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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.8 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.87 by root, Mon Jul 14 18:36:43 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 1.8 2006/09/03 00:18:42 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);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
74}
75 66
76 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
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)
83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 84 for (mt = materialt; mt && mt->next; 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) return TRUE;
110
111 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE;
113
114 for (number = 0; number < NROFATTACKS; number++)
115 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
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 potential "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 = archetype::get (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 env->insert (op);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 } 175 else
176 m->insert (op, x, y, originator);
200 } 177 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 178
202 remove_ob(op); 179 return;
203 free_object(op); 180 }
181
182 if (type & AT_CANCELLATION)
183 { /* Cancellation. */
184 cancellation (op);
185 fix_stopped_item (op, m, originator);
186 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 while (op->inv)
198 op->inv->insert_at (originator);
199
200 op->destroy ();
201 }
202
203 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env)
205 {
206 op = archetype::get (shstr_burnout);
207 op->x = env->x, op->y = env->y;
208 env->insert (op);
204 } 209 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 210 else
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
212 } 212
213 } 213 return;
214 }
215
216 /* The value of 50 is arbitrary. */
217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
218 {
219 archetype *at = archetype::find (shstr_icecube);
220
221 if (at == NULL)
214 return; 222 return;
215 } 223
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return;
223 op = stop_item (op); 224 op = stop_item (op);
224 if (op == NULL) 225 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return; 226 return;
227
228 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp)
230 {
231 tmp = arch_to_object (at);
232 tmp->x = op->x, tmp->y = op->y;
233 /* This was in the old (pre new movement code) -
234 * icecubes have slow_move set to 1 - don't want
235 * that for ones we create.
236 */
237 tmp->move_slow_penalty = 0;
238 tmp->move_slow = 0;
239 insert_ob_in_map (tmp, op->map, originator, 0);
240 }
241
242 tmp->insert (op);
243 return;
241 } 244 }
242} 245}
243 246
244/* Object op is hitting the map. 247/* Object op is hitting the map.
245 * op is going in direction 'dir' 248 * op is going in direction 'dir'
246 * type is the attacktype of the object. 249 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 250 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 251 * returns 1 if it hits something, 0 otherwise.
249 */ 252 */
250 253int
251int hit_map(object *op, int dir, int type, int full_hit) { 254hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 255{
253 mapstruct *map; 256 maptile *map;
254 sint16 x, y; 257 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 258 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 259
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 260 if (QUERY_FLAG (op, FLAG_FREED))
261 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 262 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 263 return 0;
262 } 264 }
263 265
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
267 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 268 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
266 &op->arch->name, &op->name);
267 return 0; 269 return 0;
268 } 270 }
269 271
270 if ( ! op->map) { 272 if (!op->map)
273 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name); 274 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 275 return 0;
273 } 276 }
274 277
275 if (op->head) op=op->head; 278 if (op->head)
276
277 op_tag = op->count;
278
279 map = op->map; 279 op = op->head;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 280
283 int mflags = get_map_flags(map, &map, x, y, &x, &y); 281 mapxy pos (op);
282 pos.move (dir);
283
284 if (!pos.normalise ())
285 return 0;
286
284 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 289 mapspace &ms = pos.ms ();
290
291 if (ms.flags () & P_SAFE)
287 return 0; 292 return 0;
288 293
289 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
290 * must be out here because it strikes things which are not alive 295 * must be out here because it strikes things which are not alive
291 */ 296 */
292 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 {
293 if (type & AT_COUNTERSPELL) { 299 if (type & AT_COUNTERSPELL)
300 {
294 counterspell(op,dir); /* see spell_effect.c */ 301 counterspell (op, dir); /* see spell_effect.c */
295 302
296 /* If the only attacktype is counterspell or magic, don't need 303 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing. 304 * to do any further processing.
298 */ 305 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 306 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
300 return 0; 307 return 0;
301 } 308
302 type &= ~AT_COUNTERSPELL; 309 type &= ~AT_COUNTERSPELL;
303 } 310 }
304 311
305 if(type & AT_CHAOS){ 312 if (type & AT_CHAOS)
313 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 314 shuffle_attack (op, 1); /* flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 315 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 316 type &= ~AT_CHAOS;
317 }
309 } 318 }
310 319
311 next = get_map_ob (map, x, y);
312 if (next)
313 next_tag = next->count;
314
315 while (next) {
316 if (was_destroyed (next, next_tag)) {
317 /* There may still be objects that were above 'next', but there is no 320 /* There may still be objects that were above 'next', but there is no
318 * simple way to find out short of copying all object references and 321 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first 322 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort. 323 * object. That's why we just abort on destroy.
321 * 324 *
322 * This happens whenever attack spells (like fire) hit a pile 325 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage 326 * of objects. This is not a bug - nor an error.
324 * below was spamming the logs for absolutely no reason. 327 */
328 for (object *next = ms.bot; next && !next->destroyed (); )
329 {
330 object *tmp = next;
331 next = tmp->above;
332
333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
334 * For example, 'tmp' was put in an icecube.
335 * This is one of the few cases where on_same_map should not be used.
325 */ 336 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
338 continue;
339
340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
341 {
342 hit_player (tmp, op->stats.dam, op, type, full_hit);
343 retflag |= 1;
344
345 if (op->destroyed ())
327 break; 346 break;
328 } 347 }
329 tmp = next; 348 /* Here we are potentially destroying an object. If the object has
330 next = tmp->above; 349 * NO_PASS set, it is also immune - you can't destroy walls. Note
331 if (next) 350 * that weak walls have is_alive set, which prevent objects from
332 next_tag = next->count; 351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now.
354 */
355 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
356 {
357 save_throw_object (tmp, type, op);
333 358
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 359 if (op->destroyed ())
335 LOG (llevError, "BUG: hit_map(): found freed object\n");
336 break; 360 break;
337 } 361 }
338
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used.
342 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y)
344 continue;
345
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
347 hit_player(tmp,op->stats.dam,op,type,full_hit);
348 retflag |=1;
349 if (was_destroyed (op, op_tag))
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
360 !tmp->move_block) {
361 save_throw_object(tmp,type,op);
362 if (was_destroyed (op, op_tag))
363 break;
364 }
365 } 362 }
363
366 return 0; 364 return 0;
367} 365}
368 366
367void
369void attack_message(int dam, int type, object *op, object *hitter) { 368attack_message (int dam, int type, object *op, object *hitter)
369{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 371 int i, found = 0;
372 mapstruct *map; 372 maptile *map;
373 object *next, *tmp; 373 object *next, *tmp;
374 374
375 /* put in a few special messages for some of the common attacktypes 375 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 376 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 377 * [garbled 20010919]
378 */ 378 */
379 379
380 if (dam == 9998 && op->type == DOOR) { 380 if (dam == 9998 && op->type == DOOR)
381 {
381 sprintf(buf1, "unlock %s", &op->name); 382 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 383 sprintf (buf2, " unlocks");
383 found++; 384 found++;
385 }
386 if (dam < 0)
384 } 387 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", &op->name); 388 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 389 sprintf (buf2, " hits");
388 found++; 390 found++;
391 }
389 } else if(dam==0) { 392 else if (dam == 0)
393 {
390 sprintf(buf1, "missed %s", &op->name); 394 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 395 sprintf (buf2, " misses");
392 found++; 396 found++;
397 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 398 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 399 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 400 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 401 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 402 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
398 if (dam < attack_mess[ATM_SUFFER][i].level 403 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 404 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
401 &op->name, attack_mess[ATM_SUFFER][i].buf2);
402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 405 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
406 found++;
407 break;
408 }
409 }
410 else if (op->type == DOOR && !found)
411 {
412 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
413 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
414 {
415 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
416 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
417 found++;
418 break;
419 }
420 }
421 else if (hitter->type == PLAYER && op->is_alive ())
422 {
423 if (USING_SKILL (hitter, SK_KARATE))
424 {
425 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427 {
428 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 430 found++;
404 break; 431 break;
405 } 432 }
406 } else if (op->type == DOOR && !found) { 433 }
434 else if (USING_SKILL (hitter, SK_CLAWING))
435 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 436 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 438 {
409 if (dam < attack_mess[ATM_DOOR][i].level 439 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
410 || attack_mess[ATM_DOOR][i+1].level == -1) {
411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
412 &op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 440 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 441 found++;
415 break; 442 break;
416 }
417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
418 if (USING_SKILL(hitter, SK_KARATE)) {
419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
420 i++)
421 if (dam < attack_mess[ATM_KARATE][i].level
422 || attack_mess[ATM_KARATE][i+1].level == -1) {
423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
424 &op->name, attack_mess[ATM_KARATE][i].buf2);
425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
426 found++;
427 break;
428 } 443 }
429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
431 i++)
432 if (dam < attack_mess[ATM_CLAW][i].level
433 || attack_mess[ATM_CLAW][i+1].level == -1) {
434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
435 &op->name, attack_mess[ATM_CLAW][i].buf2);
436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
437 found++;
438 break;
439 } 444 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 445 else if (USING_SKILL (hitter, SK_PUNCHING))
446 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 447 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 449 {
443 if (dam < attack_mess[ATM_PUNCH][i].level
444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 450 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
446 &op->name, attack_mess[ATM_PUNCH][i].buf2);
447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 451 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
448 found++;
449 break;
450 }
451 }
452 }
453 if (found) {
454 /* done */
455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
456 sprintf(buf1, "hit"); /* just in case */
457 for (i=0; i < MAXATTACKMESS; i++)
458 if (dam < attack_mess[ATM_ARROW][i].level
459 || attack_mess[ATM_ARROW][i+1].level == -1) {
460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
461 found++; 452 found++;
462 break; 453 break;
454 }
455 }
456 }
457
458 if (found)
459 {
460 /* done */
461 }
462 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
463 {
464 sprintf (buf1, "hit"); /* just in case */
465 for (i = 0; i < MAXATTACKMESS; i++)
466 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
467 {
468 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
469 found++;
470 break;
471 }
472 }
473 else if (type & AT_DRAIN && op->is_alive ())
474 {
475 /* drain is first, because some items have multiple attypes */
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
477 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
478 {
479 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
480 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
481 found++;
482 break;
483 }
484 }
485 else if (type & AT_ELECTRICITY && op->is_alive ())
486 {
487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
488 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
489 {
490 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
491 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
492 found++;
493 break;
494 }
495 }
496 else if (type & AT_COLD && op->is_alive ())
497 {
498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
499 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
500 {
501 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
502 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
503 found++;
504 break;
505 }
506 }
507 else if (type & AT_FIRE)
508 {
509 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
510 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
511 {
512 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
513 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
514 found++;
515 break;
516 }
517 }
518 else if (hitter->current_weapon != NULL)
519 {
520 int mtype;
521
522 switch (hitter->current_weapon->weapontype)
523 {
524 case WEAP_HIT:
525 mtype = ATM_BASIC;
526 break;
527 case WEAP_SLASH:
528 mtype = ATM_SLASH;
529 break;
530 case WEAP_PIERCE:
531 mtype = ATM_PIERCE;
532 break;
533 case WEAP_CLEAVE:
534 mtype = ATM_CLEAVE;
535 break;
536 case WEAP_SLICE:
537 mtype = ATM_SLICE;
538 break;
539 case WEAP_STAB:
540 mtype = ATM_STAB;
541 break;
542 case WEAP_WHIP:
543 mtype = ATM_WHIP;
544 break;
545 case WEAP_CRUSH:
546 mtype = ATM_CRUSH;
547 break;
548 case WEAP_BLUD:
549 mtype = ATM_BLUD;
550 break;
551 default:
552 mtype = ATM_BASIC;
553 break;
554 }
555
556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
558 {
559 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
560 strcpy (buf2, attack_mess[mtype][i].buf3);
561 found++;
562 break;
563 }
564 }
565 else
566 {
567 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
568 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
569 {
570 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
571 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
572 found++;
573 break;
574 }
575 }
576
577 if (!found)
578 {
579 strcpy (buf1, "hit");
580 strcpy (buf2, " hits");
581 }
582
583 /* bail out if a monster is casting spells */
584 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
585 return;
586
587 /* scale down magic considerably. */
588 if (type & AT_MAGIC && rndm (0, 5))
589 return;
590
591 /* Did a player hurt another player? Inform both! */
592 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
593 {
594 if (hitter->owner != NULL)
595 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
596 else
597 {
598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
600 if (dam != 0)
601 {
602 if (dam < 10)
603 op->contr->play_sound (sound_find ("player_is_hit1"));
604 else if (dam < 20)
605 op->contr->play_sound (sound_find ("player_is_hit2"));
606 else
607 op->contr->play_sound (sound_find ("player_is_hit3"));
463 } 608 }
464 } else if (type & AT_DRAIN && IS_LIVE(op)) {
465 /* drain is first, because some items have multiple attypes */
466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1;
467 i++)
468 if (dam < attack_mess[ATM_DRAIN][i].level
469 || attack_mess[ATM_DRAIN][i+1].level == -1) {
470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
471 &op->name, attack_mess[ATM_DRAIN][i].buf2);
472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
473 found++;
474 break;
475 } 609 }
476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 i++)
479 if (dam < attack_mess[ATM_ELEC][i].level
480 || attack_mess[ATM_ELEC][i+1].level == -1) {
481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482 &op->name, attack_mess[ATM_ELEC][i].buf2);
483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484 found++;
485 break;
486 }
487 } else if (type & AT_COLD && IS_LIVE(op)) {
488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 i++)
490 if (dam < attack_mess[ATM_COLD][i].level
491 || attack_mess[ATM_COLD][i+1].level == -1) {
492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493 &op->name, attack_mess[ATM_COLD][i].buf2);
494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495 found++;
496 break;
497 }
498 } else if (type & AT_FIRE) {
499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 i++)
501 if (dam < attack_mess[ATM_FIRE][i].level
502 || attack_mess[ATM_FIRE][i+1].level == -1) {
503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504 &op->name, attack_mess[ATM_FIRE][i].buf2);
505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506 found++;
507 break;
508 }
509 } else if (hitter->current_weapon != NULL) {
510 int mtype;
511 switch (hitter->current_weapon->weapontype) {
512 case WEAP_HIT: mtype = ATM_BASIC; break;
513 case WEAP_SLASH: mtype = ATM_SLASH; break;
514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516 case WEAP_SLICE: mtype = ATM_SLICE; break;
517 case WEAP_STAB: mtype = ATM_STAB; break;
518 case WEAP_WHIP: mtype = ATM_WHIP; break;
519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520 case WEAP_BLUD: mtype = ATM_BLUD; break;
521 default: mtype = ATM_BASIC; break;
522 }
523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 i++)
525 if (dam < attack_mess[mtype][i].level
526 || attack_mess[mtype][i+1].level == -1) {
527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528 &op->name, attack_mess[mtype][i].buf2);
529 strcpy (buf2, attack_mess[mtype][i].buf3);
530 found++;
531 break;
532 }
533 } else {
534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 i++)
536 if (dam < attack_mess[ATM_BASIC][i].level
537 || attack_mess[ATM_BASIC][i+1].level == -1) {
538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539 &op->name, attack_mess[ATM_BASIC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541 found++;
542 break;
543 }
544 }
545 610
546 if (!found) {
547 strcpy (buf1, "hit");
548 strcpy (buf2, " hits");
549 }
550
551 /* bail out if a monster is casting spells */
552 if (!(hitter->type == PLAYER ||
553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 return;
555
556 /* scale down magic considerably. */
557 if (type & AT_MAGIC && rndm(0, 5))
558 return;
559
560 /* Did a player hurt another player? Inform both! */
561 if(op->type==PLAYER &&
562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 if(get_owner(hitter)!=NULL)
564 sprintf(buf,"%s's %s%s you.",
565 &hitter->owner->name, &hitter->name, buf2);
566 else {
567 sprintf(buf,"%s%s you.", &hitter->name, buf2);
568 if (dam != 0) {
569 if (dam < 10)
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571 else if (dam < 20)
572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573 else
574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575 }
576 }
577 new_draw_info(NDI_BLACK, 0,op,buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
578 } /* end of player hitting player */ 612 } /* end of player hitting player */
579 613
580 if(hitter->type==PLAYER) { 614 if (hitter->type == PLAYER)
615 {
581 sprintf(buf,"You %s.",buf1); 616 sprintf (buf, "You %s.", buf1);
617
582 if (dam != 0) { 618 if (dam != 0)
619 {
583 if (dam < 10) 620 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 621 op->play_sound (sound_find ("player_hits1"));
585 else if (dam < 20) 622 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 623 op->play_sound (sound_find ("player_hits2"));
587 else 624 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 625 op->play_sound (sound_find ("player_hits3"));
589 } 626 }
627
590 new_draw_info(NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
629 }
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
631 {
592 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT && 633 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
594 (hitter->subtype == SP_EXPLOSION || 634 {
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4; 635 i = 4;
598 map = hitter->map; 636 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y)) 637 if (out_of_map (map, hitter->x, hitter->y))
600 return;
601 next = get_map_ob(map, hitter->x, hitter->y);
602 if (next)
603 while(next) {
604 if (next->type == SPELL_EFFECT &&
605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
606 next->subtype == SP_CONE))
607 i*=3;
608 tmp = next;
609 next = tmp->above;
610 }
611 if (i < 0)
612 return;
613 if (rndm(0, i) != 0)
614 return;
615 } else if (rndm(0, 5) != 0)
616 return; 638 return;
639
640 next = GET_MAP_OB (map, hitter->x, hitter->y);
641 if (next)
642 while (next)
643 {
644 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
645 i *= 3;
646
647 tmp = next;
648 next = tmp->above;
649 }
650
651 if (i < 0)
652 return;
653
654 if (rndm (0, i) != 0)
655 return;
656 }
657 else if (rndm (0, 5) != 0)
658 return;
659
617 sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
620 } 663 }
621} 664}
622 665
623 666
667static int
624static int get_attack_mode (object **target, object **hitter, 668get_attack_mode (object **target, object **hitter, int *simple_attack)
625 int *simple_attack)
626{ 669{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
671 {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1; 673 return 1;
630 } 674 }
675
631 if ((*target)->head) 676 if ((*target)->head)
632 *target = (*target)->head; 677 *target = (*target)->head;
678
633 if ((*hitter)->head) 679 if ((*hitter)->head)
634 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
635 if ((*hitter)->env != NULL || (*target)->env != NULL) { 685 if ((*hitter)->env || (*target)->env)
686 {
636 *simple_attack = 1; 687 *simple_attack = 1;
637 return 0; 688 return 0;
638 } 689 }
690
639 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) 693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
642 { 695 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
644 "target\n", &(*hitter)->arch->name, &(*hitter)->name); 697 (*hitter)->debug_desc (), (*target)->debug_desc ());
645 return 1; 698 return 1;
646 } 699 }
700
647 *simple_attack = 0; 701 *simple_attack = 0;
648 return 0; 702 return 0;
649} 703}
650 704
705static int
651static int abort_attack (object *target, object *hitter, int simple_attack) 706abort_attack (object *target, object *hitter, int simple_attack)
652{ 707{
708
653/* Check if target and hitter are still in a relation similar to the one 709/* Check if target and hitter are still in a relation similar to the one
654 * determined by get_attack_mode(). Returns true if the relation has changed. 710 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */ 711 */
656 int new_mode; 712 int new_mode;
657 713
658 if (hitter->env == target || target->env == hitter) 714 if (hitter->env == target || target->env == hitter)
659 new_mode = 1; 715 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 716 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target))
661 || QUERY_FLAG (target, FLAG_REMOVED)
662 || hitter->map == NULL || !on_same_map(hitter, target))
663 return 1; 717 return 1;
664 else 718 else
665 new_mode = 0; 719 new_mode = 0;
666 return new_mode != simple_attack; 720 return new_mode != simple_attack;
667} 721}
668 722
669static void thrown_item_effect (object *, object *); 723static void thrown_item_effect (object *, object *);
670 724
725static int
671static int attack_ob_simple (object *op, object *hitter, int base_dam, 726attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
672 int base_wc)
673{ 727{
674 int simple_attack, roll, dam=0; 728 int simple_attack, roll, dam = 0;
675 uint32 type; 729 uint32 type;
676 shstr op_name; 730 shstr op_name;
677 tag_t op_tag, hitter_tag;
678 731
679 if (get_attack_mode (&op, &hitter, &simple_attack)) 732 if (get_attack_mode (&op, &hitter, &simple_attack))
733 goto error;
734
735 if (hitter->current_weapon)
736 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
737 return RESULT_INT (0);
738
739 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
740 return RESULT_INT (0);
741
742 /*
743 * A little check to make it more difficult to dance forward and back
744 * to avoid ever being hit by monsters.
745 */
746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
747 {
748 /* Decrease speed BEFORE calling process_object. Otherwise, an
749 * infinite loop occurs, with process_object calling move_monster,
750 * which then gets here again. By decreasing the speed before
751 * we call process_object, the 'if' statement above will fail.
752 */
753 --op->speed_left;
754 process_object (op);
755
756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
680 goto error; 757 goto error;
681
682 if (hitter->current_weapon)
683 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684 return RESULT_INT (0);
685
686 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
687 return RESULT_INT (0);
688
689 op_tag = op->count;
690 hitter_tag = hitter->count;
691
692 /*
693 * A little check to make it more difficult to dance forward and back
694 * to avoid ever being hit by monsters.
695 */
696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
697 && op->speed_left > -(FABS(op->speed))*0.3)
698 { 758 }
699 /* Decrease speed BEFORE calling process_object. Otherwise, an
700 * infinite loop occurs, with process_object calling move_monster,
701 * which then gets here again. By decreasing the speed before
702 * we call process_object, the 'if' statement above will fail.
703 */
704 op->speed_left--;
705 process_object(op);
706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
707 || abort_attack (op, hitter, simple_attack))
708 goto error;
709 }
710 759
711 op_name = op->name; 760 op_name = op->name;
712 761
713 roll=random_roll(1, 20, hitter, PREFER_HIGH); 762 roll = random_roll (1, 20, hitter, PREFER_HIGH);
714 763
715 /* Adjust roll for various situations. */ 764 /* Adjust roll for various situations. */
716 if ( ! simple_attack) 765 if (!simple_attack)
717 roll += adj_attackroll(hitter,op); 766 roll += adj_attackroll (hitter, op);
718 767
719 /* See if we hit the creature */ 768 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) { 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
770 {
721 int hitdam = base_dam; 771 int hitdam = base_dam;
722 if (settings.casting_time == TRUE) { 772
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ 773 if (!simple_attack)
724 hitter->casting_time = -1; 774 {
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " 775 /* If you hit something, the victim should *always* wake up.
726 "your spell!"); 776 * Before, invisible hitters could avoid doing this.
777 * -b.t. */
778 if (QUERY_FLAG (op, FLAG_SLEEP))
779 CLEAR_FLAG (op, FLAG_SLEEP);
780
781 /* If the victim can't see the attacker, it may alert others
782 * for help. */
783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
784 npc_call_help (op);
785
786 /* if you were hidden and hit by a creature, you are discovered */
787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
788 {
789 make_visible (op);
790
791 if (op->type == PLAYER)
792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
727 } 793 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){
729 op->casting_time = -1;
730 if (op->type == PLAYER) {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
732 "your spell!");
733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734 "%s was hit by %s and lost a spell.",
735 &op_name,&hitter->name);
736 }
737 }
738 }
739 if ( ! simple_attack)
740 {
741 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this.
743 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP);
746 794
747 /* If the victim can't see the attacker, it may alert others
748 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op);
752
753 /* if you were hidden and hit by a creature, you are discovered*/
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
755 make_visible (op);
756 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op,
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 }
761
762 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 796 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 797 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 798 * wrapper object.
766 */ 799 */
767 thrown_item_effect (hitter, op); 800 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag)
769 || was_destroyed (op, op_tag)
770 || abort_attack (op, hitter, simple_attack))
771 goto leave;
772 }
773 801
774 /* Need to do at least 1 damage, otherwise there is no point 802 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
775 * to go further and it will cause FPE's below.
776 */
777 if (hitdam<=0) hitdam=1;
778
779 type=hitter->attacktype;
780 if(!type) type=AT_PHYSICAL;
781 /* Handle monsters that hit back */
782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
783 && QUERY_FLAG (hitter, FLAG_ALIVE))
784 {
785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
788 PREFER_LOW),op, op->attacktype, 1);
789 if (was_destroyed (op, op_tag)
790 || was_destroyed (hitter, hitter_tag)
791 || abort_attack (op, hitter, simple_attack))
792 goto leave;
793 }
794
795 /* In the new attack code, it should handle multiple attack
796 * types in its area, so remove it from here.
797 */
798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
799 hitter, type, 1);
800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
801 || abort_attack (op, hitter, simple_attack))
802 goto leave; 803 goto leave;
803 } /* end of if hitter hit op */ 804 }
805
806 /* Need to do at least 1 damage, otherwise there is no point
807 * to go further and it will cause FPE's below.
808 */
809 if (hitdam <= 0)
810 hitdam = 1;
811
812 type = hitter->attacktype;
813
814 if (!type)
815 type = AT_PHYSICAL;
816
817 /* Handle monsters that hit back */
818 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
819 {
820 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
821 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
822
823 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
824
825 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
826 goto leave;
827 }
828
829 /* In the new attack code, it should handle multiple attack
830 * types in its area, so remove it from here.
831 */
832 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
833
834 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
835 goto leave;
836 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 837 /* if we missed, dam=0 */
805 838
806 /*attack_message(dam, type, op, hitter);*/ 839 /*attack_message(dam, type, op, hitter); */
807 840
808 goto leave; 841 goto leave;
809 842
810 error: 843error:
811 dam = 1; 844 dam = 1;
812 845
813 leave: 846leave:
814 847
815 return dam; 848 return dam;
816} 849}
817 850
851int
818int attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
819{ 853{
820
821 if (hitter->head)
822 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
823 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
824} 857}
825 858
826/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
827 * 860 *
828 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 861 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
829 */ 862 */
863static int
830static int stick_arrow (object *op, object *tmp) 864stick_arrow (object *op, object *tmp)
831{ 865{
832 /* If the missile hit a player, we insert it in their inventory. 866 /* If the missile hit a player, we insert it in their inventory.
833 * However, if the missile is heavy, we don't do so (assume it falls 867 * However, if the missile is heavy, we don't do so (assume it falls
834 * to the ground after a hit). What a good value for this is up to 868 * to the ground after a hit). What a good value for this is up to
835 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
836 * stick around. 870 * stick around.
837 */ 871 */
838 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
839 if(tmp->head != NULL) 873 {
840 tmp = tmp->head; 874 tmp->head_ ()->insert (op);
841 remove_ob (op);
842 op = insert_ob_in_ob(op,tmp);
843 if (tmp->type== PLAYER)
844 esrv_send_item (tmp, op);
845 return 1; 875 return 1;
876 }
846 } else 877 else
847 return 0; 878 return 0;
848} 879}
849 880
850/* hit_with_arrow() disassembles the missile, attacks the victim and 881/* hit_with_arrow() disassembles the missile, attacks the victim and
851 * reassembles the missile. 882 * reassembles the missile.
852 * 883 *
853 * It returns a pointer to the reassembled missile, or NULL if the missile 884 * It returns a pointer to the reassembled missile, or NULL if the missile
854 * isn't available anymore. 885 * isn't available anymore.
855 */ 886 */
887object *
856object *hit_with_arrow (object *op, object *victim) 888hit_with_arrow (object *op, object *victim)
857{ 889{
858 object *container, *hitter; 890 object *container, *hitter;
859 int hit_something = 0; 891 int hit_something = 0;
860 tag_t victim_tag, hitter_tag;
861 sint16 victim_x, victim_y;
862 892
863 /* Disassemble missile */ 893 /* Disassemble missile */
864 if (op->inv) { 894 if (op->inv)
895 {
865 container = op; 896 container = op;
866 hitter = op->inv; 897 hitter = op->inv;
867 remove_ob (hitter); 898 hitter->remove ();
868 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
869 /* Note that we now have an empty THROWN_OBJ on the map. Code that 900 /* Note that we now have an empty THROWN_OBJ on the map. Code that
870 * might be called until this THROWN_OBJ is either reassembled or 901 * might be called until this THROWN_OBJ is either reassembled or
871 * removed at the end of this function must be able to deal with empty 902 * removed at the end of this function must be able to deal with empty
872 * THROWN_OBJs. */ 903 * THROWN_OBJs. */
873 } else { 904 }
905 else
906 {
874 container = NULL; 907 container = 0;
875 hitter = op; 908 hitter = op;
876 } 909 }
877 910
878 /* Try to hit victim */ 911 /* Try to hit victim */
879 victim_x = victim->x;
880 victim_y = victim->y;
881 victim_tag = victim->count;
882 hitter_tag = hitter->count;
883
884 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 912 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
885 913
886 /* Arrow attacks door, rune of summoning is triggered, demon is put on 914 /* Arrow attacks door, rune of summoning is triggered, demon is put on
887 * arrow, move_apply() calls this function, arrow sticks in demon, 915 * arrow, move_apply() calls this function, arrow sticks in demon,
888 * attack_ob_simple() returns, and we've got an arrow that still exists 916 * attack_ob_simple() returns, and we've got an arrow that still exists
889 * but is no longer on the map. Ugh. (Beware: Such things can happen at 917 * but is no longer on the map. Ugh. (Beware: Such things can happen at
890 * other places as well!) 918 * other places as well!)
891 */ 919 */
892 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 920 if (hitter->destroyed () || hitter->env != NULL)
921 {
893 if (container) { 922 if (container)
894 remove_ob (container);
895 free_object (container);
896 } 923 {
924 container->remove ();
925 container->destroy ();
926 }
927
897 return NULL; 928 return 0;
898 } 929 }
899 930
900 /* Missile hit victim */ 931 /* Missile hit victim */
901 /* if the speed is > 10, then this is a fast moving arrow, we go straight 932 /* if the speed is > 10, then this is a fast moving arrow, we go straight
902 * through the target 933 * through the target
903 */ 934 */
904 if (hit_something && op->speed <= 10.0) 935 if (hit_something && op->speed <= 10.0)
905 { 936 {
906 /* Stop arrow */ 937 /* Stop arrow */
907 if (container == NULL) { 938 if (!container)
939 {
908 hitter = fix_stopped_arrow (hitter); 940 hitter = fix_stopped_arrow (hitter);
909 if (hitter == NULL) 941 if (!hitter)
910 return NULL; 942 return 0;
943 }
911 } else { 944 else
912 remove_ob (container); 945 container->destroy ();
913 free_object (container);
914 }
915 946
916 /* Try to stick arrow into victim */ 947 /* Try to stick arrow into victim */
917 if ( ! was_destroyed (victim, victim_tag) 948 if (!victim->destroyed () && stick_arrow (hitter, victim))
918 && stick_arrow (hitter, victim))
919 return NULL; 949 return 0;
920 950
921 /* Else try to put arrow on victim's map square 951 /* Else try to put arrow on victim's map square
922 * remove check for P_WALL here. If the arrow got to this 952 * remove check for P_WALL here. If the arrow got to this
923 * space, that is good enough - with the new movement code, 953 * space, that is good enough - with the new movement code,
924 * there is now the potential for lots of spaces where something 954 * there is now the potential for lots of spaces where something
925 * can fly over but not otherwise move over. What is the correct 955 * can fly over but not otherwise move over. What is the correct
926 * way to handle those otherwise? 956 * way to handle those otherwise?
927 */ 957 */
928 if (victim_x != hitter->x || victim_y != hitter->y) { 958 if (victim->x != hitter->x || victim->y != hitter->y)
929 remove_ob (hitter); 959 {
960 hitter->remove ();
930 hitter->x = victim_x; 961 hitter->x = victim->x;
931 hitter->y = victim_y; 962 hitter->y = victim->y;
932 insert_ob_in_map (hitter, victim->map, hitter,0); 963 insert_ob_in_map (hitter, victim->map, hitter, 0);
964 }
933 } else { 965 else
934 /* Else leave arrow where it is */ 966 /* Else leave arrow where it is */
935 merge_ob (hitter, NULL); 967 merge_ob (hitter, NULL);
936 } 968
937 return NULL; 969 return 0;
938 } 970 }
939 971
940 if (hit_something && op->speed >= 10.0) 972 if (hit_something && op->speed >= 10.0)
941 op->speed -= 1.0; 973 op->speed -= 1.0;
942 974
943 /* Missile missed victim - reassemble missile */ 975 /* Missile missed victim - reassemble missile */
944 if (container) { 976 if (container)
945 remove_ob (hitter); 977 {
978 hitter->remove ();
946 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
947 } 980 }
981
948 return op; 982 return op;
949} 983}
950 984
951 985void
952void tear_down_wall(object *op) 986tear_down_wall (object *op)
953{ 987{
954 int perc=0; 988 int perc = 0;
955 989
956 if (!op->stats.maxhp) { 990 if (!op->stats.maxhp)
991 {
957 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 992 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
958 perc = 1; 993 perc = 1;
994 }
959 } else if(!GET_ANIM_ID(op)) { 995 else if (!GET_ANIM_ID (op))
996 {
960 /* Object has been called - no animations, so remove it */ 997 /* Object has been called - no animations, so remove it */
961 if(op->stats.hp<0) { 998 if (op->stats.hp < 0)
962 remove_ob(op); /* Should update LOS */ 999 op->destroy ();
963 free_object(op);
964 /* Don't know why this is here - remove_ob should do it for us */
965 /*update_position(m, x, y);*/
966 } 1000
967 return; /* no animations, so nothing more to do */ 1001 return; /* no animations, so nothing more to do */
968 } 1002 }
969 perc = NUM_ANIMATIONS(op) 1003
970 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; 1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1005
971 if (perc >= (int) NUM_ANIMATIONS(op)) 1006 if (perc >= (int) NUM_ANIMATIONS (op))
972 perc = NUM_ANIMATIONS(op)-1; 1007 perc = NUM_ANIMATIONS (op) - 1;
973 else if (perc < 1) 1008 else if (perc < 1)
974 perc = 1; 1009 perc = 1;
1010
975 SET_ANIMATION(op, perc); 1011 SET_ANIMATION (op, perc);
976 update_object(op,UP_OBJ_FACE); 1012 update_object (op, UP_OBJ_FACE);
977 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ 1013
1014 if (perc == NUM_ANIMATIONS (op) - 1)
1015 { /* Reached the last animation */
978 if(op->face==blank_face) { 1016 if (op->face == blank_face)
979 /* If the last face is blank, remove the ob */ 1017 /* If the last face is blank, remove the ob */
980 remove_ob(op); /* Should update LOS */ 1018 op->destroy ();
981 free_object(op); 1019 else
982
983 /* remove_ob should call update_position for us */
984 /*update_position(m, x, y);*/
985
986 } else { /* The last face was not blank, leave an image */ 1020 { /* The last face was not blank, leave an image */
987 CLEAR_FLAG(op, FLAG_BLOCKSVIEW); 1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
988 update_all_los(op->map, op->x, op->y); 1022 update_all_los (op->map, op->x, op->y);
989 op->move_block = 0; 1023 op->move_block = 0;
990 CLEAR_FLAG(op, FLAG_ALIVE); 1024 CLEAR_FLAG (op, FLAG_ALIVE);
991 } 1025 }
992 } 1026 }
993} 1027}
994 1028
1029void
995void scare_creature(object *target, object *hitter) 1030scare_creature (object *target, object *hitter)
996{ 1031{
997 object *owner = get_owner(hitter); 1032 object *owner = hitter->owner;
998 1033
999 if (!owner) owner=hitter; 1034 if (!owner)
1035 owner = hitter;
1000 1036
1001 SET_FLAG(target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1002 if (!target->enemy) target->enemy=owner; 1038 if (!target->enemy)
1039 target->enemy = owner;
1003} 1040}
1004
1005 1041
1006/* This returns the amount of damage hitter does to op with the 1042/* This returns the amount of damage hitter does to op with the
1007 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1008 * This doesn't damage the player, but returns how much it should 1044 * This doesn't damage the player, but returns how much it should
1009 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1010 * Note - changed for PR code - we now pass the attack number and not 1046 * Note - changed for PR code - we now pass the attack number and not
1011 * the attacktype. Makes it easier for the PR code. */ 1047 * the attacktype. Makes it easier for the PR code. */
1012 1048int
1013int hit_player_attacktype(object *op, object *hitter, int dam, 1049hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1014 uint32 attacknum, int magic) { 1050{
1015
1016 int doesnt_slay = 1; 1051 int doesnt_slay = 1;
1017 1052
1018 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1019 if (attacknum >= NROFATTACKS) { 1054 if (attacknum >= NROFATTACKS)
1055 {
1020 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); 1056 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1021 return 0; 1057 return 0;
1022 }
1023 1058 }
1059
1024 if (dam < 0) { 1060 if (dam < 0)
1061 {
1025 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1026 return 0; 1064 return 0;
1027 }
1028 1065 }
1066
1029 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1030 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1031 if (attacknum == ATNR_INTERNAL) return dam; 1069 if (attacknum == ATNR_INTERNAL)
1032 1070 return dam;
1071
1033 if (hitter->slaying) { 1072 if (hitter->slaying)
1073 {
1034 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1035 (op->arch && (op->arch->name != NULL) && 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1036 strstr(op->arch->name, hitter->slaying))
1037 ){ 1076 {
1038 doesnt_slay = 0; 1077 doesnt_slay = 0;
1039 dam *= 3; 1078 dam *= 3;
1040 } 1079 }
1041 } 1080 }
1042 1081
1043 /* Adjust the damage for resistance. Note that neg. values increase damage. */ 1082 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1044 if (op->resist[attacknum]) { 1083 if (op->resist[attacknum])
1084 {
1045 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1085 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1046 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1086 * in case 0>dam>1, we try to "simulate" a float value-effect */
1047 dam *= (100-op->resist[attacknum]); 1087 dam *= (100 - op->resist[attacknum]);
1048 if (dam >= 100) dam /= 100; 1088 if (dam >= 100)
1089 dam /= 100;
1049 else 1090 else
1050 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1091 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1051 } 1092 }
1052 1093
1053 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1054 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1055 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1056 * special processing is needed */ 1097 * special processing is needed */
1057 1098
1058 if ((op->resist[attacknum] >= 100) && 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1059 doesnt_slay && (attacknum != ATNR_ACID)) 1101 && attacknum != ATNR_ACID)
1060 return 0; 1102 return 0;
1061 1103
1062 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1105
1106 switch (attacknum)
1063 1107 {
1064 switch(attacknum) {
1065 case ATNR_PHYSICAL: 1108 case ATNR_PHYSICAL:
1066 /* here also check for diseases */ 1109 /* here also check for diseases */
1067 check_physically_infect(op, hitter); 1110 check_physically_infect (op, hitter);
1068 break; 1111 break;
1069 1112
1070 /* Don't need to do anything for: 1113 /* Don't need to do anything for:
1071 magic, 1114 magic,
1072 fire, 1115 fire,
1073 electricity, 1116 electricity,
1074 cold */ 1117 cold */
1075 1118
1076 case ATNR_CONFUSION: 1119 case ATNR_CONFUSION:
1077 case ATNR_POISON: 1120 case ATNR_POISON:
1078 case ATNR_SLOW: 1121 case ATNR_SLOW:
1079 case ATNR_PARALYZE: 1122 case ATNR_PARALYZE:
1080 case ATNR_FEAR: 1123 case ATNR_FEAR:
1081 case ATNR_CANCELLATION: 1124 case ATNR_CANCELLATION:
1082 case ATNR_DEPLETE: 1125 case ATNR_DEPLETE:
1083 case ATNR_BLIND: 1126 case ATNR_BLIND:
1084 { 1127 {
1085 /* chance for inflicting a special attack depends on the 1128 /* chance for inflicting a special attack depends on the
1086 * difference between attacker's and defender's level 1129 * difference between attacker's and defender's level
1087 */ 1130 */
1088 int level_diff = MIN(110, MAX(0, op->level - hitter->level)); 1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1089 1132
1090 /* First, only creatures/players with speed can be affected. 1133 /* First, only creatures/players with speed can be affected.
1091 * Second, just getting hit doesn't mean it always affects 1134 * Second, just getting hit doesn't mean it always affects
1092 * you. Third, you still get a saving through against the 1135 * you. Third, you still get a saving through against the
1093 * effect. 1136 * effect.
1094 */ 1137 */
1095 if (op->speed && 1138 if (op->speed &&
1096 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && 1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1097 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && 1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1098 !did_make_save(op, level_diff, op->resist[attacknum]/10)) { 1141 {
1099 1142
1100 /* Player has been hit by something */ 1143 /* Player has been hit by something */
1101 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); 1144 if (attacknum == ATNR_CONFUSION)
1145 confuse_player (op, hitter, dam);
1102 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); 1146 else if (attacknum == ATNR_POISON)
1147 poison_player (op, hitter, dam);
1103 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); 1148 else if (attacknum == ATNR_SLOW)
1104 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); 1149 slow_player (op, hitter, dam);
1150 else if (attacknum == ATNR_PARALYZE)
1151 paralyze_player (op, hitter, dam);
1105 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); 1152 else if (attacknum == ATNR_FEAR)
1153 scare_creature (op, hitter);
1106 else if (attacknum == ATNR_CANCELLATION) cancellation(op); 1154 else if (attacknum == ATNR_CANCELLATION)
1155 cancellation (op);
1107 else if (attacknum == ATNR_DEPLETE) drain_stat(op); 1156 else if (attacknum == ATNR_DEPLETE)
1157 op->drain_stat ();
1108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && 1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1109 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); 1159 blind_player (op, hitter, dam);
1110 } 1160 }
1161
1111 dam = 0; /* These are all effects and don't do real damage */ 1162 dam = 0; /* These are all effects and don't do real damage */
1112 } 1163 }
1113 break; 1164 break;
1165
1114 case ATNR_ACID: 1166 case ATNR_ACID:
1115 { 1167 {
1116 int flag=0; 1168 int flag = 0;
1117 1169
1118 /* Items only get corroded if you're not on a battleground and 1170 /* Items only get corroded if you're not on a battleground and
1119 * if your acid resistance is below 50%. */ 1171 * if your acid resistance is below 50%. */
1120 if (!op_on_battleground(op, NULL, NULL) && 1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1121 (op->resist[ATNR_ACID] < 50))
1122 { 1173 {
1123 object *tmp;
1124 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 {
1125 if(tmp->invisible) 1176 if (tmp->invisible)
1126 continue; 1177 continue;
1127 if(!QUERY_FLAG(tmp, FLAG_APPLIED) || 1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1128 (tmp->resist[ATNR_ACID] >= 10))
1129 /* >= 10% acid res. on itmes will protect these */ 1179 /* >= 10% acid res. on items will protect these */
1130 continue; 1180 continue;
1131 if(!(tmp->material & M_IRON)) 1181 if (!(tmp->materials & M_IRON))
1132 continue; 1182 continue;
1133 if(tmp->magic < -4) /* Let's stop at -5 */ 1183 if (tmp->magic < -4) /* Let's stop at -5 */
1134 continue; 1184 continue;
1135 if(tmp->type==RING || 1185 if (tmp->type == RING
1136 /* removed boots and gloves from exclusion list in 1186 /* removed boots and gloves from exclusion list in PR */
1137 PR */
1138 tmp->type==GIRDLE || 1187 || tmp->type == GIRDLE
1139 tmp->type==AMULET || 1188 || tmp->type == AMULET
1140 tmp->type==WAND || 1189 || tmp->type == WAND
1141 tmp->type==ROD || 1190 || tmp->type == ROD
1142 tmp->type==HORN) 1191 || tmp->type == HORN)
1143 continue; /* To avoid some strange effects */ 1192 continue; /* To avoid some strange effects */
1144 1193
1145 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1146 objects */ 1195 objects */
1147 if(rndm(0, dam+4) >
1148 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { 1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1149 if(op->type == PLAYER) 1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1202 {
1150 /* Make this more visible */ 1203 /* Make this more visible */
1151 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, 1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1152 "The %s's acid corrodes your %s!", 1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1153 query_name(hitter), query_name(tmp)); 1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1154 flag = 1; 1209 }
1155 tmp->magic--;
1156 if(op->type == PLAYER)
1157 esrv_send_item(op, tmp);
1158 } 1210 }
1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1159 } 1214 }
1160 if(flag)
1161 fix_player(op); /* Something was corroded */
1162 }
1163 } 1215 }
1164 break; 1216 break;
1217
1165 case ATNR_DRAIN: 1218 case ATNR_DRAIN:
1166 { 1219 {
1167 /* rate is the proportion of exp drained. High rate means 1220 /* rate is the proportion of exp drained. High rate means
1168 * not much is drained, low rate means a lot is drained. 1221 * not much is drained, low rate means a lot is drained.
1169 */ 1222 */
1170 int rate; 1223 int rate;
1171 1224
1172 if(op->resist[ATNR_DRAIN] >= 0) 1225 if (op->resist[ATNR_DRAIN] >= 0)
1173 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1174 else 1227 else
1175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1176 1229
1177 if(op->stats.exp <= rate) { 1230 if (op->stats.exp <= rate)
1231 {
1178 if(op->type == GOLEM) 1232 if (op->type == GOLEM)
1179 dam = 999; /* Its force is "sucked" away. 8) */ 1233 dam = 999; /* Its force is "sucked" away. 8) */
1180 else 1234 else
1181 /* If we can't drain, lets try to do physical damage */ 1235 /* If we can't drain, lets try to do physical damage */
1182 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); 1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1237 }
1183 } else { 1238 else
1239 {
1184 /* Randomly give the hitter some hp */ 1240 /* Randomly give the hitter some hp */
1185 if(hitter->stats.hp<hitter->stats.maxhp && 1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1186 (op->level > hitter->level) && 1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1187 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1188 hitter->stats.hp++; 1243 hitter->stats.hp++;
1189 1244
1190 /* Can't do drains on battleground spaces. 1245 /* Can't do drains on battleground spaces.
1191 * Move the wiz check up here - before, the hitter wouldn't gain exp 1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1192 * exp, but the wiz would still lose exp! If drainee is a wiz, 1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1193 * nothing happens. 1248 * nothing happens.
1194 * Try to credit the owner. We try to display player -> player drain 1249 * Try to credit the owner. We try to display player -> player drain
1195 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1196 */ 1251 */
1197 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1253 {
1198 object *owner = get_owner(hitter); 1254 object *owner = hitter->owner;
1199 1255
1200 if (owner && owner != hitter) { 1256 if (owner && owner != hitter)
1257 {
1201 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1202 change_exp(owner, op->stats.exp/(rate*2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1203 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); 1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1261 }
1204 } else if (op->type != PLAYER || hitter->type != PLAYER) { 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1205 change_exp(hitter, op->stats.exp/(rate*2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1265
1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1207 } 1267 }
1208 change_exp(op,-op->stats.exp/rate, NULL, 0); 1268
1209 }
1210 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1211 * drain attack, you won't know that you are actually sucking out EXP, 1270 * drain attack, you won't know that you are actually sucking out EXP,
1212 * as the messages will say you missed 1271 * as the messages will say you missed
1213 */ 1272 */
1214 } 1273 }
1215 } 1274 }
1216 break; 1275 break;
1276
1217 case ATNR_TURN_UNDEAD: 1277 case ATNR_TURN_UNDEAD:
1218 { 1278 {
1219 if (QUERY_FLAG(op,FLAG_UNDEAD)) { 1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1220 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); 1280 {
1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1221 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1222 int div = 1; 1283 int div = 1;
1223 1284
1224 /* if undead are not an enemy of your god, you turn them 1285 /* if undead are not an enemy of your god, you turn them
1225 * at half strength */ 1286 * at half strength */
1226 if (! god || ! god->slaying || 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1227 strstr (god->slaying, undead_name) == NULL)
1228 div = 2; 1288 div = 2;
1289
1229 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1230 if (op->level * div < 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1231 (turn_bonus[owner->stats.Wis]+owner->level +
1232 (op->resist[ATNR_TURN_UNDEAD]/100)))
1233 scare_creature(op, owner); 1292 scare_creature (op, owner);
1234 } 1293 }
1235 else 1294 else
1236 dam = 0; /* don't damage non undead - should we damage 1295 dam = 0; /* don't damage non undead - should we damage
1237 undead? */ 1296 undead? */
1238 } break; 1297 }
1239 case ATNR_DEATH:
1240 deathstrike_player(op, hitter, &dam);
1241 break; 1298 break;
1299
1300 case ATNR_DEATH:
1301 deathstrike_player (op, hitter, &dam);
1302 break;
1303
1242 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1243 LOG(llevError, 1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1244 "%s was hit by %s with non-specific chaos.\n",
1245 query_name(op),
1246 query_name(hitter));
1247 dam = 0; 1306 dam = 0;
1248 break; 1307 break;
1308
1249 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1250 LOG(llevError, 1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1251 "%s was hit by %s with counterspell attack.\n",
1252 query_name(op),
1253 query_name(hitter));
1254 dam = 0; 1311 dam = 0;
1255 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1256 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1257 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1258 * does no damage. */ 1315 * does no damage. */
1259 break; 1316 break;
1317
1260 case ATNR_HOLYWORD: 1318 case ATNR_HOLYWORD:
1261 { 1319 {
1262 /* This has already been handled by hit_player, 1320 /* This has already been handled by hit_player,
1263 * no need to check twice -- DAMN */ 1321 * no need to check twice -- DAMN */
1264 1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1265 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); 1323
1266
1267 /* As with turn undead above, give a bonus on the saving throw */ 1324 /* As with turn undead above, give a bonus on the saving throw */
1268 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < 1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1269 owner->level+turn_bonus[owner->stats.Wis])
1270 scare_creature(op, owner); 1326 scare_creature (op, owner);
1327 }
1271 } break; 1328 break;
1329
1272 case ATNR_LIFE_STEALING: 1330 case ATNR_LIFE_STEALING:
1273 { 1331 {
1274 int new_hp; 1332 int new_hp;
1333
1275 /* this is replacement to drain for players, instead of taking 1334 /* this is replacement to drain for players, instead of taking
1276 * exp it takes hp. It is geared for players, probably not 1335 * exp it takes hp. It is geared for players, probably not
1277 * much use giving it to monsters 1336 * much use giving it to monsters
1278 * 1337 *
1279 * life stealing doesn't do a lot of damage, but it gives the 1338 * life stealing doesn't do a lot of damage, but it gives the
1280 * damage it does do to the player. Given that, 1339 * damage it does do to the player. Given that,
1281 * it only does 1/10'th normal damage (hence the divide by 1340 * it only does 1/10'th normal damage (hence the divide by
1282 * 1000). 1341 * 1000).
1283 */ 1342 */
1284 /* You can't steal life from something undead */ 1343 /* You can't steal life from something undead */
1285 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; 1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1345 return 0;
1346
1286 /* If drain protection is higher than life stealing, use that */ 1347 /* If drain protection is higher than life stealing, use that */
1287 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1288 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1350 else
1289 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1290 /* You die at -1 hp, not zero. */ 1353 /* You die at -1 hp, not zero. */
1291 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; 1354 if (dam > (op->stats.hp + 1))
1355 dam = op->stats.hp + 1;
1356
1292 new_hp = hitter->stats.hp + dam; 1357 new_hp = hitter->stats.hp + dam;
1293 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; 1358 if (new_hp > hitter->stats.maxhp)
1294 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; 1359 new_hp = hitter->stats.maxhp;
1360
1361 if (new_hp > hitter->stats.hp)
1362 hitter->stats.hp = new_hp;
1295 } 1363 }
1296 } 1364 }
1365
1297 return dam; 1366 return dam;
1298} 1367}
1299
1300 1368
1301/* GROS: This code comes from hit_player. It has been made external to 1369/* GROS: This code comes from hit_player. It has been made external to
1302 * allow script procedures to "kill" objects in a combat-like fashion. 1370 * allow script procedures to "kill" objects in a combat-like fashion.
1303 * It was initially used by (kill-object) developed for the Collector's 1371 * It was initially used by (kill-object) developed for the Collector's
1304 * Sword. Note that nothing has been changed from the original version 1372 * Sword. Note that nothing has been changed from the original version
1311 * This function was a bit of a mess with hitter getting changed, 1379 * This function was a bit of a mess with hitter getting changed,
1312 * values being stored away but not used, etc. I've cleaned it up 1380 * values being stored away but not used, etc. I've cleaned it up
1313 * a bit - I think it should be functionally equivalant. 1381 * a bit - I think it should be functionally equivalant.
1314 * MSW 2002-07-17 1382 * MSW 2002-07-17
1315 */ 1383 */
1384int
1316int kill_object(object *op,int dam, object *hitter, int type) 1385kill_object (object *op, int dam, object *hitter, int type)
1317{ 1386{
1318 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1319 const char *skill; 1388 const char *skill;
1320 int maxdam=0; 1389 int maxdam = 0;
1321 int battleg=0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1322 int pk=0; /* true if op and what controls hitter are both players*/ 1391 int pk = 0; /* true if op and what controls hitter are both players */
1323 object *owner=NULL; 1392 object *owner = 0;
1324 object *skop=NULL; 1393 object *skop = 0;
1325 1394
1326 if (op->stats.hp>=0) 1395 if (op->stats.hp >= 0)
1327 return -1; 1396 return -1;
1328 1397
1329 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1330 return 0; 1399 return 0;
1331 1400
1332 /* maxdam needs to be the amount of damage it took to kill 1401 /* maxdam needs to be the amount of damage it took to kill
1333 * this creature. The function(s) that call us have already 1402 * this creature. The function(s) that call us have already
1334 * adjusted the creatures HP total, so that is negative. 1403 * adjusted the creatures HP total, so that is negative.
1335 */ 1404 */
1336 maxdam = dam + op->stats.hp + 1; 1405 maxdam = dam + op->stats.hp + 1;
1337 1406
1338 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1339 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1340 1409
1341 if(op->type==DOOR) { 1410 if (op->type == DOOR)
1411 {
1342 op->speed = 0.1; 1412 op->set_speed (0.1f);
1343 update_ob_speed(op);
1344 op->speed_left= -0.05; 1413 op->speed_left = -0.05f;
1345 return maxdam; 1414 return maxdam;
1346 } 1415 }
1416
1347 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1348 remove_friendly_object(op); 1418 {
1349 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1419 op->destroy ();
1350 op->owner->contr->ranges[range_golem] == op) {
1351 op->owner->contr->ranges[range_golem]=NULL;
1352 op->owner->contr->golem_count=0;
1353 }
1354
1355 remove_ob(op);
1356 free_object(op);
1357 return maxdam; 1420 return maxdam;
1358 } 1421 }
1359 1422
1360 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1361 1424
1362 owner=get_owner(hitter); 1425 owner = hitter->owner;
1363 if(owner==NULL) 1426 if (!owner)
1364 owner=hitter; 1427 owner = hitter;
1365 1428
1366 /* is the victim (op) standing on battleground? */ 1429 /* is the victim (op) standing on battleground? */
1367 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1430 if (op_on_battleground (op, NULL, NULL))
1368 1431 battleg = 1;
1432
1369 /* is this player killing?*/ 1433 /* is this player killing? */
1370 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1434 if (op->type == PLAYER && owner->type == PLAYER)
1435 pk = 1;
1371 1436
1372 /* Player killed something */ 1437 /* Player killed something */
1373 if(owner->type==PLAYER) { 1438 if (owner->type == PLAYER)
1374 Log_Kill(owner->name, 1439 {
1375 query_name(op),op->type,
1376 (owner!=hitter) ? query_name(hitter) : NULL,
1377 (owner!=hitter) ? hitter->type : 0);
1378
1379 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1380 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1381 * ip address is included. 1442 * ip address is included.
1382 */ 1443 */
1383 if (op->type == PLAYER && !battleg) { 1444 if (op->type == PLAYER && !battleg)
1445 {
1384 time_t t=time(NULL); 1446 time_t t = time (NULL);
1385 struct tm *tmv; 1447 struct tm *tmv;
1386 char buf[256]; 1448 char buf[256];
1387 1449
1388 tmv = localtime(&t); 1450 tmv = localtime (&t);
1389 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1451 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1390 1452
1391 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1453 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1392 buf, &owner->name, owner->contr->socket.host, query_name(op));
1393 } 1454 }
1394 1455
1395 /* try to filter some things out - basically, if you are 1456 /* try to filter some things out - basically, if you are
1396 * killing a level 1 creature and your level 20, you 1457 * killing a level 1 creature and your level 20, you
1397 * probably don't want to see that. 1458 * probably don't want to see that.
1398 */ 1459 */
1399 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1460 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1461 {
1400 if(owner!=hitter) { 1462 if (owner != hitter)
1401 new_draw_info_format(NDI_BLACK, 0, owner, 1463 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1402 "You killed %s with %s.",query_name(op), 1464 else
1403 query_name(hitter)); 1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1466
1467 /* Only play sounds for melee kills */
1468 if (hitter->type == PLAYER)
1469 owner->play_sound (sound_find ("player_kills"));
1470 }
1471
1472 /* If a player kills another player, not on
1473 * battleground, the "killer" looses 1 luck. Since this is
1474 * not reversible, it's actually quite a pain IMHO. -AV
1475 * Fix bug in that we were changing the luck of the hitter, not
1476 * player that the object belonged to - so if you killed another player
1477 * with spells, pets, whatever, there was no penalty.
1478 * Changed to make luck penalty configurable in settings.
1479 */
1480 if (op->type == PLAYER && owner != op && !battleg)
1481 owner->change_luck (-settings.pk_luck_penalty);
1482
1483 /* This code below deals with finding the appropriate skill
1484 * to credit exp to. This is a bit problematic - we should
1485 * probably never really have to look at current_weapon->skill
1486 */
1487 skill = 0;
1488
1489 if (hitter->skill && hitter->type != PLAYER)
1490 skill = hitter->skill;
1491 else if (owner->chosen_skill)
1492 {
1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1495 }
1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1497 skill = owner->current_weapon->skill;
1498 else
1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1500
1501 /* We have the skill we want to credit to - now find the object this goes
1502 * to. Make sure skop is an actual skill, and not a skill tool!
1503 */
1504 if ((!skop || skop->type != SKILL) && skill)
1505 {
1506 int i;
1507
1508 for (i = 0; i < NUM_SKILLS; i++)
1509 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1510 {
1511 skop = owner->contr->last_skill_ob[i];
1512 break;
1513 }
1514 }
1515 } /* Was it a player that hit somethign */
1516 else
1517 skill = 0;
1518
1519 /* Pet (or spell) killed something. */
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 /* These may have been set in the player code section above */
1529 if (!skop)
1530 skop = hitter->chosen_skill;
1531
1532 if (!skill && skop)
1533 skill = skop->skill;
1534
1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536
1537 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1539 {
1540 int exp;
1541
1542 /* Really don't give much experience for killing other players */
1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1544 if (op->type == PLAYER)
1545 {
1546 if (battleg)
1547 {
1548 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1549 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1404 } 1550 }
1405 else { 1551 else
1406 new_draw_info_format(NDI_BLACK, 0, owner, 1552 exp = op->stats.exp / 1000;
1407 "You killed %s.",query_name(op)); 1553 }
1554 else
1555 exp = calc_skill_exp (owner, op, skop);
1556
1557 /* if op is standing on "battleground" (arena), no way to gain
1558 * exp by killing him
1559 */
1560 if (battleg)
1561 exp = 0;
1562
1563 /* Don't know why this is set this way - doesn't make
1564 * sense to just divide everything by two for no reason.
1565 */
1566
1567 if (!settings.simple_exp)
1568 exp = exp / 2;
1569
1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1571 change_exp (owner, exp, skill, 0);
1572 else
1573 {
1574 int shares = 0, count = 0;
1575 partylist *party = owner->contr->party;
1576
1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1578
1579 for_all_players (pl)
1580 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1581 {
1582 count++;
1583 shares += (pl->ob->level + 4);
1584 }
1585
1586 if (count == 1 || shares > exp || !shares)
1587 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1588 else
1589 {
1590 int share = exp / shares, given = 0, nexp;
1591
1592 for_all_players (pl)
1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1594 {
1595 nexp = (pl->ob->level + 4) * share;
1596 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1597 given += nexp;
1598 }
1599
1600 exp -= given;
1601 /* give any remainder to the player */
1602 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1408 } 1603 }
1409 /* Only play sounds for melee kills */ 1604 } /* else part of a party */
1410 if (hitter->type == PLAYER) 1605 } /* end if person didn't kill himself */
1411 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1606
1607 if (op->type != PLAYER)
1608 {
1609 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1412 } 1610 {
1611 object *owner1 = op->owner;
1413 1612
1414 /* If a player kills another player, not on 1613 if (owner1 && owner1->type == PLAYER)
1415 * battleground, the "killer" looses 1 luck. Since this is
1416 * not reversible, it's actually quite a pain IMHO. -AV
1417 * Fix bug in that we were changing the luck of the hitter, not
1418 * player that the object belonged to - so if you killed another player
1419 * with spells, pets, whatever, there was no penalty.
1420 * Changed to make luck penalty configurable in settings.
1421 */
1422 if(op->type == PLAYER && owner != op && !battleg)
1423 change_luck(owner, -settings.pk_luck_penalty);
1424
1425 /* This code below deals with finding the appropriate skill
1426 * to credit exp to. This is a bit problematic - we should
1427 * probably never really have to look at current_weapon->skill
1428 */
1429 skill = NULL;
1430 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1431 else if (owner->chosen_skill) {
1432 skill = owner->chosen_skill->skill;
1433 skop = owner->chosen_skill;
1434 }
1435 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1436 else
1437 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1438
1439 /* We have the skill we want to credit to - now find the object this goes
1440 * to. Make sure skop is an actual skill, and not a skill tool!
1441 */
1442 if ((!skop || skop->type != SKILL) && skill) {
1443 int i;
1444
1445 for (i=0; i<NUM_SKILLS; i++)
1446 if (owner->contr->last_skill_ob[i] &&
1447 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1448 skop = owner->contr->last_skill_ob[i];
1449 break;
1450 } 1614 {
1451 } 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1452 } /* Was it a player that hit somethign */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1453 else { 1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1454 skill = NULL;
1455 }
1456
1457 /* Pet (or spell) killed something. */
1458 if(owner != hitter ) {
1459 (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name,
1460 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1461 }
1462 else {
1463 (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name,
1464 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1465 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1466 }
1467 /* These may have been set in the player code section above */
1468 if (!skop) skop = hitter->chosen_skill;
1469 if (!skill && skop) skill=skop->skill;
1470
1471 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1472
1473
1474 /* If you didn't kill yourself, and your not the wizard */
1475 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1476 int exp;
1477
1478 /* Really don't give much experience for killing other players */
1479 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1480 if (op->type==PLAYER) {
1481 if (battleg) {
1482 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1483 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1484 } 1618 }
1485 else
1486 exp = op->stats.exp / 1000;
1487 }
1488 else
1489 exp = calc_skill_exp(owner, op, skop);
1490 1619
1491 /* if op is standing on "battleground" (arena), no way to gain
1492 * exp by killing him
1493 */
1494 if (battleg) exp = 0;
1495
1496 /* Don't know why this is set this way - doesn't make
1497 * sense to just divide everything by two for no reason.
1498 */
1499
1500 if (!settings.simple_exp)
1501 exp=exp/2;
1502
1503 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1504 change_exp(owner,exp, skill, 0);
1505 }
1506 else {
1507 int shares=0,count=0;
1508
1509 player *pl;
1510
1511 partylist *party=owner->contr->party;
1512#ifdef PARTY_KILL_LOG
1513 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1514#endif
1515 for(pl=first_player;pl!=NULL;pl=pl->next) {
1516 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1517 count++;
1518 shares+=(pl->ob->level+4);
1519 }
1520 }
1521 if(count==1 || shares>exp)
1522 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1523 else {
1524 int share=exp/shares,given=0,nexp;
1525 for(pl=first_player;pl!=NULL;pl=pl->next) {
1526 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1527 nexp=(pl->ob->level+4)*share;
1528 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1529 given+=nexp;
1530 }
1531 }
1532 exp-=given;
1533 /* give any remainder to the player */
1534 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1535 }
1536 } /* else part of a party */
1537
1538 } /* end if person didn't kill himself */
1539
1540 if(op->type!=PLAYER) {
1541 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1542 object *owner1 = get_owner(op);
1543
1544 if(owner1!= NULL && owner1->type == PLAYER) {
1545 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1546 /* Maybe we should include the owner that killed this, maybe not */
1547 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1548 &op->name,&hitter->name);
1549 }
1550 remove_friendly_object(op); 1620 remove_friendly_object (op);
1551 } 1621 }
1552 remove_ob(op); 1622
1553 free_object(op); 1623 op->destroy ();
1554 } 1624 }
1625 else
1555 /* Player has been killed! */ 1626 /* Player has been killed! */
1556 else { 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1557 if(owner->type==PLAYER) { 1628
1558 snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1559 }
1560 else {
1561 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1562 op->contr->killer[BIG_NAME-1]='\0';
1563 }
1564 }
1565 /* This was return -1 - that doesn't seem correct - if we return -1, process 1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1566 * continues in the calling function. 1630 * continues in the calling function.
1567 */ 1631 */
1568 return maxdam; 1632 return maxdam;
1569} 1633}
1570 1634
1571/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1635/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1572 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1573 */ 1637 */
1574 1638int
1575int friendly_fire(object *op, object *hitter){ 1639friendly_fire (object *op, object *hitter)
1640{
1576 object *owner; 1641 object *owner;
1577 int friendlyfire; 1642 int friendlyfire;
1578
1579 if (hitter->head) hitter=hitter->head;
1580 1643
1644 if (hitter->head)
1645 hitter = hitter->head;
1646
1581 friendlyfire = 0; 1647 friendlyfire = 0;
1582 1648
1583 if(op->type == PLAYER) { 1649 if (op->type == PLAYER)
1650 {
1584 if (op_on_battleground (hitter, 0, 0)) 1651 if (op_on_battleground (hitter, 0, 0))
1585 return 0; 1652 return 0;
1586 1653
1587 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1654 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1588 return 1; 1655 return 1;
1589 1656
1590 if((owner = get_owner(hitter))!=NULL) { 1657 if ((owner = hitter->owner) != NULL)
1658 {
1591 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1659 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1592 friendlyfire = 2; 1660 friendlyfire = 2;
1593 } 1661 }
1594 1662
1595 if (hitter->type == SPELL || hitter->type == POISONING || 1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1596 hitter->type == DISEASE || hitter->type == RUNE)
1597 friendlyfire = 0; 1664 friendlyfire = 0;
1598 } 1665 }
1666
1599 return friendlyfire; 1667 return friendlyfire;
1600} 1668}
1601
1602 1669
1603/* This isn't used just for players, but in fact most objects. 1670/* This isn't used just for players, but in fact most objects.
1604 * op is the object to be hit, dam is the amount of damage, hitter 1671 * op is the object to be hit, dam is the amount of damage, hitter
1605 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1606 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1607 * dam is base damage - protections/vulnerabilities/slaying matches can 1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1608 * modify it. 1675 * modify it.
1609 */ 1676 */
1610
1611 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1612 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1613 1679int
1614int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1680hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1681{
1615 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1616 int maxattacktype, attacknum; 1683 int maxattacktype, attacknum;
1617 int body_attack = op && op->head; /* Did we hit op's head? */ 1684 int body_attack = op && op->head; /* Did we hit op's head? */
1618 int simple_attack; 1685 int simple_attack;
1619 tag_t op_tag, hitter_tag;
1620 int rtn_kill = 0; 1686 int rtn_kill = 0;
1621 int friendlyfire; 1687 int friendlyfire;
1622 1688
1623 if (get_attack_mode (&op, &hitter, &simple_attack)) 1689 if (get_attack_mode (&op, &hitter, &simple_attack))
1690 return 0;
1691
1692 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1694 return 0;
1695
1696 // only allow pk for hostile players
1697 if (op->type == PLAYER)
1698 {
1699 object *owner = hitter->owner;
1700
1701 if (!owner)
1702 owner = hitter;
1703
1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1624 return 0; 1708 return 0;
1709 }
1625 1710
1626 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1711 if (body_attack)
1627 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1712 {
1713 /* slow and paralyze must hit the head. But we don't want to just
1714 * return - we still need to process other attacks the spell still
1715 * might have. So just remove the paralyze and slow attacktypes,
1716 * and keep on processing if we have other attacktypes.
1717 * return if only magic or nothing is left - under normal code
1718 * we don't attack with pure magic if there is another attacktype.
1719 * Only do processing if the initial attacktype includes one of those
1720 * attack so we don't cancel out things like magic bullet.
1721 */
1722 if (type & (AT_PARALYZE | AT_SLOW))
1723 {
1724 type &= ~(AT_PARALYZE | AT_SLOW);
1725
1726 if (!type || type == AT_MAGIC)
1628 return 0; 1727 return 0;
1728 }
1729 }
1629 1730
1630#ifdef PROHIBIT_PLAYERKILL 1731 if (!simple_attack && op->type == DOOR)
1631 if (op->type == PLAYER) { 1732 {
1632 object *owner = get_owner (hitter); 1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1633 if (!owner) owner = hitter; 1734 if (tmp->type == RUNE || tmp->type == TRAP)
1634 if (owner->type == PLAYER 1735 {
1635 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1736 spring_trap (tmp, hitter);
1636 && op != owner) { 1737
1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1637 return 0; 1739 return 0;
1740
1741 break;
1638 } 1742 }
1743 }
1744
1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1639 } 1746 {
1747 /* FIXME: If a player is killed by a rune in a door, the
1748 * destroyed() check above doesn't return, and might get here.
1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1757 return 0;
1758 }
1759
1760#ifdef ATTACK_DEBUG
1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1640#endif 1762#endif
1641 1763
1642 op_tag = op->count;
1643 hitter_tag = hitter->count;
1644
1645 if (body_attack) {
1646 /* slow and paralyze must hit the head. But we don't want to just
1647 * return - we still need to process other attacks the spell still
1648 * might have. So just remove the paralyze and slow attacktypes,
1649 * and keep on processing if we have other attacktypes.
1650 * return if only magic or nothing is left - under normal code
1651 * we don't attack with pure magic if there is another attacktype.
1652 * Only do processing if the initial attacktype includes one of those
1653 * attack so we don't cancel out things like magic bullet.
1654 */
1655 if (type & (AT_PARALYZE | AT_SLOW)) {
1656 type &= ~(AT_PARALYZE | AT_SLOW);
1657 if (!type || type==AT_MAGIC) return 0;
1658 }
1659 }
1660
1661 if ( ! simple_attack && op->type == DOOR) {
1662 object *tmp;
1663 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1664 if (tmp->type == RUNE || tmp->type == TRAP) {
1665 spring_trap (tmp, hitter);
1666 if (was_destroyed (hitter, hitter_tag)
1667 || was_destroyed (op, op_tag)
1668 || abort_attack (op, hitter, simple_attack))
1669 return 0;
1670 break;
1671 }
1672 }
1673
1674 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1675 /* FIXME: If a player is killed by a rune in a door, the
1676 * was_destroyed() check above doesn't return, and might get here.
1677 */
1678 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1679 "hit_player()\n", &op->arch->name, &op->name);
1680 return 0;
1681 }
1682
1683#ifdef ATTACK_DEBUG
1684 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1685#endif
1686
1687 if (magic) { 1764 if (magic)
1765 {
1688 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1766 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1689 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1767 * in case 0>dam>1, we try to "simulate" a float value-effect */
1690 dam = dam*(100-op->resist[ATNR_MAGIC]); 1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1691 if (dam >= 100) 1769 if (dam >= 100)
1692 dam /= 100; 1770 dam /= 100;
1693 else 1771 else
1694 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1695 } 1773 }
1696 1774
1697 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1775 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1698 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1776 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1699 */ 1777 */
1700 if(type & AT_CHAOS){ 1778 if (type & AT_CHAOS)
1779 {
1701 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1780 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1702 update_object(op,UP_OBJ_FACE); 1781 update_object (op, UP_OBJ_FACE);
1703 type &= ~AT_CHAOS; 1782 type &= ~AT_CHAOS;
1704 } 1783 }
1705 1784
1706 /* Holyword is really an attacktype modifier (like magic is). If 1785 /* Holyword is really an attacktype modifier (like magic is). If
1707 * holyword is part of an attacktype, then make sure the creature is 1786 * holyword is part of an attacktype, then make sure the creature is
1708 * a proper match, otherwise no damage. 1787 * a proper match, otherwise no damage.
1709 */ 1788 */
1710 if (type & AT_HOLYWORD) { 1789 if (type & AT_HOLYWORD)
1790 {
1711 object *god; 1791 object *god;
1792
1712 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1713 (!(op->race && strstr(hitter->slaying,op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1714 !(op->name && strstr(hitter->slaying,op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1715 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1716 (hitter->title != NULL 1797 (hitter->title != NULL
1717 && (god = find_god(determine_god(hitter))) != NULL 1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1718 && god->race != NULL
1719 && strstr(god->race,undead_name) != NULL)))
1720 return 0; 1799 return 0;
1721 } 1800 }
1722 1801
1723 maxattacktype = type; /* initialize this to something */ 1802 maxattacktype = type; /* initialise this to something */
1724 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1804 {
1725 /* Magic isn't really a true attack type - it gets combined with other 1805 /* Magic isn't really a true attack type - it gets combined with other
1726 * attack types. As such, skip it over. However, if magic is 1806 * attack types. As such, skip it over. However, if magic is
1727 * the only attacktype in the group, then still attack with it 1807 * the only attacktype in the group, then still attack with it
1728 */ 1808 */
1729 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1809 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1810 continue;
1730 1811
1731 /* Go through and hit the player with each attacktype, one by one. 1812 /* Go through and hit the player with each attacktype, one by one.
1732 * hit_player_attacktype only figures out the damage, doesn't inflict 1813 * hit_player_attacktype only figures out the damage, doesn't inflict
1733 * it. It will do the appropriate action for attacktypes with 1814 * it. It will do the appropriate action for attacktypes with
1734 * effects (slow, paralization, etc. 1815 * effects (slow, paralization, etc.
1735 */ 1816 */
1736 if (type & attacktype) { 1817 if (type & attacktype)
1818 {
1737 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1819 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1738 /* the >= causes us to prefer messages from special attacks, if 1820 /* the >= causes us to prefer messages from special attacks, if
1739 * the damage is equal. 1821 * the damage is equal.
1740 */ 1822 */
1741 if (ndam >= maxdam) { 1823 if (ndam >= maxdam)
1824 {
1742 maxdam = ndam; 1825 maxdam = ndam;
1743 maxattacktype = 1<<attacknum; 1826 maxattacktype = 1 << attacknum;
1744 } 1827 }
1745 } 1828 }
1746 } 1829 }
1747 1830
1748 /* if this is friendly fire then do a set % of damage only 1831 /* if this is friendly fire then do a set % of damage only
1749 * Note - put a check in to make sure this attack is actually 1832 * Note - put a check in to make sure this attack is actually
1750 * doing damage - otherwise, the +1 in the code below will make 1833 * doing damage - otherwise, the +1 in the code below will make
1751 * an attack do damage before when it otherwise didn't 1834 * an attack do damage before when it otherwise didn't
1752 */ 1835 */
1753 friendlyfire = friendly_fire(op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1754 if (friendlyfire && maxdam){ 1837 if (friendlyfire && maxdam)
1838 {
1755 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1756#ifndef COZY_SERVER 1840
1841#ifdef ATTACK_DEBUG
1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1844#endif
1845 }
1846
1847 if (!full_hit)
1848 {
1849 int area;
1850 int remainder;
1851
1852 area = 0;
1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1855 area++;
1856
1857 assert (area > 0);
1858
1859 /* basically: maxdam /= area; we try to "simulate" a float
1860 value-effect */
1861 remainder = 100 * (maxdam % area) / area;
1862 maxdam /= area;
1863 if (rndm (100) < remainder)
1757 maxdam++; 1864 maxdam++;
1865 }
1866
1867#ifdef ATTACK_DEBUG
1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1758#endif 1869#endif
1759
1760#ifdef ATTACK_DEBUG
1761 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1762 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1763#endif
1764 }
1765 1870
1766 if (!full_hit) { 1871 // for now, only do this for active objects, otherwise they
1767 archetype *at; 1872 // keep a refcount for a long time and I see no usefulness
1768 int area; 1873 // for an non-active objetc to know its enemy.
1769 int remainder; 1874 if (op->active)
1770 1875 if (hitter->owner)
1771 area = 0;
1772 for(at = op->arch; at != NULL; at = at->more)
1773 area++;
1774 assert(area > 0);
1775
1776 /* basically: maxdam /= area; we try to "simulate" a float
1777 value-effect */
1778 remainder = 100*(maxdam%area)/area;
1779 maxdam /= area;
1780 if (RANDOM()%100 < remainder)
1781 maxdam++;
1782 }
1783
1784#ifdef ATTACK_DEBUG
1785 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1786#endif
1787
1788 if(get_owner(hitter))
1789 op->enemy=hitter->owner; 1876 op->enemy = hitter->owner;
1790 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1791 op->enemy=hitter; 1878 op->enemy = hitter;
1792 1879
1793 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1881 {
1794 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1795 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1796 npc_call_help(op); 1884 npc_call_help (op);
1797 } 1885 }
1798 1886
1799 if (magic && did_make_save(op, op->level, 0)) 1887 if (magic && did_make_save (op, op->level, 0))
1800 maxdam=maxdam/2; 1888 maxdam = maxdam / 2;
1801 1889
1802 attack_message(maxdam, maxattacktype, op, hitter); 1890 attack_message (maxdam, maxattacktype, op, hitter);
1803 1891
1804 op->stats.hp-=maxdam; 1892 op->stats.hp -= maxdam;
1805 1893
1806 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1894 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1807 if ((op->stats.hp>=0) && 1895 if ((op->stats.hp >= 0) &&
1808 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1896 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1809 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1897 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1810 (float)op->stats.maxhp)) { 1898 {
1811 1899
1812 if (QUERY_FLAG(op, FLAG_MONSTER)) 1900 if (QUERY_FLAG (op, FLAG_MONSTER))
1813 SET_FLAG(op, FLAG_RUN_AWAY); 1901 SET_FLAG (op, FLAG_RUN_AWAY);
1814 else 1902 else
1815 scare_creature(op, hitter); 1903 scare_creature (op, hitter);
1816 } 1904 }
1817 1905
1818 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1906 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1907 {
1819 if (maxdam) 1908 if (maxdam)
1820 tear_down_wall(op); 1909 tear_down_wall (op);
1910
1821 return maxdam; /* nothing more to do for wall */ 1911 return maxdam; /* nothing more to do for wall */
1822 } 1912 }
1823 1913
1824 /* See if the creature has been killed */ 1914 /* See if the creature has been killed */
1825 rtn_kill = kill_object(op, maxdam, hitter, type); 1915 rtn_kill = kill_object (op, maxdam, hitter, type);
1826 if (rtn_kill != -1) 1916 if (rtn_kill != -1)
1827 return rtn_kill; 1917 return rtn_kill;
1828 1918
1829 1919
1830 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1831 * that before if the player was immune to ghosthit, the monster 1921 * that before if the player was immune to ghosthit, the monster
1832 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1833 */ 1923 */
1834 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1835 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1925 hitter->destroy ();
1836 remove_friendly_object(hitter); 1926
1837 remove_ob(hitter);
1838 free_object(hitter);
1839 }
1840 /* Lets handle creatures that are splitting now */ 1927 /* Lets handle creatures that are splitting now */
1841 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1929 {
1842 int i; 1930 int i;
1843 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1844 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1932 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1845 object *owner = get_owner(op); 1933 object *owner = op->owner;
1846 1934
1847 if(!op->other_arch) { 1935 if (!op->other_arch)
1936 {
1848 LOG(llevError,"SPLITTING without other_arch error.\n"); 1937 LOG (llevError, "SPLITTING without other_arch error.\n");
1849 return maxdam; 1938 return maxdam;
1850 } 1939 }
1851 remove_ob(op); 1940
1852 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1941 op->remove ();
1942
1943 for (i = 0; i < op->stats.food; i++)
1944 { /* This doesn't handle op->more yet */
1853 object *tmp=arch_to_object(op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1854 int j; 1946 int j;
1855 1947
1856 tmp->stats.hp=op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
1949
1857 if (friendly) { 1950 if (friendly)
1858 SET_FLAG(tmp, FLAG_FRIENDLY); 1951 {
1859 add_friendly_object(tmp); 1952 add_friendly_object (tmp);
1860 tmp->attack_movement = PETMOVE; 1953 tmp->attack_movement = PETMOVE;
1954
1861 if (owner!=NULL) 1955 if (owner)
1862 set_owner(tmp,owner); 1956 tmp->set_owner (owner);
1863 } 1957 }
1958
1864 if (unaggressive) 1959 if (unaggressive)
1865 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1961
1866 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1962 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1963
1867 if (j==-1) /* No spot to put this monster */ 1964 if (j == -1) /* No spot to put this monster */
1868 free_object(tmp); 1965 tmp->destroy ();
1869 else { 1966 else
1967 {
1870 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1871 insert_ob_in_map(tmp,op->map,NULL,0); 1969 insert_ob_in_map (tmp, op->map, NULL, 0);
1872 } 1970 }
1873 } 1971 }
1874 if(friendly) 1972
1875 remove_friendly_object(op); 1973 op->destroy ();
1876 free_object(op);
1877 } 1974 }
1878 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1879 remove_ob(hitter); 1976 hitter->destroy ();
1880 free_object(hitter); 1977
1881 }
1882 return maxdam; 1978 return maxdam;
1883} 1979}
1884 1980
1885 1981void
1886void poison_player(object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
1887{ 1983{
1888 archetype *at = find_archetype("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
1889 object *tmp=present_arch_in_ob(at,op); 1985 object *tmp = present_arch_in_ob (at, op);
1890 1986
1891 if(tmp==NULL) { 1987 if (tmp == NULL)
1988 {
1892 if((tmp=arch_to_object(at))==NULL) 1989 if ((tmp = arch_to_object (at)) == NULL)
1893 LOG(llevError,"Failed to clone arch poisoning.\n"); 1990 LOG (llevError, "Failed to clone arch poisoning.\n");
1894 else { 1991 else
1992 {
1895 tmp = insert_ob_in_ob(tmp,op); 1993 tmp = insert_ob_in_ob (tmp, op);
1896 /* peterm: give poisoning some teeth. It should 1994 /* peterm: give poisoning some teeth. It should
1897 * be able to kill things better than it does: 1995 * be able to kill things better than it does:
1898 * damage should be dependent something--I choose to 1996 * damage should be dependent something--I choose to
1899 * do this: if it's a monster, the damage from the 1997 * do this: if it's a monster, the damage from the
1900 * poisoning goes as the level of the monster/2. 1998 * poisoning goes as the level of the monster/2.
1901 * If anything else, goes as damage. 1999 * If anything else, goes as damage.
1902 */ 2000 */
1903 2001
1904 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 2002 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 tmp->stats.dam += hitter->level/2; 2003 tmp->stats.dam += hitter->level / 2;
1906 else 2004 else
1907 tmp->stats.dam = dam; 2005 tmp->stats.dam = dam;
1908 2006
1909 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 2007 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1910 if(hitter->skill && hitter->skill != tmp->skill) { 2008 if (hitter->skill && hitter->skill != tmp->skill)
2009 {
1911 tmp->skill = hitter->skill; 2010 tmp->skill = hitter->skill;
1912 } 2011 }
1913 2012
1914 tmp->stats.food+=dam; /* more damage, longer poisoning */ 2013 tmp->stats.food += dam; /* more damage, longer poisoning */
1915 2014
1916 if(op->type==PLAYER) { 2015 if (op->type == PLAYER)
2016 {
1917 /* player looses stats, maximum is -10 of each */ 2017 /* player looses stats, maximum is -10 of each */
1918 tmp->stats.Con= MAX(-(dam/4+1), -10); 2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
1919 tmp->stats.Str= MAX(-(dam/3+2), -10); 2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
1920 tmp->stats.Dex= MAX(-(dam/6+1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
1921 tmp->stats.Int= MAX(-dam/7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
1922 SET_FLAG(tmp,FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
1923 fix_player(op); 2023 op->update_stats ();
1924 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
1925 } 2026 }
2027
1926 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
1927 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1930 "Your %s poisons %s.", &hitter->name, &op->name);
1931 } 2032 }
2033
1932 tmp->speed_left=0; 2034 tmp->speed_left = 0;
1933 } 2035 }
1934 else 2036 else
1935 tmp->stats.food++; 2037 tmp->stats.food++;
1936} 2038}
1937 2039
2040void
1938void slow_player(object *op,object *hitter,int dam) 2041slow_player (object *op, object *hitter, int dam)
2042{
1939{ archetype *at = find_archetype("slowness"); 2043 archetype *at = archetype::find ("slowness");
1940 object *tmp; 2044 object *tmp;
2045
1941 if(at == NULL) { 2046 if (at == NULL)
1942 LOG(llevError,"Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 2048
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2050 {
1945 tmp = arch_to_object(at); 2051 tmp = arch_to_object (at);
1946 tmp = insert_ob_in_ob(tmp,op); 2052 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2054 }
1948 } else 2055 else
1949 tmp->stats.food++; 2056 tmp->stats.food++;
2057
1950 SET_FLAG(tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
1951 tmp->speed_left=0; 2059 tmp->speed_left = 0;
1952 fix_player(op); 2060 op->update_stats ();
1953} 2061}
1954 2062
2063void
1955void confuse_player(object *op, object *hitter, int dam) 2064confuse_player (object *op, object *hitter, int dam)
1956{ 2065{
1957 object *tmp; 2066 object *tmp;
1958 int maxduration; 2067 int maxduration;
1959 2068
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 2069 tmp = present_in_ob_by_name (FORCE, "confusion", op);
1961 if(!tmp) { 2070 if (!tmp)
2071 {
1962 tmp = get_archetype(FORCE_NAME); 2072 tmp = get_archetype (FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op); 2073 tmp = insert_ob_in_ob (tmp, op);
1964 }
1965 2074 }
2075
1966 /* Duration added per hit and max. duration of confusion both depend 2076 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 2077 * on the player's resistance
1968 */ 2078 */
1969 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 tmp->name = "confusion"; 2082 tmp->name = "confusion";
1973 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
1974 if( tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
1975 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
1976 2087
1977 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1978 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090
1979 SET_FLAG(op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
1980} 2092}
1981 2093
2094void
1982void blind_player(object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
1983{ 2096{
1984 object *tmp,*owner; 2097 object *tmp, *owner;
1985 2098
1986 /* Save some work if we know it isn't going to affect the player */ 2099 /* Save some work if we know it isn't going to affect the player */
1987 if (op->resist[ATNR_BLIND]==100) return; 2100 if (op->resist[ATNR_BLIND] == 100)
2101 return;
1988 2102
1989 tmp = present_in_ob(BLINDNESS,op); 2103 tmp = present_in_ob (BLINDNESS, op);
1990 if(!tmp) { 2104 if (!tmp)
2105 {
1991 tmp = get_archetype("blindness"); 2106 tmp = get_archetype ("blindness");
1992 SET_FLAG(tmp, FLAG_BLIND); 2107 SET_FLAG (tmp, FLAG_BLIND);
1993 SET_FLAG(tmp, FLAG_APPLIED); 2108 SET_FLAG (tmp, FLAG_APPLIED);
1994 /* use floats so we don't lose too much precision due to rounding errors. 2109 /* use floats so we don't lose too much precision due to rounding errors.
1995 * speed is a float anyways. 2110 * speed is a float anyways.
1996 */ 2111 */
1997 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1998 2113
1999 tmp = insert_ob_in_ob(tmp,op); 2114 tmp = insert_ob_in_ob (tmp, op);
2000 change_abil(op,tmp); /* Mostly to display any messages */ 2115 change_abil (op, tmp); /* Mostly to display any messages */
2001 fix_player(op); /* This takes care of some other stuff */ 2116 op->update_stats (); /* This takes care of some other stuff */
2002 2117
2003 if(hitter->owner) owner = get_owner(hitter); 2118 if (hitter->owner)
2119 owner = hitter->owner;
2120 else
2004 else owner = hitter; 2121 owner = hitter;
2005 2122
2006 new_draw_info_format(NDI_UNIQUE,0,owner, 2123 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2007 "Your attack blinds %s!",query_name(op));
2008 } 2124 }
2009 tmp->stats.food += dam; 2125 tmp->stats.food += dam;
2010 if(tmp->stats.food > 10) tmp->stats.food = 10; 2126 if (tmp->stats.food > 10)
2127 tmp->stats.food = 10;
2011} 2128}
2012 2129
2130void
2013void paralyze_player(object *op, object *hitter, int dam) 2131paralyze_player (object *op, object *hitter, int dam)
2014{ 2132{
2015 float effect,max; 2133 float effect, max;
2134
2016 /* object *tmp; */ 2135 /* object *tmp; */
2017 2136
2018 /* This is strange stuff... someone knows for what this is 2137 /* This is strange stuff... someone knows for what this is
2019 * written? Well, i think this can and should be removed 2138 * written? Well, i think this can and should be removed
2020 */ 2139 */
2021 2140
2022 /* 2141 /*
2023 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 2142 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2024 tmp=clone_arch(PARAIMAGE); 2143 tmp=clone_arch(PARAIMAGE);
2025 tmp->x=op->x,tmp->y=op->y; 2144 tmp->x=op->x,tmp->y=op->y;
2026 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 2145 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2027 } 2146 }
2028 */ 2147 */
2029 2148
2030 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 2149 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2031 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 2150 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100;
2032 2151
2033 if (effect==0) return; 2152 if (effect == 0)
2153 return;
2034 2154
2035 op->speed_left-=FABS(op->speed)*effect; 2155 op->speed_left -= FABS (op->speed) * effect;
2036 /* tmp->stats.food+=(signed short) effect/op->speed; */ 2156 /* tmp->stats.food+=(signed short) effect/op->speed; */
2037 2157
2038 /* max number of ticks to be affected for. */ 2158 /* max number of ticks to be affected for. */
2039 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 2159 max = (100 - op->resist[ATNR_PARALYZE]) / 2;
2040 if (op->speed_left< -(FABS(op->speed)*max)) 2160 if (op->speed_left < -(FABS (op->speed) * max))
2041 op->speed_left = (float) -(FABS(op->speed)*max); 2161 op->speed_left = (float) -(FABS (op->speed) * max);
2042 2162
2043/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2044} 2164}
2045
2046 2165
2047/* Attempts to kill 'op'. hitter is the attack object, dam is 2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2048 * the computed damaged. 2167 * the computed damaged.
2049 */ 2168 */
2169void
2050void deathstrike_player(object *op, object *hitter, int *dam) 2170deathstrike_player (object *op, object *hitter, int *dam)
2051{ 2171{
2052 /* The intention of a death attack is to kill outright things 2172 /* The intention of a death attack is to kill outright things
2053 ** that are a lot weaker than the attacker, have a chance of killing 2173 ** that are a lot weaker than the attacker, have a chance of killing
2054 ** things somewhat weaker than the caster, and no chance of 2174 ** things somewhat weaker than the caster, and no chance of
2055 ** killing something equal or stronger than the attacker. 2175 ** killing something equal or stronger than the attacker.
2056 ** Also, if a deathstrike attack has a slaying, any monster 2176 ** Also, if a deathstrike attack has a slaying, any monster
2057 ** whose name or race matches a comma-delimited list in the slaying 2177 ** whose name or race matches a comma-delimited list in the slaying
2058 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2059 2179
2060 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2061 2181
2062 if(hitter->slaying) 2182 if (hitter->slaying)
2063 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2064 (op->race&&strstr(hitter->slaying,op->race)))) return; 2184 return;
2065 2185
2066 def_lev = op->level; 2186 def_lev = op->level;
2067 if (def_lev < 1) { 2187 if (def_lev < 1)
2188 {
2068 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2069 &op->arch->name, &op->name);
2070 def_lev = 1; 2190 def_lev = 1;
2071 } 2191 }
2192
2072 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2073 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2074 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2075 2196
2076 if(atk_lev >= def_lev ){ 2197 if (atk_lev >= def_lev)
2198 {
2077 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 2199 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2078 2200
2079 /* Note that the below effectively means the ratio of the atk vs 2201 /* Note that the below effectively means the ratio of the atk vs
2080 * defener level is important - if level 52 character has very little 2202 * defener level is important - if level 52 character has very little
2081 * chance of killing a level 50 monster. This should probably be 2203 * chance of killing a level 50 monster. This should probably be
2082 * redone. 2204 * redone.
2083 */ 2205 */
2084 if(kill_lev >= def_lev) { 2206 if (kill_lev >= def_lev)
2207 {
2085 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 2208 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2086 /* I think this doesn't really do much. Because of 2209 /* I think this doesn't really do much. Because of
2087 * integer rounding, this only makes any difference if the 2210 * integer rounding, this only makes any difference if the
2088 * attack level is double the defender level. 2211 * attack level is double the defender level.
2089 */ 2212 */
2090 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2091 } 2214 }
2092 } else { 2215 }
2216 else
2093 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2094 }
2095} 2218}
2096 2219
2097/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2098 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2099 * monster). 2222 * monster).
2100 */ 2223 */
2224static void
2101static void thrown_item_effect (object *hitter, object *victim) 2225thrown_item_effect (object *hitter, object *victim)
2102{ 2226{
2103 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { 2227 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2228 {
2104 /* May not need a switch for just 2 types, but this makes it 2229 /* May not need a switch for just 2 types, but this makes it
2105 * easier for expansion. 2230 * easier for expansion.
2106 */ 2231 */
2107 switch (hitter->type) { 2232 switch (hitter->type)
2233 {
2108 case POTION: 2234 case POTION:
2109 /* should player get a save throw instead of checking magic protection? */ 2235 /* should player get a save throw instead of checking magic protection? */
2110 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2236 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
2111 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); 2237 (void) apply_potion (victim, hitter);
2112 break; 2238 break;
2113 2239
2114 case POISON: /* poison drinks */ 2240 case POISON: /* poison drinks */
2115 /* As with potions, should monster get a save? */ 2241 /* As with potions, should monster get a save? */
2116 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2242 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
2117 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); 2243 apply_poison (victim, hitter);
2118 break; 2244 break;
2119 2245
2120 /* Removed case statements that did nothing. 2246 /* Removed case statements that did nothing.
2121 * food may be poisonous, but monster must be willing to eat it, 2247 * food may be poisonous, but monster must be willing to eat it,
2122 * so we don't handle it here. 2248 * so we don't handle it here.
2123 * Containers should perhaps break open, but that code was disabled. 2249 * Containers should perhaps break open, but that code was disabled.
2124 */ 2250 */
2125 } 2251 }
2126 } 2252 }
2127} 2253}
2128 2254
2129/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2130 2256int
2131int adj_attackroll (object *hitter, object *target) { 2257adj_attackroll (object *hitter, object *target)
2258{
2132 object *attacker = hitter; 2259 object *attacker = hitter;
2133 int adjust=0; 2260 int adjust = 0;
2134 2261
2135 /* safety */ 2262 /* safety */
2136 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { 2263 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
2264 {
2137 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " 2265 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2138 "map\n"); 2266 return 0;
2267 }
2268
2269 /* aimed missiles use the owning object's sight */
2270 if (is_aimed_missile (hitter))
2271 {
2272 if ((attacker = hitter->owner) == NULL)
2273 attacker = hitter;
2274 /* A player who saves but hasn't quit still could have objects
2275 * owned by him - need to handle that case to avoid crashes.
2276 */
2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2278 attacker = hitter;
2279 }
2280 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2139 return 0; 2281 return 0;
2140 }
2141 2282
2142 /* aimed missiles use the owning object's sight */
2143 if(is_aimed_missile(hitter)) {
2144 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2145 /* A player who saves but hasn't quit still could have objects
2146 * owned by him - need to handle that case to avoid crashes.
2147 */
2148 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2149 }
2150 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2151 return 0;
2152
2153 /* determine the condtions under which we make an attack. 2283 /* determine the condtions under which we make an attack.
2154 * Add more cases, as the need occurs. */ 2284 * Add more cases, as the need occurs. */
2155 2285
2156 if(!can_see_enemy(attacker,target)) { 2286 if (!can_see_enemy (attacker, target))
2287 {
2157 /* target is unseen */ 2288 /* target is unseen */
2158 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2159 adjust -= 10; 2290 adjust -= 10;
2160 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2291 /* dark map penalty for the hitter (lacks infravision if we got here). */
2161 else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) 2292 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2162 adjust -= target->map->darkness; 2293 adjust -= target->map->darkness;
2163 } 2294 }
2164 2295
2165 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2166 adjust -= 3; 2297 adjust -= 3;
2167 2298
2168 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2299 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2169 adjust += 1; 2300 adjust += 1;
2170 2301
2171 if(QUERY_FLAG(target,FLAG_SCARED)) 2302 if (QUERY_FLAG (target, FLAG_SCARED))
2172 adjust += 1; 2303 adjust += 1;
2173 2304
2174 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2305 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2175 adjust -= 3; 2306 adjust -= 3;
2176 2307
2177 /* if we attack at a different 'altitude' its harder */ 2308 /* if we attack at a different 'altitude' its harder */
2178 if((attacker->move_type & target->move_type)==0) 2309 if ((attacker->move_type & target->move_type) == 0)
2179 adjust -= 2; 2310 adjust -= 2;
2180 2311
2181#if 0 2312#if 0
2182 /* slower attacks are less likely to succeed. We should use a 2313 /* slower attacks are less likely to succeed. We should use a
2183 * comparison between attacker/target speeds BUT, players have 2314 * comparison between attacker/target speeds BUT, players have
2184 * a generally faster speed, so this will wind up being a HUGE 2315 * a generally faster speed, so this will wind up being a HUGE
2185 * disadantage for the monsters! Too bad, because missiles which 2316 * disadantage for the monsters! Too bad, because missiles which
2186 * fly fast should have a better chance of hitting a slower target. 2317 * fly fast should have a better chance of hitting a slower target.
2187 */ 2318 */
2188 if(hitter->speed<target->speed) 2319 if (hitter->speed < target->speed)
2189 adjust += ((float) hitter->speed-target->speed); 2320 adjust += ((float) hitter->speed - target->speed);
2190#endif 2321#endif
2191 2322
2192#if 0 2323#if 0
2193 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2324 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2194#endif 2325#endif
2195 2326
2196 return adjust; 2327 return adjust;
2197} 2328}
2198
2199 2329
2200/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2331int
2201int is_aimed_missile ( object *op) { 2332is_aimed_missile (object *op)
2333{
2202 2334
2203 /* I broke what used to be one big if into a few nested 2335 /* I broke what used to be one big if into a few nested
2204 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2205 */ 2337 */
2206 if (op && (op->move_type & MOVE_FLYING)) { 2338 if (op && (op->move_type & MOVE_FLYING))
2207 if (op->type==ARROW || op->type==THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2208 return 1; 2340 return 1;
2209 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2210 op->subtype == SP_EXPLOSION))
2211 return 1; 2342 return 1;
2212 } 2343
2213 return 0; 2344 return 0;
2214} 2345}
2215

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