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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.54 by elmex, Sun Apr 15 15:59:57 2007 UTC vs.
Revision 1.101 by root, Fri Dec 26 13:33:22 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 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 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
62 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 66
67 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
69 } 69 }
70} 70}
71 71
72/* 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
73 * 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
77did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
78{ 78{
79 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 80 materialtype_t *mt;
81 81
82 if (op->materialname == NULL) 82 if (!op->materialname)
83 { 83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material) 85 if (op->materials & mt->material)
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90 90
91 if (mt == NULL) 91 if (!mt)
92 return TRUE; 92 return TRUE;
93 93
94 roll = rndm (1, 20); 94 roll = rndm (1, 20);
95 95
96 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
104 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 108
109 if (type == 0) 109 if (type == 0) return TRUE;
110 return TRUE; 110
111 if (roll == 20) 111 if (roll == 20) return TRUE;
112 return TRUE; 112 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 113
116 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
117 { 115 {
118 i = 1 << number; 116 i = 1 << number;
117
119 if (!(i & type)) 118 if (!(i & type))
120 continue; 119 continue;
120
121 attacks++; 121 attacks++;
122 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
123 saves++; 123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 125 saves++;
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 maptile *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)
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) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 { 165 {
166 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
169
170 if (op)
171 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
172 170
173 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
174 { 172 {
175 if (env) 173 if (env)
176 { 174 env->insert (op);
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else 175 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
186 }
187 } 177 }
188 178
189 return; 179 return;
190 } 180 }
191 181
196 return; 186 return;
197 } 187 }
198 188
199 if (op->nrof > 1) 189 if (op->nrof > 1)
200 { 190 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
205 } 193 }
206 else 194 else
207 { 195 {
208 if (op->env) 196 // drop everything to the ground, if possible
209 { 197 op->insert_at (originator);
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 198 op->drop_and_destroy ();
217 } 199 }
218 200
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 202 if (env)
221 { 203 {
222 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 206 env->insert (op);
225 } 207 }
226 else 208 else
227 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
228 210
229 return; 211 return;
230 } 212 }
231 213
232 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 { 216 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
237 218
238 if (at == NULL) 219 if (at == NULL)
239 return; 220 return;
240 221
241 op = stop_item (op); 222 op = stop_item (op);
242 if (op == NULL) 223 if (op == NULL)
243 return; 224 return;
244 225
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
246 { 228 {
247 tmp = arch_to_object (at); 229 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 236 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 238 }
257 239
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 241 return;
263 } 242 }
264} 243}
265 244
266/* Object op is hitting the map. 245/* Object op is hitting the map.
267 * op is going in direction 'dir' 246 * op is going in direction 'dir'
268 * type is the attacktype of the object. 247 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
271 */ 250 */
272
273int 251int
274hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, int type, int full_hit)
275{ 253{
276 maptile *map; 254 maptile *map;
277 sint16 x, y; 255 sint16 x, y;
283 return 0; 261 return 0;
284 } 262 }
285 263
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287 { 265 {
288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 266 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
289 return 0; 267 return 0;
290 } 268 }
291 269
292 if (!op->map) 270 if (!op->map)
293 { 271 {
296 } 274 }
297 275
298 if (op->head) 276 if (op->head)
299 op = op->head; 277 op = op->head;
300 278
301 map = op->map; 279 mapxy pos (op);
302 x = op->x + freearr_x[dir]; 280 pos.move (dir);
303 y = op->y + freearr_y[dir];
304 281
305 if (!xy_normalise (map, x, y)) 282 if (!pos.normalise ())
306 return 0; 283 return 0;
307 284
308 // elmex: a safe map tile can't be hit! 285 // elmex: a safe map tile can't be hit!
309 // this should prevent most harmful effects on items and players there. 286 // this should prevent most harmful effects on items and players there.
310 mapspace &ms = map->at (x, y); 287 mapspace &ms = pos.ms ();
311 288
312 if (ms.flags () & P_SAFE) 289 if (ms.flags () & P_SAFE)
313 return 0; 290 return 0;
314 291
315 /* peterm: a few special cases for special attacktypes --counterspell 292 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive 293 * must be out here because it strikes things which are not alive
317 */ 294 */
318 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 295 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 { 296 {
320 if (type & AT_COUNTERSPELL) 297 if (type & AT_COUNTERSPELL)
353 330
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
356 * This is one of the few cases where on_same_map should not be used. 333 * This is one of the few cases where on_same_map should not be used.
357 */ 334 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
359 continue; 336 continue;
360 337
361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 { 339 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
540 { 517 {
541 int mtype; 518 int mtype;
542 519
543 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
544 { 521 {
545 case WEAP_HIT: 522 case WEAP_HIT:
546 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
547 break; 524 break;
548 case WEAP_SLASH: 525 case WEAP_SLASH:
549 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
550 break; 527 break;
551 case WEAP_PIERCE: 528 case WEAP_PIERCE:
552 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
553 break; 530 break;
554 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
555 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
556 break; 533 break;
557 case WEAP_SLICE: 534 case WEAP_SLICE:
558 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
559 break; 536 break;
560 case WEAP_STAB: 537 case WEAP_STAB:
561 mtype = ATM_STAB; 538 mtype = ATM_STAB;
562 break; 539 break;
563 case WEAP_WHIP: 540 case WEAP_WHIP:
564 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
565 break; 542 break;
566 case WEAP_CRUSH: 543 case WEAP_CRUSH:
567 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
568 break; 545 break;
569 case WEAP_BLUD: 546 case WEAP_BLUD:
570 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
571 break; 548 break;
572 default: 549 default:
573 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
574 break; 551 break;
575 } 552 }
553
576 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 554 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
577 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 555 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
578 { 556 {
579 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 557 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
580 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
614 if (hitter->owner != NULL) 592 if (hitter->owner != NULL)
615 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 593 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
616 else 594 else
617 { 595 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
619 if (dam != 0) 598 if (dam != 0)
620 { 599 {
621 if (dam < 10) 600 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20) 602 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else 604 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
627 } 606 }
628 } 607 }
608
629 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */ 610 } /* end of player hitting player */
631 611
632 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
633 { 613 {
634 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
635 if (dam != 0) 616 if (dam != 0)
636 { 617 {
637 if (dam < 10) 618 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
639 else if (dam < 20) 620 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
641 else 622 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
643 } 624 }
625
644 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 } 627 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 { 629 {
648 /* look for stacked spells and start reducing the message chances */ 630 /* look for stacked spells and start reducing the message chances */
657 if (next) 639 if (next)
658 while (next) 640 while (next)
659 { 641 {
660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 642 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
661 i *= 3; 643 i *= 3;
644
662 tmp = next; 645 tmp = next;
663 next = tmp->above; 646 next = tmp->above;
664 } 647 }
665 648
666 if (i < 0) 649 if (i < 0)
671 } 654 }
672 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
673 return; 656 return;
674 657
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 661 }
679} 662}
680 663
681 664
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 669 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 671 return 1;
689 } 672 }
673
690 if ((*target)->head) 674 if ((*target)->head)
691 *target = (*target)->head; 675 *target = (*target)->head;
676
692 if ((*hitter)->head) 677 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
695 { 684 {
696 *simple_attack = 1; 685 *simple_attack = 1;
697 return 0; 686 return 0;
698 } 687 }
688
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
701 { 693 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 696 return 1;
704 } 697 }
698
705 *simple_attack = 0; 699 *simple_attack = 0;
706 return 0; 700 return 0;
707} 701}
708 702
709static int 703static int
745 739
746 /* 740 /*
747 * A little check to make it more difficult to dance forward and back 741 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
749 */ 743 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 745 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
756 */ 750 */
757 op->speed_left--; 751 --op->speed_left;
758 process_object (op); 752 process_object (op);
759 753
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 755 goto error;
762 } 756 }
772 /* See if we hit the creature */ 766 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 768 {
775 int hitdam = base_dam; 769 int hitdam = base_dam;
776 770
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack) 771 if (!simple_attack)
795 { 772 {
796 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 775 * -b.t. */
803 * for help. */ 780 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 782 npc_call_help (op);
806 783
807 /* if you were hidden and hit by a creature, you are discovered */ 784 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 786 {
810 make_visible (op); 787 make_visible (op);
788
811 if (op->type == PLAYER) 789 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 791 }
814 792
815 /* thrown items (hitter) will have various effects 793 /* thrown items (hitter) will have various effects
869} 847}
870 848
871int 849int
872attack_ob (object *op, object *hitter) 850attack_ob (object *op, object *hitter)
873{ 851{
874
875 if (hitter->head)
876 hitter = hitter->head; 852 hitter = hitter->head_ ();
853
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 854 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 855}
879 856
880/* op is the arrow, tmp is what is stopping the arrow. 857/* op is the arrow, tmp is what is stopping the arrow.
881 * 858 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 867 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 868 * stick around.
892 */ 869 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 871 {
895 if (tmp->head != NULL) 872 tmp->head_ ()->insert (op);
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 873 return 1;
905 } 874 }
906 else 875 else
907 return 0; 876 return 0;
908} 877}
922 /* Disassemble missile */ 891 /* Disassemble missile */
923 if (op->inv) 892 if (op->inv)
924 { 893 {
925 container = op; 894 container = op;
926 hitter = op->inv; 895 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 896 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that 897 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or 898 * might be called until this THROWN_OBJ is either reassembled or
931 * removed at the end of this function must be able to deal with empty 899 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 900 * THROWN_OBJs. */
933 } 901 }
947 * other places as well!) 915 * other places as well!)
948 */ 916 */
949 if (hitter->destroyed () || hitter->env != NULL) 917 if (hitter->destroyed () || hitter->env != NULL)
950 { 918 {
951 if (container) 919 if (container)
952 {
953 container->remove ();
954 container->destroy (); 920 container->destroy ();
955 }
956 921
957 return 0; 922 return 0;
958 } 923 }
959 924
960 /* Missile hit victim */ 925 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 949 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 950 * way to handle those otherwise?
986 */ 951 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 952 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
989 hitter->remove (); 958 hitter->remove ();
990 hitter->x = victim->x; 959 hitter->x = victim->x;
991 hitter->y = victim->y; 960 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
993 } 963 }
994 else 964 else
995 /* Else leave arrow where it is */ 965 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 966 merge_ob (hitter, NULL);
997 967
1008 insert_ob_in_ob (hitter, container); 978 insert_ob_in_ob (hitter, container);
1009 } 979 }
1010 980
1011 return op; 981 return op;
1012} 982}
1013
1014 983
1015void 984void
1016tear_down_wall (object *op) 985tear_down_wall (object *op)
1017{ 986{
1018 int perc = 0; 987 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1036 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1037 if (!target->enemy)
1069 target->enemy = owner; 1038 target->enemy = owner;
1070} 1039}
1071 1040
1072
1073/* This returns the amount of damage hitter does to op with the 1041/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1043 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1045 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1056 return 0;
1089 } 1057 }
1090 1058
1091 if (dam < 0) 1059 if (dam < 0)
1092 { 1060 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1061 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1062 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1063 return 0;
1095 } 1064 }
1096 1065
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1066 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */ 1067 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1068 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1069 return dam;
1101 1070
1102 if (hitter->slaying) 1071 if (hitter->slaying)
1103 { 1072 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1073 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1075 {
1107 doesnt_slay = 0; 1076 doesnt_slay = 0;
1108 dam *= 3; 1077 dam *= 3;
1109 } 1078 }
1110 } 1079 }
1124 /* Special hack. By default, if immune to something, you 1093 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1094 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1095 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1096 * special processing is needed */
1128 1097
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1130 return 0; 1101 return 0;
1131 1102
1132 /* Keep this in order - makes things easier to find */ 1103 /* Keep this in order - makes things easier to find */
1133 1104
1134 switch (attacknum) 1105 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1155 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1156 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1157 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1158 blind_player (op, hitter, dam);
1188 } 1159 }
1160
1189 dam = 0; /* These are all effects and don't do real damage */ 1161 dam = 0; /* These are all effects and don't do real damage */
1190 } 1162 }
1191 break; 1163 break;
1192 1164
1193 case ATNR_ACID: 1165 case ATNR_ACID:
1220 1192
1221 /* High damage acid has better chance of corroding 1193 /* High damage acid has better chance of corroding
1222 objects */ 1194 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1195 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 { 1196 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1; 1197 flag = 1;
1230 tmp->magic--; 1198 tmp->magic--;
1231 if (op->type == PLAYER) 1199
1232 esrv_send_item (op, tmp); 1200 if (object *pl = tmp->visible_to ())
1201 {
1202 /* Make this more visible */
1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1204 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1205
1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1207 }
1233 } 1208 }
1234 } 1209 }
1235 1210
1236 if (flag) 1211 if (flag)
1237 op->update_stats (); /* Something was corroded */ 1212 op->update_stats (); /* Something was corroded */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1246 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1247 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1248 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1249 * attacks, hence all the != PLAYER checks.
1275 */ 1250 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1251 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1252 {
1278 object *owner = hitter->owner; 1253 object *owner = hitter->owner;
1279 1254
1280 if (owner && owner != hitter) 1255 if (owner && owner != hitter)
1281 { 1256 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1257 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1258 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1259 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1260 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1262 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1264
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1266 }
1293 1267
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1268 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP, 1269 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1281 object *god = find_god (determine_god (owner));
1308 int div = 1; 1282 int div = 1;
1309 1283
1310 /* if undead are not an enemy of your god, you turn them 1284 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1285 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1287 div = 2;
1288
1314 /* Give a bonus if you resist turn undead */ 1289 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1290 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1291 scare_creature (op, owner);
1317 } 1292 }
1318 else 1293 else
1324 case ATNR_DEATH: 1299 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1300 deathstrike_player (op, hitter, &dam);
1326 break; 1301 break;
1327 1302
1328 case ATNR_CHAOS: 1303 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1304 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1305 dam = 0;
1331 break; 1306 break;
1332 1307
1333 case ATNR_COUNTERSPELL: 1308 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1309 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1310 dam = 0;
1336 /* This should never happen. Counterspell is handled 1311 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1312 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1313 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1314 * does no damage. */
1407 */ 1382 */
1408int 1383int
1409kill_object (object *op, int dam, object *hitter, int type) 1384kill_object (object *op, int dam, object *hitter, int type)
1410{ 1385{
1411 char buf[MAX_BUF]; 1386 char buf[MAX_BUF];
1412 const char *skill; 1387 shstr skill;
1413 int maxdam = 0; 1388 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1389 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1390 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1391 object *owner = 0;
1417 object *skop = NULL; 1392 object *skop = 0;
1418 1393
1419 if (op->stats.hp >= 0) 1394 if (op->stats.hp >= 0)
1420 return -1; 1395 return -1;
1421 1396
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1407 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1408
1434 if (op->type == DOOR) 1409 if (op->type == DOOR)
1435 { 1410 {
1436 op->set_speed (0.1); 1411 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1412 op->speed_left = -0.05f;
1438 return maxdam; 1413 return maxdam;
1439 } 1414 }
1440 1415
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1417 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy (); 1418 op->drop_and_destroy ();
1449 return maxdam; 1419 return maxdam;
1450 } 1420 }
1451 1421
1452 /* Now lets start dealing with experience we get for killing something */ 1422 /* Now lets start dealing with experience we get for killing something */
1453 1423
1454 owner = hitter->owner; 1424 owner = hitter->outer_owner ();
1455 if (!owner) 1425 if (!owner)
1456 owner = hitter; 1426 owner = hitter;
1457 1427
1458 /* is the victim (op) standing on battleground? */ 1428 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL)) 1429 if (op_on_battleground (op, NULL, NULL))
1464 pk = 1; 1434 pk = 1;
1465 1435
1466 /* Player killed something */ 1436 /* Player killed something */
1467 if (owner->type == PLAYER) 1437 if (owner->type == PLAYER)
1468 { 1438 {
1469 Log_Kill (owner->name,
1470 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1471
1472 /* Log players killing other players - makes it easier to detect 1439 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the 1440 * and filter out malicious player killers - that is why the
1474 * ip address is included. 1441 * ip address is included.
1475 */ 1442 */
1476 if (op->type == PLAYER && !battleg) 1443 if (op->type == PLAYER && !battleg)
1496 else 1463 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1464 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1465
1499 /* Only play sounds for melee kills */ 1466 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1467 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1468 owner->play_sound (sound_find ("player_kills"));
1502 } 1469 }
1503 1470
1504 /* If a player kills another player, not on 1471 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1472 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1473 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1478 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1479 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1480 owner->change_luck (-settings.pk_luck_penalty);
1514 1481
1515 /* This code below deals with finding the appropriate skill 1482 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1483 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1484 * probably never really have to look at current_weapon->skill
1518 */ 1485 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER) 1486 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1487 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1488 else if (owner->chosen_skill)
1524 { 1489 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1527 } 1492 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1529 skill = owner->current_weapon->skill; 1494 skill = owner->current_weapon->skill;
1530 else 1495 else
1496 {
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1497 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1498 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1499 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1500 skill = 0;
1501 }
1532 1502
1533 /* We have the skill we want to credit to - now find the object this goes 1503 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool! 1504 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1505 */
1536 if ((!skop || skop->type != SKILL) && skill) 1506 skop = owner->contr->find_skill (skill);
1537 {
1538 int i;
1539
1540 for (i = 0; i < NUM_SKILLS; i++)
1541 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542 {
1543 skop = owner->contr->last_skill_ob[i];
1544 break;
1545 }
1546 }
1547 } /* Was it a player that hit somethign */ 1507 } /* Was it a player that hit somethign */
1548 else 1508 else
1549 skill = 0; 1509 skill = 0;
1550 1510
1551 /* Pet (or spell) killed something. */
1552 if (owner != hitter)
1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555 else
1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1559
1560 /* These may have been set in the player code section above */ 1511 /* These may have been set in the player code section above */
1561 if (!skop) 1512 if (!skop)
1562 skop = hitter->chosen_skill; 1513 skop = hitter->chosen_skill;
1563 1514
1564 if (!skill && skop) 1515 if (!skill && skop)
1565 skill = skop->skill; 1516 skill = skop->skill;
1566 1517
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568
1569 /* If you didn't kill yourself, and your not the wizard */ 1518 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1520 {
1572 int exp; 1521 int exp;
1573 1522
1574 /* Really don't give much experience for killing other players */ 1523 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1642 { 1591 {
1643 object *owner1 = op->owner; 1592 object *owner1 = op->owner;
1644 1593
1645 if (owner1 && owner1->type == PLAYER) 1594 if (owner1 && owner1->type == PLAYER)
1646 { 1595 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1597 /* Maybe we should include the owner that killed this, maybe not */
1649 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1650 } 1599 }
1651 1600
1652 remove_friendly_object (op); 1601 remove_friendly_object (op);
1653 } 1602 }
1654 1603
1655 op->destroy (); 1604 op->drop_and_destroy ();
1656 } 1605 }
1657 else 1606 else
1658 {
1659 /* Player has been killed! */ 1607 /* Player has been killed! */
1660 if (owner->type == PLAYER) 1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1661 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1662 else
1663 assign (op->contr->killer, hitter->name);
1664 }
1665 1609
1666 /* This was return -1 - that doesn't seem correct - if we return -1, process 1610 /* This was return -1 - that doesn't seem correct - if we return -1, process
1667 * continues in the calling function. 1611 * continues in the calling function.
1668 */ 1612 */
1669 return maxdam; 1613 return maxdam;
1670} 1614}
1671 1615
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1616/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1617 * Returns 0 this is not friendly fire
1674 */ 1618 */
1675
1676int 1619int
1677friendly_fire (object *op, object *hitter) 1620friendly_fire (object *op, object *hitter)
1678{ 1621{
1679 object *owner; 1622 object *owner;
1680 int friendlyfire; 1623 int friendlyfire;
1699 } 1642 }
1700 1643
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1644 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1645 friendlyfire = 0;
1703 } 1646 }
1647
1704 return friendlyfire; 1648 return friendlyfire;
1705} 1649}
1706
1707 1650
1708/* This isn't used just for players, but in fact most objects. 1651/* This isn't used just for players, but in fact most objects.
1709 * op is the object to be hit, dam is the amount of damage, hitter 1652 * op is the object to be hit, dam is the amount of damage, hitter
1710 * is what is hitting the object, type is the attacktype, and 1653 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1654 * full_hit is set if monster area does not matter.
1729 1672
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1673 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1731 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1674 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1675 return 0;
1733 1676
1734#ifdef PROHIBIT_PLAYERKILL 1677 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1678 if (op->type == PLAYER)
1736 { 1679 {
1737 object *owner = hitter->owner; 1680 object *owner = hitter->owner;
1738 1681
1739 if (!owner) 1682 if (!owner)
1740 owner = hitter; 1683 owner = hitter;
1741 1684
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1685 if (owner->type == PLAYER
1686 && (!op_on_battleground (op, 0, 0)
1687 && (op->contr->peaceful || owner->contr->peaceful))
1688 && op != owner)
1743 return 0; 1689 return 0;
1744 } 1690 }
1745#endif
1746 1691
1747 if (body_attack) 1692 if (body_attack)
1748 { 1693 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1694 /* slow and paralyze must hit the head. But we don't want to just
1750 * return - we still need to process other attacks the spell still 1695 * return - we still need to process other attacks the spell still
1829 if ((!hitter->slaying || 1774 if ((!hitter->slaying ||
1830 (!(op->race && strstr (hitter->slaying, op->race)) && 1775 (!(op->race && strstr (hitter->slaying, op->race)) &&
1831 !(op->name && strstr (hitter->slaying, op->name)))) && 1776 !(op->name && strstr (hitter->slaying, op->name)))) &&
1832 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1777 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1833 (hitter->title != NULL 1778 (hitter->title != NULL
1834 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1779 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1835 return 0; 1780 return 0;
1836 } 1781 }
1837 1782
1838 maxattacktype = type; /* initialise this to something */ 1783 maxattacktype = type; /* initialise this to something */
1839 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1871 */ 1816 */
1872 friendlyfire = friendly_fire (op, hitter); 1817 friendlyfire = friendly_fire (op, hitter);
1873 if (friendlyfire && maxdam) 1818 if (friendlyfire && maxdam)
1874 { 1819 {
1875 maxdam = ((dam * settings.set_friendly_fire) / 100); 1820 maxdam = ((dam * settings.set_friendly_fire) / 100);
1876#ifndef COZY_SERVER
1877 maxdam++;
1878#endif
1879 1821
1880#ifdef ATTACK_DEBUG 1822#ifdef ATTACK_DEBUG
1881 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1823 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1882 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1824 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1883#endif 1825#endif
1884 } 1826 }
1885 1827
1886 if (!full_hit) 1828 if (!full_hit)
1887 { 1829 {
1888 archetype *at;
1889 int area; 1830 int area;
1890 int remainder; 1831 int remainder;
1891 1832
1892 area = 0; 1833 area = 0;
1893 for (at = op->arch; at != NULL; at = at->more) 1834
1835 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1894 area++; 1836 area++;
1837
1895 assert (area > 0); 1838 assert (area > 0);
1896 1839
1897 /* basically: maxdam /= area; we try to "simulate" a float 1840 /* basically: maxdam /= area; we try to "simulate" a float
1898 value-effect */ 1841 value-effect */
1899 remainder = 100 * (maxdam % area) / area; 1842 remainder = 100 * (maxdam % area) / area;
1904 1847
1905#ifdef ATTACK_DEBUG 1848#ifdef ATTACK_DEBUG
1906 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1849 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1907#endif 1850#endif
1908 1851
1852 // for now, only do this for active objects, otherwise they
1853 // keep a refcount for a long time and I see no usefulness
1854 // for an non-active objetc to know its enemy.
1855 if (op->active)
1909 if (hitter->owner) 1856 if (hitter->owner)
1910 op->enemy = hitter->owner; 1857 op->enemy = hitter->owner;
1911 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1912 op->enemy = hitter; 1859 op->enemy = hitter;
1913 1860
1914 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1915 { 1862 {
1916 /* The unaggressives look after themselves 8) */ 1863 /* The unaggressives look after themselves 8) */
1917 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1921 if (magic && did_make_save (op, op->level, 0)) 1868 if (magic && did_make_save (op, op->level, 0))
1922 maxdam = maxdam / 2; 1869 maxdam = maxdam / 2;
1923 1870
1924 attack_message (maxdam, maxattacktype, op, hitter); 1871 attack_message (maxdam, maxattacktype, op, hitter);
1925 1872
1926 if (op->type == DOOR && maxdam > 0) { LOG (llevDebug, "DOOR WAS HIT: %d BY %s\n", maxdam, hitter->debug_desc ()); }
1927 op->stats.hp -= maxdam; 1873 op->stats.hp -= maxdam;
1928 1874
1929 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1875 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1930 if ((op->stats.hp >= 0) && 1876 if ((op->stats.hp >= 0) &&
1931 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1877 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1948 1894
1949 /* See if the creature has been killed */ 1895 /* See if the creature has been killed */
1950 rtn_kill = kill_object (op, maxdam, hitter, type); 1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1951 if (rtn_kill != -1) 1897 if (rtn_kill != -1)
1952 return rtn_kill; 1898 return rtn_kill;
1953
1954 1899
1955 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1900 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1956 * that before if the player was immune to ghosthit, the monster 1901 * that before if the player was immune to ghosthit, the monster
1957 * remained - that is no longer the case. 1902 * remained - that is no longer the case.
1958 */ 1903 */
1959 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1960 {
1961 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1962 remove_friendly_object (hitter);
1963
1964 hitter->destroy (); 1905 hitter->drop_and_destroy ();
1965 }
1966 /* Lets handle creatures that are splitting now */ 1906 /* Lets handle creatures that are splitting now */
1967 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1907 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1968 { 1908 {
1969 int i; 1909 int i;
1970 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1977 return maxdam; 1917 return maxdam;
1978 } 1918 }
1979 1919
1980 op->remove (); 1920 op->remove ();
1981 1921
1982 for (i = 0; i < NROFNEWOBJS (op); i++) 1922 for (i = 0; i < op->stats.food; i++)
1983 { /* This doesn't handle op->more yet */ 1923 { /* This doesn't handle op->more yet */
1984 object *tmp = arch_to_object (op->other_arch); 1924 object *tmp = arch_to_object (op->other_arch);
1985 int j; 1925 int j;
1986 1926
1987 tmp->stats.hp = op->stats.hp; 1927 tmp->stats.hp = op->stats.hp;
2010 } 1950 }
2011 1951
2012 op->destroy (); 1952 op->destroy ();
2013 } 1953 }
2014 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2015 hitter->destroy (); 1955 hitter->drop_and_destroy ();
2016 1956
2017 return maxdam; 1957 return maxdam;
2018} 1958}
2019
2020 1959
2021void 1960void
2022poison_player (object *op, object *hitter, int dam) 1961poison_player (object *op, object *hitter, int dam)
2023{ 1962{
2024 archetype *at = archetype::find ("poisoning"); 1963 archetype *at = archetype::find ("poisoning");
2060 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2061 tmp->stats.Int = MAX (-dam / 7, -10); 2000 tmp->stats.Int = MAX (-dam / 7, -10);
2062 SET_FLAG (tmp, FLAG_APPLIED); 2001 SET_FLAG (tmp, FLAG_APPLIED);
2063 op->update_stats (); 2002 op->update_stats ();
2064 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2004 op->play_sound (tmp->sound);
2065 } 2005 }
2006
2066 if (hitter->type == PLAYER) 2007 if (hitter->type == PLAYER)
2067 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2008 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2068 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2069 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2010 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2070 } 2011 }
2012
2071 tmp->speed_left = 0; 2013 tmp->speed_left = 0;
2072 } 2014 }
2073 else 2015 else
2074 tmp->stats.food++; 2016 tmp->stats.food++;
2075} 2017}
2079{ 2021{
2080 archetype *at = archetype::find ("slowness"); 2022 archetype *at = archetype::find ("slowness");
2081 object *tmp; 2023 object *tmp;
2082 2024
2083 if (at == NULL) 2025 if (at == NULL)
2084 {
2085 LOG (llevError, "Can't find slowness archetype.\n"); 2026 LOG (llevError, "Can't find slowness archetype.\n");
2086 } 2027
2087 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2028 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2088 { 2029 {
2089 tmp = arch_to_object (at); 2030 tmp = arch_to_object (at);
2090 tmp = insert_ob_in_ob (tmp, op); 2031 tmp = insert_ob_in_ob (tmp, op);
2091 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2032 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2092 } 2033 }
2093 else 2034 else
2094 tmp->stats.food++; 2035 tmp->stats.food++;
2036
2095 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2096 tmp->speed_left = 0; 2038 tmp->speed_left = 0;
2097 op->update_stats (); 2039 op->update_stats ();
2098} 2040}
2099 2041
2116 tmp->speed = 0.05; 2058 tmp->speed = 0.05;
2117 tmp->subtype = FORCE_CONFUSION; 2059 tmp->subtype = FORCE_CONFUSION;
2118 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2060 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2119 tmp->name = "confusion"; 2061 tmp->name = "confusion";
2120 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063
2121 if (tmp->duration > maxduration) 2064 if (tmp->duration > maxduration)
2122 tmp->duration = maxduration; 2065 tmp->duration = maxduration;
2123 2066
2124 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2125 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2068 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2069
2126 SET_FLAG (op, FLAG_CONFUSED); 2070 SET_FLAG (op, FLAG_CONFUSED);
2127} 2071}
2128 2072
2129void 2073void
2130blind_player (object *op, object *hitter, int dam) 2074blind_player (object *op, object *hitter, int dam)
2213 ** field of the deathstriking object */ 2157 ** field of the deathstriking object */
2214 2158
2215 int atk_lev, def_lev, kill_lev; 2159 int atk_lev, def_lev, kill_lev;
2216 2160
2217 if (hitter->slaying) 2161 if (hitter->slaying)
2218 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2162 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2219 return; 2163 return;
2220 2164
2221 def_lev = op->level; 2165 def_lev = op->level;
2222 if (def_lev < 1) 2166 if (def_lev < 1)
2223 { 2167 {
2224 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2168 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2225 def_lev = 1; 2169 def_lev = 1;
2226 } 2170 }
2227 2171
2228 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2172 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2229 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2286 } 2230 }
2287 } 2231 }
2288} 2232}
2289 2233
2290/* adj_attackroll() - adjustments to attacks by various conditions */ 2234/* adj_attackroll() - adjustments to attacks by various conditions */
2291
2292int 2235int
2293adj_attackroll (object *hitter, object *target) 2236adj_attackroll (object *hitter, object *target)
2294{ 2237{
2295 object *attacker = hitter; 2238 object *attacker = hitter;
2296 int adjust = 0; 2239 int adjust = 0;
2323 { 2266 {
2324 /* target is unseen */ 2267 /* target is unseen */
2325 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2326 adjust -= 10; 2269 adjust -= 10;
2327 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2270 /* dark map penalty for the hitter (lacks infravision if we got here). */
2328 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2271 else if (target->map && target->map->darklevel () > 0 && !stand_in_light (target))
2329 adjust -= target->map->darkness; 2272 adjust -= target->map->darklevel ();
2330 } 2273 }
2331 2274
2332 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2333 adjust -= 3; 2276 adjust -= 3;
2334 2277
2370 2313
2371 /* I broke what used to be one big if into a few nested 2314 /* I broke what used to be one big if into a few nested
2372 * ones so that figuring out the logic is at least possible. 2315 * ones so that figuring out the logic is at least possible.
2373 */ 2316 */
2374 if (op && (op->move_type & MOVE_FLYING)) 2317 if (op && (op->move_type & MOVE_FLYING))
2375 {
2376 if (op->type == ARROW || op->type == THROWN_OBJ) 2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2377 return 1; 2319 return 1;
2378 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2320 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2379 return 1; 2321 return 1;
2380 }
2381 2322
2382 return 0; 2323 return 0;
2383} 2324}

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