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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.10 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.107 by elmex, Mon Jan 12 00:17:23 2009 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.10 2006/09/11 11:46:52 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
40 31
41typedef struct att_msg_str 32typedef struct att_msg_str
42{ 33{
43 char *msg1; 34 char *msg1;
44 char *msg2; 35 char *msg2;
50 * its magical benefits. 41 * its magical benefits.
51 */ 42 */
52void 43void
53cancellation (object *op) 44cancellation (object *op)
54{ 45{
55 object *tmp;
56
57 if (op->invisible) 46 if (op->invisible)
58 return; 47 return;
59 48
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 50 {
62 /* Recur through the inventory */ 51 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 54 cancellation (tmp);
66 } 55 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
68 { 57 {
69 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
71 op->magic = 0; 60 op->magic = 0;
61
72 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81}
82 66
83 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
84 71
85/* 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
86 * 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
87 * any further action (like destroying the item). 74 * any further action (like destroying the item).
88 */ 75 */
89
90int 76int
91did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
92{ 78{
93 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 80 materialtype_t *mt;
95 81
96 if (op->materialname == NULL) 82 if (!op->materialname)
97 { 83 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt; mt = mt->next)
99 {
100 if (op->material & mt->material) 85 if (op->materials & mt->material)
101 break; 86 break;
102 }
103 } 87 }
104 else 88 else
105 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
106 if (mt == NULL) 90
91 if (!mt)
107 return TRUE; 92 return TRUE;
93
108 roll = rndm (1, 20); 94 roll = rndm (1, 20);
109 95
110 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
118 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 108
123 if (type == 0) 109 if (type == 0) return TRUE;
124 return TRUE; 110
125 if (roll == 20) 111 if (roll == 20) return TRUE;
126 return TRUE; 112 if (roll == 1) return FALSE;
127 if (roll == 1)
128 return FALSE;
129 113
130 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
131 { 115 {
132 i = 1 << number; 116 i = 1 << number;
117
133 if (!(i & type)) 118 if (!(i & type))
134 continue; 119 continue;
120
135 attacks++; 121 attacks++;
136 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
137 saves++; 123 saves++;
138 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)
139 saves++; 125 saves++;
141 saves++; 127 saves++;
142 } 128 }
143 129
144 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
145 return TRUE; 131 return TRUE;
132
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 134 return FALSE;
135
148 return TRUE; 136 return TRUE;
149} 137}
150 138
151/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 141 * calling cancellation, etc.)
154 */ 142 */
155
156void 143void
157save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
158{ 145{
159 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
160 { 147 {
161 object *env = op->env; 148 object *env = op->env;
162 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 150 maptile *m = op->map;
164 151
165 op = stop_item (op); 152 op = stop_item (op);
166 if (op == NULL) 153 if (!op)
167 return; 154 return;
168 155
169 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
173 * (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
174 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 163 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY)
165 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166 || op->type == LAMP
167 || op->type == TORCH
178 { 168 ))
179 const char *arch = op->other_arch->name; 169 {
180 170 switch (op->type)
181 op = decrease_ob_nr (op, 1);
182 if (op)
183 fix_stopped_item (op, m, originator);
184 if ((op = get_archetype (arch)) != NULL)
185 { 171 {
186 if (env) 172 case LAMP:
173 // turn on a lamp
174 apply_lamp (op, true);
175 break;
176
177 default:
178 // for instance icecubes:
179 if (op->other_arch)
187 { 180 {
188 op->x = env->x, op->y = env->y; 181 const char *arch = op->other_arch->archname;
189 insert_ob_in_ob (op, env); 182
183 if (op->decrease ())
184 fix_stopped_item (op, m, originator);
185
186 if ((op = archetype::get (arch)))
187 {
190 if (env->contr) 188 if (env)
191 esrv_send_item (env, op); 189 env->insert (op);
190 else
191 m->insert (op, x, y, originator);
192 }
192 } 193 }
193 else
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0);
197 }
198 } 194 }
199 return; 195 return;
200 } 196 }
197
201 if (type & AT_CANCELLATION) 198 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 199 { /* Cancellation. */
203 cancellation (op); 200 cancellation (op);
204 fix_stopped_item (op, m, originator); 201 fix_stopped_item (op, m, originator);
205 return; 202 return;
206 } 203 }
204
207 if (op->nrof > 1) 205 if (op->nrof > 1)
208 { 206 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 207 if (op->decrease (rndm (0, op->nrof - 1)))
210 if (op)
211 fix_stopped_item (op, m, originator); 208 fix_stopped_item (op, m, originator);
212 } 209 }
213 else 210 else
214 { 211 {
215 if (op->env) 212 // drop everything to the ground, if possible
216 { 213 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 214 op->drop_and_destroy ();
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 } 215 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 216
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 217 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 218 if (env)
231 { 219 {
232 op = get_archetype ("burnout"); 220 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 221 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 222 env->insert (op);
235 } 223 }
236 else 224 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 225 replace_insert_ob_in_map (shstr_burnout, originator);
239 } 226
240 }
241 return; 227 return;
242 } 228 }
229
243 /* The value of 50 is arbitrary. */ 230 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 231 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
245 { 232 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube"); 233 archetype *at = archetype::find (shstr_icecube);
248 234
249 if (at == NULL) 235 if (at == NULL)
250 return; 236 return;
237
251 op = stop_item (op); 238 op = stop_item (op);
252 if (op == NULL) 239 if (op == NULL)
253 return; 240 return;
241
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 242 object *tmp = present_arch (at, op->map, op->x, op->y);
243 if (!tmp)
255 { 244 {
256 tmp = arch_to_object (at); 245 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 246 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 247 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want 248 * icecubes have slow_move set to 1 - don't want
261 */ 250 */
262 tmp->move_slow_penalty = 0; 251 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 252 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 253 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 254 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 255
267 remove_ob (op); 256 tmp->insert (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return; 257 return;
270 } 258 }
271} 259}
272 260
273/* Object op is hitting the map. 261/* Object op is hitting the map.
274 * op is going in direction 'dir' 262 * op is going in direction 'dir'
275 * type is the attacktype of the object. 263 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 264 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 265 * returns 1 if it hits something, 0 otherwise.
278 */ 266 */
279
280int 267int
281hit_map (object *op, int dir, int type, int full_hit) 268hit_map (object *op, int dir, int type, int full_hit)
282{ 269{
283 object *tmp, *next;
284 mapstruct *map; 270 maptile *map;
285 sint16 x, y; 271 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 272 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 273
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 274 if (QUERY_FLAG (op, FLAG_FREED))
291 { 275 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 276 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 277 return 0;
294 } 278 }
295 279
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 280 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 281 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 282 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 283 return 0;
300 } 284 }
301 285
302 if (!op->map) 286 if (!op->map)
303 { 287 {
306 } 290 }
307 291
308 if (op->head) 292 if (op->head)
309 op = op->head; 293 op = op->head;
310 294
311 op_tag = op->count; 295 mapxy pos (op);
296 pos.move (dir);
312 297
313 map = op->map; 298 if (!pos.normalise ())
314 x = op->x + freearr_x[dir]; 299 return 0;
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318 300
319 // elmex: a safe map tile can't be hit! 301 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 302 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 303 mapspace &ms = pos.ms ();
304
305 if (ms.flags () & P_SAFE)
322 return 0; 306 return 0;
323 307
324 /* peterm: a few special cases for special attacktypes --counterspell 308 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 309 * must be out here because it strikes things which are not alive
326 */ 310 */
327 311 if (type & (AT_COUNTERSPELL | AT_CHAOS))
312 {
328 if (type & AT_COUNTERSPELL) 313 if (type & AT_COUNTERSPELL)
329 { 314 {
330 counterspell (op, dir); /* see spell_effect.c */ 315 counterspell (op, dir); /* see spell_effect.c */
331 316
332 /* If the only attacktype is counterspell or magic, don't need 317 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 318 * to do any further processing.
334 */
335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
337 return 0;
338 }
339 type &= ~AT_COUNTERSPELL;
340 }
341
342 if (type & AT_CHAOS)
343 {
344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
345 update_object (op, UP_OBJ_FACE);
346 type &= ~AT_CHAOS;
347 }
348
349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */ 319 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 320 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 321 return 0;
322
323 type &= ~AT_COUNTERSPELL;
324 }
325
326 if (type & AT_CHAOS)
368 } 327 {
328 shuffle_attack (op, 1); /* flag tells it to change the face */
329 update_object (op, UP_OBJ_FACE);
330 type &= ~AT_CHAOS;
331 }
332 }
333
334 /* There may still be objects that were above 'next', but there is no
335 * simple way to find out short of copying all object references and
336 * tags into a temporary array before we start processing the first
337 * object. That's why we just abort on destroy.
338 *
339 * This happens whenever attack spells (like fire) hit a pile
340 * of objects. This is not a bug - nor an error.
341 */
342 for (object *next = ms.bot; next && !next->destroyed (); )
343 {
369 tmp = next; 344 object *tmp = next;
370 next = tmp->above; 345 next = tmp->above;
371 if (next)
372 next_tag = next->count;
373
374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379 346
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 347 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 348 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 349 * This is one of the few cases where on_same_map should not be used.
383 */ 350 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y) 351 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
385 continue; 352 continue;
386 353
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 355 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 356 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 357 retflag |= 1;
358
391 if (was_destroyed (op, op_tag)) 359 if (op->destroyed ())
392 break; 360 break;
393 } 361 }
394 /* Here we are potentially destroying an object. If the object has 362 /* Here we are potentially destroying an object. If the object has
395 * NO_PASS set, it is also immune - you can't destroy walls. Note 363 * NO_PASS set, it is also immune - you can't destroy walls. Note
396 * that weak walls have is_alive set, which prevent objects from 364 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 365 * passing over/through them. We don't care what type of movement
398 * the wall blocks - if it blocks any type of movement, can't be 366 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 367 * destroyed right now.
400 */ 368 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 369 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
402 { 370 {
403 save_throw_object (tmp, type, op); 371 save_throw_object (tmp, type, op);
372
404 if (was_destroyed (op, op_tag)) 373 if (op->destroyed ())
405 break; 374 break;
406 } 375 }
407 } 376 }
377
408 return 0; 378 return 0;
409} 379}
410 380
411void 381void
412attack_message (int dam, int type, object *op, object *hitter) 382attack_message (int dam, int type, object *op, object *hitter)
413{ 383{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 384 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 385 int i, found = 0;
416 mapstruct *map; 386 maptile *map;
417 object *next, *tmp; 387 object *next, *tmp;
418 388
419 /* put in a few special messages for some of the common attacktypes 389 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 390 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 391 * [garbled 20010919]
438 sprintf (buf1, "missed %s", &op->name); 408 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 409 sprintf (buf2, " misses");
440 found++; 410 found++;
441 } 411 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 412 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 413 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 414 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 415 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 416 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 417 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 418 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 430 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 431 found++;
462 break; 432 break;
463 } 433 }
464 } 434 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 435 else if (hitter->type == PLAYER && op->is_alive ())
466 { 436 {
467 if (USING_SKILL (hitter, SK_KARATE)) 437 if (USING_SKILL (hitter, SK_KARATE))
468 { 438 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 439 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 440 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 466 found++;
497 break; 467 break;
498 } 468 }
499 } 469 }
500 } 470 }
471
501 if (found) 472 if (found)
502 { 473 {
503 /* done */ 474 /* done */
504 } 475 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 476 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 477 {
507 sprintf (buf1, "hit"); /* just in case */ 478 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 479 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 480 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 481 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 482 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 483 found++;
513 break; 484 break;
514 } 485 }
515 } 486 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 487 else if (type & AT_DRAIN && op->is_alive ())
517 { 488 {
518 /* drain is first, because some items have multiple attypes */ 489 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 491 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 492 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 494 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 495 found++;
525 break; 496 break;
526 } 497 }
527 } 498 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 499 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 500 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 502 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 503 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 504 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 505 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 506 found++;
536 break; 507 break;
537 } 508 }
538 } 509 }
539 else if (type & AT_COLD && IS_LIVE (op)) 510 else if (type & AT_COLD && op->is_alive ())
540 { 511 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 513 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 514 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 515 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
562 { 533 {
563 int mtype; 534 int mtype;
564 535
565 switch (hitter->current_weapon->weapontype) 536 switch (hitter->current_weapon->weapontype)
566 { 537 {
567 case WEAP_HIT: 538 case WEAP_HIT:
568 mtype = ATM_BASIC; 539 mtype = ATM_BASIC;
569 break; 540 break;
570 case WEAP_SLASH: 541 case WEAP_SLASH:
571 mtype = ATM_SLASH; 542 mtype = ATM_SLASH;
572 break; 543 break;
573 case WEAP_PIERCE: 544 case WEAP_PIERCE:
574 mtype = ATM_PIERCE; 545 mtype = ATM_PIERCE;
575 break; 546 break;
576 case WEAP_CLEAVE: 547 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE; 548 mtype = ATM_CLEAVE;
578 break; 549 break;
579 case WEAP_SLICE: 550 case WEAP_SLICE:
580 mtype = ATM_SLICE; 551 mtype = ATM_SLICE;
581 break; 552 break;
582 case WEAP_STAB: 553 case WEAP_STAB:
583 mtype = ATM_STAB; 554 mtype = ATM_STAB;
584 break; 555 break;
585 case WEAP_WHIP: 556 case WEAP_WHIP:
586 mtype = ATM_WHIP; 557 mtype = ATM_WHIP;
587 break; 558 break;
588 case WEAP_CRUSH: 559 case WEAP_CRUSH:
589 mtype = ATM_CRUSH; 560 mtype = ATM_CRUSH;
590 break; 561 break;
591 case WEAP_BLUD: 562 case WEAP_BLUD:
592 mtype = ATM_BLUD; 563 mtype = ATM_BLUD;
593 break; 564 break;
594 default: 565 default:
595 mtype = ATM_BASIC; 566 mtype = ATM_BASIC;
596 break; 567 break;
597 } 568 }
569
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 570 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 571 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 { 572 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 573 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602 strcpy (buf2, attack_mess[mtype][i].buf3); 574 strcpy (buf2, attack_mess[mtype][i].buf3);
621 strcpy (buf1, "hit"); 593 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 594 strcpy (buf2, " hits");
623 } 595 }
624 596
625 /* bail out if a monster is casting spells */ 597 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 598 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 599 return;
628 600
629 /* scale down magic considerably. */ 601 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 602 if (type & AT_MAGIC && rndm (0, 5))
631 return; 603 return;
632 604
633 /* Did a player hurt another player? Inform both! */ 605 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 606 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 607 {
636 if (get_owner (hitter) != NULL) 608 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 609 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 610 else
639 { 611 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 612 sprintf (buf, "%s%s you.", &hitter->name, buf2);
613
641 if (dam != 0) 614 if (dam != 0)
642 { 615 {
643 if (dam < 10) 616 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 617 op->contr->play_sound (sound_find ("player_is_hit1"));
645 else if (dam < 20) 618 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 619 op->contr->play_sound (sound_find ("player_is_hit2"));
647 else 620 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 621 op->contr->play_sound (sound_find ("player_is_hit3"));
649 } 622 }
650 } 623 }
624
651 new_draw_info (NDI_BLACK, 0, op, buf); 625 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */ 626 } /* end of player hitting player */
653 627
654 if (hitter->type == PLAYER) 628 if (hitter->type == PLAYER)
655 { 629 {
656 sprintf (buf, "You %s.", buf1); 630 sprintf (buf, "You %s.", buf1);
631
657 if (dam != 0) 632 if (dam != 0)
658 { 633 {
659 if (dam < 10) 634 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 635 op->play_sound (sound_find ("player_hits1"));
661 else if (dam < 20) 636 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 637 op->play_sound (sound_find ("player_hits2"));
663 else 638 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 639 op->play_sound (sound_find ("player_hits3"));
665 } 640 }
641
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 642 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 643 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 644 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 645 {
670 /* look for stacked spells and start reducing the message chances */ 646 /* look for stacked spells and start reducing the message chances */
671 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 647 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 648 {
673 i = 4; 649 i = 4;
674 map = hitter->map; 650 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 651 if (out_of_map (map, hitter->x, hitter->y))
676 return; 652 return;
653
677 next = get_map_ob (map, hitter->x, hitter->y); 654 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 655 if (next)
679 while (next) 656 while (next)
680 { 657 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 658 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 659 i *= 3;
660
683 tmp = next; 661 tmp = next;
684 next = tmp->above; 662 next = tmp->above;
685 } 663 }
664
686 if (i < 0) 665 if (i < 0)
687 return; 666 return;
667
688 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
689 return; 669 return;
690 } 670 }
691 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
692 return; 672 return;
673
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 op->play_sound (sound_find ("player_hits4"));
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 677 }
697} 678}
698 679
699 680
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 { 685 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1; 687 return 1;
707 } 688 }
689
708 if ((*target)->head) 690 if ((*target)->head)
709 *target = (*target)->head; 691 *target = (*target)->head;
692
710 if ((*hitter)->head) 693 if ((*hitter)->head)
711 *hitter = (*hitter)->head; 694 *hitter = (*hitter)->head;
695
696 if ((*target)->type == LOCKED_DOOR)
697 return 1; // locked doors cannot be hit
698
712 if ((*hitter)->env != NULL || (*target)->env != NULL) 699 if ((*hitter)->env || (*target)->env)
713 { 700 {
714 *simple_attack = 1; 701 *simple_attack = 1;
715 return 0; 702 return 0;
716 } 703 }
704
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 705 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 706 || QUERY_FLAG (*hitter, FLAG_REMOVED)
707 || !(*hitter)->map
708 || !on_same_map (*hitter, *target))
719 { 709 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 710 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 return 1; 712 return 1;
722 } 713 }
714
723 *simple_attack = 0; 715 *simple_attack = 0;
724 return 0; 716 return 0;
725} 717}
726 718
727static int 719static int
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 740attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 741{
750 int simple_attack, roll, dam = 0; 742 int simple_attack, roll, dam = 0;
751 uint32 type; 743 uint32 type;
752 shstr op_name; 744 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 745
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 746 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 747 goto error;
757 748
758 if (hitter->current_weapon) 749 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 750 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 751 return RESULT_INT (0);
761 752
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 753 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 754 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 755
768 /* 756 /*
769 * A little check to make it more difficult to dance forward and back 757 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 758 * to avoid ever being hit by monsters.
771 */ 759 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 760 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
773 { 761 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 762 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 763 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 764 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 765 * we call process_object, the 'if' statement above will fail.
778 */ 766 */
779 op->speed_left--; 767 --op->speed_left;
780 process_object (op); 768 process_object (op);
769
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 770 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 771 goto error;
783 } 772 }
784 773
785 op_name = op->name; 774 op_name = op->name;
786 775
793 /* See if we hit the creature */ 782 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 783 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 784 {
796 int hitdam = base_dam; 785 int hitdam = base_dam;
797 786
798 if (settings.casting_time == TRUE)
799 {
800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 {
802 hitter->casting_time = -1;
803 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
804 }
805 if ((op->casting_time > -1) && (hitdam > 0))
806 {
807 op->casting_time = -1;
808 if (op->type == PLAYER)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
811 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 }
813 }
814 }
815 if (!simple_attack) 787 if (!simple_attack)
816 { 788 {
817 /* If you hit something, the victim should *always* wake up. 789 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 790 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 791 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 792 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 793 CLEAR_FLAG (op, FLAG_SLEEP);
822 794
823 /* If the victim can't see the attacker, it may alert others 795 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 796 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 798 npc_call_help (op);
827 799
828 /* if you were hidden and hit by a creature, you are discovered */ 800 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 801 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
830 { 802 {
831 make_visible (op); 803 make_visible (op);
804
832 if (op->type == PLAYER) 805 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834 } 807 }
835 808
836 /* thrown items (hitter) will have various effects 809 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 810 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 811 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 812 * wrapper object.
840 */ 813 */
841 thrown_item_effect (hitter, op); 814 thrown_item_effect (hitter, op);
815
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 816 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 817 goto leave;
844 } 818 }
845 819
846 /* Need to do at least 1 damage, otherwise there is no point 820 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 821 * to go further and it will cause FPE's below.
848 */ 822 */
849 if (hitdam <= 0) 823 if (hitdam <= 0)
850 hitdam = 1; 824 hitdam = 1;
851 825
852 type = hitter->attacktype; 826 type = hitter->attacktype;
827
853 if (!type) 828 if (!type)
854 type = AT_PHYSICAL; 829 type = AT_PHYSICAL;
830
855 /* Handle monsters that hit back */ 831 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 832 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 833 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 834 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 835 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
836
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 837 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
838
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 839 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 840 goto leave;
863 } 841 }
864 842
865 /* In the new attack code, it should handle multiple attack 843 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 844 * types in its area, so remove it from here.
867 */ 845 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 846 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
847
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 848 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 849 goto leave;
871 } /* end of if hitter hit op */ 850 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 851 /* if we missed, dam=0 */
873 852
874 /*attack_message(dam, type, op, hitter); */ 853 /*attack_message(dam, type, op, hitter); */
884} 863}
885 864
886int 865int
887attack_ob (object *op, object *hitter) 866attack_ob (object *op, object *hitter)
888{ 867{
889
890 if (hitter->head)
891 hitter = hitter->head; 868 hitter = hitter->head_ ();
869
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 870 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893} 871}
894 872
895/* op is the arrow, tmp is what is stopping the arrow. 873/* op is the arrow, tmp is what is stopping the arrow.
896 * 874 *
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 883 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around. 884 * stick around.
907 */ 885 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 886 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 887 {
910 if (tmp->head != NULL) 888 tmp->head_ ()->insert (op);
911 tmp = tmp->head;
912
913 remove_ob (op);
914 op = insert_ob_in_ob (op, tmp);
915
916 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op);
918
919 return 1; 889 return 1;
920 } 890 }
921 else 891 else
922 return 0; 892 return 0;
923} 893}
931object * 901object *
932hit_with_arrow (object *op, object *victim) 902hit_with_arrow (object *op, object *victim)
933{ 903{
934 object *container, *hitter; 904 object *container, *hitter;
935 int hit_something = 0; 905 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 906
939 /* Disassemble missile */ 907 /* Disassemble missile */
940 if (op->inv) 908 if (op->inv)
941 { 909 {
942 container = op; 910 container = op;
943 hitter = op->inv; 911 hitter = op->inv;
944 remove_ob (hitter);
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 912 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
946 /* Note that we now have an empty THROWN_OBJ on the map. Code that 913 /* Note that we now have an empty THROWN_OBJ on the map. Code that
947 * might be called until this THROWN_OBJ is either reassembled or 914 * might be called until this THROWN_OBJ is either reassembled or
948 * removed at the end of this function must be able to deal with empty 915 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 916 * THROWN_OBJs. */
950 } 917 }
951 else 918 else
952 { 919 {
953 container = NULL; 920 container = 0;
954 hitter = op; 921 hitter = op;
955 } 922 }
956 923
957 /* Try to hit victim */ 924 /* Try to hit victim */
958 victim_x = victim->x;
959 victim_y = victim->y;
960 victim_tag = victim->count;
961 hitter_tag = hitter->count;
962
963 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 925 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 926
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 927 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 928 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 929 * attack_ob_simple() returns, and we've got an arrow that still exists
968 * but is no longer on the map. Ugh. (Beware: Such things can happen at 930 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 931 * other places as well!)
970 */ 932 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 933 if (hitter->destroyed () || hitter->env != NULL)
972 { 934 {
973 if (container) 935 if (container)
974 { 936 container->destroy ();
975 remove_ob (container); 937
976 free_object (container);
977 }
978 return NULL; 938 return 0;
979 } 939 }
980 940
981 /* Missile hit victim */ 941 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 942 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 943 * through the target
984 */ 944 */
985 if (hit_something && op->speed <= 10.0) 945 if (hit_something && op->speed <= 10.0)
986 { 946 {
987 /* Stop arrow */ 947 /* Stop arrow */
988 if (container == NULL) 948 if (!container)
989 { 949 {
990 hitter = fix_stopped_arrow (hitter); 950 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 951 if (!hitter)
992 return NULL; 952 return 0;
993 } 953 }
994 else 954 else
995 { 955 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 956
1000 /* Try to stick arrow into victim */ 957 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 958 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 959 return 0;
1003 960
1004 /* Else try to put arrow on victim's map square 961 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 962 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 963 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 964 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 965 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 966 * way to handle those otherwise?
1010 */ 967 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 968 if (victim->x != hitter->x || victim->y != hitter->y)
969 {
970 if (victim->destroyed ())
971 hitter->destroy ();
972 else
1012 { 973 {
1013 remove_ob (hitter); 974 hitter->remove ();
1014 hitter->x = victim_x; 975 hitter->x = victim->x;
1015 hitter->y = victim_y; 976 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 977 insert_ob_in_map (hitter, victim->map, hitter, 0);
978 }
1017 } 979 }
1018 else 980 else
1019 {
1020 /* Else leave arrow where it is */ 981 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 982 merge_ob (hitter, NULL);
1022 } 983
1023 return NULL; 984 return 0;
1024 } 985 }
1025 986
1026 if (hit_something && op->speed >= 10.0) 987 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 988 op->speed -= 1.0;
1028 989
1029 /* Missile missed victim - reassemble missile */ 990 /* Missile missed victim - reassemble missile */
1030 if (container) 991 if (container)
1031 { 992 {
1032 remove_ob (hitter); 993 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 994 insert_ob_in_ob (hitter, container);
1034 } 995 }
996
1035 return op; 997 return op;
1036} 998}
1037
1038 999
1039void 1000void
1040tear_down_wall (object *op) 1001tear_down_wall (object *op)
1041{ 1002{
1042 int perc = 0; 1003 int perc = 0;
1048 } 1009 }
1049 else if (!GET_ANIM_ID (op)) 1010 else if (!GET_ANIM_ID (op))
1050 { 1011 {
1051 /* Object has been called - no animations, so remove it */ 1012 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1013 if (op->stats.hp < 0)
1014 op->destroy ();
1053 { 1015
1054 remove_ob (op); /* Should update LOS */
1055 free_object (op);
1056 /* Don't know why this is here - remove_ob should do it for us */
1057 /*update_position(m, x, y); */
1058 }
1059 return; /* no animations, so nothing more to do */ 1016 return; /* no animations, so nothing more to do */
1060 } 1017 }
1018
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1019 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1020
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1021 if (perc >= (int) NUM_ANIMATIONS (op))
1063 perc = NUM_ANIMATIONS (op) - 1; 1022 perc = NUM_ANIMATIONS (op) - 1;
1064 else if (perc < 1) 1023 else if (perc < 1)
1065 perc = 1; 1024 perc = 1;
1025
1066 SET_ANIMATION (op, perc); 1026 SET_ANIMATION (op, perc);
1067 update_object (op, UP_OBJ_FACE); 1027 update_object (op, UP_OBJ_FACE);
1028
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1029 if (perc == NUM_ANIMATIONS (op) - 1)
1069 { /* Reached the last animation */ 1030 { /* Reached the last animation */
1070 if (op->face == blank_face) 1031 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1032 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1033 op->destroy ();
1074 free_object (op);
1075
1076 /* remove_ob should call update_position for us */
1077 /*update_position(m, x, y); */
1078
1079 }
1080 else 1034 else
1081 { /* The last face was not blank, leave an image */ 1035 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1036 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083 update_all_los (op->map, op->x, op->y); 1037 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1038 op->move_block = 0;
1088} 1042}
1089 1043
1090void 1044void
1091scare_creature (object *target, object *hitter) 1045scare_creature (object *target, object *hitter)
1092{ 1046{
1093 object *owner = get_owner (hitter); 1047 object *owner = hitter->owner;
1094 1048
1095 if (!owner) 1049 if (!owner)
1096 owner = hitter; 1050 owner = hitter;
1097 1051
1098 SET_FLAG (target, FLAG_SCARED); 1052 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy) 1053 if (!target->enemy)
1100 target->enemy = owner; 1054 target->enemy = owner;
1101} 1055}
1102
1103 1056
1104/* This returns the amount of damage hitter does to op with the 1057/* This returns the amount of damage hitter does to op with the
1105 * appropriate attacktype. Only 1 attacktype should be set at a time. 1058 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should 1059 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.) 1060 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not 1061 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */ 1062 * the attacktype. Makes it easier for the PR code. */
1110
1111int 1063int
1112hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1064hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113{ 1065{
1114
1115 int doesnt_slay = 1; 1066 int doesnt_slay = 1;
1116 1067
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1068 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS) 1069 if (attacknum >= NROFATTACKS)
1119 { 1070 {
1121 return 0; 1072 return 0;
1122 } 1073 }
1123 1074
1124 if (dam < 0) 1075 if (dam < 0)
1125 { 1076 {
1126 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1077 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1078 dam, hitter->debug_desc (), op->debug_desc ());
1127 return 0; 1079 return 0;
1128 } 1080 }
1129 1081
1130 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1082 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1131 * people can't mess with that or it otherwise get confused. */ 1083 * people can't mess with that or it otherwise get confused. */
1132 if (attacknum == ATNR_INTERNAL) 1084 if (attacknum == ATNR_INTERNAL)
1133 return dam; 1085 return dam;
1134 1086
1135 if (hitter->slaying) 1087 if (hitter->slaying)
1136 { 1088 {
1137 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1089 if ((op->race && hitter->slaying.contains (op->race))
1138 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1090 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1139 { 1091 {
1140 doesnt_slay = 0; 1092 doesnt_slay = 0;
1141 dam *= 3; 1093 dam *= 3;
1142 } 1094 }
1143 } 1095 }
1157 /* Special hack. By default, if immune to something, you 1109 /* Special hack. By default, if immune to something, you
1158 * shouldn't need to worry. However, acid is an exception, since 1110 * shouldn't need to worry. However, acid is an exception, since
1159 * it can still damage your items. Only include attacktypes if 1111 * it can still damage your items. Only include attacktypes if
1160 * special processing is needed */ 1112 * special processing is needed */
1161 1113
1162 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1114 if (op->resist[attacknum] >= 100
1115 && doesnt_slay
1116 && attacknum != ATNR_ACID)
1163 return 0; 1117 return 0;
1164 1118
1165 /* Keep this in order - makes things easier to find */ 1119 /* Keep this in order - makes things easier to find */
1166 1120
1167 switch (attacknum) 1121 switch (attacknum)
1168 { 1122 {
1169 case ATNR_PHYSICAL: 1123 case ATNR_PHYSICAL:
1170 /* here also check for diseases */ 1124 /* here also check for diseases */
1171 check_physically_infect (op, hitter); 1125 check_physically_infect (op, hitter);
1172 break; 1126 break;
1173 1127
1174 /* Don't need to do anything for: 1128 /* Don't need to do anything for:
1175 magic, 1129 magic,
1176 fire, 1130 fire,
1177 electricity, 1131 electricity,
1178 cold */ 1132 cold */
1179 1133
1180 case ATNR_CONFUSION: 1134 case ATNR_CONFUSION:
1181 case ATNR_POISON: 1135 case ATNR_POISON:
1182 case ATNR_SLOW: 1136 case ATNR_SLOW:
1183 case ATNR_PARALYZE: 1137 case ATNR_PARALYZE:
1184 case ATNR_FEAR: 1138 case ATNR_FEAR:
1185 case ATNR_CANCELLATION: 1139 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE: 1140 case ATNR_DEPLETE:
1187 case ATNR_BLIND: 1141 case ATNR_BLIND:
1188 { 1142 {
1189 /* chance for inflicting a special attack depends on the 1143 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level 1144 * difference between attacker's and defender's level
1191 */ 1145 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1146 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 1147
1194 /* First, only creatures/players with speed can be affected. 1148 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects 1149 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the 1150 * you. Third, you still get a saving through against the
1197 * effect. 1151 * effect.
1198 */ 1152 */
1199 if (op->speed && 1153 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1154 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1201 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1155 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 { 1156 {
1203 1157
1204 /* Player has been hit by something */ 1158 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION) 1159 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam); 1160 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON) 1161 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam); 1162 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW) 1163 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam); 1164 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE) 1165 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam); 1166 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR) 1167 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter); 1168 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION) 1169 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op); 1170 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE) 1171 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op); 1172 op->drain_stat ();
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1173 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam); 1174 blind_player (op, hitter, dam);
1221 } 1175 }
1176
1222 dam = 0; /* These are all effects and don't do real damage */ 1177 dam = 0; /* These are all effects and don't do real damage */
1223 } 1178 }
1224 break; 1179 break;
1180
1225 case ATNR_ACID: 1181 case ATNR_ACID:
1226 { 1182 {
1227 int flag = 0; 1183 int flag = 0;
1228 1184
1229 /* Items only get corroded if you're not on a battleground and 1185 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */ 1186 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1187 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 { 1188 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1236 { 1190 {
1237 if (tmp->invisible) 1191 if (tmp->invisible)
1238 continue; 1192 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1193 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */ 1194 /* >= 10% acid res. on items will protect these */
1241 continue; 1195 continue;
1242 if (!(tmp->material & M_IRON)) 1196 if (!(tmp->materials & M_IRON))
1243 continue; 1197 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */ 1198 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue; 1199 continue;
1246 if (tmp->type == RING || 1200 if (tmp->type == RING
1247 /* removed boots and gloves from exclusion list in 1201 /* removed boots and gloves from exclusion list in PR */
1248 PR */ 1202 || tmp->type == GIRDLE
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1203 || tmp->type == AMULET
1204 || tmp->type == WAND
1205 || tmp->type == ROD
1206 || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */ 1207 continue; /* To avoid some strange effects */
1251 1208
1252 /* High damage acid has better chance of corroding 1209 /* High damage acid has better chance of corroding
1253 objects */ 1210 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1211 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1212 {
1213 flag = 1;
1214 tmp->magic--;
1215
1216 if (object *pl = tmp->visible_to ())
1255 { 1217 {
1256 if (op->type == PLAYER)
1257 /* Make this more visible */ 1218 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1220 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1; 1221
1261 tmp->magic--; 1222 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1262 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp);
1264 } 1223 }
1265 } 1224 }
1266 if (flag) 1225 }
1267 fix_player (op); /* Something was corroded */
1268 } 1226
1227 if (flag)
1228 op->update_stats (); /* Something was corroded */
1269 } 1229 }
1230 }
1270 break; 1231 break;
1232
1271 case ATNR_DRAIN: 1233 case ATNR_DRAIN:
1272 { 1234 {
1273 /* rate is the proportion of exp drained. High rate means 1235 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained. 1236 * not much is drained, low rate means a lot is drained.
1275 */ 1237 */
1276 int rate; 1238 int rate;
1277 1239
1278 if (op->resist[ATNR_DRAIN] >= 0) 1240 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1241 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else 1242 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282 1244
1283 if (op->stats.exp <= rate) 1245 if (op->stats.exp <= rate)
1284 { 1246 {
1285 if (op->type == GOLEM) 1247 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */ 1248 dam = 999; /* Its force is "sucked" away. 8) */
1287 else 1249 else
1288 /* If we can't drain, lets try to do physical damage */ 1250 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 } 1252 }
1291 else 1253 else
1292 { 1254 {
1293 /* Randomly give the hitter some hp */ 1255 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp && 1256 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1257 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++; 1258 hitter->stats.hp++;
1297 1259
1298 /* Can't do drains on battleground spaces. 1260 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp 1261 * Move the wiz check up here - before, the hitter wouldn't gain exp
1300 * exp, but the wiz would still lose exp! If drainee is a wiz, 1262 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens. 1263 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain 1264 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks. 1265 * attacks, hence all the != PLAYER checks.
1304 */ 1266 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1267 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1306 { 1268 {
1307 object *owner = get_owner (hitter); 1269 object *owner = hitter->owner;
1308 1270
1309 if (owner && owner != hitter) 1271 if (owner && owner != hitter)
1310 { 1272 {
1311 if (op->type != PLAYER || owner->type != PLAYER) 1273 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2), 1274 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1275 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 } 1276 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER) 1277 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 {
1317 change_exp (hitter, op->stats.exp / (rate * 2), 1278 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1279 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 } 1280
1320 change_exp (op, -op->stats.exp / rate, NULL, 0); 1281 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 } 1282 }
1283
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1284 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1323 * drain attack, you won't know that you are actually sucking out EXP, 1285 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed 1286 * as the messages will say you missed
1325 */ 1287 */
1326 } 1288 }
1327 } 1289 }
1328 break; 1290 break;
1291
1329 case ATNR_TURN_UNDEAD: 1292 case ATNR_TURN_UNDEAD:
1330 { 1293 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1294 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 { 1295 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1296 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 object *god = find_god (determine_god (owner)); 1297 object *god = find_god (determine_god (owner));
1335 int div = 1; 1298 int div = 1;
1336 1299
1337 /* if undead are not an enemy of your god, you turn them 1300 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */ 1301 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1302 if (!god || !god->slaying.contains (shstr_undead))
1340 div = 2; 1303 div = 2;
1304
1341 /* Give a bonus if you resist turn undead */ 1305 /* Give a bonus if you resist turn undead */
1342 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1306 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner); 1307 scare_creature (op, owner);
1344 } 1308 }
1345 else 1309 else
1346 dam = 0; /* don't damage non undead - should we damage 1310 dam = 0; /* don't damage non undead - should we damage
1347 undead? */ 1311 undead? */
1348 } 1312 }
1349 break; 1313 break;
1314
1350 case ATNR_DEATH: 1315 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam); 1316 deathstrike_player (op, hitter, &dam);
1352 break; 1317 break;
1318
1353 case ATNR_CHAOS: 1319 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1320 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1355 dam = 0; 1321 dam = 0;
1356 break; 1322 break;
1323
1357 case ATNR_COUNTERSPELL: 1324 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1325 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1359 dam = 0; 1326 dam = 0;
1360 /* This should never happen. Counterspell is handled 1327 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen, 1328 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it 1329 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */ 1330 * does no damage. */
1364 break; 1331 break;
1332
1365 case ATNR_HOLYWORD: 1333 case ATNR_HOLYWORD:
1366 { 1334 {
1367 /* This has already been handled by hit_player, 1335 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */ 1336 * no need to check twice -- DAMN */
1337 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1369 1338
1370 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1371
1372 /* As with turn undead above, give a bonus on the saving throw */ 1339 /* As with turn undead above, give a bonus on the saving throw */
1373 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1340 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner); 1341 scare_creature (op, owner);
1375 } 1342 }
1376 break; 1343 break;
1344
1377 case ATNR_LIFE_STEALING: 1345 case ATNR_LIFE_STEALING:
1378 { 1346 {
1379 int new_hp; 1347 int new_hp;
1380 1348
1381 /* this is replacement to drain for players, instead of taking 1349 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not 1350 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters 1351 * much use giving it to monsters
1384 * 1352 *
1385 * life stealing doesn't do a lot of damage, but it gives the 1353 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that, 1354 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by 1355 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000). 1356 * 1000).
1389 */ 1357 */
1390 /* You can't steal life from something undead */ 1358 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1359 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0; 1360 return 0;
1361
1393 /* If drain protection is higher than life stealing, use that */ 1362 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1363 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1364 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else 1365 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1366 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1367
1398 /* You die at -1 hp, not zero. */ 1368 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1)) 1369 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1; 1370 dam = op->stats.hp + 1;
1371
1401 new_hp = hitter->stats.hp + dam; 1372 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp) 1373 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp; 1374 new_hp = hitter->stats.maxhp;
1375
1404 if (new_hp > hitter->stats.hp) 1376 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp; 1377 hitter->stats.hp = new_hp;
1406 } 1378 }
1407 } 1379 }
1380
1408 return dam; 1381 return dam;
1409} 1382}
1410
1411 1383
1412/* GROS: This code comes from hit_player. It has been made external to 1384/* GROS: This code comes from hit_player. It has been made external to
1413 * allow script procedures to "kill" objects in a combat-like fashion. 1385 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1386 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1387 * Sword. Note that nothing has been changed from the original version
1426 */ 1398 */
1427int 1399int
1428kill_object (object *op, int dam, object *hitter, int type) 1400kill_object (object *op, int dam, object *hitter, int type)
1429{ 1401{
1430 char buf[MAX_BUF]; 1402 char buf[MAX_BUF];
1431 const char *skill; 1403 shstr skill;
1432 int maxdam = 0; 1404 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */ 1405 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */ 1406 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL; 1407 object *owner = 0;
1436 object *skop = NULL; 1408 object *skop = 0;
1437 1409
1438 if (op->stats.hp >= 0) 1410 if (op->stats.hp >= 0)
1439 return -1; 1411 return -1;
1440 1412
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1413 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1422 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1423 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1424
1453 if (op->type == DOOR) 1425 if (op->type == DOOR)
1454 { 1426 {
1455 op->speed = 0.1; 1427 op->set_speed (0.1f);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1428 op->speed_left = -0.05f;
1458 return maxdam; 1429 return maxdam;
1459 } 1430 }
1431
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1432 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1433 {
1462 remove_friendly_object (op); 1434 op->drop_and_destroy ();
1463 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1464 {
1465 op->owner->contr->ranges[range_golem] = NULL;
1466 op->owner->contr->golem_count = 0;
1467 }
1468
1469 remove_ob (op);
1470 free_object (op);
1471 return maxdam; 1435 return maxdam;
1472 } 1436 }
1473 1437
1474 /* Now lets start dealing with experience we get for killing something */ 1438 /* Now lets start dealing with experience we get for killing something */
1475 1439
1476 owner = get_owner (hitter); 1440 owner = hitter->outer_owner ();
1477 if (owner == NULL) 1441 if (!owner)
1478 owner = hitter; 1442 owner = hitter;
1479 1443
1480 /* is the victim (op) standing on battleground? */ 1444 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1445 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1446 battleg = 1;
1486 pk = 1; 1450 pk = 1;
1487 1451
1488 /* Player killed something */ 1452 /* Player killed something */
1489 if (owner->type == PLAYER) 1453 if (owner->type == PLAYER)
1490 { 1454 {
1491 Log_Kill (owner->name,
1492 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1493
1494 /* Log players killing other players - makes it easier to detect 1455 /* Log players killing other players - makes it easier to detect
1495 * and filter out malicious player killers - that is why the 1456 * and filter out malicious player killers - that is why the
1496 * ip address is included. 1457 * ip address is included.
1497 */ 1458 */
1498 if (op->type == PLAYER && !battleg) 1459 if (op->type == PLAYER && !battleg)
1502 char buf[256]; 1463 char buf[256];
1503 1464
1504 tmv = localtime (&t); 1465 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1466 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1467
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1468 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1469 }
1509 1470
1510 /* try to filter some things out - basically, if you are 1471 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1472 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1473 * probably don't want to see that.
1513 */ 1474 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1475 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1476 {
1516 if (owner != hitter) 1477 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1479 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1480 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1481
1524 /* Only play sounds for melee kills */ 1482 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1483 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1484 owner->play_sound (sound_find ("player_kills"));
1527 } 1485 }
1528 1486
1529 /* If a player kills another player, not on 1487 /* If a player kills another player, not on
1530 * battleground, the "killer" looses 1 luck. Since this is 1488 * battleground, the "killer" looses 1 luck. Since this is
1531 * not reversible, it's actually quite a pain IMHO. -AV 1489 * not reversible, it's actually quite a pain IMHO. -AV
1533 * player that the object belonged to - so if you killed another player 1491 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1492 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1493 * Changed to make luck penalty configurable in settings.
1536 */ 1494 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1495 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1496 owner->change_luck (-settings.pk_luck_penalty);
1539 1497
1540 /* This code below deals with finding the appropriate skill 1498 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1499 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1500 * probably never really have to look at current_weapon->skill
1543 */ 1501 */
1544 skill = NULL;
1545 if (hitter->skill && hitter->type != PLAYER) 1502 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1503 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1504 else if (owner->chosen_skill)
1548 { 1505 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill; 1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1551 } 1508 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1553 skill = owner->current_weapon->skill; 1510 skill = owner->current_weapon->skill;
1554 else 1511 else
1512 {
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1513 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1514 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1515 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1516 skill = 0;
1517 }
1556 1518
1557 /* We have the skill we want to credit to - now find the object this goes 1519 /* We have the skill we want to credit to - now find the object this goes
1558 * to. Make sure skop is an actual skill, and not a skill tool! 1520 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */ 1521 */
1560 if ((!skop || skop->type != SKILL) && skill) 1522 skop = owner->contr->find_skill (skill);
1561 {
1562 int i;
1563
1564 for (i = 0; i < NUM_SKILLS; i++)
1565 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1566 {
1567 skop = owner->contr->last_skill_ob[i];
1568 break;
1569 }
1570 }
1571 } /* Was it a player that hit somethign */ 1523 } /* Was it a player that hit somethign */
1572 else 1524 else
1573 {
1574 skill = NULL; 1525 skill = 0;
1575 }
1576 1526
1577 /* Pet (or spell) killed something. */
1578 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else
1584 {
1585 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 }
1589 /* These may have been set in the player code section above */ 1527 /* These may have been set in the player code section above */
1590 if (!skop) 1528 if (!skop)
1591 skop = hitter->chosen_skill; 1529 skop = hitter->chosen_skill;
1530
1592 if (!skill && skop) 1531 if (!skill && skop)
1593 skill = skop->skill; 1532 skill = skop->skill;
1594 1533
1595 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596
1597
1598 /* If you didn't kill yourself, and your not the wizard */ 1534 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1535 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1600 { 1536 {
1601 int exp; 1537 int exp;
1602 1538
1603 /* Really don't give much experience for killing other players */ 1539 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1540 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1541 if (op->type == PLAYER)
1606 { 1542 {
1607 if (battleg) 1543 if (battleg)
1608 { 1544 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1545 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1563
1628 if (!settings.simple_exp) 1564 if (!settings.simple_exp)
1629 exp = exp / 2; 1565 exp = exp / 2;
1630 1566
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1567 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1568 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1569 else
1636 { 1570 {
1637 int shares = 0, count = 0; 1571 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1572 partylist *party = owner->contr->party;
1642 1573
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1574 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1575
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1576 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1577 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1578 {
1650 count++; 1579 count++;
1651 shares += (pl->ob->level + 4); 1580 shares += (pl->ob->level + 4);
1652 } 1581 }
1653 } 1582
1654 if (count == 1 || shares > exp) 1583 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1584 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1585 else
1657 { 1586 {
1658 int share = exp / shares, given = 0, nexp; 1587 int share = exp / shares, given = 0, nexp;
1659 1588
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1589 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1590 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1591 {
1664 nexp = (pl->ob->level + 4) * share; 1592 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1593 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1594 given += nexp;
1667 } 1595 }
1668 } 1596
1669 exp -= given; 1597 exp -= given;
1670 /* give any remainder to the player */ 1598 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1599 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1600 }
1673 } /* else part of a party */ 1601 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1602 } /* end if person didn't kill himself */
1676 1603
1677 if (op->type != PLAYER) 1604 if (op->type != PLAYER)
1678 { 1605 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1606 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1607 {
1681 object *owner1 = get_owner (op); 1608 object *owner1 = op->owner;
1682 1609
1683 if (owner1 != NULL && owner1->type == PLAYER) 1610 if (owner1 && owner1->type == PLAYER)
1684 { 1611 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1612 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1686 /* Maybe we should include the owner that killed this, maybe not */ 1613 /* Maybe we should include the owner that killed this, maybe not */
1687 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1614 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1688 } 1615 }
1616
1689 remove_friendly_object (op); 1617 remove_friendly_object (op);
1690 } 1618 }
1691 remove_ob (op); 1619
1692 free_object (op); 1620 op->drop_and_destroy ();
1693 } 1621 }
1694 /* Player has been killed! */
1695 else 1622 else
1696 { 1623 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1624 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1698 { 1625
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 }
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process 1626 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1627 * continues in the calling function.
1709 */ 1628 */
1710 return maxdam; 1629 return maxdam;
1711} 1630}
1712 1631
1713/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1632/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire 1633 * Returns 0 this is not friendly fire
1715 */ 1634 */
1716
1717int 1635int
1718friendly_fire (object *op, object *hitter) 1636friendly_fire (object *op, object *hitter)
1719{ 1637{
1720 object *owner; 1638 object *owner;
1721 int friendlyfire; 1639 int friendlyfire;
1731 return 0; 1649 return 0;
1732 1650
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1651 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1652 return 1;
1735 1653
1736 if ((owner = get_owner (hitter)) != NULL) 1654 if ((owner = hitter->owner) != NULL)
1737 { 1655 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1656 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1657 friendlyfire = 2;
1740 } 1658 }
1741 1659
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1660 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0; 1661 friendlyfire = 0;
1744 } 1662 }
1663
1745 return friendlyfire; 1664 return friendlyfire;
1746} 1665}
1747
1748 1666
1749/* This isn't used just for players, but in fact most objects. 1667/* This isn't used just for players, but in fact most objects.
1750 * op is the object to be hit, dam is the amount of damage, hitter 1668 * op is the object to be hit, dam is the amount of damage, hitter
1751 * is what is hitting the object, type is the attacktype, and 1669 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1670 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1671 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1672 * modify it.
1755 */ 1673 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1674/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1675 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1676int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1677hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1678{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1679 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1680 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1681 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1682 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1683 int rtn_kill = 0;
1769 int friendlyfire; 1684 int friendlyfire;
1770 1685
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1686 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1687 return 0;
1773 1688
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1689 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1775 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1690 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0; 1691 return 0;
1777 1692
1778#ifdef PROHIBIT_PLAYERKILL 1693 // only allow pk for hostile players
1779 if (op->type == PLAYER) 1694 if (op->type == PLAYER)
1780 { 1695 {
1781 object *owner = get_owner (hitter); 1696 object *owner = hitter->owner;
1782 1697
1783 if (!owner) 1698 if (!owner)
1784 owner = hitter; 1699 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1700
1786 { 1701 if (owner->type == PLAYER
1702 && (!op_on_battleground (op, 0, 0)
1703 && (op->contr->peaceful || owner->contr->peaceful))
1704 && op != owner)
1787 return 0; 1705 return 0;
1788 }
1789 } 1706 }
1790#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1707
1795 if (body_attack) 1708 if (body_attack)
1796 { 1709 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1710 /* slow and paralyze must hit the head. But we don't want to just
1798 * return - we still need to process other attacks the spell still 1711 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1717 * attack so we don't cancel out things like magic bullet.
1805 */ 1718 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1719 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1720 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1721 type &= ~(AT_PARALYZE | AT_SLOW);
1722
1809 if (!type || type == AT_MAGIC) 1723 if (!type || type == AT_MAGIC)
1810 return 0; 1724 return 0;
1811 } 1725 }
1812 } 1726 }
1813 1727
1814 if (!simple_attack && op->type == DOOR) 1728 if (!simple_attack && op->type == DOOR)
1815 { 1729 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1730 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1731 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1732 {
1821 spring_trap (tmp, hitter); 1733 spring_trap (tmp, hitter);
1734
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1735 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1736 return 0;
1737
1824 break; 1738 break;
1825 } 1739 }
1826 } 1740 }
1827 1741
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1742 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1743 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1744 /* FIXME: If a player is killed by a rune in a door, the
1831 * was_destroyed() check above doesn't return, and might get here. 1745 * destroyed() check above doesn't return, and might get here.
1832 */ 1746 */
1747
1748 /* FIXME: This for example happens when a dead door is on a mover and
1749 gets it's speed_left raised on each mover-tick.
1750 Doors are removed in a kinda funny way by giving them speed and speed_left
1751 and waiting for that to run out.
1752 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1753 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1834 return 0; 1754 return 0;
1835 } 1755 }
1836 1756
1837#ifdef ATTACK_DEBUG 1757#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1758 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1844 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1764 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1765 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1766 if (dam >= 100)
1847 dam /= 100; 1767 dam /= 100;
1848 else 1768 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1769 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1770 }
1851 1771
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1772 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1853 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1773 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1774 */
1865 */ 1785 */
1866 if (type & AT_HOLYWORD) 1786 if (type & AT_HOLYWORD)
1867 { 1787 {
1868 object *god; 1788 object *god;
1869 1789
1870 if ((!hitter->slaying || 1790 if ((!hitter->slaying
1871 (!(op->race && strstr (hitter->slaying, op->race)) && 1791 || (!(op->race && hitter->slaying.contains (op->race))
1872 !(op->name && strstr (hitter->slaying, op->name)))) && 1792 && !(op->name && hitter->slaying.contains (op->name))))
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1793 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1874 (hitter->title != NULL 1794 || (hitter->title
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1795 && (god = find_god (determine_god (hitter))) != NULL
1796 && god->race.contains (shstr_undead))))
1876 return 0; 1797 return 0;
1877 } 1798 }
1878 1799
1879 maxattacktype = type; /* initialize this to something */ 1800 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1801 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1802 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1803 /* Magic isn't really a true attack type - it gets combined with other
1883 * attack types. As such, skip it over. However, if magic is 1804 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1805 * the only attacktype in the group, then still attack with it
1912 */ 1833 */
1913 friendlyfire = friendly_fire (op, hitter); 1834 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam) 1835 if (friendlyfire && maxdam)
1915 { 1836 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100); 1837 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917#ifndef COZY_SERVER
1918 maxdam++;
1919#endif
1920 1838
1921#ifdef ATTACK_DEBUG 1839#ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1840 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1841 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924#endif 1842#endif
1925 } 1843 }
1926 1844
1927 if (!full_hit) 1845 if (!full_hit)
1928 { 1846 {
1929 archetype *at;
1930 int area; 1847 int area;
1931 int remainder; 1848 int remainder;
1932 1849
1933 area = 0; 1850 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more) 1851
1852 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1935 area++; 1853 area++;
1854
1936 assert (area > 0); 1855 assert (area > 0);
1937 1856
1938 /* basically: maxdam /= area; we try to "simulate" a float 1857 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1858 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1859 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1860 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1861 if (rndm (100) < remainder)
1943 maxdam++; 1862 maxdam++;
1944 } 1863 }
1945 1864
1946#ifdef ATTACK_DEBUG 1865#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1866 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1867#endif
1949 1868
1950 if (get_owner (hitter)) 1869 // for now, only do this for active objects, otherwise they
1870 // keep a refcount for a long time and I see no usefulness
1871 // for an non-active objetc to know its enemy.
1872 if (op->active)
1873 if (hitter->owner)
1951 op->enemy = hitter->owner; 1874 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1875 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1876 op->enemy = hitter;
1954 1877
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1878 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 { 1879 {
1957 /* The unaggressives look after themselves 8) */ 1880 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1881 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1980 1903
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1904 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1905 {
1983 if (maxdam) 1906 if (maxdam)
1984 tear_down_wall (op); 1907 tear_down_wall (op);
1908
1985 return maxdam; /* nothing more to do for wall */ 1909 return maxdam; /* nothing more to do for wall */
1986 } 1910 }
1987 1911
1988 /* See if the creature has been killed */ 1912 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1913 rtn_kill = kill_object (op, maxdam, hitter, type);
1990 if (rtn_kill != -1) 1914 if (rtn_kill != -1)
1991 return rtn_kill; 1915 return rtn_kill;
1992
1993 1916
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1917 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1995 * that before if the player was immune to ghosthit, the monster 1918 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case. 1919 * remained - that is no longer the case.
1997 */ 1920 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1921 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1922 hitter->drop_and_destroy ();
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2001 remove_friendly_object (hitter);
2002 remove_ob (hitter);
2003 free_object (hitter);
2004 }
2005 /* Lets handle creatures that are splitting now */ 1923 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1924 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1925 {
2008 int i; 1926 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1927 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1928 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1929 object *owner = op->owner;
2012 1930
2013 if (!op->other_arch) 1931 if (!op->other_arch)
2014 { 1932 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1933 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1934 return maxdam;
2017 } 1935 }
1936
2018 remove_ob (op); 1937 op->remove ();
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1938
1939 for (i = 0; i < op->stats.food; i++)
2020 { /* This doesn't handle op->more yet */ 1940 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1941 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1942 int j;
2023 1943
2024 tmp->stats.hp = op->stats.hp; 1944 tmp->stats.hp = op->stats.hp;
1945
2025 if (friendly) 1946 if (friendly)
2026 { 1947 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1948 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1949 tmp->attack_movement = PETMOVE;
1950
2030 if (owner != NULL) 1951 if (owner)
2031 set_owner (tmp, owner); 1952 tmp->set_owner (owner);
2032 } 1953 }
1954
2033 if (unaggressive) 1955 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1956 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1957
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1958 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1959
2036 if (j == -1) /* No spot to put this monster */ 1960 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1961 tmp->destroy ();
2038 else 1962 else
2039 { 1963 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 1965 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 1966 }
2043 } 1967 }
2044 if (friendly) 1968
2045 remove_friendly_object (op); 1969 op->destroy ();
2046 free_object (op);
2047 } 1970 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1971 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 1972 hitter->drop_and_destroy ();
2050 remove_ob (hitter); 1973
2051 free_object (hitter);
2052 }
2053 return maxdam; 1974 return maxdam;
2054} 1975}
2055
2056 1976
2057void 1977void
2058poison_player (object *op, object *hitter, int dam) 1978poison_player (object *op, object *hitter, int dam)
2059{ 1979{
2060 archetype *at = find_archetype ("poisoning"); 1980 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 1981 object *tmp = present_arch_in_ob (at, op);
2062 1982
2063 if (tmp == NULL) 1983 if (tmp == NULL)
2064 { 1984 {
2065 if ((tmp = arch_to_object (at)) == NULL) 1985 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1998 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 1999 tmp->stats.dam += hitter->level / 2;
2080 else 2000 else
2081 tmp->stats.dam = dam; 2001 tmp->stats.dam = dam;
2082 2002
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2003 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 2004 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 2005 {
2086 tmp->skill = hitter->skill; 2006 tmp->skill = hitter->skill;
2087 } 2007 }
2088 2008
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2014 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2015 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2016 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 2017 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 2018 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 2019 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2020 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2021 op->play_sound (tmp->sound);
2101 } 2022 }
2023
2102 if (hitter->type == PLAYER) 2024 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2025 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2026 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2105 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2027 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 2028 }
2029
2107 tmp->speed_left = 0; 2030 tmp->speed_left = 0;
2108 } 2031 }
2109 else 2032 else
2110 tmp->stats.food++; 2033 tmp->stats.food++;
2111} 2034}
2112 2035
2113void 2036void
2114slow_player (object *op, object *hitter, int dam) 2037slow_player (object *op, object *hitter, int dam)
2115{ 2038{
2116 archetype *at = find_archetype ("slowness"); 2039 archetype *at = archetype::find ("slowness");
2117 object *tmp; 2040 object *tmp;
2118 2041
2119 if (at == NULL) 2042 if (at == NULL)
2120 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 2043 LOG (llevError, "Can't find slowness archetype.\n");
2122 } 2044
2123 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2045 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124 { 2046 {
2125 tmp = arch_to_object (at); 2047 tmp = arch_to_object (at);
2126 tmp = insert_ob_in_ob (tmp, op); 2048 tmp = insert_ob_in_ob (tmp, op);
2127 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2049 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128 } 2050 }
2129 else 2051 else
2130 tmp->stats.food++; 2052 tmp->stats.food++;
2053
2131 SET_FLAG (tmp, FLAG_APPLIED); 2054 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 2055 tmp->speed_left = 0;
2133 fix_player (op); 2056 op->update_stats ();
2134} 2057}
2135 2058
2136void 2059void
2137confuse_player (object *op, object *hitter, int dam) 2060confuse_player (object *op, object *hitter, int dam)
2138{ 2061{
2152 tmp->speed = 0.05; 2075 tmp->speed = 0.05;
2153 tmp->subtype = FORCE_CONFUSION; 2076 tmp->subtype = FORCE_CONFUSION;
2154 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2077 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155 tmp->name = "confusion"; 2078 tmp->name = "confusion";
2156 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2079 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2080
2157 if (tmp->duration > maxduration) 2081 if (tmp->duration > maxduration)
2158 tmp->duration = maxduration; 2082 tmp->duration = maxduration;
2159 2083
2160 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2084 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2085 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2086
2162 SET_FLAG (op, FLAG_CONFUSED); 2087 SET_FLAG (op, FLAG_CONFUSED);
2163} 2088}
2164 2089
2165void 2090void
2166blind_player (object *op, object *hitter, int dam) 2091blind_player (object *op, object *hitter, int dam)
2182 */ 2107 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2108 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 2109
2185 tmp = insert_ob_in_ob (tmp, op); 2110 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 2111 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 2112 op->update_stats (); /* This takes care of some other stuff */
2188 2113
2189 if (hitter->owner) 2114 if (hitter->owner)
2190 owner = get_owner (hitter); 2115 owner = hitter->owner;
2191 else 2116 else
2192 owner = hitter; 2117 owner = hitter;
2193 2118
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2119 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 2120 }
2232 op->speed_left = (float) -(FABS (op->speed) * max); 2157 op->speed_left = (float) -(FABS (op->speed) * max);
2233 2158
2234/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2159/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2235} 2160}
2236 2161
2237
2238/* Attempts to kill 'op'. hitter is the attack object, dam is 2162/* Attempts to kill 'op'. hitter is the attack object, dam is
2239 * the computed damaged. 2163 * the computed damaged.
2240 */ 2164 */
2241void 2165void
2242deathstrike_player (object *op, object *hitter, int *dam) 2166deathstrike_player (object *op, object *hitter, int *dam)
2250 ** field of the deathstriking object */ 2174 ** field of the deathstriking object */
2251 2175
2252 int atk_lev, def_lev, kill_lev; 2176 int atk_lev, def_lev, kill_lev;
2253 2177
2254 if (hitter->slaying) 2178 if (hitter->slaying)
2255 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2179 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2180 || (op->race && hitter->slaying.contains (op->race))))
2256 return; 2181 return;
2257 2182
2258 def_lev = op->level; 2183 def_lev = op->level;
2259 if (def_lev < 1) 2184 if (def_lev < 1)
2260 { 2185 {
2261 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2186 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2262 def_lev = 1; 2187 def_lev = 1;
2263 } 2188 }
2189
2264 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2190 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2191 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266 atk_lev, def_lev); */ 2192 atk_lev, def_lev); */
2267 2193
2268 if (atk_lev >= def_lev) 2194 if (atk_lev >= def_lev)
2283 */ 2209 */
2284 *dam *= kill_lev / def_lev; 2210 *dam *= kill_lev / def_lev;
2285 } 2211 }
2286 } 2212 }
2287 else 2213 else
2288 {
2289 *dam = 0; /* no harm done */ 2214 *dam = 0; /* no harm done */
2290 }
2291} 2215}
2292 2216
2293/* thrown_item_effect() - handles any special effects of thrown 2217/* thrown_item_effect() - handles any special effects of thrown
2294 * items (like attacking living creatures--a potion thrown at a 2218 * items (like attacking living creatures--a potion thrown at a
2295 * monster). 2219 * monster).
2324 } 2248 }
2325 } 2249 }
2326} 2250}
2327 2251
2328/* adj_attackroll() - adjustments to attacks by various conditions */ 2252/* adj_attackroll() - adjustments to attacks by various conditions */
2329
2330int 2253int
2331adj_attackroll (object *hitter, object *target) 2254adj_attackroll (object *hitter, object *target)
2332{ 2255{
2333 object *attacker = hitter; 2256 object *attacker = hitter;
2334 int adjust = 0; 2257 int adjust = 0;
2341 } 2264 }
2342 2265
2343 /* aimed missiles use the owning object's sight */ 2266 /* aimed missiles use the owning object's sight */
2344 if (is_aimed_missile (hitter)) 2267 if (is_aimed_missile (hitter))
2345 { 2268 {
2346 if ((attacker = get_owner (hitter)) == NULL) 2269 if ((attacker = hitter->owner) == NULL)
2347 attacker = hitter; 2270 attacker = hitter;
2348 /* A player who saves but hasn't quit still could have objects 2271 /* A player who saves but hasn't quit still could have objects
2349 * owned by him - need to handle that case to avoid crashes. 2272 * owned by him - need to handle that case to avoid crashes.
2350 */ 2273 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2274 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2361 { 2284 {
2362 /* target is unseen */ 2285 /* target is unseen */
2363 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2286 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2364 adjust -= 10; 2287 adjust -= 10;
2365 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2288 /* dark map penalty for the hitter (lacks infravision if we got here). */
2366 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2289 else if (!stand_in_light (target))
2367 adjust -= target->map->darkness; 2290 adjust -= target->map->darklevel ();
2368 } 2291 }
2369 2292
2370 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2293 if (QUERY_FLAG (attacker, FLAG_SCARED))
2371 adjust -= 3; 2294 adjust -= 3;
2372 2295
2399#endif 2322#endif
2400 2323
2401 return adjust; 2324 return adjust;
2402} 2325}
2403 2326
2404
2405/* determine if the object is an 'aimed' missile */ 2327/* determine if the object is an 'aimed' missile */
2406int 2328int
2407is_aimed_missile (object *op) 2329is_aimed_missile (object *op)
2408{ 2330{
2409 2331
2410 /* I broke what used to be one big if into a few nested 2332 /* I broke what used to be one big if into a few nested
2411 * ones so that figuring out the logic is at least possible. 2333 * ones so that figuring out the logic is at least possible.
2412 */ 2334 */
2413 if (op && (op->move_type & MOVE_FLYING)) 2335 if (op && (op->move_type & MOVE_FLYING))
2414 {
2415 if (op->type == ARROW || op->type == THROWN_OBJ) 2336 if (op->type == ARROW || op->type == THROWN_OBJ)
2416 return 1; 2337 return 1;
2417 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2338 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2418 return 1; 2339 return 1;
2419 } 2340
2420 return 0; 2341 return 0;
2421} 2342}

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