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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.55 by elmex, Sun Apr 15 19:23:18 2007 UTC vs.
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
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 if (op->decrease ())
169
170 if (op)
171 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
172 170
173 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
174 { 172 {
175 if (env) 173 if (env)
176 { 174 {
177 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
196 return; 194 return;
197 } 195 }
198 196
199 if (op->nrof > 1) 197 if (op->nrof > 1)
200 { 198 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
205 } 201 }
206 else 202 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 203 op->destroy ();
217 }
218 204
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 206 if (env)
221 { 207 {
222 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
267 * op is going in direction 'dir' 253 * op is going in direction 'dir'
268 * type is the attacktype of the object. 254 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 255 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 256 * returns 1 if it hits something, 0 otherwise.
271 */ 257 */
272
273int 258int
274hit_map (object *op, int dir, int type, int full_hit) 259hit_map (object *op, int dir, int type, int full_hit)
275{ 260{
276 maptile *map; 261 maptile *map;
277 sint16 x, y; 262 sint16 x, y;
283 return 0; 268 return 0;
284 } 269 }
285 270
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287 { 272 {
288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
289 return 0; 274 return 0;
290 } 275 }
291 276
292 if (!op->map) 277 if (!op->map)
293 { 278 {
310 mapspace &ms = map->at (x, y); 295 mapspace &ms = map->at (x, y);
311 296
312 if (ms.flags () & P_SAFE) 297 if (ms.flags () & P_SAFE)
313 return 0; 298 return 0;
314 299
315 /* peterm: a few special cases for special attacktypes --counterspell 300 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive 301 * must be out here because it strikes things which are not alive
317 */ 302 */
318 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 { 304 {
320 if (type & AT_COUNTERSPELL) 305 if (type & AT_COUNTERSPELL)
614 if (hitter->owner != NULL) 599 if (hitter->owner != NULL)
615 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
616 else 601 else
617 { 602 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
619 if (dam != 0) 605 if (dam != 0)
620 { 606 {
621 if (dam < 10) 607 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20) 609 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else 611 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
627 } 613 }
628 } 614 }
615
629 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */ 617 } /* end of player hitting player */
631 618
632 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
633 { 620 {
634 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
635 if (dam != 0) 623 if (dam != 0)
636 { 624 {
637 if (dam < 10) 625 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
639 else if (dam < 20) 627 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
641 else 629 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
643 } 631 }
632
644 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 } 634 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 { 636 {
648 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
657 if (next) 646 if (next)
658 while (next) 647 while (next)
659 { 648 {
660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
661 i *= 3; 650 i *= 3;
651
662 tmp = next; 652 tmp = next;
663 next = tmp->above; 653 next = tmp->above;
664 } 654 }
665 655
666 if (i < 0) 656 if (i < 0)
671 } 661 }
672 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
673 return; 663 return;
674 664
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 668 }
679} 669}
680 670
681 671
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 676 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 678 return 1;
689 } 679 }
680
690 if ((*target)->head) 681 if ((*target)->head)
691 *target = (*target)->head; 682 *target = (*target)->head;
683
692 if ((*hitter)->head) 684 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
695 { 688 {
696 *simple_attack = 1; 689 *simple_attack = 1;
697 return 0; 690 return 0;
698 } 691 }
692
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
701 { 697 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 700 return 1;
704 } 701 }
702
705 *simple_attack = 0; 703 *simple_attack = 0;
706 return 0; 704 return 0;
707} 705}
708 706
709static int 707static int
745 743
746 /* 744 /*
747 * A little check to make it more difficult to dance forward and back 745 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
749 */ 747 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 749 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
756 */ 754 */
757 op->speed_left--; 755 --op->speed_left;
758 process_object (op); 756 process_object (op);
759 757
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 759 goto error;
762 } 760 }
772 /* See if we hit the creature */ 770 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 772 {
775 int hitdam = base_dam; 773 int hitdam = base_dam;
776 774
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) 775 if (!simple_attack)
795 { 776 {
796 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 779 * -b.t. */
806 787
807 /* if you were hidden and hit by a creature, you are discovered */ 788 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 790 {
810 make_visible (op); 791 make_visible (op);
792
811 if (op->type == PLAYER) 793 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 795 }
814 796
815 /* thrown items (hitter) will have various effects 797 /* thrown items (hitter) will have various effects
869} 851}
870 852
871int 853int
872attack_ob (object *op, object *hitter) 854attack_ob (object *op, object *hitter)
873{ 855{
874
875 if (hitter->head)
876 hitter = hitter->head; 856 hitter = hitter->head_ ();
857
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 859}
879 860
880/* op is the arrow, tmp is what is stopping the arrow. 861/* op is the arrow, tmp is what is stopping the arrow.
881 * 862 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 872 * stick around.
892 */ 873 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 875 {
895 if (tmp->head != NULL)
896 tmp = tmp->head; 876 tmp = tmp->head_ ();
897 877
898 op->remove (); 878 op->remove ();
899 op = insert_ob_in_ob (op, tmp); 879 op = insert_ob_in_ob (op, tmp);
900 880
901 if (tmp->type == PLAYER) 881 if (tmp->type == PLAYER)
1008 insert_ob_in_ob (hitter, container); 988 insert_ob_in_ob (hitter, container);
1009 } 989 }
1010 990
1011 return op; 991 return op;
1012} 992}
1013
1014 993
1015void 994void
1016tear_down_wall (object *op) 995tear_down_wall (object *op)
1017{ 996{
1018 int perc = 0; 997 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1046 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1047 if (!target->enemy)
1069 target->enemy = owner; 1048 target->enemy = owner;
1070} 1049}
1071 1050
1072
1073/* This returns the amount of damage hitter does to op with the 1051/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1053 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1055 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1066 return 0;
1089 } 1067 }
1090 1068
1091 if (dam < 0) 1069 if (dam < 0)
1092 { 1070 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1073 return 0;
1095 } 1074 }
1096 1075
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1076 /* 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. */ 1077 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1078 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1079 return dam;
1101 1080
1102 if (hitter->slaying) 1081 if (hitter->slaying)
1103 { 1082 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1083 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1085 {
1107 doesnt_slay = 0; 1086 doesnt_slay = 0;
1108 dam *= 3; 1087 dam *= 3;
1109 } 1088 }
1110 } 1089 }
1124 /* Special hack. By default, if immune to something, you 1103 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1104 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1105 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1106 * special processing is needed */
1128 1107
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1130 return 0; 1111 return 0;
1131 1112
1132 /* Keep this in order - makes things easier to find */ 1113 /* Keep this in order - makes things easier to find */
1133 1114
1134 switch (attacknum) 1115 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1165 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1166 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1167 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1168 blind_player (op, hitter, dam);
1188 } 1169 }
1170
1189 dam = 0; /* These are all effects and don't do real damage */ 1171 dam = 0; /* These are all effects and don't do real damage */
1190 } 1172 }
1191 break; 1173 break;
1192 1174
1193 case ATNR_ACID: 1175 case ATNR_ACID:
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1254 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1255 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1275 */ 1257 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1259 {
1278 object *owner = hitter->owner; 1260 object *owner = hitter->owner;
1279 1261
1280 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1281 { 1263 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1264 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1265 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1267 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1269 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1271
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1273 }
1293 1274
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1275 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, 1276 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1308 int div = 1; 1289 int div = 1;
1309 1290
1310 /* if undead are not an enemy of your god, you turn them 1291 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1292 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1294 div = 2;
1295
1314 /* Give a bonus if you resist turn undead */ 1296 /* 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))) 1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1298 scare_creature (op, owner);
1317 } 1299 }
1318 else 1300 else
1324 case ATNR_DEATH: 1306 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1326 break; 1308 break;
1327 1309
1328 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1312 dam = 0;
1331 break; 1313 break;
1332 1314
1333 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1317 dam = 0;
1336 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1321 * does no damage. */
1411 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1412 const char *skill; 1394 const char *skill;
1413 int maxdam = 0; 1395 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1397 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1398 object *owner = 0;
1417 object *skop = NULL; 1399 object *skop = 0;
1418 1400
1419 if (op->stats.hp >= 0) 1401 if (op->stats.hp >= 0)
1420 return -1; 1402 return -1;
1421 1403
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1415
1434 if (op->type == DOOR) 1416 if (op->type == DOOR)
1435 { 1417 {
1436 op->set_speed (0.1); 1418 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1438 return maxdam; 1420 return maxdam;
1439 } 1421 }
1440 1422
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1424 {
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 (); 1425 op->destroy ();
1449 return maxdam; 1426 return maxdam;
1450 } 1427 }
1451 1428
1452 /* Now lets start dealing with experience we get for killing something */ 1429 /* Now lets start dealing with experience we get for killing something */
1496 else 1473 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1475
1499 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1502 } 1479 }
1503 1480
1504 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1488 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1514 1491
1515 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1518 */ 1495 */
1519 skill = 0; 1496 skill = 0;
1520 1497
1521 if (hitter->skill && hitter->type != PLAYER) 1498 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1499 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1500 else if (owner->chosen_skill)
1524 { 1501 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1527 } 1504 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1506 skill = owner->current_weapon->skill;
1530 else 1507 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1565 skill = skop->skill; 1542 skill = skop->skill;
1566 1543
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568 1545
1569 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1548 {
1572 int exp; 1549 int exp;
1573 1550
1574 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1642 { 1619 {
1643 object *owner1 = op->owner; 1620 object *owner1 = op->owner;
1644 1621
1645 if (owner1 && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1646 { 1623 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* 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); 1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1650 } 1627 }
1651 1628
1652 remove_friendly_object (op); 1629 remove_friendly_object (op);
1670} 1647}
1671 1648
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1650 * Returns 0 this is not friendly fire
1674 */ 1651 */
1675
1676int 1652int
1677friendly_fire (object *op, object *hitter) 1653friendly_fire (object *op, object *hitter)
1678{ 1654{
1679 object *owner; 1655 object *owner;
1680 int friendlyfire; 1656 int friendlyfire;
1699 } 1675 }
1700 1676
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1678 friendlyfire = 0;
1703 } 1679 }
1680
1704 return friendlyfire; 1681 return friendlyfire;
1705} 1682}
1706
1707 1683
1708/* This isn't used just for players, but in fact most objects. 1684/* 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 1685 * 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 1686 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1729 1705
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1706 /* 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)) 1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1708 return 0;
1733 1709
1734#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1736 { 1712 {
1737 object *owner = hitter->owner; 1713 object *owner = hitter->owner;
1738 1714
1739 if (!owner) 1715 if (!owner)
1740 owner = hitter; 1716 owner = hitter;
1741 1717
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1743 return 0; 1722 return 0;
1744 } 1723 }
1745#endif
1746 1724
1747 if (body_attack) 1725 if (body_attack)
1748 { 1726 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1727 /* 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 1728 * return - we still need to process other attacks the spell still
1829 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1830 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1831 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1832 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1833 (hitter->title != NULL 1811 (hitter->title != NULL
1834 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1835 return 0; 1813 return 0;
1836 } 1814 }
1837 1815
1838 maxattacktype = type; /* initialise this to something */ 1816 maxattacktype = type; /* initialise this to something */
1839 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1871 */ 1849 */
1872 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1873 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1874 { 1852 {
1875 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1876#ifndef COZY_SERVER
1877 maxdam++;
1878#endif
1879 1854
1880#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1881 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1882 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1883#endif 1858#endif
1884 } 1859 }
1885 1860
1886 if (!full_hit) 1861 if (!full_hit)
1887 { 1862 {
1888 archetype *at;
1889 int area; 1863 int area;
1890 int remainder; 1864 int remainder;
1891 1865
1892 area = 0; 1866 area = 0;
1893 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1894 area++; 1869 area++;
1870
1895 assert (area > 0); 1871 assert (area > 0);
1896 1872
1897 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1898 value-effect */ 1874 value-effect */
1899 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1904 1880
1905#ifdef ATTACK_DEBUG 1881#ifdef ATTACK_DEBUG
1906 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1907#endif 1883#endif
1908 1884
1885 // for now, only do this for active objects, otherwise they
1886 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy.
1888 if (op->active)
1909 if (hitter->owner) 1889 if (hitter->owner)
1910 op->enemy = hitter->owner; 1890 op->enemy = hitter->owner;
1911 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1912 op->enemy = hitter; 1892 op->enemy = hitter;
1913 1893
1914 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1915 { 1895 {
1916 /* The unaggressives look after themselves 8) */ 1896 /* The unaggressives look after themselves 8) */
1917 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1954 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1955 * that before if the player was immune to ghosthit, the monster 1935 * that before if the player was immune to ghosthit, the monster
1956 * remained - that is no longer the case. 1936 * remained - that is no longer the case.
1957 */ 1937 */
1958 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1959 {
1960 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1961 remove_friendly_object (hitter);
1962
1963 hitter->destroy (); 1939 hitter->destroy ();
1964 } 1940
1965 /* Lets handle creatures that are splitting now */ 1941 /* Lets handle creatures that are splitting now */
1966 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1967 { 1943 {
1968 int i; 1944 int i;
1969 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1976 return maxdam; 1952 return maxdam;
1977 } 1953 }
1978 1954
1979 op->remove (); 1955 op->remove ();
1980 1956
1981 for (i = 0; i < NROFNEWOBJS (op); i++) 1957 for (i = 0; i < op->stats.food; i++)
1982 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
1983 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
1984 int j; 1960 int j;
1985 1961
1986 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
2013 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2014 hitter->destroy (); 1990 hitter->destroy ();
2015 1991
2016 return maxdam; 1992 return maxdam;
2017} 1993}
2018
2019 1994
2020void 1995void
2021poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2022{ 1997{
2023 archetype *at = archetype::find ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2059 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2060 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2061 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2062 op->update_stats (); 2037 op->update_stats ();
2063 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
2064 } 2040 }
2041
2065 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2066 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2067 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2068 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2069 } 2046 }
2047
2070 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2071 } 2049 }
2072 else 2050 else
2073 tmp->stats.food++; 2051 tmp->stats.food++;
2074} 2052}
2078{ 2056{
2079 archetype *at = archetype::find ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2080 object *tmp; 2058 object *tmp;
2081 2059
2082 if (at == NULL) 2060 if (at == NULL)
2083 {
2084 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2085 } 2062
2086 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2087 { 2064 {
2088 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2089 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2090 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2091 } 2068 }
2092 else 2069 else
2093 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2094 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2095 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2096 op->update_stats (); 2074 op->update_stats ();
2097} 2075}
2098 2076
2115 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2116 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2117 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2118 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2119 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2120 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2121 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2122 2101
2123 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2124 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2125 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2126} 2106}
2127 2107
2128void 2108void
2129blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2212 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2213 2193
2214 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2215 2195
2216 if (hitter->slaying) 2196 if (hitter->slaying)
2217 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2218 return; 2198 return;
2219 2199
2220 def_lev = op->level; 2200 def_lev = op->level;
2221 if (def_lev < 1) 2201 if (def_lev < 1)
2222 { 2202 {
2223 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2224 def_lev = 1; 2204 def_lev = 1;
2225 } 2205 }
2226 2206
2227 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2228 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2285 } 2265 }
2286 } 2266 }
2287} 2267}
2288 2268
2289/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2290
2291int 2270int
2292adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2293{ 2272{
2294 object *attacker = hitter; 2273 object *attacker = hitter;
2295 int adjust = 0; 2274 int adjust = 0;
2369 2348
2370 /* I broke what used to be one big if into a few nested 2349 /* I broke what used to be one big if into a few nested
2371 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2372 */ 2351 */
2373 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2374 {
2375 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2376 return 1; 2354 return 1;
2377 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2378 return 1; 2356 return 1;
2379 }
2380 2357
2381 return 0; 2358 return 0;
2382} 2359}

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