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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.48 by root, Thu Jan 18 22:20:00 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.
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 <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;
84 materialtype_t *mt; 80 materialtype_t *mt;
85 81
86 if (op->materialname == NULL) 82 if (op->materialname == NULL)
87 { 83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 else 88 else
93 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
94 90
95 if (mt == NULL) 91 if (!mt)
96 return TRUE; 92 return TRUE;
97 93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
165 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 163 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
169 { 165 {
170 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
171 167
172 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
173 169
174 if (op) 170 if (op)
175 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
271 * op is going in direction 'dir' 267 * op is going in direction 'dir'
272 * type is the attacktype of the object. 268 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
275 */ 271 */
276
277int 272int
278hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
279{ 274{
280 maptile *map; 275 maptile *map;
281 sint16 x, y; 276 sint16 x, y;
287 return 0; 282 return 0;
288 } 283 }
289 284
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 286 {
292 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);
293 return 0; 288 return 0;
294 } 289 }
295 290
296 if (!op->map) 291 if (!op->map)
297 { 292 {
314 mapspace &ms = map->at (x, y); 309 mapspace &ms = map->at (x, y);
315 310
316 if (ms.flags () & P_SAFE) 311 if (ms.flags () & P_SAFE)
317 return 0; 312 return 0;
318 313
319 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
320 * 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
321 */ 316 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 318 {
324 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
375 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
376 * 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
377 * 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
378 * destroyed right now. 373 * destroyed right now.
379 */ 374 */
380 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)
381 { 376 {
382 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
383 378
384 if (op->destroyed ()) 379 if (op->destroyed ())
385 break; 380 break;
618 if (hitter->owner != NULL) 613 if (hitter->owner != NULL)
619 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);
620 else 615 else
621 { 616 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
623 if (dam != 0) 619 if (dam != 0)
624 { 620 {
625 if (dam < 10) 621 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 623 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 625 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 627 }
632 } 628 }
629
633 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 631 } /* end of player hitting player */
635 632
636 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
637 { 634 {
638 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
639 if (dam != 0) 637 if (dam != 0)
640 { 638 {
641 if (dam < 10) 639 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 641 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
645 else 643 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
647 } 645 }
646
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 648 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 650 {
652 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
654 { 653 {
655 i = 4; 654 i = 4;
656 map = hitter->map; 655 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
658 return; 657 return;
658
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 660 if (next)
661 while (next) 661 while (next)
662 { 662 {
663 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))
664 i *= 3; 664 i *= 3;
665
665 tmp = next; 666 tmp = next;
666 next = tmp->above; 667 next = tmp->above;
667 } 668 }
669
668 if (i < 0) 670 if (i < 0)
669 return; 671 return;
672
670 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
671 return; 674 return;
672 } 675 }
673 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
674 return; 677 return;
678
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 682 }
679} 683}
680 684
681 685
697 return 0; 701 return 0;
698 } 702 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 703 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || 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)))
701 { 705 {
702 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);
703 return 1; 707 return 1;
704 } 708 }
705 *simple_attack = 0; 709 *simple_attack = 0;
706 return 0; 710 return 0;
707} 711}
745 749
746 /* 750 /*
747 * 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
748 * to avoid ever being hit by monsters. 752 * to avoid ever being hit by monsters.
749 */ 753 */
750 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)
751 { 755 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 756 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 757 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 758 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 759 * we call process_object, the 'if' statement above will fail.
756 */ 760 */
757 op->speed_left--; 761 --op->speed_left;
758 process_object (op); 762 process_object (op);
759 763
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 764 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 765 goto error;
762 } 766 }
772 /* See if we hit the creature */ 776 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 777 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 778 {
775 int hitdam = base_dam; 779 int hitdam = base_dam;
776 780
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack) 781 if (!simple_attack)
795 { 782 {
796 /* If you hit something, the victim should *always* wake up. 783 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 784 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 785 * -b.t. */
806 793
807 /* 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 */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 795 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 796 {
810 make_visible (op); 797 make_visible (op);
798
811 if (op->type == PLAYER) 799 if (op->type == PLAYER)
812 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!");
813 } 801 }
814 802
815 /* thrown items (hitter) will have various effects 803 /* thrown items (hitter) will have various effects
869} 857}
870 858
871int 859int
872attack_ob (object *op, object *hitter) 860attack_ob (object *op, object *hitter)
873{ 861{
874
875 if (hitter->head)
876 hitter = hitter->head; 862 hitter = hitter->head_ ();
863
877 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);
878} 865}
879 866
880/* op is the arrow, tmp is what is stopping the arrow. 867/* op is the arrow, tmp is what is stopping the arrow.
881 * 868 *
890 * 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
891 * stick around. 878 * stick around.
892 */ 879 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 880 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 881 {
895 if (tmp->head != NULL)
896 tmp = tmp->head; 882 tmp = tmp->head_ ();
897 883
898 op->remove (); 884 op->remove ();
899 op = insert_ob_in_ob (op, tmp); 885 op = insert_ob_in_ob (op, tmp);
900 886
901 if (tmp->type == PLAYER) 887 if (tmp->type == PLAYER)
1008 insert_ob_in_ob (hitter, container); 994 insert_ob_in_ob (hitter, container);
1009 } 995 }
1010 996
1011 return op; 997 return op;
1012} 998}
1013
1014 999
1015void 1000void
1016tear_down_wall (object *op) 1001tear_down_wall (object *op)
1017{ 1002{
1018 int perc = 0; 1003 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1052 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1053 if (!target->enemy)
1069 target->enemy = owner; 1054 target->enemy = owner;
1070} 1055}
1071 1056
1072
1073/* 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
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1058 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * 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
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1060 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * 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
1088 return 0; 1072 return 0;
1089 } 1073 }
1090 1074
1091 if (dam < 0) 1075 if (dam < 0)
1092 { 1076 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1077 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1078 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1079 return 0;
1095 } 1080 }
1096 1081
1097 /* 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
1098 * people can't mess with that or it otherwise get confused. */ 1083 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1084 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1085 return dam;
1101 1086
1102 if (hitter->slaying) 1087 if (hitter->slaying)
1103 { 1088 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1089 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1090 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1091 {
1107 doesnt_slay = 0; 1092 doesnt_slay = 0;
1108 dam *= 3; 1093 dam *= 3;
1109 } 1094 }
1110 } 1095 }
1124 /* Special hack. By default, if immune to something, you 1109 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1110 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1111 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1112 * special processing is needed */
1128 1113
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1114 if (op->resist[attacknum] >= 100
1115 && doesnt_slay
1116 && attacknum != ATNR_ACID)
1130 return 0; 1117 return 0;
1131 1118
1132 /* Keep this in order - makes things easier to find */ 1119 /* Keep this in order - makes things easier to find */
1133 1120
1134 switch (attacknum) 1121 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1171 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1172 op->drain_stat ();
1186 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))
1187 blind_player (op, hitter, dam); 1174 blind_player (op, hitter, dam);
1188 } 1175 }
1176
1189 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 */
1190 } 1178 }
1191 break; 1179 break;
1192 1180
1193 case ATNR_ACID: 1181 case ATNR_ACID:
1203 if (tmp->invisible) 1191 if (tmp->invisible)
1204 continue; 1192 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1193 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */ 1194 /* >= 10% acid res. on items will protect these */
1207 continue; 1195 continue;
1208 if (!(tmp->material & M_IRON)) 1196 if (!(tmp->materials & M_IRON))
1209 continue; 1197 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */ 1198 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue; 1199 continue;
1212 if (tmp->type == RING 1200 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */ 1201 /* removed boots and gloves from exclusion list in PR */
1271 * 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,
1272 * nothing happens. 1260 * nothing happens.
1273 * 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
1274 * attacks, hence all the != PLAYER checks. 1262 * attacks, hence all the != PLAYER checks.
1275 */ 1263 */
1276 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))
1277 { 1265 {
1278 object *owner = hitter->owner; 1266 object *owner = hitter->owner;
1279 1267
1280 if (owner && owner != hitter) 1268 if (owner && owner != hitter)
1281 { 1269 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1270 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1271 change_exp (owner, op->stats.exp / (rate * 2),
1284 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);
1285 } 1273 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1274 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1275 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1277
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1278 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1279 }
1293 1280
1294 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
1295 * 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,
1307 object *god = find_god (determine_god (owner)); 1294 object *god = find_god (determine_god (owner));
1308 int div = 1; 1295 int div = 1;
1309 1296
1310 /* 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
1311 * at half strength */ 1298 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1299 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1300 div = 2;
1301
1314 /* Give a bonus if you resist turn undead */ 1302 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1304 scare_creature (op, owner);
1317 } 1305 }
1318 else 1306 else
1324 case ATNR_DEATH: 1312 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1313 deathstrike_player (op, hitter, &dam);
1326 break; 1314 break;
1327 1315
1328 case ATNR_CHAOS: 1316 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1317 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1318 dam = 0;
1331 break; 1319 break;
1332 1320
1333 case ATNR_COUNTERSPELL: 1321 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1322 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1323 dam = 0;
1336 /* This should never happen. Counterspell is handled 1324 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1325 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1326 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1327 * does no damage. */
1411 char buf[MAX_BUF]; 1399 char buf[MAX_BUF];
1412 const char *skill; 1400 const char *skill;
1413 int maxdam = 0; 1401 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1402 int battleg = 0; /* true if op standing on battleground */
1415 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 */
1416 object *owner = NULL; 1404 object *owner = 0;
1417 object *skop = NULL; 1405 object *skop = 0;
1418 1406
1419 if (op->stats.hp >= 0) 1407 if (op->stats.hp >= 0)
1420 return -1; 1408 return -1;
1421 1409
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1410 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1419 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 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 */
1433 1421
1434 if (op->type == DOOR) 1422 if (op->type == DOOR)
1435 { 1423 {
1436 op->set_speed (0.1); 1424 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1425 op->speed_left = -0.05f;
1438 return maxdam; 1426 return maxdam;
1439 } 1427 }
1440 1428
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1429 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1430 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy (); 1431 op->destroy ();
1449 return maxdam; 1432 return maxdam;
1450 } 1433 }
1451 1434
1452 /* Now lets start dealing with experience we get for killing something */ 1435 /* Now lets start dealing with experience we get for killing something */
1496 else 1479 else
1497 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));
1498 1481
1499 /* Only play sounds for melee kills */ 1482 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1483 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1484 owner->play_sound (sound_find ("player_kills"));
1502 } 1485 }
1503 1486
1504 /* If a player kills another player, not on 1487 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1488 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1489 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1494 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1495 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1496 owner->change_luck (-settings.pk_luck_penalty);
1514 1497
1515 /* This code below deals with finding the appropriate skill 1498 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1499 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1500 * probably never really have to look at current_weapon->skill
1518 */ 1501 */
1519 skill = 0; 1502 skill = 0;
1520 1503
1521 if (hitter->skill && hitter->type != PLAYER) 1504 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1505 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1506 else if (owner->chosen_skill)
1524 { 1507 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1508 skop = owner->chosen_skill;
1509 skill = skop->skill;
1527 } 1510 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1511 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1512 skill = owner->current_weapon->skill;
1530 else 1513 else
1531 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");
1532 1515
1533 /* 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
1534 * 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!
1535 */ 1518 */
1536 if ((!skop || skop->type != SKILL) && skill) 1519 if ((!skop || skop->type != SKILL) && skill)
1537 { 1520 {
1538 int i; 1521 int i;
1539 1522
1565 skill = skop->skill; 1548 skill = skop->skill;
1566 1549
1567 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);
1568 1551
1569 /* If you didn't kill yourself, and your not the wizard */ 1552 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1553 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1554 {
1572 int exp; 1555 int exp;
1573 1556
1574 /* Really don't give much experience for killing other players */ 1557 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1558 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1602 if (owner->type != PLAYER || owner->contr->party == NULL) 1585 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0); 1586 change_exp (owner, exp, skill, 0);
1604 else 1587 else
1605 { 1588 {
1606 int shares = 0, count = 0; 1589 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party; 1590 partylist *party = owner->contr->party;
1609 1591
1610 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);
1611 1593
1612 for_all_players (pl) 1594 for_all_players (pl)
1643 { 1625 {
1644 object *owner1 = op->owner; 1626 object *owner1 = op->owner;
1645 1627
1646 if (owner1 && owner1->type == PLAYER) 1628 if (owner1 && owner1->type == PLAYER)
1647 { 1629 {
1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1630 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1649 /* Maybe we should include the owner that killed this, maybe not */ 1631 /* Maybe we should include the owner that killed this, maybe not */
1650 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);
1651 } 1633 }
1652 1634
1653 remove_friendly_object (op); 1635 remove_friendly_object (op);
1671} 1653}
1672 1654
1673/* 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
1674 * Returns 0 this is not friendly fire 1656 * Returns 0 this is not friendly fire
1675 */ 1657 */
1676
1677int 1658int
1678friendly_fire (object *op, object *hitter) 1659friendly_fire (object *op, object *hitter)
1679{ 1660{
1680 object *owner; 1661 object *owner;
1681 int friendlyfire; 1662 int friendlyfire;
1700 } 1681 }
1701 1682
1702 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)
1703 friendlyfire = 0; 1684 friendlyfire = 0;
1704 } 1685 }
1686
1705 return friendlyfire; 1687 return friendlyfire;
1706} 1688}
1707
1708 1689
1709/* 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.
1710 * 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
1711 * is what is hitting the object, type is the attacktype, and 1692 * is what is hitting the object, type is the attacktype, and
1712 * full_hit is set if monster area does not matter. 1693 * full_hit is set if monster area does not matter.
1730 1711
1731 /* 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 */
1732 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))
1733 return 0; 1714 return 0;
1734 1715
1735#ifdef PROHIBIT_PLAYERKILL 1716 // only allow pk for hostile players
1736 if (op->type == PLAYER) 1717 if (op->type == PLAYER)
1737 { 1718 {
1738 object *owner = hitter->owner; 1719 object *owner = hitter->owner;
1739 1720
1740 if (!owner) 1721 if (!owner)
1741 owner = hitter; 1722 owner = hitter;
1742 1723
1743 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)
1744 return 0; 1728 return 0;
1745 } 1729 }
1746#endif
1747 1730
1748 if (body_attack) 1731 if (body_attack)
1749 { 1732 {
1750 /* 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
1751 * return - we still need to process other attacks the spell still 1734 * return - we still need to process other attacks the spell still
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1766 {
1784 /* 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
1785 * destroyed() check above doesn't return, and might get here. 1768 * destroyed() check above doesn't return, and might get here.
1786 */ 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 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1776 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1788 return 0; 1777 return 0;
1789 } 1778 }
1790 1779
1791#ifdef ATTACK_DEBUG 1780#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1824 if ((!hitter->slaying || 1813 if ((!hitter->slaying ||
1825 (!(op->race && strstr (hitter->slaying, op->race)) && 1814 (!(op->race && strstr (hitter->slaying, op->race)) &&
1826 !(op->name && strstr (hitter->slaying, op->name)))) && 1815 !(op->name && strstr (hitter->slaying, op->name)))) &&
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1816 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1828 (hitter->title != NULL 1817 (hitter->title != NULL
1829 && (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)))
1830 return 0; 1819 return 0;
1831 } 1820 }
1832 1821
1833 maxattacktype = type; /* initialise this to something */ 1822 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1866 */ 1855 */
1867 friendlyfire = friendly_fire (op, hitter); 1856 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam) 1857 if (friendlyfire && maxdam)
1869 { 1858 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100); 1859 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874 1860
1875#ifdef ATTACK_DEBUG 1861#ifdef ATTACK_DEBUG
1876 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",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1863 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif 1864#endif
1879 } 1865 }
1880 1866
1881 if (!full_hit) 1867 if (!full_hit)
1882 { 1868 {
1883 archetype *at;
1884 int area; 1869 int area;
1885 int remainder; 1870 int remainder;
1886 1871
1887 area = 0; 1872 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more) 1873
1874 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1889 area++; 1875 area++;
1876
1890 assert (area > 0); 1877 assert (area > 0);
1891 1878
1892 /* basically: maxdam /= area; we try to "simulate" a float 1879 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */ 1880 value-effect */
1894 remainder = 100 * (maxdam % area) / area; 1881 remainder = 100 * (maxdam % area) / area;
1899 1886
1900#ifdef ATTACK_DEBUG 1887#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1888 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1889#endif
1903 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)
1904 if (hitter->owner) 1895 if (hitter->owner)
1905 op->enemy = hitter->owner; 1896 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1897 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1898 op->enemy = hitter;
1908 1899
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1900 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 { 1901 {
1911 /* The unaggressives look after themselves 8) */ 1902 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1903 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1949 /* 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
1950 * that before if the player was immune to ghosthit, the monster 1941 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1942 * remained - that is no longer the case.
1952 */ 1943 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1944 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1945 hitter->destroy ();
1959 } 1946
1960 /* Lets handle creatures that are splitting now */ 1947 /* Lets handle creatures that are splitting now */
1961 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))
1962 { 1949 {
1963 int i; 1950 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1951 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1995 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy (); 1996 hitter->destroy ();
2010 1997
2011 return maxdam; 1998 return maxdam;
2012} 1999}
2013
2014 2000
2015void 2001void
2016poison_player (object *op, object *hitter, int dam) 2002poison_player (object *op, object *hitter, int dam)
2017{ 2003{
2018 archetype *at = archetype::find ("poisoning"); 2004 archetype *at = archetype::find ("poisoning");
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2040 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10); 2041 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 2042 SET_FLAG (tmp, FLAG_APPLIED);
2057 op->update_stats (); 2043 op->update_stats ();
2058 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);
2059 } 2046 }
2047
2060 if (hitter->type == PLAYER) 2048 if (hitter->type == PLAYER)
2061 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);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2050 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 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);
2064 } 2052 }
2053
2065 tmp->speed_left = 0; 2054 tmp->speed_left = 0;
2066 } 2055 }
2067 else 2056 else
2068 tmp->stats.food++; 2057 tmp->stats.food++;
2069} 2058}
2073{ 2062{
2074 archetype *at = archetype::find ("slowness"); 2063 archetype *at = archetype::find ("slowness");
2075 object *tmp; 2064 object *tmp;
2076 2065
2077 if (at == NULL) 2066 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n"); 2067 LOG (llevError, "Can't find slowness archetype.\n");
2080 } 2068
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2069 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 { 2070 {
2083 tmp = arch_to_object (at); 2071 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op); 2072 tmp = insert_ob_in_ob (tmp, op);
2085 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!");
2086 } 2074 }
2087 else 2075 else
2088 tmp->stats.food++; 2076 tmp->stats.food++;
2077
2089 SET_FLAG (tmp, FLAG_APPLIED); 2078 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0; 2079 tmp->speed_left = 0;
2091 op->update_stats (); 2080 op->update_stats ();
2092} 2081}
2093 2082
2110 tmp->speed = 0.05; 2099 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION; 2100 tmp->subtype = FORCE_CONFUSION;
2112 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);
2113 tmp->name = "confusion"; 2102 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2103 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2104
2115 if (tmp->duration > maxduration) 2105 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration; 2106 tmp->duration = maxduration;
2117 2107
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2108 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 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
2120 SET_FLAG (op, FLAG_CONFUSED); 2111 SET_FLAG (op, FLAG_CONFUSED);
2121} 2112}
2122 2113
2123void 2114void
2124blind_player (object *op, object *hitter, int dam) 2115blind_player (object *op, object *hitter, int dam)
2190 op->speed_left = (float) -(FABS (op->speed) * max); 2181 op->speed_left = (float) -(FABS (op->speed) * max);
2191 2182
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2183/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193} 2184}
2194 2185
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 2186/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 2187 * the computed damaged.
2198 */ 2188 */
2199void 2189void
2200deathstrike_player (object *op, object *hitter, int *dam) 2190deathstrike_player (object *op, object *hitter, int *dam)
2208 ** field of the deathstriking object */ 2198 ** field of the deathstriking object */
2209 2199
2210 int atk_lev, def_lev, kill_lev; 2200 int atk_lev, def_lev, kill_lev;
2211 2201
2212 if (hitter->slaying) 2202 if (hitter->slaying)
2213 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))))
2214 return; 2204 return;
2215 2205
2216 def_lev = op->level; 2206 def_lev = op->level;
2217 if (def_lev < 1) 2207 if (def_lev < 1)
2218 { 2208 {
2219 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);
2220 def_lev = 1; 2210 def_lev = 1;
2221 } 2211 }
2212
2222 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;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2214 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 2215 atk_lev, def_lev); */
2225 2216
2226 if (atk_lev >= def_lev) 2217 if (atk_lev >= def_lev)
2241 */ 2232 */
2242 *dam *= kill_lev / def_lev; 2233 *dam *= kill_lev / def_lev;
2243 } 2234 }
2244 } 2235 }
2245 else 2236 else
2246 {
2247 *dam = 0; /* no harm done */ 2237 *dam = 0; /* no harm done */
2248 }
2249} 2238}
2250 2239
2251/* thrown_item_effect() - handles any special effects of thrown 2240/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a 2241 * items (like attacking living creatures--a potion thrown at a
2253 * monster). 2242 * monster).
2282 } 2271 }
2283 } 2272 }
2284} 2273}
2285 2274
2286/* adj_attackroll() - adjustments to attacks by various conditions */ 2275/* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288int 2276int
2289adj_attackroll (object *hitter, object *target) 2277adj_attackroll (object *hitter, object *target)
2290{ 2278{
2291 object *attacker = hitter; 2279 object *attacker = hitter;
2292 int adjust = 0; 2280 int adjust = 0;
2357#endif 2345#endif
2358 2346
2359 return adjust; 2347 return adjust;
2360} 2348}
2361 2349
2362
2363/* determine if the object is an 'aimed' missile */ 2350/* determine if the object is an 'aimed' missile */
2364int 2351int
2365is_aimed_missile (object *op) 2352is_aimed_missile (object *op)
2366{ 2353{
2367 2354
2368 /* 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
2369 * ones so that figuring out the logic is at least possible. 2356 * ones so that figuring out the logic is at least possible.
2370 */ 2357 */
2371 if (op && (op->move_type & MOVE_FLYING)) 2358 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2359 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2360 return 1;
2375 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))
2376 return 1; 2362 return 1;
2377 } 2363
2378 return 0; 2364 return 0;
2379} 2365}

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