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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.40 by root, Sun Jan 14 22:06:05 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 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;
45 * its magical benefits. 41 * its magical benefits.
46 */ 42 */
47void 43void
48cancellation (object *op) 44cancellation (object *op)
49{ 45{
50 object *tmp;
51
52 if (op->invisible) 46 if (op->invisible)
53 return; 47 return;
54 48
55 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)
56 { 50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp); 54 cancellation (tmp);
61 } 55 }
62 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
63 { 57 {
64 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
66 op->magic = 0; 60 op->magic = 0;
61
67 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
71 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
74 }
75 } 69 }
76} 70}
77 71
78/* 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
79 * 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
86 materialtype_t *mt; 80 materialtype_t *mt;
87 81
88 if (op->materialname == NULL) 82 if (op->materialname == NULL)
89 { 83 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material) 85 if (op->materials & mt->material)
92 break; 86 break;
93 } 87 }
94 else 88 else
95 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
96 90
133 saves++; 127 saves++;
134 } 128 }
135 129
136 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
137 return TRUE; 131 return TRUE;
132
138 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
139 return FALSE; 134 return FALSE;
135
140 return TRUE; 136 return TRUE;
141} 137}
142 138
143/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 141 * calling cancellation, etc.)
146 */ 142 */
147
148void 143void
149save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
150{ 145{
151 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
152 { 147 {
272 * op is going in direction 'dir' 267 * op is going in direction 'dir'
273 * type is the attacktype of the object. 268 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
276 */ 271 */
277
278int 272int
279hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
280{ 274{
281 maptile *map; 275 maptile *map;
282 sint16 x, y; 276 sint16 x, y;
305 299
306 map = op->map; 300 map = op->map;
307 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
308 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
309 303
310 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
311 306
312 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
314 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
315 return 0; 312 return 0;
316 313
317 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
318 * 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
319 */ 316 */
320 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
321 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
322 { 320 {
323 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
324 322
325 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
326 * to do any further processing. 324 * to do any further processing.
327 */ 325 */
328 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
329 return 0; 327 return 0;
330 328
331 type &= ~AT_COUNTERSPELL; 329 type &= ~AT_COUNTERSPELL;
332 } 330 }
333 331
334 if (type & AT_CHAOS) 332 if (type & AT_CHAOS)
335 { 333 {
336 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /* flag tells it to change the face */
337 update_object (op, UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
338 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
337 }
339 } 338 }
340 339
341 /* There may still be objects that were above 'next', but there is no 340 /* There may still be objects that were above 'next', but there is no
342 * simple way to find out short of copying all object references and 341 * simple way to find out short of copying all object references and
343 * tags into a temporary array before we start processing the first 342 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy. 343 * object. That's why we just abort on destroy.
345 * 344 *
346 * This happens whenever attack spells (like fire) hit a pile 345 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error. 346 * of objects. This is not a bug - nor an error.
348 */ 347 */
349 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 348 for (object *next = ms.bot; next && !next->destroyed (); )
350 { 349 {
351 object *tmp = next; 350 object *tmp = next;
352 next = tmp->above; 351 next = tmp->above;
353 352
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
360 359
361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 { 361 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
364 retflag |= 1; 363 retflag |= 1;
364
365 if (op->destroyed ()) 365 if (op->destroyed ())
366 break; 366 break;
367 } 367 }
368 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
369 * 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
370 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
371 * 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
372 * 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
373 * destroyed right now. 373 * destroyed right now.
374 */ 374 */
375 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)
376 { 376 {
377 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378 378
379 if (op->destroyed ()) 379 if (op->destroyed ())
380 break; 380 break;
649 { 649 {
650 i = 4; 650 i = 4;
651 map = hitter->map; 651 map = hitter->map;
652 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
653 return; 653 return;
654
654 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
655 if (next) 656 if (next)
656 while (next) 657 while (next)
657 { 658 {
658 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))
659 i *= 3; 660 i *= 3;
660 tmp = next; 661 tmp = next;
661 next = tmp->above; 662 next = tmp->above;
662 } 663 }
664
663 if (i < 0) 665 if (i < 0)
664 return; 666 return;
667
665 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
666 return; 669 return;
667 } 670 }
668 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
669 return; 672 return;
673
670 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
671 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);
672 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
673 } 677 }
674} 678}
769 { 773 {
770 int hitdam = base_dam; 774 int hitdam = base_dam;
771 775
772 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
773 { 777 {
774 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
775 { 779 {
776 hitter->casting_time = -1; 780 hitter->casting_time = -1;
777 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!");
778 } 782 }
783
779 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
780 { 785 {
781 op->casting_time = -1; 786 op->casting_time = -1;
782 if (op->type == PLAYER) 787 if (op->type == PLAYER)
783 { 788 {
784 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!");
785 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);
786 } 791 }
787 } 792 }
788 } 793 }
794
789 if (!simple_attack) 795 if (!simple_attack)
790 { 796 {
791 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
793 * -b.t. */ 799 * -b.t. */
801 807
802 /* 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 */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
804 { 810 {
805 make_visible (op); 811 make_visible (op);
812
806 if (op->type == PLAYER) 813 if (op->type == PLAYER)
807 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!");
808 } 815 }
809 816
810 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
864} 871}
865 872
866int 873int
867attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
868{ 875{
869
870 if (hitter->head)
871 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
872 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);
873} 879}
874 880
875/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
876 * 882 *
885 * 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
886 * stick around. 892 * stick around.
887 */ 893 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 { 895 {
890 if (tmp->head != NULL)
891 tmp = tmp->head; 896 tmp = tmp->head_ ();
892 897
893 op->remove (); 898 op->remove ();
894 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
895 900
896 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
1003 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1004 } 1009 }
1005 1010
1006 return op; 1011 return op;
1007} 1012}
1008
1009 1013
1010void 1014void
1011tear_down_wall (object *op) 1015tear_down_wall (object *op)
1012{ 1016{
1013 int perc = 0; 1017 int perc = 0;
1062 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1063 if (!target->enemy) 1067 if (!target->enemy)
1064 target->enemy = owner; 1068 target->enemy = owner;
1065} 1069}
1066 1070
1067
1068/* 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
1069 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1070 * 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
1071 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1072 * 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
1073 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1074
1075int 1077int
1076hit_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)
1077{ 1079{
1078 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1079 1081
1084 return 0; 1086 return 0;
1085 } 1087 }
1086 1088
1087 if (dam < 0) 1089 if (dam < 0)
1088 { 1090 {
1089 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 ());
1090 return 0; 1093 return 0;
1091 } 1094 }
1092 1095
1093 /* 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
1094 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1095 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1096 return dam; 1099 return dam;
1097 1100
1098 if (hitter->slaying) 1101 if (hitter->slaying)
1099 { 1102 {
1100 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1101 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1102 { 1105 {
1103 doesnt_slay = 0; 1106 doesnt_slay = 0;
1104 dam *= 3; 1107 dam *= 3;
1105 } 1108 }
1106 } 1109 }
1120 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1121 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1122 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1123 * special processing is needed */ 1126 * special processing is needed */
1124 1127
1125 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1126 return 0; 1131 return 0;
1127 1132
1128 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1129 1134
1130 switch (attacknum) 1135 switch (attacknum)
1180 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1181 op->drain_stat (); 1186 op->drain_stat ();
1182 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))
1183 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1184 } 1189 }
1190
1185 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 */
1186 } 1192 }
1187 break; 1193 break;
1194
1188 case ATNR_ACID: 1195 case ATNR_ACID:
1189 { 1196 {
1190 int flag = 0; 1197 int flag = 0;
1191 1198
1192 /* 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
1193 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1194 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))
1195 { 1202 {
1196 object *tmp;
1197
1198 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 { 1204 {
1200 if (tmp->invisible) 1205 if (tmp->invisible)
1201 continue; 1206 continue;
1202 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1203 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1204 continue; 1209 continue;
1205 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1206 continue; 1211 continue;
1207 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1208 continue; 1213 continue;
1209 if (tmp->type == RING || 1214 if (tmp->type == RING
1210 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1211 PR */ 1216 || tmp->type == GIRDLE
1212 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)
1213 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1214 1222
1215 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1216 objects */ 1224 objects */
1217 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)
1224 tmp->magic--; 1232 tmp->magic--;
1225 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1226 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1227 } 1235 }
1228 } 1236 }
1237
1229 if (flag) 1238 if (flag)
1230 op->update_stats (); /* Something was corroded */ 1239 op->update_stats (); /* Something was corroded */
1231 } 1240 }
1232 } 1241 }
1233 break; 1242 break;
1243
1234 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1235 { 1245 {
1236 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1237 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1238 */ 1248 */
1274 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1275 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1276 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);
1277 } 1287 }
1278 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1279 {
1280 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1281 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1282 } 1291
1283 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1284 } 1293 }
1294
1285 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
1286 * 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,
1287 * as the messages will say you missed 1297 * as the messages will say you missed
1288 */ 1298 */
1289 } 1299 }
1290 } 1300 }
1291 break; 1301 break;
1302
1292 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1293 { 1304 {
1294 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1295 { 1306 {
1296 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1299 1310
1300 /* 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
1301 * at half strength */ 1312 * at half strength */
1302 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1303 div = 2; 1314 div = 2;
1315
1304 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1305 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)))
1306 scare_creature (op, owner); 1318 scare_creature (op, owner);
1307 } 1319 }
1308 else 1320 else
1309 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1310 undead? */ 1322 undead? */
1311 } 1323 }
1312 break; 1324 break;
1325
1313 case ATNR_DEATH: 1326 case ATNR_DEATH:
1314 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1315 break; 1328 break;
1329
1316 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1317 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1318 dam = 0; 1332 dam = 0;
1319 break; 1333 break;
1334
1320 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1321 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1322 dam = 0; 1337 dam = 0;
1323 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1324 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1325 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1326 * does no damage. */ 1341 * does no damage. */
1327 break; 1342 break;
1343
1328 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1329 { 1345 {
1330 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1331 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 /* 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 */
1335 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])
1336 scare_creature (op, owner); 1352 scare_creature (op, owner);
1337 } 1353 }
1338 break; 1354 break;
1355
1339 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1340 { 1357 {
1341 int new_hp; 1358 int new_hp;
1342 1359
1343 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1350 * 1000). 1367 * 1000).
1351 */ 1368 */
1352 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1353 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1354 return 0; 1371 return 0;
1372
1355 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1356 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1357 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1358 else 1376 else
1359 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1360 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1361 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1362 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1363 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1364 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1365 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1366 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1367 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1368 } 1389 }
1369 } 1390 }
1370 1391
1392 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1393 const char *skill; 1414 const char *skill;
1394 int maxdam = 0; 1415 int maxdam = 0;
1395 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1396 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 */
1397 object *owner = NULL; 1418 object *owner = 0;
1398 object *skop = NULL; 1419 object *skop = 0;
1399 1420
1400 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1401 return -1; 1422 return -1;
1402 1423
1403 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1419 return maxdam; 1440 return maxdam;
1420 } 1441 }
1421 1442
1422 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1423 { 1444 {
1424 remove_friendly_object (op);
1425
1426 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1427 op->owner->contr->ranges[range_golem] = 0;
1428
1429 op->destroy (); 1445 op->destroy ();
1430 return maxdam; 1446 return maxdam;
1431 } 1447 }
1432 1448
1433 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1492 */ 1508 */
1493 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1494 owner->change_luck (-settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1495 1511
1496 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1497 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1498 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1499 */ 1515 */
1500 skill = 0; 1516 skill = 0;
1501 1517
1502 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill; 1519 skill = hitter->skill;
1504 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1505 { 1521 {
1506 skill = owner->chosen_skill->skill;
1507 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1508 } 1524 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1510 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1511 else 1527 else
1512 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");
1513 1529
1514 /* 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
1515 * 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!
1516 */ 1532 */
1517 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1518 { 1534 {
1519 int i; 1535 int i;
1520 1536
1583 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1584 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1585 else 1601 else
1586 { 1602 {
1587 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1588 player *pl;
1589 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1590 1605
1591 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);
1592 1607
1593 for_all_players (pl) 1608 for_all_players (pl)
1652} 1667}
1653 1668
1654/* 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
1655 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1656 */ 1671 */
1657
1658int 1672int
1659friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1660{ 1674{
1661 object *owner; 1675 object *owner;
1662 int friendlyfire; 1676 int friendlyfire;
1719 object *owner = hitter->owner; 1733 object *owner = hitter->owner;
1720 1734
1721 if (!owner) 1735 if (!owner)
1722 owner = hitter; 1736 owner = hitter;
1723 1737
1724 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)
1725 return 0; 1742 return 0;
1726 } 1743 }
1727#endif 1744#endif
1728 1745
1729 if (body_attack) 1746 if (body_attack)
1746 } 1763 }
1747 } 1764 }
1748 1765
1749 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1750 { 1767 {
1751 object *tmp;
1752
1753 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1755 { 1770 {
1756 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1757 1772
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766 { 1781 {
1767 /* 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
1768 * destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1769 */ 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 */
1770 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);
1771 return 0; 1792 return 0;
1772 } 1793 }
1773 1794
1774#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1781 * 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 */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100) 1804 if (dam >= 100)
1784 dam /= 100; 1805 dam /= 100;
1785 else 1806 else
1786 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 } 1808 }
1788 1809
1789 /* 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
1790 * 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
1791 */ 1812 */
1874 1895
1875 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */ 1897 value-effect */
1877 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area; 1899 maxdam /= area;
1879 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1880 maxdam++; 1901 maxdam++;
1881 } 1902 }
1882 1903
1883#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885#endif 1906#endif
1886 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)
1887 if (hitter->owner) 1912 if (hitter->owner)
1888 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1889 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1890 op->enemy = hitter; 1915 op->enemy = hitter;
1891 1916
1892 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1893 { 1918 {
1894 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1895 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1932 /* 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
1933 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
1934 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
1935 */ 1960 */
1936 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1937 {
1938 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939 remove_friendly_object (hitter);
1940
1941 hitter->destroy (); 1962 hitter->destroy ();
1942 } 1963
1943 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
1944 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))
1945 { 1966 {
1946 int i; 1967 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2173 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2174 2195
2175/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2176} 2197}
2177 2198
2178
2179/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2180 * the computed damaged. 2200 * the computed damaged.
2181 */ 2201 */
2182void 2202void
2183deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2200 if (def_lev < 1) 2220 if (def_lev < 1)
2201 { 2221 {
2202 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);
2203 def_lev = 1; 2223 def_lev = 1;
2204 } 2224 }
2225
2205 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;
2206 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2208 2229
2209 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2224 */ 2245 */
2225 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2226 } 2247 }
2227 } 2248 }
2228 else 2249 else
2229 {
2230 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2231 }
2232} 2251}
2233 2252
2234/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2236 * monster). 2255 * monster).
2340#endif 2359#endif
2341 2360
2342 return adjust; 2361 return adjust;
2343} 2362}
2344 2363
2345
2346/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2347int 2365int
2348is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2349{ 2367{
2350 2368
2356 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1; 2375 return 1;
2358 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))
2359 return 1; 2377 return 1;
2360 } 2378 }
2379
2361 return 0; 2380 return 0;
2362} 2381}

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