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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.54 by elmex, Sun Apr 15 15:59:57 2007 UTC vs.
Revision 1.78 by root, Mon Oct 22 03:11:46 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>
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90 90
91 if (mt == NULL) 91 if (!mt)
92 return TRUE; 92 return TRUE;
93 93
94 roll = rndm (1, 20); 94 roll = rndm (1, 20);
95 95
96 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 { 165 {
166 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169 169
170 if (op) 170 if (op)
171 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
267 * op is going in direction 'dir' 267 * op is going in direction 'dir'
268 * type is the attacktype of the object. 268 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
271 */ 271 */
272
273int 272int
274hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
275{ 274{
276 maptile *map; 275 maptile *map;
277 sint16 x, y; 276 sint16 x, y;
283 return 0; 282 return 0;
284 } 283 }
285 284
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287 { 286 {
288 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);
289 return 0; 288 return 0;
290 } 289 }
291 290
292 if (!op->map) 291 if (!op->map)
293 { 292 {
310 mapspace &ms = map->at (x, y); 309 mapspace &ms = map->at (x, y);
311 310
312 if (ms.flags () & P_SAFE) 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 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 { 318 {
320 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
614 if (hitter->owner != NULL) 613 if (hitter->owner != NULL)
615 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);
616 else 615 else
617 { 616 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
619 if (dam != 0) 619 if (dam != 0)
620 { 620 {
621 if (dam < 10) 621 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20) 623 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else 625 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
627 } 627 }
628 } 628 }
629
629 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */ 631 } /* end of player hitting player */
631 632
632 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
633 { 634 {
634 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
635 if (dam != 0) 637 if (dam != 0)
636 { 638 {
637 if (dam < 10) 639 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
639 else if (dam < 20) 641 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
641 else 643 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
643 } 645 }
646
644 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 } 648 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 { 650 {
648 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
657 if (next) 660 if (next)
658 while (next) 661 while (next)
659 { 662 {
660 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))
661 i *= 3; 664 i *= 3;
665
662 tmp = next; 666 tmp = next;
663 next = tmp->above; 667 next = tmp->above;
664 } 668 }
665 669
666 if (i < 0) 670 if (i < 0)
671 } 675 }
672 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
673 return; 677 return;
674 678
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
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 690 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 692 return 1;
689 } 693 }
694
690 if ((*target)->head) 695 if ((*target)->head)
691 *target = (*target)->head; 696 *target = (*target)->head;
697
692 if ((*hitter)->head) 698 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 { 702 {
696 *simple_attack = 1; 703 *simple_attack = 1;
697 return 0; 704 return 0;
698 } 705 }
706
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
701 { 711 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 714 return 1;
704 } 715 }
716
705 *simple_attack = 0; 717 *simple_attack = 0;
706 return 0; 718 return 0;
707} 719}
708 720
709static int 721static int
745 757
746 /* 758 /*
747 * A little check to make it more difficult to dance forward and back 759 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 760 * to avoid ever being hit by monsters.
749 */ 761 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 763 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 764 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 765 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 766 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 767 * we call process_object, the 'if' statement above will fail.
756 */ 768 */
757 op->speed_left--; 769 --op->speed_left;
758 process_object (op); 770 process_object (op);
759 771
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 773 goto error;
762 } 774 }
772 /* See if we hit the creature */ 784 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 785 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 786 {
775 int hitdam = base_dam; 787 int hitdam = base_dam;
776 788
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) 789 if (!simple_attack)
795 { 790 {
796 /* If you hit something, the victim should *always* wake up. 791 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 792 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 793 * -b.t. */
806 801
807 /* if you were hidden and hit by a creature, you are discovered */ 802 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 804 {
810 make_visible (op); 805 make_visible (op);
806
811 if (op->type == PLAYER) 807 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 809 }
814 810
815 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
869} 865}
870 866
871int 867int
872attack_ob (object *op, object *hitter) 868attack_ob (object *op, object *hitter)
873{ 869{
874
875 if (hitter->head)
876 hitter = hitter->head; 870 hitter = hitter->head_ ();
871
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 873}
879 874
880/* op is the arrow, tmp is what is stopping the arrow. 875/* op is the arrow, tmp is what is stopping the arrow.
881 * 876 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 886 * stick around.
892 */ 887 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 889 {
895 if (tmp->head != NULL)
896 tmp = tmp->head; 890 tmp = tmp->head_ ();
897 891
898 op->remove (); 892 op->remove ();
899 op = insert_ob_in_ob (op, tmp); 893 op = insert_ob_in_ob (op, tmp);
900 894
901 if (tmp->type == PLAYER) 895 if (tmp->type == PLAYER)
1008 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1009 } 1003 }
1010 1004
1011 return op; 1005 return op;
1012} 1006}
1013
1014 1007
1015void 1008void
1016tear_down_wall (object *op) 1009tear_down_wall (object *op)
1017{ 1010{
1018 int perc = 0; 1011 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1061 if (!target->enemy)
1069 target->enemy = owner; 1062 target->enemy = owner;
1070} 1063}
1071 1064
1072
1073/* This returns the amount of damage hitter does to op with the 1065/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1067 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1069 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1080 return 0;
1089 } 1081 }
1090 1082
1091 if (dam < 0) 1083 if (dam < 0)
1092 { 1084 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1087 return 0;
1095 } 1088 }
1096 1089
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1090 /* 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. */ 1091 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1092 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1093 return dam;
1101 1094
1102 if (hitter->slaying) 1095 if (hitter->slaying)
1103 { 1096 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1097 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1099 {
1107 doesnt_slay = 0; 1100 doesnt_slay = 0;
1108 dam *= 3; 1101 dam *= 3;
1109 } 1102 }
1110 } 1103 }
1124 /* Special hack. By default, if immune to something, you 1117 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1118 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1119 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1120 * special processing is needed */
1128 1121
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1130 return 0; 1125 return 0;
1131 1126
1132 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1133 1128
1134 switch (attacknum) 1129 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1179 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1180 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1182 blind_player (op, hitter, dam);
1188 } 1183 }
1184
1189 dam = 0; /* These are all effects and don't do real damage */ 1185 dam = 0; /* These are all effects and don't do real damage */
1190 } 1186 }
1191 break; 1187 break;
1192 1188
1193 case ATNR_ACID: 1189 case ATNR_ACID:
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1268 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1269 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1270 * attacks, hence all the != PLAYER checks.
1275 */ 1271 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1273 {
1278 object *owner = hitter->owner; 1274 object *owner = hitter->owner;
1279 1275
1280 if (owner && owner != hitter) 1276 if (owner && owner != hitter)
1281 { 1277 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1278 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1279 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1281 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1283 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1285
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1287 }
1293 1288
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1289 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, 1290 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1302 object *god = find_god (determine_god (owner));
1308 int div = 1; 1303 int div = 1;
1309 1304
1310 /* if undead are not an enemy of your god, you turn them 1305 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1306 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1308 div = 2;
1309
1314 /* Give a bonus if you resist turn undead */ 1310 /* 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))) 1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1312 scare_creature (op, owner);
1317 } 1313 }
1318 else 1314 else
1324 case ATNR_DEATH: 1320 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1321 deathstrike_player (op, hitter, &dam);
1326 break; 1322 break;
1327 1323
1328 case ATNR_CHAOS: 1324 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1326 dam = 0;
1331 break; 1327 break;
1332 1328
1333 case ATNR_COUNTERSPELL: 1329 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1331 dam = 0;
1336 /* This should never happen. Counterspell is handled 1332 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1333 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1334 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1335 * does no damage. */
1411 char buf[MAX_BUF]; 1407 char buf[MAX_BUF];
1412 const char *skill; 1408 const char *skill;
1413 int maxdam = 0; 1409 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1410 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1411 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1412 object *owner = 0;
1417 object *skop = NULL; 1413 object *skop = 0;
1418 1414
1419 if (op->stats.hp >= 0) 1415 if (op->stats.hp >= 0)
1420 return -1; 1416 return -1;
1421 1417
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1429
1434 if (op->type == DOOR) 1430 if (op->type == DOOR)
1435 { 1431 {
1436 op->set_speed (0.1); 1432 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1433 op->speed_left = -0.05f;
1438 return maxdam; 1434 return maxdam;
1439 } 1435 }
1440 1436
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1438 {
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 (); 1439 op->destroy ();
1449 return maxdam; 1440 return maxdam;
1450 } 1441 }
1451 1442
1452 /* Now lets start dealing with experience we get for killing something */ 1443 /* Now lets start dealing with experience we get for killing something */
1496 else 1487 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1488 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1489
1499 /* Only play sounds for melee kills */ 1490 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1491 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1492 owner->play_sound (sound_find ("player_kills"));
1502 } 1493 }
1503 1494
1504 /* If a player kills another player, not on 1495 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1496 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1497 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1502 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1503 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1504 owner->change_luck (-settings.pk_luck_penalty);
1514 1505
1515 /* This code below deals with finding the appropriate skill 1506 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1507 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1508 * probably never really have to look at current_weapon->skill
1518 */ 1509 */
1519 skill = 0; 1510 skill = 0;
1520 1511
1521 if (hitter->skill && hitter->type != PLAYER) 1512 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1513 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1514 else if (owner->chosen_skill)
1524 { 1515 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1516 skop = owner->chosen_skill;
1517 skill = skop->skill;
1527 } 1518 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1520 skill = owner->current_weapon->skill;
1530 else 1521 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1565 skill = skop->skill; 1556 skill = skop->skill;
1566 1557
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568 1559
1569 /* If you didn't kill yourself, and your not the wizard */ 1560 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1562 {
1572 int exp; 1563 int exp;
1573 1564
1574 /* Really don't give much experience for killing other players */ 1565 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1642 { 1633 {
1643 object *owner1 = op->owner; 1634 object *owner1 = op->owner;
1644 1635
1645 if (owner1 && owner1->type == PLAYER) 1636 if (owner1 && owner1->type == PLAYER)
1646 { 1637 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1639 /* Maybe we should include the owner that killed this, maybe not */
1649 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1650 } 1641 }
1651 1642
1652 remove_friendly_object (op); 1643 remove_friendly_object (op);
1670} 1661}
1671 1662
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1663/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1664 * Returns 0 this is not friendly fire
1674 */ 1665 */
1675
1676int 1666int
1677friendly_fire (object *op, object *hitter) 1667friendly_fire (object *op, object *hitter)
1678{ 1668{
1679 object *owner; 1669 object *owner;
1680 int friendlyfire; 1670 int friendlyfire;
1699 } 1689 }
1700 1690
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1691 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1692 friendlyfire = 0;
1703 } 1693 }
1694
1704 return friendlyfire; 1695 return friendlyfire;
1705} 1696}
1706
1707 1697
1708/* This isn't used just for players, but in fact most objects. 1698/* This isn't used just for players, but in fact most objects.
1709 * op is the object to be hit, dam is the amount of damage, hitter 1699 * op is the object to be hit, dam is the amount of damage, hitter
1710 * is what is hitting the object, type is the attacktype, and 1700 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1701 * full_hit is set if monster area does not matter.
1729 1719
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1731 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1722 return 0;
1733 1723
1734#ifdef PROHIBIT_PLAYERKILL 1724 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1725 if (op->type == PLAYER)
1736 { 1726 {
1737 object *owner = hitter->owner; 1727 object *owner = hitter->owner;
1738 1728
1739 if (!owner) 1729 if (!owner)
1740 owner = hitter; 1730 owner = hitter;
1741 1731
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1732 if (owner->type == PLAYER
1733 && (!op_on_battleground (op, 0, 0)
1734 && (op->contr->peaceful || owner->contr->peaceful))
1735 && op != owner)
1743 return 0; 1736 return 0;
1744 } 1737 }
1745#endif
1746 1738
1747 if (body_attack) 1739 if (body_attack)
1748 { 1740 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1741 /* slow and paralyze must hit the head. But we don't want to just
1750 * return - we still need to process other attacks the spell still 1742 * return - we still need to process other attacks the spell still
1829 if ((!hitter->slaying || 1821 if ((!hitter->slaying ||
1830 (!(op->race && strstr (hitter->slaying, op->race)) && 1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1831 !(op->name && strstr (hitter->slaying, op->name)))) && 1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1832 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1833 (hitter->title != NULL 1825 (hitter->title != NULL
1834 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1835 return 0; 1827 return 0;
1836 } 1828 }
1837 1829
1838 maxattacktype = type; /* initialise this to something */ 1830 maxattacktype = type; /* initialise this to something */
1839 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1871 */ 1863 */
1872 friendlyfire = friendly_fire (op, hitter); 1864 friendlyfire = friendly_fire (op, hitter);
1873 if (friendlyfire && maxdam) 1865 if (friendlyfire && maxdam)
1874 { 1866 {
1875 maxdam = ((dam * settings.set_friendly_fire) / 100); 1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1876#ifndef COZY_SERVER
1877 maxdam++;
1878#endif
1879 1868
1880#ifdef ATTACK_DEBUG 1869#ifdef ATTACK_DEBUG
1881 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1870 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1882 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1883#endif 1872#endif
1884 } 1873 }
1885 1874
1886 if (!full_hit) 1875 if (!full_hit)
1887 { 1876 {
1888 archetype *at;
1889 int area; 1877 int area;
1890 int remainder; 1878 int remainder;
1891 1879
1892 area = 0; 1880 area = 0;
1893 for (at = op->arch; at != NULL; at = at->more) 1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1894 area++; 1883 area++;
1884
1895 assert (area > 0); 1885 assert (area > 0);
1896 1886
1897 /* basically: maxdam /= area; we try to "simulate" a float 1887 /* basically: maxdam /= area; we try to "simulate" a float
1898 value-effect */ 1888 value-effect */
1899 remainder = 100 * (maxdam % area) / area; 1889 remainder = 100 * (maxdam % area) / area;
1904 1894
1905#ifdef ATTACK_DEBUG 1895#ifdef ATTACK_DEBUG
1906 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1907#endif 1897#endif
1908 1898
1899 // for now, only do this for active objects, otherwise they
1900 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy.
1902 if (op->active)
1909 if (hitter->owner) 1903 if (hitter->owner)
1910 op->enemy = hitter->owner; 1904 op->enemy = hitter->owner;
1911 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1912 op->enemy = hitter; 1906 op->enemy = hitter;
1913 1907
1914 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1915 { 1909 {
1916 /* The unaggressives look after themselves 8) */ 1910 /* The unaggressives look after themselves 8) */
1917 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1921 if (magic && did_make_save (op, op->level, 0)) 1915 if (magic && did_make_save (op, op->level, 0))
1922 maxdam = maxdam / 2; 1916 maxdam = maxdam / 2;
1923 1917
1924 attack_message (maxdam, maxattacktype, op, hitter); 1918 attack_message (maxdam, maxattacktype, op, hitter);
1925 1919
1926 if (op->type == DOOR && maxdam > 0) { LOG (llevDebug, "DOOR WAS HIT: %d BY %s\n", maxdam, hitter->debug_desc ()); }
1927 op->stats.hp -= maxdam; 1920 op->stats.hp -= maxdam;
1928 1921
1929 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1930 if ((op->stats.hp >= 0) && 1923 if ((op->stats.hp >= 0) &&
1931 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1955 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1956 * that before if the player was immune to ghosthit, the monster 1949 * that before if the player was immune to ghosthit, the monster
1957 * remained - that is no longer the case. 1950 * remained - that is no longer the case.
1958 */ 1951 */
1959 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1960 {
1961 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1962 remove_friendly_object (hitter);
1963
1964 hitter->destroy (); 1953 hitter->destroy ();
1965 } 1954
1966 /* Lets handle creatures that are splitting now */ 1955 /* Lets handle creatures that are splitting now */
1967 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1968 { 1957 {
1969 int i; 1958 int i;
1970 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1977 return maxdam; 1966 return maxdam;
1978 } 1967 }
1979 1968
1980 op->remove (); 1969 op->remove ();
1981 1970
1982 for (i = 0; i < NROFNEWOBJS (op); i++) 1971 for (i = 0; i < op->stats.food; i++)
1983 { /* This doesn't handle op->more yet */ 1972 { /* This doesn't handle op->more yet */
1984 object *tmp = arch_to_object (op->other_arch); 1973 object *tmp = arch_to_object (op->other_arch);
1985 int j; 1974 int j;
1986 1975
1987 tmp->stats.hp = op->stats.hp; 1976 tmp->stats.hp = op->stats.hp;
2014 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2015 hitter->destroy (); 2004 hitter->destroy ();
2016 2005
2017 return maxdam; 2006 return maxdam;
2018} 2007}
2019
2020 2008
2021void 2009void
2022poison_player (object *op, object *hitter, int dam) 2010poison_player (object *op, object *hitter, int dam)
2023{ 2011{
2024 archetype *at = archetype::find ("poisoning"); 2012 archetype *at = archetype::find ("poisoning");
2060 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2061 tmp->stats.Int = MAX (-dam / 7, -10); 2049 tmp->stats.Int = MAX (-dam / 7, -10);
2062 SET_FLAG (tmp, FLAG_APPLIED); 2050 SET_FLAG (tmp, FLAG_APPLIED);
2063 op->update_stats (); 2051 op->update_stats ();
2064 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound);
2065 } 2054 }
2055
2066 if (hitter->type == PLAYER) 2056 if (hitter->type == PLAYER)
2067 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2068 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2069 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2070 } 2060 }
2061
2071 tmp->speed_left = 0; 2062 tmp->speed_left = 0;
2072 } 2063 }
2073 else 2064 else
2074 tmp->stats.food++; 2065 tmp->stats.food++;
2075} 2066}
2079{ 2070{
2080 archetype *at = archetype::find ("slowness"); 2071 archetype *at = archetype::find ("slowness");
2081 object *tmp; 2072 object *tmp;
2082 2073
2083 if (at == NULL) 2074 if (at == NULL)
2084 {
2085 LOG (llevError, "Can't find slowness archetype.\n"); 2075 LOG (llevError, "Can't find slowness archetype.\n");
2086 } 2076
2087 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2088 { 2078 {
2089 tmp = arch_to_object (at); 2079 tmp = arch_to_object (at);
2090 tmp = insert_ob_in_ob (tmp, op); 2080 tmp = insert_ob_in_ob (tmp, op);
2091 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2092 } 2082 }
2093 else 2083 else
2094 tmp->stats.food++; 2084 tmp->stats.food++;
2085
2095 SET_FLAG (tmp, FLAG_APPLIED); 2086 SET_FLAG (tmp, FLAG_APPLIED);
2096 tmp->speed_left = 0; 2087 tmp->speed_left = 0;
2097 op->update_stats (); 2088 op->update_stats ();
2098} 2089}
2099 2090
2116 tmp->speed = 0.05; 2107 tmp->speed = 0.05;
2117 tmp->subtype = FORCE_CONFUSION; 2108 tmp->subtype = FORCE_CONFUSION;
2118 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2119 tmp->name = "confusion"; 2110 tmp->name = "confusion";
2120 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
2121 if (tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
2122 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
2123 2115
2124 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2125 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118
2126 SET_FLAG (op, FLAG_CONFUSED); 2119 SET_FLAG (op, FLAG_CONFUSED);
2127} 2120}
2128 2121
2129void 2122void
2130blind_player (object *op, object *hitter, int dam) 2123blind_player (object *op, object *hitter, int dam)
2213 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2214 2207
2215 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2216 2209
2217 if (hitter->slaying) 2210 if (hitter->slaying)
2218 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2219 return; 2212 return;
2220 2213
2221 def_lev = op->level; 2214 def_lev = op->level;
2222 if (def_lev < 1) 2215 if (def_lev < 1)
2223 { 2216 {
2224 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2225 def_lev = 1; 2218 def_lev = 1;
2226 } 2219 }
2227 2220
2228 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2229 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2286 } 2279 }
2287 } 2280 }
2288} 2281}
2289 2282
2290/* adj_attackroll() - adjustments to attacks by various conditions */ 2283/* adj_attackroll() - adjustments to attacks by various conditions */
2291
2292int 2284int
2293adj_attackroll (object *hitter, object *target) 2285adj_attackroll (object *hitter, object *target)
2294{ 2286{
2295 object *attacker = hitter; 2287 object *attacker = hitter;
2296 int adjust = 0; 2288 int adjust = 0;
2370 2362
2371 /* I broke what used to be one big if into a few nested 2363 /* I broke what used to be one big if into a few nested
2372 * ones so that figuring out the logic is at least possible. 2364 * ones so that figuring out the logic is at least possible.
2373 */ 2365 */
2374 if (op && (op->move_type & MOVE_FLYING)) 2366 if (op && (op->move_type & MOVE_FLYING))
2375 {
2376 if (op->type == ARROW || op->type == THROWN_OBJ) 2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2377 return 1; 2368 return 1;
2378 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2379 return 1; 2370 return 1;
2380 }
2381 2371
2382 return 0; 2372 return 0;
2383} 2373}

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