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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.116 by root, Fri Nov 6 13:03:34 2009 UTC vs.
Revision 1.148 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <assert.h> 25#include <assert.h>
26#include <global.h> 26#include <global.h>
28#include <material.h> 28#include <material.h>
29#include <skills.h> 29#include <skills.h>
30#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33typedef struct att_msg_str
34{
35 char *msg1;
36 char *msg2;
37} att_msg;
38
39/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
40 34
41/* did_make_save_item just checks to make sure the item actually 35/* did_make_save_item just checks to make sure the item actually
42 * made its saving throw based on the tables. It does not take 36 * made its saving throw based on the tables. It does not take
43 * any further action (like destroying the item). 37 * any further action (like destroying the item).
44 */ 38 */
45static int 39static int
46did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
47{ 41{
48 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
49 materialtype_t *mt; 43 materialtype_t *mt = op->material;
50 44
51 if (!op->materialname) 45 // destroying objects without material has many bad effects
52 { 46 if (mt == MATERIAL_NULL)
53 for (mt = materialt; mt; mt = mt->next)
54 if (op->materials & mt->material)
55 break;
56 }
57 else
58 mt = name_to_material (op->materialname);
59
60 if (!mt)
61 return TRUE; 47 return 1;
62 48
63 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
64 50
65 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
66 * If the type is only magic, don't adjust type - basically, if 52 * If the type is only magic, don't adjust type - basically, if
67 * pure magic is hitting an object, it should save. However, if it 53 * pure magic is hitting an object, it should save. However, if it
68 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
69 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
70 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
71 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
72 */ 58 */
73 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
74 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
75 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
76 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
77 63
64
78 if (type == 0) return TRUE; 65 if (type == 0) return TRUE;
79 66
80 if (roll == 20) return TRUE; 67 if (roll == 20) return TRUE;
81 if (roll == 1) return FALSE; 68 if (roll == 1) return FALSE;
82 69
83 for (number = 0; number < NROFATTACKS; number++) 70 for_all_bits_sparse_32 (type, number)
84 { 71 {
85 i = 1 << number;
86
87 if (!(i & type))
88 continue;
89
90 attacks++; 72 attacks++;
73
91 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
92 saves++; 75 saves++;
93 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 76 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
94 saves++; 77 saves++;
95 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
112cancellation (object *op) 95cancellation (object *op)
113{ 96{
114 if (op->invisible) 97 if (op->invisible)
115 return; 98 return;
116 99
117 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
118 { 101 {
119 /* Recurse through the inventory */ 102 /* Recurse through the inventory */
120 for (object *tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
121 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
122 cancellation (tmp); 105 cancellation (tmp);
123 } 106 }
124 else if (FABS (op->magic) <= rndm (0, 5)) 107 else if (fabs (op->magic) <= rndm (0, 5))
125 { 108 {
126 /* Nullify this object. This code could probably be more complete */ 109 /* Nullify this object. This code could probably be more complete */
127 /* in what abilities it should cancel */ 110 /* in what abilities it should cancel */
128 op->magic = 0; 111 op->magic = 0;
129 112
130 CLEAR_FLAG (op, FLAG_DAMNED); 113 op->clr_flag (FLAG_DAMNED);
131 CLEAR_FLAG (op, FLAG_CURSED); 114 op->clr_flag (FLAG_CURSED);
132 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 115 op->clr_flag (FLAG_KNOWN_MAGICAL);
133 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 116 op->clr_flag (FLAG_KNOWN_CURSED);
134 117
135 if (object *pl = op->visible_to ()) 118 if (object *pl = op->visible_to ())
136 esrv_update_item (UPD_FLAGS, pl, op); 119 esrv_update_item (UPD_FLAGS, pl, op);
137 } 120 }
138} 121}
142 * calling cancellation, etc.) 125 * calling cancellation, etc.)
143 */ 126 */
144void 127void
145save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
146{ 129{
130 op = op->head_ ();
131
147 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
148 { 133 {
149 object *env = op->env; 134 object *env = op->env;
150 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
151 maptile *m = op->map; 136 maptile *m = op->map;
160 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
161 * (and please note that we cant fail our save and reach this 146 * (and please note that we cant fail our save and reach this
162 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
163 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
164 */ 149 */
165 if (type & (AT_FIRE | AT_ELECTRICITY) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
169 )) 151 {
170 { 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
171 switch (op->type) 153 if (op->type == LAMP || op->type == TORCH)
172 { 154 {
173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true); 155 apply_lamp (op, true); // turn on a lamp
177 break; 156 return;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
182 {
183 const char *arch = op->other_arch->archname;
184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
190 if (env)
191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
195 }
196 } 157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
161 {
162 const char *arch = op->other_arch->archname;
163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
169 if (env)
170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
174 }
175
197 return; 176 return;
177 }
198 } 178 }
199 179
200 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
201 { /* Cancellation. */ 181 { /* Cancellation. */
202 cancellation (op); 182 cancellation (op);
203 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
204 return; 185 return;
205 }
206
207 if (op->nrof > 1)
208 {
209 if (op->decrease (rndm (0, op->nrof - 1)))
210 fix_stopped_item (op, m, originator);
211 }
212 else
213 {
214 // drop everything to the ground, if possible
215 op->insert_at (originator);
216 op->drop_and_destroy ();
217 } 186 }
218 187
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 189 if (env)
221 { 190 {
222 op = archetype::get (shstr_burnout); 191 object *op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
224 env->insert (op); 193 env->insert (op);
225 } 194 }
226 else 195 else
227 replace_insert_ob_in_map (shstr_burnout, originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
228 197
198 if (op->nrof > 1)
199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
209
229 return; 210 return;
230 } 211 }
231 212
232 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
234 { 215 {
235 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
236 217
237 if (at == NULL) 218 if (at == NULL)
238 return; 219 return;
242 return; 223 return;
243 224
244 object *tmp = present_arch (at, op->map, op->x, op->y); 225 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp) 226 if (!tmp)
246 { 227 {
247 tmp = arch_to_object (at); 228 tmp = at->instance ();
248 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create. 232 * that for ones we create.
252 */ 233 */
265 * type is the attacktype of the object. 246 * type is the attacktype of the object.
266 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
267 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
268 */ 249 */
269int 250int
270hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
271{ 252{
272 maptile *map;
273 sint16 x, y; 253 sint16 x, y;
274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 254 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
275 255
276 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
277 { 257 {
278 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
279 return 0; 259 return 0;
280 } 260 }
281 261
282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
283 { 263 {
284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
285 return 0; 265 return 0;
286 } 266 }
287 267
351 * This is one of the few cases where on_same_map should not be used. 331 * This is one of the few cases where on_same_map should not be used.
352 */ 332 */
353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
354 continue; 334 continue;
355 335
356 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
357 { 337 {
358 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
359 retflag |= 1; 339 retflag |= 1;
360 340
361 if (op->destroyed ()) 341 if (op->destroyed ())
365 * NO_PASS set, it is also immune - you can't destroy walls. Note 345 * NO_PASS set, it is also immune - you can't destroy walls. Note
366 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
367 * passing over/through them. We don't care what type of movement 347 * passing over/through them. We don't care what type of movement
368 * the wall blocks - if it blocks any type of movement, can't be 348 * the wall blocks - if it blocks any type of movement, can't be
369 * destroyed right now. 349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
370 */ 352 */
371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
372 { 354 {
373 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
374 356
375 if (op->destroyed ()) 357 if (op->destroyed ())
376 break; 358 break;
377 } 359 }
378 } 360 }
379 361
380 return 0; 362 return retflag;
381} 363}
382 364
383static void 365static void
384attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
385{ 367{
534 { 516 {
535 int mtype; 517 int mtype;
536 518
537 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
538 { 520 {
539 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
540 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
541 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
542 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
543 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
544 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
545 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
546 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
547 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
548 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
549 mtype = ATM_CLEAVE;
550 break;
551 case WEAP_SLICE:
552 mtype = ATM_SLICE;
553 break;
554 case WEAP_STAB:
555 mtype = ATM_STAB;
556 break;
557 case WEAP_WHIP:
558 mtype = ATM_WHIP;
559 break;
560 case WEAP_CRUSH:
561 mtype = ATM_CRUSH;
562 break;
563 case WEAP_BLUD:
564 mtype = ATM_BLUD;
565 break;
566 default:
567 mtype = ATM_BASIC;
568 break;
569 } 531 }
570 532
571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 533 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 534 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
573 { 535 {
679} 641}
680 642
681static int 643static int
682get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
683{ 645{
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
685 { 647 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 649 return 1;
688 } 650 }
689 651
697 { 659 {
698 *simple_attack = 1; 660 *simple_attack = 1;
699 return 0; 661 return 0;
700 } 662 }
701 663
702 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
703 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
704 || !(*hitter)->map 666 || !(*hitter)->map
705 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
706 { 668 {
707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 */ 683 */
722 int new_mode; 684 int new_mode;
723 685
724 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
725 new_mode = 1; 687 new_mode = 1;
726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
727 || hitter->map == NULL || !on_same_map (hitter, target)) 689 || hitter->map == NULL || !on_same_map (hitter, target))
728 return 1; 690 return 1;
729 else 691 else
730 new_mode = 0; 692 new_mode = 0;
731 693
737 * monster). 699 * monster).
738 */ 700 */
739static void 701static void
740thrown_item_effect (object *hitter, object *victim) 702thrown_item_effect (object *hitter, object *victim)
741{ 703{
742 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 704 if (!hitter->flag [FLAG_ALIVE])
743 { 705 {
744 /* May not need a switch for just 2 types, but this makes it 706 /* May not need a switch for just 2 types, but this makes it
745 * easier for expansion. 707 * easier for expansion.
746 */ 708 */
747 switch (hitter->type) 709 switch (hitter->type)
748 { 710 {
749 case POTION: 711 case POTION:
750 /* should player get a save throw instead of checking magic protection? */ 712 /* should player get a save throw instead of checking magic protection? */
751 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
752 (void) apply_potion (victim, hitter); 714 apply_potion (victim, hitter);
753 break; 715 break;
754 716
755 case POISON: /* poison drinks */ 717 case POISON: /* poison drinks */
756 /* As with potions, should monster get a save? */ 718 /* As with potions, should monster get a save? */
757 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
758 apply_poison (victim, hitter); 720 apply_poison (victim, hitter);
759 break; 721 break;
760 722
761 /* Removed case statements that did nothing. 723 /* Removed case statements that did nothing.
762 * food may be poisonous, but monster must be willing to eat it, 724 * food may be poisonous, but monster must be willing to eat it,
769 731
770/* determine if the object is an 'aimed' missile */ 732/* determine if the object is an 'aimed' missile */
771static int 733static int
772is_aimed_missile (object *op) 734is_aimed_missile (object *op)
773{ 735{
774
775 /* I broke what used to be one big if into a few nested 736 /* I broke what used to be one big if into a few nested
776 * ones so that figuring out the logic is at least possible. 737 * ones so that figuring out the logic is at least possible.
777 */ 738 */
778 if (op && (op->move_type & MOVE_FLYING)) 739 if (op && (op->move_type & MOVE_FLYING))
779 if (op->type == ARROW || op->type == THROWN_OBJ) 740 if (op->type == ARROW || op->type == THROWN_OBJ)
803 if ((attacker = hitter->owner) == NULL) 764 if ((attacker = hitter->owner) == NULL)
804 attacker = hitter; 765 attacker = hitter;
805 /* A player who saves but hasn't quit still could have objects 766 /* A player who saves but hasn't quit still could have objects
806 * owned by him - need to handle that case to avoid crashes. 767 * owned by him - need to handle that case to avoid crashes.
807 */ 768 */
808 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 769 if (attacker->flag [FLAG_REMOVED])
809 attacker = hitter; 770 attacker = hitter;
810 } 771 }
811 else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 772 else if (!hitter->flag [FLAG_ALIVE])
812 return 0; 773 return 0;
813 774
814 /* determine the condtions under which we make an attack. 775 /* determine the condtions under which we make an attack.
815 * Add more cases, as the need occurs. */ 776 * Add more cases, as the need occurs. */
816 777
817 if (!can_see_enemy (attacker, target)) 778 if (!can_see_enemy (attacker, target))
818 { 779 {
819 /* target is unseen */ 780 /* target is unseen */
820 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 781 if (target->invisible || attacker->flag [FLAG_BLIND])
821 adjust -= 10; 782 adjust -= 10;
822 /* dark map penalty for the hitter (lacks infravision if we got here). */ 783 /* dark map penalty for the hitter (lacks infravision if we got here). */
823 else if (!stand_in_light (target)) 784 else if (!stand_in_light (target))
824 adjust -= target->map->darklevel (); 785 adjust -= target->map->darklevel ();
825 } 786 }
826 787
827 if (QUERY_FLAG (attacker, FLAG_SCARED)) 788 if (attacker->flag [FLAG_SCARED])
828 adjust -= 3; 789 adjust -= 3;
829 790
830 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) 791 if (target->flag [FLAG_UNAGGRESSIVE])
831 adjust += 1; 792 adjust += 1;
832 793
833 if (QUERY_FLAG (target, FLAG_SCARED)) 794 if (target->flag [FLAG_SCARED])
834 adjust += 1; 795 adjust += 1;
835 796
836 if (QUERY_FLAG (attacker, FLAG_CONFUSED)) 797 if (attacker->flag [FLAG_CONFUSED])
837 adjust -= 3; 798 adjust -= 3;
838 799
839 /* if we attack at a different 'altitude' its harder */ 800 /* if we attack at a different 'altitude' its harder */
840 if ((attacker->move_type & target->move_type) == 0) 801 if ((attacker->move_type & target->move_type) == 0)
841 adjust -= 2; 802 adjust -= 2;
877 838
878 /* 839 /*
879 * A little check to make it more difficult to dance forward and back 840 * A little check to make it more difficult to dance forward and back
880 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
881 */ 842 */
882 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
883 { 844 {
884 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
885 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
886 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
887 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
909 if (!simple_attack) 870 if (!simple_attack)
910 { 871 {
911 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
912 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
913 * -b.t. */ 874 * -b.t. */
914 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
915 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
916 877
917 /* If the victim can't see the attacker, it may alert others 878 /* If the victim can't see the attacker, it may alert others
918 * for help. */ 879 * for help. */
919 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
920 npc_call_help (op); 881 npc_call_help (op);
940 } 901 }
941 902
942 /* Need to do at least 1 damage, otherwise there is no point 903 /* Need to do at least 1 damage, otherwise there is no point
943 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
944 */ 905 */
945 if (hitdam <= 0) 906 max_it (hitdam, 1);
946 hitdam = 1;
947 907
948 type = hitter->attacktype; 908 type = hitter->attacktype;
949 909
950 /* Ok, because some of the brainfucks of the good *sigh* old *sigh* 910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
951 * Crossfire we have to default the attacktype here to AT_PHYSICAL. 911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
959 */ 919 */
960 if (!type) 920 if (!type)
961 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
962 922
963 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
964 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 924 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
965 { 925 {
966 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
967 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 927 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
968 928
969 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 929 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
995} 955}
996 956
997int 957int
998attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
999{ 959{
1000 hitter = hitter->head_ ();
1001
1002 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 960 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
1003} 961}
1004 962
1005/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
1006 * 964 *
1007 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 965 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
1115 1073
1116 return 0; 1074 return 0;
1117 } 1075 }
1118 1076
1119 if (hit_something && op->speed >= 10.0) 1077 if (hit_something && op->speed >= 10.0)
1120 op->speed -= 1.0; 1078 op->set_speed (op->speed - 1.f);
1121 1079
1122 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1123 if (container) 1081 if (container)
1124 { 1082 {
1125 hitter->remove (); 1083 hitter->remove ();
1193 * MSW 2002-07-17 1151 * MSW 2002-07-17
1194 */ 1152 */
1195int 1153int
1196kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1197{ 1155{
1198 char buf[MAX_BUF];
1199 shstr skill; 1156 shstr skill;
1200 int maxdam = 0; 1157 int maxdam = 0;
1201 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1202 int pk = 0; /* true if op and what controls hitter are both players */ 1159 int pk = 0; /* true if op and what controls hitter are both players */
1203 object *owner = 0; 1160 object *owner = 0;
1213 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1214 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1215 */ 1172 */
1216 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1217 1174
1218 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1219 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1176 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1220 1177
1221 if (op->type == DOOR) 1178 if (op->type == DOOR)
1222 { 1179 {
1223 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1224 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1225 return maxdam; 1182 return maxdam;
1226 } 1183 }
1227 1184
1228 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1229 { 1186 {
1230 op->drop_and_destroy (); 1187 op->drop_and_destroy ();
1231 return maxdam; 1188 return maxdam;
1232 } 1189 }
1233 1190
1300 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1301 { 1258 {
1302 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1303 skill = skop->skill; 1260 skill = skop->skill;
1304 } 1261 }
1305 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1306 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1307 else 1264 else
1308 { 1265 {
1266 LOG (llevError | logBacktrace,
1309 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" 1267 "BUG: kill_object - unable to find skill that killed monster\n"
1310 "op: %s\n" "hitter: %s\n" "owner: %s\n", 1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1311 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); 1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1312 skill = 0; 1270 skill = 0;
1313 } 1271 }
1314 1272
1315 /* We have the skill we want to credit to - now find the object this goes 1273 /* We have the skill we want to credit to - now find the object this goes
1316 * to. Make sure skop is an actual skill, and not a skill tool! 1274 * to. Make sure skop is an actual skill, and not a skill tool!
1326 1284
1327 if (!skill && skop) 1285 if (!skill && skop)
1328 skill = skop->skill; 1286 skill = skop->skill;
1329 1287
1330 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1331 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1332 { 1290 {
1333 int exp; 1291 int exp;
1334 1292
1335 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1336 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1337 if (op->type == PLAYER)
1338 {
1339 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1340 { 1298 {
1341 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1342 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1343 } 1301 }
1344 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1345 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1346 }
1347 else 1307 else
1348 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1349
1350 /* if op is standing on "battleground" (arena), no way to gain
1351 * exp by killing him
1352 */
1353 if (battleg)
1354 exp = 0;
1355 1309
1356 /* Don't know why this is set this way - doesn't make 1310 /* Don't know why this is set this way - doesn't make
1357 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1358 */ 1312 */
1359 1313
1397 } /* else part of a party */ 1351 } /* else part of a party */
1398 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1399 1353
1400 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1401 { 1355 {
1402 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1403 { 1357 {
1404 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1405 1359
1406 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1407 { 1361 {
1468 * modify it. 1422 * modify it.
1469 */ 1423 */
1470/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1471 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1472int 1426int
1473hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1427hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1474{ 1428{
1475 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1476 int maxattacktype, attacknum;
1477 int body_attack = op && op->head; /* Did we hit op's head? */ 1430 int body_attack = op && op->head; /* Did we hit op's head? */
1431 int maxdam = 0, ndam = 0;
1432 int maxattacktype;
1478 int simple_attack; 1433 int simple_attack;
1479 int rtn_kill = 0; 1434 int rtn_kill = 0;
1480 int friendlyfire; 1435 int friendlyfire;
1481 1436
1482 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1483 return 0; 1438 return 0;
1484 1439
1485 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1440 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1486 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1487 return 0; 1442 return 0;
1488 1443
1489 // only allow pk for hostile players 1444 // only allow pk for hostile players
1490 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1491 { 1446 {
1533 1488
1534 break; 1489 break;
1535 } 1490 }
1536 } 1491 }
1537 1492
1538 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1539 { 1494 {
1540 /* FIXME: If a player is killed by a rune in a door, the 1495 /* FIXME: If a player is killed by a rune in a door, the
1541 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1542 */ 1497 */
1543 1498
1584 object *god; 1539 object *god;
1585 1540
1586 if ((!hitter->slaying 1541 if ((!hitter->slaying
1587 || (!(op->race && hitter->slaying.contains (op->race)) 1542 || (!(op->race && hitter->slaying.contains (op->race))
1588 && !(op->name && hitter->slaying.contains (op->name)))) 1543 && !(op->name && hitter->slaying.contains (op->name))))
1589 && (!QUERY_FLAG (op, FLAG_UNDEAD) 1544 && (!op->flag [FLAG_UNDEAD]
1590 || (hitter->title 1545 || (hitter->title
1591 && (god = find_god (determine_god (hitter))) != NULL 1546 && (god = find_god (determine_god (hitter))) != NULL
1592 && god->race.contains (shstr_undead)))) 1547 && god->race.contains (shstr_undead))))
1593 return 0; 1548 return 0;
1594 } 1549 }
1595 1550
1596 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1597 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1598 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1599 /* Magic isn't really a true attack type - it gets combined with other 1556 /* Magic isn't really a true attack type - it gets combined with other
1600 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1601 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1602 */ 1559 */
1603 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1606 /* Go through and hit the player with each attacktype, one by one. 1563 /* Go through and hit the player with each attacktype, one by one.
1607 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1608 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1609 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1610 */ 1567 */
1611 if (type & attacktype)
1612 {
1613 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1614 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1615 * the damage is equal. 1571 * the damage is equal.
1616 */ 1572 */
1617 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1618 { 1574 {
1619 maxdam = ndam; 1575 maxdam = ndam;
1620 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1621 }
1622 } 1577 }
1623 } 1578 }
1624 1579
1625 /* if this is friendly fire then do a set % of damage only 1580 /* if this is friendly fire then do a set % of damage only
1626 * Note - put a check in to make sure this attack is actually 1581 * Note - put a check in to make sure this attack is actually
1666 // keep a refcount for a long time and I see no usefulness 1621 // keep a refcount for a long time and I see no usefulness
1667 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1668 if (op->active) 1623 if (op->active)
1669 if (hitter->owner) 1624 if (hitter->owner)
1670 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1671 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1672 op->enemy = hitter; 1627 op->enemy = hitter;
1673 1628
1674 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1675 { 1630 {
1676 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1677 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1678 npc_call_help (op); 1633 npc_call_help (op);
1679 } 1634 }
1680 1635
1681 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1682 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1684 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1685 1640
1686 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1687 1642
1688 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1689 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1690 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1691 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1692 { 1647 {
1693 1648
1694 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1695 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1696 else 1651 else
1697 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1698 } 1653 }
1699 1654
1700 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1701 { 1656 {
1702 if (maxdam) 1657 if (maxdam)
1703 tear_down_wall (op); 1658 tear_down_wall (op);
1704 1659
1705 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1712 1667
1713 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1668 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1714 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1715 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1716 */ 1671 */
1717 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1718 hitter->drop_and_destroy (); 1673 hitter->drop_and_destroy ();
1719 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1720 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1675 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1721 { 1676 {
1722 int i;
1723 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1724 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1725 object *owner = op->owner; 1679 object *owner = op->owner;
1726 1680
1727 if (!op->other_arch) 1681 if (!op->other_arch)
1728 { 1682 {
1729 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1730 return maxdam; 1684 return maxdam;
1731 } 1685 }
1732 1686
1733 op->remove (); 1687 op->remove ();
1734 1688
1735 for (i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1736 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1737 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1738 int j;
1739 1692
1740 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1741 1694
1742 if (friendly) 1695 if (friendly)
1743 { 1696 {
1747 if (owner) 1700 if (owner)
1748 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1749 } 1702 }
1750 1703
1751 if (unaggressive) 1704 if (unaggressive)
1752 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1753 1706
1754 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1707 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1755 1708
1756 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1757 tmp->destroy (); 1710 tmp->destroy ();
1758 else 1711 else
1759 { 1712 {
1771} 1724}
1772 1725
1773static void 1726static void
1774poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1775{ 1728{
1776 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1777 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1778 1731
1779 if (tmp == NULL) 1732 if (!tmp)
1780 { 1733 {
1781 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
1782 LOG (llevError, "Failed to clone arch poisoning.\n"); 1735 /* peterm: give poisoning some teeth. It should
1736 * be able to kill things better than it does:
1737 * damage should be dependent something--I choose to
1738 * do this: if it's a monster, the damage from the
1739 * poisoning goes as the level of the monster/2.
1740 * If anything else, goes as damage.
1741 */
1742
1743 if (hitter->flag [FLAG_ALIVE])
1744 tmp->stats.dam += hitter->level / 2;
1783 else 1745 else
1784 {
1785 tmp = insert_ob_in_ob (tmp, op);
1786 /* peterm: give poisoning some teeth. It should
1787 * be able to kill things better than it does:
1788 * damage should be dependent something--I choose to
1789 * do this: if it's a monster, the damage from the
1790 * poisoning goes as the level of the monster/2.
1791 * If anything else, goes as damage.
1792 */
1793
1794 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1795 tmp->stats.dam += hitter->level / 2;
1796 else
1797 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
1798 1747
1799 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1800 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
1801 {
1802 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
1803 }
1804 1751
1805 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
1806 1753
1807 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
1808 { 1755 {
1809 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
1810 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1811 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1812 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1813 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1814 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
1815 op->update_stats (); 1762 op->update_stats ();
1816 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1763 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1817 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
1818 } 1765 }
1819 1766
1820 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
1821 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1768 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1822 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1823 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1770 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1824 }
1825 1771
1826 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
1827 } 1773 }
1828 else 1774 else
1829 tmp->stats.food++; 1775 tmp->stats.food++;
1830} 1776}
1831 1777
1832static void 1778static void
1833slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
1834{ 1780{
1835 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
1836 object *tmp; 1782 object *tmp;
1837 1783
1838 if (at == NULL) 1784 if (!at)
1839 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
1840 1786
1841 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1842 { 1788 {
1843 tmp = arch_to_object (at); 1789 tmp = at->instance ();
1844 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
1845 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1791 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1846 } 1792 }
1847 else 1793 else
1848 tmp->stats.food++; 1794 tmp->stats.food++;
1849 1795
1850 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
1851 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
1852 op->update_stats (); 1798 op->update_stats ();
1853} 1799}
1854 1800
1855void 1801void
1856confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
1857{ 1803{
1858 object *tmp; 1804 object *tmp;
1859 int maxduration; 1805 int maxduration;
1860 1806
1861 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1862 if (!tmp) 1808 if (!tmp)
1863 { 1809 {
1864 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
1865 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
1866 } 1812 }
1867 1813
1868 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
1869 * on the player's resistance 1815 * on the player's resistance
1870 */ 1816 */
1871 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
1872 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
1873 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1819 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1874 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
1875 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1876 1822
1877 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
1878 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
1879 1825
1880 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1881 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1827 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1882 1828
1883 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
1884} 1830}
1885 1831
1886void 1832void
1887blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
1888{ 1834{
1889 object *tmp, *owner;
1890
1891 /* Save some work if we know it isn't going to affect the player */ 1835 /* Save some work if we know it isn't going to affect the player */
1892 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
1893 return; 1837 return;
1894 1838
1895 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
1896 if (!tmp) 1840 if (!tmp)
1897 { 1841 {
1898 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
1899 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
1900 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
1901 /* use floats so we don't lose too much precision due to rounding errors. 1845 // use floats so we don't lose too much precision due to rounding errors.
1902 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1903 */
1904 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1905 1847
1906 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
1907 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
1908 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
1909 1851
1910 if (hitter->owner)
1911 owner = hitter->owner;
1912 else
1913 owner = hitter;
1914
1915 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1852 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
1916 } 1853 }
1854
1917 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
1918 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
1919 tmp->stats.food = 10;
1920} 1857}
1921 1858
1922void 1859void
1923paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
1924{ 1861{
1925 float effect, max;
1926
1927 /* object *tmp; */
1928
1929 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
1930 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
1931 */ 1864 */
1932 1865
1933 /* 1866 /*
1937 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1870 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
1938 } 1871 }
1939 */ 1872 */
1940 1873
1941 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1874 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
1942 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1943 1876
1944 if (effect == 0)
1945 return;
1946
1947 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
1948 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
1949 1879
1950 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
1951 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
1952 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
1953 op->speed_left = (float) -(FABS (op->speed) * max);
1954 1884
1955/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
1956} 1886}
1957 1887
1958/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
1959 * the computed damaged. 1889 * the computed damaged.
1960 */ 1890 */
1970 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
1971 1901
1972 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
1973 1903
1974 if (hitter->slaying) 1904 if (hitter->slaying)
1975 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1976 || (op->race && hitter->slaying.contains (op->race)))) 1906 || (op->race && hitter->slaying.contains (op->race))))
1977 return; 1907 return;
1978 1908
1979 def_lev = op->level; 1909 def_lev = op->level;
1980 if (def_lev < 1) 1910 if (def_lev < 1)
2097 case ATNR_BLIND: 2027 case ATNR_BLIND:
2098 { 2028 {
2099 /* chance for inflicting a special attack depends on the 2029 /* chance for inflicting a special attack depends on the
2100 * difference between attacker's and defender's level 2030 * difference between attacker's and defender's level
2101 */ 2031 */
2102 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 2032 int level_diff = min (110, max (0, op->level - hitter->level));
2103 2033
2104 /* First, only creatures/players with speed can be affected. 2034 /* First, only creatures/players with speed can be affected.
2105 * Second, just getting hit doesn't mean it always affects 2035 * Second, just getting hit doesn't mean it always affects
2106 * you. Third, you still get a saving through against the 2036 * you. Third, you still get a saving through against the
2107 * effect. 2037 * effect.
2108 */ 2038 */
2109 if (op->speed && 2039 if (op->has_active_speed ()
2110 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2111 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2112 { 2043 {
2113 2044
2114 /* Player has been hit by something */ 2045 /* Player has been hit by something */
2115 if (attacknum == ATNR_CONFUSION) 2046 if (attacknum == ATNR_CONFUSION)
2116 confuse_player (op, hitter, dam); 2047 confuse_player (op, hitter, dam);
2124 scare_creature (op, hitter); 2055 scare_creature (op, hitter);
2125 else if (attacknum == ATNR_CANCELLATION) 2056 else if (attacknum == ATNR_CANCELLATION)
2126 cancellation (op); 2057 cancellation (op);
2127 else if (attacknum == ATNR_DEPLETE) 2058 else if (attacknum == ATNR_DEPLETE)
2128 op->drain_stat (); 2059 op->drain_stat ();
2129 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2130 blind_player (op, hitter, dam); 2061 blind_player (op, hitter, dam);
2131 } 2062 }
2132 2063
2133 dam = 0; /* These are all effects and don't do real damage */ 2064 dam = 0; /* These are all effects and don't do real damage */
2134 } 2065 }
2144 { 2075 {
2145 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2146 { 2077 {
2147 if (tmp->invisible) 2078 if (tmp->invisible)
2148 continue; 2079 continue;
2149 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2150 /* >= 10% acid res. on items will protect these */ 2081 /* >= 10% acid res. on items will protect these */
2151 continue; 2082 continue;
2152 if (!(tmp->materials & M_IRON)) 2083 if (!(tmp->materials & M_IRON))
2153 continue; 2084 continue;
2154 if (tmp->magic < -4) /* Let's stop at -5 */ 2085 if (tmp->magic < -4) /* Let's stop at -5 */
2199 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2200 2131
2201 if (op->stats.exp <= rate) 2132 if (op->stats.exp <= rate)
2202 { 2133 {
2203 if (op->type == GOLEM) 2134 if (op->type == GOLEM)
2204 dam = 999; /* Its force is "sucked" away. 8) */ 2135 dam = 9998; /* Its force is "sucked" away. 8) */
2205 else 2136 else
2206 /* If we can't drain, lets try to do physical damage */ 2137 /* If we can't drain, lets try to do physical damage */
2207 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2208 } 2139 }
2209 else 2140 else
2218 * exp, but the wiz would still lose exp! If drainee is a wiz, 2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2219 * nothing happens. 2150 * nothing happens.
2220 * Try to credit the owner. We try to display player -> player drain 2151 * Try to credit the owner. We try to display player -> player drain
2221 * attacks, hence all the != PLAYER checks. 2152 * attacks, hence all the != PLAYER checks.
2222 */ 2153 */
2223 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) 2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2224 { 2155 {
2225 object *owner = hitter->owner; 2156 object *owner = hitter->owner;
2226 2157
2227 if (owner && owner != hitter) 2158 if (owner && owner != hitter)
2228 { 2159 {
2229 if (op->type != PLAYER || owner->type != PLAYER) 2160 if (op->type != PLAYER || owner->type != PLAYER)
2230 change_exp (owner, op->stats.exp / (rate * 2), 2161 change_exp (owner, op->stats.exp / (rate * 2),
2231 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2232 } 2163 }
2233 else if (op->type != PLAYER || hitter->type != PLAYER) 2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2234 change_exp (hitter, op->stats.exp / (rate * 2), 2165 change_exp (hitter, op->stats.exp / (rate * 2),
2235 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2236 2167
2237 change_exp (op, -op->stats.exp / rate, NULL, 0); 2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2238 } 2169 }
2239 2170
2240 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2241 * drain attack, you won't know that you are actually sucking out EXP, 2172 * drain attack, you won't know that you are actually sucking out EXP,
2242 * as the messages will say you missed 2173 * as the messages will say you missed
2245 } 2176 }
2246 break; 2177 break;
2247 2178
2248 case ATNR_TURN_UNDEAD: 2179 case ATNR_TURN_UNDEAD:
2249 { 2180 {
2250 if (QUERY_FLAG (op, FLAG_UNDEAD)) 2181 if (op->flag [FLAG_UNDEAD])
2251 { 2182 {
2252 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2253 object *god = find_god (determine_god (owner)); 2184 object *god = find_god (determine_god (owner));
2254 int div = 1; 2185 int div = 1;
2255 2186
2310 * damage it does do to the player. Given that, 2241 * damage it does do to the player. Given that,
2311 * it only does 1/10'th normal damage (hence the divide by 2242 * it only does 1/10'th normal damage (hence the divide by
2312 * 1000). 2243 * 1000).
2313 */ 2244 */
2314 /* You can't steal life from something undead */ 2245 /* You can't steal life from something undead */
2315 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2316 return 0; 2247 return 0;
2317 2248
2318 /* If drain protection is higher than life stealing, use that */ 2249 /* If drain protection is higher than life stealing, use that */
2319 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2320 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;

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