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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.29 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.87 by root, Mon Jul 14 18:36:43 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) 66
71 { 67 if (object *pl = op->visible_to ())
72 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
73 }
74 } 69 }
75} 70}
76 71
77/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
78 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
82did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
83{ 78{
84 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) 82 if (!op->materialname)
88 { 83 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
90 if (op->material & mt->material) 85 if (op->materials & mt->material)
91 break; 86 break;
92 } 87 }
93 else 88 else
94 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
95 if (mt == NULL) 90
91 if (!mt)
96 return TRUE; 92 return TRUE;
93
97 roll = rndm (1, 20); 94 roll = rndm (1, 20);
98 95
99 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
100 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
101 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
107 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
108 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
109 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
110 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
111 108
112 if (type == 0) 109 if (type == 0) return TRUE;
113 return TRUE; 110
114 if (roll == 20) 111 if (roll == 20) return TRUE;
115 return TRUE; 112 if (roll == 1) return FALSE;
116 if (roll == 1)
117 return FALSE;
118 113
119 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
120 { 115 {
121 i = 1 << number; 116 i = 1 << number;
117
122 if (!(i & type)) 118 if (!(i & type))
123 continue; 119 continue;
120
124 attacks++; 121 attacks++;
125 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
126 saves++; 123 saves++;
127 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
128 saves++; 125 saves++;
130 saves++; 127 saves++;
131 } 128 }
132 129
133 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
134 return TRUE; 131 return TRUE;
132
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 134 return FALSE;
135
137 return TRUE; 136 return TRUE;
138} 137}
139 138
140/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 141 * calling cancellation, etc.)
143 */ 142 */
144
145void 143void
146save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
147{ 145{
148 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
149 { 147 {
154 op = stop_item (op); 152 op = stop_item (op);
155 if (op == NULL) 153 if (op == NULL)
156 return; 154 return;
157 155
158 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
159 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
160 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
161 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
162 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
163 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
165 */ 163 */
166 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))
167 { 165 {
168 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
169 167
170 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
171
172 if (op)
173 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
174 170
175 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
176 { 172 {
177 if (env) 173 if (env)
178 { 174 env->insert (op);
179 op->x = env->x, op->y = env->y;
180 insert_ob_in_ob (op, env);
181 if (env->contr)
182 esrv_send_item (env, op);
183 }
184 else 175 else
185 {
186 op->x = x, op->y = y;
187 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
188 }
189 } 177 }
190 178
191 return; 179 return;
192 } 180 }
193 181
198 return; 186 return;
199 } 187 }
200 188
201 if (op->nrof > 1) 189 if (op->nrof > 1)
202 { 190 {
203 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
204
205 if (op)
206 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
207 } 193 }
208 else 194 else
209 { 195 {
196 // drop everything to the ground, if possible
210 if (op->env) 197 while (op->inv)
211 { 198 op->inv->insert_at (originator);
212 object *tmp = is_player_inv (op->env);
213
214 if (tmp)
215 esrv_del_item (tmp->contr, op->count);
216 }
217 199
218 op->destroy (); 200 op->destroy ();
219 } 201 }
220 202
221 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
222 if (env) 204 if (env)
223 { 205 {
224 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
225 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
226 insert_ob_in_ob (op, env); 208 env->insert (op);
227 } 209 }
228 else 210 else
229 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
230 212
231 return; 213 return;
232 } 214 }
233 215
234 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
235 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
236 { 218 {
237 object *tmp;
238 archetype *at = archetype::find ("icecube"); 219 archetype *at = archetype::find (shstr_icecube);
239 220
240 if (at == NULL) 221 if (at == NULL)
241 return; 222 return;
242 223
243 op = stop_item (op); 224 op = stop_item (op);
244 if (op == NULL) 225 if (op == NULL)
245 return; 226 return;
246 227
247 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 228 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp)
248 { 230 {
249 tmp = arch_to_object (at); 231 tmp = arch_to_object (at);
250 tmp->x = op->x, tmp->y = op->y; 232 tmp->x = op->x, tmp->y = op->y;
251 /* This was in the old (pre new movement code) - 233 /* This was in the old (pre new movement code) -
252 * icecubes have slow_move set to 1 - don't want 234 * icecubes have slow_move set to 1 - don't want
255 tmp->move_slow_penalty = 0; 237 tmp->move_slow_penalty = 0;
256 tmp->move_slow = 0; 238 tmp->move_slow = 0;
257 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
258 } 240 }
259 241
260 if (!QUERY_FLAG (op, FLAG_REMOVED)) 242 tmp->insert (op);
261 op->remove ();
262
263 insert_ob_in_ob (op, tmp);
264 return; 243 return;
265 } 244 }
266} 245}
267 246
268/* Object op is hitting the map. 247/* Object op is hitting the map.
269 * op is going in direction 'dir' 248 * op is going in direction 'dir'
270 * type is the attacktype of the object. 249 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 250 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 251 * returns 1 if it hits something, 0 otherwise.
273 */ 252 */
274
275int 253int
276hit_map (object *op, int dir, int type, int full_hit) 254hit_map (object *op, int dir, int type, int full_hit)
277{ 255{
278 object *tmp, *next;
279 maptile *map; 256 maptile *map;
280 sint16 x, y; 257 sint16 x, y;
281 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 258 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
282 259
283 if (QUERY_FLAG (op, FLAG_FREED)) 260 if (QUERY_FLAG (op, FLAG_FREED))
286 return 0; 263 return 0;
287 } 264 }
288 265
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 { 267 {
291 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 268 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
292 return 0; 269 return 0;
293 } 270 }
294 271
295 if (!op->map) 272 if (!op->map)
296 { 273 {
299 } 276 }
300 277
301 if (op->head) 278 if (op->head)
302 op = op->head; 279 op = op->head;
303 280
304 map = op->map; 281 mapxy pos (op);
305 x = op->x + freearr_x[dir]; 282 pos.move (dir);
306 y = op->y + freearr_y[dir];
307 283
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 284 if (!pos.normalise ())
285 return 0;
309 286
310 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 289 mapspace &ms = pos.ms ();
290
291 if (ms.flags () & P_SAFE)
313 return 0; 292 return 0;
314 293
315 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive 295 * must be out here because it strikes things which are not alive
317 */ 296 */
318 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 {
319 if (type & AT_COUNTERSPELL) 299 if (type & AT_COUNTERSPELL)
320 { 300 {
321 counterspell (op, dir); /* see spell_effect.c */ 301 counterspell (op, dir); /* see spell_effect.c */
322 302
323 /* If the only attacktype is counterspell or magic, don't need 303 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 304 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338
339 next = get_map_ob (map, x, y);
340
341 while (next)
342 {
343 if (next->destroyed ())
344 {
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error. The errormessage
352 * below was spamming the logs for absolutely no reason.
353 */ 305 */
354 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 306 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
355 break; 307 return 0;
308
309 type &= ~AT_COUNTERSPELL;
310 }
311
312 if (type & AT_CHAOS)
356 } 313 {
314 shuffle_attack (op, 1); /* flag tells it to change the face */
315 update_object (op, UP_OBJ_FACE);
316 type &= ~AT_CHAOS;
317 }
318 }
357 319
320 /* There may still be objects that were above 'next', but there is no
321 * simple way to find out short of copying all object references and
322 * tags into a temporary array before we start processing the first
323 * object. That's why we just abort on destroy.
324 *
325 * This happens whenever attack spells (like fire) hit a pile
326 * of objects. This is not a bug - nor an error.
327 */
328 for (object *next = ms.bot; next && !next->destroyed (); )
329 {
358 tmp = next; 330 object *tmp = next;
359 next = tmp->above; 331 next = tmp->above;
360
361 if (tmp->destroyed ())
362 {
363 LOG (llevError, "BUG: hit_map(): found freed object\n");
364 break;
365 }
366 332
367 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
369 * This is one of the few cases where on_same_map should not be used. 335 * This is one of the few cases where on_same_map should not be used.
370 */ 336 */
371 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
372 continue; 338 continue;
373 339
374 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
375 { 341 {
376 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
377 retflag |= 1; 343 retflag |= 1;
344
378 if (op->destroyed ()) 345 if (op->destroyed ())
379 break; 346 break;
380 } 347 }
381
382 /* Here we are potentially destroying an object. If the object has 348 /* Here we are potentially destroying an object. If the object has
383 * NO_PASS set, it is also immune - you can't destroy walls. Note 349 * NO_PASS set, it is also immune - you can't destroy walls. Note
384 * that weak walls have is_alive set, which prevent objects from 350 * that weak walls have is_alive set, which prevent objects from
385 * passing over/through them. We don't care what type of movement 351 * passing over/through them. We don't care what type of movement
386 * the wall blocks - if it blocks any type of movement, can't be 352 * the wall blocks - if it blocks any type of movement, can't be
387 * destroyed right now. 353 * destroyed right now.
388 */ 354 */
389 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 355 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
390 { 356 {
391 save_throw_object (tmp, type, op); 357 save_throw_object (tmp, type, op);
358
392 if (op->destroyed ()) 359 if (op->destroyed ())
393 break; 360 break;
394 } 361 }
395 } 362 }
396 363
552 { 519 {
553 int mtype; 520 int mtype;
554 521
555 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
556 { 523 {
557 case WEAP_HIT: 524 case WEAP_HIT:
558 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
559 break; 526 break;
560 case WEAP_SLASH: 527 case WEAP_SLASH:
561 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
562 break; 529 break;
563 case WEAP_PIERCE: 530 case WEAP_PIERCE:
564 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
565 break; 532 break;
566 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
567 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
568 break; 535 break;
569 case WEAP_SLICE: 536 case WEAP_SLICE:
570 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
571 break; 538 break;
572 case WEAP_STAB: 539 case WEAP_STAB:
573 mtype = ATM_STAB; 540 mtype = ATM_STAB;
574 break; 541 break;
575 case WEAP_WHIP: 542 case WEAP_WHIP:
576 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
577 break; 544 break;
578 case WEAP_CRUSH: 545 case WEAP_CRUSH:
579 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
580 break; 547 break;
581 case WEAP_BLUD: 548 case WEAP_BLUD:
582 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
583 break; 550 break;
584 default: 551 default:
585 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
586 break; 553 break;
587 } 554 }
555
588 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
589 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
590 { 558 {
591 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 559 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
592 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
626 if (hitter->owner != NULL) 594 if (hitter->owner != NULL)
627 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 595 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
628 else 596 else
629 { 597 {
630 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
631 if (dam != 0) 600 if (dam != 0)
632 { 601 {
633 if (dam < 10) 602 if (dam < 10)
634 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
635 else if (dam < 20) 604 else if (dam < 20)
636 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
637 else 606 else
638 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
639 } 608 }
640 } 609 }
610
641 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
642 } /* end of player hitting player */ 612 } /* end of player hitting player */
643 613
644 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
645 { 615 {
646 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
647 if (dam != 0) 618 if (dam != 0)
648 { 619 {
649 if (dam < 10) 620 if (dam < 10)
650 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
651 else if (dam < 20) 622 else if (dam < 20)
652 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
653 else 624 else
654 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
655 } 626 }
627
656 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
657 } 629 }
658 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
659 { 631 {
660 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
662 { 634 {
663 i = 4; 635 i = 4;
664 map = hitter->map; 636 map = hitter->map;
665 if (out_of_map (map, hitter->x, hitter->y)) 637 if (out_of_map (map, hitter->x, hitter->y))
666 return; 638 return;
639
667 next = get_map_ob (map, hitter->x, hitter->y); 640 next = GET_MAP_OB (map, hitter->x, hitter->y);
668 if (next) 641 if (next)
669 while (next) 642 while (next)
670 { 643 {
671 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 644 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
672 i *= 3; 645 i *= 3;
646
673 tmp = next; 647 tmp = next;
674 next = tmp->above; 648 next = tmp->above;
675 } 649 }
650
676 if (i < 0) 651 if (i < 0)
677 return; 652 return;
653
678 if (rndm (0, i) != 0) 654 if (rndm (0, i) != 0)
679 return; 655 return;
680 } 656 }
681 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
682 return; 658 return;
659
683 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
684 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
685 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
686 } 663 }
687} 664}
688 665
689 666
693 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
694 { 671 {
695 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
696 return 1; 673 return 1;
697 } 674 }
675
698 if ((*target)->head) 676 if ((*target)->head)
699 *target = (*target)->head; 677 *target = (*target)->head;
678
700 if ((*hitter)->head) 679 if ((*hitter)->head)
701 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
702 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
703 { 686 {
704 *simple_attack = 1; 687 *simple_attack = 1;
705 return 0; 688 return 0;
706 } 689 }
690
707 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
708 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
709 { 695 {
710 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
711 return 1; 698 return 1;
712 } 699 }
700
713 *simple_attack = 0; 701 *simple_attack = 0;
714 return 0; 702 return 0;
715} 703}
716 704
717static int 705static int
753 741
754 /* 742 /*
755 * A little check to make it more difficult to dance forward and back 743 * A little check to make it more difficult to dance forward and back
756 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
757 */ 745 */
758 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
759 { 747 {
760 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
761 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
762 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
763 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
764 */ 752 */
765 op->speed_left--; 753 --op->speed_left;
766 process_object (op); 754 process_object (op);
767 755
768 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
769 goto error; 757 goto error;
770 } 758 }
780 /* See if we hit the creature */ 768 /* See if we hit the creature */
781 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
782 { 770 {
783 int hitdam = base_dam; 771 int hitdam = base_dam;
784 772
785 if (settings.casting_time == TRUE)
786 {
787 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
788 {
789 hitter->casting_time = -1;
790 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
791 }
792 if ((op->casting_time > -1) && (hitdam > 0))
793 {
794 op->casting_time = -1;
795 if (op->type == PLAYER)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
798 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
799 }
800 }
801 }
802 if (!simple_attack) 773 if (!simple_attack)
803 { 774 {
804 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
805 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
806 * -b.t. */ 777 * -b.t. */
814 785
815 /* if you were hidden and hit by a creature, you are discovered */ 786 /* if you were hidden and hit by a creature, you are discovered */
816 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
817 { 788 {
818 make_visible (op); 789 make_visible (op);
790
819 if (op->type == PLAYER) 791 if (op->type == PLAYER)
820 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
821 } 793 }
822 794
823 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
877} 849}
878 850
879int 851int
880attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
881{ 853{
882
883 if (hitter->head)
884 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
885 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
886} 857}
887 858
888/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
889 * 860 *
898 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
899 * stick around. 870 * stick around.
900 */ 871 */
901 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
902 { 873 {
903 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
904 tmp = tmp->head;
905
906 op->remove ();
907 op = insert_ob_in_ob (op, tmp);
908
909 if (tmp->type == PLAYER)
910 esrv_send_item (tmp, op);
911
912 return 1; 875 return 1;
913 } 876 }
914 else 877 else
915 return 0; 878 return 0;
916} 879}
1016 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
1017 } 980 }
1018 981
1019 return op; 982 return op;
1020} 983}
1021
1022 984
1023void 985void
1024tear_down_wall (object *op) 986tear_down_wall (object *op)
1025{ 987{
1026 int perc = 0; 988 int perc = 0;
1075 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1076 if (!target->enemy) 1038 if (!target->enemy)
1077 target->enemy = owner; 1039 target->enemy = owner;
1078} 1040}
1079 1041
1080
1081/* This returns the amount of damage hitter does to op with the 1042/* This returns the amount of damage hitter does to op with the
1082 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1083 * This doesn't damage the player, but returns how much it should 1044 * This doesn't damage the player, but returns how much it should
1084 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1085 * Note - changed for PR code - we now pass the attack number and not 1046 * Note - changed for PR code - we now pass the attack number and not
1086 * the attacktype. Makes it easier for the PR code. */ 1047 * the attacktype. Makes it easier for the PR code. */
1087
1088int 1048int
1089hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1049hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1090{ 1050{
1091
1092 int doesnt_slay = 1; 1051 int doesnt_slay = 1;
1093 1052
1094 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1095 if (attacknum >= NROFATTACKS) 1054 if (attacknum >= NROFATTACKS)
1096 { 1055 {
1098 return 0; 1057 return 0;
1099 } 1058 }
1100 1059
1101 if (dam < 0) 1060 if (dam < 0)
1102 { 1061 {
1103 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1104 return 0; 1064 return 0;
1105 } 1065 }
1106 1066
1107 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1108 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1109 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1110 return dam; 1070 return dam;
1111 1071
1112 if (hitter->slaying) 1072 if (hitter->slaying)
1113 { 1073 {
1114 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1115 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1116 { 1076 {
1117 doesnt_slay = 0; 1077 doesnt_slay = 0;
1118 dam *= 3; 1078 dam *= 3;
1119 } 1079 }
1120 } 1080 }
1134 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1135 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1136 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1137 * special processing is needed */ 1097 * special processing is needed */
1138 1098
1139 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1140 return 0; 1102 return 0;
1141 1103
1142 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1143 1105
1144 switch (attacknum) 1106 switch (attacknum)
1145 { 1107 {
1146 case ATNR_PHYSICAL: 1108 case ATNR_PHYSICAL:
1147 /* here also check for diseases */ 1109 /* here also check for diseases */
1148 check_physically_infect (op, hitter); 1110 check_physically_infect (op, hitter);
1149 break; 1111 break;
1150 1112
1151 /* Don't need to do anything for: 1113 /* Don't need to do anything for:
1152 magic, 1114 magic,
1153 fire, 1115 fire,
1154 electricity, 1116 electricity,
1155 cold */ 1117 cold */
1156 1118
1157 case ATNR_CONFUSION: 1119 case ATNR_CONFUSION:
1158 case ATNR_POISON: 1120 case ATNR_POISON:
1159 case ATNR_SLOW: 1121 case ATNR_SLOW:
1160 case ATNR_PARALYZE: 1122 case ATNR_PARALYZE:
1161 case ATNR_FEAR: 1123 case ATNR_FEAR:
1162 case ATNR_CANCELLATION: 1124 case ATNR_CANCELLATION:
1163 case ATNR_DEPLETE: 1125 case ATNR_DEPLETE:
1164 case ATNR_BLIND: 1126 case ATNR_BLIND:
1165 { 1127 {
1166 /* chance for inflicting a special attack depends on the 1128 /* chance for inflicting a special attack depends on the
1167 * difference between attacker's and defender's level 1129 * difference between attacker's and defender's level
1168 */ 1130 */
1169 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1170 1132
1171 /* First, only creatures/players with speed can be affected. 1133 /* First, only creatures/players with speed can be affected.
1172 * Second, just getting hit doesn't mean it always affects 1134 * Second, just getting hit doesn't mean it always affects
1173 * you. Third, you still get a saving through against the 1135 * you. Third, you still get a saving through against the
1174 * effect. 1136 * effect.
1175 */ 1137 */
1176 if (op->speed && 1138 if (op->speed &&
1177 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1178 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1179 { 1141 {
1180 1142
1181 /* Player has been hit by something */ 1143 /* Player has been hit by something */
1182 if (attacknum == ATNR_CONFUSION) 1144 if (attacknum == ATNR_CONFUSION)
1183 confuse_player (op, hitter, dam); 1145 confuse_player (op, hitter, dam);
1184 else if (attacknum == ATNR_POISON) 1146 else if (attacknum == ATNR_POISON)
1185 poison_player (op, hitter, dam); 1147 poison_player (op, hitter, dam);
1186 else if (attacknum == ATNR_SLOW) 1148 else if (attacknum == ATNR_SLOW)
1187 slow_player (op, hitter, dam); 1149 slow_player (op, hitter, dam);
1188 else if (attacknum == ATNR_PARALYZE) 1150 else if (attacknum == ATNR_PARALYZE)
1189 paralyze_player (op, hitter, dam); 1151 paralyze_player (op, hitter, dam);
1190 else if (attacknum == ATNR_FEAR) 1152 else if (attacknum == ATNR_FEAR)
1191 scare_creature (op, hitter); 1153 scare_creature (op, hitter);
1192 else if (attacknum == ATNR_CANCELLATION) 1154 else if (attacknum == ATNR_CANCELLATION)
1193 cancellation (op); 1155 cancellation (op);
1194 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1195 drain_stat (op); 1157 op->drain_stat ();
1196 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1197 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1198 } 1160 }
1161
1199 dam = 0; /* These are all effects and don't do real damage */ 1162 dam = 0; /* These are all effects and don't do real damage */
1200 } 1163 }
1201 break; 1164 break;
1165
1202 case ATNR_ACID: 1166 case ATNR_ACID:
1203 { 1167 {
1204 int flag = 0; 1168 int flag = 0;
1205 1169
1206 /* Items only get corroded if you're not on a battleground and 1170 /* Items only get corroded if you're not on a battleground and
1207 * if your acid resistance is below 50%. */ 1171 * if your acid resistance is below 50%. */
1208 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1209 { 1173 {
1210 object *tmp;
1211
1212 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1213 { 1175 {
1214 if (tmp->invisible) 1176 if (tmp->invisible)
1215 continue; 1177 continue;
1216 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1217 /* >= 10% acid res. on itmes will protect these */ 1179 /* >= 10% acid res. on items will protect these */
1218 continue; 1180 continue;
1219 if (!(tmp->material & M_IRON)) 1181 if (!(tmp->materials & M_IRON))
1220 continue; 1182 continue;
1221 if (tmp->magic < -4) /* Let's stop at -5 */ 1183 if (tmp->magic < -4) /* Let's stop at -5 */
1222 continue; 1184 continue;
1223 if (tmp->type == RING || 1185 if (tmp->type == RING
1224 /* removed boots and gloves from exclusion list in 1186 /* removed boots and gloves from exclusion list in PR */
1225 PR */ 1187 || tmp->type == GIRDLE
1226 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1188 || tmp->type == AMULET
1189 || tmp->type == WAND
1190 || tmp->type == ROD
1191 || tmp->type == HORN)
1227 continue; /* To avoid some strange effects */ 1192 continue; /* To avoid some strange effects */
1228 1193
1229 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1230 objects */ 1195 objects */
1231 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1232 { 1202 {
1233 if (op->type == PLAYER)
1234 /* Make this more visible */ 1203 /* Make this more visible */
1235 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1236 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1237 flag = 1; 1206
1238 tmp->magic--; 1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1239 if (op->type == PLAYER)
1240 esrv_send_item (op, tmp);
1241 } 1208 }
1242 } 1209 }
1243 if (flag) 1210 }
1244 fix_player (op); /* Something was corroded */
1245 } 1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1246 } 1214 }
1215 }
1247 break; 1216 break;
1217
1248 case ATNR_DRAIN: 1218 case ATNR_DRAIN:
1249 { 1219 {
1250 /* rate is the proportion of exp drained. High rate means 1220 /* rate is the proportion of exp drained. High rate means
1251 * not much is drained, low rate means a lot is drained. 1221 * not much is drained, low rate means a lot is drained.
1252 */ 1222 */
1253 int rate; 1223 int rate;
1254 1224
1255 if (op->resist[ATNR_DRAIN] >= 0) 1225 if (op->resist[ATNR_DRAIN] >= 0)
1256 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1257 else 1227 else
1258 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1259 1229
1260 if (op->stats.exp <= rate) 1230 if (op->stats.exp <= rate)
1261 { 1231 {
1262 if (op->type == GOLEM) 1232 if (op->type == GOLEM)
1263 dam = 999; /* Its force is "sucked" away. 8) */ 1233 dam = 999; /* Its force is "sucked" away. 8) */
1264 else 1234 else
1265 /* If we can't drain, lets try to do physical damage */ 1235 /* If we can't drain, lets try to do physical damage */
1266 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1267 } 1237 }
1268 else 1238 else
1269 { 1239 {
1270 /* Randomly give the hitter some hp */ 1240 /* Randomly give the hitter some hp */
1271 if (hitter->stats.hp < hitter->stats.maxhp && 1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1272 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1273 hitter->stats.hp++; 1243 hitter->stats.hp++;
1274 1244
1275 /* Can't do drains on battleground spaces. 1245 /* Can't do drains on battleground spaces.
1276 * Move the wiz check up here - before, the hitter wouldn't gain exp 1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1277 * exp, but the wiz would still lose exp! If drainee is a wiz, 1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1278 * nothing happens. 1248 * nothing happens.
1279 * Try to credit the owner. We try to display player -> player drain 1249 * Try to credit the owner. We try to display player -> player drain
1280 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1281 */ 1251 */
1282 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1283 { 1253 {
1284 object *owner = hitter->owner; 1254 object *owner = hitter->owner;
1285 1255
1286 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1287 { 1257 {
1288 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1289 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1291 } 1261 }
1292 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1293 {
1294 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1295 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1296 } 1265
1297 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1298 } 1267 }
1268
1299 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1300 * drain attack, you won't know that you are actually sucking out EXP, 1270 * drain attack, you won't know that you are actually sucking out EXP,
1301 * as the messages will say you missed 1271 * as the messages will say you missed
1302 */ 1272 */
1303 } 1273 }
1304 } 1274 }
1305 break; 1275 break;
1276
1306 case ATNR_TURN_UNDEAD: 1277 case ATNR_TURN_UNDEAD:
1307 { 1278 {
1308 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1309 { 1280 {
1310 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1311 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1312 int div = 1; 1283 int div = 1;
1313 1284
1314 /* if undead are not an enemy of your god, you turn them 1285 /* if undead are not an enemy of your god, you turn them
1315 * at half strength */ 1286 * at half strength */
1316 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1317 div = 2; 1288 div = 2;
1289
1318 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1319 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1320 scare_creature (op, owner); 1292 scare_creature (op, owner);
1321 } 1293 }
1322 else 1294 else
1323 dam = 0; /* don't damage non undead - should we damage 1295 dam = 0; /* don't damage non undead - should we damage
1324 undead? */ 1296 undead? */
1325 } 1297 }
1326 break; 1298 break;
1299
1327 case ATNR_DEATH: 1300 case ATNR_DEATH:
1328 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1329 break; 1302 break;
1303
1330 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1332 dam = 0; 1306 dam = 0;
1333 break; 1307 break;
1308
1334 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1335 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1336 dam = 0; 1311 dam = 0;
1337 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1338 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1339 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1340 * does no damage. */ 1315 * does no damage. */
1341 break; 1316 break;
1317
1342 case ATNR_HOLYWORD: 1318 case ATNR_HOLYWORD:
1343 { 1319 {
1344 /* This has already been handled by hit_player, 1320 /* This has already been handled by hit_player,
1345 * no need to check twice -- DAMN */ 1321 * no need to check twice -- DAMN */
1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347 1323
1348 /* As with turn undead above, give a bonus on the saving throw */ 1324 /* As with turn undead above, give a bonus on the saving throw */
1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1350 scare_creature (op, owner); 1326 scare_creature (op, owner);
1351 } 1327 }
1352 break; 1328 break;
1329
1353 case ATNR_LIFE_STEALING: 1330 case ATNR_LIFE_STEALING:
1354 { 1331 {
1355 int new_hp; 1332 int new_hp;
1356 1333
1357 /* this is replacement to drain for players, instead of taking 1334 /* this is replacement to drain for players, instead of taking
1358 * exp it takes hp. It is geared for players, probably not 1335 * exp it takes hp. It is geared for players, probably not
1359 * much use giving it to monsters 1336 * much use giving it to monsters
1360 * 1337 *
1361 * life stealing doesn't do a lot of damage, but it gives the 1338 * life stealing doesn't do a lot of damage, but it gives the
1362 * damage it does do to the player. Given that, 1339 * damage it does do to the player. Given that,
1363 * it only does 1/10'th normal damage (hence the divide by 1340 * it only does 1/10'th normal damage (hence the divide by
1364 * 1000). 1341 * 1000).
1365 */ 1342 */
1366 /* You can't steal life from something undead */ 1343 /* You can't steal life from something undead */
1367 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1368 return 0; 1345 return 0;
1346
1369 /* If drain protection is higher than life stealing, use that */ 1347 /* If drain protection is higher than life stealing, use that */
1370 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1371 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1372 else 1350 else
1373 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1374 /* You die at -1 hp, not zero. */ 1353 /* You die at -1 hp, not zero. */
1375 if (dam > (op->stats.hp + 1)) 1354 if (dam > (op->stats.hp + 1))
1376 dam = op->stats.hp + 1; 1355 dam = op->stats.hp + 1;
1356
1377 new_hp = hitter->stats.hp + dam; 1357 new_hp = hitter->stats.hp + dam;
1378 if (new_hp > hitter->stats.maxhp) 1358 if (new_hp > hitter->stats.maxhp)
1379 new_hp = hitter->stats.maxhp; 1359 new_hp = hitter->stats.maxhp;
1360
1380 if (new_hp > hitter->stats.hp) 1361 if (new_hp > hitter->stats.hp)
1381 hitter->stats.hp = new_hp; 1362 hitter->stats.hp = new_hp;
1382 } 1363 }
1383 } 1364 }
1365
1384 return dam; 1366 return dam;
1385} 1367}
1386
1387 1368
1388/* GROS: This code comes from hit_player. It has been made external to 1369/* GROS: This code comes from hit_player. It has been made external to
1389 * allow script procedures to "kill" objects in a combat-like fashion. 1370 * allow script procedures to "kill" objects in a combat-like fashion.
1390 * It was initially used by (kill-object) developed for the Collector's 1371 * It was initially used by (kill-object) developed for the Collector's
1391 * Sword. Note that nothing has been changed from the original version 1372 * Sword. Note that nothing has been changed from the original version
1406 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1407 const char *skill; 1388 const char *skill;
1408 int maxdam = 0; 1389 int maxdam = 0;
1409 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1410 int pk = 0; /* true if op and what controls hitter are both players */ 1391 int pk = 0; /* true if op and what controls hitter are both players */
1411 object *owner = NULL; 1392 object *owner = 0;
1412 object *skop = NULL; 1393 object *skop = 0;
1413 1394
1414 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1415 return -1; 1396 return -1;
1416 1397
1417 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1426 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1427 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1428 1409
1429 if (op->type == DOOR) 1410 if (op->type == DOOR)
1430 { 1411 {
1431 op->speed = 0.1; 1412 op->set_speed (0.1f);
1432 update_ob_speed (op);
1433 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1434 return maxdam; 1414 return maxdam;
1435 } 1415 }
1436 1416
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1438 { 1418 {
1439 remove_friendly_object (op);
1440
1441 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1442 op->owner->contr->ranges[range_golem] = 0;
1443
1444 op->destroy (); 1419 op->destroy ();
1445 return maxdam; 1420 return maxdam;
1446 } 1421 }
1447 1422
1448 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1460 pk = 1; 1435 pk = 1;
1461 1436
1462 /* Player killed something */ 1437 /* Player killed something */
1463 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1464 { 1439 {
1465 Log_Kill (owner->name,
1466 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1467
1468 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1469 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1470 * ip address is included. 1442 * ip address is included.
1471 */ 1443 */
1472 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1476 char buf[256]; 1448 char buf[256];
1477 1449
1478 tmv = localtime (&t); 1450 tmv = localtime (&t);
1479 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1451 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1480 1452
1481 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket->host, query_name (op)); 1453 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1482 } 1454 }
1483 1455
1484 /* try to filter some things out - basically, if you are 1456 /* try to filter some things out - basically, if you are
1485 * killing a level 1 creature and your level 20, you 1457 * killing a level 1 creature and your level 20, you
1486 * probably don't want to see that. 1458 * probably don't want to see that.
1492 else 1464 else
1493 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1494 1466
1495 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1496 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1497 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1498 } 1470 }
1499 1471
1500 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1501 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1502 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1504 * player that the object belonged to - so if you killed another player 1476 * player that the object belonged to - so if you killed another player
1505 * with spells, pets, whatever, there was no penalty. 1477 * with spells, pets, whatever, there was no penalty.
1506 * Changed to make luck penalty configurable in settings. 1478 * Changed to make luck penalty configurable in settings.
1507 */ 1479 */
1508 if (op->type == PLAYER && owner != op && !battleg) 1480 if (op->type == PLAYER && owner != op && !battleg)
1509 change_luck (owner, -settings.pk_luck_penalty); 1481 owner->change_luck (-settings.pk_luck_penalty);
1510 1482
1511 /* This code below deals with finding the appropriate skill 1483 /* This code below deals with finding the appropriate skill
1512 * to credit exp to. This is a bit problematic - we should 1484 * to credit exp to. This is a bit problematic - we should
1513 * probably never really have to look at current_weapon->skill 1485 * probably never really have to look at current_weapon->skill
1514 */ 1486 */
1515 skill = 0; 1487 skill = 0;
1516 1488
1517 if (hitter->skill && hitter->type != PLAYER) 1489 if (hitter->skill && hitter->type != PLAYER)
1518 skill = hitter->skill; 1490 skill = hitter->skill;
1519 else if (owner->chosen_skill) 1491 else if (owner->chosen_skill)
1520 { 1492 {
1521 skill = owner->chosen_skill->skill;
1522 skop = owner->chosen_skill; 1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1523 } 1495 }
1524 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1525 skill = owner->current_weapon->skill; 1497 skill = owner->current_weapon->skill;
1526 else 1498 else
1527 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1528 1500
1529 /* We have the skill we want to credit to - now find the object this goes 1501 /* We have the skill we want to credit to - now find the object this goes
1530 * to. Make sure skop is an actual skill, and not a skill tool! 1502 * to. Make sure skop is an actual skill, and not a skill tool!
1531 */ 1503 */
1532 if ((!skop || skop->type != SKILL) && skill) 1504 if ((!skop || skop->type != SKILL) && skill)
1533 { 1505 {
1534 int i; 1506 int i;
1535 1507
1561 skill = skop->skill; 1533 skill = skop->skill;
1562 1534
1563 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1564 1536
1565 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1566 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1567 { 1539 {
1568 int exp; 1540 int exp;
1569 1541
1570 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1571 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1598 if (owner->type != PLAYER || owner->contr->party == NULL) 1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1599 change_exp (owner, exp, skill, 0); 1571 change_exp (owner, exp, skill, 0);
1600 else 1572 else
1601 { 1573 {
1602 int shares = 0, count = 0; 1574 int shares = 0, count = 0;
1603 player *pl;
1604 partylist *party = owner->contr->party; 1575 partylist *party = owner->contr->party;
1605 1576
1606#ifdef PARTY_KILL_LOG
1607 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1608#endif 1578
1609 for (pl = first_player; pl != NULL; pl = pl->next) 1579 for_all_players (pl)
1610 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1580 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1611 { 1581 {
1612 count++; 1582 count++;
1613 shares += (pl->ob->level + 4); 1583 shares += (pl->ob->level + 4);
1614 } 1584 }
1617 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1587 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1618 else 1588 else
1619 { 1589 {
1620 int share = exp / shares, given = 0, nexp; 1590 int share = exp / shares, given = 0, nexp;
1621 1591
1622 for (pl = first_player; pl != NULL; pl = pl->next) 1592 for_all_players (pl)
1623 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1624 { 1594 {
1625 nexp = (pl->ob->level + 4) * share; 1595 nexp = (pl->ob->level + 4) * share;
1626 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1596 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1627 given += nexp; 1597 given += nexp;
1640 { 1610 {
1641 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1642 1612
1643 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1644 { 1614 {
1645 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1646 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1647 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1648 } 1618 }
1649 1619
1650 remove_friendly_object (op); 1620 remove_friendly_object (op);
1651 } 1621 }
1652 1622
1653 op->destroy (); 1623 op->destroy ();
1654 } 1624 }
1655 else 1625 else
1656 {
1657 /* Player has been killed! */ 1626 /* Player has been killed! */
1658 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1659 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1660 else
1661 assign (op->contr->killer, hitter->name);
1662 }
1663 1628
1664 /* This was return -1 - that doesn't seem correct - if we return -1, process 1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1665 * continues in the calling function. 1630 * continues in the calling function.
1666 */ 1631 */
1667 return maxdam; 1632 return maxdam;
1668} 1633}
1669 1634
1670/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1635/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1671 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1672 */ 1637 */
1673
1674int 1638int
1675friendly_fire (object *op, object *hitter) 1639friendly_fire (object *op, object *hitter)
1676{ 1640{
1677 object *owner; 1641 object *owner;
1678 int friendlyfire; 1642 int friendlyfire;
1697 } 1661 }
1698 1662
1699 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1700 friendlyfire = 0; 1664 friendlyfire = 0;
1701 } 1665 }
1666
1702 return friendlyfire; 1667 return friendlyfire;
1703} 1668}
1704
1705 1669
1706/* This isn't used just for players, but in fact most objects. 1670/* This isn't used just for players, but in fact most objects.
1707 * op is the object to be hit, dam is the amount of damage, hitter 1671 * op is the object to be hit, dam is the amount of damage, hitter
1708 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1709 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1710 * dam is base damage - protections/vulnerabilities/slaying matches can 1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1711 * modify it. 1675 * modify it.
1712 */ 1676 */
1713
1714 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1715 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1716
1717int 1679int
1718hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1680hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1719{ 1681{
1720 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1721 int maxattacktype, attacknum; 1683 int maxattacktype, attacknum;
1729 1691
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1692 /* 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)) 1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1694 return 0;
1733 1695
1734#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1736 { 1698 {
1737 object *owner = hitter->owner; 1699 object *owner = hitter->owner;
1738 1700
1739 if (!owner) 1701 if (!owner)
1740 owner = hitter; 1702 owner = hitter;
1741 1703
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1743 return 0; 1708 return 0;
1744 } 1709 }
1745#endif
1746 1710
1747 if (body_attack) 1711 if (body_attack)
1748 { 1712 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1713 /* 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 1714 * return - we still need to process other attacks the spell still
1764 } 1728 }
1765 } 1729 }
1766 1730
1767 if (!simple_attack && op->type == DOOR) 1731 if (!simple_attack && op->type == DOOR)
1768 { 1732 {
1769 object *tmp;
1770
1771 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1772 if (tmp->type == RUNE || tmp->type == TRAP) 1734 if (tmp->type == RUNE || tmp->type == TRAP)
1773 { 1735 {
1774 spring_trap (tmp, hitter); 1736 spring_trap (tmp, hitter);
1775 1737
1776 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1783 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1784 { 1746 {
1785 /* FIXME: If a player is killed by a rune in a door, the 1747 /* FIXME: If a player is killed by a rune in a door, the
1786 * destroyed() check above doesn't return, and might get here. 1748 * destroyed() check above doesn't return, and might get here.
1787 */ 1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1788 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1789 return 0; 1757 return 0;
1790 } 1758 }
1791 1759
1792#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1793 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1799 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1767 * in case 0>dam>1, we try to "simulate" a float value-effect */
1800 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1801 if (dam >= 100) 1769 if (dam >= 100)
1802 dam /= 100; 1770 dam /= 100;
1803 else 1771 else
1804 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1805 } 1773 }
1806 1774
1807 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1775 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1808 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1776 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1809 */ 1777 */
1825 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1826 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1827 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1828 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1829 (hitter->title != NULL 1797 (hitter->title != NULL
1830 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1831 return 0; 1799 return 0;
1832 } 1800 }
1833 1801
1834 maxattacktype = type; /* initialize this to something */ 1802 maxattacktype = type; /* initialise this to something */
1835 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1836 { 1804 {
1837 /* Magic isn't really a true attack type - it gets combined with other 1805 /* Magic isn't really a true attack type - it gets combined with other
1838 * attack types. As such, skip it over. However, if magic is 1806 * attack types. As such, skip it over. However, if magic is
1839 * the only attacktype in the group, then still attack with it 1807 * the only attacktype in the group, then still attack with it
1867 */ 1835 */
1868 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1869 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1870 { 1838 {
1871 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1872#ifndef COZY_SERVER
1873 maxdam++;
1874#endif
1875 1840
1876#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1877 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1878 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1879#endif 1844#endif
1880 } 1845 }
1881 1846
1882 if (!full_hit) 1847 if (!full_hit)
1883 { 1848 {
1884 archetype *at;
1885 int area; 1849 int area;
1886 int remainder; 1850 int remainder;
1887 1851
1888 area = 0; 1852 area = 0;
1889 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1890 area++; 1855 area++;
1856
1891 assert (area > 0); 1857 assert (area > 0);
1892 1858
1893 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1894 value-effect */ 1860 value-effect */
1895 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1896 maxdam /= area; 1862 maxdam /= area;
1897 if (RANDOM () % 100 < remainder) 1863 if (rndm (100) < remainder)
1898 maxdam++; 1864 maxdam++;
1899 } 1865 }
1900 1866
1901#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1902 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1903#endif 1869#endif
1904 1870
1871 // for now, only do this for active objects, otherwise they
1872 // keep a refcount for a long time and I see no usefulness
1873 // for an non-active objetc to know its enemy.
1874 if (op->active)
1905 if (hitter->owner) 1875 if (hitter->owner)
1906 op->enemy = hitter->owner; 1876 op->enemy = hitter->owner;
1907 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1908 op->enemy = hitter; 1878 op->enemy = hitter;
1909 1879
1910 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1911 { 1881 {
1912 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1913 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1951 * that before if the player was immune to ghosthit, the monster 1921 * that before if the player was immune to ghosthit, the monster
1952 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1953 */ 1923 */
1954 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1955 {
1956 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1957 remove_friendly_object (hitter);
1958
1959 hitter->destroy (); 1925 hitter->destroy ();
1960 } 1926
1961 /* Lets handle creatures that are splitting now */ 1927 /* Lets handle creatures that are splitting now */
1962 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1963 { 1929 {
1964 int i; 1930 int i;
1965 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1972 return maxdam; 1938 return maxdam;
1973 } 1939 }
1974 1940
1975 op->remove (); 1941 op->remove ();
1976 1942
1977 for (i = 0; i < NROFNEWOBJS (op); i++) 1943 for (i = 0; i < op->stats.food; i++)
1978 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1979 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1980 int j; 1946 int j;
1981 1947
1982 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
1983 1949
1984 if (friendly) 1950 if (friendly)
1985 { 1951 {
1986 SET_FLAG (tmp, FLAG_FRIENDLY);
1987 add_friendly_object (tmp); 1952 add_friendly_object (tmp);
1988 tmp->attack_movement = PETMOVE; 1953 tmp->attack_movement = PETMOVE;
1954
1989 if (owner != NULL) 1955 if (owner)
1990 tmp->set_owner (owner); 1956 tmp->set_owner (owner);
1991 } 1957 }
1992 1958
1993 if (unaggressive) 1959 if (unaggressive)
1994 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2009 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2010 hitter->destroy (); 1976 hitter->destroy ();
2011 1977
2012 return maxdam; 1978 return maxdam;
2013} 1979}
2014
2015 1980
2016void 1981void
2017poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2018{ 1983{
2019 archetype *at = archetype::find ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2053 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2054 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2055 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2056 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2057 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2058 fix_player (op); 2023 op->update_stats ();
2059 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
2060 } 2026 }
2027
2061 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2062 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2063 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2064 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2065 } 2032 }
2033
2066 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2067 } 2035 }
2068 else 2036 else
2069 tmp->stats.food++; 2037 tmp->stats.food++;
2070} 2038}
2074{ 2042{
2075 archetype *at = archetype::find ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2076 object *tmp; 2044 object *tmp;
2077 2045
2078 if (at == NULL) 2046 if (at == NULL)
2079 {
2080 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2081 } 2048
2082 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2083 { 2050 {
2084 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2085 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2086 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2087 } 2054 }
2088 else 2055 else
2089 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2090 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2091 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2092 fix_player (op); 2060 op->update_stats ();
2093} 2061}
2094 2062
2095void 2063void
2096confuse_player (object *op, object *hitter, int dam) 2064confuse_player (object *op, object *hitter, int dam)
2097{ 2065{
2111 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2112 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2113 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2114 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2115 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2116 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2117 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2118 2087
2119 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2120 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090
2121 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2122} 2092}
2123 2093
2124void 2094void
2125blind_player (object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
2141 */ 2111 */
2142 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2143 2113
2144 tmp = insert_ob_in_ob (tmp, op); 2114 tmp = insert_ob_in_ob (tmp, op);
2145 change_abil (op, tmp); /* Mostly to display any messages */ 2115 change_abil (op, tmp); /* Mostly to display any messages */
2146 fix_player (op); /* This takes care of some other stuff */ 2116 op->update_stats (); /* This takes care of some other stuff */
2147 2117
2148 if (hitter->owner) 2118 if (hitter->owner)
2149 owner = hitter->owner; 2119 owner = hitter->owner;
2150 else 2120 else
2151 owner = hitter; 2121 owner = hitter;
2191 op->speed_left = (float) -(FABS (op->speed) * max); 2161 op->speed_left = (float) -(FABS (op->speed) * max);
2192 2162
2193/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2194} 2164}
2195 2165
2196
2197/* Attempts to kill 'op'. hitter is the attack object, dam is 2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2198 * the computed damaged. 2167 * the computed damaged.
2199 */ 2168 */
2200void 2169void
2201deathstrike_player (object *op, object *hitter, int *dam) 2170deathstrike_player (object *op, object *hitter, int *dam)
2209 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2210 2179
2211 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2212 2181
2213 if (hitter->slaying) 2182 if (hitter->slaying)
2214 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2215 return; 2184 return;
2216 2185
2217 def_lev = op->level; 2186 def_lev = op->level;
2218 if (def_lev < 1) 2187 if (def_lev < 1)
2219 { 2188 {
2220 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2221 def_lev = 1; 2190 def_lev = 1;
2222 } 2191 }
2192
2223 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2224 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2225 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2226 2196
2227 if (atk_lev >= def_lev) 2197 if (atk_lev >= def_lev)
2242 */ 2212 */
2243 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2244 } 2214 }
2245 } 2215 }
2246 else 2216 else
2247 {
2248 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2249 }
2250} 2218}
2251 2219
2252/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2253 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2254 * monster). 2222 * monster).
2283 } 2251 }
2284 } 2252 }
2285} 2253}
2286 2254
2287/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2288
2289int 2256int
2290adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2291{ 2258{
2292 object *attacker = hitter; 2259 object *attacker = hitter;
2293 int adjust = 0; 2260 int adjust = 0;
2358#endif 2325#endif
2359 2326
2360 return adjust; 2327 return adjust;
2361} 2328}
2362 2329
2363
2364/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2365int 2331int
2366is_aimed_missile (object *op) 2332is_aimed_missile (object *op)
2367{ 2333{
2368 2334
2369 /* I broke what used to be one big if into a few nested 2335 /* I broke what used to be one big if into a few nested
2370 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2371 */ 2337 */
2372 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1; 2340 return 1;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1; 2342 return 1;
2378 } 2343
2379 return 0; 2344 return 0;
2380} 2345}

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