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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.58 by root, Sun Apr 29 03:44:36 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.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
62 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 66
67 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
69 } 69 }
70} 70}
71 71
72/* 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
73 * 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
77did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
78{ 78{
79 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 80 materialtype_t *mt;
81 81
82 if (op->materialname == NULL) 82 if (!op->materialname)
83 { 83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material) 85 if (op->materials & mt->material)
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90 90
91 if (mt == NULL) 91 if (!mt)
92 return TRUE; 92 return TRUE;
93 93
94 roll = rndm (1, 20); 94 roll = rndm (1, 20);
95 95
96 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
104 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 108
109 if (type == 0) 109 if (type == 0) return TRUE;
110 return TRUE; 110
111 if (roll == 20) 111 if (roll == 20) return TRUE;
112 return TRUE; 112 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 113
116 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
117 { 115 {
118 i = 1 << number; 116 i = 1 << number;
117
119 if (!(i & type)) 118 if (!(i & type))
120 continue; 119 continue;
120
121 attacks++; 121 attacks++;
122 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
123 saves++; 123 saves++;
124 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)
125 saves++; 125 saves++;
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (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
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 { 165 {
166 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
169
170 if (op)
171 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
172 170
173 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
174 { 172 {
175 if (env) 173 if (env)
176 { 174 env->insert (op);
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else 175 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
186 }
187 } 177 }
188 178
189 return; 179 return;
190 } 180 }
191 181
196 return; 186 return;
197 } 187 }
198 188
199 if (op->nrof > 1) 189 if (op->nrof > 1)
200 { 190 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
205 } 193 }
206 else 194 else
207 { 195 {
196 // drop everything to the ground, if possible
208 if (op->env) 197 while (op->inv)
209 { 198 op->inv->insert_at (originator);
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215 199
216 op->destroy (); 200 op->destroy ();
217 } 201 }
218 202
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 204 if (env)
221 { 205 {
222 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 208 env->insert (op);
225 } 209 }
226 else 210 else
227 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
228 212
229 return; 213 return;
230 } 214 }
231 215
232 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
233 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))
234 { 218 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 219 archetype *at = archetype::find (shstr_icecube);
237 220
238 if (at == NULL) 221 if (at == NULL)
239 return; 222 return;
240 223
241 op = stop_item (op); 224 op = stop_item (op);
242 if (op == NULL) 225 if (op == NULL)
243 return; 226 return;
244 227
245 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)
246 { 230 {
247 tmp = arch_to_object (at); 231 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 232 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 233 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 234 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 237 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 238 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 240 }
257 241
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 242 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 243 return;
263 } 244 }
264} 245}
265 246
266/* Object op is hitting the map. 247/* Object op is hitting the map.
267 * op is going in direction 'dir' 248 * op is going in direction 'dir'
268 * type is the attacktype of the object. 249 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 250 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 251 * returns 1 if it hits something, 0 otherwise.
271 */ 252 */
272
273int 253int
274hit_map (object *op, int dir, int type, int full_hit) 254hit_map (object *op, int dir, int type, int full_hit)
275{ 255{
276 maptile *map; 256 maptile *map;
277 sint16 x, y; 257 sint16 x, y;
283 return 0; 263 return 0;
284 } 264 }
285 265
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
287 { 267 {
288 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);
289 return 0; 269 return 0;
290 } 270 }
291 271
292 if (!op->map) 272 if (!op->map)
293 { 273 {
296 } 276 }
297 277
298 if (op->head) 278 if (op->head)
299 op = op->head; 279 op = op->head;
300 280
301 map = op->map; 281 mapxy pos (op);
302 x = op->x + freearr_x[dir]; 282 pos.move (dir);
303 y = op->y + freearr_y[dir];
304 283
305 if (!xy_normalise (map, x, y)) 284 if (!pos.normalise ())
306 return 0; 285 return 0;
307 286
308 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
309 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
310 mapspace &ms = map->at (x, y); 289 mapspace &ms = pos.ms ();
311 290
312 if (ms.flags () & P_SAFE) 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 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 { 298 {
320 if (type & AT_COUNTERSPELL) 299 if (type & AT_COUNTERSPELL)
353 332
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
356 * 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.
357 */ 336 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
359 continue; 338 continue;
360 339
361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 { 341 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
540 { 519 {
541 int mtype; 520 int mtype;
542 521
543 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
544 { 523 {
545 case WEAP_HIT: 524 case WEAP_HIT:
546 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
547 break; 526 break;
548 case WEAP_SLASH: 527 case WEAP_SLASH:
549 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
550 break; 529 break;
551 case WEAP_PIERCE: 530 case WEAP_PIERCE:
552 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
553 break; 532 break;
554 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
555 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
556 break; 535 break;
557 case WEAP_SLICE: 536 case WEAP_SLICE:
558 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
559 break; 538 break;
560 case WEAP_STAB: 539 case WEAP_STAB:
561 mtype = ATM_STAB; 540 mtype = ATM_STAB;
562 break; 541 break;
563 case WEAP_WHIP: 542 case WEAP_WHIP:
564 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
565 break; 544 break;
566 case WEAP_CRUSH: 545 case WEAP_CRUSH:
567 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
568 break; 547 break;
569 case WEAP_BLUD: 548 case WEAP_BLUD:
570 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
571 break; 550 break;
572 default: 551 default:
573 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
574 break; 553 break;
575 } 554 }
555
576 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++)
577 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)
578 { 558 {
579 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);
580 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
614 if (hitter->owner != NULL) 594 if (hitter->owner != NULL)
615 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);
616 else 596 else
617 { 597 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
619 if (dam != 0) 600 if (dam != 0)
620 { 601 {
621 if (dam < 10) 602 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20) 604 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else 606 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
627 } 608 }
628 } 609 }
610
629 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */ 612 } /* end of player hitting player */
631 613
632 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
633 { 615 {
634 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
635 if (dam != 0) 618 if (dam != 0)
636 { 619 {
637 if (dam < 10) 620 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
639 else if (dam < 20) 622 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
641 else 624 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
643 } 626 }
627
644 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 } 629 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 { 631 {
648 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
657 if (next) 641 if (next)
658 while (next) 642 while (next)
659 { 643 {
660 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))
661 i *= 3; 645 i *= 3;
646
662 tmp = next; 647 tmp = next;
663 next = tmp->above; 648 next = tmp->above;
664 } 649 }
665 650
666 if (i < 0) 651 if (i < 0)
671 } 656 }
672 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
673 return; 658 return;
674 659
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 663 }
679} 664}
680 665
681 666
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 671 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 673 return 1;
689 } 674 }
675
690 if ((*target)->head) 676 if ((*target)->head)
691 *target = (*target)->head; 677 *target = (*target)->head;
678
692 if ((*hitter)->head) 679 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
695 { 686 {
696 *simple_attack = 1; 687 *simple_attack = 1;
697 return 0; 688 return 0;
698 } 689 }
690
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || 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))
701 { 695 {
702 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 ());
703 return 1; 698 return 1;
704 } 699 }
700
705 *simple_attack = 0; 701 *simple_attack = 0;
706 return 0; 702 return 0;
707} 703}
708 704
709static int 705static int
745 741
746 /* 742 /*
747 * 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
748 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
749 */ 745 */
750 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)
751 { 747 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
756 */ 752 */
757 op->speed_left--; 753 --op->speed_left;
758 process_object (op); 754 process_object (op);
759 755
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 757 goto error;
762 } 758 }
771 767
772 /* See if we hit the creature */ 768 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 770 {
775 int hitdam = base_dam; 771 int hitdam = base_dam;
776
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784
785 if ((op->casting_time > -1) && (hitdam > 0))
786 {
787 op->casting_time = -1;
788 if (op->type == PLAYER)
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
791 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
792 }
793 }
794 }
795 772
796 if (!simple_attack) 773 if (!simple_attack)
797 { 774 {
798 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
799 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
808 785
809 /* 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 */
810 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
811 { 788 {
812 make_visible (op); 789 make_visible (op);
790
813 if (op->type == PLAYER) 791 if (op->type == PLAYER)
814 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!");
815 } 793 }
816 794
817 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
891 * 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
892 * stick around. 870 * stick around.
893 */ 871 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 873 {
896 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
897 tmp = tmp->head;
898
899 op->remove ();
900 op = insert_ob_in_ob (op, tmp);
901
902 if (tmp->type == PLAYER)
903 esrv_send_item (tmp, op);
904
905 return 1; 875 return 1;
906 } 876 }
907 else 877 else
908 return 0; 878 return 0;
909} 879}
1067 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1038 if (!target->enemy)
1069 target->enemy = owner; 1039 target->enemy = owner;
1070} 1040}
1071 1041
1072
1073/* 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
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * 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
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * 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
1088 return 0; 1057 return 0;
1089 } 1058 }
1090 1059
1091 if (dam < 0) 1060 if (dam < 0)
1092 { 1061 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1064 return 0;
1095 } 1065 }
1096 1066
1097 /* 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
1098 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1070 return dam;
1101 1071
1102 if (hitter->slaying) 1072 if (hitter->slaying)
1103 { 1073 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1076 {
1107 doesnt_slay = 0; 1077 doesnt_slay = 0;
1108 dam *= 3; 1078 dam *= 3;
1109 } 1079 }
1110 } 1080 }
1124 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1097 * special processing is needed */
1128 1098
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1130 return 0; 1102 return 0;
1131 1103
1132 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1133 1105
1134 switch (attacknum) 1106 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1157 op->drain_stat ();
1186 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))
1187 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1188 } 1160 }
1161
1189 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 */
1190 } 1163 }
1191 break; 1164 break;
1192 1165
1193 case ATNR_ACID: 1166 case ATNR_ACID:
1220 1193
1221 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1222 objects */ 1195 objects */
1223 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)
1224 { 1197 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1; 1198 flag = 1;
1230 tmp->magic--; 1199 tmp->magic--;
1231 if (op->type == PLAYER) 1200
1232 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 }
1233 } 1209 }
1234 } 1210 }
1235 1211
1236 if (flag) 1212 if (flag)
1237 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1271 * 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,
1272 * nothing happens. 1248 * nothing happens.
1273 * 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
1274 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1275 */ 1251 */
1276 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))
1277 { 1253 {
1278 object *owner = hitter->owner; 1254 object *owner = hitter->owner;
1279 1255
1280 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1281 { 1257 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1284 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);
1285 } 1261 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1265
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1267 }
1293 1268
1294 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
1295 * 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,
1307 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1308 int div = 1; 1283 int div = 1;
1309 1284
1310 /* 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
1311 * at half strength */ 1286 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1288 div = 2;
1289
1314 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1292 scare_creature (op, owner);
1317 } 1293 }
1318 else 1294 else
1324 case ATNR_DEATH: 1300 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1326 break; 1302 break;
1327 1303
1328 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1329 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 ());
1330 dam = 0; 1306 dam = 0;
1331 break; 1307 break;
1332 1308
1333 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1334 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 ());
1335 dam = 0; 1311 dam = 0;
1336 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1315 * does no damage. */
1411 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1412 const char *skill; 1388 const char *skill;
1413 int maxdam = 0; 1389 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1415 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 */
1416 object *owner = NULL; 1392 object *owner = 0;
1417 object *skop = NULL; 1393 object *skop = 0;
1418 1394
1419 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1420 return -1; 1396 return -1;
1421 1397
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 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 */
1433 1409
1434 if (op->type == DOOR) 1410 if (op->type == DOOR)
1435 { 1411 {
1436 op->set_speed (0.1); 1412 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1438 return maxdam; 1414 return maxdam;
1439 } 1415 }
1440 1416
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1418 {
1459 pk = 1; 1435 pk = 1;
1460 1436
1461 /* Player killed something */ 1437 /* Player killed something */
1462 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1463 { 1439 {
1464 Log_Kill (owner->name,
1465 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1466
1467 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1468 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1469 * ip address is included. 1442 * ip address is included.
1470 */ 1443 */
1471 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1491 else 1464 else
1492 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));
1493 1466
1494 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1495 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1496 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1497 } 1470 }
1498 1471
1499 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1500 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1501 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1506 */ 1479 */
1507 if (op->type == PLAYER && owner != op && !battleg) 1480 if (op->type == PLAYER && owner != op && !battleg)
1508 owner->change_luck (-settings.pk_luck_penalty); 1481 owner->change_luck (-settings.pk_luck_penalty);
1509 1482
1510 /* This code below deals with finding the appropriate skill 1483 /* This code below deals with finding the appropriate skill
1511 * to credit exp to. This is a bit problematic - we should 1484 * to credit exp to. This is a bit problematic - we should
1512 * probably never really have to look at current_weapon->skill 1485 * probably never really have to look at current_weapon->skill
1513 */ 1486 */
1514 skill = 0; 1487 skill = 0;
1515 1488
1516 if (hitter->skill && hitter->type != PLAYER) 1489 if (hitter->skill && hitter->type != PLAYER)
1517 skill = hitter->skill; 1490 skill = hitter->skill;
1518 else if (owner->chosen_skill) 1491 else if (owner->chosen_skill)
1519 { 1492 {
1520 skill = owner->chosen_skill->skill;
1521 skop = owner->chosen_skill; 1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1522 } 1495 }
1523 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1524 skill = owner->current_weapon->skill; 1497 skill = owner->current_weapon->skill;
1525 else 1498 else
1526 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");
1560 skill = skop->skill; 1533 skill = skop->skill;
1561 1534
1562 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);
1563 1536
1564 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1565 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1566 { 1539 {
1567 int exp; 1540 int exp;
1568 1541
1569 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1570 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1637 { 1610 {
1638 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1639 1612
1640 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1641 { 1614 {
1642 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1643 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1644 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);
1645 } 1618 }
1646 1619
1647 remove_friendly_object (op); 1620 remove_friendly_object (op);
1648 } 1621 }
1649 1622
1650 op->destroy (); 1623 op->destroy ();
1651 } 1624 }
1652 else 1625 else
1653 {
1654 /* Player has been killed! */ 1626 /* Player has been killed! */
1655 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1656 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1657 else
1658 assign (op->contr->killer, hitter->name);
1659 }
1660 1628
1661 /* 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
1662 * continues in the calling function. 1630 * continues in the calling function.
1663 */ 1631 */
1664 return maxdam; 1632 return maxdam;
1693 } 1661 }
1694 1662
1695 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)
1696 friendlyfire = 0; 1664 friendlyfire = 0;
1697 } 1665 }
1666
1698 return friendlyfire; 1667 return friendlyfire;
1699} 1668}
1700
1701 1669
1702/* 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.
1703 * 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
1704 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1705 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1723 1691
1724 /* 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 */
1725 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))
1726 return 0; 1694 return 0;
1727 1695
1728#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1729 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1730 { 1698 {
1731 object *owner = hitter->owner; 1699 object *owner = hitter->owner;
1732 1700
1733 if (!owner) 1701 if (!owner)
1737 && (!op_on_battleground (op, 0, 0) 1705 && (!op_on_battleground (op, 0, 0)
1738 && (op->contr->peaceful || owner->contr->peaceful)) 1706 && (op->contr->peaceful || owner->contr->peaceful))
1739 && op != owner) 1707 && op != owner)
1740 return 0; 1708 return 0;
1741 } 1709 }
1742#endif
1743 1710
1744 if (body_attack) 1711 if (body_attack)
1745 { 1712 {
1746 /* 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
1747 * return - we still need to process other attacks the spell still 1714 * return - we still need to process other attacks the spell still
1826 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1827 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1828 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1829 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1830 (hitter->title != NULL 1797 (hitter->title != NULL
1831 && (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)))
1832 return 0; 1799 return 0;
1833 } 1800 }
1834 1801
1835 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1836 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1868 */ 1835 */
1869 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1870 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1871 { 1838 {
1872 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1873#ifndef COZY_SERVER
1874 maxdam++;
1875#endif
1876 1840
1877#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1878 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",
1879 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1880#endif 1844#endif
1881 } 1845 }
1882 1846
1883 if (!full_hit) 1847 if (!full_hit)
1884 { 1848 {
1885 archetype *at;
1886 int area; 1849 int area;
1887 int remainder; 1850 int remainder;
1888 1851
1889 area = 0; 1852 area = 0;
1890 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1891 area++; 1855 area++;
1856
1892 assert (area > 0); 1857 assert (area > 0);
1893 1858
1894 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1895 value-effect */ 1860 value-effect */
1896 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1973 return maxdam; 1938 return maxdam;
1974 } 1939 }
1975 1940
1976 op->remove (); 1941 op->remove ();
1977 1942
1978 for (i = 0; i < NROFNEWOBJS (op); i++) 1943 for (i = 0; i < op->stats.food; i++)
1979 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1980 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1981 int j; 1946 int j;
1982 1947
1983 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
2010 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2011 hitter->destroy (); 1976 hitter->destroy ();
2012 1977
2013 return maxdam; 1978 return maxdam;
2014} 1979}
2015
2016 1980
2017void 1981void
2018poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2019{ 1983{
2020 archetype *at = archetype::find ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2056 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2057 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2058 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2059 op->update_stats (); 2023 op->update_stats ();
2060 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);
2061 } 2026 }
2027
2062 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2063 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);
2064 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2065 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);
2066 } 2032 }
2033
2067 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2068 } 2035 }
2069 else 2036 else
2070 tmp->stats.food++; 2037 tmp->stats.food++;
2071} 2038}
2075{ 2042{
2076 archetype *at = archetype::find ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2077 object *tmp; 2044 object *tmp;
2078 2045
2079 if (at == NULL) 2046 if (at == NULL)
2080 {
2081 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2082 } 2048
2083 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2084 { 2050 {
2085 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2086 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2087 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!");
2088 } 2054 }
2089 else 2055 else
2090 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2091 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2092 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2093 op->update_stats (); 2060 op->update_stats ();
2094} 2061}
2095 2062
2112 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2113 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2114 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);
2115 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2116 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2117 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2118 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2119 2087
2120 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2121 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
2122 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2123} 2092}
2124 2093
2125void 2094void
2126blind_player (object *op, object *hitter, int dam) 2095blind_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 }
2223 2192
2224 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;
2225 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2282 } 2251 }
2283 } 2252 }
2284} 2253}
2285 2254
2286/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288int 2256int
2289adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2290{ 2258{
2291 object *attacker = hitter; 2259 object *attacker = hitter;
2292 int adjust = 0; 2260 int adjust = 0;
2366 2334
2367 /* 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
2368 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2369 */ 2337 */
2370 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2340 return 1;
2374 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))
2375 return 1; 2342 return 1;
2376 }
2377 2343
2378 return 0; 2344 return 0;
2379} 2345}

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