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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.93 by root, Thu Sep 25 22:58:13 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
62 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 66
67 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
69 } 69 }
70} 70}
71 71
72/* 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
73 * 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
77did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
78{ 78{
79 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 80 materialtype_t *mt;
81 81
82 if (op->materialname == NULL) 82 if (!op->materialname)
83 { 83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material) 85 if (op->materials & mt->material)
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90 90
91 if (mt == NULL) 91 if (!mt)
92 return TRUE; 92 return TRUE;
93 93
94 roll = rndm (1, 20); 94 roll = rndm (1, 20);
95 95
96 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
104 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 108
109 if (type == 0) 109 if (type == 0) return TRUE;
110 return TRUE; 110
111 if (roll == 20) 111 if (roll == 20) return TRUE;
112 return TRUE; 112 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 113
116 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
117 { 115 {
118 i = 1 << number; 116 i = 1 << number;
117
119 if (!(i & type)) 118 if (!(i & type))
120 continue; 119 continue;
120
121 attacks++; 121 attacks++;
122 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
123 saves++; 123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 125 saves++;
148 object *env = op->env; 148 object *env = op->env;
149 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
150 maptile *m = op->map; 150 maptile *m = op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (!op)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 { 165 {
166 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
169
170 if (op)
171 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
172 170
173 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
174 { 172 {
175 if (env) 173 if (env)
176 { 174 env->insert (op);
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else 175 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
186 }
187 } 177 }
188 178
189 return; 179 return;
190 } 180 }
191 181
196 return; 186 return;
197 } 187 }
198 188
199 if (op->nrof > 1) 189 if (op->nrof > 1)
200 { 190 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
205 } 193 }
206 else 194 else
207 { 195 {
208 if (op->env) 196 // drop everything to the ground, if possible
209 { 197 op->insert_at (originator);
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 198 op->destroy ();
217 } 199 }
218 200
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 202 if (env)
221 { 203 {
222 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 206 env->insert (op);
225 } 207 }
226 else 208 else
227 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
228 210
229 return; 211 return;
230 } 212 }
231 213
232 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 { 216 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
237 218
238 if (at == NULL) 219 if (at == NULL)
239 return; 220 return;
240 221
241 op = stop_item (op); 222 op = stop_item (op);
242 if (op == NULL) 223 if (op == NULL)
243 return; 224 return;
244 225
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
246 { 228 {
247 tmp = arch_to_object (at); 229 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 236 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 238 }
257 239
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 241 return;
263 } 242 }
264} 243}
265 244
266/* Object op is hitting the map. 245/* Object op is hitting the map.
282 return 0; 261 return 0;
283 } 262 }
284 263
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 265 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 266 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 267 return 0;
289 } 268 }
290 269
291 if (!op->map) 270 if (!op->map)
292 { 271 {
295 } 274 }
296 275
297 if (op->head) 276 if (op->head)
298 op = op->head; 277 op = op->head;
299 278
300 map = op->map; 279 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 280 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 281
304 if (!xy_normalise (map, x, y)) 282 if (!pos.normalise ())
305 return 0; 283 return 0;
306 284
307 // elmex: a safe map tile can't be hit! 285 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 286 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 287 mapspace &ms = pos.ms ();
310 288
311 if (ms.flags () & P_SAFE) 289 if (ms.flags () & P_SAFE)
312 return 0; 290 return 0;
313 291
314 /* peterm: a few special cases for special attacktypes --counterspell 292 /* peterm: a few special cases for special attacktypes --counterspell
352 330
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 333 * This is one of the few cases where on_same_map should not be used.
356 */ 334 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 336 continue;
359 337
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 { 339 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
539 { 517 {
540 int mtype; 518 int mtype;
541 519
542 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
543 { 521 {
544 case WEAP_HIT: 522 case WEAP_HIT:
545 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
546 break; 524 break;
547 case WEAP_SLASH: 525 case WEAP_SLASH:
548 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
549 break; 527 break;
550 case WEAP_PIERCE: 528 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
552 break; 530 break;
553 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
555 break; 533 break;
556 case WEAP_SLICE: 534 case WEAP_SLICE:
557 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
558 break; 536 break;
559 case WEAP_STAB: 537 case WEAP_STAB:
560 mtype = ATM_STAB; 538 mtype = ATM_STAB;
561 break; 539 break;
562 case WEAP_WHIP: 540 case WEAP_WHIP:
563 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
564 break; 542 break;
565 case WEAP_CRUSH: 543 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
567 break; 545 break;
568 case WEAP_BLUD: 546 case WEAP_BLUD:
569 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
570 break; 548 break;
571 default: 549 default:
572 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
573 break; 551 break;
574 } 552 }
553
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 554 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 555 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 556 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 557 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
613 if (hitter->owner != NULL) 592 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 593 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 594 else
616 { 595 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
618 if (dam != 0) 598 if (dam != 0)
619 { 599 {
620 if (dam < 10) 600 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 602 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 604 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 606 }
627 } 607 }
608
628 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 610 } /* end of player hitting player */
630 611
631 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
632 { 613 {
633 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
634 if (dam != 0) 616 if (dam != 0)
635 { 617 {
636 if (dam < 10) 618 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 620 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
640 else 622 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
642 } 624 }
625
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 627 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 629 {
647 /* look for stacked spells and start reducing the message chances */ 630 /* look for stacked spells and start reducing the message chances */
656 if (next) 639 if (next)
657 while (next) 640 while (next)
658 { 641 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 642 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3; 643 i *= 3;
644
661 tmp = next; 645 tmp = next;
662 next = tmp->above; 646 next = tmp->above;
663 } 647 }
664 648
665 if (i < 0) 649 if (i < 0)
670 } 654 }
671 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
672 return; 656 return;
673 657
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 661 }
678} 662}
679 663
680 664
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 669 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 671 return 1;
688 } 672 }
673
689 if ((*target)->head) 674 if ((*target)->head)
690 *target = (*target)->head; 675 *target = (*target)->head;
676
691 if ((*hitter)->head) 677 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
694 { 684 {
695 *simple_attack = 1; 685 *simple_attack = 1;
696 return 0; 686 return 0;
697 } 687 }
688
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
700 { 693 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
702 return 1; 696 return 1;
703 } 697 }
698
704 *simple_attack = 0; 699 *simple_attack = 0;
705 return 0; 700 return 0;
706} 701}
707 702
708static int 703static int
744 739
745 /* 740 /*
746 * A little check to make it more difficult to dance forward and back 741 * A little check to make it more difficult to dance forward and back
747 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
748 */ 743 */
749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
750 { 745 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
755 */ 750 */
756 op->speed_left--; 751 --op->speed_left;
757 process_object (op); 752 process_object (op);
758 753
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 755 goto error;
761 } 756 }
770 765
771 /* See if we hit the creature */ 766 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 768 {
774 int hitdam = base_dam; 769 int hitdam = base_dam;
775
776 if (settings.casting_time == TRUE)
777 {
778 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 {
780 hitter->casting_time = -1;
781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
782 }
783
784 if (op->casting_time > -1 && hitdam > 0)
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 770
795 if (!simple_attack) 771 if (!simple_attack)
796 { 772 {
797 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 867 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around. 868 * stick around.
893 */ 869 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 871 {
896 tmp = tmp->head_ (); 872 tmp->head_ ()->insert (op);
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 873 return 1;
905 } 874 }
906 else 875 else
907 return 0; 876 return 0;
908} 877}
1099 return dam; 1068 return dam;
1100 1069
1101 if (hitter->slaying) 1070 if (hitter->slaying)
1102 { 1071 {
1103 if ((op->race && strstr (hitter->slaying, op->race)) 1072 if ((op->race && strstr (hitter->slaying, op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1073 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1105 { 1074 {
1106 doesnt_slay = 0; 1075 doesnt_slay = 0;
1107 dam *= 3; 1076 dam *= 3;
1108 } 1077 }
1109 } 1078 }
1222 1191
1223 /* High damage acid has better chance of corroding 1192 /* High damage acid has better chance of corroding
1224 objects */ 1193 objects */
1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1194 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1226 { 1195 {
1227 if (op->type == PLAYER)
1228 /* Make this more visible */
1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1231 flag = 1; 1196 flag = 1;
1232 tmp->magic--; 1197 tmp->magic--;
1233 if (op->type == PLAYER) 1198
1234 esrv_send_item (op, tmp); 1199 if (object *pl = tmp->visible_to ())
1200 {
1201 /* Make this more visible */
1202 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1203 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1204
1205 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1206 }
1235 } 1207 }
1236 } 1208 }
1237 1209
1238 if (flag) 1210 if (flag)
1239 op->update_stats (); /* Something was corroded */ 1211 op->update_stats (); /* Something was corroded */
1273 * exp, but the wiz would still lose exp! If drainee is a wiz, 1245 * exp, but the wiz would still lose exp! If drainee is a wiz,
1274 * nothing happens. 1246 * nothing happens.
1275 * Try to credit the owner. We try to display player -> player drain 1247 * Try to credit the owner. We try to display player -> player drain
1276 * attacks, hence all the != PLAYER checks. 1248 * attacks, hence all the != PLAYER checks.
1277 */ 1249 */
1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1250 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1279 { 1251 {
1280 object *owner = hitter->owner; 1252 object *owner = hitter->owner;
1281 1253
1282 if (owner && owner != hitter) 1254 if (owner && owner != hitter)
1283 { 1255 {
1308 object *god = find_god (determine_god (owner)); 1280 object *god = find_god (determine_god (owner));
1309 int div = 1; 1281 int div = 1;
1310 1282
1311 /* if undead are not an enemy of your god, you turn them 1283 /* if undead are not an enemy of your god, you turn them
1312 * at half strength */ 1284 * at half strength */
1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1285 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1314 div = 2; 1286 div = 2;
1315 1287
1316 /* Give a bonus if you resist turn undead */ 1288 /* Give a bonus if you resist turn undead */
1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1289 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1318 scare_creature (op, owner); 1290 scare_creature (op, owner);
1409 */ 1381 */
1410int 1382int
1411kill_object (object *op, int dam, object *hitter, int type) 1383kill_object (object *op, int dam, object *hitter, int type)
1412{ 1384{
1413 char buf[MAX_BUF]; 1385 char buf[MAX_BUF];
1414 const char *skill; 1386 shstr skill;
1415 int maxdam = 0; 1387 int maxdam = 0;
1416 int battleg = 0; /* true if op standing on battleground */ 1388 int battleg = 0; /* true if op standing on battleground */
1417 int pk = 0; /* true if op and what controls hitter are both players */ 1389 int pk = 0; /* true if op and what controls hitter are both players */
1418 object *owner = 0; 1390 object *owner = 0;
1419 object *skop = 0; 1391 object *skop = 0;
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1405 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1406 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1435 1407
1436 if (op->type == DOOR) 1408 if (op->type == DOOR)
1437 { 1409 {
1438 op->set_speed (0.1); 1410 op->set_speed (0.1f);
1439 op->speed_left = -0.05; 1411 op->speed_left = -0.05f;
1440 return maxdam; 1412 return maxdam;
1441 } 1413 }
1442 1414
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1415 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1444 { 1416 {
1446 return maxdam; 1418 return maxdam;
1447 } 1419 }
1448 1420
1449 /* Now lets start dealing with experience we get for killing something */ 1421 /* Now lets start dealing with experience we get for killing something */
1450 1422
1451 owner = hitter->owner; 1423 owner = hitter->outer_owner ();
1452 if (!owner) 1424 if (!owner)
1453 owner = hitter; 1425 owner = hitter;
1454 1426
1455 /* is the victim (op) standing on battleground? */ 1427 /* is the victim (op) standing on battleground? */
1456 if (op_on_battleground (op, NULL, NULL)) 1428 if (op_on_battleground (op, NULL, NULL))
1461 pk = 1; 1433 pk = 1;
1462 1434
1463 /* Player killed something */ 1435 /* Player killed something */
1464 if (owner->type == PLAYER) 1436 if (owner->type == PLAYER)
1465 { 1437 {
1466 Log_Kill (owner->name,
1467 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1468
1469 /* Log players killing other players - makes it easier to detect 1438 /* Log players killing other players - makes it easier to detect
1470 * and filter out malicious player killers - that is why the 1439 * and filter out malicious player killers - that is why the
1471 * ip address is included. 1440 * ip address is included.
1472 */ 1441 */
1473 if (op->type == PLAYER && !battleg) 1442 if (op->type == PLAYER && !battleg)
1493 else 1462 else
1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1463 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1495 1464
1496 /* Only play sounds for melee kills */ 1465 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER) 1466 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1467 owner->play_sound (sound_find ("player_kills"));
1499 } 1468 }
1500 1469
1501 /* If a player kills another player, not on 1470 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is 1471 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV 1472 * not reversible, it's actually quite a pain IMHO. -AV
1511 1480
1512 /* This code below deals with finding the appropriate skill 1481 /* This code below deals with finding the appropriate skill
1513 * to credit exp to. This is a bit problematic - we should 1482 * to credit exp to. This is a bit problematic - we should
1514 * probably never really have to look at current_weapon->skill 1483 * probably never really have to look at current_weapon->skill
1515 */ 1484 */
1516 skill = 0;
1517
1518 if (hitter->skill && hitter->type != PLAYER) 1485 if (hitter->skill && hitter->type != PLAYER)
1519 skill = hitter->skill; 1486 skill = hitter->skill;
1520 else if (owner->chosen_skill) 1487 else if (owner->chosen_skill)
1521 { 1488 {
1522 skop = owner->chosen_skill; 1489 skop = owner->chosen_skill;
1523 skill = skop->skill; 1490 skill = skop->skill;
1524 } 1491 }
1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1492 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1526 skill = owner->current_weapon->skill; 1493 skill = owner->current_weapon->skill;
1527 else 1494 else
1495 {
1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1496 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1497 skill = 0;
1498 }
1529 1499
1530 /* We have the skill we want to credit to - now find the object this goes 1500 /* We have the skill we want to credit to - now find the object this goes
1531 * to. Make sure skop is an actual skill, and not a skill tool! 1501 * to. Make sure skop is an actual skill, and not a skill tool!
1532 */ 1502 */
1533 if ((!skop || skop->type != SKILL) && skill) 1503 skop = owner->contr->find_skill (skill);
1534 {
1535 int i;
1536
1537 for (i = 0; i < NUM_SKILLS; i++)
1538 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1539 {
1540 skop = owner->contr->last_skill_ob[i];
1541 break;
1542 }
1543 }
1544 } /* Was it a player that hit somethign */ 1504 } /* Was it a player that hit somethign */
1545 else 1505 else
1546 skill = 0; 1506 skill = 0;
1547 1507
1548 /* Pet (or spell) killed something. */
1549 if (owner != hitter)
1550 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1551 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1552 else
1553 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1554 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1555 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1556
1557 /* These may have been set in the player code section above */ 1508 /* These may have been set in the player code section above */
1558 if (!skop) 1509 if (!skop)
1559 skop = hitter->chosen_skill; 1510 skop = hitter->chosen_skill;
1560 1511
1561 if (!skill && skop) 1512 if (!skill && skop)
1562 skill = skop->skill; 1513 skill = skop->skill;
1563 1514
1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1565
1566 /* If you didn't kill yourself, and your not the wizard */ 1515 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1516 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1568 { 1517 {
1569 int exp; 1518 int exp;
1570 1519
1571 /* Really don't give much experience for killing other players */ 1520 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1521 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1639 { 1588 {
1640 object *owner1 = op->owner; 1589 object *owner1 = op->owner;
1641 1590
1642 if (owner1 && owner1->type == PLAYER) 1591 if (owner1 && owner1->type == PLAYER)
1643 { 1592 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1593 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1645 /* Maybe we should include the owner that killed this, maybe not */ 1594 /* Maybe we should include the owner that killed this, maybe not */
1646 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1595 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1647 } 1596 }
1648 1597
1649 remove_friendly_object (op); 1598 remove_friendly_object (op);
1650 } 1599 }
1651 1600
1652 op->destroy (); 1601 op->destroy ();
1653 } 1602 }
1654 else 1603 else
1655 {
1656 /* Player has been killed! */ 1604 /* Player has been killed! */
1657 if (owner->type == PLAYER) 1605 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1659 else
1660 assign (op->contr->killer, hitter->name);
1661 }
1662 1606
1663 /* This was return -1 - that doesn't seem correct - if we return -1, process 1607 /* This was return -1 - that doesn't seem correct - if we return -1, process
1664 * continues in the calling function. 1608 * continues in the calling function.
1665 */ 1609 */
1666 return maxdam; 1610 return maxdam;
1695 } 1639 }
1696 1640
1697 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1641 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1698 friendlyfire = 0; 1642 friendlyfire = 0;
1699 } 1643 }
1644
1700 return friendlyfire; 1645 return friendlyfire;
1701} 1646}
1702
1703 1647
1704/* This isn't used just for players, but in fact most objects. 1648/* This isn't used just for players, but in fact most objects.
1705 * op is the object to be hit, dam is the amount of damage, hitter 1649 * op is the object to be hit, dam is the amount of damage, hitter
1706 * is what is hitting the object, type is the attacktype, and 1650 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter. 1651 * full_hit is set if monster area does not matter.
1725 1669
1726 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1670 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1727 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1671 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1728 return 0; 1672 return 0;
1729 1673
1730#ifdef PROHIBIT_PLAYERKILL 1674 // only allow pk for hostile players
1731 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1732 { 1676 {
1733 object *owner = hitter->owner; 1677 object *owner = hitter->owner;
1734 1678
1735 if (!owner) 1679 if (!owner)
1739 && (!op_on_battleground (op, 0, 0) 1683 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful)) 1684 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner) 1685 && op != owner)
1742 return 0; 1686 return 0;
1743 } 1687 }
1744#endif
1745 1688
1746 if (body_attack) 1689 if (body_attack)
1747 { 1690 {
1748 /* slow and paralyze must hit the head. But we don't want to just 1691 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still 1692 * return - we still need to process other attacks the spell still
1828 if ((!hitter->slaying || 1771 if ((!hitter->slaying ||
1829 (!(op->race && strstr (hitter->slaying, op->race)) && 1772 (!(op->race && strstr (hitter->slaying, op->race)) &&
1830 !(op->name && strstr (hitter->slaying, op->name)))) && 1773 !(op->name && strstr (hitter->slaying, op->name)))) &&
1831 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1774 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1832 (hitter->title != NULL 1775 (hitter->title != NULL
1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1776 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1834 return 0; 1777 return 0;
1835 } 1778 }
1836 1779
1837 maxattacktype = type; /* initialise this to something */ 1780 maxattacktype = type; /* initialise this to something */
1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1781 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1870 */ 1813 */
1871 friendlyfire = friendly_fire (op, hitter); 1814 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam) 1815 if (friendlyfire && maxdam)
1873 { 1816 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100); 1817 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875#ifndef COZY_SERVER
1876 maxdam++;
1877#endif
1878 1818
1879#ifdef ATTACK_DEBUG 1819#ifdef ATTACK_DEBUG
1880 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1820 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1821 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882#endif 1822#endif
1883 } 1823 }
1884 1824
1885 if (!full_hit) 1825 if (!full_hit)
1886 { 1826 {
1887 archetype *at;
1888 int area; 1827 int area;
1889 int remainder; 1828 int remainder;
1890 1829
1891 area = 0; 1830 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more) 1831
1832 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1893 area++; 1833 area++;
1834
1894 assert (area > 0); 1835 assert (area > 0);
1895 1836
1896 /* basically: maxdam /= area; we try to "simulate" a float 1837 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */ 1838 value-effect */
1898 remainder = 100 * (maxdam % area) / area; 1839 remainder = 100 * (maxdam % area) / area;
1975 return maxdam; 1916 return maxdam;
1976 } 1917 }
1977 1918
1978 op->remove (); 1919 op->remove ();
1979 1920
1980 for (i = 0; i < NROFNEWOBJS (op); i++) 1921 for (i = 0; i < op->stats.food; i++)
1981 { /* This doesn't handle op->more yet */ 1922 { /* This doesn't handle op->more yet */
1982 object *tmp = arch_to_object (op->other_arch); 1923 object *tmp = arch_to_object (op->other_arch);
1983 int j; 1924 int j;
1984 1925
1985 tmp->stats.hp = op->stats.hp; 1926 tmp->stats.hp = op->stats.hp;
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1953 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy (); 1954 hitter->destroy ();
2014 1955
2015 return maxdam; 1956 return maxdam;
2016} 1957}
2017
2018 1958
2019void 1959void
2020poison_player (object *op, object *hitter, int dam) 1960poison_player (object *op, object *hitter, int dam)
2021{ 1961{
2022 archetype *at = archetype::find ("poisoning"); 1962 archetype *at = archetype::find ("poisoning");
2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1998 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2059 tmp->stats.Int = MAX (-dam / 7, -10); 1999 tmp->stats.Int = MAX (-dam / 7, -10);
2060 SET_FLAG (tmp, FLAG_APPLIED); 2000 SET_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats (); 2001 op->update_stats ();
2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2003 op->play_sound (tmp->sound);
2063 } 2004 }
2005
2064 if (hitter->type == PLAYER) 2006 if (hitter->type == PLAYER)
2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2007 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2008 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2067 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2009 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2068 } 2010 }
2011
2069 tmp->speed_left = 0; 2012 tmp->speed_left = 0;
2070 } 2013 }
2071 else 2014 else
2072 tmp->stats.food++; 2015 tmp->stats.food++;
2073} 2016}
2077{ 2020{
2078 archetype *at = archetype::find ("slowness"); 2021 archetype *at = archetype::find ("slowness");
2079 object *tmp; 2022 object *tmp;
2080 2023
2081 if (at == NULL) 2024 if (at == NULL)
2082 {
2083 LOG (llevError, "Can't find slowness archetype.\n"); 2025 LOG (llevError, "Can't find slowness archetype.\n");
2084 } 2026
2085 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2027 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2086 { 2028 {
2087 tmp = arch_to_object (at); 2029 tmp = arch_to_object (at);
2088 tmp = insert_ob_in_ob (tmp, op); 2030 tmp = insert_ob_in_ob (tmp, op);
2089 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2031 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2090 } 2032 }
2091 else 2033 else
2092 tmp->stats.food++; 2034 tmp->stats.food++;
2035
2093 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2094 tmp->speed_left = 0; 2037 tmp->speed_left = 0;
2095 op->update_stats (); 2038 op->update_stats ();
2096} 2039}
2097 2040
2114 tmp->speed = 0.05; 2057 tmp->speed = 0.05;
2115 tmp->subtype = FORCE_CONFUSION; 2058 tmp->subtype = FORCE_CONFUSION;
2116 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2059 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2117 tmp->name = "confusion"; 2060 tmp->name = "confusion";
2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2061 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2062
2119 if (tmp->duration > maxduration) 2063 if (tmp->duration > maxduration)
2120 tmp->duration = maxduration; 2064 tmp->duration = maxduration;
2121 2065
2122 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2066 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2123 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2068
2124 SET_FLAG (op, FLAG_CONFUSED); 2069 SET_FLAG (op, FLAG_CONFUSED);
2125} 2070}
2126 2071
2127void 2072void
2128blind_player (object *op, object *hitter, int dam) 2073blind_player (object *op, object *hitter, int dam)
2211 ** field of the deathstriking object */ 2156 ** field of the deathstriking object */
2212 2157
2213 int atk_lev, def_lev, kill_lev; 2158 int atk_lev, def_lev, kill_lev;
2214 2159
2215 if (hitter->slaying) 2160 if (hitter->slaying)
2216 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2161 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2217 return; 2162 return;
2218 2163
2219 def_lev = op->level; 2164 def_lev = op->level;
2220 if (def_lev < 1) 2165 if (def_lev < 1)
2221 { 2166 {
2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2167 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2223 def_lev = 1; 2168 def_lev = 1;
2224 } 2169 }
2225 2170
2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2171 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2172 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2284 } 2229 }
2285 } 2230 }
2286} 2231}
2287 2232
2288/* adj_attackroll() - adjustments to attacks by various conditions */ 2233/* adj_attackroll() - adjustments to attacks by various conditions */
2289
2290int 2234int
2291adj_attackroll (object *hitter, object *target) 2235adj_attackroll (object *hitter, object *target)
2292{ 2236{
2293 object *attacker = hitter; 2237 object *attacker = hitter;
2294 int adjust = 0; 2238 int adjust = 0;
2368 2312
2369 /* I broke what used to be one big if into a few nested 2313 /* I broke what used to be one big if into a few nested
2370 * ones so that figuring out the logic is at least possible. 2314 * ones so that figuring out the logic is at least possible.
2371 */ 2315 */
2372 if (op && (op->move_type & MOVE_FLYING)) 2316 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ) 2317 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1; 2318 return 1;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2319 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1; 2320 return 1;
2378 }
2379 2321
2380 return 0; 2322 return 0;
2381} 2323}

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