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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.50 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.72 by root, Thu Jul 26 00:27:09 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
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>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
90 break; 86 break;
91 } 87 }
92 else 88 else
93 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
94 90
95 if (mt == NULL) 91 if (!mt)
96 return TRUE; 92 return TRUE;
97 93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
165 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 163 */
168 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))
169 { 165 {
170 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
171 167
172 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
173 169
174 if (op) 170 if (op)
175 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
271 * op is going in direction 'dir' 267 * op is going in direction 'dir'
272 * type is the attacktype of the object. 268 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
275 */ 271 */
276
277int 272int
278hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
279{ 274{
280 maptile *map; 275 maptile *map;
281 sint16 x, y; 276 sint16 x, y;
287 return 0; 282 return 0;
288 } 283 }
289 284
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 286 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 288 return 0;
294 } 289 }
295 290
296 if (!op->map) 291 if (!op->map)
297 { 292 {
314 mapspace &ms = map->at (x, y); 309 mapspace &ms = map->at (x, y);
315 310
316 if (ms.flags () & P_SAFE) 311 if (ms.flags () & P_SAFE)
317 return 0; 312 return 0;
318 313
319 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
321 */ 316 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 318 {
324 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
621 { 616 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
623 if (dam != 0) 618 if (dam != 0)
624 { 619 {
625 if (dam < 10) 620 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 621 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 622 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 623 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 624 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 625 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 626 }
632 } 627 }
628
633 new_draw_info (NDI_BLACK, 0, op, buf); 629 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 630 } /* end of player hitting player */
635 631
636 if (hitter->type == PLAYER) 632 if (hitter->type == PLAYER)
637 { 633 {
638 sprintf (buf, "You %s.", buf1); 634 sprintf (buf, "You %s.", buf1);
639 if (dam != 0) 635 if (dam != 0)
640 { 636 {
641 if (dam < 10) 637 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 638 op->contr->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 639 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 640 op->contr->play_sound (sound_find ("player_hits2"));
645 else 641 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 642 op->contr->play_sound (sound_find ("player_hits3"));
647 } 643 }
644
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 645 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 646 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 647 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 648 {
652 /* look for stacked spells and start reducing the message chances */ 649 /* look for stacked spells and start reducing the message chances */
654 { 651 {
655 i = 4; 652 i = 4;
656 map = hitter->map; 653 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 654 if (out_of_map (map, hitter->x, hitter->y))
658 return; 655 return;
656
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 657 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 658 if (next)
661 while (next) 659 while (next)
662 { 660 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 662 i *= 3;
663
665 tmp = next; 664 tmp = next;
666 next = tmp->above; 665 next = tmp->above;
667 } 666 }
667
668 if (i < 0) 668 if (i < 0)
669 return; 669 return;
670
670 if (rndm (0, i) != 0) 671 if (rndm (0, i) != 0)
671 return; 672 return;
672 } 673 }
673 else if (rndm (0, 5) != 0) 674 else if (rndm (0, 5) != 0)
674 return; 675 return;
676
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 677 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 678 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 679 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 680 }
679} 681}
680 682
681 683
697 return 0; 699 return 0;
698 } 700 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 701 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 702 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
701 { 703 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 704 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
703 return 1; 705 return 1;
704 } 706 }
705 *simple_attack = 0; 707 *simple_attack = 0;
706 return 0; 708 return 0;
707} 709}
745 747
746 /* 748 /*
747 * A little check to make it more difficult to dance forward and back 749 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 750 * to avoid ever being hit by monsters.
749 */ 751 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 752 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 753 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 754 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 755 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 756 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 757 * we call process_object, the 'if' statement above will fail.
756 */ 758 */
757 op->speed_left--; 759 --op->speed_left;
758 process_object (op); 760 process_object (op);
759 761
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 762 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 763 goto error;
762 } 764 }
772 /* See if we hit the creature */ 774 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 775 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 776 {
775 int hitdam = base_dam; 777 int hitdam = base_dam;
776 778
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) 779 if (!simple_attack)
795 { 780 {
796 /* If you hit something, the victim should *always* wake up. 781 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 782 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 783 * -b.t. */
806 791
807 /* if you were hidden and hit by a creature, you are discovered */ 792 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 793 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 794 {
810 make_visible (op); 795 make_visible (op);
796
811 if (op->type == PLAYER) 797 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 798 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 799 }
814 800
815 /* thrown items (hitter) will have various effects 801 /* thrown items (hitter) will have various effects
869} 855}
870 856
871int 857int
872attack_ob (object *op, object *hitter) 858attack_ob (object *op, object *hitter)
873{ 859{
874
875 if (hitter->head)
876 hitter = hitter->head; 860 hitter = hitter->head_ ();
861
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 862 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 863}
879 864
880/* op is the arrow, tmp is what is stopping the arrow. 865/* op is the arrow, tmp is what is stopping the arrow.
881 * 866 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 875 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 876 * stick around.
892 */ 877 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 878 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 879 {
895 if (tmp->head != NULL)
896 tmp = tmp->head; 880 tmp = tmp->head_ ();
897 881
898 op->remove (); 882 op->remove ();
899 op = insert_ob_in_ob (op, tmp); 883 op = insert_ob_in_ob (op, tmp);
900 884
901 if (tmp->type == PLAYER) 885 if (tmp->type == PLAYER)
1008 insert_ob_in_ob (hitter, container); 992 insert_ob_in_ob (hitter, container);
1009 } 993 }
1010 994
1011 return op; 995 return op;
1012} 996}
1013
1014 997
1015void 998void
1016tear_down_wall (object *op) 999tear_down_wall (object *op)
1017{ 1000{
1018 int perc = 0; 1001 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1050 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1051 if (!target->enemy)
1069 target->enemy = owner; 1052 target->enemy = owner;
1070} 1053}
1071 1054
1072
1073/* This returns the amount of damage hitter does to op with the 1055/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1056 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1057 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1058 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1059 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1070 return 0;
1089 } 1071 }
1090 1072
1091 if (dam < 0) 1073 if (dam < 0)
1092 { 1074 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1075 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1076 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1077 return 0;
1095 } 1078 }
1096 1079
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1080 /* 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. */ 1081 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1082 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1083 return dam;
1101 1084
1102 if (hitter->slaying) 1085 if (hitter->slaying)
1103 { 1086 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1087 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1088 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1089 {
1107 doesnt_slay = 0; 1090 doesnt_slay = 0;
1108 dam *= 3; 1091 dam *= 3;
1109 } 1092 }
1110 } 1093 }
1124 /* Special hack. By default, if immune to something, you 1107 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1108 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1109 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1110 * special processing is needed */
1128 1111
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1112 if (op->resist[attacknum] >= 100
1113 && doesnt_slay
1114 && attacknum != ATNR_ACID)
1130 return 0; 1115 return 0;
1131 1116
1132 /* Keep this in order - makes things easier to find */ 1117 /* Keep this in order - makes things easier to find */
1133 1118
1134 switch (attacknum) 1119 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1169 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1170 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1171 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1172 blind_player (op, hitter, dam);
1188 } 1173 }
1174
1189 dam = 0; /* These are all effects and don't do real damage */ 1175 dam = 0; /* These are all effects and don't do real damage */
1190 } 1176 }
1191 break; 1177 break;
1192 1178
1193 case ATNR_ACID: 1179 case ATNR_ACID:
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1257 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1258 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1259 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1260 * attacks, hence all the != PLAYER checks.
1275 */ 1261 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1262 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1263 {
1278 object *owner = hitter->owner; 1264 object *owner = hitter->owner;
1279 1265
1280 if (owner && owner != hitter) 1266 if (owner && owner != hitter)
1281 { 1267 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1268 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1269 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1271 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1272 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1273 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1275
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1276 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1277 }
1293 1278
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1279 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, 1280 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1292 object *god = find_god (determine_god (owner));
1308 int div = 1; 1293 int div = 1;
1309 1294
1310 /* if undead are not an enemy of your god, you turn them 1295 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1296 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1297 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1298 div = 2;
1299
1314 /* Give a bonus if you resist turn undead */ 1300 /* 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))) 1301 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1302 scare_creature (op, owner);
1317 } 1303 }
1318 else 1304 else
1324 case ATNR_DEATH: 1310 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1311 deathstrike_player (op, hitter, &dam);
1326 break; 1312 break;
1327 1313
1328 case ATNR_CHAOS: 1314 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1315 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1316 dam = 0;
1331 break; 1317 break;
1332 1318
1333 case ATNR_COUNTERSPELL: 1319 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1320 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1321 dam = 0;
1336 /* This should never happen. Counterspell is handled 1322 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1323 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1324 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1325 * does no damage. */
1411 char buf[MAX_BUF]; 1397 char buf[MAX_BUF];
1412 const char *skill; 1398 const char *skill;
1413 int maxdam = 0; 1399 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1400 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1401 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1402 object *owner = 0;
1417 object *skop = NULL; 1403 object *skop = 0;
1418 1404
1419 if (op->stats.hp >= 0) 1405 if (op->stats.hp >= 0)
1420 return -1; 1406 return -1;
1421 1407
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1408 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1417 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1418 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1419
1434 if (op->type == DOOR) 1420 if (op->type == DOOR)
1435 { 1421 {
1436 op->set_speed (0.1); 1422 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1423 op->speed_left = -0.05f;
1438 return maxdam; 1424 return maxdam;
1439 } 1425 }
1440 1426
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1427 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1428 {
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 (); 1429 op->destroy ();
1449 return maxdam; 1430 return maxdam;
1450 } 1431 }
1451 1432
1452 /* Now lets start dealing with experience we get for killing something */ 1433 /* Now lets start dealing with experience we get for killing something */
1496 else 1477 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1479
1499 /* Only play sounds for melee kills */ 1480 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1481 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1482 owner->play_sound (sound_find ("player_kills"));
1502 } 1483 }
1503 1484
1504 /* If a player kills another player, not on 1485 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1486 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1487 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1492 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1493 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1494 owner->change_luck (-settings.pk_luck_penalty);
1514 1495
1515 /* This code below deals with finding the appropriate skill 1496 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1497 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1498 * probably never really have to look at current_weapon->skill
1518 */ 1499 */
1519 skill = 0; 1500 skill = 0;
1520 1501
1521 if (hitter->skill && hitter->type != PLAYER) 1502 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1503 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1504 else if (owner->chosen_skill)
1524 { 1505 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1527 } 1508 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1510 skill = owner->current_weapon->skill;
1530 else 1511 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1512 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 1513
1533 /* We have the skill we want to credit to - now find the object this goes 1514 /* 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! 1515 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1516 */
1536 if ((!skop || skop->type != SKILL) && skill) 1517 if ((!skop || skop->type != SKILL) && skill)
1537 { 1518 {
1538 int i; 1519 int i;
1539 1520
1565 skill = skop->skill; 1546 skill = skop->skill;
1566 1547
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1548 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568 1549
1569 /* If you didn't kill yourself, and your not the wizard */ 1550 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1551 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1552 {
1572 int exp; 1553 int exp;
1573 1554
1574 /* Really don't give much experience for killing other players */ 1555 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1642 { 1623 {
1643 object *owner1 = op->owner; 1624 object *owner1 = op->owner;
1644 1625
1645 if (owner1 && owner1->type == PLAYER) 1626 if (owner1 && owner1->type == PLAYER)
1646 { 1627 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1628 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1629 /* 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); 1630 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1650 } 1631 }
1651 1632
1652 remove_friendly_object (op); 1633 remove_friendly_object (op);
1670} 1651}
1671 1652
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1653/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1654 * Returns 0 this is not friendly fire
1674 */ 1655 */
1675
1676int 1656int
1677friendly_fire (object *op, object *hitter) 1657friendly_fire (object *op, object *hitter)
1678{ 1658{
1679 object *owner; 1659 object *owner;
1680 int friendlyfire; 1660 int friendlyfire;
1699 } 1679 }
1700 1680
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1681 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1682 friendlyfire = 0;
1703 } 1683 }
1684
1704 return friendlyfire; 1685 return friendlyfire;
1705} 1686}
1706
1707 1687
1708/* This isn't used just for players, but in fact most objects. 1688/* 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 1689 * 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 1690 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1691 * full_hit is set if monster area does not matter.
1729 1709
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1710 /* 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)) 1711 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1712 return 0;
1733 1713
1734#ifdef PROHIBIT_PLAYERKILL 1714 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1736 { 1716 {
1737 object *owner = hitter->owner; 1717 object *owner = hitter->owner;
1738 1718
1739 if (!owner) 1719 if (!owner)
1740 owner = hitter; 1720 owner = hitter;
1741 1721
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1722 if (owner->type == PLAYER
1723 && (!op_on_battleground (op, 0, 0)
1724 && (op->contr->peaceful || owner->contr->peaceful))
1725 && op != owner)
1743 return 0; 1726 return 0;
1744 } 1727 }
1745#endif
1746 1728
1747 if (body_attack) 1729 if (body_attack)
1748 { 1730 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1731 /* 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 1732 * return - we still need to process other attacks the spell still
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1763 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782 { 1764 {
1783 /* FIXME: If a player is killed by a rune in a door, the 1765 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here. 1766 * destroyed() check above doesn't return, and might get here.
1785 */ 1767 */
1768
1769 /* FIXME: This for example happens when a dead door is on a mover and
1770 gets it's speed_left raised on each mover-tick.
1771 Doors are removed in a kinda funny way by giving them speed and speed_left
1772 and waiting for that to run out.
1773 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1774 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1787 return 0; 1775 return 0;
1788 } 1776 }
1789 1777
1790#ifdef ATTACK_DEBUG 1778#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1779 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1823 if ((!hitter->slaying || 1811 if ((!hitter->slaying ||
1824 (!(op->race && strstr (hitter->slaying, op->race)) && 1812 (!(op->race && strstr (hitter->slaying, op->race)) &&
1825 !(op->name && strstr (hitter->slaying, op->name)))) && 1813 !(op->name && strstr (hitter->slaying, op->name)))) &&
1826 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1814 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1827 (hitter->title != NULL 1815 (hitter->title != NULL
1828 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1816 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1829 return 0; 1817 return 0;
1830 } 1818 }
1831 1819
1832 maxattacktype = type; /* initialise this to something */ 1820 maxattacktype = type; /* initialise this to something */
1833 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1821 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1865 */ 1853 */
1866 friendlyfire = friendly_fire (op, hitter); 1854 friendlyfire = friendly_fire (op, hitter);
1867 if (friendlyfire && maxdam) 1855 if (friendlyfire && maxdam)
1868 { 1856 {
1869 maxdam = ((dam * settings.set_friendly_fire) / 100); 1857 maxdam = ((dam * settings.set_friendly_fire) / 100);
1870#ifndef COZY_SERVER
1871 maxdam++;
1872#endif
1873 1858
1874#ifdef ATTACK_DEBUG 1859#ifdef ATTACK_DEBUG
1875 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1860 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1876 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1861 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877#endif 1862#endif
1878 } 1863 }
1879 1864
1880 if (!full_hit) 1865 if (!full_hit)
1881 { 1866 {
1882 archetype *at;
1883 int area; 1867 int area;
1884 int remainder; 1868 int remainder;
1885 1869
1886 area = 0; 1870 area = 0;
1887 for (at = op->arch; at != NULL; at = at->more) 1871
1872 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1888 area++; 1873 area++;
1874
1889 assert (area > 0); 1875 assert (area > 0);
1890 1876
1891 /* basically: maxdam /= area; we try to "simulate" a float 1877 /* basically: maxdam /= area; we try to "simulate" a float
1892 value-effect */ 1878 value-effect */
1893 remainder = 100 * (maxdam % area) / area; 1879 remainder = 100 * (maxdam % area) / area;
1898 1884
1899#ifdef ATTACK_DEBUG 1885#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1886 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif 1887#endif
1902 1888
1889 // for now, only do this for active objects, otherwise they
1890 // keep a refcount for a long time and I see no usefulness
1891 // for an non-active objetc to know its enemy.
1892 if (op->active)
1903 if (hitter->owner) 1893 if (hitter->owner)
1904 op->enemy = hitter->owner; 1894 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906 op->enemy = hitter; 1896 op->enemy = hitter;
1907 1897
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 { 1899 {
1910 /* The unaggressives look after themselves 8) */ 1900 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949 * that before if the player was immune to ghosthit, the monster 1939 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1940 * remained - that is no longer the case.
1951 */ 1941 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy (); 1943 hitter->destroy ();
1958 } 1944
1959 /* Lets handle creatures that are splitting now */ 1945 /* Lets handle creatures that are splitting now */
1960 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1946 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1961 { 1947 {
1962 int i; 1948 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1949 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1993 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 hitter->destroy (); 1994 hitter->destroy ();
2009 1995
2010 return maxdam; 1996 return maxdam;
2011} 1997}
2012
2013 1998
2014void 1999void
2015poison_player (object *op, object *hitter, int dam) 2000poison_player (object *op, object *hitter, int dam)
2016{ 2001{
2017 archetype *at = archetype::find ("poisoning"); 2002 archetype *at = archetype::find ("poisoning");
2054 tmp->stats.Int = MAX (-dam / 7, -10); 2039 tmp->stats.Int = MAX (-dam / 7, -10);
2055 SET_FLAG (tmp, FLAG_APPLIED); 2040 SET_FLAG (tmp, FLAG_APPLIED);
2056 op->update_stats (); 2041 op->update_stats ();
2057 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2058 } 2043 }
2044
2059 if (hitter->type == PLAYER) 2045 if (hitter->type == PLAYER)
2060 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2046 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2047 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2062 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2048 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2063 } 2049 }
2050
2064 tmp->speed_left = 0; 2051 tmp->speed_left = 0;
2065 } 2052 }
2066 else 2053 else
2067 tmp->stats.food++; 2054 tmp->stats.food++;
2068} 2055}
2072{ 2059{
2073 archetype *at = archetype::find ("slowness"); 2060 archetype *at = archetype::find ("slowness");
2074 object *tmp; 2061 object *tmp;
2075 2062
2076 if (at == NULL) 2063 if (at == NULL)
2077 {
2078 LOG (llevError, "Can't find slowness archetype.\n"); 2064 LOG (llevError, "Can't find slowness archetype.\n");
2079 } 2065
2080 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2066 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081 { 2067 {
2082 tmp = arch_to_object (at); 2068 tmp = arch_to_object (at);
2083 tmp = insert_ob_in_ob (tmp, op); 2069 tmp = insert_ob_in_ob (tmp, op);
2084 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2085 } 2071 }
2086 else 2072 else
2087 tmp->stats.food++; 2073 tmp->stats.food++;
2074
2088 SET_FLAG (tmp, FLAG_APPLIED); 2075 SET_FLAG (tmp, FLAG_APPLIED);
2089 tmp->speed_left = 0; 2076 tmp->speed_left = 0;
2090 op->update_stats (); 2077 op->update_stats ();
2091} 2078}
2092 2079
2109 tmp->speed = 0.05; 2096 tmp->speed = 0.05;
2110 tmp->subtype = FORCE_CONFUSION; 2097 tmp->subtype = FORCE_CONFUSION;
2111 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2098 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 tmp->name = "confusion"; 2099 tmp->name = "confusion";
2113 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2100 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101
2114 if (tmp->duration > maxduration) 2102 if (tmp->duration > maxduration)
2115 tmp->duration = maxduration; 2103 tmp->duration = maxduration;
2116 2104
2117 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2105 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2118 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2106 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2107
2119 SET_FLAG (op, FLAG_CONFUSED); 2108 SET_FLAG (op, FLAG_CONFUSED);
2120} 2109}
2121 2110
2122void 2111void
2123blind_player (object *op, object *hitter, int dam) 2112blind_player (object *op, object *hitter, int dam)
2189 op->speed_left = (float) -(FABS (op->speed) * max); 2178 op->speed_left = (float) -(FABS (op->speed) * max);
2190 2179
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2180/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192} 2181}
2193 2182
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 2183/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 2184 * the computed damaged.
2197 */ 2185 */
2198void 2186void
2199deathstrike_player (object *op, object *hitter, int *dam) 2187deathstrike_player (object *op, object *hitter, int *dam)
2207 ** field of the deathstriking object */ 2195 ** field of the deathstriking object */
2208 2196
2209 int atk_lev, def_lev, kill_lev; 2197 int atk_lev, def_lev, kill_lev;
2210 2198
2211 if (hitter->slaying) 2199 if (hitter->slaying)
2212 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2200 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2213 return; 2201 return;
2214 2202
2215 def_lev = op->level; 2203 def_lev = op->level;
2216 if (def_lev < 1) 2204 if (def_lev < 1)
2217 { 2205 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2206 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2219 def_lev = 1; 2207 def_lev = 1;
2220 } 2208 }
2209
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2210 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2211 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 2212 atk_lev, def_lev); */
2224 2213
2225 if (atk_lev >= def_lev) 2214 if (atk_lev >= def_lev)
2240 */ 2229 */
2241 *dam *= kill_lev / def_lev; 2230 *dam *= kill_lev / def_lev;
2242 } 2231 }
2243 } 2232 }
2244 else 2233 else
2245 {
2246 *dam = 0; /* no harm done */ 2234 *dam = 0; /* no harm done */
2247 }
2248} 2235}
2249 2236
2250/* thrown_item_effect() - handles any special effects of thrown 2237/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a 2238 * items (like attacking living creatures--a potion thrown at a
2252 * monster). 2239 * monster).
2281 } 2268 }
2282 } 2269 }
2283} 2270}
2284 2271
2285/* adj_attackroll() - adjustments to attacks by various conditions */ 2272/* adj_attackroll() - adjustments to attacks by various conditions */
2286
2287int 2273int
2288adj_attackroll (object *hitter, object *target) 2274adj_attackroll (object *hitter, object *target)
2289{ 2275{
2290 object *attacker = hitter; 2276 object *attacker = hitter;
2291 int adjust = 0; 2277 int adjust = 0;
2356#endif 2342#endif
2357 2343
2358 return adjust; 2344 return adjust;
2359} 2345}
2360 2346
2361
2362/* determine if the object is an 'aimed' missile */ 2347/* determine if the object is an 'aimed' missile */
2363int 2348int
2364is_aimed_missile (object *op) 2349is_aimed_missile (object *op)
2365{ 2350{
2366 2351
2367 /* I broke what used to be one big if into a few nested 2352 /* I broke what used to be one big if into a few nested
2368 * ones so that figuring out the logic is at least possible. 2353 * ones so that figuring out the logic is at least possible.
2369 */ 2354 */
2370 if (op && (op->move_type & MOVE_FLYING)) 2355 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2357 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1; 2359 return 1;
2376 } 2360
2377 return 0; 2361 return 0;
2378} 2362}

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