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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.44 by root, Mon Jan 15 15:41:09 2007 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 (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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
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 66
71 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
72 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
73 } 69 }
74} 70}
75 71
76/* 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
77 * 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
81did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
82{ 78{
83 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
84 materialtype_t *mt; 80 materialtype_t *mt;
85 81
86 if (op->materialname == NULL) 82 if (!op->materialname)
87 { 83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 else 88 else
93 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
94 90
95 if (mt == NULL) 91 if (!mt)
96 return TRUE; 92 return TRUE;
97 93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
108 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 108
113 if (type == 0) 109 if (type == 0) return TRUE;
114 return TRUE; 110
115 if (roll == 20) 111 if (roll == 20) return TRUE;
116 return TRUE; 112 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 113
120 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
121 { 115 {
122 i = 1 << number; 116 i = 1 << number;
117
123 if (!(i & type)) 118 if (!(i & type))
124 continue; 119 continue;
120
125 attacks++; 121 attacks++;
126 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
127 saves++; 123 saves++;
128 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)
129 saves++; 125 saves++;
131 saves++; 127 saves++;
132 } 128 }
133 129
134 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
135 return TRUE; 131 return TRUE;
132
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 134 return FALSE;
135
138 return TRUE; 136 return TRUE;
139} 137}
140 138
141/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
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 = op->in_player ();
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 maptile *map; 256 maptile *map;
279 sint16 x, y; 257 sint16 x, y;
285 return 0; 263 return 0;
286 } 264 }
287 265
288 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
289 { 267 {
290 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);
291 return 0; 269 return 0;
292 } 270 }
293 271
294 if (!op->map) 272 if (!op->map)
295 { 273 {
298 } 276 }
299 277
300 if (op->head) 278 if (op->head)
301 op = op->head; 279 op = op->head;
302 280
303 map = op->map; 281 mapxy pos (op);
304 x = op->x + freearr_x[dir]; 282 pos.move (dir);
305 y = op->y + freearr_y[dir];
306 283
307 if (!xy_normalise (map, x, y)) 284 if (!pos.normalise ())
308 return 0; 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 mapspace &ms = map->at (x, y); 289 mapspace &ms = pos.ms ();
313 290
314 if (ms.flags () & P_SAFE) 291 if (ms.flags () & P_SAFE)
315 return 0; 292 return 0;
316 293
317 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
318 * 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
319 */ 296 */
320 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
321 { 298 {
322 if (type & AT_COUNTERSPELL) 299 if (type & AT_COUNTERSPELL)
355 332
356 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
357 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
358 * 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.
359 */ 336 */
360 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
361 continue; 338 continue;
362 339
363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
364 { 341 {
365 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
373 * that weak walls have is_alive set, which prevent objects from 350 * that weak walls have is_alive set, which prevent objects from
374 * 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
375 * 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
376 * destroyed right now. 353 * destroyed right now.
377 */ 354 */
378 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)
379 { 356 {
380 save_throw_object (tmp, type, op); 357 save_throw_object (tmp, type, op);
381 358
382 if (op->destroyed ()) 359 if (op->destroyed ())
383 break; 360 break;
542 { 519 {
543 int mtype; 520 int mtype;
544 521
545 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
546 { 523 {
547 case WEAP_HIT: 524 case WEAP_HIT:
548 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
549 break; 526 break;
550 case WEAP_SLASH: 527 case WEAP_SLASH:
551 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
552 break; 529 break;
553 case WEAP_PIERCE: 530 case WEAP_PIERCE:
554 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
555 break; 532 break;
556 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
557 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
558 break; 535 break;
559 case WEAP_SLICE: 536 case WEAP_SLICE:
560 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
561 break; 538 break;
562 case WEAP_STAB: 539 case WEAP_STAB:
563 mtype = ATM_STAB; 540 mtype = ATM_STAB;
564 break; 541 break;
565 case WEAP_WHIP: 542 case WEAP_WHIP:
566 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
567 break; 544 break;
568 case WEAP_CRUSH: 545 case WEAP_CRUSH:
569 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
570 break; 547 break;
571 case WEAP_BLUD: 548 case WEAP_BLUD:
572 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
573 break; 550 break;
574 default: 551 default:
575 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
576 break; 553 break;
577 } 554 }
555
578 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++)
579 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)
580 { 558 {
581 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);
582 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
616 if (hitter->owner != NULL) 594 if (hitter->owner != NULL)
617 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);
618 else 596 else
619 { 597 {
620 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
621 if (dam != 0) 600 if (dam != 0)
622 { 601 {
623 if (dam < 10) 602 if (dam < 10)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
625 else if (dam < 20) 604 else if (dam < 20)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
627 else 606 else
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
629 } 608 }
630 } 609 }
610
631 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
632 } /* end of player hitting player */ 612 } /* end of player hitting player */
633 613
634 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
635 { 615 {
636 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
637 if (dam != 0) 618 if (dam != 0)
638 { 619 {
639 if (dam < 10) 620 if (dam < 10)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
641 else if (dam < 20) 622 else if (dam < 20)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
643 else 624 else
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
645 } 626 }
627
646 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
647 } 629 }
648 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
649 { 631 {
650 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
652 { 634 {
653 i = 4; 635 i = 4;
654 map = hitter->map; 636 map = hitter->map;
655 if (out_of_map (map, hitter->x, hitter->y)) 637 if (out_of_map (map, hitter->x, hitter->y))
656 return; 638 return;
639
657 next = GET_MAP_OB (map, hitter->x, hitter->y); 640 next = GET_MAP_OB (map, hitter->x, hitter->y);
658 if (next) 641 if (next)
659 while (next) 642 while (next)
660 { 643 {
661 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))
662 i *= 3; 645 i *= 3;
646
663 tmp = next; 647 tmp = next;
664 next = tmp->above; 648 next = tmp->above;
665 } 649 }
650
666 if (i < 0) 651 if (i < 0)
667 return; 652 return;
653
668 if (rndm (0, i) != 0) 654 if (rndm (0, i) != 0)
669 return; 655 return;
670 } 656 }
671 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
672 return; 658 return;
659
673 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
674 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
675 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
676 } 663 }
677} 664}
678 665
679 666
683 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
684 { 671 {
685 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
686 return 1; 673 return 1;
687 } 674 }
675
688 if ((*target)->head) 676 if ((*target)->head)
689 *target = (*target)->head; 677 *target = (*target)->head;
678
690 if ((*hitter)->head) 679 if ((*hitter)->head)
691 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
692 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
693 { 686 {
694 *simple_attack = 1; 687 *simple_attack = 1;
695 return 0; 688 return 0;
696 } 689 }
690
697 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
698 || 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))
699 { 695 {
700 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 ());
701 return 1; 698 return 1;
702 } 699 }
700
703 *simple_attack = 0; 701 *simple_attack = 0;
704 return 0; 702 return 0;
705} 703}
706 704
707static int 705static int
743 741
744 /* 742 /*
745 * 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
746 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
747 */ 745 */
748 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)
749 { 747 {
750 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
751 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
752 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
753 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
754 */ 752 */
755 op->speed_left--; 753 --op->speed_left;
756 process_object (op); 754 process_object (op);
757 755
758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
759 goto error; 757 goto error;
760 } 758 }
770 /* See if we hit the creature */ 768 /* See if we hit the creature */
771 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
772 { 770 {
773 int hitdam = base_dam; 771 int hitdam = base_dam;
774 772
775 if (settings.casting_time == TRUE)
776 {
777 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
778 {
779 hitter->casting_time = -1;
780 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
781 }
782 if ((op->casting_time > -1) && (hitdam > 0))
783 {
784 op->casting_time = -1;
785 if (op->type == PLAYER)
786 {
787 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
788 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
789 }
790 }
791 }
792 if (!simple_attack) 773 if (!simple_attack)
793 { 774 {
794 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
795 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
796 * -b.t. */ 777 * -b.t. */
804 785
805 /* 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 */
806 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
807 { 788 {
808 make_visible (op); 789 make_visible (op);
790
809 if (op->type == PLAYER) 791 if (op->type == PLAYER)
810 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!");
811 } 793 }
812 794
813 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
867} 849}
868 850
869int 851int
870attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
871{ 853{
872
873 if (hitter->head)
874 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
875 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);
876} 857}
877 858
878/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
879 * 860 *
888 * 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
889 * stick around. 870 * stick around.
890 */ 871 */
891 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
892 { 873 {
893 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
894 tmp = tmp->head;
895
896 op->remove ();
897 op = insert_ob_in_ob (op, tmp);
898
899 if (tmp->type == PLAYER)
900 esrv_send_item (tmp, op);
901
902 return 1; 875 return 1;
903 } 876 }
904 else 877 else
905 return 0; 878 return 0;
906} 879}
1006 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
1007 } 980 }
1008 981
1009 return op; 982 return op;
1010} 983}
1011
1012 984
1013void 985void
1014tear_down_wall (object *op) 986tear_down_wall (object *op)
1015{ 987{
1016 int perc = 0; 988 int perc = 0;
1065 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1066 if (!target->enemy) 1038 if (!target->enemy)
1067 target->enemy = owner; 1039 target->enemy = owner;
1068} 1040}
1069 1041
1070
1071/* 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
1072 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * 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
1074 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1075 * 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 return 0; 1057 return 0;
1087 } 1058 }
1088 1059
1089 if (dam < 0) 1060 if (dam < 0)
1090 { 1061 {
1091 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 ());
1092 return 0; 1064 return 0;
1093 } 1065 }
1094 1066
1095 /* 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
1096 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1097 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1098 return dam; 1070 return dam;
1099 1071
1100 if (hitter->slaying) 1072 if (hitter->slaying)
1101 { 1073 {
1102 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1103 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1104 { 1076 {
1105 doesnt_slay = 0; 1077 doesnt_slay = 0;
1106 dam *= 3; 1078 dam *= 3;
1107 } 1079 }
1108 } 1080 }
1122 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1123 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1124 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1125 * special processing is needed */ 1097 * special processing is needed */
1126 1098
1127 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1128 return 0; 1102 return 0;
1129 1103
1130 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1131 1105
1132 switch (attacknum) 1106 switch (attacknum)
1182 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1183 op->drain_stat (); 1157 op->drain_stat ();
1184 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))
1185 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1186 } 1160 }
1161
1187 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 */
1188 } 1163 }
1189 break; 1164 break;
1190 1165
1191 case ATNR_ACID: 1166 case ATNR_ACID:
1201 if (tmp->invisible) 1176 if (tmp->invisible)
1202 continue; 1177 continue;
1203 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1204 /* >= 10% acid res. on items will protect these */ 1179 /* >= 10% acid res. on items will protect these */
1205 continue; 1180 continue;
1206 if (!(tmp->material & M_IRON)) 1181 if (!(tmp->materials & M_IRON))
1207 continue; 1182 continue;
1208 if (tmp->magic < -4) /* Let's stop at -5 */ 1183 if (tmp->magic < -4) /* Let's stop at -5 */
1209 continue; 1184 continue;
1210 if (tmp->type == RING 1185 if (tmp->type == RING
1211 /* removed boots and gloves from exclusion list in PR */ 1186 /* removed boots and gloves from exclusion list in PR */
1218 1193
1219 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1220 objects */ 1195 objects */
1221 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)
1222 { 1197 {
1223 if (op->type == PLAYER)
1224 /* Make this more visible */
1225 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1226 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1227 flag = 1; 1198 flag = 1;
1228 tmp->magic--; 1199 tmp->magic--;
1229 if (op->type == PLAYER) 1200
1230 esrv_send_item (op, tmp); 1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1231 } 1209 }
1232 } 1210 }
1233 1211
1234 if (flag) 1212 if (flag)
1235 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1269 * 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,
1270 * nothing happens. 1248 * nothing happens.
1271 * 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
1272 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1273 */ 1251 */
1274 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))
1275 { 1253 {
1276 object *owner = hitter->owner; 1254 object *owner = hitter->owner;
1277 1255
1278 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1279 { 1257 {
1280 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1282 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);
1283 } 1261 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 } 1265
1289 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 } 1267 }
1291 1268
1292 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
1293 * 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,
1305 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1306 int div = 1; 1283 int div = 1;
1307 1284
1308 /* 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
1309 * at half strength */ 1286 * at half strength */
1310 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1311 div = 2; 1288 div = 2;
1289
1312 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1313 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)))
1314 scare_creature (op, owner); 1292 scare_creature (op, owner);
1315 } 1293 }
1316 else 1294 else
1322 case ATNR_DEATH: 1300 case ATNR_DEATH:
1323 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1324 break; 1302 break;
1325 1303
1326 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1327 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1328 dam = 0; 1306 dam = 0;
1329 break; 1307 break;
1330 1308
1331 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1332 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1333 dam = 0; 1311 dam = 0;
1334 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1335 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1336 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1337 * does no damage. */ 1315 * does no damage. */
1409 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1410 const char *skill; 1388 const char *skill;
1411 int maxdam = 0; 1389 int maxdam = 0;
1412 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1413 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 */
1414 object *owner = NULL; 1392 object *owner = 0;
1415 object *skop = NULL; 1393 object *skop = 0;
1416 1394
1417 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1418 return -1; 1396 return -1;
1419 1397
1420 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1429 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1430 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 */
1431 1409
1432 if (op->type == DOOR) 1410 if (op->type == DOOR)
1433 { 1411 {
1434 op->set_speed (0.1); 1412 op->set_speed (0.1f);
1435 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1436 return maxdam; 1414 return maxdam;
1437 } 1415 }
1438 1416
1439 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1440 { 1418 {
1441 remove_friendly_object (op);
1442
1443 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1444 op->owner->contr->ranges[range_golem] = 0;
1445
1446 op->destroy (); 1419 op->destroy ();
1447 return maxdam; 1420 return maxdam;
1448 } 1421 }
1449 1422
1450 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1462 pk = 1; 1435 pk = 1;
1463 1436
1464 /* Player killed something */ 1437 /* Player killed something */
1465 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1466 { 1439 {
1467 Log_Kill (owner->name,
1468 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1469
1470 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1471 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1472 * ip address is included. 1442 * ip address is included.
1473 */ 1443 */
1474 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1494 else 1464 else
1495 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));
1496 1466
1497 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1498 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1499 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1500 } 1470 }
1501 1471
1502 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1503 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1504 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1509 */ 1479 */
1510 if (op->type == PLAYER && owner != op && !battleg) 1480 if (op->type == PLAYER && owner != op && !battleg)
1511 owner->change_luck (-settings.pk_luck_penalty); 1481 owner->change_luck (-settings.pk_luck_penalty);
1512 1482
1513 /* This code below deals with finding the appropriate skill 1483 /* This code below deals with finding the appropriate skill
1514 * to credit exp to. This is a bit problematic - we should 1484 * to credit exp to. This is a bit problematic - we should
1515 * probably never really have to look at current_weapon->skill 1485 * probably never really have to look at current_weapon->skill
1516 */ 1486 */
1517 skill = 0; 1487 skill = 0;
1518 1488
1519 if (hitter->skill && hitter->type != PLAYER) 1489 if (hitter->skill && hitter->type != PLAYER)
1520 skill = hitter->skill; 1490 skill = hitter->skill;
1521 else if (owner->chosen_skill) 1491 else if (owner->chosen_skill)
1522 { 1492 {
1523 skill = owner->chosen_skill->skill;
1524 skop = owner->chosen_skill; 1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1525 } 1495 }
1526 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1527 skill = owner->current_weapon->skill; 1497 skill = owner->current_weapon->skill;
1528 else 1498 else
1529 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");
1530 1500
1531 /* 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
1532 * 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!
1533 */ 1503 */
1534 if ((!skop || skop->type != SKILL) && skill) 1504 if ((!skop || skop->type != SKILL) && skill)
1535 { 1505 {
1536 int i; 1506 int i;
1537 1507
1563 skill = skop->skill; 1533 skill = skop->skill;
1564 1534
1565 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);
1566 1536
1567 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1568 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1569 { 1539 {
1570 int exp; 1540 int exp;
1571 1541
1572 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1573 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1600 if (owner->type != PLAYER || owner->contr->party == NULL) 1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1601 change_exp (owner, exp, skill, 0); 1571 change_exp (owner, exp, skill, 0);
1602 else 1572 else
1603 { 1573 {
1604 int shares = 0, count = 0; 1574 int shares = 0, count = 0;
1605 player *pl;
1606 partylist *party = owner->contr->party; 1575 partylist *party = owner->contr->party;
1607 1576
1608 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);
1609 1578
1610 for_all_players (pl) 1579 for_all_players (pl)
1641 { 1610 {
1642 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1643 1612
1644 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1645 { 1614 {
1646 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1647 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1648 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);
1649 } 1618 }
1650 1619
1651 remove_friendly_object (op); 1620 remove_friendly_object (op);
1652 } 1621 }
1653 1622
1654 op->destroy (); 1623 op->destroy ();
1655 } 1624 }
1656 else 1625 else
1657 {
1658 /* Player has been killed! */ 1626 /* Player has been killed! */
1659 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1660 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1661 else
1662 assign (op->contr->killer, hitter->name);
1663 }
1664 1628
1665 /* 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
1666 * continues in the calling function. 1630 * continues in the calling function.
1667 */ 1631 */
1668 return maxdam; 1632 return maxdam;
1669} 1633}
1670 1634
1671/* 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
1672 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1673 */ 1637 */
1674
1675int 1638int
1676friendly_fire (object *op, object *hitter) 1639friendly_fire (object *op, object *hitter)
1677{ 1640{
1678 object *owner; 1641 object *owner;
1679 int friendlyfire; 1642 int friendlyfire;
1698 } 1661 }
1699 1662
1700 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)
1701 friendlyfire = 0; 1664 friendlyfire = 0;
1702 } 1665 }
1666
1703 return friendlyfire; 1667 return friendlyfire;
1704} 1668}
1705
1706 1669
1707/* 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.
1708 * 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
1709 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1710 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1728 1691
1729 /* 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 */
1730 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))
1731 return 0; 1694 return 0;
1732 1695
1733#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1734 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1735 { 1698 {
1736 object *owner = hitter->owner; 1699 object *owner = hitter->owner;
1737 1700
1738 if (!owner) 1701 if (!owner)
1739 owner = hitter; 1702 owner = hitter;
1740 1703
1741 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)
1742 return 0; 1708 return 0;
1743 } 1709 }
1744#endif
1745 1710
1746 if (body_attack) 1711 if (body_attack)
1747 { 1712 {
1748 /* 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
1749 * return - we still need to process other attacks the spell still 1714 * return - we still need to process other attacks the spell still
1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1781 { 1746 {
1782 /* 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
1783 * destroyed() check above doesn't return, and might get here. 1748 * destroyed() check above doesn't return, and might get here.
1784 */ 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 */
1785 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1786 return 0; 1757 return 0;
1787 } 1758 }
1788 1759
1789#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1790 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1796 * 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 */
1797 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1798 if (dam >= 100) 1769 if (dam >= 100)
1799 dam /= 100; 1770 dam /= 100;
1800 else 1771 else
1801 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1802 } 1773 }
1803 1774
1804 /* 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
1805 * 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
1806 */ 1777 */
1822 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1823 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1824 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1825 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1826 (hitter->title != NULL 1797 (hitter->title != NULL
1827 && (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)))
1828 return 0; 1799 return 0;
1829 } 1800 }
1830 1801
1831 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1832 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1864 */ 1835 */
1865 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1866 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1867 { 1838 {
1868 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1869#ifndef COZY_SERVER
1870 maxdam++;
1871#endif
1872 1840
1873#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1874 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",
1875 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1876#endif 1844#endif
1877 } 1845 }
1878 1846
1879 if (!full_hit) 1847 if (!full_hit)
1880 { 1848 {
1881 archetype *at;
1882 int area; 1849 int area;
1883 int remainder; 1850 int remainder;
1884 1851
1885 area = 0; 1852 area = 0;
1886 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1887 area++; 1855 area++;
1856
1888 assert (area > 0); 1857 assert (area > 0);
1889 1858
1890 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1891 value-effect */ 1860 value-effect */
1892 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1893 maxdam /= area; 1862 maxdam /= area;
1894 if (RANDOM () % 100 < remainder) 1863 if (rndm (100) < remainder)
1895 maxdam++; 1864 maxdam++;
1896 } 1865 }
1897 1866
1898#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1899 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1900#endif 1869#endif
1901 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)
1902 if (hitter->owner) 1875 if (hitter->owner)
1903 op->enemy = hitter->owner; 1876 op->enemy = hitter->owner;
1904 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1905 op->enemy = hitter; 1878 op->enemy = hitter;
1906 1879
1907 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1908 { 1881 {
1909 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1910 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1947 /* 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
1948 * that before if the player was immune to ghosthit, the monster 1921 * that before if the player was immune to ghosthit, the monster
1949 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1950 */ 1923 */
1951 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1952 {
1953 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1954 remove_friendly_object (hitter);
1955
1956 hitter->destroy (); 1925 hitter->destroy ();
1957 } 1926
1958 /* Lets handle creatures that are splitting now */ 1927 /* Lets handle creatures that are splitting now */
1959 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))
1960 { 1929 {
1961 int i; 1930 int i;
1962 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1969 return maxdam; 1938 return maxdam;
1970 } 1939 }
1971 1940
1972 op->remove (); 1941 op->remove ();
1973 1942
1974 for (i = 0; i < NROFNEWOBJS (op); i++) 1943 for (i = 0; i < op->stats.food; i++)
1975 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1976 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1977 int j; 1946 int j;
1978 1947
1979 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
2006 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2007 hitter->destroy (); 1976 hitter->destroy ();
2008 1977
2009 return maxdam; 1978 return maxdam;
2010} 1979}
2011
2012 1980
2013void 1981void
2014poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2015{ 1983{
2016 archetype *at = archetype::find ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2052 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2053 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2054 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2055 op->update_stats (); 2023 op->update_stats ();
2056 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);
2057 } 2026 }
2027
2058 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2059 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);
2060 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2061 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);
2062 } 2032 }
2033
2063 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2064 } 2035 }
2065 else 2036 else
2066 tmp->stats.food++; 2037 tmp->stats.food++;
2067} 2038}
2071{ 2042{
2072 archetype *at = archetype::find ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2073 object *tmp; 2044 object *tmp;
2074 2045
2075 if (at == NULL) 2046 if (at == NULL)
2076 {
2077 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2078 } 2048
2079 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2080 { 2050 {
2081 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2082 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2083 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!");
2084 } 2054 }
2085 else 2055 else
2086 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2087 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2088 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2089 op->update_stats (); 2060 op->update_stats ();
2090} 2061}
2091 2062
2108 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2109 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2110 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);
2111 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2112 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2113 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2114 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2115 2087
2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2117 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
2118 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2119} 2092}
2120 2093
2121void 2094void
2122blind_player (object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
2188 op->speed_left = (float) -(FABS (op->speed) * max); 2161 op->speed_left = (float) -(FABS (op->speed) * max);
2189 2162
2190/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2191} 2164}
2192 2165
2193
2194/* Attempts to kill 'op'. hitter is the attack object, dam is 2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2195 * the computed damaged. 2167 * the computed damaged.
2196 */ 2168 */
2197void 2169void
2198deathstrike_player (object *op, object *hitter, int *dam) 2170deathstrike_player (object *op, object *hitter, int *dam)
2206 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2207 2179
2208 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2209 2181
2210 if (hitter->slaying) 2182 if (hitter->slaying)
2211 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))))
2212 return; 2184 return;
2213 2185
2214 def_lev = op->level; 2186 def_lev = op->level;
2215 if (def_lev < 1) 2187 if (def_lev < 1)
2216 { 2188 {
2217 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);
2218 def_lev = 1; 2190 def_lev = 1;
2219 } 2191 }
2192
2220 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;
2221 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2222 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2223 2196
2224 if (atk_lev >= def_lev) 2197 if (atk_lev >= def_lev)
2239 */ 2212 */
2240 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2241 } 2214 }
2242 } 2215 }
2243 else 2216 else
2244 {
2245 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2246 }
2247} 2218}
2248 2219
2249/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2250 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2251 * monster). 2222 * monster).
2280 } 2251 }
2281 } 2252 }
2282} 2253}
2283 2254
2284/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2285
2286int 2256int
2287adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2288{ 2258{
2289 object *attacker = hitter; 2259 object *attacker = hitter;
2290 int adjust = 0; 2260 int adjust = 0;
2355#endif 2325#endif
2356 2326
2357 return adjust; 2327 return adjust;
2358} 2328}
2359 2329
2360
2361/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2362int 2331int
2363is_aimed_missile (object *op) 2332is_aimed_missile (object *op)
2364{ 2333{
2365 2334
2366 /* 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
2367 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2368 */ 2337 */
2369 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2370 {
2371 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2372 return 1; 2340 return 1;
2373 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))
2374 return 1; 2342 return 1;
2375 } 2343
2376 return 0; 2344 return 0;
2377} 2345}

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