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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 1.80 by root, Mon Apr 21 06:35:26 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
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 if (op->decrease ())
173
174 if (op)
175 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
176 170
177 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
178 { 172 {
179 if (env) 173 if (env)
180 { 174 {
181 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
182 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
200 return; 194 return;
201 } 195 }
202 196
203 if (op->nrof > 1) 197 if (op->nrof > 1)
204 { 198 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
206
207 if (op)
208 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
209 } 201 }
210 else 202 else
211 { 203 {
212 if (op->env) 204 if (op->env)
271 * op is going in direction 'dir' 263 * op is going in direction 'dir'
272 * type is the attacktype of the object. 264 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 265 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 266 * returns 1 if it hits something, 0 otherwise.
275 */ 267 */
276
277int 268int
278hit_map (object *op, int dir, int type, int full_hit) 269hit_map (object *op, int dir, int type, int full_hit)
279{ 270{
280 maptile *map; 271 maptile *map;
281 sint16 x, y; 272 sint16 x, y;
287 return 0; 278 return 0;
288 } 279 }
289 280
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 281 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 282 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 283 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 284 return 0;
294 } 285 }
295 286
296 if (!op->map) 287 if (!op->map)
297 { 288 {
314 mapspace &ms = map->at (x, y); 305 mapspace &ms = map->at (x, y);
315 306
316 if (ms.flags () & P_SAFE) 307 if (ms.flags () & P_SAFE)
317 return 0; 308 return 0;
318 309
319 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
321 */ 312 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 314 {
324 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
618 if (hitter->owner != NULL) 609 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 611 else
621 { 612 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
623 if (dam != 0) 615 if (dam != 0)
624 { 616 {
625 if (dam < 10) 617 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 619 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 621 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 623 }
632 } 624 }
625
633 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 627 } /* end of player hitting player */
635 628
636 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
637 { 630 {
638 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
639 if (dam != 0) 633 if (dam != 0)
640 { 634 {
641 if (dam < 10) 635 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 637 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
645 else 639 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
647 } 641 }
642
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 644 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 646 {
652 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
654 { 649 {
655 i = 4; 650 i = 4;
656 map = hitter->map; 651 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
658 return; 653 return;
654
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 656 if (next)
661 while (next) 657 while (next)
662 { 658 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 660 i *= 3;
661
665 tmp = next; 662 tmp = next;
666 next = tmp->above; 663 next = tmp->above;
667 } 664 }
665
668 if (i < 0) 666 if (i < 0)
669 return; 667 return;
668
670 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
671 return; 670 return;
672 } 671 }
673 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
674 return; 673 return;
674
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 678 }
679} 679}
680 680
681 681
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 686 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 687 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 688 return 1;
689 } 689 }
690
690 if ((*target)->head) 691 if ((*target)->head)
691 *target = (*target)->head; 692 *target = (*target)->head;
693
692 if ((*hitter)->head) 694 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 695 *hitter = (*hitter)->head;
696
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 697 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 { 698 {
696 *simple_attack = 1; 699 *simple_attack = 1;
697 return 0; 700 return 0;
698 } 701 }
702
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 703 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 704 || QUERY_FLAG (*hitter, FLAG_REMOVED)
705 || !(*hitter)->map
706 || !on_same_map (*hitter, *target))
701 { 707 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 708 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
709 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 710 return 1;
704 } 711 }
712
705 *simple_attack = 0; 713 *simple_attack = 0;
706 return 0; 714 return 0;
707} 715}
708 716
709static int 717static int
745 753
746 /* 754 /*
747 * A little check to make it more difficult to dance forward and back 755 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 756 * to avoid ever being hit by monsters.
749 */ 757 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 758 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 759 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 760 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 761 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 762 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 763 * we call process_object, the 'if' statement above will fail.
756 */ 764 */
757 op->speed_left--; 765 --op->speed_left;
758 process_object (op); 766 process_object (op);
759 767
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 768 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 769 goto error;
762 } 770 }
772 /* See if we hit the creature */ 780 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 781 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 782 {
775 int hitdam = base_dam; 783 int hitdam = base_dam;
776 784
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) 785 if (!simple_attack)
795 { 786 {
796 /* If you hit something, the victim should *always* wake up. 787 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 788 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 789 * -b.t. */
806 797
807 /* if you were hidden and hit by a creature, you are discovered */ 798 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 799 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 800 {
810 make_visible (op); 801 make_visible (op);
802
811 if (op->type == PLAYER) 803 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 804 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 805 }
814 806
815 /* thrown items (hitter) will have various effects 807 /* thrown items (hitter) will have various effects
869} 861}
870 862
871int 863int
872attack_ob (object *op, object *hitter) 864attack_ob (object *op, object *hitter)
873{ 865{
874
875 if (hitter->head)
876 hitter = hitter->head; 866 hitter = hitter->head_ ();
867
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 868 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 869}
879 870
880/* op is the arrow, tmp is what is stopping the arrow. 871/* op is the arrow, tmp is what is stopping the arrow.
881 * 872 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 881 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 882 * stick around.
892 */ 883 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 884 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 885 {
895 if (tmp->head != NULL)
896 tmp = tmp->head; 886 tmp = tmp->head_ ();
897 887
898 op->remove (); 888 op->remove ();
899 op = insert_ob_in_ob (op, tmp); 889 op = insert_ob_in_ob (op, tmp);
900 890
901 if (tmp->type == PLAYER) 891 if (tmp->type == PLAYER)
1008 insert_ob_in_ob (hitter, container); 998 insert_ob_in_ob (hitter, container);
1009 } 999 }
1010 1000
1011 return op; 1001 return op;
1012} 1002}
1013
1014 1003
1015void 1004void
1016tear_down_wall (object *op) 1005tear_down_wall (object *op)
1017{ 1006{
1018 int perc = 0; 1007 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1056 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1057 if (!target->enemy)
1069 target->enemy = owner; 1058 target->enemy = owner;
1070} 1059}
1071 1060
1072
1073/* This returns the amount of damage hitter does to op with the 1061/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1062 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1063 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1064 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1065 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1076 return 0;
1089 } 1077 }
1090 1078
1091 if (dam < 0) 1079 if (dam < 0)
1092 { 1080 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1081 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1082 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1083 return 0;
1095 } 1084 }
1096 1085
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1086 /* 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. */ 1087 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1088 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1089 return dam;
1101 1090
1102 if (hitter->slaying) 1091 if (hitter->slaying)
1103 { 1092 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1093 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1094 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1095 {
1107 doesnt_slay = 0; 1096 doesnt_slay = 0;
1108 dam *= 3; 1097 dam *= 3;
1109 } 1098 }
1110 } 1099 }
1124 /* Special hack. By default, if immune to something, you 1113 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1114 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1115 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1116 * special processing is needed */
1128 1117
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1118 if (op->resist[attacknum] >= 100
1119 && doesnt_slay
1120 && attacknum != ATNR_ACID)
1130 return 0; 1121 return 0;
1131 1122
1132 /* Keep this in order - makes things easier to find */ 1123 /* Keep this in order - makes things easier to find */
1133 1124
1134 switch (attacknum) 1125 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1175 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1176 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1177 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1178 blind_player (op, hitter, dam);
1188 } 1179 }
1180
1189 dam = 0; /* These are all effects and don't do real damage */ 1181 dam = 0; /* These are all effects and don't do real damage */
1190 } 1182 }
1191 break; 1183 break;
1192 1184
1193 case ATNR_ACID: 1185 case ATNR_ACID:
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1263 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1264 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1265 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1266 * attacks, hence all the != PLAYER checks.
1275 */ 1267 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1268 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1269 {
1278 object *owner = hitter->owner; 1270 object *owner = hitter->owner;
1279 1271
1280 if (owner && owner != hitter) 1272 if (owner && owner != hitter)
1281 { 1273 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1274 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1275 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1277 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1278 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1279 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1281
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1282 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1283 }
1293 1284
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1285 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, 1286 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1298 object *god = find_god (determine_god (owner));
1308 int div = 1; 1299 int div = 1;
1309 1300
1310 /* if undead are not an enemy of your god, you turn them 1301 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1302 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1303 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1304 div = 2;
1305
1314 /* Give a bonus if you resist turn undead */ 1306 /* 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))) 1307 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1308 scare_creature (op, owner);
1317 } 1309 }
1318 else 1310 else
1324 case ATNR_DEATH: 1316 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1317 deathstrike_player (op, hitter, &dam);
1326 break; 1318 break;
1327 1319
1328 case ATNR_CHAOS: 1320 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1321 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1322 dam = 0;
1331 break; 1323 break;
1332 1324
1333 case ATNR_COUNTERSPELL: 1325 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1326 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1327 dam = 0;
1336 /* This should never happen. Counterspell is handled 1328 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1329 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1330 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1331 * does no damage. */
1411 char buf[MAX_BUF]; 1403 char buf[MAX_BUF];
1412 const char *skill; 1404 const char *skill;
1413 int maxdam = 0; 1405 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1406 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1407 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1408 object *owner = 0;
1417 object *skop = NULL; 1409 object *skop = 0;
1418 1410
1419 if (op->stats.hp >= 0) 1411 if (op->stats.hp >= 0)
1420 return -1; 1412 return -1;
1421 1413
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1414 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1423 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1424 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1425
1434 if (op->type == DOOR) 1426 if (op->type == DOOR)
1435 { 1427 {
1436 op->set_speed (0.1); 1428 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1429 op->speed_left = -0.05f;
1438 return maxdam; 1430 return maxdam;
1439 } 1431 }
1440 1432
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1433 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1434 {
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 (); 1435 op->destroy ();
1449 return maxdam; 1436 return maxdam;
1450 } 1437 }
1451 1438
1452 /* Now lets start dealing with experience we get for killing something */ 1439 /* Now lets start dealing with experience we get for killing something */
1496 else 1483 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1485
1499 /* Only play sounds for melee kills */ 1486 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1487 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1488 owner->play_sound (sound_find ("player_kills"));
1502 } 1489 }
1503 1490
1504 /* If a player kills another player, not on 1491 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1492 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1493 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1498 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1499 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1500 owner->change_luck (-settings.pk_luck_penalty);
1514 1501
1515 /* This code below deals with finding the appropriate skill 1502 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1503 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1504 * probably never really have to look at current_weapon->skill
1518 */ 1505 */
1519 skill = 0; 1506 skill = 0;
1520 1507
1521 if (hitter->skill && hitter->type != PLAYER) 1508 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1509 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1510 else if (owner->chosen_skill)
1524 { 1511 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1512 skop = owner->chosen_skill;
1513 skill = skop->skill;
1527 } 1514 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1516 skill = owner->current_weapon->skill;
1530 else 1517 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 1519
1533 /* We have the skill we want to credit to - now find the object this goes 1520 /* 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! 1521 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1522 */
1536 if ((!skop || skop->type != SKILL) && skill) 1523 if ((!skop || skop->type != SKILL) && skill)
1537 { 1524 {
1538 int i; 1525 int i;
1539 1526
1565 skill = skop->skill; 1552 skill = skop->skill;
1566 1553
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568 1555
1569 /* If you didn't kill yourself, and your not the wizard */ 1556 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1557 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1558 {
1572 int exp; 1559 int exp;
1573 1560
1574 /* Really don't give much experience for killing other players */ 1561 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1642 { 1629 {
1643 object *owner1 = op->owner; 1630 object *owner1 = op->owner;
1644 1631
1645 if (owner1 && owner1->type == PLAYER) 1632 if (owner1 && owner1->type == PLAYER)
1646 { 1633 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1634 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1635 /* 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); 1636 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1650 } 1637 }
1651 1638
1652 remove_friendly_object (op); 1639 remove_friendly_object (op);
1670} 1657}
1671 1658
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1659/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1660 * Returns 0 this is not friendly fire
1674 */ 1661 */
1675
1676int 1662int
1677friendly_fire (object *op, object *hitter) 1663friendly_fire (object *op, object *hitter)
1678{ 1664{
1679 object *owner; 1665 object *owner;
1680 int friendlyfire; 1666 int friendlyfire;
1699 } 1685 }
1700 1686
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1687 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1688 friendlyfire = 0;
1703 } 1689 }
1690
1704 return friendlyfire; 1691 return friendlyfire;
1705} 1692}
1706
1707 1693
1708/* This isn't used just for players, but in fact most objects. 1694/* 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 1695 * 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 1696 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1697 * full_hit is set if monster area does not matter.
1729 1715
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1716 /* 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)) 1717 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1718 return 0;
1733 1719
1734#ifdef PROHIBIT_PLAYERKILL 1720 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1721 if (op->type == PLAYER)
1736 { 1722 {
1737 object *owner = hitter->owner; 1723 object *owner = hitter->owner;
1738 1724
1739 if (!owner) 1725 if (!owner)
1740 owner = hitter; 1726 owner = hitter;
1741 1727
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1728 if (owner->type == PLAYER
1729 && (!op_on_battleground (op, 0, 0)
1730 && (op->contr->peaceful || owner->contr->peaceful))
1731 && op != owner)
1743 return 0; 1732 return 0;
1744 } 1733 }
1745#endif
1746 1734
1747 if (body_attack) 1735 if (body_attack)
1748 { 1736 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1737 /* 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 1738 * return - we still need to process other attacks the spell still
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1769 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782 { 1770 {
1783 /* FIXME: If a player is killed by a rune in a door, the 1771 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here. 1772 * destroyed() check above doesn't return, and might get here.
1785 */ 1773 */
1774
1775 /* FIXME: This for example happens when a dead door is on a mover and
1776 gets it's speed_left raised on each mover-tick.
1777 Doors are removed in a kinda funny way by giving them speed and speed_left
1778 and waiting for that to run out.
1779 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1780 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1787 return 0; 1781 return 0;
1788 } 1782 }
1789 1783
1790#ifdef ATTACK_DEBUG 1784#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1785 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1823 if ((!hitter->slaying || 1817 if ((!hitter->slaying ||
1824 (!(op->race && strstr (hitter->slaying, op->race)) && 1818 (!(op->race && strstr (hitter->slaying, op->race)) &&
1825 !(op->name && strstr (hitter->slaying, op->name)))) && 1819 !(op->name && strstr (hitter->slaying, op->name)))) &&
1826 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1820 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1827 (hitter->title != NULL 1821 (hitter->title != NULL
1828 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1822 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1829 return 0; 1823 return 0;
1830 } 1824 }
1831 1825
1832 maxattacktype = type; /* initialise this to something */ 1826 maxattacktype = type; /* initialise this to something */
1833 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1827 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1865 */ 1859 */
1866 friendlyfire = friendly_fire (op, hitter); 1860 friendlyfire = friendly_fire (op, hitter);
1867 if (friendlyfire && maxdam) 1861 if (friendlyfire && maxdam)
1868 { 1862 {
1869 maxdam = ((dam * settings.set_friendly_fire) / 100); 1863 maxdam = ((dam * settings.set_friendly_fire) / 100);
1870#ifndef COZY_SERVER
1871 maxdam++;
1872#endif
1873 1864
1874#ifdef ATTACK_DEBUG 1865#ifdef ATTACK_DEBUG
1875 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1866 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1876 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1867 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877#endif 1868#endif
1878 } 1869 }
1879 1870
1880 if (!full_hit) 1871 if (!full_hit)
1881 { 1872 {
1882 archetype *at;
1883 int area; 1873 int area;
1884 int remainder; 1874 int remainder;
1885 1875
1886 area = 0; 1876 area = 0;
1887 for (at = op->arch; at != NULL; at = at->more) 1877
1878 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1888 area++; 1879 area++;
1880
1889 assert (area > 0); 1881 assert (area > 0);
1890 1882
1891 /* basically: maxdam /= area; we try to "simulate" a float 1883 /* basically: maxdam /= area; we try to "simulate" a float
1892 value-effect */ 1884 value-effect */
1893 remainder = 100 * (maxdam % area) / area; 1885 remainder = 100 * (maxdam % area) / area;
1898 1890
1899#ifdef ATTACK_DEBUG 1891#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1892 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif 1893#endif
1902 1894
1895 // for now, only do this for active objects, otherwise they
1896 // keep a refcount for a long time and I see no usefulness
1897 // for an non-active objetc to know its enemy.
1898 if (op->active)
1903 if (hitter->owner) 1899 if (hitter->owner)
1904 op->enemy = hitter->owner; 1900 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1901 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906 op->enemy = hitter; 1902 op->enemy = hitter;
1907 1903
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1904 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 { 1905 {
1910 /* The unaggressives look after themselves 8) */ 1906 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1907 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1944 /* 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 1945 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1946 * remained - that is no longer the case.
1951 */ 1947 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1948 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy (); 1949 hitter->destroy ();
1958 } 1950
1959 /* Lets handle creatures that are splitting now */ 1951 /* Lets handle creatures that are splitting now */
1960 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1952 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1961 { 1953 {
1962 int i; 1954 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1955 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1970 return maxdam; 1962 return maxdam;
1971 } 1963 }
1972 1964
1973 op->remove (); 1965 op->remove ();
1974 1966
1975 for (i = 0; i < NROFNEWOBJS (op); i++) 1967 for (i = 0; i < op->stats.food; i++)
1976 { /* This doesn't handle op->more yet */ 1968 { /* This doesn't handle op->more yet */
1977 object *tmp = arch_to_object (op->other_arch); 1969 object *tmp = arch_to_object (op->other_arch);
1978 int j; 1970 int j;
1979 1971
1980 tmp->stats.hp = op->stats.hp; 1972 tmp->stats.hp = op->stats.hp;
2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1999 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 hitter->destroy (); 2000 hitter->destroy ();
2009 2001
2010 return maxdam; 2002 return maxdam;
2011} 2003}
2012
2013 2004
2014void 2005void
2015poison_player (object *op, object *hitter, int dam) 2006poison_player (object *op, object *hitter, int dam)
2016{ 2007{
2017 archetype *at = archetype::find ("poisoning"); 2008 archetype *at = archetype::find ("poisoning");
2053 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2044 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2054 tmp->stats.Int = MAX (-dam / 7, -10); 2045 tmp->stats.Int = MAX (-dam / 7, -10);
2055 SET_FLAG (tmp, FLAG_APPLIED); 2046 SET_FLAG (tmp, FLAG_APPLIED);
2056 op->update_stats (); 2047 op->update_stats ();
2057 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2049 op->play_sound (tmp->sound);
2058 } 2050 }
2051
2059 if (hitter->type == PLAYER) 2052 if (hitter->type == PLAYER)
2060 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2053 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2054 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); 2055 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2063 } 2056 }
2057
2064 tmp->speed_left = 0; 2058 tmp->speed_left = 0;
2065 } 2059 }
2066 else 2060 else
2067 tmp->stats.food++; 2061 tmp->stats.food++;
2068} 2062}
2072{ 2066{
2073 archetype *at = archetype::find ("slowness"); 2067 archetype *at = archetype::find ("slowness");
2074 object *tmp; 2068 object *tmp;
2075 2069
2076 if (at == NULL) 2070 if (at == NULL)
2077 {
2078 LOG (llevError, "Can't find slowness archetype.\n"); 2071 LOG (llevError, "Can't find slowness archetype.\n");
2079 } 2072
2080 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2073 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081 { 2074 {
2082 tmp = arch_to_object (at); 2075 tmp = arch_to_object (at);
2083 tmp = insert_ob_in_ob (tmp, op); 2076 tmp = insert_ob_in_ob (tmp, op);
2084 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2077 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2085 } 2078 }
2086 else 2079 else
2087 tmp->stats.food++; 2080 tmp->stats.food++;
2081
2088 SET_FLAG (tmp, FLAG_APPLIED); 2082 SET_FLAG (tmp, FLAG_APPLIED);
2089 tmp->speed_left = 0; 2083 tmp->speed_left = 0;
2090 op->update_stats (); 2084 op->update_stats ();
2091} 2085}
2092 2086
2109 tmp->speed = 0.05; 2103 tmp->speed = 0.05;
2110 tmp->subtype = FORCE_CONFUSION; 2104 tmp->subtype = FORCE_CONFUSION;
2111 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2105 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 tmp->name = "confusion"; 2106 tmp->name = "confusion";
2113 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2107 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2108
2114 if (tmp->duration > maxduration) 2109 if (tmp->duration > maxduration)
2115 tmp->duration = maxduration; 2110 tmp->duration = maxduration;
2116 2111
2117 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2112 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2118 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2114
2119 SET_FLAG (op, FLAG_CONFUSED); 2115 SET_FLAG (op, FLAG_CONFUSED);
2120} 2116}
2121 2117
2122void 2118void
2123blind_player (object *op, object *hitter, int dam) 2119blind_player (object *op, object *hitter, int dam)
2189 op->speed_left = (float) -(FABS (op->speed) * max); 2185 op->speed_left = (float) -(FABS (op->speed) * max);
2190 2186
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2187/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192} 2188}
2193 2189
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 2190/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 2191 * the computed damaged.
2197 */ 2192 */
2198void 2193void
2199deathstrike_player (object *op, object *hitter, int *dam) 2194deathstrike_player (object *op, object *hitter, int *dam)
2207 ** field of the deathstriking object */ 2202 ** field of the deathstriking object */
2208 2203
2209 int atk_lev, def_lev, kill_lev; 2204 int atk_lev, def_lev, kill_lev;
2210 2205
2211 if (hitter->slaying) 2206 if (hitter->slaying)
2212 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2207 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2213 return; 2208 return;
2214 2209
2215 def_lev = op->level; 2210 def_lev = op->level;
2216 if (def_lev < 1) 2211 if (def_lev < 1)
2217 { 2212 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2213 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2219 def_lev = 1; 2214 def_lev = 1;
2220 } 2215 }
2216
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2217 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2218 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 2219 atk_lev, def_lev); */
2224 2220
2225 if (atk_lev >= def_lev) 2221 if (atk_lev >= def_lev)
2240 */ 2236 */
2241 *dam *= kill_lev / def_lev; 2237 *dam *= kill_lev / def_lev;
2242 } 2238 }
2243 } 2239 }
2244 else 2240 else
2245 {
2246 *dam = 0; /* no harm done */ 2241 *dam = 0; /* no harm done */
2247 }
2248} 2242}
2249 2243
2250/* thrown_item_effect() - handles any special effects of thrown 2244/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a 2245 * items (like attacking living creatures--a potion thrown at a
2252 * monster). 2246 * monster).
2281 } 2275 }
2282 } 2276 }
2283} 2277}
2284 2278
2285/* adj_attackroll() - adjustments to attacks by various conditions */ 2279/* adj_attackroll() - adjustments to attacks by various conditions */
2286
2287int 2280int
2288adj_attackroll (object *hitter, object *target) 2281adj_attackroll (object *hitter, object *target)
2289{ 2282{
2290 object *attacker = hitter; 2283 object *attacker = hitter;
2291 int adjust = 0; 2284 int adjust = 0;
2356#endif 2349#endif
2357 2350
2358 return adjust; 2351 return adjust;
2359} 2352}
2360 2353
2361
2362/* determine if the object is an 'aimed' missile */ 2354/* determine if the object is an 'aimed' missile */
2363int 2355int
2364is_aimed_missile (object *op) 2356is_aimed_missile (object *op)
2365{ 2357{
2366 2358
2367 /* I broke what used to be one big if into a few nested 2359 /* 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. 2360 * ones so that figuring out the logic is at least possible.
2369 */ 2361 */
2370 if (op && (op->move_type & MOVE_FLYING)) 2362 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2363 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2364 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2365 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1; 2366 return 1;
2376 } 2367
2377 return 0; 2368 return 0;
2378} 2369}

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