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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.39 by root, Mon Jan 8 01:19:03 2007 UTC vs.
Revision 1.75 by root, Mon Aug 27 05:10:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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. 20 *
21
22 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
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 if (mt == NULL) 90
91 if (!mt)
97 return TRUE; 92 return TRUE;
93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
101 * 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
102 * 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
131 saves++; 127 saves++;
132 } 128 }
133 129
134 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
135 return TRUE; 131 return TRUE;
132
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 134 return FALSE;
135
138 return TRUE; 136 return TRUE;
139} 137}
140 138
141/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
143 * calling cancellation, etc.) 141 * calling cancellation, etc.)
144 */ 142 */
145
146void 143void
147save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
148{ 145{
149 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
150 { 147 {
164 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
165 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
166 */ 163 */
167 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))
168 { 165 {
169 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
170 167
171 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
172 169
173 if (op) 170 if (op)
174 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
270 * op is going in direction 'dir' 267 * op is going in direction 'dir'
271 * type is the attacktype of the object. 268 * type is the attacktype of the object.
272 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
273 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
274 */ 271 */
275
276int 272int
277hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
278{ 274{
279 maptile *map; 275 maptile *map;
280 sint16 x, y; 276 sint16 x, y;
286 return 0; 282 return 0;
287 } 283 }
288 284
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 { 286 {
291 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
292 return 0; 288 return 0;
293 } 289 }
294 290
295 if (!op->map) 291 if (!op->map)
296 { 292 {
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 */ 325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0; 327 return 0;
328 328
329 type &= ~AT_COUNTERSPELL; 329 type &= ~AT_COUNTERSPELL;
330 } 330 }
331 331
332 if (type & AT_CHAOS) 332 if (type & AT_CHAOS)
333 { 333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
337 }
337 } 338 }
338 339
339 /* 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
340 * 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
341 * tags into a temporary array before we start processing the first 342 * tags into a temporary array before we start processing the first
342 * object. That's why we just abort on destroy. 343 * object. That's why we just abort on destroy.
343 * 344 *
344 * This happens whenever attack spells (like fire) hit a pile 345 * This happens whenever attack spells (like fire) hit a pile
345 * of objects. This is not a bug - nor an error. 346 * of objects. This is not a bug - nor an error.
346 */ 347 */
347 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 348 for (object *next = ms.bot; next && !next->destroyed (); )
348 { 349 {
349 object *tmp = next; 350 object *tmp = next;
350 next = tmp->above; 351 next = tmp->above;
351 352
352 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
358 359
359 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
360 { 361 {
361 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
362 retflag |= 1; 363 retflag |= 1;
364
363 if (op->destroyed ()) 365 if (op->destroyed ())
364 break; 366 break;
365 } 367 }
366 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
367 * 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
368 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
369 * 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
370 * 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
371 * destroyed right now. 373 * destroyed right now.
372 */ 374 */
373 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)
374 { 376 {
375 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
376 378
377 if (op->destroyed ()) 379 if (op->destroyed ())
378 break; 380 break;
611 if (hitter->owner != NULL) 613 if (hitter->owner != NULL)
612 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
613 else 615 else
614 { 616 {
615 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
616 if (dam != 0) 619 if (dam != 0)
617 { 620 {
618 if (dam < 10) 621 if (dam < 10)
619 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
620 else if (dam < 20) 623 else if (dam < 20)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
622 else 625 else
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
624 } 627 }
625 } 628 }
629
626 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
627 } /* end of player hitting player */ 631 } /* end of player hitting player */
628 632
629 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
630 { 634 {
631 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
632 if (dam != 0) 637 if (dam != 0)
633 { 638 {
634 if (dam < 10) 639 if (dam < 10)
635 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
636 else if (dam < 20) 641 else if (dam < 20)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
638 else 643 else
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
640 } 645 }
646
641 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
642 } 648 }
643 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
644 { 650 {
645 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
647 { 653 {
648 i = 4; 654 i = 4;
649 map = hitter->map; 655 map = hitter->map;
650 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
651 return; 657 return;
658
652 next = GET_MAP_OB (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
653 if (next) 660 if (next)
654 while (next) 661 while (next)
655 { 662 {
656 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
657 i *= 3; 664 i *= 3;
665
658 tmp = next; 666 tmp = next;
659 next = tmp->above; 667 next = tmp->above;
660 } 668 }
669
661 if (i < 0) 670 if (i < 0)
662 return; 671 return;
672
663 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
664 return; 674 return;
665 } 675 }
666 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
667 return; 677 return;
678
668 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
669 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
670 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
671 } 682 }
672} 683}
673 684
674 685
690 return 0; 701 return 0;
691 } 702 }
692 if (QUERY_FLAG (*target, FLAG_REMOVED) 703 if (QUERY_FLAG (*target, FLAG_REMOVED)
693 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 704 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
694 { 705 {
695 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 706 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
696 return 1; 707 return 1;
697 } 708 }
698 *simple_attack = 0; 709 *simple_attack = 0;
699 return 0; 710 return 0;
700} 711}
738 749
739 /* 750 /*
740 * A little check to make it more difficult to dance forward and back 751 * A little check to make it more difficult to dance forward and back
741 * to avoid ever being hit by monsters. 752 * to avoid ever being hit by monsters.
742 */ 753 */
743 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 754 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
744 { 755 {
745 /* Decrease speed BEFORE calling process_object. Otherwise, an 756 /* Decrease speed BEFORE calling process_object. Otherwise, an
746 * infinite loop occurs, with process_object calling move_monster, 757 * infinite loop occurs, with process_object calling move_monster,
747 * which then gets here again. By decreasing the speed before 758 * which then gets here again. By decreasing the speed before
748 * we call process_object, the 'if' statement above will fail. 759 * we call process_object, the 'if' statement above will fail.
749 */ 760 */
750 op->speed_left--; 761 --op->speed_left;
751 process_object (op); 762 process_object (op);
752 763
753 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 764 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
754 goto error; 765 goto error;
755 } 766 }
765 /* See if we hit the creature */ 776 /* See if we hit the creature */
766 if (roll == 20 || op->stats.ac >= base_wc - roll) 777 if (roll == 20 || op->stats.ac >= base_wc - roll)
767 { 778 {
768 int hitdam = base_dam; 779 int hitdam = base_dam;
769 780
770 if (settings.casting_time == TRUE)
771 {
772 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
773 {
774 hitter->casting_time = -1;
775 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
776 }
777 if ((op->casting_time > -1) && (hitdam > 0))
778 {
779 op->casting_time = -1;
780 if (op->type == PLAYER)
781 {
782 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
783 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
784 }
785 }
786 }
787 if (!simple_attack) 781 if (!simple_attack)
788 { 782 {
789 /* If you hit something, the victim should *always* wake up. 783 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this. 784 * Before, invisible hitters could avoid doing this.
791 * -b.t. */ 785 * -b.t. */
799 793
800 /* if you were hidden and hit by a creature, you are discovered */ 794 /* if you were hidden and hit by a creature, you are discovered */
801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 795 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
802 { 796 {
803 make_visible (op); 797 make_visible (op);
798
804 if (op->type == PLAYER) 799 if (op->type == PLAYER)
805 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 800 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
806 } 801 }
807 802
808 /* thrown items (hitter) will have various effects 803 /* thrown items (hitter) will have various effects
862} 857}
863 858
864int 859int
865attack_ob (object *op, object *hitter) 860attack_ob (object *op, object *hitter)
866{ 861{
867
868 if (hitter->head)
869 hitter = hitter->head; 862 hitter = hitter->head_ ();
863
870 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 864 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
871} 865}
872 866
873/* op is the arrow, tmp is what is stopping the arrow. 867/* op is the arrow, tmp is what is stopping the arrow.
874 * 868 *
883 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 877 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
884 * stick around. 878 * stick around.
885 */ 879 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0) 880 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 { 881 {
888 if (tmp->head != NULL)
889 tmp = tmp->head; 882 tmp = tmp->head_ ();
890 883
891 op->remove (); 884 op->remove ();
892 op = insert_ob_in_ob (op, tmp); 885 op = insert_ob_in_ob (op, tmp);
893 886
894 if (tmp->type == PLAYER) 887 if (tmp->type == PLAYER)
1001 insert_ob_in_ob (hitter, container); 994 insert_ob_in_ob (hitter, container);
1002 } 995 }
1003 996
1004 return op; 997 return op;
1005} 998}
1006
1007 999
1008void 1000void
1009tear_down_wall (object *op) 1001tear_down_wall (object *op)
1010{ 1002{
1011 int perc = 0; 1003 int perc = 0;
1060 SET_FLAG (target, FLAG_SCARED); 1052 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1053 if (!target->enemy)
1062 target->enemy = owner; 1054 target->enemy = owner;
1063} 1055}
1064 1056
1065
1066/* This returns the amount of damage hitter does to op with the 1057/* This returns the amount of damage hitter does to op with the
1067 * appropriate attacktype. Only 1 attacktype should be set at a time. 1058 * appropriate attacktype. Only 1 attacktype should be set at a time.
1068 * This doesn't damage the player, but returns how much it should 1059 * This doesn't damage the player, but returns how much it should
1069 * take. However, it will do other effects (paralyzation, slow, etc.) 1060 * take. However, it will do other effects (paralyzation, slow, etc.)
1070 * Note - changed for PR code - we now pass the attack number and not 1061 * Note - changed for PR code - we now pass the attack number and not
1071 * the attacktype. Makes it easier for the PR code. */ 1062 * the attacktype. Makes it easier for the PR code. */
1072
1073int 1063int
1074hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1064hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1075{ 1065{
1076
1077 int doesnt_slay = 1; 1066 int doesnt_slay = 1;
1078 1067
1079 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1068 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1080 if (attacknum >= NROFATTACKS) 1069 if (attacknum >= NROFATTACKS)
1081 { 1070 {
1083 return 0; 1072 return 0;
1084 } 1073 }
1085 1074
1086 if (dam < 0) 1075 if (dam < 0)
1087 { 1076 {
1088 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1077 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1078 dam, hitter->debug_desc (), op->debug_desc ());
1089 return 0; 1079 return 0;
1090 } 1080 }
1091 1081
1092 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1082 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1093 * people can't mess with that or it otherwise get confused. */ 1083 * people can't mess with that or it otherwise get confused. */
1094 if (attacknum == ATNR_INTERNAL) 1084 if (attacknum == ATNR_INTERNAL)
1095 return dam; 1085 return dam;
1096 1086
1097 if (hitter->slaying) 1087 if (hitter->slaying)
1098 { 1088 {
1099 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1089 if ((op->race && strstr (hitter->slaying, op->race))
1100 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1090 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1101 { 1091 {
1102 doesnt_slay = 0; 1092 doesnt_slay = 0;
1103 dam *= 3; 1093 dam *= 3;
1104 } 1094 }
1105 } 1095 }
1119 /* Special hack. By default, if immune to something, you 1109 /* Special hack. By default, if immune to something, you
1120 * shouldn't need to worry. However, acid is an exception, since 1110 * shouldn't need to worry. However, acid is an exception, since
1121 * it can still damage your items. Only include attacktypes if 1111 * it can still damage your items. Only include attacktypes if
1122 * special processing is needed */ 1112 * special processing is needed */
1123 1113
1124 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1114 if (op->resist[attacknum] >= 100
1115 && doesnt_slay
1116 && attacknum != ATNR_ACID)
1125 return 0; 1117 return 0;
1126 1118
1127 /* Keep this in order - makes things easier to find */ 1119 /* Keep this in order - makes things easier to find */
1128 1120
1129 switch (attacknum) 1121 switch (attacknum)
1130 { 1122 {
1131 case ATNR_PHYSICAL: 1123 case ATNR_PHYSICAL:
1132 /* here also check for diseases */ 1124 /* here also check for diseases */
1133 check_physically_infect (op, hitter); 1125 check_physically_infect (op, hitter);
1134 break; 1126 break;
1135 1127
1136 /* Don't need to do anything for: 1128 /* Don't need to do anything for:
1137 magic, 1129 magic,
1138 fire, 1130 fire,
1139 electricity, 1131 electricity,
1140 cold */ 1132 cold */
1141 1133
1142 case ATNR_CONFUSION: 1134 case ATNR_CONFUSION:
1143 case ATNR_POISON: 1135 case ATNR_POISON:
1144 case ATNR_SLOW: 1136 case ATNR_SLOW:
1145 case ATNR_PARALYZE: 1137 case ATNR_PARALYZE:
1146 case ATNR_FEAR: 1138 case ATNR_FEAR:
1147 case ATNR_CANCELLATION: 1139 case ATNR_CANCELLATION:
1148 case ATNR_DEPLETE: 1140 case ATNR_DEPLETE:
1149 case ATNR_BLIND: 1141 case ATNR_BLIND:
1150 { 1142 {
1151 /* chance for inflicting a special attack depends on the 1143 /* chance for inflicting a special attack depends on the
1152 * difference between attacker's and defender's level 1144 * difference between attacker's and defender's level
1153 */ 1145 */
1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1146 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155 1147
1156 /* First, only creatures/players with speed can be affected. 1148 /* First, only creatures/players with speed can be affected.
1157 * Second, just getting hit doesn't mean it always affects 1149 * Second, just getting hit doesn't mean it always affects
1158 * you. Third, you still get a saving through against the 1150 * you. Third, you still get a saving through against the
1159 * effect. 1151 * effect.
1160 */ 1152 */
1161 if (op->speed && 1153 if (op->speed &&
1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1154 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1163 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1155 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1164 { 1156 {
1165 1157
1166 /* Player has been hit by something */ 1158 /* Player has been hit by something */
1167 if (attacknum == ATNR_CONFUSION) 1159 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam); 1160 confuse_player (op, hitter, dam);
1169 else if (attacknum == ATNR_POISON) 1161 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam); 1162 poison_player (op, hitter, dam);
1171 else if (attacknum == ATNR_SLOW) 1163 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam); 1164 slow_player (op, hitter, dam);
1173 else if (attacknum == ATNR_PARALYZE) 1165 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam); 1166 paralyze_player (op, hitter, dam);
1175 else if (attacknum == ATNR_FEAR) 1167 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter); 1168 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION) 1169 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op); 1170 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE) 1171 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat (); 1172 op->drain_stat ();
1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1173 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1182 blind_player (op, hitter, dam); 1174 blind_player (op, hitter, dam);
1183 } 1175 }
1176
1184 dam = 0; /* These are all effects and don't do real damage */ 1177 dam = 0; /* These are all effects and don't do real damage */
1185 } 1178 }
1186 break; 1179 break;
1180
1187 case ATNR_ACID: 1181 case ATNR_ACID:
1188 { 1182 {
1189 int flag = 0; 1183 int flag = 0;
1190 1184
1191 /* Items only get corroded if you're not on a battleground and 1185 /* Items only get corroded if you're not on a battleground and
1192 * if your acid resistance is below 50%. */ 1186 * if your acid resistance is below 50%. */
1193 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1187 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1194 { 1188 {
1195 object *tmp;
1196
1197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 { 1190 {
1199 if (tmp->invisible) 1191 if (tmp->invisible)
1200 continue; 1192 continue;
1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1193 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 /* >= 10% acid res. on itmes will protect these */ 1194 /* >= 10% acid res. on items will protect these */
1203 continue; 1195 continue;
1204 if (!(tmp->material & M_IRON)) 1196 if (!(tmp->materials & M_IRON))
1205 continue; 1197 continue;
1206 if (tmp->magic < -4) /* Let's stop at -5 */ 1198 if (tmp->magic < -4) /* Let's stop at -5 */
1207 continue; 1199 continue;
1208 if (tmp->type == RING || 1200 if (tmp->type == RING
1209 /* removed boots and gloves from exclusion list in 1201 /* removed boots and gloves from exclusion list in PR */
1210 PR */ 1202 || tmp->type == GIRDLE
1211 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1203 || tmp->type == AMULET
1204 || tmp->type == WAND
1205 || tmp->type == ROD
1206 || tmp->type == HORN)
1212 continue; /* To avoid some strange effects */ 1207 continue; /* To avoid some strange effects */
1213 1208
1214 /* High damage acid has better chance of corroding 1209 /* High damage acid has better chance of corroding
1215 objects */ 1210 objects */
1216 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1211 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1217 { 1212 {
1218 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1219 /* Make this more visible */ 1214 /* Make this more visible */
1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1215 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1221 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1216 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1222 flag = 1; 1217 flag = 1;
1223 tmp->magic--; 1218 tmp->magic--;
1224 if (op->type == PLAYER) 1219 if (op->type == PLAYER)
1225 esrv_send_item (op, tmp); 1220 esrv_send_item (op, tmp);
1226 } 1221 }
1227 } 1222 }
1223
1228 if (flag) 1224 if (flag)
1229 op->update_stats (); /* Something was corroded */ 1225 op->update_stats (); /* Something was corroded */
1230 } 1226 }
1231 } 1227 }
1232 break; 1228 break;
1229
1233 case ATNR_DRAIN: 1230 case ATNR_DRAIN:
1234 { 1231 {
1235 /* rate is the proportion of exp drained. High rate means 1232 /* rate is the proportion of exp drained. High rate means
1236 * not much is drained, low rate means a lot is drained. 1233 * not much is drained, low rate means a lot is drained.
1237 */ 1234 */
1238 int rate; 1235 int rate;
1239 1236
1240 if (op->resist[ATNR_DRAIN] >= 0) 1237 if (op->resist[ATNR_DRAIN] >= 0)
1241 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1238 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1242 else 1239 else
1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1240 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1244 1241
1245 if (op->stats.exp <= rate) 1242 if (op->stats.exp <= rate)
1246 { 1243 {
1247 if (op->type == GOLEM) 1244 if (op->type == GOLEM)
1248 dam = 999; /* Its force is "sucked" away. 8) */ 1245 dam = 999; /* Its force is "sucked" away. 8) */
1249 else 1246 else
1250 /* If we can't drain, lets try to do physical damage */ 1247 /* If we can't drain, lets try to do physical damage */
1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1248 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1252 } 1249 }
1253 else 1250 else
1254 { 1251 {
1255 /* Randomly give the hitter some hp */ 1252 /* Randomly give the hitter some hp */
1256 if (hitter->stats.hp < hitter->stats.maxhp && 1253 if (hitter->stats.hp < hitter->stats.maxhp &&
1257 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1254 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1258 hitter->stats.hp++; 1255 hitter->stats.hp++;
1259 1256
1260 /* Can't do drains on battleground spaces. 1257 /* Can't do drains on battleground spaces.
1261 * Move the wiz check up here - before, the hitter wouldn't gain exp 1258 * Move the wiz check up here - before, the hitter wouldn't gain exp
1262 * exp, but the wiz would still lose exp! If drainee is a wiz, 1259 * exp, but the wiz would still lose exp! If drainee is a wiz,
1263 * nothing happens. 1260 * nothing happens.
1264 * Try to credit the owner. We try to display player -> player drain 1261 * Try to credit the owner. We try to display player -> player drain
1265 * attacks, hence all the != PLAYER checks. 1262 * attacks, hence all the != PLAYER checks.
1266 */ 1263 */
1267 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1264 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1268 { 1265 {
1269 object *owner = hitter->owner; 1266 object *owner = hitter->owner;
1270 1267
1271 if (owner && owner != hitter) 1268 if (owner && owner != hitter)
1272 { 1269 {
1273 if (op->type != PLAYER || owner->type != PLAYER) 1270 if (op->type != PLAYER || owner->type != PLAYER)
1274 change_exp (owner, op->stats.exp / (rate * 2), 1271 change_exp (owner, op->stats.exp / (rate * 2),
1275 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1276 } 1273 }
1277 else if (op->type != PLAYER || hitter->type != PLAYER) 1274 else if (op->type != PLAYER || hitter->type != PLAYER)
1278 {
1279 change_exp (hitter, op->stats.exp / (rate * 2), 1275 change_exp (hitter, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281 } 1277
1282 change_exp (op, -op->stats.exp / rate, NULL, 0); 1278 change_exp (op, -op->stats.exp / rate, NULL, 0);
1283 } 1279 }
1280
1284 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1281 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1285 * drain attack, you won't know that you are actually sucking out EXP, 1282 * drain attack, you won't know that you are actually sucking out EXP,
1286 * as the messages will say you missed 1283 * as the messages will say you missed
1287 */ 1284 */
1288 } 1285 }
1289 } 1286 }
1290 break; 1287 break;
1288
1291 case ATNR_TURN_UNDEAD: 1289 case ATNR_TURN_UNDEAD:
1292 { 1290 {
1293 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1291 if (QUERY_FLAG (op, FLAG_UNDEAD))
1294 { 1292 {
1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1293 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1296 object *god = find_god (determine_god (owner)); 1294 object *god = find_god (determine_god (owner));
1297 int div = 1; 1295 int div = 1;
1298 1296
1299 /* if undead are not an enemy of your god, you turn them 1297 /* if undead are not an enemy of your god, you turn them
1300 * at half strength */ 1298 * at half strength */
1301 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1299 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1302 div = 2; 1300 div = 2;
1301
1303 /* Give a bonus if you resist turn undead */ 1302 /* Give a bonus if you resist turn undead */
1304 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1305 scare_creature (op, owner); 1304 scare_creature (op, owner);
1306 } 1305 }
1307 else 1306 else
1308 dam = 0; /* don't damage non undead - should we damage 1307 dam = 0; /* don't damage non undead - should we damage
1309 undead? */ 1308 undead? */
1310 } 1309 }
1311 break; 1310 break;
1311
1312 case ATNR_DEATH: 1312 case ATNR_DEATH:
1313 deathstrike_player (op, hitter, &dam); 1313 deathstrike_player (op, hitter, &dam);
1314 break; 1314 break;
1315
1315 case ATNR_CHAOS: 1316 case ATNR_CHAOS:
1316 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1317 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1317 dam = 0; 1318 dam = 0;
1318 break; 1319 break;
1320
1319 case ATNR_COUNTERSPELL: 1321 case ATNR_COUNTERSPELL:
1320 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1322 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1321 dam = 0; 1323 dam = 0;
1322 /* This should never happen. Counterspell is handled 1324 /* This should never happen. Counterspell is handled
1323 * seperately and filtered out. If this does happen, 1325 * seperately and filtered out. If this does happen,
1324 * Counterspell has no effect on anything but spells, so it 1326 * Counterspell has no effect on anything but spells, so it
1325 * does no damage. */ 1327 * does no damage. */
1326 break; 1328 break;
1329
1327 case ATNR_HOLYWORD: 1330 case ATNR_HOLYWORD:
1328 { 1331 {
1329 /* This has already been handled by hit_player, 1332 /* This has already been handled by hit_player,
1330 * no need to check twice -- DAMN */ 1333 * no need to check twice -- DAMN */
1331 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1334 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1332 1335
1333 /* As with turn undead above, give a bonus on the saving throw */ 1336 /* As with turn undead above, give a bonus on the saving throw */
1334 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1337 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1335 scare_creature (op, owner); 1338 scare_creature (op, owner);
1336 } 1339 }
1337 break; 1340 break;
1341
1338 case ATNR_LIFE_STEALING: 1342 case ATNR_LIFE_STEALING:
1339 { 1343 {
1340 int new_hp; 1344 int new_hp;
1341 1345
1342 /* this is replacement to drain for players, instead of taking 1346 /* this is replacement to drain for players, instead of taking
1343 * exp it takes hp. It is geared for players, probably not 1347 * exp it takes hp. It is geared for players, probably not
1344 * much use giving it to monsters 1348 * much use giving it to monsters
1345 * 1349 *
1346 * life stealing doesn't do a lot of damage, but it gives the 1350 * life stealing doesn't do a lot of damage, but it gives the
1347 * damage it does do to the player. Given that, 1351 * damage it does do to the player. Given that,
1348 * it only does 1/10'th normal damage (hence the divide by 1352 * it only does 1/10'th normal damage (hence the divide by
1349 * 1000). 1353 * 1000).
1350 */ 1354 */
1351 /* You can't steal life from something undead */ 1355 /* You can't steal life from something undead */
1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1356 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0; 1357 return 0;
1358
1354 /* If drain protection is higher than life stealing, use that */ 1359 /* If drain protection is higher than life stealing, use that */
1355 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1360 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1356 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1361 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1357 else 1362 else
1358 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1363 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1364
1359 /* You die at -1 hp, not zero. */ 1365 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1)) 1366 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1; 1367 dam = op->stats.hp + 1;
1368
1362 new_hp = hitter->stats.hp + dam; 1369 new_hp = hitter->stats.hp + dam;
1363 if (new_hp > hitter->stats.maxhp) 1370 if (new_hp > hitter->stats.maxhp)
1364 new_hp = hitter->stats.maxhp; 1371 new_hp = hitter->stats.maxhp;
1372
1365 if (new_hp > hitter->stats.hp) 1373 if (new_hp > hitter->stats.hp)
1366 hitter->stats.hp = new_hp; 1374 hitter->stats.hp = new_hp;
1367 } 1375 }
1368 } 1376 }
1377
1369 return dam; 1378 return dam;
1370} 1379}
1371
1372 1380
1373/* GROS: This code comes from hit_player. It has been made external to 1381/* GROS: This code comes from hit_player. It has been made external to
1374 * allow script procedures to "kill" objects in a combat-like fashion. 1382 * allow script procedures to "kill" objects in a combat-like fashion.
1375 * It was initially used by (kill-object) developed for the Collector's 1383 * It was initially used by (kill-object) developed for the Collector's
1376 * Sword. Note that nothing has been changed from the original version 1384 * Sword. Note that nothing has been changed from the original version
1391 char buf[MAX_BUF]; 1399 char buf[MAX_BUF];
1392 const char *skill; 1400 const char *skill;
1393 int maxdam = 0; 1401 int maxdam = 0;
1394 int battleg = 0; /* true if op standing on battleground */ 1402 int battleg = 0; /* true if op standing on battleground */
1395 int pk = 0; /* true if op and what controls hitter are both players */ 1403 int pk = 0; /* true if op and what controls hitter are both players */
1396 object *owner = NULL; 1404 object *owner = 0;
1397 object *skop = NULL; 1405 object *skop = 0;
1398 1406
1399 if (op->stats.hp >= 0) 1407 if (op->stats.hp >= 0)
1400 return -1; 1408 return -1;
1401 1409
1402 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1410 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1411 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1419 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1412 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1420 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1413 1421
1414 if (op->type == DOOR) 1422 if (op->type == DOOR)
1415 { 1423 {
1416 op->set_speed (0.1); 1424 op->set_speed (0.1f);
1417 op->speed_left = -0.05; 1425 op->speed_left = -0.05f;
1418 return maxdam; 1426 return maxdam;
1419 } 1427 }
1420 1428
1421 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1429 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1422 { 1430 {
1423 remove_friendly_object (op);
1424
1425 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1426 op->owner->contr->ranges[range_golem] = 0;
1427
1428 op->destroy (); 1431 op->destroy ();
1429 return maxdam; 1432 return maxdam;
1430 } 1433 }
1431 1434
1432 /* Now lets start dealing with experience we get for killing something */ 1435 /* Now lets start dealing with experience we get for killing something */
1476 else 1479 else
1477 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1480 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1478 1481
1479 /* Only play sounds for melee kills */ 1482 /* Only play sounds for melee kills */
1480 if (hitter->type == PLAYER) 1483 if (hitter->type == PLAYER)
1481 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1484 owner->play_sound (sound_find ("player_kills"));
1482 } 1485 }
1483 1486
1484 /* If a player kills another player, not on 1487 /* If a player kills another player, not on
1485 * battleground, the "killer" looses 1 luck. Since this is 1488 * battleground, the "killer" looses 1 luck. Since this is
1486 * not reversible, it's actually quite a pain IMHO. -AV 1489 * not reversible, it's actually quite a pain IMHO. -AV
1491 */ 1494 */
1492 if (op->type == PLAYER && owner != op && !battleg) 1495 if (op->type == PLAYER && owner != op && !battleg)
1493 owner->change_luck (-settings.pk_luck_penalty); 1496 owner->change_luck (-settings.pk_luck_penalty);
1494 1497
1495 /* This code below deals with finding the appropriate skill 1498 /* This code below deals with finding the appropriate skill
1496 * to credit exp to. This is a bit problematic - we should 1499 * to credit exp to. This is a bit problematic - we should
1497 * probably never really have to look at current_weapon->skill 1500 * probably never really have to look at current_weapon->skill
1498 */ 1501 */
1499 skill = 0; 1502 skill = 0;
1500 1503
1501 if (hitter->skill && hitter->type != PLAYER) 1504 if (hitter->skill && hitter->type != PLAYER)
1502 skill = hitter->skill; 1505 skill = hitter->skill;
1503 else if (owner->chosen_skill) 1506 else if (owner->chosen_skill)
1504 { 1507 {
1505 skill = owner->chosen_skill->skill;
1506 skop = owner->chosen_skill; 1508 skop = owner->chosen_skill;
1509 skill = skop->skill;
1507 } 1510 }
1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1511 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1509 skill = owner->current_weapon->skill; 1512 skill = owner->current_weapon->skill;
1510 else 1513 else
1511 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1514 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1512 1515
1513 /* We have the skill we want to credit to - now find the object this goes 1516 /* We have the skill we want to credit to - now find the object this goes
1514 * to. Make sure skop is an actual skill, and not a skill tool! 1517 * to. Make sure skop is an actual skill, and not a skill tool!
1515 */ 1518 */
1516 if ((!skop || skop->type != SKILL) && skill) 1519 if ((!skop || skop->type != SKILL) && skill)
1517 { 1520 {
1518 int i; 1521 int i;
1519 1522
1545 skill = skop->skill; 1548 skill = skop->skill;
1546 1549
1547 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1550 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1548 1551
1549 /* If you didn't kill yourself, and your not the wizard */ 1552 /* If you didn't kill yourself, and your not the wizard */
1550 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1553 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1551 { 1554 {
1552 int exp; 1555 int exp;
1553 1556
1554 /* Really don't give much experience for killing other players */ 1557 /* Really don't give much experience for killing other players */
1555 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1558 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1582 if (owner->type != PLAYER || owner->contr->party == NULL) 1585 if (owner->type != PLAYER || owner->contr->party == NULL)
1583 change_exp (owner, exp, skill, 0); 1586 change_exp (owner, exp, skill, 0);
1584 else 1587 else
1585 { 1588 {
1586 int shares = 0, count = 0; 1589 int shares = 0, count = 0;
1587 player *pl;
1588 partylist *party = owner->contr->party; 1590 partylist *party = owner->contr->party;
1589 1591
1590 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1592 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1591 1593
1592 for_all_players (pl) 1594 for_all_players (pl)
1623 { 1625 {
1624 object *owner1 = op->owner; 1626 object *owner1 = op->owner;
1625 1627
1626 if (owner1 && owner1->type == PLAYER) 1628 if (owner1 && owner1->type == PLAYER)
1627 { 1629 {
1628 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1630 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1629 /* Maybe we should include the owner that killed this, maybe not */ 1631 /* Maybe we should include the owner that killed this, maybe not */
1630 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1632 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1631 } 1633 }
1632 1634
1633 remove_friendly_object (op); 1635 remove_friendly_object (op);
1651} 1653}
1652 1654
1653/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1655/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1654 * Returns 0 this is not friendly fire 1656 * Returns 0 this is not friendly fire
1655 */ 1657 */
1656
1657int 1658int
1658friendly_fire (object *op, object *hitter) 1659friendly_fire (object *op, object *hitter)
1659{ 1660{
1660 object *owner; 1661 object *owner;
1661 int friendlyfire; 1662 int friendlyfire;
1680 } 1681 }
1681 1682
1682 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1683 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1683 friendlyfire = 0; 1684 friendlyfire = 0;
1684 } 1685 }
1686
1685 return friendlyfire; 1687 return friendlyfire;
1686} 1688}
1687
1688 1689
1689/* This isn't used just for players, but in fact most objects. 1690/* This isn't used just for players, but in fact most objects.
1690 * op is the object to be hit, dam is the amount of damage, hitter 1691 * op is the object to be hit, dam is the amount of damage, hitter
1691 * is what is hitting the object, type is the attacktype, and 1692 * is what is hitting the object, type is the attacktype, and
1692 * full_hit is set if monster area does not matter. 1693 * full_hit is set if monster area does not matter.
1693 * dam is base damage - protections/vulnerabilities/slaying matches can 1694 * dam is base damage - protections/vulnerabilities/slaying matches can
1694 * modify it. 1695 * modify it.
1695 */ 1696 */
1696
1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1697/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699
1700int 1699int
1701hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1700hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1702{ 1701{
1703 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1704 int maxattacktype, attacknum; 1703 int maxattacktype, attacknum;
1712 1711
1713 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1712 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1714 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1713 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1715 return 0; 1714 return 0;
1716 1715
1717#ifdef PROHIBIT_PLAYERKILL 1716 // only allow pk for hostile players
1718 if (op->type == PLAYER) 1717 if (op->type == PLAYER)
1719 { 1718 {
1720 object *owner = hitter->owner; 1719 object *owner = hitter->owner;
1721 1720
1722 if (!owner) 1721 if (!owner)
1723 owner = hitter; 1722 owner = hitter;
1724 1723
1725 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1724 if (owner->type == PLAYER
1725 && (!op_on_battleground (op, 0, 0)
1726 && (op->contr->peaceful || owner->contr->peaceful))
1727 && op != owner)
1726 return 0; 1728 return 0;
1727 } 1729 }
1728#endif
1729 1730
1730 if (body_attack) 1731 if (body_attack)
1731 { 1732 {
1732 /* slow and paralyze must hit the head. But we don't want to just 1733 /* slow and paralyze must hit the head. But we don't want to just
1733 * return - we still need to process other attacks the spell still 1734 * return - we still need to process other attacks the spell still
1747 } 1748 }
1748 } 1749 }
1749 1750
1750 if (!simple_attack && op->type == DOOR) 1751 if (!simple_attack && op->type == DOOR)
1751 { 1752 {
1752 object *tmp;
1753
1754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1753 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1755 if (tmp->type == RUNE || tmp->type == TRAP) 1754 if (tmp->type == RUNE || tmp->type == TRAP)
1756 { 1755 {
1757 spring_trap (tmp, hitter); 1756 spring_trap (tmp, hitter);
1758 1757
1759 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1766 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1767 { 1766 {
1768 /* FIXME: If a player is killed by a rune in a door, the 1767 /* FIXME: If a player is killed by a rune in a door, the
1769 * destroyed() check above doesn't return, and might get here. 1768 * destroyed() check above doesn't return, and might get here.
1770 */ 1769 */
1770
1771 /* FIXME: This for example happens when a dead door is on a mover and
1772 gets it's speed_left raised on each mover-tick.
1773 Doors are removed in a kinda funny way by giving them speed and speed_left
1774 and waiting for that to run out.
1775 */
1771 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1776 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1772 return 0; 1777 return 0;
1773 } 1778 }
1774 1779
1775#ifdef ATTACK_DEBUG 1780#ifdef ATTACK_DEBUG
1776 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1787 * in case 0>dam>1, we try to "simulate" a float value-effect */
1783 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1788 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1784 if (dam >= 100) 1789 if (dam >= 100)
1785 dam /= 100; 1790 dam /= 100;
1786 else 1791 else
1787 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1792 dam = (dam > rndm (0, 99)) ? 1 : 0;
1788 } 1793 }
1789 1794
1790 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1795 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1791 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1796 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1792 */ 1797 */
1808 if ((!hitter->slaying || 1813 if ((!hitter->slaying ||
1809 (!(op->race && strstr (hitter->slaying, op->race)) && 1814 (!(op->race && strstr (hitter->slaying, op->race)) &&
1810 !(op->name && strstr (hitter->slaying, op->name)))) && 1815 !(op->name && strstr (hitter->slaying, op->name)))) &&
1811 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1816 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1812 (hitter->title != NULL 1817 (hitter->title != NULL
1813 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1814 return 0; 1819 return 0;
1815 } 1820 }
1816 1821
1817 maxattacktype = type; /* initialise this to something */ 1822 maxattacktype = type; /* initialise this to something */
1818 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1850 */ 1855 */
1851 friendlyfire = friendly_fire (op, hitter); 1856 friendlyfire = friendly_fire (op, hitter);
1852 if (friendlyfire && maxdam) 1857 if (friendlyfire && maxdam)
1853 { 1858 {
1854 maxdam = ((dam * settings.set_friendly_fire) / 100); 1859 maxdam = ((dam * settings.set_friendly_fire) / 100);
1855#ifndef COZY_SERVER
1856 maxdam++;
1857#endif
1858 1860
1859#ifdef ATTACK_DEBUG 1861#ifdef ATTACK_DEBUG
1860 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1862 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1861 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1863 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862#endif 1864#endif
1863 } 1865 }
1864 1866
1865 if (!full_hit) 1867 if (!full_hit)
1866 { 1868 {
1867 archetype *at;
1868 int area; 1869 int area;
1869 int remainder; 1870 int remainder;
1870 1871
1871 area = 0; 1872 area = 0;
1872 for (at = op->arch; at != NULL; at = at->more) 1873
1874 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1873 area++; 1875 area++;
1876
1874 assert (area > 0); 1877 assert (area > 0);
1875 1878
1876 /* basically: maxdam /= area; we try to "simulate" a float 1879 /* basically: maxdam /= area; we try to "simulate" a float
1877 value-effect */ 1880 value-effect */
1878 remainder = 100 * (maxdam % area) / area; 1881 remainder = 100 * (maxdam % area) / area;
1879 maxdam /= area; 1882 maxdam /= area;
1880 if (RANDOM () % 100 < remainder) 1883 if (rndm (100) < remainder)
1881 maxdam++; 1884 maxdam++;
1882 } 1885 }
1883 1886
1884#ifdef ATTACK_DEBUG 1887#ifdef ATTACK_DEBUG
1885 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1888 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1886#endif 1889#endif
1887 1890
1891 // for now, only do this for active objects, otherwise they
1892 // keep a refcount for a long time and I see no usefulness
1893 // for an non-active objetc to know its enemy.
1894 if (op->active)
1888 if (hitter->owner) 1895 if (hitter->owner)
1889 op->enemy = hitter->owner; 1896 op->enemy = hitter->owner;
1890 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1897 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1891 op->enemy = hitter; 1898 op->enemy = hitter;
1892 1899
1893 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1900 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1894 { 1901 {
1895 /* The unaggressives look after themselves 8) */ 1902 /* The unaggressives look after themselves 8) */
1896 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1903 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1933 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1940 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1934 * that before if the player was immune to ghosthit, the monster 1941 * that before if the player was immune to ghosthit, the monster
1935 * remained - that is no longer the case. 1942 * remained - that is no longer the case.
1936 */ 1943 */
1937 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1944 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1938 {
1939 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1940 remove_friendly_object (hitter);
1941
1942 hitter->destroy (); 1945 hitter->destroy ();
1943 } 1946
1944 /* Lets handle creatures that are splitting now */ 1947 /* Lets handle creatures that are splitting now */
1945 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1948 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1946 { 1949 {
1947 int i; 1950 int i;
1948 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1951 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1992 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1995 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1993 hitter->destroy (); 1996 hitter->destroy ();
1994 1997
1995 return maxdam; 1998 return maxdam;
1996} 1999}
1997
1998 2000
1999void 2001void
2000poison_player (object *op, object *hitter, int dam) 2002poison_player (object *op, object *hitter, int dam)
2001{ 2003{
2002 archetype *at = archetype::find ("poisoning"); 2004 archetype *at = archetype::find ("poisoning");
2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2040 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2039 tmp->stats.Int = MAX (-dam / 7, -10); 2041 tmp->stats.Int = MAX (-dam / 7, -10);
2040 SET_FLAG (tmp, FLAG_APPLIED); 2042 SET_FLAG (tmp, FLAG_APPLIED);
2041 op->update_stats (); 2043 op->update_stats ();
2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2045 op->play_sound (tmp->sound);
2043 } 2046 }
2047
2044 if (hitter->type == PLAYER) 2048 if (hitter->type == PLAYER)
2045 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2049 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2046 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2050 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2047 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2051 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2048 } 2052 }
2053
2049 tmp->speed_left = 0; 2054 tmp->speed_left = 0;
2050 } 2055 }
2051 else 2056 else
2052 tmp->stats.food++; 2057 tmp->stats.food++;
2053} 2058}
2057{ 2062{
2058 archetype *at = archetype::find ("slowness"); 2063 archetype *at = archetype::find ("slowness");
2059 object *tmp; 2064 object *tmp;
2060 2065
2061 if (at == NULL) 2066 if (at == NULL)
2062 {
2063 LOG (llevError, "Can't find slowness archetype.\n"); 2067 LOG (llevError, "Can't find slowness archetype.\n");
2064 } 2068
2065 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2069 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2066 { 2070 {
2067 tmp = arch_to_object (at); 2071 tmp = arch_to_object (at);
2068 tmp = insert_ob_in_ob (tmp, op); 2072 tmp = insert_ob_in_ob (tmp, op);
2069 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2073 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2070 } 2074 }
2071 else 2075 else
2072 tmp->stats.food++; 2076 tmp->stats.food++;
2077
2073 SET_FLAG (tmp, FLAG_APPLIED); 2078 SET_FLAG (tmp, FLAG_APPLIED);
2074 tmp->speed_left = 0; 2079 tmp->speed_left = 0;
2075 op->update_stats (); 2080 op->update_stats ();
2076} 2081}
2077 2082
2094 tmp->speed = 0.05; 2099 tmp->speed = 0.05;
2095 tmp->subtype = FORCE_CONFUSION; 2100 tmp->subtype = FORCE_CONFUSION;
2096 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2101 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2097 tmp->name = "confusion"; 2102 tmp->name = "confusion";
2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2103 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2104
2099 if (tmp->duration > maxduration) 2105 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 2106 tmp->duration = maxduration;
2101 2107
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2108 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2109 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2110
2104 SET_FLAG (op, FLAG_CONFUSED); 2111 SET_FLAG (op, FLAG_CONFUSED);
2105} 2112}
2106 2113
2107void 2114void
2108blind_player (object *op, object *hitter, int dam) 2115blind_player (object *op, object *hitter, int dam)
2174 op->speed_left = (float) -(FABS (op->speed) * max); 2181 op->speed_left = (float) -(FABS (op->speed) * max);
2175 2182
2176/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2183/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2177} 2184}
2178 2185
2179
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 2186/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 2187 * the computed damaged.
2182 */ 2188 */
2183void 2189void
2184deathstrike_player (object *op, object *hitter, int *dam) 2190deathstrike_player (object *op, object *hitter, int *dam)
2192 ** field of the deathstriking object */ 2198 ** field of the deathstriking object */
2193 2199
2194 int atk_lev, def_lev, kill_lev; 2200 int atk_lev, def_lev, kill_lev;
2195 2201
2196 if (hitter->slaying) 2202 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2203 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2198 return; 2204 return;
2199 2205
2200 def_lev = op->level; 2206 def_lev = op->level;
2201 if (def_lev < 1) 2207 if (def_lev < 1)
2202 { 2208 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2209 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2204 def_lev = 1; 2210 def_lev = 1;
2205 } 2211 }
2212
2206 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2213 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2207 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2214 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2208 atk_lev, def_lev); */ 2215 atk_lev, def_lev); */
2209 2216
2210 if (atk_lev >= def_lev) 2217 if (atk_lev >= def_lev)
2225 */ 2232 */
2226 *dam *= kill_lev / def_lev; 2233 *dam *= kill_lev / def_lev;
2227 } 2234 }
2228 } 2235 }
2229 else 2236 else
2230 {
2231 *dam = 0; /* no harm done */ 2237 *dam = 0; /* no harm done */
2232 }
2233} 2238}
2234 2239
2235/* thrown_item_effect() - handles any special effects of thrown 2240/* thrown_item_effect() - handles any special effects of thrown
2236 * items (like attacking living creatures--a potion thrown at a 2241 * items (like attacking living creatures--a potion thrown at a
2237 * monster). 2242 * monster).
2266 } 2271 }
2267 } 2272 }
2268} 2273}
2269 2274
2270/* adj_attackroll() - adjustments to attacks by various conditions */ 2275/* adj_attackroll() - adjustments to attacks by various conditions */
2271
2272int 2276int
2273adj_attackroll (object *hitter, object *target) 2277adj_attackroll (object *hitter, object *target)
2274{ 2278{
2275 object *attacker = hitter; 2279 object *attacker = hitter;
2276 int adjust = 0; 2280 int adjust = 0;
2341#endif 2345#endif
2342 2346
2343 return adjust; 2347 return adjust;
2344} 2348}
2345 2349
2346
2347/* determine if the object is an 'aimed' missile */ 2350/* determine if the object is an 'aimed' missile */
2348int 2351int
2349is_aimed_missile (object *op) 2352is_aimed_missile (object *op)
2350{ 2353{
2351 2354
2352 /* I broke what used to be one big if into a few nested 2355 /* I broke what used to be one big if into a few nested
2353 * ones so that figuring out the logic is at least possible. 2356 * ones so that figuring out the logic is at least possible.
2354 */ 2357 */
2355 if (op && (op->move_type & MOVE_FLYING)) 2358 if (op && (op->move_type & MOVE_FLYING))
2356 {
2357 if (op->type == ARROW || op->type == THROWN_OBJ) 2359 if (op->type == ARROW || op->type == THROWN_OBJ)
2358 return 1; 2360 return 1;
2359 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2361 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2360 return 1; 2362 return 1;
2361 } 2363
2362 return 0; 2364 return 0;
2363} 2365}

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