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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.28 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
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);
66
70 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
73 }
74 } 69 }
75} 70}
76 71
77/* 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
78 * 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
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) 82 if (op->materialname == NULL)
88 { 83 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
90 if (op->material & mt->material) 85 if (op->materials & mt->material)
91 break; 86 break;
92 } 87 }
93 else 88 else
94 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90
95 if (mt == NULL) 91 if (mt == NULL)
96 return TRUE; 92 return TRUE;
93
97 roll = rndm (1, 20); 94 roll = rndm (1, 20);
98 95
99 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
100 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
101 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
130 saves++; 127 saves++;
131 } 128 }
132 129
133 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
134 return TRUE; 131 return TRUE;
132
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 134 return FALSE;
135
137 return TRUE; 136 return TRUE;
138} 137}
139 138
140/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 141 * calling cancellation, etc.)
143 */ 142 */
144
145void 143void
146save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
147{ 145{
148 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
149 { 147 {
207 } 205 }
208 else 206 else
209 { 207 {
210 if (op->env) 208 if (op->env)
211 { 209 {
212 object *tmp = is_player_inv (op->env); 210 object *tmp = op->in_player ();
213 211
214 if (tmp) 212 if (tmp)
215 esrv_del_item (tmp->contr, op->count); 213 esrv_del_item (tmp->contr, op->count);
216 } 214 }
217 215
269 * op is going in direction 'dir' 267 * op is going in direction 'dir'
270 * type is the attacktype of the object. 268 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
273 */ 271 */
274
275int 272int
276hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
277{ 274{
278 object *tmp, *next;
279 maptile *map; 275 maptile *map;
280 sint16 x, y; 276 sint16 x, y;
281 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
282 278
283 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (QUERY_FLAG (op, FLAG_FREED))
303 299
304 map = op->map; 300 map = op->map;
305 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
306 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
307 303
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
309 306
310 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
313 return 0; 312 return 0;
314 313
315 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
317 */ 316 */
318 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
319 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
320 { 320 {
321 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
322 322
323 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 324 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338
339 next = get_map_ob (map, x, y);
340
341 while (next)
342 {
343 if (next->destroyed ())
344 {
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error. The errormessage
352 * below was spamming the logs for absolutely no reason.
353 */ 325 */
354 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
355 break; 327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
356 } 333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
357 339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
358 tmp = next; 350 object *tmp = next;
359 next = tmp->above; 351 next = tmp->above;
360
361 if (tmp->destroyed ())
362 {
363 LOG (llevError, "BUG: hit_map(): found freed object\n");
364 break;
365 }
366 352
367 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368 * For example, 'tmp' was put in an icecube. 354 * For example, 'tmp' was put in an icecube.
369 * This is one of the few cases where on_same_map should not be used. 355 * This is one of the few cases where on_same_map should not be used.
370 */ 356 */
373 359
374 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
375 { 361 {
376 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
377 retflag |= 1; 363 retflag |= 1;
364
378 if (op->destroyed ()) 365 if (op->destroyed ())
379 break; 366 break;
380 } 367 }
381
382 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
383 * NO_PASS set, it is also immune - you can't destroy walls. Note 369 * NO_PASS set, it is also immune - you can't destroy walls. Note
384 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
385 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
386 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
387 * destroyed right now. 373 * destroyed right now.
388 */ 374 */
389 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
390 { 376 {
391 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378
392 if (op->destroyed ()) 379 if (op->destroyed ())
393 break; 380 break;
394 } 381 }
395 } 382 }
396 383
427 sprintf (buf1, "missed %s", &op->name); 414 sprintf (buf1, "missed %s", &op->name);
428 sprintf (buf2, " misses"); 415 sprintf (buf2, " misses");
429 found++; 416 found++;
430 } 417 }
431 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
432 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
433 { 420 {
434 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
435 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
436 { 423 {
437 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
449 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
450 found++; 437 found++;
451 break; 438 break;
452 } 439 }
453 } 440 }
454 else if (hitter->type == PLAYER && IS_LIVE (op)) 441 else if (hitter->type == PLAYER && op->is_alive ())
455 { 442 {
456 if (USING_SKILL (hitter, SK_KARATE)) 443 if (USING_SKILL (hitter, SK_KARATE))
457 { 444 {
458 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
459 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
485 found++; 472 found++;
486 break; 473 break;
487 } 474 }
488 } 475 }
489 } 476 }
477
490 if (found) 478 if (found)
491 { 479 {
492 /* done */ 480 /* done */
493 } 481 }
494 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
495 { 483 {
496 sprintf (buf1, "hit"); /* just in case */ 484 sprintf (buf1, "hit"); /* just in case */
497 for (i = 0; i < MAXATTACKMESS; i++) 485 for (i = 0; i < MAXATTACKMESS; i++)
498 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
499 { 487 {
500 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
501 found++; 489 found++;
502 break; 490 break;
503 } 491 }
504 } 492 }
505 else if (type & AT_DRAIN && IS_LIVE (op)) 493 else if (type & AT_DRAIN && op->is_alive ())
506 { 494 {
507 /* drain is first, because some items have multiple attypes */ 495 /* drain is first, because some items have multiple attypes */
508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
509 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
510 { 498 {
512 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
513 found++; 501 found++;
514 break; 502 break;
515 } 503 }
516 } 504 }
517 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 505 else if (type & AT_ELECTRICITY && op->is_alive ())
518 { 506 {
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
520 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
521 { 509 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
523 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
524 found++; 512 found++;
525 break; 513 break;
526 } 514 }
527 } 515 }
528 else if (type & AT_COLD && IS_LIVE (op)) 516 else if (type & AT_COLD && op->is_alive ())
529 { 517 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
531 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
532 { 520 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
661 { 649 {
662 i = 4; 650 i = 4;
663 map = hitter->map; 651 map = hitter->map;
664 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
665 return; 653 return;
654
666 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
667 if (next) 656 if (next)
668 while (next) 657 while (next)
669 { 658 {
670 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))
671 i *= 3; 660 i *= 3;
672 tmp = next; 661 tmp = next;
673 next = tmp->above; 662 next = tmp->above;
674 } 663 }
664
675 if (i < 0) 665 if (i < 0)
676 return; 666 return;
667
677 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
678 return; 669 return;
679 } 670 }
680 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
681 return; 672 return;
673
682 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
683 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
684 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
685 } 677 }
686} 678}
781 { 773 {
782 int hitdam = base_dam; 774 int hitdam = base_dam;
783 775
784 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
785 { 777 {
786 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
787 { 779 {
788 hitter->casting_time = -1; 780 hitter->casting_time = -1;
789 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); 781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
790 } 782 }
783
791 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
792 { 785 {
793 op->casting_time = -1; 786 op->casting_time = -1;
794 if (op->type == PLAYER) 787 if (op->type == PLAYER)
795 { 788 {
796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
797 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
798 } 791 }
799 } 792 }
800 } 793 }
794
801 if (!simple_attack) 795 if (!simple_attack)
802 { 796 {
803 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
804 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
805 * -b.t. */ 799 * -b.t. */
813 807
814 /* if you were hidden and hit by a creature, you are discovered */ 808 /* if you were hidden and hit by a creature, you are discovered */
815 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
816 { 810 {
817 make_visible (op); 811 make_visible (op);
812
818 if (op->type == PLAYER) 813 if (op->type == PLAYER)
819 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 814 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
820 } 815 }
821 816
822 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
876} 871}
877 872
878int 873int
879attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
880{ 875{
881
882 if (hitter->head)
883 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
884 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
885} 879}
886 880
887/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
888 * 882 *
897 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
898 * stick around. 892 * stick around.
899 */ 893 */
900 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
901 { 895 {
902 if (tmp->head != NULL)
903 tmp = tmp->head; 896 tmp = tmp->head_ ();
904 897
905 op->remove (); 898 op->remove ();
906 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
907 900
908 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
1015 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1016 } 1009 }
1017 1010
1018 return op; 1011 return op;
1019} 1012}
1020
1021 1013
1022void 1014void
1023tear_down_wall (object *op) 1015tear_down_wall (object *op)
1024{ 1016{
1025 int perc = 0; 1017 int perc = 0;
1074 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1075 if (!target->enemy) 1067 if (!target->enemy)
1076 target->enemy = owner; 1068 target->enemy = owner;
1077} 1069}
1078 1070
1079
1080/* This returns the amount of damage hitter does to op with the 1071/* This returns the amount of damage hitter does to op with the
1081 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1082 * This doesn't damage the player, but returns how much it should 1073 * This doesn't damage the player, but returns how much it should
1083 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1084 * Note - changed for PR code - we now pass the attack number and not 1075 * Note - changed for PR code - we now pass the attack number and not
1085 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1086
1087int 1077int
1088hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1089{ 1079{
1090
1091 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1092 1081
1093 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1094 if (attacknum >= NROFATTACKS) 1083 if (attacknum >= NROFATTACKS)
1095 { 1084 {
1097 return 0; 1086 return 0;
1098 } 1087 }
1099 1088
1100 if (dam < 0) 1089 if (dam < 0)
1101 { 1090 {
1102 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1092 dam, hitter->debug_desc (), op->debug_desc ());
1103 return 0; 1093 return 0;
1104 } 1094 }
1105 1095
1106 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1096 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1107 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1108 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1109 return dam; 1099 return dam;
1110 1100
1111 if (hitter->slaying) 1101 if (hitter->slaying)
1112 { 1102 {
1113 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1114 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1115 { 1105 {
1116 doesnt_slay = 0; 1106 doesnt_slay = 0;
1117 dam *= 3; 1107 dam *= 3;
1118 } 1108 }
1119 } 1109 }
1133 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1134 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1135 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1136 * special processing is needed */ 1126 * special processing is needed */
1137 1127
1138 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1139 return 0; 1131 return 0;
1140 1132
1141 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1142 1134
1143 switch (attacknum) 1135 switch (attacknum)
1144 { 1136 {
1145 case ATNR_PHYSICAL: 1137 case ATNR_PHYSICAL:
1146 /* here also check for diseases */ 1138 /* here also check for diseases */
1147 check_physically_infect (op, hitter); 1139 check_physically_infect (op, hitter);
1148 break; 1140 break;
1149 1141
1150 /* Don't need to do anything for: 1142 /* Don't need to do anything for:
1151 magic, 1143 magic,
1152 fire, 1144 fire,
1153 electricity, 1145 electricity,
1154 cold */ 1146 cold */
1155 1147
1156 case ATNR_CONFUSION: 1148 case ATNR_CONFUSION:
1157 case ATNR_POISON: 1149 case ATNR_POISON:
1158 case ATNR_SLOW: 1150 case ATNR_SLOW:
1159 case ATNR_PARALYZE: 1151 case ATNR_PARALYZE:
1160 case ATNR_FEAR: 1152 case ATNR_FEAR:
1161 case ATNR_CANCELLATION: 1153 case ATNR_CANCELLATION:
1162 case ATNR_DEPLETE: 1154 case ATNR_DEPLETE:
1163 case ATNR_BLIND: 1155 case ATNR_BLIND:
1164 { 1156 {
1165 /* chance for inflicting a special attack depends on the 1157 /* chance for inflicting a special attack depends on the
1166 * difference between attacker's and defender's level 1158 * difference between attacker's and defender's level
1167 */ 1159 */
1168 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1169 1161
1170 /* First, only creatures/players with speed can be affected. 1162 /* First, only creatures/players with speed can be affected.
1171 * Second, just getting hit doesn't mean it always affects 1163 * Second, just getting hit doesn't mean it always affects
1172 * you. Third, you still get a saving through against the 1164 * you. Third, you still get a saving through against the
1173 * effect. 1165 * effect.
1174 */ 1166 */
1175 if (op->speed && 1167 if (op->speed &&
1176 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1177 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1169 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1178 { 1170 {
1179 1171
1180 /* Player has been hit by something */ 1172 /* Player has been hit by something */
1181 if (attacknum == ATNR_CONFUSION) 1173 if (attacknum == ATNR_CONFUSION)
1182 confuse_player (op, hitter, dam); 1174 confuse_player (op, hitter, dam);
1183 else if (attacknum == ATNR_POISON) 1175 else if (attacknum == ATNR_POISON)
1184 poison_player (op, hitter, dam); 1176 poison_player (op, hitter, dam);
1185 else if (attacknum == ATNR_SLOW) 1177 else if (attacknum == ATNR_SLOW)
1186 slow_player (op, hitter, dam); 1178 slow_player (op, hitter, dam);
1187 else if (attacknum == ATNR_PARALYZE) 1179 else if (attacknum == ATNR_PARALYZE)
1188 paralyze_player (op, hitter, dam); 1180 paralyze_player (op, hitter, dam);
1189 else if (attacknum == ATNR_FEAR) 1181 else if (attacknum == ATNR_FEAR)
1190 scare_creature (op, hitter); 1182 scare_creature (op, hitter);
1191 else if (attacknum == ATNR_CANCELLATION) 1183 else if (attacknum == ATNR_CANCELLATION)
1192 cancellation (op); 1184 cancellation (op);
1193 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1194 drain_stat (op); 1186 op->drain_stat ();
1195 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1187 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1196 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1197 } 1189 }
1190
1198 dam = 0; /* These are all effects and don't do real damage */ 1191 dam = 0; /* These are all effects and don't do real damage */
1199 } 1192 }
1200 break; 1193 break;
1194
1201 case ATNR_ACID: 1195 case ATNR_ACID:
1202 { 1196 {
1203 int flag = 0; 1197 int flag = 0;
1204 1198
1205 /* Items only get corroded if you're not on a battleground and 1199 /* Items only get corroded if you're not on a battleground and
1206 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1207 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1201 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1208 { 1202 {
1209 object *tmp;
1210
1211 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1212 { 1204 {
1213 if (tmp->invisible) 1205 if (tmp->invisible)
1214 continue; 1206 continue;
1215 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1216 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1217 continue; 1209 continue;
1218 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1219 continue; 1211 continue;
1220 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1221 continue; 1213 continue;
1222 if (tmp->type == RING || 1214 if (tmp->type == RING
1223 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1224 PR */ 1216 || tmp->type == GIRDLE
1225 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1217 || tmp->type == AMULET
1218 || tmp->type == WAND
1219 || tmp->type == ROD
1220 || tmp->type == HORN)
1226 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1227 1222
1228 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1229 objects */ 1224 objects */
1230 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1231 { 1226 {
1232 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1233 /* Make this more visible */ 1228 /* Make this more visible */
1234 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1235 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1236 flag = 1; 1231 flag = 1;
1237 tmp->magic--; 1232 tmp->magic--;
1238 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1239 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1240 } 1235 }
1241 } 1236 }
1242 if (flag)
1243 fix_player (op); /* Something was corroded */
1244 } 1237
1238 if (flag)
1239 op->update_stats (); /* Something was corroded */
1245 } 1240 }
1241 }
1246 break; 1242 break;
1243
1247 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1248 { 1245 {
1249 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1250 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1251 */ 1248 */
1252 int rate; 1249 int rate;
1253 1250
1254 if (op->resist[ATNR_DRAIN] >= 0) 1251 if (op->resist[ATNR_DRAIN] >= 0)
1255 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1256 else 1253 else
1257 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1258 1255
1259 if (op->stats.exp <= rate) 1256 if (op->stats.exp <= rate)
1260 { 1257 {
1261 if (op->type == GOLEM) 1258 if (op->type == GOLEM)
1262 dam = 999; /* Its force is "sucked" away. 8) */ 1259 dam = 999; /* Its force is "sucked" away. 8) */
1263 else 1260 else
1264 /* If we can't drain, lets try to do physical damage */ 1261 /* If we can't drain, lets try to do physical damage */
1265 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1266 } 1263 }
1267 else 1264 else
1268 { 1265 {
1269 /* Randomly give the hitter some hp */ 1266 /* Randomly give the hitter some hp */
1270 if (hitter->stats.hp < hitter->stats.maxhp && 1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1271 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1268 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1272 hitter->stats.hp++; 1269 hitter->stats.hp++;
1273 1270
1274 /* Can't do drains on battleground spaces. 1271 /* Can't do drains on battleground spaces.
1275 * Move the wiz check up here - before, the hitter wouldn't gain exp 1272 * Move the wiz check up here - before, the hitter wouldn't gain exp
1276 * exp, but the wiz would still lose exp! If drainee is a wiz, 1273 * exp, but the wiz would still lose exp! If drainee is a wiz,
1277 * nothing happens. 1274 * nothing happens.
1278 * Try to credit the owner. We try to display player -> player drain 1275 * Try to credit the owner. We try to display player -> player drain
1279 * attacks, hence all the != PLAYER checks. 1276 * attacks, hence all the != PLAYER checks.
1280 */ 1277 */
1281 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1282 { 1279 {
1283 object *owner = hitter->owner; 1280 object *owner = hitter->owner;
1284 1281
1285 if (owner && owner != hitter) 1282 if (owner && owner != hitter)
1286 { 1283 {
1287 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1288 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1286 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1290 } 1287 }
1291 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1292 {
1293 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1294 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1295 } 1291
1296 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1297 } 1293 }
1294
1298 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1295 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1299 * drain attack, you won't know that you are actually sucking out EXP, 1296 * drain attack, you won't know that you are actually sucking out EXP,
1300 * as the messages will say you missed 1297 * as the messages will say you missed
1301 */ 1298 */
1302 } 1299 }
1303 } 1300 }
1304 break; 1301 break;
1302
1305 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1306 { 1304 {
1307 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1308 { 1306 {
1309 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1310 object *god = find_god (determine_god (owner)); 1308 object *god = find_god (determine_god (owner));
1311 int div = 1; 1309 int div = 1;
1312 1310
1313 /* if undead are not an enemy of your god, you turn them 1311 /* if undead are not an enemy of your god, you turn them
1314 * at half strength */ 1312 * at half strength */
1315 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1316 div = 2; 1314 div = 2;
1315
1317 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1318 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1319 scare_creature (op, owner); 1318 scare_creature (op, owner);
1320 } 1319 }
1321 else 1320 else
1322 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1323 undead? */ 1322 undead? */
1324 } 1323 }
1325 break; 1324 break;
1325
1326 case ATNR_DEATH: 1326 case ATNR_DEATH:
1327 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1328 break; 1328 break;
1329
1329 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1330 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1331 dam = 0; 1332 dam = 0;
1332 break; 1333 break;
1334
1333 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1337 dam = 0;
1336 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1341 * does no damage. */
1340 break; 1342 break;
1343
1341 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1342 { 1345 {
1343 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1344 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 1349
1347 /* As with turn undead above, give a bonus on the saving throw */ 1350 /* As with turn undead above, give a bonus on the saving throw */
1348 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1351 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1349 scare_creature (op, owner); 1352 scare_creature (op, owner);
1350 } 1353 }
1351 break; 1354 break;
1355
1352 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1353 { 1357 {
1354 int new_hp; 1358 int new_hp;
1355 1359
1356 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1357 * exp it takes hp. It is geared for players, probably not 1361 * exp it takes hp. It is geared for players, probably not
1358 * much use giving it to monsters 1362 * much use giving it to monsters
1359 * 1363 *
1360 * life stealing doesn't do a lot of damage, but it gives the 1364 * life stealing doesn't do a lot of damage, but it gives the
1361 * damage it does do to the player. Given that, 1365 * damage it does do to the player. Given that,
1362 * it only does 1/10'th normal damage (hence the divide by 1366 * it only does 1/10'th normal damage (hence the divide by
1363 * 1000). 1367 * 1000).
1364 */ 1368 */
1365 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1366 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1367 return 0; 1371 return 0;
1372
1368 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1369 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1370 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1371 else 1376 else
1372 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1373 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1374 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1375 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1376 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1377 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1378 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1379 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1380 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1381 } 1389 }
1382 } 1390 }
1391
1383 return dam; 1392 return dam;
1384} 1393}
1385
1386 1394
1387/* GROS: This code comes from hit_player. It has been made external to 1395/* GROS: This code comes from hit_player. It has been made external to
1388 * allow script procedures to "kill" objects in a combat-like fashion. 1396 * allow script procedures to "kill" objects in a combat-like fashion.
1389 * It was initially used by (kill-object) developed for the Collector's 1397 * It was initially used by (kill-object) developed for the Collector's
1390 * Sword. Note that nothing has been changed from the original version 1398 * Sword. Note that nothing has been changed from the original version
1405 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1406 const char *skill; 1414 const char *skill;
1407 int maxdam = 0; 1415 int maxdam = 0;
1408 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1409 int pk = 0; /* true if op and what controls hitter are both players */ 1417 int pk = 0; /* true if op and what controls hitter are both players */
1410 object *owner = NULL; 1418 object *owner = 0;
1411 object *skop = NULL; 1419 object *skop = 0;
1412 1420
1413 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1414 return -1; 1422 return -1;
1415 1423
1416 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1426 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1427 1435
1428 if (op->type == DOOR) 1436 if (op->type == DOOR)
1429 { 1437 {
1430 op->speed = 0.1; 1438 op->set_speed (0.1);
1431 update_ob_speed (op);
1432 op->speed_left = -0.05; 1439 op->speed_left = -0.05;
1433 return maxdam; 1440 return maxdam;
1434 } 1441 }
1435 1442
1436 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1437 { 1444 {
1438 remove_friendly_object (op);
1439
1440 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1441 op->owner->contr->ranges[range_golem] = 0;
1442
1443 op->destroy (); 1445 op->destroy ();
1444 return maxdam; 1446 return maxdam;
1445 } 1447 }
1446 1448
1447 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1475 char buf[256]; 1477 char buf[256];
1476 1478
1477 tmv = localtime (&t); 1479 tmv = localtime (&t);
1478 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1480 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1479 1481
1480 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket->host, query_name (op)); 1482 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1481 } 1483 }
1482 1484
1483 /* try to filter some things out - basically, if you are 1485 /* try to filter some things out - basically, if you are
1484 * killing a level 1 creature and your level 20, you 1486 * killing a level 1 creature and your level 20, you
1485 * probably don't want to see that. 1487 * probably don't want to see that.
1503 * player that the object belonged to - so if you killed another player 1505 * player that the object belonged to - so if you killed another player
1504 * with spells, pets, whatever, there was no penalty. 1506 * with spells, pets, whatever, there was no penalty.
1505 * Changed to make luck penalty configurable in settings. 1507 * Changed to make luck penalty configurable in settings.
1506 */ 1508 */
1507 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1508 change_luck (owner, -settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1509 1511
1510 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1511 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1512 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1513 */ 1515 */
1514 skill = 0; 1516 skill = 0;
1515 1517
1516 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1517 skill = hitter->skill; 1519 skill = hitter->skill;
1518 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1519 { 1521 {
1520 skill = owner->chosen_skill->skill;
1521 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1522 } 1524 }
1523 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1524 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1525 else 1527 else
1526 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1527 1529
1528 /* We have the skill we want to credit to - now find the object this goes 1530 /* We have the skill we want to credit to - now find the object this goes
1529 * to. Make sure skop is an actual skill, and not a skill tool! 1531 * to. Make sure skop is an actual skill, and not a skill tool!
1530 */ 1532 */
1531 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1532 { 1534 {
1533 int i; 1535 int i;
1534 1536
1597 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1598 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1599 else 1601 else
1600 { 1602 {
1601 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1602 player *pl;
1603 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1604 1605
1605#ifdef PARTY_KILL_LOG
1606 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1607#endif 1607
1608 for (pl = first_player; pl != NULL; pl = pl->next) 1608 for_all_players (pl)
1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1610 { 1610 {
1611 count++; 1611 count++;
1612 shares += (pl->ob->level + 4); 1612 shares += (pl->ob->level + 4);
1613 } 1613 }
1616 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1616 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617 else 1617 else
1618 { 1618 {
1619 int share = exp / shares, given = 0, nexp; 1619 int share = exp / shares, given = 0, nexp;
1620 1620
1621 for (pl = first_player; pl != NULL; pl = pl->next) 1621 for_all_players (pl)
1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1623 { 1623 {
1624 nexp = (pl->ob->level + 4) * share; 1624 nexp = (pl->ob->level + 4) * share;
1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626 given += nexp; 1626 given += nexp;
1667} 1667}
1668 1668
1669/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1669/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1670 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1671 */ 1671 */
1672
1673int 1672int
1674friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1675{ 1674{
1676 object *owner; 1675 object *owner;
1677 int friendlyfire; 1676 int friendlyfire;
1707 * is what is hitting the object, type is the attacktype, and 1706 * is what is hitting the object, type is the attacktype, and
1708 * full_hit is set if monster area does not matter. 1707 * full_hit is set if monster area does not matter.
1709 * dam is base damage - protections/vulnerabilities/slaying matches can 1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1710 * modify it. 1709 * modify it.
1711 */ 1710 */
1712
1713 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1714 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1715
1716int 1713int
1717hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1714hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1718{ 1715{
1719 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1720 int maxattacktype, attacknum; 1717 int maxattacktype, attacknum;
1736 object *owner = hitter->owner; 1733 object *owner = hitter->owner;
1737 1734
1738 if (!owner) 1735 if (!owner)
1739 owner = hitter; 1736 owner = hitter;
1740 1737
1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1738 if (owner->type == PLAYER
1739 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner)
1742 return 0; 1742 return 0;
1743 } 1743 }
1744#endif 1744#endif
1745 1745
1746 if (body_attack) 1746 if (body_attack)
1763 } 1763 }
1764 } 1764 }
1765 1765
1766 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1767 { 1767 {
1768 object *tmp;
1769
1770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1772 { 1770 {
1773 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1774 1772
1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1781 {
1784 /* FIXME: If a player is killed by a rune in a door, the 1782 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1786 */ 1784 */
1785
1786 /* FIXME: This for example happens when a dead door is on a mover and
1787 gets it's speed_left raised on each mover-tick.
1788 Doors are removed in a kinda funny way by giving them speed and speed_left
1789 and waiting for that to run out.
1790 */
1787 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1791 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1788 return 0; 1792 return 0;
1789 } 1793 }
1790 1794
1791#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1798 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1802 * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100) 1804 if (dam >= 100)
1801 dam /= 100; 1805 dam /= 100;
1802 else 1806 else
1803 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1804 } 1808 }
1805 1809
1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1810 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1811 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808 */ 1812 */
1828 (hitter->title != NULL 1832 (hitter->title != NULL
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1830 return 0; 1834 return 0;
1831 } 1835 }
1832 1836
1833 maxattacktype = type; /* initialize this to something */ 1837 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835 { 1839 {
1836 /* Magic isn't really a true attack type - it gets combined with other 1840 /* Magic isn't really a true attack type - it gets combined with other
1837 * attack types. As such, skip it over. However, if magic is 1841 * attack types. As such, skip it over. However, if magic is
1838 * the only attacktype in the group, then still attack with it 1842 * the only attacktype in the group, then still attack with it
1891 1895
1892 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */ 1897 value-effect */
1894 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1895 maxdam /= area; 1899 maxdam /= area;
1896 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1897 maxdam++; 1901 maxdam++;
1898 } 1902 }
1899 1903
1900#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1906#endif
1903 1907
1908 // for now, only do this for active objects, otherwise they
1909 // keep a refcount for a long time and I see no usefulness
1910 // for an non-active objetc to know its enemy.
1911 if (op->active)
1904 if (hitter->owner) 1912 if (hitter->owner)
1905 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1915 op->enemy = hitter;
1908 1916
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 { 1918 {
1911 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1957 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
1952 */ 1960 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1962 hitter->destroy ();
1959 } 1963
1960 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1965 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 { 1966 {
1963 int i; 1967 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 1984
1981 tmp->stats.hp = op->stats.hp; 1985 tmp->stats.hp = op->stats.hp;
1982 1986
1983 if (friendly) 1987 if (friendly)
1984 { 1988 {
1985 SET_FLAG (tmp, FLAG_FRIENDLY);
1986 add_friendly_object (tmp); 1989 add_friendly_object (tmp);
1987 tmp->attack_movement = PETMOVE; 1990 tmp->attack_movement = PETMOVE;
1991
1988 if (owner != NULL) 1992 if (owner)
1989 tmp->set_owner (owner); 1993 tmp->set_owner (owner);
1990 } 1994 }
1991 1995
1992 if (unaggressive) 1996 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2056 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2057 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10); 2059 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 2060 SET_FLAG (tmp, FLAG_APPLIED);
2057 fix_player (op); 2061 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059 } 2063 }
2060 if (hitter->type == PLAYER) 2064 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2086 } 2090 }
2087 else 2091 else
2088 tmp->stats.food++; 2092 tmp->stats.food++;
2089 SET_FLAG (tmp, FLAG_APPLIED); 2093 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0; 2094 tmp->speed_left = 0;
2091 fix_player (op); 2095 op->update_stats ();
2092} 2096}
2093 2097
2094void 2098void
2095confuse_player (object *op, object *hitter, int dam) 2099confuse_player (object *op, object *hitter, int dam)
2096{ 2100{
2140 */ 2144 */
2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2145 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142 2146
2143 tmp = insert_ob_in_ob (tmp, op); 2147 tmp = insert_ob_in_ob (tmp, op);
2144 change_abil (op, tmp); /* Mostly to display any messages */ 2148 change_abil (op, tmp); /* Mostly to display any messages */
2145 fix_player (op); /* This takes care of some other stuff */ 2149 op->update_stats (); /* This takes care of some other stuff */
2146 2150
2147 if (hitter->owner) 2151 if (hitter->owner)
2148 owner = hitter->owner; 2152 owner = hitter->owner;
2149 else 2153 else
2150 owner = hitter; 2154 owner = hitter;
2190 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2191 2195
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193} 2197}
2194 2198
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 2200 * the computed damaged.
2198 */ 2201 */
2199void 2202void
2200deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2217 if (def_lev < 1) 2220 if (def_lev < 1)
2218 { 2221 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220 def_lev = 1; 2223 def_lev = 1;
2221 } 2224 }
2225
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2225 2229
2226 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2241 */ 2245 */
2242 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2243 } 2247 }
2244 } 2248 }
2245 else 2249 else
2246 {
2247 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2248 }
2249} 2251}
2250 2252
2251/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2253 * monster). 2255 * monster).
2357#endif 2359#endif
2358 2360
2359 return adjust; 2361 return adjust;
2360} 2362}
2361 2363
2362
2363/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2364int 2365int
2365is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2366{ 2367{
2367 2368
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2375 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1; 2377 return 1;
2377 } 2378 }
2379
2378 return 0; 2380 return 0;
2379} 2381}

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