ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_attack_c = 3 * static char *rcsid_attack_c =
3 * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $"; 4 * "$Id: attack.C,v 1.9 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
29#include <living.h> 31#include <living.h>
30#include <material.h> 32#include <material.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#ifndef __CEXTRACT__ 35#ifndef __CEXTRACT__
34#include <sproto.h> 36# include <sproto.h>
35#endif 37#endif
36 38
37#include <sounds.h> 39#include <sounds.h>
38 40
39typedef struct att_msg_str { 41typedef struct att_msg_str
42{
40 char *msg1; 43 char *msg1;
41 char *msg2; 44 char *msg2;
42} att_msg; 45} att_msg;
43 46
44/*#define ATTACK_DEBUG*/ 47/*#define ATTACK_DEBUG*/
45 48
46/* cancels object *op. Cancellation basically means an object loses 49/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 50 * its magical benefits.
48 */ 51 */
52void
49void cancellation(object *op) 53cancellation (object *op)
50{ 54{
51 object *tmp; 55 object *tmp;
52 56
53 if (op->invisible) 57 if (op->invisible)
54 return; 58 return;
55 59
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
57 /* Recur through the inventory */ 62 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 65 cancellation (tmp);
61 } 66 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
63 /* Nullify this object. This code could probably be more complete */ 69 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 70 /* in what abilities it should cancel */
65 op->magic=0; 71 op->magic = 0;
66 CLEAR_FLAG(op, FLAG_DAMNED); 72 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 73 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) { 76 if (op->env && op->env->type == PLAYER)
77 {
71 esrv_send_item (op->env, op); 78 esrv_send_item (op->env, op);
72 } 79 }
73 } 80 }
74} 81}
75 82
76 83
78/* did_make_save_item just checks to make sure the item actually 85/* 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 86 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 87 * any further action (like destroying the item).
81 */ 88 */
82 89
90int
83int did_make_save_item(object *op, int type, object *originator) { 91did_make_save_item (object *op, int type, object *originator)
92{
84 int i, roll, saves=0, attacks=0, number; 93 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 94 materialtype_t *mt;
86 95
87 if (op->materialname == NULL) { 96 if (op->materialname == NULL)
97 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
89 if (op->material & mt->material) 100 if (op->material & mt->material)
90 break; 101 break;
91 } 102 }
103 }
92 } else 104 else
93 mt = name_to_material(op->materialname); 105 mt = name_to_material (op->materialname);
94 if (mt == NULL) 106 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97
98 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 107 return TRUE;
108 roll = rndm (1, 20);
109
110 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype.
117 */
118 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129
130 for (number = 0; number < NROFATTACKS; number++)
131 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++;
136 if (op->resist[number] == 100)
137 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++;
142 }
143
144 if (saves == attacks || attacks == 0)
145 return TRUE;
146 if ((saves == 0) || (rndm (1, attacks) > saves))
147 return FALSE;
148 return TRUE;
137} 149}
138 150
139/* This function calls did_make_save_item. It then performs the 151/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 152 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 153 * calling cancellation, etc.)
142 */ 154 */
143 155
156void
144void save_throw_object (object *op, int type, object *originator) 157save_throw_object (object *op, int type, object *originator)
145{ 158{
146 if ( ! did_make_save_item (op, type,originator)) 159 if (!did_make_save_item (op, type, originator))
147 { 160 {
148 object *env=op->env; 161 object *env = op->env;
149 int x=op->x,y=op->y; 162 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 163 mapstruct *m = op->map;
151 164
152 op = stop_item (op); 165 op = stop_item (op);
153 if (op == NULL) 166 if (op == NULL)
154 return; 167 return;
155 168
156 /* Hacked the following so that type LIGHTER will work. 169 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 170 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 171 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 172 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 173 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 174 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 175 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 176 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 177 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)) { 178 {
166 const char *arch=op->other_arch->name; 179 const char *arch = op->other_arch->name;
167 180
168 op = decrease_ob_nr (op, 1); 181 op = decrease_ob_nr (op, 1);
169 if (op) 182 if (op)
170 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) { 184 if ((op = get_archetype (arch)) != NULL)
185 {
172 if(env) { 186 if (env)
187 {
173 op->x=env->x,op->y=env->y; 188 op->x = env->x, op->y = env->y;
174 insert_ob_in_ob(op,env); 189 insert_ob_in_ob (op, env);
175 if (env->contr) 190 if (env->contr)
176 esrv_send_item(env, op); 191 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 } 192 }
193 else
182 return; 194 {
183 } 195 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); 196 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 } 197 }
200 } 198 }
199 return;
200 }
201 if (type & AT_CANCELLATION)
202 { /* Cancellation. */
203 cancellation (op);
204 fix_stopped_item (op, m, originator);
205 return;
206 }
207 if (op->nrof > 1)
208 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 224 if (!QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op); 225 remove_ob (op);
203 free_object(op); 226 free_object (op);
204 } 227 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 228 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
206 if(env) { 230 if (env)
231 {
207 op=get_archetype("burnout"); 232 op = get_archetype ("burnout");
208 op->x=env->x,op->y=env->y; 233 op->x = env->x, op->y = env->y;
209 insert_ob_in_ob(op,env); 234 insert_ob_in_ob (op, env);
235 }
210 } else { 236 else
237 {
211 replace_insert_ob_in_map("burnout",originator); 238 replace_insert_ob_in_map ("burnout", originator);
212 } 239 }
213 } 240 }
241 return;
242 }
243 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube");
248
249 if (at == NULL)
214 return; 250 return;
215 }
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); 251 op = stop_item (op);
224 if (op == NULL) 252 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; 253 return;
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255 {
256 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want
260 * that for ones we create.
261 */
262 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0);
265 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED))
267 remove_ob (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return;
241 } 270 }
242} 271}
243 272
244/* Object op is hitting the map. 273/* Object op is hitting the map.
245 * op is going in direction 'dir' 274 * op is going in direction 'dir'
246 * type is the attacktype of the object. 275 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 276 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 277 * returns 1 if it hits something, 0 otherwise.
249 */ 278 */
250 279
280int
251int hit_map(object *op, int dir, int type, int full_hit) { 281hit_map (object *op, int dir, int type, int full_hit)
282{
252 object *tmp, *next; 283 object *tmp, *next;
253 mapstruct *map; 284 mapstruct *map;
254 sint16 x, y; 285 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 287
257 tag_t op_tag, next_tag=0; 288 tag_t op_tag, next_tag = 0;
258 289
259 if (QUERY_FLAG (op, FLAG_FREED)) { 290 if (QUERY_FLAG (op, FLAG_FREED))
291 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 292 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 293 return 0;
262 } 294 }
263 295
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name);
266 &op->arch->name, &op->name);
267 return 0; 299 return 0;
268 } 300 }
269 301
270 if ( ! op->map) { 302 if (!op->map)
303 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name); 304 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 305 return 0;
273 } 306 }
274 307
275 if (op->head) op=op->head; 308 if (op->head)
309 op = op->head;
276 310
277 op_tag = op->count; 311 op_tag = op->count;
278 312
279 map = op->map; 313 map = op->map;
280 x = op->x + freearr_x[dir]; 314 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 315 y = op->y + freearr_y[dir];
282 316
283 int mflags = get_map_flags(map, &map, x, y, &x, &y); 317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318
284 // elmex: a safe map tile can't be hit! 319 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there. 320 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE))
287 return 0; 322 return 0;
288 323
289 /* peterm: a few special cases for special attacktypes --counterspell 324 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive 325 * must be out here because it strikes things which are not alive
291 */ 326 */
292 327
293 if (type & AT_COUNTERSPELL) { 328 if (type & AT_COUNTERSPELL)
329 {
294 counterspell(op,dir); /* see spell_effect.c */ 330 counterspell (op, dir); /* see spell_effect.c */
295 331
296 /* If the only attacktype is counterspell or magic, don't need 332 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing. 333 * to do any further processing.
298 */ 334 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
300 return 0; 337 return 0;
301 } 338 }
302 type &= ~AT_COUNTERSPELL; 339 type &= ~AT_COUNTERSPELL;
303 } 340 }
304 341
305 if(type & AT_CHAOS){ 342 if (type & AT_CHAOS)
343 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 345 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 346 type &= ~AT_CHAOS;
309 } 347 }
310 348
311 next = get_map_ob (map, x, y); 349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
367 break;
368 }
369 tmp = next;
370 next = tmp->above;
312 if (next) 371 if (next)
313 next_tag = next->count; 372 next_tag = next->count;
314 373
315 while (next) { 374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used.
383 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y)
385 continue;
386
387 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1;
316 if (was_destroyed (next, next_tag)) { 391 if (was_destroyed (op, op_tag))
317 /* 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
319 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort.
321 *
322 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage
324 * below was spamming the logs for absolutely no reason.
325 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
327 break; 392 break;
328 } 393 }
329 tmp = next; 394 /* Here we are potentially destroying an object. If the object has
330 next = tmp->above; 395 * NO_PASS set, it is also immune - you can't destroy walls. Note
331 if (next) 396 * that weak walls have is_alive set, which prevent objects from
332 next_tag = next->count; 397 * passing over/through them. We don't care what type of movement
333 398 * the wall blocks - if it blocks any type of movement, can't be
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 399 * destroyed right now.
335 LOG (llevError, "BUG: hit_map(): found freed object\n"); 400 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
402 {
403 save_throw_object (tmp, type, op);
404 if (was_destroyed (op, op_tag))
336 break; 405 break;
337 } 406 }
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 } 407 }
366 return 0; 408 return 0;
367} 409}
368 410
411void
369void attack_message(int dam, int type, object *op, object *hitter) { 412attack_message (int dam, int type, object *op, object *hitter)
413{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 415 int i, found = 0;
372 mapstruct *map; 416 mapstruct *map;
373 object *next, *tmp; 417 object *next, *tmp;
374 418
375 /* put in a few special messages for some of the common attacktypes 419 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 420 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 421 * [garbled 20010919]
378 */ 422 */
379 423
380 if (dam == 9998 && op->type == DOOR) { 424 if (dam == 9998 && op->type == DOOR)
425 {
381 sprintf(buf1, "unlock %s", &op->name); 426 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 427 sprintf (buf2, " unlocks");
383 found++; 428 found++;
429 }
430 if (dam < 0)
384 } 431 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 432 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 433 sprintf (buf2, " hits");
388 found++; 434 found++;
435 }
389 } else if(dam==0) { 436 else if (dam == 0)
437 {
390 sprintf(buf1, "missed %s", &op->name); 438 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 439 sprintf (buf2, " misses");
392 found++; 440 found++;
441 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 444 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 446 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 447 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 448 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); 449 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
450 found++;
451 break;
452 }
453 }
454 else if (op->type == DOOR && !found)
455 {
456 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
457 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
458 {
459 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++;
462 break;
463 }
464 }
465 else if (hitter->type == PLAYER && IS_LIVE (op))
466 {
467 if (USING_SKILL (hitter, SK_KARATE))
468 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
471 {
472 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
473 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 474 found++;
404 break; 475 break;
405 } 476 }
406 } else if (op->type == DOOR && !found) { 477 }
478 else if (USING_SKILL (hitter, SK_CLAWING))
479 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 480 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
481 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 482 {
409 if (dam < attack_mess[ATM_DOOR][i].level 483 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); 484 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 485 found++;
415 break; 486 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 } 487 }
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 } 488 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 489 else if (USING_SKILL (hitter, SK_PUNCHING))
490 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
492 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 493 {
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, 494 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); 495 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++; 496 found++;
462 break; 497 break;
498 }
499 }
500 }
501 if (found)
502 {
503 /* done */
504 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC))
506 {
507 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++;
513 break;
514 }
515 }
516 else if (type & AT_DRAIN && IS_LIVE (op))
517 {
518 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++;
525 break;
526 }
527 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op))
529 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++;
536 break;
537 }
538 }
539 else if (type & AT_COLD && IS_LIVE (op))
540 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
545 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
546 found++;
547 break;
548 }
549 }
550 else if (type & AT_FIRE)
551 {
552 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
553 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
554 {
555 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
556 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557 found++;
558 break;
559 }
560 }
561 else if (hitter->current_weapon != NULL)
562 {
563 int mtype;
564
565 switch (hitter->current_weapon->weapontype)
566 {
567 case WEAP_HIT:
568 mtype = ATM_BASIC;
569 break;
570 case WEAP_SLASH:
571 mtype = ATM_SLASH;
572 break;
573 case WEAP_PIERCE:
574 mtype = ATM_PIERCE;
575 break;
576 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE;
578 break;
579 case WEAP_SLICE:
580 mtype = ATM_SLICE;
581 break;
582 case WEAP_STAB:
583 mtype = ATM_STAB;
584 break;
585 case WEAP_WHIP:
586 mtype = ATM_WHIP;
587 break;
588 case WEAP_CRUSH:
589 mtype = ATM_CRUSH;
590 break;
591 case WEAP_BLUD:
592 mtype = ATM_BLUD;
593 break;
594 default:
595 mtype = ATM_BASIC;
596 break;
597 }
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602 strcpy (buf2, attack_mess[mtype][i].buf3);
603 found++;
604 break;
605 }
606 }
607 else
608 {
609 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
610 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
611 {
612 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
613 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
614 found++;
615 break;
616 }
617 }
618
619 if (!found)
620 {
621 strcpy (buf1, "hit");
622 strcpy (buf2, " hits");
623 }
624
625 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)))
627 return;
628
629 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5))
631 return;
632
633 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 {
636 if (get_owner (hitter) != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else
639 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2);
641 if (dam != 0)
642 {
643 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0);
645 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0);
647 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0);
463 } 649 }
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 } 650 }
476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 i++)
479 if (dam < attack_mess[ATM_ELEC][i].level
480 || attack_mess[ATM_ELEC][i+1].level == -1) {
481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482 &op->name, attack_mess[ATM_ELEC][i].buf2);
483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484 found++;
485 break;
486 }
487 } else if (type & AT_COLD && IS_LIVE(op)) {
488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 i++)
490 if (dam < attack_mess[ATM_COLD][i].level
491 || attack_mess[ATM_COLD][i+1].level == -1) {
492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493 &op->name, attack_mess[ATM_COLD][i].buf2);
494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495 found++;
496 break;
497 }
498 } else if (type & AT_FIRE) {
499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 i++)
501 if (dam < attack_mess[ATM_FIRE][i].level
502 || attack_mess[ATM_FIRE][i+1].level == -1) {
503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504 &op->name, attack_mess[ATM_FIRE][i].buf2);
505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506 found++;
507 break;
508 }
509 } else if (hitter->current_weapon != NULL) {
510 int mtype;
511 switch (hitter->current_weapon->weapontype) {
512 case WEAP_HIT: mtype = ATM_BASIC; break;
513 case WEAP_SLASH: mtype = ATM_SLASH; break;
514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516 case WEAP_SLICE: mtype = ATM_SLICE; break;
517 case WEAP_STAB: mtype = ATM_STAB; break;
518 case WEAP_WHIP: mtype = ATM_WHIP; break;
519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520 case WEAP_BLUD: mtype = ATM_BLUD; break;
521 default: mtype = ATM_BASIC; break;
522 }
523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 i++)
525 if (dam < attack_mess[mtype][i].level
526 || attack_mess[mtype][i+1].level == -1) {
527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528 &op->name, attack_mess[mtype][i].buf2);
529 strcpy (buf2, attack_mess[mtype][i].buf3);
530 found++;
531 break;
532 }
533 } else {
534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 i++)
536 if (dam < attack_mess[ATM_BASIC][i].level
537 || attack_mess[ATM_BASIC][i+1].level == -1) {
538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539 &op->name, attack_mess[ATM_BASIC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541 found++;
542 break;
543 }
544 }
545
546 if (!found) {
547 strcpy (buf1, "hit");
548 strcpy (buf2, " hits");
549 }
550
551 /* bail out if a monster is casting spells */
552 if (!(hitter->type == PLAYER ||
553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 return;
555
556 /* scale down magic considerably. */
557 if (type & AT_MAGIC && rndm(0, 5))
558 return;
559
560 /* Did a player hurt another player? Inform both! */
561 if(op->type==PLAYER &&
562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 if(get_owner(hitter)!=NULL)
564 sprintf(buf,"%s's %s%s you.",
565 &hitter->owner->name, &hitter->name, buf2);
566 else {
567 sprintf(buf,"%s%s you.", &hitter->name, buf2);
568 if (dam != 0) {
569 if (dam < 10)
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571 else if (dam < 20)
572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573 else
574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575 }
576 }
577 new_draw_info(NDI_BLACK, 0,op,buf); 651 new_draw_info (NDI_BLACK, 0, op, buf);
578 } /* end of player hitting player */ 652 } /* end of player hitting player */
579 653
580 if(hitter->type==PLAYER) { 654 if (hitter->type == PLAYER)
655 {
581 sprintf(buf,"You %s.",buf1); 656 sprintf (buf, "You %s.", buf1);
582 if (dam != 0) { 657 if (dam != 0)
658 {
583 if (dam < 10) 659 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0);
585 else if (dam < 20) 661 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0);
587 else 663 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
589 } 665 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf); 666 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 }
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
669 {
592 /* look for stacked spells and start reducing the message chances */ 670 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT && 671 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
594 (hitter->subtype == SP_EXPLOSION || 672 {
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4; 673 i = 4;
598 map = hitter->map; 674 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y)) 675 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; 676 return;
677 next = get_map_ob (map, hitter->x, hitter->y);
678 if (next)
679 while (next)
680 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3;
683 tmp = next;
684 next = tmp->above;
685 }
686 if (i < 0)
687 return;
688 if (rndm (0, i) != 0)
689 return;
690 }
691 else if (rndm (0, 5) != 0)
692 return;
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); 693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
620 } 696 }
621} 697}
622 698
623 699
700static int
624static int get_attack_mode (object **target, object **hitter, 701get_attack_mode (object **target, object **hitter, int *simple_attack)
625 int *simple_attack)
626{ 702{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 705 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1; 706 return 1;
630 } 707 }
631 if ((*target)->head) 708 if ((*target)->head)
632 *target = (*target)->head; 709 *target = (*target)->head;
633 if ((*hitter)->head) 710 if ((*hitter)->head)
634 *hitter = (*hitter)->head; 711 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) { 712 if ((*hitter)->env != NULL || (*target)->env != NULL)
713 {
636 *simple_attack = 1; 714 *simple_attack = 1;
637 return 0; 715 return 0;
638 } 716 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED) 717 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
642 { 719 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name);
644 "target\n", &(*hitter)->arch->name, &(*hitter)->name);
645 return 1; 721 return 1;
646 } 722 }
647 *simple_attack = 0; 723 *simple_attack = 0;
648 return 0; 724 return 0;
649} 725}
650 726
727static int
651static int abort_attack (object *target, object *hitter, int simple_attack) 728abort_attack (object *target, object *hitter, int simple_attack)
652{ 729{
730
653/* Check if target and hitter are still in a relation similar to the one 731/* 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. 732 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */ 733 */
656 int new_mode; 734 int new_mode;
657 735
658 if (hitter->env == target || target->env == hitter) 736 if (hitter->env == target || target->env == hitter)
659 new_mode = 1; 737 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 738 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; 739 return 1;
664 else 740 else
665 new_mode = 0; 741 new_mode = 0;
666 return new_mode != simple_attack; 742 return new_mode != simple_attack;
667} 743}
668 744
669static void thrown_item_effect (object *, object *); 745static void thrown_item_effect (object *, object *);
670 746
747static int
671static int attack_ob_simple (object *op, object *hitter, int base_dam, 748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
672 int base_wc)
673{ 749{
674 int simple_attack, roll, dam=0; 750 int simple_attack, roll, dam = 0;
675 uint32 type; 751 uint32 type;
676 shstr op_name; 752 shstr op_name;
677 tag_t op_tag, hitter_tag; 753 tag_t op_tag, hitter_tag;
678 754
679 if (get_attack_mode (&op, &hitter, &simple_attack)) 755 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error;
757
758 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0);
761
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767
768 /*
769 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters.
771 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3)
773 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail.
778 */
779 op->speed_left--;
780 process_object (op);
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
680 goto error; 782 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 { 783 }
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 }
710 784
711 op_name = op->name; 785 op_name = op->name;
712 786
713 roll=random_roll(1, 20, hitter, PREFER_HIGH); 787 roll = random_roll (1, 20, hitter, PREFER_HIGH);
714 788
715 /* Adjust roll for various situations. */ 789 /* Adjust roll for various situations. */
716 if ( ! simple_attack) 790 if (!simple_attack)
717 roll += adj_attackroll(hitter,op); 791 roll += adj_attackroll (hitter, op);
718 792
719 /* See if we hit the creature */ 793 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) { 794 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 {
721 int hitdam = base_dam; 796 int hitdam = base_dam;
797
722 if (settings.casting_time == TRUE) { 798 if (settings.casting_time == TRUE)
799 {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 {
724 hitter->casting_time = -1; 802 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 803 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
726 "your spell!");
727 } 804 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){ 805 if ((op->casting_time > -1) && (hitdam > 0))
806 {
729 op->casting_time = -1; 807 op->casting_time = -1;
730 if (op->type == PLAYER) { 808 if (op->type == PLAYER)
809 {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " 810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
732 "your spell!"); 811 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734 "%s was hit by %s and lost a spell.",
735 &op_name,&hitter->name);
736 } 812 }
737 } 813 }
738 } 814 }
739 if ( ! simple_attack) 815 if (!simple_attack)
740 { 816 {
741 /* If you hit something, the victim should *always* wake up. 817 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this. 818 * Before, invisible hitters could avoid doing this.
743 * -b.t. */ 819 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP)) 820 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP); 821 CLEAR_FLAG (op, FLAG_SLEEP);
746 822
747 /* If the victim can't see the attacker, it may alert others 823 /* If the victim can't see the attacker, it may alert others
748 * for help. */ 824 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter) 825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int))
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op); 826 npc_call_help (op);
752 827
753 /* if you were hidden and hit by a creature, you are discovered*/ 828 /* if you were hidden and hit by a creature, you are discovered */
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { 829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 {
755 make_visible (op); 831 make_visible (op);
756 if (op->type == PLAYER) 832 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op, 833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 } 834 }
761 835
762 /* thrown items (hitter) will have various effects 836 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 837 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 838 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 839 * wrapper object.
766 */ 840 */
767 thrown_item_effect (hitter, op); 841 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag) 842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
769 || was_destroyed (op, op_tag)
770 || abort_attack (op, hitter, simple_attack))
771 goto leave;
772 }
773
774 /* Need to do at least 1 damage, otherwise there is no point
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; 843 goto leave;
803 } /* end of if hitter hit op */ 844 }
845
846 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below.
848 */
849 if (hitdam <= 0)
850 hitdam = 1;
851
852 type = hitter->attacktype;
853 if (!type)
854 type = AT_PHYSICAL;
855 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
862 goto leave;
863 }
864
865 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here.
867 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack))
870 goto leave;
871 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 872 /* if we missed, dam=0 */
805 873
806 /*attack_message(dam, type, op, hitter);*/ 874 /*attack_message(dam, type, op, hitter); */
807 875
808 goto leave; 876 goto leave;
809 877
810 error: 878error:
811 dam = 1; 879 dam = 1;
812 880
813 leave: 881leave:
814 882
815 return dam; 883 return dam;
816} 884}
817 885
886int
818int attack_ob (object *op, object *hitter) 887attack_ob (object *op, object *hitter)
819{ 888{
820 889
821 if (hitter->head) 890 if (hitter->head)
822 hitter = hitter->head; 891 hitter = hitter->head;
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 893}
825 894
826/* op is the arrow, tmp is what is stopping the arrow. 895/* op is the arrow, tmp is what is stopping the arrow.
827 * 896 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 897 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 898 */
899static int
830static int stick_arrow (object *op, object *tmp) 900stick_arrow (object *op, object *tmp)
831{ 901{
832 /* If the missile hit a player, we insert it in their inventory. 902 /* 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 903 * 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 904 * 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 905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 906 * stick around.
837 */ 907 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 908 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 {
839 if(tmp->head != NULL) 910 if (tmp->head != NULL)
840 tmp = tmp->head; 911 tmp = tmp->head;
841 remove_ob (op); 912 remove_ob (op);
842 op = insert_ob_in_ob(op,tmp); 913 op = insert_ob_in_ob (op, tmp);
843 if (tmp->type== PLAYER) 914 if (tmp->type == PLAYER)
844 esrv_send_item (tmp, op); 915 esrv_send_item (tmp, op);
845 return 1; 916 return 1;
917 }
846 } else 918 else
847 return 0; 919 return 0;
848} 920}
849 921
850/* hit_with_arrow() disassembles the missile, attacks the victim and 922/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 923 * reassembles the missile.
852 * 924 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 925 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 926 * isn't available anymore.
855 */ 927 */
928object *
856object *hit_with_arrow (object *op, object *victim) 929hit_with_arrow (object *op, object *victim)
857{ 930{
858 object *container, *hitter; 931 object *container, *hitter;
859 int hit_something = 0; 932 int hit_something = 0;
860 tag_t victim_tag, hitter_tag; 933 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y; 934 sint16 victim_x, victim_y;
862 935
863 /* Disassemble missile */ 936 /* Disassemble missile */
864 if (op->inv) { 937 if (op->inv)
938 {
865 container = op; 939 container = op;
866 hitter = op->inv; 940 hitter = op->inv;
867 remove_ob (hitter); 941 remove_ob (hitter);
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 942 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 943 /* 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 944 * 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 945 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 946 * THROWN_OBJs. */
873 } else { 947 }
948 else
949 {
874 container = NULL; 950 container = NULL;
875 hitter = op; 951 hitter = op;
876 } 952 }
877 953
878 /* Try to hit victim */ 954 /* Try to hit victim */
879 victim_x = victim->x; 955 victim_x = victim->x;
880 victim_y = victim->y; 956 victim_y = victim->y;
881 victim_tag = victim->count; 957 victim_tag = victim->count;
882 hitter_tag = hitter->count; 958 hitter_tag = hitter->count;
883 959
884 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 960 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 961
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 962 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 963 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 964 * 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 965 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 966 * other places as well!)
891 */ 967 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 968 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL)
969 {
893 if (container) { 970 if (container)
971 {
894 remove_ob (container); 972 remove_ob (container);
895 free_object (container); 973 free_object (container);
974 }
975 return NULL;
976 }
977
978 /* Missile hit victim */
979 /* if the speed is > 10, then this is a fast moving arrow, we go straight
980 * through the target
981 */
982 if (hit_something && op->speed <= 10.0)
983 {
984 /* Stop arrow */
985 if (container == NULL)
896 } 986 {
987 hitter = fix_stopped_arrow (hitter);
988 if (hitter == NULL)
989 return NULL;
990 }
991 else
992 {
993 remove_ob (container);
994 free_object (container);
995 }
996
997 /* Try to stick arrow into victim */
998 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim))
897 return NULL; 999 return NULL;
898 }
899 1000
900 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target
903 */
904 if (hit_something && op->speed <= 10.0)
905 {
906 /* Stop arrow */
907 if (container == NULL) {
908 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL)
910 return NULL;
911 } else {
912 remove_ob (container);
913 free_object (container);
914 }
915
916 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag)
918 && stick_arrow (hitter, victim))
919 return NULL;
920
921 /* Else try to put arrow on victim's map square 1001 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 1002 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 1003 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 1004 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 1005 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 1006 * way to handle those otherwise?
927 */ 1007 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 1008 if (victim_x != hitter->x || victim_y != hitter->y)
1009 {
929 remove_ob (hitter); 1010 remove_ob (hitter);
930 hitter->x = victim_x; 1011 hitter->x = victim_x;
931 hitter->y = victim_y; 1012 hitter->y = victim_y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 1013 insert_ob_in_map (hitter, victim->map, hitter, 0);
1014 }
933 } else { 1015 else
1016 {
934 /* Else leave arrow where it is */ 1017 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 1018 merge_ob (hitter, NULL);
936 } 1019 }
937 return NULL; 1020 return NULL;
938 } 1021 }
939 1022
940 if (hit_something && op->speed >= 10.0) 1023 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 1024 op->speed -= 1.0;
942 1025
943 /* Missile missed victim - reassemble missile */ 1026 /* Missile missed victim - reassemble missile */
944 if (container) { 1027 if (container)
1028 {
945 remove_ob (hitter); 1029 remove_ob (hitter);
946 insert_ob_in_ob (hitter, container); 1030 insert_ob_in_ob (hitter, container);
947 } 1031 }
948 return op; 1032 return op;
949} 1033}
950 1034
951 1035
1036void
952void tear_down_wall(object *op) 1037tear_down_wall (object *op)
953{ 1038{
954 int perc=0; 1039 int perc = 0;
955 1040
956 if (!op->stats.maxhp) { 1041 if (!op->stats.maxhp)
1042 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1043 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 1044 perc = 1;
1045 }
959 } else if(!GET_ANIM_ID(op)) { 1046 else if (!GET_ANIM_ID (op))
1047 {
960 /* Object has been called - no animations, so remove it */ 1048 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 1049 if (op->stats.hp < 0)
1050 {
962 remove_ob(op); /* Should update LOS */ 1051 remove_ob (op); /* Should update LOS */
963 free_object(op); 1052 free_object (op);
964 /* Don't know why this is here - remove_ob should do it for us */ 1053 /* Don't know why this is here - remove_ob should do it for us */
965 /*update_position(m, x, y);*/ 1054 /*update_position(m, x, y); */
966 } 1055 }
967 return; /* no animations, so nothing more to do */ 1056 return; /* no animations, so nothing more to do */
968 } 1057 }
969 perc = NUM_ANIMATIONS(op) 1058 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
971 if (perc >= (int) NUM_ANIMATIONS(op)) 1059 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1060 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1061 else if (perc < 1)
974 perc = 1; 1062 perc = 1;
975 SET_ANIMATION(op, perc); 1063 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1064 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1065 if (perc == NUM_ANIMATIONS (op) - 1)
1066 { /* Reached the last animation */
978 if(op->face==blank_face) { 1067 if (op->face == blank_face)
1068 {
979 /* If the last face is blank, remove the ob */ 1069 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1070 remove_ob (op); /* Should update LOS */
981 free_object(op); 1071 free_object (op);
982 1072
983 /* remove_ob should call update_position for us */ 1073 /* remove_ob should call update_position for us */
984 /*update_position(m, x, y);*/ 1074 /*update_position(m, x, y); */
985 1075
1076 }
1077 else
986 } else { /* The last face was not blank, leave an image */ 1078 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1079 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1080 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1081 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1082 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1083 }
992 } 1084 }
993} 1085}
994 1086
1087void
995void scare_creature(object *target, object *hitter) 1088scare_creature (object *target, object *hitter)
996{ 1089{
997 object *owner = get_owner(hitter); 1090 object *owner = get_owner (hitter);
998 1091
999 if (!owner) owner=hitter; 1092 if (!owner)
1093 owner = hitter;
1000 1094
1001 SET_FLAG(target, FLAG_SCARED); 1095 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1096 if (!target->enemy)
1097 target->enemy = owner;
1003} 1098}
1004 1099
1005 1100
1006/* This returns the amount of damage hitter does to op with the 1101/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1102 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1103 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1104 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1105 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1106 * the attacktype. Makes it easier for the PR code. */
1012 1107
1108int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1109hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1110{
1015 1111
1016 int doesnt_slay = 1; 1112 int doesnt_slay = 1;
1017 1113
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1114 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1115 if (attacknum >= NROFATTACKS)
1116 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1117 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1118 return 0;
1022 }
1023 1119 }
1120
1024 if (dam < 0) { 1121 if (dam < 0)
1122 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1123 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1026 return 0; 1124 return 0;
1027 }
1028 1125 }
1126
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1127 /* 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. */ 1128 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1129 if (attacknum == ATNR_INTERNAL)
1032 1130 return dam;
1131
1033 if (hitter->slaying) { 1132 if (hitter->slaying)
1133 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1134 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1035 (op->arch && (op->arch->name != NULL) && 1135 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1136 {
1038 doesnt_slay = 0; 1137 doesnt_slay = 0;
1039 dam *= 3; 1138 dam *= 3;
1040 } 1139 }
1041 } 1140 }
1042 1141
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1142 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1143 if (op->resist[attacknum])
1144 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1145 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1146 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1147 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1148 if (dam >= 100)
1149 dam /= 100;
1049 else 1150 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1151 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1152 }
1052 1153
1053 /* Special hack. By default, if immune to something, you 1154 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1155 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1156 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1157 * special processing is needed */
1057 1158
1058 if ((op->resist[attacknum] >= 100) && 1159 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1059 doesnt_slay && (attacknum != ATNR_ACID))
1060 return 0; 1160 return 0;
1061 1161
1062 /* Keep this in order - makes things easier to find */ 1162 /* Keep this in order - makes things easier to find */
1163
1164 switch (attacknum)
1063 1165 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1166 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1167 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1168 check_physically_infect (op, hitter);
1068 break; 1169 break;
1069 1170
1070 /* Don't need to do anything for: 1171 /* Don't need to do anything for:
1071 magic, 1172 magic,
1072 fire, 1173 fire,
1073 electricity, 1174 electricity,
1074 cold */ 1175 cold */
1075 1176
1076 case ATNR_CONFUSION: 1177 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1178 case ATNR_POISON:
1078 case ATNR_SLOW: 1179 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1180 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1181 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1182 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1183 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1184 case ATNR_BLIND:
1084 { 1185 {
1085 /* chance for inflicting a special attack depends on the 1186 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1187 * difference between attacker's and defender's level
1087 */ 1188 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1189 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1190
1090 /* First, only creatures/players with speed can be affected. 1191 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1192 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1193 * you. Third, you still get a saving through against the
1093 * effect. 1194 * effect.
1094 */ 1195 */
1095 if (op->speed && 1196 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1197 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1198 !(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)) { 1199 {
1099 1200
1100 /* Player has been hit by something */ 1201 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1202 if (attacknum == ATNR_CONFUSION)
1203 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1204 else if (attacknum == ATNR_POISON)
1205 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1206 else if (attacknum == ATNR_SLOW)
1207 slow_player (op, hitter, dam);
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1208 else if (attacknum == ATNR_PARALYZE)
1209 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1210 else if (attacknum == ATNR_FEAR)
1211 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1212 else if (attacknum == ATNR_CANCELLATION)
1213 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1214 else if (attacknum == ATNR_DEPLETE)
1215 drain_stat (op);
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1216 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); 1217 blind_player (op, hitter, dam);
1110 } 1218 }
1111 dam = 0; /* These are all effects and don't do real damage */ 1219 dam = 0; /* These are all effects and don't do real damage */
1112 } 1220 }
1113 break; 1221 break;
1114 case ATNR_ACID: 1222 case ATNR_ACID:
1115 {
1116 int flag=0;
1117
1118 /* Items only get corroded if you're not on a battleground and
1119 * if your acid resistance is below 50%. */
1120 if (!op_on_battleground(op, NULL, NULL) &&
1121 (op->resist[ATNR_ACID] < 50))
1122 { 1223 {
1224 int flag = 0;
1225
1226 /* Items only get corroded if you're not on a battleground and
1227 * if your acid resistance is below 50%. */
1228 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1229 {
1123 object *tmp; 1230 object *tmp;
1231
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1233 {
1125 if(tmp->invisible) 1234 if (tmp->invisible)
1126 continue; 1235 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1236 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 */ 1237 /* >= 10% acid res. on itmes will protect these */
1130 continue; 1238 continue;
1131 if(!(tmp->material & M_IRON)) 1239 if (!(tmp->material & M_IRON))
1132 continue; 1240 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1241 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1242 continue;
1135 if(tmp->type==RING || 1243 if (tmp->type == RING ||
1136 /* removed boots and gloves from exclusion list in 1244 /* removed boots and gloves from exclusion list in
1137 PR */ 1245 PR */
1138 tmp->type==GIRDLE || 1246 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1139 tmp->type==AMULET ||
1140 tmp->type==WAND ||
1141 tmp->type==ROD ||
1142 tmp->type==HORN)
1143 continue; /* To avoid some strange effects */ 1247 continue; /* To avoid some strange effects */
1144 1248
1145 /* High damage acid has better chance of corroding 1249 /* High damage acid has better chance of corroding
1146 objects */ 1250 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1251 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1252 {
1149 if(op->type == PLAYER) 1253 if (op->type == PLAYER)
1150 /* Make this more visible */ 1254 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1255 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1152 "The %s's acid corrodes your %s!", 1256 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp));
1154 flag = 1; 1257 flag = 1;
1155 tmp->magic--; 1258 tmp->magic--;
1156 if(op->type == PLAYER) 1259 if (op->type == PLAYER)
1157 esrv_send_item(op, tmp); 1260 esrv_send_item (op, tmp);
1261 }
1158 } 1262 }
1263 if (flag)
1264 fix_player (op); /* Something was corroded */
1159 } 1265 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 } 1266 }
1163 }
1164 break; 1267 break;
1165 case ATNR_DRAIN: 1268 case ATNR_DRAIN:
1166 { 1269 {
1167 /* rate is the proportion of exp drained. High rate means 1270 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1271 * not much is drained, low rate means a lot is drained.
1169 */
1170 int rate;
1171
1172 if(op->resist[ATNR_DRAIN] >= 0)
1173 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174 else
1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176
1177 if(op->stats.exp <= rate) {
1178 if(op->type == GOLEM)
1179 dam = 999; /* Its force is "sucked" away. 8) */
1180 else
1181 /* If we can't drain, lets try to do physical damage */
1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1183 } else {
1184 /* Randomly give the hitter some hp */
1185 if(hitter->stats.hp<hitter->stats.maxhp &&
1186 (op->level > hitter->level) &&
1187 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1188 hitter->stats.hp++;
1189
1190 /* Can't do drains on battleground spaces.
1191 * Move the wiz check up here - before, the hitter wouldn't gain exp
1192 * exp, but the wiz would still lose exp! If drainee is a wiz,
1193 * nothing happens.
1194 * Try to credit the owner. We try to display player -> player drain
1195 * attacks, hence all the != PLAYER checks.
1196 */ 1272 */
1273 int rate;
1274
1275 if (op->resist[ATNR_DRAIN] >= 0)
1276 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1277 else
1278 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1279
1280 if (op->stats.exp <= rate)
1281 {
1282 if (op->type == GOLEM)
1283 dam = 999; /* Its force is "sucked" away. 8) */
1284 else
1285 /* If we can't drain, lets try to do physical damage */
1286 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1287 }
1288 else
1289 {
1290 /* Randomly give the hitter some hp */
1291 if (hitter->stats.hp < hitter->stats.maxhp &&
1292 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1293 hitter->stats.hp++;
1294
1295 /* Can't do drains on battleground spaces.
1296 * Move the wiz check up here - before, the hitter wouldn't gain exp
1297 * exp, but the wiz would still lose exp! If drainee is a wiz,
1298 * nothing happens.
1299 * Try to credit the owner. We try to display player -> player drain
1300 * attacks, hence all the != PLAYER checks.
1301 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1302 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1303 {
1198 object *owner = get_owner(hitter); 1304 object *owner = get_owner (hitter);
1199 1305
1200 if (owner && owner != hitter) { 1306 if (owner && owner != hitter)
1307 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1308 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1309 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1311 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1312 else if (op->type != PLAYER || hitter->type != PLAYER)
1313 {
1205 change_exp(hitter, op->stats.exp/(rate*2), 1314 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1315 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1316 }
1317 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1318 }
1208 change_exp(op,-op->stats.exp/rate, NULL, 0);
1209 }
1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1319 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, 1320 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1321 * as the messages will say you missed
1213 */ 1322 */
1323 }
1214 } 1324 }
1215 }
1216 break; 1325 break;
1217 case ATNR_TURN_UNDEAD: 1326 case ATNR_TURN_UNDEAD:
1218 { 1327 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1328 if (QUERY_FLAG (op, FLAG_UNDEAD))
1329 {
1330 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1331 object *god = find_god (determine_god (owner));
1332 int div = 1;
1333
1334 /* if undead are not an enemy of your god, you turn them
1335 * at half strength */
1336 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1337 div = 2;
1338 /* Give a bonus if you resist turn undead */
1339 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1340 scare_creature (op, owner);
1341 }
1342 else
1343 dam = 0; /* don't damage non undead - should we damage
1344 undead? */
1345 }
1346 break;
1347 case ATNR_DEATH:
1348 deathstrike_player (op, hitter, &dam);
1349 break;
1350 case ATNR_CHAOS:
1351 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1352 dam = 0;
1353 break;
1354 case ATNR_COUNTERSPELL:
1355 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1356 dam = 0;
1357 /* This should never happen. Counterspell is handled
1358 * seperately and filtered out. If this does happen,
1359 * Counterspell has no effect on anything but spells, so it
1360 * does no damage. */
1361 break;
1362 case ATNR_HOLYWORD:
1363 {
1364 /* This has already been handled by hit_player,
1365 * no need to check twice -- DAMN */
1366
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1367 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1221 object *god = find_god (determine_god (owner));
1222 int div = 1;
1223 1368
1224 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */
1226 if (! god || ! god->slaying ||
1227 strstr (god->slaying, undead_name) == NULL)
1228 div = 2;
1229 /* Give a bonus if you resist turn undead */
1230 if (op->level * div <
1231 (turn_bonus[owner->stats.Wis]+owner->level +
1232 (op->resist[ATNR_TURN_UNDEAD]/100)))
1233 scare_creature(op, owner);
1234 }
1235 else
1236 dam = 0; /* don't damage non undead - should we damage
1237 undead? */
1238 } break;
1239 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam);
1241 break;
1242 case ATNR_CHAOS:
1243 LOG(llevError,
1244 "%s was hit by %s with non-specific chaos.\n",
1245 query_name(op),
1246 query_name(hitter));
1247 dam = 0;
1248 break;
1249 case ATNR_COUNTERSPELL:
1250 LOG(llevError,
1251 "%s was hit by %s with counterspell attack.\n",
1252 query_name(op),
1253 query_name(hitter));
1254 dam = 0;
1255 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */
1259 break;
1260 case ATNR_HOLYWORD:
1261 {
1262 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */
1264
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1369 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1370 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); 1371 scare_creature (op, owner);
1372 }
1271 } break; 1373 break;
1272 case ATNR_LIFE_STEALING: 1374 case ATNR_LIFE_STEALING:
1273 { 1375 {
1274 int new_hp; 1376 int new_hp;
1377
1275 /* this is replacement to drain for players, instead of taking 1378 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1379 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1380 * much use giving it to monsters
1278 * 1381 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1382 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1383 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1384 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1385 * 1000).
1283 */ 1386 */
1284 /* You can't steal life from something undead */ 1387 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1388 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1389 return 0;
1286 /* If drain protection is higher than life stealing, use that */ 1390 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1391 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1392 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1393 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1394 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1290 /* You die at -1 hp, not zero. */ 1395 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1396 if (dam > (op->stats.hp + 1))
1397 dam = op->stats.hp + 1;
1292 new_hp = hitter->stats.hp + dam; 1398 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1399 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1400 new_hp = hitter->stats.maxhp;
1401 if (new_hp > hitter->stats.hp)
1402 hitter->stats.hp = new_hp;
1403 }
1295 } 1404 }
1296 }
1297 return dam; 1405 return dam;
1298} 1406}
1299 1407
1300 1408
1301/* GROS: This code comes from hit_player. It has been made external to 1409/* 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. 1410 * allow script procedures to "kill" objects in a combat-like fashion.
1311 * This function was a bit of a mess with hitter getting changed, 1419 * 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 1420 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1421 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1422 * MSW 2002-07-17
1315 */ 1423 */
1424int
1316int kill_object(object *op,int dam, object *hitter, int type) 1425kill_object (object *op, int dam, object *hitter, int type)
1317{ 1426{
1318 char buf[MAX_BUF]; 1427 char buf[MAX_BUF];
1319 const char *skill; 1428 const char *skill;
1320 int maxdam=0; 1429 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1430 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1431 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1432 object *owner = NULL;
1324 object *skop=NULL; 1433 object *skop = NULL;
1325 1434
1326 if (op->stats.hp>=0) 1435 if (op->stats.hp >= 0)
1327 return -1; 1436 return -1;
1328 1437
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1438 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1439 return 0;
1331 1440
1332 /* maxdam needs to be the amount of damage it took to kill 1441 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1442 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1443 * adjusted the creatures HP total, so that is negative.
1335 */ 1444 */
1336 maxdam = dam + op->stats.hp + 1; 1445 maxdam = dam + op->stats.hp + 1;
1337 1446
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1447 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1448 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1449
1341 if(op->type==DOOR) { 1450 if (op->type == DOOR)
1451 {
1342 op->speed = 0.1; 1452 op->speed = 0.1;
1343 update_ob_speed(op); 1453 update_ob_speed (op);
1344 op->speed_left= -0.05; 1454 op->speed_left = -0.05;
1345 return maxdam; 1455 return maxdam;
1346 } 1456 }
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1457 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1458 {
1348 remove_friendly_object(op); 1459 remove_friendly_object (op);
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1460 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1350 op->owner->contr->ranges[range_golem] == op) { 1461 {
1351 op->owner->contr->ranges[range_golem]=NULL; 1462 op->owner->contr->ranges[range_golem] = NULL;
1352 op->owner->contr->golem_count=0; 1463 op->owner->contr->golem_count = 0;
1353 } 1464 }
1354 1465
1355 remove_ob(op); 1466 remove_ob (op);
1356 free_object(op); 1467 free_object (op);
1357 return maxdam; 1468 return maxdam;
1358 } 1469 }
1359 1470
1360 /* Now lets start dealing with experience we get for killing something */ 1471 /* Now lets start dealing with experience we get for killing something */
1361 1472
1362 owner=get_owner(hitter); 1473 owner = get_owner (hitter);
1363 if(owner==NULL) 1474 if (owner == NULL)
1364 owner=hitter; 1475 owner = hitter;
1365 1476
1366 /* is the victim (op) standing on battleground? */ 1477 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1478 if (op_on_battleground (op, NULL, NULL))
1368 1479 battleg = 1;
1480
1369 /* is this player killing?*/ 1481 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1482 if (op->type == PLAYER && owner->type == PLAYER)
1483 pk = 1;
1371 1484
1372 /* Player killed something */ 1485 /* Player killed something */
1373 if(owner->type==PLAYER) { 1486 if (owner->type == PLAYER)
1487 {
1374 Log_Kill(owner->name, 1488 Log_Kill (owner->name,
1375 query_name(op),op->type, 1489 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 1490
1379 /* Log players killing other players - makes it easier to detect 1491 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1492 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1493 * ip address is included.
1382 */ 1494 */
1383 if (op->type == PLAYER && !battleg) { 1495 if (op->type == PLAYER && !battleg)
1496 {
1384 time_t t=time(NULL); 1497 time_t t = time (NULL);
1385 struct tm *tmv; 1498 struct tm *tmv;
1386 char buf[256]; 1499 char buf[256];
1387 1500
1388 tmv = localtime(&t); 1501 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1502 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1503
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1504 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op));
1392 buf, &owner->name, owner->contr->socket.host, query_name(op));
1393 } 1505 }
1394 1506
1395 /* try to filter some things out - basically, if you are 1507 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1508 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1509 * probably don't want to see that.
1398 */ 1510 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1511 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1512 {
1400 if(owner!=hitter) { 1513 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1514 {
1402 "You killed %s with %s.",query_name(op), 1515 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1403 query_name(hitter));
1404 } 1516 }
1405 else { 1517 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1518 {
1407 "You killed %s.",query_name(op)); 1519 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1408 } 1520 }
1409 /* Only play sounds for melee kills */ 1521 /* Only play sounds for melee kills */
1410 if (hitter->type == PLAYER) 1522 if (hitter->type == PLAYER)
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1523 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1412 } 1524 }
1413 1525
1414 /* If a player kills another player, not on 1526 /* If a player kills another player, not on
1415 * battleground, the "killer" looses 1 luck. Since this is 1527 * battleground, the "killer" looses 1 luck. Since this is
1416 * not reversible, it's actually quite a pain IMHO. -AV 1528 * not reversible, it's actually quite a pain IMHO. -AV
1417 * Fix bug in that we were changing the luck of the hitter, not 1529 * 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 1530 * player that the object belonged to - so if you killed another player
1419 * with spells, pets, whatever, there was no penalty. 1531 * with spells, pets, whatever, there was no penalty.
1420 * Changed to make luck penalty configurable in settings. 1532 * Changed to make luck penalty configurable in settings.
1421 */ 1533 */
1422 if(op->type == PLAYER && owner != op && !battleg) 1534 if (op->type == PLAYER && owner != op && !battleg)
1423 change_luck(owner, -settings.pk_luck_penalty); 1535 change_luck (owner, -settings.pk_luck_penalty);
1424 1536
1425 /* This code below deals with finding the appropriate skill 1537 /* This code below deals with finding the appropriate skill
1426 * to credit exp to. This is a bit problematic - we should 1538 * to credit exp to. This is a bit problematic - we should
1427 * probably never really have to look at current_weapon->skill 1539 * probably never really have to look at current_weapon->skill
1428 */ 1540 */
1429 skill = NULL; 1541 skill = NULL;
1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1542 if (hitter->skill && hitter->type != PLAYER)
1543 skill = hitter->skill;
1431 else if (owner->chosen_skill) { 1544 else if (owner->chosen_skill)
1545 {
1432 skill = owner->chosen_skill->skill; 1546 skill = owner->chosen_skill->skill;
1433 skop = owner->chosen_skill; 1547 skop = owner->chosen_skill;
1434 } 1548 }
1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1549 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1550 skill = owner->current_weapon->skill;
1436 else 1551 else
1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1552 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1438 1553
1439 /* We have the skill we want to credit to - now find the object this goes 1554 /* 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! 1555 * to. Make sure skop is an actual skill, and not a skill tool!
1441 */ 1556 */
1442 if ((!skop || skop->type != SKILL) && skill) { 1557 if ((!skop || skop->type != SKILL) && skill)
1558 {
1443 int i; 1559 int i;
1444 1560
1445 for (i=0; i<NUM_SKILLS; i++) 1561 for (i = 0; i < NUM_SKILLS; i++)
1446 if (owner->contr->last_skill_ob[i] && 1562 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1563 {
1448 skop = owner->contr->last_skill_ob[i]; 1564 skop = owner->contr->last_skill_ob[i];
1449 break; 1565 break;
1450 } 1566 }
1451 } 1567 }
1452 } /* Was it a player that hit somethign */ 1568 } /* Was it a player that hit somethign */
1453 else { 1569 else
1570 {
1454 skill = NULL; 1571 skill = NULL;
1455 } 1572 }
1456 1573
1457 /* Pet (or spell) killed something. */ 1574 /* Pet (or spell) killed something. */
1458 if(owner != hitter ) { 1575 if (owner != hitter)
1576 {
1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name, 1577 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1578 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1579 }
1580 else
1461 } 1581 {
1462 else {
1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name, 1582 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1583 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1584 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1466 } 1585 }
1467 /* These may have been set in the player code section above */ 1586 /* These may have been set in the player code section above */
1587 if (!skop)
1468 if (!skop) skop = hitter->chosen_skill; 1588 skop = hitter->chosen_skill;
1469 if (!skill && skop) skill=skop->skill; 1589 if (!skill && skop)
1590 skill = skop->skill;
1470 1591
1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1592 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1472 1593
1473 1594
1474 /* If you didn't kill yourself, and your not the wizard */ 1595 /* If you didn't kill yourself, and your not the wizard */
1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1596 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1597 {
1476 int exp; 1598 int exp;
1477 1599
1478 /* Really don't give much experience for killing other players */ 1600 /* Really don't give much experience for killing other players */
1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1601 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 if (op->type==PLAYER) { 1602 if (op->type == PLAYER)
1603 {
1481 if (battleg) { 1604 if (battleg)
1605 {
1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); 1606 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); 1607 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1484 } 1608 }
1485 else 1609 else
1486 exp = op->stats.exp / 1000; 1610 exp = op->stats.exp / 1000;
1487 } 1611 }
1488 else 1612 else
1489 exp = calc_skill_exp(owner, op, skop); 1613 exp = calc_skill_exp (owner, op, skop);
1490 1614
1491 /* if op is standing on "battleground" (arena), no way to gain 1615 /* if op is standing on "battleground" (arena), no way to gain
1492 * exp by killing him 1616 * exp by killing him
1493 */ 1617 */
1494 if (battleg) exp = 0; 1618 if (battleg)
1619 exp = 0;
1495 1620
1496 /* Don't know why this is set this way - doesn't make 1621 /* Don't know why this is set this way - doesn't make
1497 * sense to just divide everything by two for no reason. 1622 * sense to just divide everything by two for no reason.
1498 */ 1623 */
1499 1624
1500 if (!settings.simple_exp) 1625 if (!settings.simple_exp)
1501 exp=exp/2; 1626 exp = exp / 2;
1502 1627
1503 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1628 if (owner->type != PLAYER || owner->contr->party == NULL)
1629 {
1504 change_exp(owner,exp, skill, 0); 1630 change_exp (owner, exp, skill, 0);
1631 }
1632 else
1505 } 1633 {
1506 else {
1507 int shares=0,count=0; 1634 int shares = 0, count = 0;
1508 1635
1509 player *pl; 1636 player *pl;
1510 1637
1511 partylist *party=owner->contr->party; 1638 partylist *party = owner->contr->party;
1639
1512#ifdef PARTY_KILL_LOG 1640#ifdef PARTY_KILL_LOG
1513 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1641 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1514#endif 1642#endif
1515 for(pl=first_player;pl!=NULL;pl=pl->next) { 1643 for (pl = first_player; pl != NULL; pl = pl->next)
1644 {
1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1645 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1646 {
1517 count++; 1647 count++;
1518 shares+=(pl->ob->level+4); 1648 shares += (pl->ob->level + 4);
1519 } 1649 }
1520 } 1650 }
1521 if(count==1 || shares>exp) 1651 if (count == 1 || shares > exp)
1522 change_exp(owner,exp, skill, SK_EXP_TOTAL); 1652 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1523 else { 1653 else
1654 {
1524 int share=exp/shares,given=0,nexp; 1655 int share = exp / shares, given = 0, nexp;
1656
1525 for(pl=first_player;pl!=NULL;pl=pl->next) { 1657 for (pl = first_player; pl != NULL; pl = pl->next)
1658 {
1526 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 {
1527 nexp=(pl->ob->level+4)*share; 1661 nexp = (pl->ob->level + 4) * share;
1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); 1662 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1529 given+=nexp; 1663 given += nexp;
1530 } 1664 }
1531 } 1665 }
1532 exp-=given; 1666 exp -= given;
1533 /* give any remainder to the player */ 1667 /* give any remainder to the player */
1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); 1668 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1535 } 1669 }
1536 } /* else part of a party */ 1670 } /* else part of a party */
1537 1671
1538 } /* end if person didn't kill himself */ 1672 } /* end if person didn't kill himself */
1539 1673
1540 if(op->type!=PLAYER) { 1674 if (op->type != PLAYER)
1675 {
1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) { 1676 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1677 {
1542 object *owner1 = get_owner(op); 1678 object *owner1 = get_owner (op);
1543 1679
1544 if(owner1!= NULL && owner1->type == PLAYER) { 1680 if (owner1 != NULL && owner1->type == PLAYER)
1681 {
1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); 1682 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1546 /* Maybe we should include the owner that killed this, maybe not */ 1683 /* 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.", 1684 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1548 &op->name,&hitter->name);
1549 } 1685 }
1550 remove_friendly_object(op); 1686 remove_friendly_object (op);
1551 } 1687 }
1552 remove_ob(op); 1688 remove_ob (op);
1553 free_object(op); 1689 free_object (op);
1554 } 1690 }
1555 /* Player has been killed! */ 1691 /* Player has been killed! */
1556 else { 1692 else
1693 {
1557 if(owner->type==PLAYER) { 1694 if (owner->type == PLAYER)
1695 {
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1696 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1697 }
1698 else
1559 } 1699 {
1560 else {
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME); 1700 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1562 op->contr->killer[BIG_NAME-1]='\0'; 1701 op->contr->killer[BIG_NAME - 1] = '\0';
1563 } 1702 }
1564 } 1703 }
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1704 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1705 * continues in the calling function.
1567 */ 1706 */
1568 return maxdam; 1707 return maxdam;
1569} 1708}
1570 1709
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1710/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1711 * Returns 0 this is not friendly fire
1573 */ 1712 */
1574 1713
1714int
1575int friendly_fire(object *op, object *hitter){ 1715friendly_fire (object *op, object *hitter)
1716{
1576 object *owner; 1717 object *owner;
1577 int friendlyfire; 1718 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1719
1720 if (hitter->head)
1721 hitter = hitter->head;
1722
1581 friendlyfire = 0; 1723 friendlyfire = 0;
1582 1724
1583 if(op->type == PLAYER) { 1725 if (op->type == PLAYER)
1726 {
1584 if (op_on_battleground (hitter, 0, 0)) 1727 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1728 return 0;
1586 1729
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1730 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1731 return 1;
1589 1732
1590 if((owner = get_owner(hitter))!=NULL) { 1733 if ((owner = get_owner (hitter)) != NULL)
1734 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1735 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1736 friendlyfire = 2;
1593 } 1737 }
1594 1738
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1739 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1740 friendlyfire = 0;
1598 } 1741 }
1599 return friendlyfire; 1742 return friendlyfire;
1600} 1743}
1601 1744
1602 1745
1603/* This isn't used just for players, but in fact most objects. 1746/* 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 1747 * op is the object to be hit, dam is the amount of damage, hitter
1609 */ 1752 */
1610 1753
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1754 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1755 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1756
1757int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1758hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1759{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1760 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1761 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1762 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1763 int simple_attack;
1619 tag_t op_tag, hitter_tag; 1764 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1765 int rtn_kill = 0;
1621 int friendlyfire; 1766 int friendlyfire;
1622 1767
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1768 if (get_attack_mode (&op, &hitter, &simple_attack))
1624 return 0; 1769 return 0;
1625 1770
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1771 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1772 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1628 return 0; 1773 return 0;
1629 1774
1630#ifdef PROHIBIT_PLAYERKILL 1775#ifdef PROHIBIT_PLAYERKILL
1631 if (op->type == PLAYER) { 1776 if (op->type == PLAYER)
1777 {
1632 object *owner = get_owner (hitter); 1778 object *owner = get_owner (hitter);
1779
1780 if (!owner)
1633 if (!owner) owner = hitter; 1781 owner = hitter;
1634 if (owner->type == PLAYER
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1782 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1636 && op != owner) { 1783 {
1784 return 0;
1785 }
1786 }
1787#endif
1788
1789 op_tag = op->count;
1790 hitter_tag = hitter->count;
1791
1792 if (body_attack)
1793 {
1794 /* slow and paralyze must hit the head. But we don't want to just
1795 * return - we still need to process other attacks the spell still
1796 * might have. So just remove the paralyze and slow attacktypes,
1797 * and keep on processing if we have other attacktypes.
1798 * return if only magic or nothing is left - under normal code
1799 * we don't attack with pure magic if there is another attacktype.
1800 * Only do processing if the initial attacktype includes one of those
1801 * attack so we don't cancel out things like magic bullet.
1802 */
1803 if (type & (AT_PARALYZE | AT_SLOW))
1804 {
1805 type &= ~(AT_PARALYZE | AT_SLOW);
1806 if (!type || type == AT_MAGIC)
1807 return 0;
1808 }
1809 }
1810
1811 if (!simple_attack && op->type == DOOR)
1812 {
1813 object *tmp;
1814
1815 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1816 if (tmp->type == RUNE || tmp->type == TRAP)
1817 {
1818 spring_trap (tmp, hitter);
1819 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack))
1637 return 0; 1820 return 0;
1821 break;
1638 } 1822 }
1823 }
1824
1825 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1826 {
1827 /* FIXME: If a player is killed by a rune in a door, the
1828 * was_destroyed() check above doesn't return, and might get here.
1829 */
1830 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name);
1831 return 0;
1832 }
1833
1834#ifdef ATTACK_DEBUG
1835 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1836#endif
1641 1837
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) { 1838 if (magic)
1839 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1840 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1841 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1842 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1843 if (dam >= 100)
1692 dam /= 100; 1844 dam /= 100;
1693 else 1845 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1846 dam = (dam > (rndm (0, 99))) ? 1 : 0;
1695 } 1847 }
1696 1848
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1849 /* 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 1850 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1851 */
1700 if(type & AT_CHAOS){ 1852 if (type & AT_CHAOS)
1853 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1854 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1855 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1856 type &= ~AT_CHAOS;
1704 } 1857 }
1705 1858
1706 /* Holyword is really an attacktype modifier (like magic is). If 1859 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1860 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1861 * a proper match, otherwise no damage.
1709 */ 1862 */
1710 if (type & AT_HOLYWORD) { 1863 if (type & AT_HOLYWORD)
1864 {
1711 object *god; 1865 object *god;
1866
1712 if ((!hitter->slaying || 1867 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1868 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1869 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1870 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1871 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1872 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1718 && god->race != NULL
1719 && strstr(god->race,undead_name) != NULL)))
1720 return 0; 1873 return 0;
1721 } 1874 }
1722 1875
1723 maxattacktype = type; /* initialize this to something */ 1876 maxattacktype = type; /* initialize this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1877 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1878 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1879 /* 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 1880 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1881 * the only attacktype in the group, then still attack with it
1728 */ 1882 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1883 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1884 continue;
1730 1885
1731 /* Go through and hit the player with each attacktype, one by one. 1886 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1887 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1888 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1889 * effects (slow, paralization, etc.
1735 */ 1890 */
1736 if (type & attacktype) { 1891 if (type & attacktype)
1892 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1893 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1894 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1895 * the damage is equal.
1740 */ 1896 */
1741 if (ndam >= maxdam) { 1897 if (ndam >= maxdam)
1898 {
1742 maxdam = ndam; 1899 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1900 maxattacktype = 1 << attacknum;
1744 } 1901 }
1745 } 1902 }
1746 } 1903 }
1747 1904
1748 /* if this is friendly fire then do a set % of damage only 1905 /* 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 1906 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1907 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1908 * an attack do damage before when it otherwise didn't
1752 */ 1909 */
1753 friendlyfire = friendly_fire(op, hitter); 1910 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1911 if (friendlyfire && maxdam)
1912 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1913 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1914#ifndef COZY_SERVER
1915 maxdam++;
1916#endif
1917
1918#ifdef ATTACK_DEBUG
1919 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1920 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1921#endif
1922 }
1923
1924 if (!full_hit)
1925 {
1926 archetype *at;
1927 int area;
1928 int remainder;
1929
1930 area = 0;
1931 for (at = op->arch; at != NULL; at = at->more)
1932 area++;
1933 assert (area > 0);
1934
1935 /* basically: maxdam /= area; we try to "simulate" a float
1936 value-effect */
1937 remainder = 100 * (maxdam % area) / area;
1938 maxdam /= area;
1939 if (RANDOM () % 100 < remainder)
1757 maxdam++; 1940 maxdam++;
1941 }
1942
1943#ifdef ATTACK_DEBUG
1944 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1945#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 1946
1766 if (!full_hit) {
1767 archetype *at;
1768 int area;
1769 int remainder;
1770
1771 area = 0;
1772 for(at = op->arch; at != NULL; at = at->more)
1773 area++;
1774 assert(area > 0);
1775
1776 /* basically: maxdam /= area; we try to "simulate" a float
1777 value-effect */
1778 remainder = 100*(maxdam%area)/area;
1779 maxdam /= area;
1780 if (RANDOM()%100 < remainder)
1781 maxdam++;
1782 }
1783
1784#ifdef ATTACK_DEBUG
1785 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1786#endif
1787
1788 if(get_owner(hitter)) 1947 if (get_owner (hitter))
1789 op->enemy=hitter->owner; 1948 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1949 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1950 op->enemy = hitter;
1792 1951
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1952 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1953 {
1794 /* The unaggressives look after themselves 8) */ 1954 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1955 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1956 npc_call_help (op);
1797 } 1957 }
1798 1958
1799 if (magic && did_make_save(op, op->level, 0)) 1959 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1960 maxdam = maxdam / 2;
1801 1961
1802 attack_message(maxdam, maxattacktype, op, hitter); 1962 attack_message (maxdam, maxattacktype, op, hitter);
1803 1963
1804 op->stats.hp-=maxdam; 1964 op->stats.hp -= maxdam;
1805 1965
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1966 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1967 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1968 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1969 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1970 {
1811 1971
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1972 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1973 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1974 else
1815 scare_creature(op, hitter); 1975 scare_creature (op, hitter);
1816 } 1976 }
1817 1977
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1978 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1979 {
1819 if (maxdam) 1980 if (maxdam)
1820 tear_down_wall(op); 1981 tear_down_wall (op);
1821 return maxdam; /* nothing more to do for wall */ 1982 return maxdam; /* nothing more to do for wall */
1822 } 1983 }
1823 1984
1824 /* See if the creature has been killed */ 1985 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1986 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1987 if (rtn_kill != -1)
1827 return rtn_kill; 1988 return rtn_kill;
1828 1989
1829 1990
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1991 /* 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 1992 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 1993 * remained - that is no longer the case.
1833 */ 1994 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1995 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1996 {
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1997 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1836 remove_friendly_object(hitter); 1998 remove_friendly_object (hitter);
1837 remove_ob(hitter); 1999 remove_ob (hitter);
1838 free_object(hitter); 2000 free_object (hitter);
1839 } 2001 }
1840 /* Lets handle creatures that are splitting now */ 2002 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 2003 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2004 {
1842 int i; 2005 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 2006 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 2007 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 2008 object *owner = get_owner (op);
1846 2009
1847 if(!op->other_arch) { 2010 if (!op->other_arch)
2011 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 2012 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 2013 return maxdam;
1850 } 2014 }
1851 remove_ob(op); 2015 remove_ob (op);
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 2016 for (i = 0; i < NROFNEWOBJS (op); i++)
2017 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 2018 object *tmp = arch_to_object (op->other_arch);
1854 int j; 2019 int j;
1855 2020
1856 tmp->stats.hp=op->stats.hp; 2021 tmp->stats.hp = op->stats.hp;
1857 if (friendly) { 2022 if (friendly)
2023 {
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 2024 SET_FLAG (tmp, FLAG_FRIENDLY);
1859 add_friendly_object(tmp); 2025 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 2026 tmp->attack_movement = PETMOVE;
1861 if (owner!=NULL) 2027 if (owner != NULL)
1862 set_owner(tmp,owner); 2028 set_owner (tmp, owner);
1863 } 2029 }
1864 if (unaggressive) 2030 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 2031 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 2032 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1867 if (j==-1) /* No spot to put this monster */ 2033 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 2034 free_object (tmp);
1869 else { 2035 else
2036 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 2037 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 2038 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 2039 }
1873 } 2040 }
1874 if(friendly) 2041 if (friendly)
1875 remove_friendly_object(op); 2042 remove_friendly_object (op);
1876 free_object(op); 2043 free_object (op);
1877 } 2044 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 2045 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2046 {
1879 remove_ob(hitter); 2047 remove_ob (hitter);
1880 free_object(hitter); 2048 free_object (hitter);
1881 } 2049 }
1882 return maxdam; 2050 return maxdam;
1883} 2051}
1884 2052
1885 2053
2054void
1886void poison_player(object *op, object *hitter, int dam) 2055poison_player (object *op, object *hitter, int dam)
1887{ 2056{
1888 archetype *at = find_archetype("poisoning"); 2057 archetype *at = find_archetype ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 2058 object *tmp = present_arch_in_ob (at, op);
1890 2059
1891 if(tmp==NULL) { 2060 if (tmp == NULL)
2061 {
1892 if((tmp=arch_to_object(at))==NULL) 2062 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 2063 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 2064 else
2065 {
1895 tmp = insert_ob_in_ob(tmp,op); 2066 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 2067 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 2068 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 2069 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 2070 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 2071 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 2072 * If anything else, goes as damage.
1902 */ 2073 */
1903 2074
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2075 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2076 tmp->stats.dam += hitter->level / 2;
1906 else 2077 else
1907 tmp->stats.dam = dam; 2078 tmp->stats.dam = dam;
1908 2079
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2080 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2081 if (hitter->skill && hitter->skill != tmp->skill)
2082 {
1911 tmp->skill = hitter->skill; 2083 tmp->skill = hitter->skill;
1912 } 2084 }
1913 2085
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2086 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2087
1916 if(op->type==PLAYER) { 2088 if (op->type == PLAYER)
2089 {
1917 /* player looses stats, maximum is -10 of each */ 2090 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2091 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2092 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2093 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2094 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2095 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2096 fix_player (op);
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2097 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1925 } 2098 }
1926 if (hitter->type == PLAYER) 2099 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2100 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2101 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2102 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 } 2103 }
1932 tmp->speed_left=0; 2104 tmp->speed_left = 0;
1933 } 2105 }
1934 else 2106 else
1935 tmp->stats.food++; 2107 tmp->stats.food++;
1936} 2108}
1937 2109
2110void
1938void slow_player(object *op,object *hitter,int dam) 2111slow_player (object *op, object *hitter, int dam)
2112{
1939{ archetype *at = find_archetype("slowness"); 2113 archetype *at = find_archetype ("slowness");
1940 object *tmp; 2114 object *tmp;
2115
1941 if(at == NULL) { 2116 if (at == NULL)
2117 {
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2118 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2119 }
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2120 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2121 {
1945 tmp = arch_to_object(at); 2122 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2123 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2124 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2125 }
1948 } else 2126 else
1949 tmp->stats.food++; 2127 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 2128 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2129 tmp->speed_left = 0;
1952 fix_player(op); 2130 fix_player (op);
1953} 2131}
1954 2132
2133void
1955void confuse_player(object *op, object *hitter, int dam) 2134confuse_player (object *op, object *hitter, int dam)
1956{ 2135{
1957 object *tmp; 2136 object *tmp;
1958 int maxduration; 2137 int maxduration;
1959 2138
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2139 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2140 if (!tmp)
2141 {
1962 tmp = get_archetype(FORCE_NAME); 2142 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2143 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2144 }
2145
1966 /* Duration added per hit and max. duration of confusion both depend 2146 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2147 * on the player's resistance
1968 */ 2148 */
1969 tmp->speed = 0.05; 2149 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2150 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2151 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2152 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2153 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1974 if( tmp->duration > maxduration) 2154 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2155 tmp->duration = maxduration;
1976 2156
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2157 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2158 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1979 SET_FLAG(op, FLAG_CONFUSED); 2159 SET_FLAG (op, FLAG_CONFUSED);
1980} 2160}
1981 2161
2162void
1982void blind_player(object *op, object *hitter, int dam) 2163blind_player (object *op, object *hitter, int dam)
1983{ 2164{
1984 object *tmp,*owner; 2165 object *tmp, *owner;
1985 2166
1986 /* Save some work if we know it isn't going to affect the player */ 2167 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2168 if (op->resist[ATNR_BLIND] == 100)
2169 return;
1988 2170
1989 tmp = present_in_ob(BLINDNESS,op); 2171 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2172 if (!tmp)
2173 {
1991 tmp = get_archetype("blindness"); 2174 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2175 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2176 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2177 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2178 * speed is a float anyways.
1996 */ 2179 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2180 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2181
1999 tmp = insert_ob_in_ob(tmp,op); 2182 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2183 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2184 fix_player (op); /* This takes care of some other stuff */
2002 2185
2186 if (hitter->owner)
2003 if(hitter->owner) owner = get_owner(hitter); 2187 owner = get_owner (hitter);
2188 else
2004 else owner = hitter; 2189 owner = hitter;
2005 2190
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2191 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2192 }
2009 tmp->stats.food += dam; 2193 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2194 if (tmp->stats.food > 10)
2195 tmp->stats.food = 10;
2011} 2196}
2012 2197
2198void
2013void paralyze_player(object *op, object *hitter, int dam) 2199paralyze_player (object *op, object *hitter, int dam)
2014{ 2200{
2015 float effect,max; 2201 float effect, max;
2202
2016 /* object *tmp; */ 2203 /* object *tmp; */
2017 2204
2018 /* This is strange stuff... someone knows for what this is 2205 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2206 * written? Well, i think this can and should be removed
2020 */ 2207 */
2021 2208
2022 /* 2209 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2210 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2211 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2212 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2213 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2214 }
2028 */ 2215 */
2029 2216
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2217 /* 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; 2218 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2219
2033 if (effect==0) return; 2220 if (effect == 0)
2221 return;
2034 2222
2035 op->speed_left-=FABS(op->speed)*effect; 2223 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2224 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2225
2038 /* max number of ticks to be affected for. */ 2226 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2227 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2228 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2229 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2230
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2231/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2232}
2045 2233
2046 2234
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2235/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2236 * the computed damaged.
2049 */ 2237 */
2238void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2239deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2240{
2052 /* The intention of a death attack is to kill outright things 2241 /* 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 2242 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2243 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2244 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2245 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2246 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2247 ** field of the deathstriking object */
2059 2248
2060 int atk_lev, def_lev, kill_lev; 2249 int atk_lev, def_lev, kill_lev;
2061 2250
2062 if(hitter->slaying) 2251 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2252 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race))))
2064 (op->race&&strstr(hitter->slaying,op->race)))) return; 2253 return;
2065 2254
2066 def_lev = op->level; 2255 def_lev = op->level;
2067 if (def_lev < 1) { 2256 if (def_lev < 1)
2257 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2258 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2069 &op->arch->name, &op->name);
2070 def_lev = 1; 2259 def_lev = 1;
2071 } 2260 }
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2261 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2262 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2263 atk_lev, def_lev); */
2075 2264
2076 if(atk_lev >= def_lev ){ 2265 if (atk_lev >= def_lev)
2266 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2267 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2268
2079 /* Note that the below effectively means the ratio of the atk vs 2269 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2270 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2271 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2272 * redone.
2083 */ 2273 */
2084 if(kill_lev >= def_lev) { 2274 if (kill_lev >= def_lev)
2275 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2276 *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 2277 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2278 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2279 * attack level is double the defender level.
2089 */ 2280 */
2090 *dam *= kill_lev / def_lev; 2281 *dam *= kill_lev / def_lev;
2091 } 2282 }
2092 } else { 2283 }
2284 else
2285 {
2093 *dam = 0; /* no harm done */ 2286 *dam = 0; /* no harm done */
2094 } 2287 }
2095} 2288}
2096 2289
2097/* thrown_item_effect() - handles any special effects of thrown 2290/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2291 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2292 * monster).
2100 */ 2293 */
2294static void
2101static void thrown_item_effect (object *hitter, object *victim) 2295thrown_item_effect (object *hitter, object *victim)
2102{ 2296{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2297 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2298 {
2104 /* May not need a switch for just 2 types, but this makes it 2299 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2300 * easier for expansion.
2106 */ 2301 */
2107 switch (hitter->type) { 2302 switch (hitter->type)
2303 {
2108 case POTION: 2304 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2305 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2306 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); 2307 (void) apply_potion (victim, hitter);
2112 break; 2308 break;
2113 2309
2114 case POISON: /* poison drinks */ 2310 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2311 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2312 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); 2313 apply_poison (victim, hitter);
2118 break; 2314 break;
2119 2315
2120 /* Removed case statements that did nothing. 2316 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2317 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2318 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2319 * Containers should perhaps break open, but that code was disabled.
2124 */ 2320 */
2125 } 2321 }
2126 } 2322 }
2127} 2323}
2128 2324
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2325/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2326
2327int
2131int adj_attackroll (object *hitter, object *target) { 2328adj_attackroll (object *hitter, object *target)
2329{
2132 object *attacker = hitter; 2330 object *attacker = hitter;
2133 int adjust=0; 2331 int adjust = 0;
2134 2332
2135 /* safety */ 2333 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2334 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2335 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2336 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2337 return 0;
2338 }
2339
2340 /* aimed missiles use the owning object's sight */
2341 if (is_aimed_missile (hitter))
2342 {
2343 if ((attacker = get_owner (hitter)) == NULL)
2344 attacker = hitter;
2345 /* A player who saves but hasn't quit still could have objects
2346 * owned by him - need to handle that case to avoid crashes.
2347 */
2348 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2349 attacker = hitter;
2350 }
2351 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2352 return 0;
2140 }
2141 2353
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. 2354 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2355 * Add more cases, as the need occurs. */
2155 2356
2156 if(!can_see_enemy(attacker,target)) { 2357 if (!can_see_enemy (attacker, target))
2358 {
2157 /* target is unseen */ 2359 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2360 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2361 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2362 /* 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)) 2363 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2364 adjust -= target->map->darkness;
2163 } 2365 }
2164 2366
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2367 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2368 adjust -= 3;
2167 2369
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2370 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2371 adjust += 1;
2170 2372
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2373 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2374 adjust += 1;
2173 2375
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2376 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2377 adjust -= 3;
2176 2378
2177 /* if we attack at a different 'altitude' its harder */ 2379 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2380 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2381 adjust -= 2;
2180 2382
2181#if 0 2383#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2384 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2385 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2386 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2387 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2388 * fly fast should have a better chance of hitting a slower target.
2187 */ 2389 */
2188 if(hitter->speed<target->speed) 2390 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2391 adjust += ((float) hitter->speed - target->speed);
2190#endif 2392#endif
2191 2393
2192#if 0 2394#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2395 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2396#endif
2195 2397
2196 return adjust; 2398 return adjust;
2197} 2399}
2198 2400
2199 2401
2200/* determine if the object is an 'aimed' missile */ 2402/* determine if the object is an 'aimed' missile */
2403int
2201int is_aimed_missile ( object *op) { 2404is_aimed_missile (object *op)
2405{
2202 2406
2203 /* I broke what used to be one big if into a few nested 2407 /* 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. 2408 * ones so that figuring out the logic is at least possible.
2205 */ 2409 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2410 if (op && (op->move_type & MOVE_FLYING))
2411 {
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2412 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2413 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2414 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2415 return 1;
2212 } 2416 }
2213 return 0; 2417 return 0;
2214} 2418}
2215

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines