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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 1.82 by root, Tue Apr 22 07:01:47 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
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;
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 66
71 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
72 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
73 } 69 }
74} 70}
75 71
76/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
77 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
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; //???? wtf
182 insert_ob_in_ob (op, env); 176 env->insert (op);
183 if (env->contr)
184 esrv_send_item (env, op);
185 } 177 }
186 else 178 else
187 { 179 {
188 op->x = x, op->y = y; 180 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0); 181 insert_ob_in_map (op, m, originator, 0);
200 return; 192 return;
201 } 193 }
202 194
203 if (op->nrof > 1) 195 if (op->nrof > 1)
204 { 196 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 197 if (op->decrease (rndm (0, op->nrof - 1)))
206
207 if (op)
208 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
209 } 199 }
210 else 200 else
211 {
212 if (op->env)
213 {
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy (); 201 op->destroy ();
221 }
222 202
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 204 if (env)
225 { 205 {
226 op = get_archetype ("burnout"); 206 op = get_archetype ("burnout");
271 * op is going in direction 'dir' 251 * op is going in direction 'dir'
272 * type is the attacktype of the object. 252 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
275 */ 255 */
276
277int 256int
278hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, int type, int full_hit)
279{ 258{
280 maptile *map; 259 maptile *map;
281 sint16 x, y; 260 sint16 x, y;
287 return 0; 266 return 0;
288 } 267 }
289 268
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 270 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 272 return 0;
294 } 273 }
295 274
296 if (!op->map) 275 if (!op->map)
297 { 276 {
314 mapspace &ms = map->at (x, y); 293 mapspace &ms = map->at (x, y);
315 294
316 if (ms.flags () & P_SAFE) 295 if (ms.flags () & P_SAFE)
317 return 0; 296 return 0;
318 297
319 /* peterm: a few special cases for special attacktypes --counterspell 298 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 299 * must be out here because it strikes things which are not alive
321 */ 300 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 302 {
324 if (type & AT_COUNTERSPELL) 303 if (type & AT_COUNTERSPELL)
618 if (hitter->owner != NULL) 597 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 599 else
621 { 600 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
623 if (dam != 0) 603 if (dam != 0)
624 { 604 {
625 if (dam < 10) 605 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 606 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 607 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 609 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 611 }
632 } 612 }
613
633 new_draw_info (NDI_BLACK, 0, op, buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 615 } /* end of player hitting player */
635 616
636 if (hitter->type == PLAYER) 617 if (hitter->type == PLAYER)
637 { 618 {
638 sprintf (buf, "You %s.", buf1); 619 sprintf (buf, "You %s.", buf1);
620
639 if (dam != 0) 621 if (dam != 0)
640 { 622 {
641 if (dam < 10) 623 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 624 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 625 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 626 op->play_sound (sound_find ("player_hits2"));
645 else 627 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 628 op->play_sound (sound_find ("player_hits3"));
647 } 629 }
630
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 632 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 634 {
652 /* look for stacked spells and start reducing the message chances */ 635 /* look for stacked spells and start reducing the message chances */
654 { 637 {
655 i = 4; 638 i = 4;
656 map = hitter->map; 639 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 640 if (out_of_map (map, hitter->x, hitter->y))
658 return; 641 return;
642
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 643 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 644 if (next)
661 while (next) 645 while (next)
662 { 646 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 648 i *= 3;
649
665 tmp = next; 650 tmp = next;
666 next = tmp->above; 651 next = tmp->above;
667 } 652 }
653
668 if (i < 0) 654 if (i < 0)
669 return; 655 return;
656
670 if (rndm (0, i) != 0) 657 if (rndm (0, i) != 0)
671 return; 658 return;
672 } 659 }
673 else if (rndm (0, 5) != 0) 660 else if (rndm (0, 5) != 0)
674 return; 661 return;
662
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 666 }
679} 667}
680 668
681 669
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 673 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 674 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 675 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 676 return 1;
689 } 677 }
678
690 if ((*target)->head) 679 if ((*target)->head)
691 *target = (*target)->head; 680 *target = (*target)->head;
681
692 if ((*hitter)->head) 682 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 683 *hitter = (*hitter)->head;
684
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 { 686 {
696 *simple_attack = 1; 687 *simple_attack = 1;
697 return 0; 688 return 0;
698 } 689 }
690
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
701 { 695 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 698 return 1;
704 } 699 }
700
705 *simple_attack = 0; 701 *simple_attack = 0;
706 return 0; 702 return 0;
707} 703}
708 704
709static int 705static int
745 741
746 /* 742 /*
747 * A little check to make it more difficult to dance forward and back 743 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
749 */ 745 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 747 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
756 */ 752 */
757 op->speed_left--; 753 --op->speed_left;
758 process_object (op); 754 process_object (op);
759 755
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 757 goto error;
762 } 758 }
772 /* See if we hit the creature */ 768 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 770 {
775 int hitdam = base_dam; 771 int hitdam = base_dam;
776 772
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) 773 if (!simple_attack)
795 { 774 {
796 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 777 * -b.t. */
806 785
807 /* if you were hidden and hit by a creature, you are discovered */ 786 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 788 {
810 make_visible (op); 789 make_visible (op);
790
811 if (op->type == PLAYER) 791 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 793 }
814 794
815 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
869} 849}
870 850
871int 851int
872attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
873{ 853{
874
875 if (hitter->head)
876 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 857}
879 858
880/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
881 * 860 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 870 * stick around.
892 */ 871 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 873 {
895 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 875 return 1;
905 } 876 }
906 else 877 else
907 return 0; 878 return 0;
908} 879}
1008 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
1009 } 980 }
1010 981
1011 return op; 982 return op;
1012} 983}
1013
1014 984
1015void 985void
1016tear_down_wall (object *op) 986tear_down_wall (object *op)
1017{ 987{
1018 int perc = 0; 988 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1038 if (!target->enemy)
1069 target->enemy = owner; 1039 target->enemy = owner;
1070} 1040}
1071 1041
1072
1073/* This returns the amount of damage hitter does to op with the 1042/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1044 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1046 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1057 return 0;
1089 } 1058 }
1090 1059
1091 if (dam < 0) 1060 if (dam < 0)
1092 { 1061 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1064 return 0;
1095 } 1065 }
1096 1066
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1070 return dam;
1101 1071
1102 if (hitter->slaying) 1072 if (hitter->slaying)
1103 { 1073 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1076 {
1107 doesnt_slay = 0; 1077 doesnt_slay = 0;
1108 dam *= 3; 1078 dam *= 3;
1109 } 1079 }
1110 } 1080 }
1124 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1097 * special processing is needed */
1128 1098
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1130 return 0; 1102 return 0;
1131 1103
1132 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1133 1105
1134 switch (attacknum) 1106 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1157 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1188 } 1160 }
1161
1189 dam = 0; /* These are all effects and don't do real damage */ 1162 dam = 0; /* These are all effects and don't do real damage */
1190 } 1163 }
1191 break; 1164 break;
1192 1165
1193 case ATNR_ACID: 1166 case ATNR_ACID:
1220 1193
1221 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1222 objects */ 1195 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 { 1197 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1; 1198 flag = 1;
1230 tmp->magic--; 1199 tmp->magic--;
1231 if (op->type == PLAYER) 1200
1232 esrv_send_item (op, tmp); 1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1233 } 1209 }
1234 } 1210 }
1235 1211
1236 if (flag) 1212 if (flag)
1237 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1248 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1249 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1275 */ 1251 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1253 {
1278 object *owner = hitter->owner; 1254 object *owner = hitter->owner;
1279 1255
1280 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1281 { 1257 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1261 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1265
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1267 }
1293 1268
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP, 1270 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1308 int div = 1; 1283 int div = 1;
1309 1284
1310 /* if undead are not an enemy of your god, you turn them 1285 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1286 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1288 div = 2;
1289
1314 /* Give a bonus if you resist turn undead */ 1290 /* 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))) 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1292 scare_creature (op, owner);
1317 } 1293 }
1318 else 1294 else
1324 case ATNR_DEATH: 1300 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1326 break; 1302 break;
1327 1303
1328 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1306 dam = 0;
1331 break; 1307 break;
1332 1308
1333 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1311 dam = 0;
1336 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1315 * does no damage. */
1411 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1412 const char *skill; 1388 const char *skill;
1413 int maxdam = 0; 1389 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1391 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1392 object *owner = 0;
1417 object *skop = NULL; 1393 object *skop = 0;
1418 1394
1419 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1420 return -1; 1396 return -1;
1421 1397
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1409
1434 if (op->type == DOOR) 1410 if (op->type == DOOR)
1435 { 1411 {
1436 op->set_speed (0.1); 1412 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1438 return maxdam; 1414 return maxdam;
1439 } 1415 }
1440 1416
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1418 {
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 (); 1419 op->destroy ();
1449 return maxdam; 1420 return maxdam;
1450 } 1421 }
1451 1422
1452 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1496 else 1467 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1468 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1469
1499 /* Only play sounds for melee kills */ 1470 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1471 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1472 owner->play_sound (sound_find ("player_kills"));
1502 } 1473 }
1503 1474
1504 /* If a player kills another player, not on 1475 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1476 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1477 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1482 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1483 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1484 owner->change_luck (-settings.pk_luck_penalty);
1514 1485
1515 /* This code below deals with finding the appropriate skill 1486 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1487 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1488 * probably never really have to look at current_weapon->skill
1518 */ 1489 */
1519 skill = 0; 1490 skill = 0;
1520 1491
1521 if (hitter->skill && hitter->type != PLAYER) 1492 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1493 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1494 else if (owner->chosen_skill)
1524 { 1495 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1496 skop = owner->chosen_skill;
1497 skill = skop->skill;
1527 } 1498 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1499 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1500 skill = owner->current_weapon->skill;
1530 else 1501 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1502 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 1503
1533 /* We have the skill we want to credit to - now find the object this goes 1504 /* 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! 1505 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1506 */
1536 if ((!skop || skop->type != SKILL) && skill) 1507 if ((!skop || skop->type != SKILL) && skill)
1537 { 1508 {
1538 int i; 1509 int i;
1539 1510
1565 skill = skop->skill; 1536 skill = skop->skill;
1566 1537
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1538 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568 1539
1569 /* If you didn't kill yourself, and your not the wizard */ 1540 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1541 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1542 {
1572 int exp; 1543 int exp;
1573 1544
1574 /* Really don't give much experience for killing other players */ 1545 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1546 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1642 { 1613 {
1643 object *owner1 = op->owner; 1614 object *owner1 = op->owner;
1644 1615
1645 if (owner1 && owner1->type == PLAYER) 1616 if (owner1 && owner1->type == PLAYER)
1646 { 1617 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1618 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1619 /* 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); 1620 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1650 } 1621 }
1651 1622
1652 remove_friendly_object (op); 1623 remove_friendly_object (op);
1670} 1641}
1671 1642
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1643/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1644 * Returns 0 this is not friendly fire
1674 */ 1645 */
1675
1676int 1646int
1677friendly_fire (object *op, object *hitter) 1647friendly_fire (object *op, object *hitter)
1678{ 1648{
1679 object *owner; 1649 object *owner;
1680 int friendlyfire; 1650 int friendlyfire;
1699 } 1669 }
1700 1670
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1671 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1672 friendlyfire = 0;
1703 } 1673 }
1674
1704 return friendlyfire; 1675 return friendlyfire;
1705} 1676}
1706
1707 1677
1708/* This isn't used just for players, but in fact most objects. 1678/* 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 1679 * 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 1680 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1681 * full_hit is set if monster area does not matter.
1729 1699
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1700 /* 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)) 1701 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1702 return 0;
1733 1703
1734#ifdef PROHIBIT_PLAYERKILL 1704 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1705 if (op->type == PLAYER)
1736 { 1706 {
1737 object *owner = hitter->owner; 1707 object *owner = hitter->owner;
1738 1708
1739 if (!owner) 1709 if (!owner)
1740 owner = hitter; 1710 owner = hitter;
1741 1711
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1712 if (owner->type == PLAYER
1713 && (!op_on_battleground (op, 0, 0)
1714 && (op->contr->peaceful || owner->contr->peaceful))
1715 && op != owner)
1743 return 0; 1716 return 0;
1744 } 1717 }
1745#endif
1746 1718
1747 if (body_attack) 1719 if (body_attack)
1748 { 1720 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1721 /* 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 1722 * return - we still need to process other attacks the spell still
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1753 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782 { 1754 {
1783 /* FIXME: If a player is killed by a rune in a door, the 1755 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here. 1756 * destroyed() check above doesn't return, and might get here.
1785 */ 1757 */
1758
1759 /* FIXME: This for example happens when a dead door is on a mover and
1760 gets it's speed_left raised on each mover-tick.
1761 Doors are removed in a kinda funny way by giving them speed and speed_left
1762 and waiting for that to run out.
1763 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1764 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1787 return 0; 1765 return 0;
1788 } 1766 }
1789 1767
1790#ifdef ATTACK_DEBUG 1768#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1769 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1823 if ((!hitter->slaying || 1801 if ((!hitter->slaying ||
1824 (!(op->race && strstr (hitter->slaying, op->race)) && 1802 (!(op->race && strstr (hitter->slaying, op->race)) &&
1825 !(op->name && strstr (hitter->slaying, op->name)))) && 1803 !(op->name && strstr (hitter->slaying, op->name)))) &&
1826 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1804 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1827 (hitter->title != NULL 1805 (hitter->title != NULL
1828 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1806 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1829 return 0; 1807 return 0;
1830 } 1808 }
1831 1809
1832 maxattacktype = type; /* initialise this to something */ 1810 maxattacktype = type; /* initialise this to something */
1833 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1811 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1865 */ 1843 */
1866 friendlyfire = friendly_fire (op, hitter); 1844 friendlyfire = friendly_fire (op, hitter);
1867 if (friendlyfire && maxdam) 1845 if (friendlyfire && maxdam)
1868 { 1846 {
1869 maxdam = ((dam * settings.set_friendly_fire) / 100); 1847 maxdam = ((dam * settings.set_friendly_fire) / 100);
1870#ifndef COZY_SERVER
1871 maxdam++;
1872#endif
1873 1848
1874#ifdef ATTACK_DEBUG 1849#ifdef ATTACK_DEBUG
1875 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1850 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1876 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1851 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877#endif 1852#endif
1878 } 1853 }
1879 1854
1880 if (!full_hit) 1855 if (!full_hit)
1881 { 1856 {
1882 archetype *at;
1883 int area; 1857 int area;
1884 int remainder; 1858 int remainder;
1885 1859
1886 area = 0; 1860 area = 0;
1887 for (at = op->arch; at != NULL; at = at->more) 1861
1862 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1888 area++; 1863 area++;
1864
1889 assert (area > 0); 1865 assert (area > 0);
1890 1866
1891 /* basically: maxdam /= area; we try to "simulate" a float 1867 /* basically: maxdam /= area; we try to "simulate" a float
1892 value-effect */ 1868 value-effect */
1893 remainder = 100 * (maxdam % area) / area; 1869 remainder = 100 * (maxdam % area) / area;
1898 1874
1899#ifdef ATTACK_DEBUG 1875#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1876 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif 1877#endif
1902 1878
1879 // for now, only do this for active objects, otherwise they
1880 // keep a refcount for a long time and I see no usefulness
1881 // for an non-active objetc to know its enemy.
1882 if (op->active)
1903 if (hitter->owner) 1883 if (hitter->owner)
1904 op->enemy = hitter->owner; 1884 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1885 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906 op->enemy = hitter; 1886 op->enemy = hitter;
1907 1887
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1888 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 { 1889 {
1910 /* The unaggressives look after themselves 8) */ 1890 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1891 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1928 /* 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 1929 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1930 * remained - that is no longer the case.
1951 */ 1931 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1932 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy (); 1933 hitter->destroy ();
1958 } 1934
1959 /* Lets handle creatures that are splitting now */ 1935 /* Lets handle creatures that are splitting now */
1960 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1936 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1961 { 1937 {
1962 int i; 1938 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1939 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1970 return maxdam; 1946 return maxdam;
1971 } 1947 }
1972 1948
1973 op->remove (); 1949 op->remove ();
1974 1950
1975 for (i = 0; i < NROFNEWOBJS (op); i++) 1951 for (i = 0; i < op->stats.food; i++)
1976 { /* This doesn't handle op->more yet */ 1952 { /* This doesn't handle op->more yet */
1977 object *tmp = arch_to_object (op->other_arch); 1953 object *tmp = arch_to_object (op->other_arch);
1978 int j; 1954 int j;
1979 1955
1980 tmp->stats.hp = op->stats.hp; 1956 tmp->stats.hp = op->stats.hp;
2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1983 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 hitter->destroy (); 1984 hitter->destroy ();
2009 1985
2010 return maxdam; 1986 return maxdam;
2011} 1987}
2012
2013 1988
2014void 1989void
2015poison_player (object *op, object *hitter, int dam) 1990poison_player (object *op, object *hitter, int dam)
2016{ 1991{
2017 archetype *at = archetype::find ("poisoning"); 1992 archetype *at = archetype::find ("poisoning");
2053 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2028 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2054 tmp->stats.Int = MAX (-dam / 7, -10); 2029 tmp->stats.Int = MAX (-dam / 7, -10);
2055 SET_FLAG (tmp, FLAG_APPLIED); 2030 SET_FLAG (tmp, FLAG_APPLIED);
2056 op->update_stats (); 2031 op->update_stats ();
2057 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2032 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2033 op->play_sound (tmp->sound);
2058 } 2034 }
2035
2059 if (hitter->type == PLAYER) 2036 if (hitter->type == PLAYER)
2060 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2037 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2038 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); 2039 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2063 } 2040 }
2041
2064 tmp->speed_left = 0; 2042 tmp->speed_left = 0;
2065 } 2043 }
2066 else 2044 else
2067 tmp->stats.food++; 2045 tmp->stats.food++;
2068} 2046}
2072{ 2050{
2073 archetype *at = archetype::find ("slowness"); 2051 archetype *at = archetype::find ("slowness");
2074 object *tmp; 2052 object *tmp;
2075 2053
2076 if (at == NULL) 2054 if (at == NULL)
2077 {
2078 LOG (llevError, "Can't find slowness archetype.\n"); 2055 LOG (llevError, "Can't find slowness archetype.\n");
2079 } 2056
2080 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2057 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081 { 2058 {
2082 tmp = arch_to_object (at); 2059 tmp = arch_to_object (at);
2083 tmp = insert_ob_in_ob (tmp, op); 2060 tmp = insert_ob_in_ob (tmp, op);
2084 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2061 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2085 } 2062 }
2086 else 2063 else
2087 tmp->stats.food++; 2064 tmp->stats.food++;
2065
2088 SET_FLAG (tmp, FLAG_APPLIED); 2066 SET_FLAG (tmp, FLAG_APPLIED);
2089 tmp->speed_left = 0; 2067 tmp->speed_left = 0;
2090 op->update_stats (); 2068 op->update_stats ();
2091} 2069}
2092 2070
2109 tmp->speed = 0.05; 2087 tmp->speed = 0.05;
2110 tmp->subtype = FORCE_CONFUSION; 2088 tmp->subtype = FORCE_CONFUSION;
2111 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2089 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 tmp->name = "confusion"; 2090 tmp->name = "confusion";
2113 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2091 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2092
2114 if (tmp->duration > maxduration) 2093 if (tmp->duration > maxduration)
2115 tmp->duration = maxduration; 2094 tmp->duration = maxduration;
2116 2095
2117 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2096 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2118 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2097 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2098
2119 SET_FLAG (op, FLAG_CONFUSED); 2099 SET_FLAG (op, FLAG_CONFUSED);
2120} 2100}
2121 2101
2122void 2102void
2123blind_player (object *op, object *hitter, int dam) 2103blind_player (object *op, object *hitter, int dam)
2189 op->speed_left = (float) -(FABS (op->speed) * max); 2169 op->speed_left = (float) -(FABS (op->speed) * max);
2190 2170
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2171/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192} 2172}
2193 2173
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 2174/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 2175 * the computed damaged.
2197 */ 2176 */
2198void 2177void
2199deathstrike_player (object *op, object *hitter, int *dam) 2178deathstrike_player (object *op, object *hitter, int *dam)
2207 ** field of the deathstriking object */ 2186 ** field of the deathstriking object */
2208 2187
2209 int atk_lev, def_lev, kill_lev; 2188 int atk_lev, def_lev, kill_lev;
2210 2189
2211 if (hitter->slaying) 2190 if (hitter->slaying)
2212 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2191 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2213 return; 2192 return;
2214 2193
2215 def_lev = op->level; 2194 def_lev = op->level;
2216 if (def_lev < 1) 2195 if (def_lev < 1)
2217 { 2196 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2197 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2219 def_lev = 1; 2198 def_lev = 1;
2220 } 2199 }
2200
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2201 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2202 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 2203 atk_lev, def_lev); */
2224 2204
2225 if (atk_lev >= def_lev) 2205 if (atk_lev >= def_lev)
2240 */ 2220 */
2241 *dam *= kill_lev / def_lev; 2221 *dam *= kill_lev / def_lev;
2242 } 2222 }
2243 } 2223 }
2244 else 2224 else
2245 {
2246 *dam = 0; /* no harm done */ 2225 *dam = 0; /* no harm done */
2247 }
2248} 2226}
2249 2227
2250/* thrown_item_effect() - handles any special effects of thrown 2228/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a 2229 * items (like attacking living creatures--a potion thrown at a
2252 * monster). 2230 * monster).
2281 } 2259 }
2282 } 2260 }
2283} 2261}
2284 2262
2285/* adj_attackroll() - adjustments to attacks by various conditions */ 2263/* adj_attackroll() - adjustments to attacks by various conditions */
2286
2287int 2264int
2288adj_attackroll (object *hitter, object *target) 2265adj_attackroll (object *hitter, object *target)
2289{ 2266{
2290 object *attacker = hitter; 2267 object *attacker = hitter;
2291 int adjust = 0; 2268 int adjust = 0;
2356#endif 2333#endif
2357 2334
2358 return adjust; 2335 return adjust;
2359} 2336}
2360 2337
2361
2362/* determine if the object is an 'aimed' missile */ 2338/* determine if the object is an 'aimed' missile */
2363int 2339int
2364is_aimed_missile (object *op) 2340is_aimed_missile (object *op)
2365{ 2341{
2366 2342
2367 /* I broke what used to be one big if into a few nested 2343 /* 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. 2344 * ones so that figuring out the logic is at least possible.
2369 */ 2345 */
2370 if (op && (op->move_type & MOVE_FLYING)) 2346 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2347 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2348 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2349 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1; 2350 return 1;
2376 } 2351
2377 return 0; 2352 return 0;
2378} 2353}

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