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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.3 by root, Sat Aug 26 23:36:33 2006 UTC vs.
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: attack.C,v 1.3 2006/08/26 23:36:33 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 23
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 24#include <assert.h>
28#include <global.h> 25#include <global.h>
29#include <living.h> 26#include <living.h>
30#include <material.h> 27#include <material.h>
31#include <skills.h> 28#include <skills.h>
32 29#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 30#include <sproto.h>
35#endif
36 31
37#include <sounds.h>
38
39typedef struct att_msg_str { 32typedef struct att_msg_str
33{
40 char *msg1; 34 char *msg1;
41 char *msg2; 35 char *msg2;
42} att_msg; 36} att_msg;
43 37
44/*#define ATTACK_DEBUG*/ 38/*#define ATTACK_DEBUG*/
45 39
46/* cancels object *op. Cancellation basically means an object loses 40/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits. 41 * its magical benefits.
48 */ 42 */
43void
49void cancellation(object *op) 44cancellation (object *op)
50{ 45{
51 object *tmp;
52
53 if (op->invisible) 46 if (op->invisible)
54 return; 47 return;
55 48
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation(tmp); 54 cancellation (tmp);
61 } 55 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) { 56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic=0; 60 op->magic = 0;
61
66 CLEAR_FLAG(op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
70 if (op->env && op->env->type == PLAYER) { 67 if (op->env && op->env->type == PLAYER)
71 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
72 }
73 } 69 }
74} 70}
75
76
77 71
78/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 74 * any further action (like destroying the item).
81 */ 75 */
82 76int
83int did_make_save_item(object *op, int type, object *originator) { 77did_make_save_item (object *op, int type, object *originator)
78{
84 int i, roll, saves=0, attacks=0, number; 79 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) { 82 if (op->materialname == NULL)
83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 } else 88 else
93 mt = name_to_material(op->materialname); 89 mt = name_to_material (op->materialname);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20);
97 90
98 /* the attacktypes have no meaning for object saves 91 if (!mt)
99 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype.
105 */
106 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW|
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH|
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING|
110 AT_MAGIC);
111
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118
119 for (number=0; number < NROFATTACKS; number++) {
120 i = 1<<number;
121 if (!(i&type))
122 continue;
123 attacks++;
124 if (op->resist[number] == 100)
125 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100)
127 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam)
129 saves++;
130 }
131
132 if (saves==attacks || attacks==0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 92 return TRUE;
93
94 roll = rndm (1, 20);
95
96 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if
98 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype.
103 */
104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115
116 for (number = 0; number < NROFATTACKS; number++)
117 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++;
122 if (op->resist[number] == 100)
123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
127 saves++;
128 }
129
130 if (saves == attacks || attacks == 0)
131 return TRUE;
132
133 if (saves == 0 || (rndm (1, attacks) > saves))
134 return FALSE;
135
136 return TRUE;
137} 137}
138 138
139/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 141 * calling cancellation, etc.)
142 */ 142 */
143 143void
144void save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
145{ 145{
146 if ( ! did_make_save_item (op, type,originator)) 146 if (!did_make_save_item (op, type, originator))
147 { 147 {
148 object *env=op->env; 148 object *env = op->env;
149 int x=op->x,y=op->y; 149 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 150 maptile *m = op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potenital "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) {
166 const char *arch=op->other_arch->name;
167
168 op = decrease_ob_nr (op, 1);
169 if (op)
170 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) {
172 if(env) {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 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 }
182 return;
183 } 165 {
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 166 const char *arch = op->other_arch->archname;
185 cancellation(op); 167
168 if (op->decrease ())
186 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
187 return; 170
188 } 171 if ((op = get_archetype (arch)))
189 if(op->nrof>1) { 172 {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op) 173 if (env)
192 fix_stopped_item (op, m, originator); 174 {
193 } else { 175 op->x = env->x, op->y = env->y;
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 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env); 176 insert_ob_in_ob (op, env);
210 } else { 177 if (env->contr)
178 esrv_send_item (env, op);
179 }
180 else
181 {
182 op->x = x, op->y = y;
211 replace_insert_ob_in_map("burnout",originator); 183 insert_ob_in_map (op, m, originator, 0);
212 } 184 }
213 } 185 }
214 return; 186
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; 187 return;
223 op = stop_item (op); 188 }
224 if (op == NULL) 189
190 if (type & AT_CANCELLATION)
191 { /* Cancellation. */
192 cancellation (op);
193 fix_stopped_item (op, m, originator);
225 return; 194 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 195 }
227 tmp = arch_to_object(at); 196
228 tmp->x=op->x,tmp->y=op->y; 197 if (op->nrof > 1)
229 /* This was in the old (pre new movement code) - 198 {
230 * icecubes have slow_move set to 1 - don't want 199 if (op->decrease (rndm (0, op->nrof - 1)))
231 * that for ones we create. 200 fix_stopped_item (op, m, originator);
232 */ 201 }
233 tmp->move_slow_penalty=0; 202 else
234 tmp->move_slow=0; 203 op->destroy ();
235 insert_ob_in_map(tmp,op->map,originator,0); 204
205 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env)
207 {
208 op = get_archetype ("burnout");
209 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env);
236 } 211 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 212 else
238 remove_ob(op); 213 replace_insert_ob_in_map ("burnout", originator);
239 (void) insert_ob_in_ob(op,tmp); 214
215 return;
216 }
217
218 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
220 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube");
223
224 if (at == NULL)
240 return; 225 return;
226
227 op = stop_item (op);
228 if (op == NULL)
229 return;
230
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
232 {
233 tmp = arch_to_object (at);
234 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want
237 * that for ones we create.
238 */
239 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0);
242 }
243
244 if (!QUERY_FLAG (op, FLAG_REMOVED))
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return;
241 } 249 }
242} 250}
243 251
244/* Object op is hitting the map. 252/* Object op is hitting the map.
245 * op is going in direction 'dir' 253 * op is going in direction 'dir'
246 * type is the attacktype of the object. 254 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 255 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 256 * returns 1 if it hits something, 0 otherwise.
249 */ 257 */
250 258int
251int hit_map(object *op, int dir, int type, int full_hit) { 259hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 260{
253 mapstruct *map; 261 maptile *map;
254 sint16 x, y; 262 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 263 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 264
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 265 if (QUERY_FLAG (op, FLAG_FREED))
266 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 267 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 268 return 0;
262 } 269 }
263 270
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n",
266 op->arch->name, op->name);
267 return 0;
268 } 272 {
273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
274 return 0;
275 }
269 276
270 if ( ! op->map) { 277 if (!op->map)
278 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 279 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 280 return 0;
273 } 281 }
274 282
275 if (op->head) op=op->head; 283 if (op->head)
284 op = op->head;
276 285
277 op_tag = op->count;
278
279 map = op->map; 286 map = op->map;
280 x = op->x + freearr_x[dir]; 287 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir]; 288 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284 289
285 /* peterm: a few special cases for special attacktypes --counterspell 290 if (!xy_normalise (map, x, y))
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 /* Need to hit everyone in the transport with this spell */
343 if (tmp->type == TRANSPORT) {
344 object *pl;
345
346 for (pl=tmp->inv; pl; pl=pl->below) {
347 if (pl->type == PLAYER)
348 hit_player(pl,op->stats.dam,op,type,full_hit);
349 }
350 }
351
352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
353 hit_player(tmp,op->stats.dam,op,type,full_hit);
354 retflag |=1;
355 if (was_destroyed (op, op_tag))
356 break;
357 }
358 /* Here we are potentially destroying an object. If the object has
359 * NO_PASS set, it is also immune - you can't destroy walls. Note
360 * that weak walls have is_alive set, which prevent objects from
361 * passing over/through them. We don't care what type of movement
362 * the wall blocks - if it blocks any type of movement, can't be
363 * destroyed right now.
364 */
365 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366 !tmp->move_block) {
367 save_throw_object(tmp,type,op);
368 if (was_destroyed (op, op_tag))
369 break;
370 }
371 }
372 return 0; 291 return 0;
373}
374 292
293 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y);
296
297 if (ms.flags () & P_SAFE)
298 return 0;
299
300 /* peterm: a few special cases for special attacktypes --counterspell
301 * must be out here because it strikes things which are not alive
302 */
303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
304 {
305 if (type & AT_COUNTERSPELL)
306 {
307 counterspell (op, dir); /* see spell_effect.c */
308
309 /* If the only attacktype is counterspell or magic, don't need
310 * to do any further processing.
311 */
312 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
313 return 0;
314
315 type &= ~AT_COUNTERSPELL;
316 }
317
318 if (type & AT_CHAOS)
319 {
320 shuffle_attack (op, 1); /* flag tells it to change the face */
321 update_object (op, UP_OBJ_FACE);
322 type &= ~AT_CHAOS;
323 }
324 }
325
326 /* There may still be objects that were above 'next', but there is no
327 * simple way to find out short of copying all object references and
328 * tags into a temporary array before we start processing the first
329 * object. That's why we just abort on destroy.
330 *
331 * This happens whenever attack spells (like fire) hit a pile
332 * of objects. This is not a bug - nor an error.
333 */
334 for (object *next = ms.bot; next && !next->destroyed (); )
335 {
336 object *tmp = next;
337 next = tmp->above;
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 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit);
349 retflag |= 1;
350
351 if (op->destroyed ())
352 break;
353 }
354 /* Here we are potentially destroying an object. If the object has
355 * NO_PASS set, it is also immune - you can't destroy walls. Note
356 * that weak walls have is_alive set, which prevent objects from
357 * passing over/through them. We don't care what type of movement
358 * the wall blocks - if it blocks any type of movement, can't be
359 * destroyed right now.
360 */
361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
362 {
363 save_throw_object (tmp, type, op);
364
365 if (op->destroyed ())
366 break;
367 }
368 }
369
370 return 0;
371}
372
373void
375void attack_message(int dam, int type, object *op, object *hitter) { 374attack_message (int dam, int type, object *op, object *hitter)
375{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found=0; 377 int i, found = 0;
378 mapstruct *map; 378 maptile *map;
379 object *next, *tmp; 379 object *next, *tmp;
380 380
381 /* put in a few special messages for some of the common attacktypes 381 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 382 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 383 * [garbled 20010919]
384 */ 384 */
385 385
386 if (dam == 9998 && op->type == DOOR) { 386 if (dam == 9998 && op->type == DOOR)
387 {
387 sprintf(buf1, "unlock %s", op->name); 388 sprintf (buf1, "unlock %s", &op->name);
388 sprintf(buf2, " unlocks"); 389 sprintf (buf2, " unlocks");
389 found++; 390 found++;
391 }
392 if (dam < 0)
390 } 393 {
391 if(dam<0) {
392 sprintf(buf1, "hit %s", op->name); 394 sprintf (buf1, "hit %s", &op->name);
393 sprintf(buf2, " hits"); 395 sprintf (buf2, " hits");
394 found++; 396 found++;
397 }
395 } else if(dam==0) { 398 else if (dam == 0)
399 {
396 sprintf(buf1, "missed %s", op->name); 400 sprintf (buf1, "missed %s", &op->name);
397 sprintf(buf2, " misses"); 401 sprintf (buf2, " misses");
398 found++; 402 found++;
403 }
399 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 404 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400 hitter->type == POISONING || 405 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
401 (type & AT_POISON && IS_LIVE(op))) && !found) { 406 {
402 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 407 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
403 i++) 408 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
404 if (dam < attack_mess[ATM_SUFFER][i].level 409 {
405 || attack_mess[ATM_SUFFER][i+1].level == -1) { 410 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407 op->name, attack_mess[ATM_SUFFER][i].buf2);
408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 411 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 412 found++;
410 break; 413 break;
414 }
411 } 415 }
412 } else if (op->type == DOOR && !found) { 416 else if (op->type == DOOR && !found)
417 {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 418 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
414 i++) 419 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
415 if (dam < attack_mess[ATM_DOOR][i].level 420 {
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 421 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418 op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 422 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 423 found++;
421 break; 424 break;
425 }
422 } 426 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 427 else if (hitter->type == PLAYER && op->is_alive ())
428 {
424 if (USING_SKILL(hitter, SK_KARATE)) { 429 if (USING_SKILL (hitter, SK_KARATE))
430 {
425 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 431 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 i++) 432 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427 if (dam < attack_mess[ATM_KARATE][i].level 433 {
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 434 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430 op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 435 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 436 found++;
433 break; 437 break;
438 }
434 } 439 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 440 else if (USING_SKILL (hitter, SK_CLAWING))
441 {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 i++) 443 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
438 if (dam < attack_mess[ATM_CLAW][i].level 444 {
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 445 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441 op->name, attack_mess[ATM_CLAW][i].buf2);
442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 446 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 447 found++;
444 break; 448 break;
449 }
445 } 450 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 451 else if (USING_SKILL (hitter, SK_PUNCHING))
452 {
447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 453 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448 i++) 454 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
449 if (dam < attack_mess[ATM_PUNCH][i].level 455 {
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 456 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452 op->name, attack_mess[ATM_PUNCH][i].buf2);
453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 457 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 458 found++;
455 break; 459 break;
460 }
456 } 461 }
457 }
458 } 462 }
463
459 if (found) { 464 if (found)
460 /* done */ 465 {
466 /* done */
467 }
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 468 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
469 {
462 sprintf(buf1, "hit"); /* just in case */ 470 sprintf (buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 471 for (i = 0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 472 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
465 || attack_mess[ATM_ARROW][i+1].level == -1) { 473 {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 474 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 475 found++;
468 break; 476 break;
477 }
469 } 478 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 479 else if (type & AT_DRAIN && op->is_alive ())
480 {
471 /* drain is first, because some items have multiple attypes */ 481 /* drain is first, because some items have multiple attypes */
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 482 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
473 i++) 483 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
474 if (dam < attack_mess[ATM_DRAIN][i].level 484 {
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 485 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477 op->name, attack_mess[ATM_DRAIN][i].buf2);
478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 486 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 487 found++;
480 break; 488 break;
489 }
481 } 490 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 491 else if (type & AT_ELECTRICITY && op->is_alive ())
492 {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 493 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
484 i++) 494 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
485 if (dam < attack_mess[ATM_ELEC][i].level 495 {
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 496 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488 op->name, attack_mess[ATM_ELEC][i].buf2);
489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 497 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 498 found++;
491 break; 499 break;
500 }
492 } 501 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 502 else if (type & AT_COLD && op->is_alive ())
503 {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 504 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
495 i++) 505 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
496 if (dam < attack_mess[ATM_COLD][i].level 506 {
497 || attack_mess[ATM_COLD][i+1].level == -1) { 507 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499 op->name, attack_mess[ATM_COLD][i].buf2);
500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 508 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 509 found++;
502 break; 510 break;
511 }
503 } 512 }
504 } else if (type & AT_FIRE) { 513 else if (type & AT_FIRE)
514 {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 515 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
506 i++) 516 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
507 if (dam < attack_mess[ATM_FIRE][i].level 517 {
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 518 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510 op->name, attack_mess[ATM_FIRE][i].buf2);
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 519 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 520 found++;
513 break; 521 break;
522 }
514 } 523 }
515 } else if (hitter->current_weapon != NULL) { 524 else if (hitter->current_weapon != NULL)
516 int mtype; 525 {
526 int mtype;
527
517 switch (hitter->current_weapon->weapontype) { 528 switch (hitter->current_weapon->weapontype)
518 case WEAP_HIT: mtype = ATM_BASIC; break; 529 {
519 case WEAP_SLASH: mtype = ATM_SLASH; break; 530 case WEAP_HIT:
520 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 531 mtype = ATM_BASIC;
521 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 532 break;
522 case WEAP_SLICE: mtype = ATM_SLICE; break; 533 case WEAP_SLASH:
523 case WEAP_STAB: mtype = ATM_STAB; break; 534 mtype = ATM_SLASH;
524 case WEAP_WHIP: mtype = ATM_WHIP; break; 535 break;
525 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 536 case WEAP_PIERCE:
526 case WEAP_BLUD: mtype = ATM_BLUD; break; 537 mtype = ATM_PIERCE;
527 default: mtype = ATM_BASIC; break; 538 break;
528 } 539 case WEAP_CLEAVE:
540 mtype = ATM_CLEAVE;
541 break;
542 case WEAP_SLICE:
543 mtype = ATM_SLICE;
544 break;
545 case WEAP_STAB:
546 mtype = ATM_STAB;
547 break;
548 case WEAP_WHIP:
549 mtype = ATM_WHIP;
550 break;
551 case WEAP_CRUSH:
552 mtype = ATM_CRUSH;
553 break;
554 case WEAP_BLUD:
555 mtype = ATM_BLUD;
556 break;
557 default:
558 mtype = ATM_BASIC;
559 break;
560 }
529 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
530 i++) 562 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
531 if (dam < attack_mess[mtype][i].level 563 {
532 || attack_mess[mtype][i+1].level == -1) { 564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534 op->name, attack_mess[mtype][i].buf2);
535 strcpy (buf2, attack_mess[mtype][i].buf3); 565 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 566 found++;
537 break; 567 break;
568 }
538 } 569 }
539 } else { 570 else
571 {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 572 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
541 i++) 573 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
542 if (dam < attack_mess[ATM_BASIC][i].level 574 {
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 575 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545 op->name, attack_mess[ATM_BASIC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 576 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 577 found++;
548 break; 578 break;
579 }
549 } 580 }
550 }
551 581
552 if (!found) { 582 if (!found)
583 {
553 strcpy (buf1, "hit"); 584 strcpy (buf1, "hit");
554 strcpy (buf2, " hits"); 585 strcpy (buf2, " hits");
555 } 586 }
556 587
557 /* bail out if a monster is casting spells */ 588 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER || 589 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560 return; 590 return;
561 591
562 /* scale down magic considerably. */ 592 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 593 if (type & AT_MAGIC && rndm (0, 5))
564 return; 594 return;
565 595
566 /* Did a player hurt another player? Inform both! */ 596 /* Did a player hurt another player? Inform both! */
567 if(op->type==PLAYER && 597 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 598 {
569 if(get_owner(hitter)!=NULL) 599 if (hitter->owner != NULL)
570 sprintf(buf,"%s's %s%s you.", 600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
571 hitter->owner->name, hitter->name, buf2); 601 else
572 else { 602 {
573 sprintf(buf,"%s%s you.",hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
574 if (dam != 0) { 605 if (dam != 0)
575 if (dam < 10) 606 {
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 607 if (dam < 10)
577 else if (dam < 20) 608 op->contr->play_sound (sound_find ("player_is_hit1"));
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 609 else if (dam < 20)
579 else 610 op->contr->play_sound (sound_find ("player_is_hit2"));
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 611 else
581 } 612 op->contr->play_sound (sound_find ("player_is_hit3"));
582 } 613 }
614 }
615
583 new_draw_info(NDI_BLACK, 0,op,buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
584 } /* end of player hitting player */ 617 } /* end of player hitting player */
585 618
586 if(hitter->type==PLAYER) { 619 if (hitter->type == PLAYER)
620 {
587 sprintf(buf,"You %s.",buf1); 621 sprintf (buf, "You %s.", buf1);
588 if (dam != 0) { 622
623 if (dam != 0)
624 {
589 if (dam < 10) 625 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 626 op->play_sound (sound_find ("player_hits1"));
591 else if (dam < 20) 627 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 628 op->play_sound (sound_find ("player_hits2"));
593 else 629 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 630 op->play_sound (sound_find ("player_hits3"));
595 } 631 }
632
596 new_draw_info(NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
634 }
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
636 {
598 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT && 638 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
600 (hitter->subtype == SP_EXPLOSION || 639 {
601 hitter->subtype == SP_BULLET || 640 i = 4;
602 hitter->subtype == SP_CONE)) {
603 i=4;
604 map = hitter->map; 641 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y)) 642 if (out_of_map (map, hitter->x, hitter->y))
643 return;
644
645 next = GET_MAP_OB (map, hitter->x, hitter->y);
646 if (next)
647 while (next)
648 {
649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
650 i *= 3;
651
652 tmp = next;
653 next = tmp->above;
654 }
655
656 if (i < 0)
657 return;
658
659 if (rndm (0, i) != 0)
660 return;
661 }
662 else if (rndm (0, 5) != 0)
606 return; 663 return;
607 next = get_map_ob(map, hitter->x, hitter->y); 664
608 if (next)
609 while(next) {
610 if (next->type == SPELL_EFFECT &&
611 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612 next->subtype == SP_CONE))
613 i*=3;
614 tmp = next;
615 next = tmp->above;
616 }
617 if (i < 0)
618 return;
619 if (rndm(0, i) != 0)
620 return;
621 } else if (rndm(0, 5) != 0)
622 return;
623 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
626 } 668 }
627} 669}
628 670
629 671
672static int
630static int get_attack_mode (object **target, object **hitter, 673get_attack_mode (object **target, object **hitter, int *simple_attack)
631 int *simple_attack)
632{ 674{
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
676 {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1; 678 return 1;
636 } 679 }
680
637 if ((*target)->head) 681 if ((*target)->head)
638 *target = (*target)->head; 682 *target = (*target)->head;
683
639 if ((*hitter)->head) 684 if ((*hitter)->head)
640 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
641 if ((*hitter)->env != NULL || (*target)->env != NULL) { 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
688 {
642 *simple_attack = 1; 689 *simple_attack = 1;
643 return 0; 690 return 0;
644 } 691 }
692
645 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED) 694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
648 { 697 {
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
650 "target\n", (*hitter)->arch->name, (*hitter)->name); 699 (*hitter)->debug_desc (), (*target)->debug_desc ());
651 return 1; 700 return 1;
652 } 701 }
702
653 *simple_attack = 0; 703 *simple_attack = 0;
654 return 0; 704 return 0;
655} 705}
656 706
707static int
657static int abort_attack (object *target, object *hitter, int simple_attack) 708abort_attack (object *target, object *hitter, int simple_attack)
658{ 709{
710
659/* Check if target and hitter are still in a relation similar to the one 711/* Check if target and hitter are still in a relation similar to the one
660 * determined by get_attack_mode(). Returns true if the relation has changed. 712 * determined by get_attack_mode(). Returns true if the relation has changed.
661 */ 713 */
662 int new_mode; 714 int new_mode;
663 715
664 if (hitter->env == target || target->env == hitter) 716 if (hitter->env == target || target->env == hitter)
665 new_mode = 1; 717 new_mode = 1;
666 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 718 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
667 || QUERY_FLAG (target, FLAG_REMOVED)
668 || hitter->map == NULL || !on_same_map(hitter, target))
669 return 1; 719 return 1;
670 else 720 else
671 new_mode = 0; 721 new_mode = 0;
672 return new_mode != simple_attack; 722 return new_mode != simple_attack;
673} 723}
674 724
675static void thrown_item_effect (object *, object *); 725static void thrown_item_effect (object *, object *);
676 726
727static int
677static int attack_ob_simple (object *op, object *hitter, int base_dam, 728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
678 int base_wc)
679{ 729{
680 int simple_attack, roll, dam=0; 730 int simple_attack, roll, dam = 0;
681 uint32 type; 731 uint32 type;
682 const char *op_name = NULL; 732 shstr op_name;
683 tag_t op_tag, hitter_tag;
684 733
685 if (get_attack_mode (&op, &hitter, &simple_attack)) 734 if (get_attack_mode (&op, &hitter, &simple_attack))
735 goto error;
736
737 if (hitter->current_weapon)
738 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
739 return RESULT_INT (0);
740
741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
742 return RESULT_INT (0);
743
744 /*
745 * A little check to make it more difficult to dance forward and back
746 * to avoid ever being hit by monsters.
747 */
748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
749 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail.
754 */
755 --op->speed_left;
756 process_object (op);
757
758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
686 goto error; 759 goto error;
687
688 if (hitter->current_weapon)
689 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
690 return RESULT_INT (0);
691
692 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
693 return RESULT_INT (0);
694
695 op_tag = op->count;
696 hitter_tag = hitter->count;
697
698 /*
699 * A little check to make it more difficult to dance forward and back
700 * to avoid ever being hit by monsters.
701 */
702 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
703 && op->speed_left > -(FABS(op->speed))*0.3)
704 { 760 }
705 /* Decrease speed BEFORE calling process_object. Otherwise, an
706 * infinite loop occurs, with process_object calling move_monster,
707 * which then gets here again. By decreasing the speed before
708 * we call process_object, the 'if' statement above will fail.
709 */
710 op->speed_left--;
711 process_object(op);
712 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
713 || abort_attack (op, hitter, simple_attack))
714 goto error;
715 }
716 761
717 add_refcount(op_name = op->name); 762 op_name = op->name;
718 763
719 roll=random_roll(1, 20, hitter, PREFER_HIGH); 764 roll = random_roll (1, 20, hitter, PREFER_HIGH);
720 765
721 /* Adjust roll for various situations. */ 766 /* Adjust roll for various situations. */
722 if ( ! simple_attack) 767 if (!simple_attack)
723 roll += adj_attackroll(hitter,op); 768 roll += adj_attackroll (hitter, op);
724 769
725 /* See if we hit the creature */ 770 /* See if we hit the creature */
726 if(roll==20 || op->stats.ac>=base_wc-roll) { 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
772 {
727 int hitdam = base_dam; 773 int hitdam = base_dam;
728 if (settings.casting_time == TRUE) { 774
729 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
730 hitter->casting_time = -1;
731 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
732 "your spell!");
733 }
734 if ((op->casting_time > -1)&&(hitdam > 0)){
735 op->casting_time = -1;
736 if (op->type == PLAYER) {
737 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
738 "your spell!");
739 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
740 "%s was hit by %s and lost a spell.",
741 op_name,hitter->name);
742 }
743 }
744 }
745 if ( ! simple_attack) 775 if (!simple_attack)
746 { 776 {
747 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
748 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
749 * -b.t. */ 779 * -b.t. */
750 if (QUERY_FLAG (op, FLAG_SLEEP)) 780 if (QUERY_FLAG (op, FLAG_SLEEP))
751 CLEAR_FLAG(op,FLAG_SLEEP); 781 CLEAR_FLAG (op, FLAG_SLEEP);
752 782
753 /* If the victim can't see the attacker, it may alert others 783 /* If the victim can't see the attacker, it may alert others
754 * for help. */ 784 * for help. */
755 if (op->type != PLAYER && ! can_see_enemy (op, hitter) 785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
756 && ! get_owner (op) && rndm(0, op->stats.Int))
757 npc_call_help (op); 786 npc_call_help (op);
758 787
759 /* if you were hidden and hit by a creature, you are discovered*/ 788 /* if you were hidden and hit by a creature, you are discovered */
760 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { 789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
790 {
761 make_visible (op); 791 make_visible (op);
792
762 if (op->type == PLAYER) 793 if (op->type == PLAYER)
763 new_draw_info (NDI_UNIQUE, 0, op, 794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
764 "You were hit by a wild attack. "
765 "You are no longer hidden!");
766 } 795 }
767 796
768 /* thrown items (hitter) will have various effects 797 /* thrown items (hitter) will have various effects
769 * when they hit the victim. For things like thrown daggers, 798 * when they hit the victim. For things like thrown daggers,
770 * this sets 'hitter' to the actual dagger, and not the 799 * this sets 'hitter' to the actual dagger, and not the
771 * wrapper object. 800 * wrapper object.
772 */ 801 */
773 thrown_item_effect (hitter, op); 802 thrown_item_effect (hitter, op);
774 if (was_destroyed (hitter, hitter_tag) 803
775 || was_destroyed (op, op_tag) 804 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
776 || abort_attack (op, hitter, simple_attack))
777 goto leave; 805 goto leave;
778 } 806 }
779 807
780 /* Need to do at least 1 damage, otherwise there is no point 808 /* Need to do at least 1 damage, otherwise there is no point
781 * to go further and it will cause FPE's below. 809 * to go further and it will cause FPE's below.
782 */ 810 */
783 if (hitdam<=0) hitdam=1; 811 if (hitdam <= 0)
812 hitdam = 1;
784 813
785 type=hitter->attacktype; 814 type = hitter->attacktype;
786 if(!type) type=AT_PHYSICAL; 815
816 if (!type)
817 type = AT_PHYSICAL;
818
787 /* Handle monsters that hit back */ 819 /* Handle monsters that hit back */
788 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
789 && QUERY_FLAG (hitter, FLAG_ALIVE)) 821 {
790 {
791 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 822 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
792 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
793 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 824
794 PREFER_LOW),op, op->attacktype, 1); 825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
795 if (was_destroyed (op, op_tag) 826
796 || was_destroyed (hitter, hitter_tag) 827 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 828 goto leave;
799 } 829 }
800 830
801 /* In the new attack code, it should handle multiple attack 831 /* In the new attack code, it should handle multiple attack
802 * types in its area, so remove it from here. 832 * types in its area, so remove it from here.
803 */ 833 */
804 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 834 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
805 hitter, type, 1); 835
806 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 836 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
807 || abort_attack (op, hitter, simple_attack))
808 goto leave; 837 goto leave;
809 } /* end of if hitter hit op */ 838 } /* end of if hitter hit op */
810 /* if we missed, dam=0 */ 839 /* if we missed, dam=0 */
811 840
812 /*attack_message(dam, type, op, hitter);*/ 841 /*attack_message(dam, type, op, hitter); */
813 842
814 goto leave; 843 goto leave;
815 844
816 error: 845error:
817 dam = 1; 846 dam = 1;
818 847
819 leave: 848leave:
820 if (op_name)
821 free_string (op_name);
822 849
823 return dam; 850 return dam;
824} 851}
825 852
853int
826int attack_ob (object *op, object *hitter) 854attack_ob (object *op, object *hitter)
827{ 855{
828
829 if (hitter->head)
830 hitter = hitter->head; 856 hitter = hitter->head_ ();
857
831 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
832} 859}
833 860
834/* op is the arrow, tmp is what is stopping the arrow. 861/* op is the arrow, tmp is what is stopping the arrow.
835 * 862 *
836 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 863 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
837 */ 864 */
865static int
838static int stick_arrow (object *op, object *tmp) 866stick_arrow (object *op, object *tmp)
839{ 867{
840 /* If the missile hit a player, we insert it in their inventory. 868 /* If the missile hit a player, we insert it in their inventory.
841 * However, if the missile is heavy, we don't do so (assume it falls 869 * However, if the missile is heavy, we don't do so (assume it falls
842 * to the ground after a hit). What a good value for this is up to 870 * to the ground after a hit). What a good value for this is up to
843 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
844 * stick around. 872 * stick around.
845 */ 873 */
846 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
847 if(tmp->head != NULL) 875 {
848 tmp = tmp->head; 876 tmp = tmp->head_ ();
849 remove_ob (op); 877
878 op->remove ();
850 op = insert_ob_in_ob(op,tmp); 879 op = insert_ob_in_ob (op, tmp);
880
851 if (tmp->type== PLAYER) 881 if (tmp->type == PLAYER)
852 esrv_send_item (tmp, op); 882 esrv_send_item (tmp, op);
883
853 return 1; 884 return 1;
885 }
854 } else 886 else
855 return 0; 887 return 0;
856} 888}
857 889
858/* hit_with_arrow() disassembles the missile, attacks the victim and 890/* hit_with_arrow() disassembles the missile, attacks the victim and
859 * reassembles the missile. 891 * reassembles the missile.
860 * 892 *
861 * It returns a pointer to the reassembled missile, or NULL if the missile 893 * It returns a pointer to the reassembled missile, or NULL if the missile
862 * isn't available anymore. 894 * isn't available anymore.
863 */ 895 */
896object *
864object *hit_with_arrow (object *op, object *victim) 897hit_with_arrow (object *op, object *victim)
865{ 898{
866 object *container, *hitter; 899 object *container, *hitter;
867 int hit_something = 0; 900 int hit_something = 0;
868 tag_t victim_tag, hitter_tag;
869 sint16 victim_x, victim_y;
870 901
871 /* Disassemble missile */ 902 /* Disassemble missile */
872 if (op->inv) { 903 if (op->inv)
904 {
873 container = op; 905 container = op;
874 hitter = op->inv; 906 hitter = op->inv;
875 remove_ob (hitter); 907 hitter->remove ();
876 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
877 /* Note that we now have an empty THROWN_OBJ on the map. Code that 909 /* Note that we now have an empty THROWN_OBJ on the map. Code that
878 * might be called until this THROWN_OBJ is either reassembled or 910 * might be called until this THROWN_OBJ is either reassembled or
879 * removed at the end of this function must be able to deal with empty 911 * removed at the end of this function must be able to deal with empty
880 * THROWN_OBJs. */ 912 * THROWN_OBJs. */
881 } else { 913 }
914 else
915 {
882 container = NULL; 916 container = 0;
883 hitter = op; 917 hitter = op;
884 } 918 }
885 919
886 /* Try to hit victim */ 920 /* Try to hit victim */
887 victim_x = victim->x;
888 victim_y = victim->y;
889 victim_tag = victim->count;
890 hitter_tag = hitter->count;
891
892 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 921 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
893 922
894 /* Arrow attacks door, rune of summoning is triggered, demon is put on 923 /* Arrow attacks door, rune of summoning is triggered, demon is put on
895 * arrow, move_apply() calls this function, arrow sticks in demon, 924 * arrow, move_apply() calls this function, arrow sticks in demon,
896 * attack_ob_simple() returns, and we've got an arrow that still exists 925 * attack_ob_simple() returns, and we've got an arrow that still exists
897 * but is no longer on the map. Ugh. (Beware: Such things can happen at 926 * but is no longer on the map. Ugh. (Beware: Such things can happen at
898 * other places as well!) 927 * other places as well!)
899 */ 928 */
900 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 929 if (hitter->destroyed () || hitter->env != NULL)
930 {
901 if (container) { 931 if (container)
902 remove_ob (container);
903 free_object (container);
904 } 932 {
933 container->remove ();
934 container->destroy ();
935 }
936
905 return NULL; 937 return 0;
906 } 938 }
907 939
908 /* Missile hit victim */ 940 /* Missile hit victim */
909 /* if the speed is > 10, then this is a fast moving arrow, we go straight 941 /* if the speed is > 10, then this is a fast moving arrow, we go straight
910 * through the target 942 * through the target
911 */ 943 */
912 if (hit_something && op->speed <= 10.0) 944 if (hit_something && op->speed <= 10.0)
913 { 945 {
914 /* Stop arrow */ 946 /* Stop arrow */
915 if (container == NULL) { 947 if (!container)
948 {
916 hitter = fix_stopped_arrow (hitter); 949 hitter = fix_stopped_arrow (hitter);
917 if (hitter == NULL) 950 if (!hitter)
918 return NULL; 951 return 0;
952 }
919 } else { 953 else
920 remove_ob (container); 954 container->destroy ();
921 free_object (container);
922 }
923 955
924 /* Try to stick arrow into victim */ 956 /* Try to stick arrow into victim */
925 if ( ! was_destroyed (victim, victim_tag) 957 if (!victim->destroyed () && stick_arrow (hitter, victim))
926 && stick_arrow (hitter, victim))
927 return NULL; 958 return 0;
928 959
929 /* Else try to put arrow on victim's map square 960 /* Else try to put arrow on victim's map square
930 * remove check for P_WALL here. If the arrow got to this 961 * remove check for P_WALL here. If the arrow got to this
931 * space, that is good enough - with the new movement code, 962 * space, that is good enough - with the new movement code,
932 * there is now the potential for lots of spaces where something 963 * there is now the potential for lots of spaces where something
933 * can fly over but not otherwise move over. What is the correct 964 * can fly over but not otherwise move over. What is the correct
934 * way to handle those otherwise? 965 * way to handle those otherwise?
935 */ 966 */
936 if (victim_x != hitter->x || victim_y != hitter->y) { 967 if (victim->x != hitter->x || victim->y != hitter->y)
937 remove_ob (hitter); 968 {
969 hitter->remove ();
938 hitter->x = victim_x; 970 hitter->x = victim->x;
939 hitter->y = victim_y; 971 hitter->y = victim->y;
940 insert_ob_in_map (hitter, victim->map, hitter,0); 972 insert_ob_in_map (hitter, victim->map, hitter, 0);
973 }
941 } else { 974 else
942 /* Else leave arrow where it is */ 975 /* Else leave arrow where it is */
943 merge_ob (hitter, NULL); 976 merge_ob (hitter, NULL);
944 } 977
945 return NULL; 978 return 0;
946 } 979 }
947 980
948 if (hit_something && op->speed >= 10.0) 981 if (hit_something && op->speed >= 10.0)
949 op->speed -= 1.0; 982 op->speed -= 1.0;
950 983
951 /* Missile missed victim - reassemble missile */ 984 /* Missile missed victim - reassemble missile */
952 if (container) { 985 if (container)
953 remove_ob (hitter); 986 {
987 hitter->remove ();
954 insert_ob_in_ob (hitter, container); 988 insert_ob_in_ob (hitter, container);
955 } 989 }
990
956 return op; 991 return op;
957} 992}
958 993
959 994void
960void tear_down_wall(object *op) 995tear_down_wall (object *op)
961{ 996{
962 int perc=0; 997 int perc = 0;
963 998
964 if (!op->stats.maxhp) { 999 if (!op->stats.maxhp)
1000 {
965 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); 1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
966 perc = 1; 1002 perc = 1;
1003 }
967 } else if(!GET_ANIM_ID(op)) { 1004 else if (!GET_ANIM_ID (op))
1005 {
968 /* Object has been called - no animations, so remove it */ 1006 /* Object has been called - no animations, so remove it */
969 if(op->stats.hp<0) { 1007 if (op->stats.hp < 0)
970 remove_ob(op); /* Should update LOS */ 1008 op->destroy ();
971 free_object(op); 1009
972 /* Don't know why this is here - remove_ob should do it for us */
973 /*update_position(m, x, y);*/
974 }
975 return; /* no animations, so nothing more to do */ 1010 return; /* no animations, so nothing more to do */
976 } 1011 }
977 perc = NUM_ANIMATIONS(op) 1012
978 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1014
979 if (perc >= (int) NUM_ANIMATIONS(op)) 1015 if (perc >= (int) NUM_ANIMATIONS (op))
980 perc = NUM_ANIMATIONS(op)-1; 1016 perc = NUM_ANIMATIONS (op) - 1;
981 else if (perc < 1) 1017 else if (perc < 1)
982 perc = 1; 1018 perc = 1;
1019
983 SET_ANIMATION(op, perc); 1020 SET_ANIMATION (op, perc);
984 update_object(op,UP_OBJ_FACE); 1021 update_object (op, UP_OBJ_FACE);
985 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1022
1023 if (perc == NUM_ANIMATIONS (op) - 1)
1024 { /* Reached the last animation */
986 if(op->face==blank_face) { 1025 if (op->face == blank_face)
987 /* If the last face is blank, remove the ob */ 1026 /* If the last face is blank, remove the ob */
988 remove_ob(op); /* Should update LOS */ 1027 op->destroy ();
989 free_object(op); 1028 else
990 1029 { /* The last face was not blank, leave an image */
991 /* remove_ob should call update_position for us */
992 /*update_position(m, x, y);*/
993
994 } else { /* The last face was not blank, leave an image */
995 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
996 update_all_los(op->map, op->x, op->y); 1031 update_all_los (op->map, op->x, op->y);
997 op->move_block = 0; 1032 op->move_block = 0;
998 CLEAR_FLAG(op, FLAG_ALIVE); 1033 CLEAR_FLAG (op, FLAG_ALIVE);
999 } 1034 }
1000 } 1035 }
1001} 1036}
1002 1037
1038void
1003void scare_creature(object *target, object *hitter) 1039scare_creature (object *target, object *hitter)
1004{ 1040{
1005 object *owner = get_owner(hitter); 1041 object *owner = hitter->owner;
1006 1042
1007 if (!owner) owner=hitter; 1043 if (!owner)
1044 owner = hitter;
1008 1045
1009 SET_FLAG(target, FLAG_SCARED); 1046 SET_FLAG (target, FLAG_SCARED);
1010 if (!target->enemy) target->enemy=owner; 1047 if (!target->enemy)
1048 target->enemy = owner;
1011} 1049}
1012
1013 1050
1014/* This returns the amount of damage hitter does to op with the 1051/* This returns the amount of damage hitter does to op with the
1015 * appropriate attacktype. Only 1 attacktype should be set at a time. 1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1016 * This doesn't damage the player, but returns how much it should 1053 * This doesn't damage the player, but returns how much it should
1017 * take. However, it will do other effects (paralyzation, slow, etc.) 1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1018 * Note - changed for PR code - we now pass the attack number and not 1055 * Note - changed for PR code - we now pass the attack number and not
1019 * the attacktype. Makes it easier for the PR code. */ 1056 * the attacktype. Makes it easier for the PR code. */
1020 1057int
1021int hit_player_attacktype(object *op, object *hitter, int dam, 1058hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1022 uint32 attacknum, int magic) { 1059{
1023
1024 int doesnt_slay = 1; 1060 int doesnt_slay = 1;
1025 1061
1026 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1062 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1027 if (attacknum >= NROFATTACKS) { 1063 if (attacknum >= NROFATTACKS)
1064 {
1028 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1065 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1029 return 0; 1066 return 0;
1030 }
1031 1067 }
1068
1032 if (dam < 0) { 1069 if (dam < 0)
1033 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1034 return 0;
1035 }
1036 1070 {
1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1073 return 0;
1074 }
1075
1037 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1076 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1038 * people can't mess with that or it otherwise get confused. */ 1077 * people can't mess with that or it otherwise get confused. */
1039 if (attacknum == ATNR_INTERNAL) return dam; 1078 if (attacknum == ATNR_INTERNAL)
1040 1079 return dam;
1080
1041 if (hitter->slaying) { 1081 if (hitter->slaying)
1082 {
1042 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1083 if ((op->race && strstr (hitter->slaying, op->race))
1043 (op->arch && (op->arch->name != NULL) && 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1044 strstr(op->arch->name, hitter->slaying)) 1085 {
1045 ){ 1086 doesnt_slay = 0;
1046 doesnt_slay = 0; 1087 dam *= 3;
1047 dam *= 3;
1048 } 1088 }
1049 } 1089 }
1050 1090
1051 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1091 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1052 if (op->resist[attacknum]) { 1092 if (op->resist[attacknum])
1093 {
1053 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1094 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1054 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1095 * in case 0>dam>1, we try to "simulate" a float value-effect */
1055 dam *= (100-op->resist[attacknum]); 1096 dam *= (100 - op->resist[attacknum]);
1056 if (dam >= 100) dam /= 100; 1097 if (dam >= 100)
1098 dam /= 100;
1057 else 1099 else
1058 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1100 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1059 } 1101 }
1060 1102
1061 /* Special hack. By default, if immune to something, you 1103 /* Special hack. By default, if immune to something, you
1062 * shouldn't need to worry. However, acid is an exception, since 1104 * shouldn't need to worry. However, acid is an exception, since
1063 * it can still damage your items. Only include attacktypes if 1105 * it can still damage your items. Only include attacktypes if
1064 * special processing is needed */ 1106 * special processing is needed */
1065 1107
1066 if ((op->resist[attacknum] >= 100) && 1108 if (op->resist[attacknum] >= 100
1067 doesnt_slay && (attacknum != ATNR_ACID)) 1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1068 return 0; 1111 return 0;
1069 1112
1070 /* Keep this in order - makes things easier to find */ 1113 /* Keep this in order - makes things easier to find */
1114
1115 switch (attacknum)
1071 1116 {
1072 switch(attacknum) {
1073 case ATNR_PHYSICAL: 1117 case ATNR_PHYSICAL:
1074 /* here also check for diseases */ 1118 /* here also check for diseases */
1075 check_physically_infect(op, hitter); 1119 check_physically_infect (op, hitter);
1076 break; 1120 break;
1077 1121
1078 /* Don't need to do anything for: 1122 /* Don't need to do anything for:
1079 magic, 1123 magic,
1080 fire, 1124 fire,
1081 electricity, 1125 electricity,
1082 cold */ 1126 cold */
1083 1127
1084 case ATNR_CONFUSION: 1128 case ATNR_CONFUSION:
1085 case ATNR_POISON: 1129 case ATNR_POISON:
1086 case ATNR_SLOW: 1130 case ATNR_SLOW:
1087 case ATNR_PARALYZE: 1131 case ATNR_PARALYZE:
1088 case ATNR_FEAR: 1132 case ATNR_FEAR:
1089 case ATNR_CANCELLATION: 1133 case ATNR_CANCELLATION:
1090 case ATNR_DEPLETE: 1134 case ATNR_DEPLETE:
1091 case ATNR_BLIND: 1135 case ATNR_BLIND:
1092 { 1136 {
1093 /* chance for inflicting a special attack depends on the 1137 /* chance for inflicting a special attack depends on the
1094 * difference between attacker's and defender's level 1138 * difference between attacker's and defender's level
1095 */ 1139 */
1096 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1097 1141
1098 /* First, only creatures/players with speed can be affected. 1142 /* First, only creatures/players with speed can be affected.
1099 * Second, just getting hit doesn't mean it always affects 1143 * Second, just getting hit doesn't mean it always affects
1100 * you. Third, you still get a saving through against the 1144 * you. Third, you still get a saving through against the
1101 * effect. 1145 * effect.
1102 */ 1146 */
1103 if (op->speed && 1147 if (op->speed &&
1104 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1148 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1105 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1149 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1106 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1150 {
1107 1151
1108 /* Player has been hit by something */ 1152 /* Player has been hit by something */
1109 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1153 if (attacknum == ATNR_CONFUSION)
1110 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1154 confuse_player (op, hitter, dam);
1111 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1155 else if (attacknum == ATNR_POISON)
1112 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1156 poison_player (op, hitter, dam);
1113 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1157 else if (attacknum == ATNR_SLOW)
1114 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1158 slow_player (op, hitter, dam);
1115 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1159 else if (attacknum == ATNR_PARALYZE)
1116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1160 paralyze_player (op, hitter, dam);
1117 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1161 else if (attacknum == ATNR_FEAR)
1118 } 1162 scare_creature (op, hitter);
1163 else if (attacknum == ATNR_CANCELLATION)
1164 cancellation (op);
1165 else if (attacknum == ATNR_DEPLETE)
1166 op->drain_stat ();
1167 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1168 blind_player (op, hitter, dam);
1169 }
1170
1119 dam = 0; /* These are all effects and don't do real damage */ 1171 dam = 0; /* These are all effects and don't do real damage */
1120 } 1172 }
1121 break; 1173 break;
1174
1122 case ATNR_ACID: 1175 case ATNR_ACID:
1123 { 1176 {
1124 int flag=0; 1177 int flag = 0;
1125 1178
1126 /* Items only get corroded if you're not on a battleground and 1179 /* Items only get corroded if you're not on a battleground and
1127 * if your acid resistance is below 50%. */ 1180 * if your acid resistance is below 50%. */
1128 if (!op_on_battleground(op, NULL, NULL) && 1181 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1129 (op->resist[ATNR_ACID] < 50)) 1182 {
1130 { 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1131 object *tmp; 1184 {
1132 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1185 if (tmp->invisible)
1133 if(tmp->invisible) 1186 continue;
1134 continue; 1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1135 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1136 (tmp->resist[ATNR_ACID] >= 10))
1137 /* >= 10% acid res. on itmes will protect these */ 1188 /* >= 10% acid res. on items will protect these */
1138 continue; 1189 continue;
1139 if(!(tmp->material & M_IRON)) 1190 if (!(tmp->materials & M_IRON))
1140 continue; 1191 continue;
1141 if(tmp->magic < -4) /* Let's stop at -5 */ 1192 if (tmp->magic < -4) /* Let's stop at -5 */
1142 continue; 1193 continue;
1143 if(tmp->type==RING || 1194 if (tmp->type == RING
1144 /* removed boots and gloves from exclusion list in 1195 /* removed boots and gloves from exclusion list in PR */
1145 PR */ 1196 || tmp->type == GIRDLE
1146 tmp->type==GIRDLE || 1197 || tmp->type == AMULET
1147 tmp->type==AMULET || 1198 || tmp->type == WAND
1148 tmp->type==WAND || 1199 || tmp->type == ROD
1149 tmp->type==ROD || 1200 || tmp->type == HORN)
1150 tmp->type==HORN)
1151 continue; /* To avoid some strange effects */ 1201 continue; /* To avoid some strange effects */
1152 1202
1153 /* High damage acid has better chance of corroding 1203 /* High damage acid has better chance of corroding
1154 objects */ 1204 objects */
1155 if(rndm(0, dam+4) > 1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1156 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1206 {
1157 if(op->type == PLAYER) 1207 if (op->type == PLAYER)
1158 /* Make this more visible */ 1208 /* Make this more visible */
1159 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1160 "The %s's acid corrodes your %s!", 1210 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1161 query_name(hitter), query_name(tmp)); 1211 flag = 1;
1162 flag = 1; 1212 tmp->magic--;
1163 tmp->magic--; 1213 if (op->type == PLAYER)
1164 if(op->type == PLAYER) 1214 esrv_send_item (op, tmp);
1165 esrv_send_item(op, tmp); 1215 }
1166 } 1216 }
1167 } 1217
1168 if(flag) 1218 if (flag)
1169 fix_player(op); /* Something was corroded */ 1219 op->update_stats (); /* Something was corroded */
1170 } 1220 }
1171 } 1221 }
1172 break; 1222 break;
1223
1173 case ATNR_DRAIN: 1224 case ATNR_DRAIN:
1174 { 1225 {
1175 /* rate is the proportion of exp drained. High rate means 1226 /* rate is the proportion of exp drained. High rate means
1176 * not much is drained, low rate means a lot is drained. 1227 * not much is drained, low rate means a lot is drained.
1177 */ 1228 */
1178 int rate; 1229 int rate;
1179 1230
1180 if(op->resist[ATNR_DRAIN] >= 0) 1231 if (op->resist[ATNR_DRAIN] >= 0)
1181 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1182 else 1233 else
1183 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1184 1235
1185 if(op->stats.exp <= rate) { 1236 if (op->stats.exp <= rate)
1237 {
1186 if(op->type == GOLEM) 1238 if (op->type == GOLEM)
1187 dam = 999; /* Its force is "sucked" away. 8) */ 1239 dam = 999; /* Its force is "sucked" away. 8) */
1188 else 1240 else
1189 /* If we can't drain, lets try to do physical damage */ 1241 /* If we can't drain, lets try to do physical damage */
1190 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1191 } else { 1243 }
1244 else
1245 {
1192 /* Randomly give the hitter some hp */ 1246 /* Randomly give the hitter some hp */
1193 if(hitter->stats.hp<hitter->stats.maxhp && 1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1194 (op->level > hitter->level) && 1248 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1195 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) 1249 hitter->stats.hp++;
1196 hitter->stats.hp++;
1197 1250
1198 /* Can't do drains on battleground spaces. 1251 /* Can't do drains on battleground spaces.
1199 * Move the wiz check up here - before, the hitter wouldn't gain exp 1252 * Move the wiz check up here - before, the hitter wouldn't gain exp
1200 * exp, but the wiz would still lose exp! If drainee is a wiz, 1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1201 * nothing happens. 1254 * nothing happens.
1202 * Try to credit the owner. We try to display player -> player drain 1255 * Try to credit the owner. We try to display player -> player drain
1203 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1204 */ 1257 */
1205 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1206 object *owner = get_owner(hitter); 1259 {
1260 object *owner = hitter->owner;
1207 1261
1208 if (owner && owner != hitter) { 1262 if (owner && owner != hitter)
1263 {
1209 if (op->type != PLAYER || owner->type != PLAYER) 1264 if (op->type != PLAYER || owner->type != PLAYER)
1210 change_exp(owner, op->stats.exp/(rate*2), 1265 change_exp (owner, op->stats.exp / (rate * 2),
1211 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); 1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1267 }
1212 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1213 change_exp(hitter, op->stats.exp/(rate*2), 1269 change_exp (hitter, op->stats.exp / (rate * 2),
1214 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1215 } 1271
1216 change_exp(op,-op->stats.exp/rate, NULL, 0); 1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1217 } 1273 }
1274
1218 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1275 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1219 * drain attack, you won't know that you are actually sucking out EXP, 1276 * drain attack, you won't know that you are actually sucking out EXP,
1220 * as the messages will say you missed 1277 * as the messages will say you missed
1221 */ 1278 */
1222 } 1279 }
1223 } 1280 }
1224 break; 1281 break;
1282
1225 case ATNR_TURN_UNDEAD: 1283 case ATNR_TURN_UNDEAD:
1226 { 1284 {
1227 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1228 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1286 {
1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1229 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1230 int div = 1; 1289 int div = 1;
1231 1290
1232 /* if undead are not an enemy of your god, you turn them 1291 /* if undead are not an enemy of your god, you turn them
1233 * at half strength */ 1292 * at half strength */
1234 if (! god || ! god->slaying || 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1235 strstr (god->slaying, undead_name) == NULL)
1236 div = 2; 1294 div = 2;
1295
1237 /* Give a bonus if you resist turn undead */ 1296 /* Give a bonus if you resist turn undead */
1238 if (op->level * div < 1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1239 (turn_bonus[owner->stats.Wis]+owner->level + 1298 scare_creature (op, owner);
1240 (op->resist[ATNR_TURN_UNDEAD]/100))) 1299 }
1241 scare_creature(op, owner); 1300 else
1242 }
1243 else
1244 dam = 0; /* don't damage non undead - should we damage 1301 dam = 0; /* don't damage non undead - should we damage
1245 undead? */ 1302 undead? */
1303 }
1246 } break; 1304 break;
1305
1247 case ATNR_DEATH: 1306 case ATNR_DEATH:
1248 deathstrike_player(op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1249 break; 1308 break;
1309
1250 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1251 LOG(llevError, 1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1252 "%s was hit by %s with non-specific chaos.\n", 1312 dam = 0;
1253 query_name(op), 1313 break;
1254 query_name(hitter)); 1314
1255 dam = 0;
1256 break;
1257 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1258 LOG(llevError, 1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1259 "%s was hit by %s with counterspell attack.\n", 1317 dam = 0;
1260 query_name(op),
1261 query_name(hitter));
1262 dam = 0;
1263 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1264 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1265 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1266 * does no damage. */ 1321 * does no damage. */
1267 break; 1322 break;
1323
1268 case ATNR_HOLYWORD: 1324 case ATNR_HOLYWORD:
1269 { 1325 {
1270 /* This has already been handled by hit_player, 1326 /* This has already been handled by hit_player,
1271 * no need to check twice -- DAMN */ 1327 * no need to check twice -- DAMN */
1272 1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1273 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1329
1274
1275 /* As with turn undead above, give a bonus on the saving throw */ 1330 /* As with turn undead above, give a bonus on the saving throw */
1276 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1331 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1277 owner->level+turn_bonus[owner->stats.Wis])
1278 scare_creature(op, owner); 1332 scare_creature (op, owner);
1333 }
1279 } break; 1334 break;
1335
1280 case ATNR_LIFE_STEALING: 1336 case ATNR_LIFE_STEALING:
1281 { 1337 {
1282 int new_hp; 1338 int new_hp;
1339
1283 /* this is replacement to drain for players, instead of taking 1340 /* this is replacement to drain for players, instead of taking
1284 * exp it takes hp. It is geared for players, probably not 1341 * exp it takes hp. It is geared for players, probably not
1285 * much use giving it to monsters 1342 * much use giving it to monsters
1286 * 1343 *
1287 * life stealing doesn't do a lot of damage, but it gives the 1344 * life stealing doesn't do a lot of damage, but it gives the
1288 * damage it does do to the player. Given that, 1345 * damage it does do to the player. Given that,
1289 * it only does 1/10'th normal damage (hence the divide by 1346 * it only does 1/10'th normal damage (hence the divide by
1290 * 1000). 1347 * 1000).
1291 */ 1348 */
1292 /* You can't steal life from something undead */ 1349 /* You can't steal life from something undead */
1293 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1351 return 0;
1352
1294 /* If drain protection is higher than life stealing, use that */ 1353 /* If drain protection is higher than life stealing, use that */
1295 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1296 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else
1297 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1298 /* You die at -1 hp, not zero. */ 1359 /* You die at -1 hp, not zero. */
1299 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1360 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1;
1362
1300 new_hp = hitter->stats.hp + dam; 1363 new_hp = hitter->stats.hp + dam;
1301 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1364 if (new_hp > hitter->stats.maxhp)
1302 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1365 new_hp = hitter->stats.maxhp;
1366
1367 if (new_hp > hitter->stats.hp)
1368 hitter->stats.hp = new_hp;
1303 } 1369 }
1304 } 1370 }
1371
1305 return dam; 1372 return dam;
1306} 1373}
1307
1308 1374
1309/* GROS: This code comes from hit_player. It has been made external to 1375/* GROS: This code comes from hit_player. It has been made external to
1310 * allow script procedures to "kill" objects in a combat-like fashion. 1376 * allow script procedures to "kill" objects in a combat-like fashion.
1311 * It was initially used by (kill-object) developed for the Collector's 1377 * It was initially used by (kill-object) developed for the Collector's
1312 * Sword. Note that nothing has been changed from the original version 1378 * Sword. Note that nothing has been changed from the original version
1319 * This function was a bit of a mess with hitter getting changed, 1385 * This function was a bit of a mess with hitter getting changed,
1320 * values being stored away but not used, etc. I've cleaned it up 1386 * values being stored away but not used, etc. I've cleaned it up
1321 * a bit - I think it should be functionally equivalant. 1387 * a bit - I think it should be functionally equivalant.
1322 * MSW 2002-07-17 1388 * MSW 2002-07-17
1323 */ 1389 */
1390int
1324int kill_object(object *op,int dam, object *hitter, int type) 1391kill_object (object *op, int dam, object *hitter, int type)
1325{ 1392{
1326 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1327 const char *skill; 1394 const char *skill;
1328 int maxdam=0; 1395 int maxdam = 0;
1329 int battleg=0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1330 int pk=0; /* true if op and what controls hitter are both players*/ 1397 int pk = 0; /* true if op and what controls hitter are both players */
1331 object *owner=NULL; 1398 object *owner = 0;
1332 object *skop=NULL; 1399 object *skop = 0;
1333 1400
1334 if (op->stats.hp>=0) 1401 if (op->stats.hp >= 0)
1335 return -1; 1402 return -1;
1336 1403
1337 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1338 return 0; 1405 return 0;
1339 1406
1340 /* maxdam needs to be the amount of damage it took to kill 1407 /* maxdam needs to be the amount of damage it took to kill
1341 * this creature. The function(s) that call us have already 1408 * this creature. The function(s) that call us have already
1342 * adjusted the creatures HP total, so that is negative. 1409 * adjusted the creatures HP total, so that is negative.
1343 */ 1410 */
1344 maxdam = dam + op->stats.hp + 1; 1411 maxdam = dam + op->stats.hp + 1;
1345 1412
1346 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1347 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1348 1415
1349 if(op->type==DOOR) { 1416 if (op->type == DOOR)
1350 op->speed = 0.1; 1417 {
1351 update_ob_speed(op); 1418 op->set_speed (0.1f);
1352 op->speed_left= -0.05; 1419 op->speed_left = -0.05f;
1353 return maxdam; 1420 return maxdam;
1354 } 1421 }
1422
1355 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1356 remove_friendly_object(op);
1357 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1358 op->owner->contr->ranges[range_golem] == op) {
1359 op->owner->contr->ranges[range_golem]=NULL;
1360 op->owner->contr->golem_count=0;
1361 }
1362
1363 remove_ob(op);
1364 free_object(op);
1365 return maxdam;
1366 } 1424 {
1425 op->destroy ();
1426 return maxdam;
1427 }
1367 1428
1368 /* Now lets start dealing with experience we get for killing something */ 1429 /* Now lets start dealing with experience we get for killing something */
1369 1430
1370 owner=get_owner(hitter); 1431 owner = hitter->owner;
1371 if(owner==NULL) 1432 if (!owner)
1372 owner=hitter; 1433 owner = hitter;
1373 1434
1374 /* is the victim (op) standing on battleground? */ 1435 /* is the victim (op) standing on battleground? */
1375 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1436 if (op_on_battleground (op, NULL, NULL))
1376 1437 battleg = 1;
1438
1377 /* is this player killing?*/ 1439 /* is this player killing? */
1378 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1440 if (op->type == PLAYER && owner->type == PLAYER)
1441 pk = 1;
1379 1442
1380 /* Player killed something */ 1443 /* Player killed something */
1381 if(owner->type==PLAYER) { 1444 if (owner->type == PLAYER)
1445 {
1382 Log_Kill(owner->name, 1446 Log_Kill (owner->name,
1383 query_name(op),op->type, 1447 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1384 (owner!=hitter) ? query_name(hitter) : NULL,
1385 (owner!=hitter) ? hitter->type : 0);
1386 1448
1387 /* Log players killing other players - makes it easier to detect 1449 /* Log players killing other players - makes it easier to detect
1388 * and filter out malicious player killers - that is why the 1450 * and filter out malicious player killers - that is why the
1389 * ip address is included. 1451 * ip address is included.
1390 */ 1452 */
1391 if (op->type == PLAYER && !battleg) { 1453 if (op->type == PLAYER && !battleg)
1454 {
1392 time_t t=time(NULL); 1455 time_t t = time (NULL);
1393 struct tm *tmv; 1456 struct tm *tmv;
1394 char buf[256]; 1457 char buf[256];
1395 1458
1396 tmv = localtime(&t); 1459 tmv = localtime (&t);
1397 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1460 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1398 1461
1399 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1462 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1400 buf, owner->name, owner->contr->socket.host, query_name(op)); 1463 }
1401 }
1402 1464
1403 /* try to filter some things out - basically, if you are 1465 /* try to filter some things out - basically, if you are
1404 * killing a level 1 creature and your level 20, you 1466 * killing a level 1 creature and your level 20, you
1405 * probably don't want to see that. 1467 * probably don't want to see that.
1406 */ 1468 */
1407 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1469 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1470 {
1408 if(owner!=hitter) { 1471 if (owner != hitter)
1409 new_draw_info_format(NDI_BLACK, 0, owner, 1472 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1410 "You killed %s with %s.",query_name(op), 1473 else
1411 query_name(hitter)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1412 } 1475
1413 else {
1414 new_draw_info_format(NDI_BLACK, 0, owner,
1415 "You killed %s.",query_name(op));
1416 }
1417 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1418 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1419 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1420 } 1479 }
1421 1480
1422 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1423 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1424 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1425 * Fix bug in that we were changing the luck of the hitter, not 1484 * Fix bug in that we were changing the luck of the hitter, not
1426 * player that the object belonged to - so if you killed another player 1485 * player that the object belonged to - so if you killed another player
1427 * with spells, pets, whatever, there was no penalty. 1486 * with spells, pets, whatever, there was no penalty.
1428 * Changed to make luck penalty configurable in settings. 1487 * Changed to make luck penalty configurable in settings.
1429 */ 1488 */
1430 if(op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1431 change_luck(owner, -settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1432 1491
1433 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1434 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1435 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1436 */ 1495 */
1437 skill = NULL; 1496 skill = 0;
1438 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1497
1498 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill;
1439 else if (owner->chosen_skill) { 1500 else if (owner->chosen_skill)
1440 skill = owner->chosen_skill->skill; 1501 {
1441 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1442 } 1503 skill = skop->skill;
1443 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1504 }
1444 else 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1506 skill = owner->current_weapon->skill;
1507 else
1445 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1446 1509
1447 /* We have the skill we want to credit to - now find the object this goes 1510 /* We have the skill we want to credit to - now find the object this goes
1448 * to. Make sure skop is an actual skill, and not a skill tool! 1511 * to. Make sure skop is an actual skill, and not a skill tool!
1449 */ 1512 */
1450 if ((!skop || skop->type != SKILL) && skill) { 1513 if ((!skop || skop->type != SKILL) && skill)
1451 int i; 1514 {
1515 int i;
1452 1516
1453 for (i=0; i<NUM_SKILLS; i++) 1517 for (i = 0; i < NUM_SKILLS; i++)
1518 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1519 {
1454 if (owner->contr->last_skill_ob[i] && 1520 skop = owner->contr->last_skill_ob[i];
1455 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { 1521 break;
1456 skop = owner->contr->last_skill_ob[i]; 1522 }
1457 break; 1523 }
1458 }
1459 }
1460 } /* Was it a player that hit somethign */ 1524 } /* Was it a player that hit somethign */
1461 else { 1525 else
1462 skill = NULL; 1526 skill = 0;
1463 }
1464 1527
1465 /* Pet (or spell) killed something. */ 1528 /* Pet (or spell) killed something. */
1466 if(owner != hitter ) { 1529 if (owner != hitter)
1467 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, 1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1468 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); 1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1469 }
1470 else { 1532 else
1471 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, 1533 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1472 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1473 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); 1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1474 } 1536
1475 /* These may have been set in the player code section above */ 1537 /* These may have been set in the player code section above */
1538 if (!skop)
1476 if (!skop) skop = hitter->chosen_skill; 1539 skop = hitter->chosen_skill;
1477 if (!skill && skop) skill=skop->skill;
1478 1540
1541 if (!skill && skop)
1542 skill = skop->skill;
1543
1479 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1480 1545
1481
1482 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1483 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1484 int exp; 1548 {
1549 int exp;
1485 1550
1486 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1487 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1488 if (op->type==PLAYER) { 1553 if (op->type == PLAYER)
1489 if (battleg) {
1490 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1491 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1492 }
1493 else
1494 exp = op->stats.exp / 1000;
1495 } 1554 {
1555 if (battleg)
1556 {
1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1558 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1559 }
1496 else 1560 else
1561 exp = op->stats.exp / 1000;
1562 }
1563 else
1497 exp = calc_skill_exp(owner, op, skop); 1564 exp = calc_skill_exp (owner, op, skop);
1498 1565
1499 /* if op is standing on "battleground" (arena), no way to gain 1566 /* if op is standing on "battleground" (arena), no way to gain
1500 * exp by killing him 1567 * exp by killing him
1501 */ 1568 */
1502 if (battleg) exp = 0; 1569 if (battleg)
1570 exp = 0;
1503 1571
1504 /* Don't know why this is set this way - doesn't make 1572 /* Don't know why this is set this way - doesn't make
1505 * sense to just divide everything by two for no reason. 1573 * sense to just divide everything by two for no reason.
1506 */ 1574 */
1507 1575
1508 if (!settings.simple_exp) 1576 if (!settings.simple_exp)
1509 exp=exp/2; 1577 exp = exp / 2;
1510 1578
1511 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1512 change_exp(owner,exp, skill, 0); 1580 change_exp (owner, exp, skill, 0);
1513 } 1581 else
1514 else { 1582 {
1515 int shares=0,count=0; 1583 int shares = 0, count = 0;
1516
1517 player *pl;
1518
1519 partylist *party=owner->contr->party; 1584 partylist *party = owner->contr->party;
1520#ifdef PARTY_KILL_LOG 1585
1521 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1586 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1522#endif 1587
1523 for(pl=first_player;pl!=NULL;pl=pl->next) { 1588 for_all_players (pl)
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1589 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1525 count++; 1590 {
1591 count++;
1526 shares+=(pl->ob->level+4); 1592 shares += (pl->ob->level + 4);
1527 } 1593 }
1594
1595 if (count == 1 || shares > exp || !shares)
1596 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1597 else
1598 {
1599 int share = exp / shares, given = 0, nexp;
1600
1601 for_all_players (pl)
1602 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1603 {
1604 nexp = (pl->ob->level + 4) * share;
1605 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1606 given += nexp;
1607 }
1608
1609 exp -= given;
1610 /* give any remainder to the player */
1611 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1612 }
1613 } /* else part of a party */
1614 } /* end if person didn't kill himself */
1615
1616 if (op->type != PLAYER)
1617 {
1618 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1619 {
1620 object *owner1 = op->owner;
1621
1622 if (owner1 && owner1->type == PLAYER)
1623 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */
1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1627 }
1628
1629 remove_friendly_object (op);
1630 }
1631
1632 op->destroy ();
1528 } 1633 }
1529 if(count==1 || shares>exp) 1634 else
1530 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1531 else {
1532 int share=exp/shares,given=0,nexp;
1533 for(pl=first_player;pl!=NULL;pl=pl->next) {
1534 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1535 nexp=(pl->ob->level+4)*share;
1536 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1537 given+=nexp;
1538 }
1539 }
1540 exp-=given;
1541 /* give any remainder to the player */
1542 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1543 }
1544 } /* else part of a party */
1545
1546 } /* end if person didn't kill himself */
1547
1548 if(op->type!=PLAYER) {
1549 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1550 object *owner1 = get_owner(op);
1551
1552 if(owner1!= NULL && owner1->type == PLAYER) {
1553 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1554 /* Maybe we should include the owner that killed this, maybe not */
1555 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1556 op->name,hitter->name);
1557 }
1558 remove_friendly_object(op);
1559 }
1560 remove_ob(op);
1561 free_object(op);
1562 } 1635 {
1563 /* Player has been killed! */ 1636 /* Player has been killed! */
1637 if (owner->type == PLAYER)
1638 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1564 else { 1639 else
1565 if(owner->type==PLAYER) { 1640 assign (op->contr->killer, hitter->name);
1566 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1567 }
1568 else {
1569 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1570 op->contr->killer[BIG_NAME-1]='\0';
1571 }
1572 } 1641 }
1642
1573 /* This was return -1 - that doesn't seem correct - if we return -1, process 1643 /* This was return -1 - that doesn't seem correct - if we return -1, process
1574 * continues in the calling function. 1644 * continues in the calling function.
1575 */ 1645 */
1576 return maxdam; 1646 return maxdam;
1577} 1647}
1578 1648
1579/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1580 * Returns 0 this is not friendly fire 1650 * Returns 0 this is not friendly fire
1581 */ 1651 */
1582 1652int
1583int friendly_fire(object *op, object *hitter){ 1653friendly_fire (object *op, object *hitter)
1654{
1584 object *owner; 1655 object *owner;
1585 int friendlyfire; 1656 int friendlyfire;
1586
1587 if (hitter->head) hitter=hitter->head;
1588 1657
1658 if (hitter->head)
1659 hitter = hitter->head;
1660
1589 friendlyfire = 0; 1661 friendlyfire = 0;
1590 1662
1591 if(op->type == PLAYER) { 1663 if (op->type == PLAYER)
1664 {
1592 if (op_on_battleground (hitter, 0, 0)) 1665 if (op_on_battleground (hitter, 0, 0))
1593 return 0; 1666 return 0;
1594 1667
1595 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1668 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1596 return 1; 1669 return 1;
1597 1670
1598 if((owner = get_owner(hitter))!=NULL) { 1671 if ((owner = hitter->owner) != NULL)
1672 {
1599 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1673 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1600 friendlyfire = 2; 1674 friendlyfire = 2;
1601 } 1675 }
1602 1676
1603 if (hitter->type == SPELL || hitter->type == POISONING || 1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1604 hitter->type == DISEASE || hitter->type == RUNE)
1605 friendlyfire = 0; 1678 friendlyfire = 0;
1606 } 1679 }
1680
1607 return friendlyfire; 1681 return friendlyfire;
1608} 1682}
1609
1610 1683
1611/* This isn't used just for players, but in fact most objects. 1684/* This isn't used just for players, but in fact most objects.
1612 * op is the object to be hit, dam is the amount of damage, hitter 1685 * op is the object to be hit, dam is the amount of damage, hitter
1613 * is what is hitting the object, type is the attacktype, and 1686 * is what is hitting the object, type is the attacktype, and
1614 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1615 * dam is base damage - protections/vulnerabilities/slaying matches can 1688 * dam is base damage - protections/vulnerabilities/slaying matches can
1616 * modify it. 1689 * modify it.
1617 */ 1690 */
1618
1619 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1620 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1621 1693int
1622int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1694hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1695{
1623 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1624 int maxattacktype, attacknum; 1697 int maxattacktype, attacknum;
1625 int body_attack = op && op->head; /* Did we hit op's head? */ 1698 int body_attack = op && op->head; /* Did we hit op's head? */
1626 int simple_attack; 1699 int simple_attack;
1627 tag_t op_tag, hitter_tag;
1628 int rtn_kill = 0; 1700 int rtn_kill = 0;
1629 int friendlyfire; 1701 int friendlyfire;
1630 1702
1631 if (get_attack_mode (&op, &hitter, &simple_attack)) 1703 if (get_attack_mode (&op, &hitter, &simple_attack))
1704 return 0;
1705
1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1708 return 0;
1709
1710 // only allow pk for hostile players
1711 if (op->type == PLAYER)
1712 {
1713 object *owner = hitter->owner;
1714
1715 if (!owner)
1716 owner = hitter;
1717
1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1632 return 0; 1722 return 0;
1723 }
1633 1724
1634 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1725 if (body_attack)
1635 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1726 {
1727 /* slow and paralyze must hit the head. But we don't want to just
1728 * return - we still need to process other attacks the spell still
1729 * might have. So just remove the paralyze and slow attacktypes,
1730 * and keep on processing if we have other attacktypes.
1731 * return if only magic or nothing is left - under normal code
1732 * we don't attack with pure magic if there is another attacktype.
1733 * Only do processing if the initial attacktype includes one of those
1734 * attack so we don't cancel out things like magic bullet.
1735 */
1736 if (type & (AT_PARALYZE | AT_SLOW))
1737 {
1738 type &= ~(AT_PARALYZE | AT_SLOW);
1739
1740 if (!type || type == AT_MAGIC)
1636 return 0; 1741 return 0;
1742 }
1743 }
1637 1744
1638#ifdef PROHIBIT_PLAYERKILL 1745 if (!simple_attack && op->type == DOOR)
1639 if (op->type == PLAYER) { 1746 {
1640 object *owner = get_owner (hitter); 1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1641 if (!owner) owner = hitter; 1748 if (tmp->type == RUNE || tmp->type == TRAP)
1642 if (owner->type == PLAYER 1749 {
1643 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1750 spring_trap (tmp, hitter);
1644 && op != owner) { 1751
1752 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1645 return 0; 1753 return 0;
1754
1755 break;
1646 } 1756 }
1757 }
1758
1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1647 } 1760 {
1761 /* FIXME: If a player is killed by a rune in a door, the
1762 * destroyed() check above doesn't return, and might get here.
1763 */
1764
1765 /* FIXME: This for example happens when a dead door is on a mover and
1766 gets it's speed_left raised on each mover-tick.
1767 Doors are removed in a kinda funny way by giving them speed and speed_left
1768 and waiting for that to run out.
1769 */
1770 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1771 return 0;
1772 }
1773
1774#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1648#endif 1776#endif
1649 1777
1650 op_tag = op->count;
1651 hitter_tag = hitter->count;
1652
1653 if (body_attack) {
1654 /* slow and paralyze must hit the head. But we don't want to just
1655 * return - we still need to process other attacks the spell still
1656 * might have. So just remove the paralyze and slow attacktypes,
1657 * and keep on processing if we have other attacktypes.
1658 * return if only magic or nothing is left - under normal code
1659 * we don't attack with pure magic if there is another attacktype.
1660 * Only do processing if the initial attacktype includes one of those
1661 * attack so we don't cancel out things like magic bullet.
1662 */
1663 if (type & (AT_PARALYZE | AT_SLOW)) {
1664 type &= ~(AT_PARALYZE | AT_SLOW);
1665 if (!type || type==AT_MAGIC) return 0;
1666 }
1667 }
1668
1669 if ( ! simple_attack && op->type == DOOR) {
1670 object *tmp;
1671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1672 if (tmp->type == RUNE || tmp->type == TRAP) {
1673 spring_trap (tmp, hitter);
1674 if (was_destroyed (hitter, hitter_tag)
1675 || was_destroyed (op, op_tag)
1676 || abort_attack (op, hitter, simple_attack))
1677 return 0;
1678 break;
1679 }
1680 }
1681
1682 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1683 /* FIXME: If a player is killed by a rune in a door, the
1684 * was_destroyed() check above doesn't return, and might get here.
1685 */
1686 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1687 "hit_player()\n", op->arch->name, op->name);
1688 return 0;
1689 }
1690
1691#ifdef ATTACK_DEBUG
1692 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1693#endif
1694
1695 if (magic) { 1778 if (magic)
1779 {
1696 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1780 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1697 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1781 * in case 0>dam>1, we try to "simulate" a float value-effect */
1698 dam = dam*(100-op->resist[ATNR_MAGIC]); 1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1699 if (dam >= 100) 1783 if (dam >= 100)
1700 dam /= 100; 1784 dam /= 100;
1701 else 1785 else
1702 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1703 } 1787 }
1704 1788
1705 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1789 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1706 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1790 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1707 */ 1791 */
1708 if(type & AT_CHAOS){ 1792 if (type & AT_CHAOS)
1793 {
1709 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1794 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1710 update_object(op,UP_OBJ_FACE); 1795 update_object (op, UP_OBJ_FACE);
1711 type &= ~AT_CHAOS; 1796 type &= ~AT_CHAOS;
1712 } 1797 }
1713 1798
1714 /* Holyword is really an attacktype modifier (like magic is). If 1799 /* Holyword is really an attacktype modifier (like magic is). If
1715 * holyword is part of an attacktype, then make sure the creature is 1800 * holyword is part of an attacktype, then make sure the creature is
1716 * a proper match, otherwise no damage. 1801 * a proper match, otherwise no damage.
1717 */ 1802 */
1718 if (type & AT_HOLYWORD) { 1803 if (type & AT_HOLYWORD)
1804 {
1719 object *god; 1805 object *god;
1806
1720 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1721 (!(op->race && strstr(hitter->slaying,op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1722 !(op->name && strstr(hitter->slaying,op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1723 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1724 (hitter->title != NULL 1811 (hitter->title != NULL
1725 && (god = find_god(determine_god(hitter))) != NULL 1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1726 && god->race != NULL
1727 && strstr(god->race,undead_name) != NULL)))
1728 return 0; 1813 return 0;
1729 } 1814 }
1730 1815
1731 maxattacktype = type; /* initialize this to something */ 1816 maxattacktype = type; /* initialise this to something */
1732 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1818 {
1733 /* Magic isn't really a true attack type - it gets combined with other 1819 /* Magic isn't really a true attack type - it gets combined with other
1734 * attack types. As such, skip it over. However, if magic is 1820 * attack types. As such, skip it over. However, if magic is
1735 * the only attacktype in the group, then still attack with it 1821 * the only attacktype in the group, then still attack with it
1736 */ 1822 */
1737 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1824 continue;
1738 1825
1739 /* Go through and hit the player with each attacktype, one by one. 1826 /* Go through and hit the player with each attacktype, one by one.
1740 * hit_player_attacktype only figures out the damage, doesn't inflict 1827 * hit_player_attacktype only figures out the damage, doesn't inflict
1741 * it. It will do the appropriate action for attacktypes with 1828 * it. It will do the appropriate action for attacktypes with
1742 * effects (slow, paralization, etc. 1829 * effects (slow, paralization, etc.
1743 */ 1830 */
1744 if (type & attacktype) { 1831 if (type & attacktype)
1832 {
1745 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1746 /* the >= causes us to prefer messages from special attacks, if 1834 /* the >= causes us to prefer messages from special attacks, if
1747 * the damage is equal. 1835 * the damage is equal.
1748 */ 1836 */
1749 if (ndam >= maxdam) { 1837 if (ndam >= maxdam)
1838 {
1750 maxdam = ndam; 1839 maxdam = ndam;
1751 maxattacktype = 1<<attacknum; 1840 maxattacktype = 1 << attacknum;
1841 }
1842 }
1752 } 1843 }
1753 } 1844
1754 }
1755
1756 /* if this is friendly fire then do a set % of damage only 1845 /* if this is friendly fire then do a set % of damage only
1757 * Note - put a check in to make sure this attack is actually 1846 * Note - put a check in to make sure this attack is actually
1758 * doing damage - otherwise, the +1 in the code below will make 1847 * doing damage - otherwise, the +1 in the code below will make
1759 * an attack do damage before when it otherwise didn't 1848 * an attack do damage before when it otherwise didn't
1760 */ 1849 */
1761 friendlyfire = friendly_fire(op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1762 if (friendlyfire && maxdam){ 1851 if (friendlyfire && maxdam)
1852 {
1763 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1764#ifndef COZY_SERVER 1854
1855#ifdef ATTACK_DEBUG
1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1858#endif
1859 }
1860
1861 if (!full_hit)
1862 {
1863 int area;
1864 int remainder;
1865
1866 area = 0;
1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1869 area++;
1870
1871 assert (area > 0);
1872
1873 /* basically: maxdam /= area; we try to "simulate" a float
1874 value-effect */
1875 remainder = 100 * (maxdam % area) / area;
1876 maxdam /= area;
1877 if (rndm (100) < remainder)
1765 maxdam++; 1878 maxdam++;
1879 }
1880
1881#ifdef ATTACK_DEBUG
1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1766#endif 1883#endif
1767
1768#ifdef ATTACK_DEBUG
1769 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1770 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1771#endif
1772 }
1773 1884
1774 if (!full_hit) { 1885 // for now, only do this for active objects, otherwise they
1775 archetype *at; 1886 // keep a refcount for a long time and I see no usefulness
1776 int area; 1887 // for an non-active objetc to know its enemy.
1777 int remainder; 1888 if (op->active)
1778 1889 if (hitter->owner)
1779 area = 0;
1780 for(at = op->arch; at != NULL; at = at->more)
1781 area++;
1782 assert(area > 0);
1783
1784 /* basically: maxdam /= area; we try to "simulate" a float
1785 value-effect */
1786 remainder = 100*(maxdam%area)/area;
1787 maxdam /= area;
1788 if (RANDOM()%100 < remainder)
1789 maxdam++;
1790 }
1791
1792#ifdef ATTACK_DEBUG
1793 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1794#endif
1795
1796 if(get_owner(hitter))
1797 op->enemy=hitter->owner; 1890 op->enemy = hitter->owner;
1798 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1799 op->enemy=hitter; 1892 op->enemy = hitter;
1800 1893
1801 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1895 {
1802 /* The unaggressives look after themselves 8) */ 1896 /* The unaggressives look after themselves 8) */
1803 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1804 npc_call_help(op); 1898 npc_call_help (op);
1805 } 1899 }
1806 1900
1807 if (magic && did_make_save(op, op->level, 0)) 1901 if (magic && did_make_save (op, op->level, 0))
1808 maxdam=maxdam/2; 1902 maxdam = maxdam / 2;
1809 1903
1810 attack_message(maxdam, maxattacktype, op, hitter); 1904 attack_message (maxdam, maxattacktype, op, hitter);
1811 1905
1812 op->stats.hp-=maxdam; 1906 op->stats.hp -= maxdam;
1813 1907
1814 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1908 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1815 if ((op->stats.hp>=0) && 1909 if ((op->stats.hp >= 0) &&
1816 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1910 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1817 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1911 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1818 (float)op->stats.maxhp)) { 1912 {
1819 1913
1820 if (QUERY_FLAG(op, FLAG_MONSTER)) 1914 if (QUERY_FLAG (op, FLAG_MONSTER))
1821 SET_FLAG(op, FLAG_RUN_AWAY); 1915 SET_FLAG (op, FLAG_RUN_AWAY);
1822 else 1916 else
1823 scare_creature(op, hitter); 1917 scare_creature (op, hitter);
1824 } 1918 }
1825 1919
1826 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1921 {
1827 if (maxdam) 1922 if (maxdam)
1828 tear_down_wall(op); 1923 tear_down_wall (op);
1924
1829 return maxdam; /* nothing more to do for wall */ 1925 return maxdam; /* nothing more to do for wall */
1830 } 1926 }
1831 1927
1832 /* See if the creature has been killed */ 1928 /* See if the creature has been killed */
1833 rtn_kill = kill_object(op, maxdam, hitter, type); 1929 rtn_kill = kill_object (op, maxdam, hitter, type);
1834 if (rtn_kill != -1) 1930 if (rtn_kill != -1)
1835 return rtn_kill; 1931 return rtn_kill;
1836 1932
1837 1933
1838 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1839 * that before if the player was immune to ghosthit, the monster 1935 * that before if the player was immune to ghosthit, the monster
1840 * remained - that is no longer the case. 1936 * remained - that is no longer the case.
1841 */ 1937 */
1842 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1843 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1939 hitter->destroy ();
1844 remove_friendly_object(hitter); 1940
1845 remove_ob(hitter);
1846 free_object(hitter);
1847 }
1848 /* Lets handle creatures that are splitting now */ 1941 /* Lets handle creatures that are splitting now */
1849 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1850 int i; 1943 {
1944 int i;
1851 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1852 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1853 object *owner = get_owner(op); 1947 object *owner = op->owner;
1854 1948
1855 if(!op->other_arch) { 1949 if (!op->other_arch)
1950 {
1856 LOG(llevError,"SPLITTING without other_arch error.\n"); 1951 LOG (llevError, "SPLITTING without other_arch error.\n");
1857 return maxdam; 1952 return maxdam;
1858 } 1953 }
1859 remove_ob(op); 1954
1860 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1955 op->remove ();
1956
1957 for (i = 0; i < op->stats.food; i++)
1958 { /* This doesn't handle op->more yet */
1861 object *tmp=arch_to_object(op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
1862 int j; 1960 int j;
1863 1961
1864 tmp->stats.hp=op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
1963
1865 if (friendly) { 1964 if (friendly)
1866 SET_FLAG(tmp, FLAG_FRIENDLY); 1965 {
1867 add_friendly_object(tmp); 1966 add_friendly_object (tmp);
1868 tmp->attack_movement = PETMOVE; 1967 tmp->attack_movement = PETMOVE;
1869 if (owner!=NULL) 1968
1870 set_owner(tmp,owner); 1969 if (owner)
1970 tmp->set_owner (owner);
1971 }
1972
1973 if (unaggressive)
1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1975
1976 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977
1978 if (j == -1) /* No spot to put this monster */
1979 tmp->destroy ();
1980 else
1981 {
1982 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1983 insert_ob_in_map (tmp, op->map, NULL, 0);
1984 }
1985 }
1986
1987 op->destroy ();
1871 } 1988 }
1872 if (unaggressive)
1873 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1874 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1875 if (j==-1) /* No spot to put this monster */
1876 free_object(tmp);
1877 else {
1878 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1879 insert_ob_in_map(tmp,op->map,NULL,0);
1880 }
1881 }
1882 if(friendly)
1883 remove_friendly_object(op);
1884 free_object(op);
1885 }
1886 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1887 remove_ob(hitter); 1990 hitter->destroy ();
1888 free_object(hitter); 1991
1889 }
1890 return maxdam; 1992 return maxdam;
1891} 1993}
1892 1994
1893 1995void
1894void poison_player(object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
1895{ 1997{
1896 archetype *at = find_archetype("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
1897 object *tmp=present_arch_in_ob(at,op); 1999 object *tmp = present_arch_in_ob (at, op);
1898 2000
1899 if(tmp==NULL) { 2001 if (tmp == NULL)
2002 {
1900 if((tmp=arch_to_object(at))==NULL) 2003 if ((tmp = arch_to_object (at)) == NULL)
1901 LOG(llevError,"Failed to clone arch poisoning.\n"); 2004 LOG (llevError, "Failed to clone arch poisoning.\n");
1902 else { 2005 else
2006 {
1903 tmp = insert_ob_in_ob(tmp,op); 2007 tmp = insert_ob_in_ob (tmp, op);
1904 /* peterm: give poisoning some teeth. It should 2008 /* peterm: give poisoning some teeth. It should
1905 * be able to kill things better than it does: 2009 * be able to kill things better than it does:
1906 * damage should be dependent something--I choose to 2010 * damage should be dependent something--I choose to
1907 * do this: if it's a monster, the damage from the 2011 * do this: if it's a monster, the damage from the
1908 * poisoning goes as the level of the monster/2. 2012 * poisoning goes as the level of the monster/2.
1909 * If anything else, goes as damage. 2013 * If anything else, goes as damage.
1910 */ 2014 */
1911 2015
1912 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2016 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1913 tmp->stats.dam += hitter->level/2; 2017 tmp->stats.dam += hitter->level / 2;
1914 else 2018 else
1915 tmp->stats.dam = dam; 2019 tmp->stats.dam = dam;
1916 2020
1917 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1918 if(hitter->skill && hitter->skill != tmp->skill) { 2022 if (hitter->skill && hitter->skill != tmp->skill)
1919 if (tmp->skill) free_string(tmp->skill); 2023 {
1920 tmp->skill = add_refcount(hitter->skill); 2024 tmp->skill = hitter->skill;
2025 }
2026
2027 tmp->stats.food += dam; /* more damage, longer poisoning */
2028
2029 if (op->type == PLAYER)
2030 {
2031 /* player looses stats, maximum is -10 of each */
2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2035 tmp->stats.Int = MAX (-dam / 7, -10);
2036 SET_FLAG (tmp, FLAG_APPLIED);
2037 op->update_stats ();
2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
2040 }
2041
2042 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2046 }
2047
2048 tmp->speed_left = 0;
1921 } 2049 }
1922
1923 tmp->stats.food+=dam; /* more damage, longer poisoning */
1924
1925 if(op->type==PLAYER) {
1926 /* player looses stats, maximum is -10 of each */
1927 tmp->stats.Con= MAX(-(dam/4+1), -10);
1928 tmp->stats.Str= MAX(-(dam/3+2), -10);
1929 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1930 tmp->stats.Int= MAX(-dam/7, -10);
1931 SET_FLAG(tmp,FLAG_APPLIED);
1932 fix_player(op);
1933 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1934 }
1935 if (hitter->type == PLAYER)
1936 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1937 op->name);
1938 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1939 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1940 "Your %s poisons %s.", hitter->name, op->name);
1941 }
1942 tmp->speed_left=0;
1943 }
1944 else 2050 else
1945 tmp->stats.food++; 2051 tmp->stats.food++;
1946} 2052}
1947 2053
2054void
1948void slow_player(object *op,object *hitter,int dam) 2055slow_player (object *op, object *hitter, int dam)
2056{
1949{ archetype *at = find_archetype("slowness"); 2057 archetype *at = archetype::find ("slowness");
1950 object *tmp; 2058 object *tmp;
2059
1951 if(at == NULL) { 2060 if (at == NULL)
1952 LOG(llevError,"Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
1953 } 2062
1954 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2064 {
1955 tmp = arch_to_object(at); 2065 tmp = arch_to_object (at);
1956 tmp = insert_ob_in_ob(tmp,op); 2066 tmp = insert_ob_in_ob (tmp, op);
1957 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2068 }
1958 } else 2069 else
1959 tmp->stats.food++; 2070 tmp->stats.food++;
2071
1960 SET_FLAG(tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
1961 tmp->speed_left=0; 2073 tmp->speed_left = 0;
1962 fix_player(op); 2074 op->update_stats ();
1963} 2075}
1964 2076
2077void
1965void confuse_player(object *op, object *hitter, int dam) 2078confuse_player (object *op, object *hitter, int dam)
1966{ 2079{
1967 object *tmp; 2080 object *tmp;
1968 int maxduration; 2081 int maxduration;
1969 2082
1970 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2083 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1971 if(!tmp) { 2084 if (!tmp)
1972 tmp = get_archetype(FORCE_NAME);
1973 tmp = insert_ob_in_ob(tmp,op);
1974 }
1975 2085 {
2086 tmp = get_archetype (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op);
2088 }
2089
1976 /* Duration added per hit and max. duration of confusion both depend 2090 /* Duration added per hit and max. duration of confusion both depend
1977 * on the player's resistance 2091 * on the player's resistance
1978 */ 2092 */
1979 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
1980 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
1981 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1982 if (tmp->name) free_string(tmp->name);
1983 tmp->name = add_string("confusion"); 2096 tmp->name = "confusion";
1984 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
1985 if( tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
1986 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
1987 2101
1988 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1989 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
1990 SET_FLAG(op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
1991} 2106}
1992 2107
2108void
1993void blind_player(object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
1994{ 2110{
1995 object *tmp,*owner; 2111 object *tmp, *owner;
1996 2112
1997 /* Save some work if we know it isn't going to affect the player */ 2113 /* Save some work if we know it isn't going to affect the player */
1998 if (op->resist[ATNR_BLIND]==100) return; 2114 if (op->resist[ATNR_BLIND] == 100)
2115 return;
1999 2116
2000 tmp = present_in_ob(BLINDNESS,op); 2117 tmp = present_in_ob (BLINDNESS, op);
2001 if(!tmp) { 2118 if (!tmp)
2119 {
2002 tmp = get_archetype("blindness"); 2120 tmp = get_archetype ("blindness");
2003 SET_FLAG(tmp, FLAG_BLIND); 2121 SET_FLAG (tmp, FLAG_BLIND);
2004 SET_FLAG(tmp, FLAG_APPLIED); 2122 SET_FLAG (tmp, FLAG_APPLIED);
2005 /* use floats so we don't lose too much precision due to rounding errors. 2123 /* use floats so we don't lose too much precision due to rounding errors.
2006 * speed is a float anyways. 2124 * speed is a float anyways.
2007 */ 2125 */
2008 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2126 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2009 2127
2010 tmp = insert_ob_in_ob(tmp,op); 2128 tmp = insert_ob_in_ob (tmp, op);
2011 change_abil(op,tmp); /* Mostly to display any messages */ 2129 change_abil (op, tmp); /* Mostly to display any messages */
2012 fix_player(op); /* This takes care of some other stuff */ 2130 op->update_stats (); /* This takes care of some other stuff */
2013 2131
2014 if(hitter->owner) owner = get_owner(hitter); 2132 if (hitter->owner)
2133 owner = hitter->owner;
2134 else
2015 else owner = hitter; 2135 owner = hitter;
2016 2136
2017 new_draw_info_format(NDI_UNIQUE,0,owner, 2137 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2018 "Your attack blinds %s!",query_name(op));
2019 } 2138 }
2020 tmp->stats.food += dam; 2139 tmp->stats.food += dam;
2021 if(tmp->stats.food > 10) tmp->stats.food = 10; 2140 if (tmp->stats.food > 10)
2141 tmp->stats.food = 10;
2022} 2142}
2023 2143
2144void
2024void paralyze_player(object *op, object *hitter, int dam) 2145paralyze_player (object *op, object *hitter, int dam)
2025{ 2146{
2026 float effect,max; 2147 float effect, max;
2148
2027 /* object *tmp; */ 2149 /* object *tmp; */
2028 2150
2029 /* This is strange stuff... someone knows for what this is 2151 /* This is strange stuff... someone knows for what this is
2030 * written? Well, i think this can and should be removed 2152 * written? Well, i think this can and should be removed
2031 */ 2153 */
2032 2154
2033 /* 2155 /*
2034 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2156 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2035 tmp=clone_arch(PARAIMAGE); 2157 tmp=clone_arch(PARAIMAGE);
2036 tmp->x=op->x,tmp->y=op->y; 2158 tmp->x=op->x,tmp->y=op->y;
2037 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2159 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2038 } 2160 }
2039 */ 2161 */
2040 2162
2041 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2163 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2042 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2164 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2043 2165
2044 if (effect==0) return; 2166 if (effect == 0)
2167 return;
2045 2168
2046 op->speed_left-=FABS(op->speed)*effect; 2169 op->speed_left -= FABS (op->speed) * effect;
2047 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2170 /* tmp->stats.food+=(signed short) effect/op->speed; */
2048 2171
2049 /* max number of ticks to be affected for. */ 2172 /* max number of ticks to be affected for. */
2050 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2173 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2051 if (op->speed_left< -(FABS(op->speed)*max)) 2174 if (op->speed_left < -(FABS (op->speed) * max))
2052 op->speed_left = (float) -(FABS(op->speed)*max); 2175 op->speed_left = (float) -(FABS (op->speed) * max);
2053 2176
2054/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2055} 2178}
2056
2057 2179
2058/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2059 * the computed damaged. 2181 * the computed damaged.
2060 */ 2182 */
2183void
2061void deathstrike_player(object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2062{ 2185{
2063 /* The intention of a death attack is to kill outright things 2186 /* The intention of a death attack is to kill outright things
2064 ** that are a lot weaker than the attacker, have a chance of killing 2187 ** that are a lot weaker than the attacker, have a chance of killing
2065 ** things somewhat weaker than the caster, and no chance of 2188 ** things somewhat weaker than the caster, and no chance of
2066 ** killing something equal or stronger than the attacker. 2189 ** killing something equal or stronger than the attacker.
2067 ** Also, if a deathstrike attack has a slaying, any monster 2190 ** Also, if a deathstrike attack has a slaying, any monster
2068 ** whose name or race matches a comma-delimited list in the slaying 2191 ** whose name or race matches a comma-delimited list in the slaying
2069 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2070 2193
2071 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2072 2195
2073 if(hitter->slaying) 2196 if (hitter->slaying)
2074 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2075 (op->race&&strstr(hitter->slaying,op->race)))) return; 2198 return;
2076 2199
2077 def_lev = op->level; 2200 def_lev = op->level;
2078 if (def_lev < 1) { 2201 if (def_lev < 1)
2202 {
2079 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2080 op->arch->name, op->name);
2081 def_lev = 1; 2204 def_lev = 1;
2082 } 2205 }
2206
2083 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2084 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2085 atk_lev, def_lev); */ 2209 atk_lev, def_lev); */
2086 2210
2087 if(atk_lev >= def_lev ){ 2211 if (atk_lev >= def_lev)
2212 {
2088 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2213 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2089 2214
2090 /* Note that the below effectively means the ratio of the atk vs 2215 /* Note that the below effectively means the ratio of the atk vs
2091 * defener level is important - if level 52 character has very little 2216 * defener level is important - if level 52 character has very little
2092 * chance of killing a level 50 monster. This should probably be 2217 * chance of killing a level 50 monster. This should probably be
2093 * redone. 2218 * redone.
2094 */ 2219 */
2095 if(kill_lev >= def_lev) { 2220 if (kill_lev >= def_lev)
2221 {
2096 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2222 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2097 /* I think this doesn't really do much. Because of 2223 /* I think this doesn't really do much. Because of
2098 * integer rounding, this only makes any difference if the 2224 * integer rounding, this only makes any difference if the
2099 * attack level is double the defender level. 2225 * attack level is double the defender level.
2100 */ 2226 */
2101 *dam *= kill_lev / def_lev; 2227 *dam *= kill_lev / def_lev;
2102 } 2228 }
2103 } else { 2229 }
2230 else
2104 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2105 }
2106} 2232}
2107 2233
2108/* thrown_item_effect() - handles any special effects of thrown 2234/* thrown_item_effect() - handles any special effects of thrown
2109 * items (like attacking living creatures--a potion thrown at a 2235 * items (like attacking living creatures--a potion thrown at a
2110 * monster). 2236 * monster).
2111 */ 2237 */
2238static void
2112static void thrown_item_effect (object *hitter, object *victim) 2239thrown_item_effect (object *hitter, object *victim)
2113{ 2240{
2114 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242 {
2115 /* May not need a switch for just 2 types, but this makes it 2243 /* May not need a switch for just 2 types, but this makes it
2116 * easier for expansion. 2244 * easier for expansion.
2117 */ 2245 */
2118 switch (hitter->type) { 2246 switch (hitter->type)
2247 {
2119 case POTION: 2248 case POTION:
2120 /* should player get a save throw instead of checking magic protection? */ 2249 /* should player get a save throw instead of checking magic protection? */
2121 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2250 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2122 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2251 (void) apply_potion (victim, hitter);
2123 break; 2252 break;
2124 2253
2125 case POISON: /* poison drinks */ 2254 case POISON: /* poison drinks */
2126 /* As with potions, should monster get a save? */ 2255 /* As with potions, should monster get a save? */
2127 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2128 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2257 apply_poison (victim, hitter);
2129 break; 2258 break;
2130 2259
2131 /* Removed case statements that did nothing. 2260 /* Removed case statements that did nothing.
2132 * food may be poisonous, but monster must be willing to eat it, 2261 * food may be poisonous, but monster must be willing to eat it,
2133 * so we don't handle it here. 2262 * so we don't handle it here.
2134 * Containers should perhaps break open, but that code was disabled. 2263 * Containers should perhaps break open, but that code was disabled.
2135 */ 2264 */
2136 } 2265 }
2137 } 2266 }
2138} 2267}
2139 2268
2140/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2141 2270int
2142int adj_attackroll (object *hitter, object *target) { 2271adj_attackroll (object *hitter, object *target)
2272{
2143 object *attacker = hitter; 2273 object *attacker = hitter;
2144 int adjust=0; 2274 int adjust = 0;
2145 2275
2146 /* safety */ 2276 /* safety */
2147 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2277 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2278 {
2148 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2279 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2149 "map\n"); 2280 return 0;
2281 }
2282
2283 /* aimed missiles use the owning object's sight */
2284 if (is_aimed_missile (hitter))
2285 {
2286 if ((attacker = hitter->owner) == NULL)
2287 attacker = hitter;
2288 /* A player who saves but hasn't quit still could have objects
2289 * owned by him - need to handle that case to avoid crashes.
2290 */
2291 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2292 attacker = hitter;
2293 }
2294 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2150 return 0; 2295 return 0;
2151 }
2152 2296
2153 /* aimed missiles use the owning object's sight */
2154 if(is_aimed_missile(hitter)) {
2155 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2156 /* A player who saves but hasn't quit still could have objects
2157 * owned by him - need to handle that case to avoid crashes.
2158 */
2159 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2160 }
2161 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2162 return 0;
2163
2164 /* determine the condtions under which we make an attack. 2297 /* determine the condtions under which we make an attack.
2165 * Add more cases, as the need occurs. */ 2298 * Add more cases, as the need occurs. */
2166 2299
2167 if(!can_see_enemy(attacker,target)) { 2300 if (!can_see_enemy (attacker, target))
2301 {
2168 /* target is unseen */ 2302 /* target is unseen */
2169 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2303 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2170 adjust -= 10; 2304 adjust -= 10;
2171 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2305 /* dark map penalty for the hitter (lacks infravision if we got here). */
2172 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2306 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2173 adjust -= target->map->darkness; 2307 adjust -= target->map->darkness;
2174 } 2308 }
2175 2309
2176 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2310 if (QUERY_FLAG (attacker, FLAG_SCARED))
2177 adjust -= 3; 2311 adjust -= 3;
2178 2312
2179 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2313 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2180 adjust += 1; 2314 adjust += 1;
2181 2315
2182 if(QUERY_FLAG(target,FLAG_SCARED)) 2316 if (QUERY_FLAG (target, FLAG_SCARED))
2183 adjust += 1; 2317 adjust += 1;
2184 2318
2185 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2319 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2186 adjust -= 3; 2320 adjust -= 3;
2187 2321
2188 /* if we attack at a different 'altitude' its harder */ 2322 /* if we attack at a different 'altitude' its harder */
2189 if((attacker->move_type & target->move_type)==0) 2323 if ((attacker->move_type & target->move_type) == 0)
2190 adjust -= 2; 2324 adjust -= 2;
2191 2325
2192#if 0 2326#if 0
2193 /* slower attacks are less likely to succeed. We should use a 2327 /* slower attacks are less likely to succeed. We should use a
2194 * comparison between attacker/target speeds BUT, players have 2328 * comparison between attacker/target speeds BUT, players have
2195 * a generally faster speed, so this will wind up being a HUGE 2329 * a generally faster speed, so this will wind up being a HUGE
2196 * disadantage for the monsters! Too bad, because missiles which 2330 * disadantage for the monsters! Too bad, because missiles which
2197 * fly fast should have a better chance of hitting a slower target. 2331 * fly fast should have a better chance of hitting a slower target.
2198 */ 2332 */
2199 if(hitter->speed<target->speed) 2333 if (hitter->speed < target->speed)
2200 adjust += ((float) hitter->speed-target->speed); 2334 adjust += ((float) hitter->speed - target->speed);
2201#endif 2335#endif
2202 2336
2203#if 0 2337#if 0
2204 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2338 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2205#endif 2339#endif
2206 2340
2207 return adjust; 2341 return adjust;
2208} 2342}
2209
2210 2343
2211/* determine if the object is an 'aimed' missile */ 2344/* determine if the object is an 'aimed' missile */
2345int
2212int is_aimed_missile ( object *op) { 2346is_aimed_missile (object *op)
2347{
2213 2348
2214 /* I broke what used to be one big if into a few nested 2349 /* I broke what used to be one big if into a few nested
2215 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2216 */ 2351 */
2217 if (op && (op->move_type & MOVE_FLYING)) { 2352 if (op && (op->move_type & MOVE_FLYING))
2218 if (op->type==ARROW || op->type==THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2219 return 1; 2354 return 1;
2220 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2221 op->subtype == SP_EXPLOSION))
2222 return 1; 2356 return 1;
2223 } 2357
2224 return 0; 2358 return 0;
2225} 2359}
2226

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