
1573 if (battleg)
1574 exp = 0;
1575
1576 /* Don't know why this is set this way - doesn't make
1577 * sense to just divide everything by two for no reason.
1578 */
1579
1580 if (!settings.simple_exp)
1581 exp = exp / 2;
1582
1583 if (owner->type != PLAYER || owner->contr->party == NULL)
1584 change_exp (owner, exp, skill, 0);
1585 else
1586 {
1587 int shares = 0, count = 0;
1588 partylist *party = owner->contr->party;
1589
1590 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1591
1592 for_all_players (pl)
1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594 {
1595 count++;
1596 shares += (pl->ob->level + 4);
1597 }
1598
1599 if (count == 1 || shares > exp || !shares)
1600 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1601 else
1602 {
1603 int share = exp / shares, given = 0, nexp;
1604
1605 for_all_players (pl)
1606 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1607 {
1608 nexp = (pl->ob->level + 4) * share;
1609 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1610 given += nexp;
1611 }
1612
1613 exp -= given;
1614 /* give any remainder to the player */
1615 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1616 }
1409 /* Only play sounds for melee kills */ 1617 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1618 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1619
1620 if (op->type != PLAYER)
1621 {
1622 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1412 } 1623 {
1624 object *owner1 = op->owner;
1413 1625
1414 /* If a player kills another player, not on 1626 if (owner1 && owner1->type == PLAYER)
1415 * battleground, the "killer" looses 1 luck. Since this is
1416 * not reversible, it's actually quite a pain IMHO. -AV
1417 * Fix bug in that we were changing the luck of the hitter, not
1418 * player that the object belonged to - so if you killed another player
1419 * with spells, pets, whatever, there was no penalty.
1420 * Changed to make luck penalty configurable in settings.
1421 */
1422 if(op->type == PLAYER && owner != op && !battleg)
1423 change_luck(owner, -settings.pk_luck_penalty);
1424
1425 /* This code below deals with finding the appropriate skill
1426 * to credit exp to. This is a bit problematic - we should
1427 * probably never really have to look at current_weapon->skill
1428 */
1429 skill = NULL;
1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1431 else if (owner->chosen_skill) {
1432 skill = owner->chosen_skill->skill;
1433 skop = owner->chosen_skill;
1434 }
1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1436 else
1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1438
1439 /* We have the skill we want to credit to - now find the object this goes
1440 * to. Make sure skop is an actual skill, and not a skill tool!
1441 */
1442 if ((!skop || skop->type != SKILL) && skill) {
1443 int i;
1444
1445 for (i=0; i<NUM_SKILLS; i++)
1446 if (owner->contr->last_skill_ob[i] &&
1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1448 skop = owner->contr->last_skill_ob[i];
1449 break;
1450 } 1627 {
1451 } 1628 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1452 } /* Was it a player that hit somethign */ 1629 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1630 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1454 skill = NULL;
1455 }
1456
1457 /* Pet (or spell) killed something. */
1458 if(owner != hitter ) {
1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name,
1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1461 }
1462 else {
1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name,
1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1466 }
1467 /* These may have been set in the player code section above */
1468 if (!skop) skop = hitter->chosen_skill;
1469 if (!skill && skop) skill=skop->skill;
1470
1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1472
1473
1474 /* If you didn't kill yourself, and your not the wizard */
1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1476 int exp;
1477
1478 /* Really don't give much experience for killing other players */
1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 if (op->type==PLAYER) {
1481 if (battleg) {
1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1484 } 1631 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1632
1491 /* if op is standing on "battleground" (arena), no way to gain
1492 * exp by killing him
1493 */
1494 if (battleg) exp = 0;
1495
1496 /* Don't know why this is set this way - doesn't make
1497 * sense to just divide everything by two for no reason.
1498 */
1499
1500 if (!settings.simple_exp)
1501 exp=exp/2;
1502
1503 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1504 change_exp(owner,exp, skill, 0);
1505 }
1506 else {
1507 int shares=0,count=0;
1508
1509 player *pl;
1510
1511 partylist *party=owner->contr->party;
1512#ifdef PARTY_KILL_LOG
1513 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1514#endif
1515 for(pl=first_player;pl!=NULL;pl=pl->next) {
1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1517 count++;
1518 shares+=(pl->ob->level+4);
1519 }
1520 }
1521 if(count==1 || shares>exp)
1522 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1523 else {
1524 int share=exp/shares,given=0,nexp;
1525 for(pl=first_player;pl!=NULL;pl=pl->next) {
1526 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1527 nexp=(pl->ob->level+4)*share;
1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1529 given+=nexp;
1530 }
1531 }
1532 exp-=given;
1533 /* give any remainder to the player */
1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1535 }
1536 } /* else part of a party */
1537
1538 } /* end if person didn't kill himself */
1539
1540 if(op->type!=PLAYER) {
1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1542 object *owner1 = get_owner(op);
1543
1544 if(owner1!= NULL && owner1->type == PLAYER) {
1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1546 /* Maybe we should include the owner that killed this, maybe not */
1547 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1548 &op->name,&hitter->name);
1549 }
1550 remove_friendly_object(op); 1633 remove_friendly_object (op);
1551 } 1634 }
1552 remove_ob(op); 1635
1553 free_object(op); 1636 op->destroy ();
1637 }
1638 else
1554 } 1639 {
1555 /* Player has been killed! */ 1640 /* Player has been killed! */
1556 else {
1557 if(owner->type==PLAYER) { 1641 if (owner->type == PLAYER)
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else { 1643 else
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1644 assign (op->contr->killer, hitter->name);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 } 1645 }
1646
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1647 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1648 * continues in the calling function.
1567 */ 1649 */
1568 return maxdam; 1650 return maxdam;
1569} 1651}
1570 1652
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1653/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1654 * Returns 0 this is not friendly fire
1573 */ 1655 */
1574 1656int
1575int friendly_fire(object *op, object *hitter){ 1657friendly_fire (object *op, object *hitter)
1658{
1576 object *owner; 1659 object *owner;
1577 int friendlyfire; 1660 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1661
1662 if (hitter->head)
1663 hitter = hitter->head;
1664
1581 friendlyfire = 0; 1665 friendlyfire = 0;
1582 1666
1583 if(op->type == PLAYER) { 1667 if (op->type == PLAYER)
1668 {
1584 if (op_on_battleground (hitter, 0, 0)) 1669 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1670 return 0;
1586 1671
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1672 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1673 return 1;
1589 1674
1590 if((owner = get_owner(hitter))!=NULL) { 1675 if ((owner = hitter->owner) != NULL)
1676 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1677 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1678 friendlyfire = 2;
1593 } 1679 }
1594 1680
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1681 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1682 friendlyfire = 0;
1598 } 1683 }
1684
1599 return friendlyfire; 1685 return friendlyfire;
1600} 1686}
1601
1602 1687
1603/* This isn't used just for players, but in fact most objects. 1688/* This isn't used just for players, but in fact most objects.
1604 * op is the object to be hit, dam is the amount of damage, hitter 1689 * op is the object to be hit, dam is the amount of damage, hitter
1605 * is what is hitting the object, type is the attacktype, and 1690 * is what is hitting the object, type is the attacktype, and
1606 * full_hit is set if monster area does not matter. 1691 * full_hit is set if monster area does not matter.
1607 * dam is base damage - protections/vulnerabilities/slaying matches can 1692 * dam is base damage - protections/vulnerabilities/slaying matches can
1608 * modify it. 1693 * modify it.
1609 */ 1694 */
1610
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1695/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1696 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1697int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1698hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1699{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1700 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1701 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1702 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1703 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1704 int rtn_kill = 0;
1621 int friendlyfire; 1705 int friendlyfire;
1622 1706
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1707 if (get_attack_mode (&op, &hitter, &simple_attack))
1708 return 0;
1709
1710 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1711 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1712 return 0;
1713
1714 // only allow pk for hostile players
1715 if (op->type == PLAYER)
1716 {
1717 object *owner = hitter->owner;
1718
1719 if (!owner)
1720 owner = hitter;
1721
1722 if (owner->type == PLAYER
1723 && (!op_on_battleground (op, 0, 0)
1724 && (op->contr->peaceful || owner->contr->peaceful))
1725 && op != owner)
1624 return 0; 1726 return 0;
1727 }
1625 1728
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1729 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1730 {
1731 /* slow and paralyze must hit the head. But we don't want to just
1732 * return - we still need to process other attacks the spell still
1733 * might have. So just remove the paralyze and slow attacktypes,
1734 * and keep on processing if we have other attacktypes.
1735 * return if only magic or nothing is left - under normal code
1736 * we don't attack with pure magic if there is another attacktype.
1737 * Only do processing if the initial attacktype includes one of those
1738 * attack so we don't cancel out things like magic bullet.
1739 */
1740 if (type & (AT_PARALYZE | AT_SLOW))
1741 {
1742 type &= ~(AT_PARALYZE | AT_SLOW);
1743
1744 if (!type || type == AT_MAGIC)
1628 return 0; 1745 return 0;
1746 }
1747 }
1629 1748
1630#ifdef PROHIBIT_PLAYERKILL 1749 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1750 {
1632 object *owner = get_owner (hitter); 1751 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!owner) owner = hitter; 1752 if (tmp->type == RUNE || tmp->type == TRAP)
1634 if (owner->type == PLAYER 1753 {
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1754 spring_trap (tmp, hitter);
1636 && op != owner) { 1755
1756 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1757 return 0;
1758
1759 break;
1638 } 1760 }
1761 }
1762
1763 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1764 {
1765 /* FIXME: If a player is killed by a rune in a door, the
1766 * destroyed() check above doesn't return, and might get here.
1767 */
1768
1769 /* FIXME: This for example happens when a dead door is on a mover and
1770 gets it's speed_left raised on each mover-tick.
1771 Doors are removed in a kinda funny way by giving them speed and speed_left
1772 and waiting for that to run out.
1773 */
1774 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1775 return 0;
1776 }
1777
1778#ifdef ATTACK_DEBUG
1779 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1780#endif
1641 1781
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) { 1782 if (magic)
1783 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1784 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1785 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1786 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1787 if (dam >= 100)
1692 dam /= 100; 1788 dam /= 100;
1693 else 1789 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1790 dam = (dam > rndm (0, 99)) ? 1 : 0;
1695 } 1791 }
1696 1792
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1793 /* 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 1794 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1795 */
1700 if(type & AT_CHAOS){ 1796 if (type & AT_CHAOS)
1797 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1798 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1799 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1800 type &= ~AT_CHAOS;
1704 } 1801 }
1705 1802
1706 /* Holyword is really an attacktype modifier (like magic is). If 1803 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1804 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1805 * a proper match, otherwise no damage.
1709 */ 1806 */
1710 if (type & AT_HOLYWORD) { 1807 if (type & AT_HOLYWORD)
1808 {
1711 object *god; 1809 object *god;
1810
1712 if ((!hitter->slaying || 1811 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1812 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1813 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1814 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1815 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1816 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1718 && god->race != NULL
1719 && strstr(god->race,undead_name) != NULL)))
1720 return 0; 1817 return 0;
1721 } 1818 }
1722 1819
1723 maxattacktype = type; /* initialize this to something */ 1820 maxattacktype = type; /* initialise this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1821 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1822 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1823 /* 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 1824 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1825 * the only attacktype in the group, then still attack with it
1728 */ 1826 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1827 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1828 continue;
1730 1829
1731 /* Go through and hit the player with each attacktype, one by one. 1830 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1831 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1832 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1833 * effects (slow, paralization, etc.
1735 */ 1834 */
1736 if (type & attacktype) { 1835 if (type & attacktype)
1836 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1837 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1838 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1839 * the damage is equal.
1740 */ 1840 */
1741 if (ndam >= maxdam) { 1841 if (ndam >= maxdam)
1842 {
1742 maxdam = ndam; 1843 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1844 maxattacktype = 1 << attacknum;
1744 } 1845 }
1745 } 1846 }
1746 } 1847 }
1747 1848
1748 /* if this is friendly fire then do a set % of damage only 1849 /* 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 1850 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1851 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1852 * an attack do damage before when it otherwise didn't
1752 */ 1853 */
1753 friendlyfire = friendly_fire(op, hitter); 1854 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1855 if (friendlyfire && maxdam)
1856 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1857 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1858
1859#ifdef ATTACK_DEBUG
1860 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1861 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862#endif
1863 }
1864
1865 if (!full_hit)
1866 {
1867 int area;
1868 int remainder;
1869
1870 area = 0;
1871
1872 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1873 area++;
1874
1875 assert (area > 0);
1876
1877 /* basically: maxdam /= area; we try to "simulate" a float
1878 value-effect */
1879 remainder = 100 * (maxdam % area) / area;
1880 maxdam /= area;
1881 if (rndm (100) < remainder)
1757 maxdam++; 1882 maxdam++;
1883 }
1884
1885#ifdef ATTACK_DEBUG
1886 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1887#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 1888
1766 if (!full_hit) { 1889 // for now, only do this for active objects, otherwise they
1767 archetype *at; 1890 // keep a refcount for a long time and I see no usefulness
1768 int area; 1891 // for an non-active objetc to know its enemy.
1769 int remainder; 1892 if (op->active)
1770 1893 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; 1894 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1896 op->enemy = hitter;
1792 1897
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899 {
1794 /* The unaggressives look after themselves 8) */ 1900 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1902 npc_call_help (op);
1797 } 1903 }
1798 1904
1799 if (magic && did_make_save(op, op->level, 0)) 1905 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1906 maxdam = maxdam / 2;
1801 1907
1802 attack_message(maxdam, maxattacktype, op, hitter); 1908 attack_message (maxdam, maxattacktype, op, hitter);
1803 1909
1804 op->stats.hp-=maxdam; 1910 op->stats.hp -= maxdam;
1805 1911
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1912 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1913 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1914 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1915 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1916 {
1811 1917
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1918 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1919 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1920 else
1815 scare_creature(op, hitter); 1921 scare_creature (op, hitter);
1816 } 1922 }
1817 1923
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1924 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1925 {
1819 if (maxdam) 1926 if (maxdam)
1820 tear_down_wall(op); 1927 tear_down_wall (op);
1928
1821 return maxdam; /* nothing more to do for wall */ 1929 return maxdam; /* nothing more to do for wall */
1822 } 1930 }
1823 1931
1824 /* See if the creature has been killed */ 1932 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1933 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1934 if (rtn_kill != -1)
1827 return rtn_kill; 1935 return rtn_kill;
1828 1936
1829 1937
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1938 /* 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 1939 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 1940 * remained - that is no longer the case.
1833 */ 1941 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1943 hitter->destroy ();
1836 remove_friendly_object(hitter); 1944
1837 remove_ob(hitter);
1838 free_object(hitter);
1839 }
1840 /* Lets handle creatures that are splitting now */ 1945 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1946 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1947 {
1842 int i; 1948 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1949 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1950 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 1951 object *owner = op->owner;
1846 1952
1847 if(!op->other_arch) { 1953 if (!op->other_arch)
1954 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 1955 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 1956 return maxdam;
1850 } 1957 }
1851 remove_ob(op); 1958
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1959 op->remove ();
1960
1961 for (i = 0; i < NROFNEWOBJS (op); i++)
1962 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 1963 object *tmp = arch_to_object (op->other_arch);
1854 int j; 1964 int j;
1855 1965
1856 tmp->stats.hp=op->stats.hp; 1966 tmp->stats.hp = op->stats.hp;
1967
1857 if (friendly) { 1968 if (friendly)
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 1969 {
1859 add_friendly_object(tmp); 1970 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 1971 tmp->attack_movement = PETMOVE;
1972
1861 if (owner!=NULL) 1973 if (owner)
1862 set_owner(tmp,owner); 1974 tmp->set_owner (owner);
1863 } 1975 }
1976
1864 if (unaggressive) 1977 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1978 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1979
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1980 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1981
1867 if (j==-1) /* No spot to put this monster */ 1982 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 1983 tmp->destroy ();
1869 else { 1984 else
1985 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1986 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 1987 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 1988 }
1873 } 1989 }
1874 if(friendly) 1990
1875 remove_friendly_object(op); 1991 op->destroy ();
1876 free_object(op);
1877 } 1992 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1993 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1879 remove_ob(hitter); 1994 hitter->destroy ();
1880 free_object(hitter); 1995
1881 }
1882 return maxdam; 1996 return maxdam;
1883} 1997}
1884 1998
1885 1999void
1886void poison_player(object *op, object *hitter, int dam) 2000poison_player (object *op, object *hitter, int dam)
1887{ 2001{
1888 archetype *at = find_archetype("poisoning"); 2002 archetype *at = archetype::find ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 2003 object *tmp = present_arch_in_ob (at, op);
1890 2004
1891 if(tmp==NULL) { 2005 if (tmp == NULL)
2006 {
1892 if((tmp=arch_to_object(at))==NULL) 2007 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 2008 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 2009 else
2010 {
1895 tmp = insert_ob_in_ob(tmp,op); 2011 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 2012 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 2013 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 2014 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 2015 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 2016 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 2017 * If anything else, goes as damage.
1902 */ 2018 */
1903 2019
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2020 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2021 tmp->stats.dam += hitter->level / 2;
1906 else 2022 else
1907 tmp->stats.dam = dam; 2023 tmp->stats.dam = dam;
1908 2024
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2025 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2026 if (hitter->skill && hitter->skill != tmp->skill)
2027 {
1911 tmp->skill = hitter->skill; 2028 tmp->skill = hitter->skill;
1912 } 2029 }
1913 2030
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2031 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2032
1916 if(op->type==PLAYER) { 2033 if (op->type == PLAYER)
2034 {
1917 /* player looses stats, maximum is -10 of each */ 2035 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2039 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2040 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2041 op->update_stats ();
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1925 } 2043 }
2044
1926 if (hitter->type == PLAYER) 2045 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2046 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2047 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2048 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 } 2049 }
2050
1932 tmp->speed_left=0; 2051 tmp->speed_left = 0;
1933 } 2052 }
1934 else 2053 else
1935 tmp->stats.food++; 2054 tmp->stats.food++;
1936} 2055}
1937 2056
2057void
1938void slow_player(object *op,object *hitter,int dam) 2058slow_player (object *op, object *hitter, int dam)
2059{
1939{ archetype *at = find_archetype("slowness"); 2060 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2061 object *tmp;
2062
1941 if(at == NULL) { 2063 if (at == NULL)
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2064 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2065
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2066 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2067 {
1945 tmp = arch_to_object(at); 2068 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2069 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2071 }
1948 } else 2072 else
1949 tmp->stats.food++; 2073 tmp->stats.food++;
2074
1950 SET_FLAG(tmp, FLAG_APPLIED); 2075 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2076 tmp->speed_left = 0;
1952 fix_player(op); 2077 op->update_stats ();
1953} 2078}
1954 2079
2080void
1955void confuse_player(object *op, object *hitter, int dam) 2081confuse_player (object *op, object *hitter, int dam)
1956{ 2082{
1957 object *tmp; 2083 object *tmp;
1958 int maxduration; 2084 int maxduration;
1959 2085
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2086 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2087 if (!tmp)
2088 {
1962 tmp = get_archetype(FORCE_NAME); 2089 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2090 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2091 }
2092
1966 /* Duration added per hit and max. duration of confusion both depend 2093 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2094 * on the player's resistance
1968 */ 2095 */
1969 tmp->speed = 0.05; 2096 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2097 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2098 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2099 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2100 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101
1974 if( tmp->duration > maxduration) 2102 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2103 tmp->duration = maxduration;
1976 2104
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2105 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2106 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2107
1979 SET_FLAG(op, FLAG_CONFUSED); 2108 SET_FLAG (op, FLAG_CONFUSED);
1980} 2109}
1981 2110
2111void
1982void blind_player(object *op, object *hitter, int dam) 2112blind_player (object *op, object *hitter, int dam)
1983{ 2113{
1984 object *tmp,*owner; 2114 object *tmp, *owner;
1985 2115
1986 /* Save some work if we know it isn't going to affect the player */ 2116 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2117 if (op->resist[ATNR_BLIND] == 100)
2118 return;
1988 2119
1989 tmp = present_in_ob(BLINDNESS,op); 2120 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2121 if (!tmp)
2122 {
1991 tmp = get_archetype("blindness"); 2123 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2124 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2125 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2126 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2127 * speed is a float anyways.
1996 */ 2128 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2129 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2130
1999 tmp = insert_ob_in_ob(tmp,op); 2131 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2132 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2133 op->update_stats (); /* This takes care of some other stuff */
2002 2134
2003 if(hitter->owner) owner = get_owner(hitter); 2135 if (hitter->owner)
2136 owner = hitter->owner;
2137 else
2004 else owner = hitter; 2138 owner = hitter;
2005 2139
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2140 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2141 }
2009 tmp->stats.food += dam; 2142 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2143 if (tmp->stats.food > 10)
2144 tmp->stats.food = 10;
2011} 2145}
2012 2146
2147void
2013void paralyze_player(object *op, object *hitter, int dam) 2148paralyze_player (object *op, object *hitter, int dam)
2014{ 2149{
2015 float effect,max; 2150 float effect, max;
2151
2016 /* object *tmp; */ 2152 /* object *tmp; */
2017 2153
2018 /* This is strange stuff... someone knows for what this is 2154 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2155 * written? Well, i think this can and should be removed
2020 */ 2156 */
2021 2157
2022 /* 2158 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2159 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2160 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2161 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2162 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2163 }
2028 */ 2164 */
2029 2165
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2166 /* 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; 2167 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2168
2033 if (effect==0) return; 2169 if (effect == 0)
2170 return;
2034 2171
2035 op->speed_left-=FABS(op->speed)*effect; 2172 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2173 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2174
2038 /* max number of ticks to be affected for. */ 2175 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2176 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2177 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2178 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2179
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2180/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2181}
2045
2046 2182
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2183/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2184 * the computed damaged.
2049 */ 2185 */
2186void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2187deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2188{
2052 /* The intention of a death attack is to kill outright things 2189 /* 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 2190 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2191 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2192 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2193 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2194 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2195 ** field of the deathstriking object */
2059 2196
2060 int atk_lev, def_lev, kill_lev; 2197 int atk_lev, def_lev, kill_lev;
2061 2198
2062 if(hitter->slaying) 2199 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2200 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2064 (op->race&&strstr(hitter->slaying,op->race)))) return; 2201 return;
2065 2202
2066 def_lev = op->level; 2203 def_lev = op->level;
2067 if (def_lev < 1) { 2204 if (def_lev < 1)
2205 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2206 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2069 &op->arch->name, &op->name);
2070 def_lev = 1; 2207 def_lev = 1;
2071 } 2208 }
2209
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2210 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2211 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2212 atk_lev, def_lev); */
2075 2213
2076 if(atk_lev >= def_lev ){ 2214 if (atk_lev >= def_lev)
2215 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2216 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2217
2079 /* Note that the below effectively means the ratio of the atk vs 2218 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2219 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2220 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2221 * redone.
2083 */ 2222 */
2084 if(kill_lev >= def_lev) { 2223 if (kill_lev >= def_lev)
2224 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2225 *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 2226 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2227 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2228 * attack level is double the defender level.
2089 */ 2229 */
2090 *dam *= kill_lev / def_lev; 2230 *dam *= kill_lev / def_lev;
2091 } 2231 }
2092 } else { 2232 }
2233 else
2093 *dam = 0; /* no harm done */ 2234 *dam = 0; /* no harm done */
2094 }
2095} 2235}
2096 2236
2097/* thrown_item_effect() - handles any special effects of thrown 2237/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2238 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2239 * monster).
2100 */ 2240 */
2241static void
2101static void thrown_item_effect (object *hitter, object *victim) 2242thrown_item_effect (object *hitter, object *victim)
2102{ 2243{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2244 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2245 {
2104 /* May not need a switch for just 2 types, but this makes it 2246 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2247 * easier for expansion.
2106 */ 2248 */
2107 switch (hitter->type) { 2249 switch (hitter->type)
2250 {
2108 case POTION: 2251 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2252 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2253 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); 2254 (void) apply_potion (victim, hitter);
2112 break; 2255 break;
2113 2256
2114 case POISON: /* poison drinks */ 2257 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2258 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2259 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); 2260 apply_poison (victim, hitter);
2118 break; 2261 break;
2119 2262
2120 /* Removed case statements that did nothing. 2263 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2264 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2265 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2266 * Containers should perhaps break open, but that code was disabled.
2124 */ 2267 */
2125 } 2268 }
2126 } 2269 }
2127} 2270}
2128 2271
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2272/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2273int
2131int adj_attackroll (object *hitter, object *target) { 2274adj_attackroll (object *hitter, object *target)
2275{
2132 object *attacker = hitter; 2276 object *attacker = hitter;
2133 int adjust=0; 2277 int adjust = 0;
2134 2278
2135 /* safety */ 2279 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2280 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2281 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2282 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2283 return 0;
2284 }
2285
2286 /* aimed missiles use the owning object's sight */
2287 if (is_aimed_missile (hitter))
2288 {
2289 if ((attacker = hitter->owner) == NULL)
2290 attacker = hitter;
2291 /* A player who saves but hasn't quit still could have objects
2292 * owned by him - need to handle that case to avoid crashes.
2293 */
2294 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2295 attacker = hitter;
2296 }
2297 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2298 return 0;
2140 }
2141 2299
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. 2300 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2301 * Add more cases, as the need occurs. */
2155 2302
2156 if(!can_see_enemy(attacker,target)) { 2303 if (!can_see_enemy (attacker, target))
2304 {
2157 /* target is unseen */ 2305 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2306 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2307 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2308 /* 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)) 2309 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2310 adjust -= target->map->darkness;
2163 } 2311 }
2164 2312
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2313 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2314 adjust -= 3;
2167 2315
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2316 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2317 adjust += 1;
2170 2318
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2319 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2320 adjust += 1;
2173 2321
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2322 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2323 adjust -= 3;
2176 2324
2177 /* if we attack at a different 'altitude' its harder */ 2325 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2326 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2327 adjust -= 2;
2180 2328
2181#if 0 2329#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2330 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2331 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2332 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2333 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2334 * fly fast should have a better chance of hitting a slower target.
2187 */ 2335 */
2188 if(hitter->speed<target->speed) 2336 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2337 adjust += ((float) hitter->speed - target->speed);
2190#endif 2338#endif
2191 2339
2192#if 0 2340#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2341 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2342#endif
2195 2343
2196 return adjust; 2344 return adjust;
2197} 2345}
2198
2199 2346
2200/* determine if the object is an 'aimed' missile */ 2347/* determine if the object is an 'aimed' missile */
2348int
2201int is_aimed_missile ( object *op) { 2349is_aimed_missile (object *op)
2350{
2202 2351
2203 /* I broke what used to be one big if into a few nested 2352 /* I broke what used to be one big if into a few nested
2204 * ones so that figuring out the logic is at least possible. 2353 * ones so that figuring out the logic is at least possible.
2205 */ 2354 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2355 if (op && (op->move_type & MOVE_FLYING))
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2357 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2359 return 1;
2212 } 2360
2213 return 0; 2361 return 0;
2214} 2362}
2215

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