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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 1.113 by root, Thu Nov 5 14:27:47 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
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> 25#include <assert.h>
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <material.h> 28#include <material.h>
33#include <skills.h> 29#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
40 32
41typedef struct att_msg_str 33typedef struct att_msg_str
42{ 34{
43 char *msg1; 35 char *msg1;
44 char *msg2; 36 char *msg2;
50 * its magical benefits. 42 * its magical benefits.
51 */ 43 */
52void 44void
53cancellation (object *op) 45cancellation (object *op)
54{ 46{
55 object *tmp;
56
57 if (op->invisible) 47 if (op->invisible)
58 return; 48 return;
59 49
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 50 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 51 {
62 /* Recur through the inventory */ 52 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 53 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 54 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 55 cancellation (tmp);
66 } 56 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 57 else if (FABS (op->magic) <= rndm (0, 5))
68 { 58 {
69 /* Nullify this object. This code could probably be more complete */ 59 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 60 /* in what abilities it should cancel */
71 op->magic = 0; 61 op->magic = 0;
62
72 CLEAR_FLAG (op, FLAG_DAMNED); 63 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 64 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 66 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 67
83 68 if (object *pl = op->visible_to ())
69 esrv_update_item (UPD_FLAGS, pl, op);
70 }
71}
84 72
85/* did_make_save_item just checks to make sure the item actually 73/* 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 74 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 75 * any further action (like destroying the item).
88 */ 76 */
89
90int 77int
91did_make_save_item (object *op, int type, object *originator) 78did_make_save_item (object *op, int type, object *originator)
92{ 79{
93 int i, roll, saves = 0, attacks = 0, number; 80 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 81 materialtype_t *mt;
95 82
96 if (op->materialname == NULL) 83 if (!op->materialname)
97 { 84 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt; mt = mt->next)
99 {
100 if (op->material & mt->material) 86 if (op->materials & mt->material)
101 break; 87 break;
102 }
103 } 88 }
104 else 89 else
105 mt = name_to_material (op->materialname); 90 mt = name_to_material (op->materialname);
106 if (mt == NULL) 91
92 if (!mt)
107 return TRUE; 93 return TRUE;
94
108 roll = rndm (1, 20); 95 roll = rndm (1, 20);
109 96
110 /* the attacktypes have no meaning for object saves 97 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 98 * 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 99 * pure magic is hitting an object, it should save. However, if it
118 if (type != AT_MAGIC) 105 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 109
123 if (type == 0) 110 if (type == 0) return TRUE;
124 return TRUE; 111
125 if (roll == 20) 112 if (roll == 20) return TRUE;
126 return TRUE; 113 if (roll == 1) return FALSE;
127 if (roll == 1)
128 return FALSE;
129 114
130 for (number = 0; number < NROFATTACKS; number++) 115 for (number = 0; number < NROFATTACKS; number++)
131 { 116 {
132 i = 1 << number; 117 i = 1 << number;
118
133 if (!(i & type)) 119 if (!(i & type))
134 continue; 120 continue;
121
135 attacks++; 122 attacks++;
136 if (op->resist[number] == 100) 123 if (op->resist[number] == 100)
137 saves++; 124 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 126 saves++;
141 saves++; 128 saves++;
142 } 129 }
143 130
144 if (saves == attacks || attacks == 0) 131 if (saves == attacks || attacks == 0)
145 return TRUE; 132 return TRUE;
133
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 134 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 135 return FALSE;
136
148 return TRUE; 137 return TRUE;
149} 138}
150 139
151/* This function calls did_make_save_item. It then performs the 140/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 141 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 142 * calling cancellation, etc.)
154 */ 143 */
155
156void 144void
157save_throw_object (object *op, int type, object *originator) 145save_throw_object (object *op, int type, object *originator)
158{ 146{
159 if (!did_make_save_item (op, type, originator)) 147 if (!did_make_save_item (op, type, originator))
160 { 148 {
161 object *env = op->env; 149 object *env = op->env;
162 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 151 maptile *m = op->map;
164 152
165 op = stop_item (op); 153 op = stop_item (op);
166 if (op == NULL) 154 if (!op)
167 return; 155 return;
168 156
169 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 164 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
178 { 169 ))
179 const char *arch = op->other_arch->name; 170 {
180 171 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 { 172 {
186 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
187 { 182 {
188 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
189 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
190 if (env->contr) 190 if (env)
191 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
192 } 195 }
193 else
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0);
197 }
198 } 196 }
199 return; 197 return;
200 } 198 }
199
201 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 201 { /* Cancellation. */
203 cancellation (op); 202 cancellation (op);
204 fix_stopped_item (op, m, originator); 203 fix_stopped_item (op, m, originator);
205 return; 204 return;
206 } 205 }
206
207 if (op->nrof > 1) 207 if (op->nrof > 1)
208 { 208 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 209 if (op->decrease (rndm (0, op->nrof - 1)))
210 if (op)
211 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
212 } 211 }
213 else 212 else
214 { 213 {
215 if (op->env) 214 // drop everything to the ground, if possible
216 { 215 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 216 op->drop_and_destroy ();
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 } 217 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 218
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 220 if (env)
231 { 221 {
232 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 224 env->insert (op);
235 } 225 }
236 else 226 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
239 } 228
240 }
241 return; 229 return;
242 } 230 }
231
243 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
245 { 234 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
248 236
249 if (at == NULL) 237 if (at == NULL)
250 return; 238 return;
239
251 op = stop_item (op); 240 op = stop_item (op);
252 if (op == NULL) 241 if (op == NULL)
253 return; 242 return;
243
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
255 { 246 {
256 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
261 */ 252 */
262 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 254 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 256 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 257
267 remove_ob (op); 258 tmp->insert (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return; 259 return;
270 } 260 }
271} 261}
272 262
273/* Object op is hitting the map. 263/* Object op is hitting the map.
274 * op is going in direction 'dir' 264 * op is going in direction 'dir'
275 * type is the attacktype of the object. 265 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 266 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 267 * returns 1 if it hits something, 0 otherwise.
278 */ 268 */
279
280int 269int
281hit_map (object *op, int dir, int type, int full_hit) 270hit_map (object *op, int dir, int type, int full_hit)
282{ 271{
283 object *tmp, *next;
284 mapstruct *map; 272 maptile *map;
285 sint16 x, y; 273 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 275
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 276 if (QUERY_FLAG (op, FLAG_FREED))
291 { 277 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 278 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 279 return 0;
294 } 280 }
295 281
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 283 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 285 return 0;
300 } 286 }
301 287
302 if (!op->map) 288 if (!op->map)
303 { 289 {
306 } 292 }
307 293
308 if (op->head) 294 if (op->head)
309 op = op->head; 295 op = op->head;
310 296
311 op_tag = op->count; 297 mapxy pos (op);
298 pos.move (dir);
312 299
313 map = op->map; 300 if (!pos.normalise ())
314 x = op->x + freearr_x[dir]; 301 return 0;
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318 302
319 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 305 mapspace &ms = pos.ms ();
306
307 if (ms.flags () & P_SAFE)
322 return 0; 308 return 0;
323 309
324 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
326 */ 312 */
327 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
328 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
329 { 316 {
330 counterspell (op, dir); /* see spell_effect.c */ 317 counterspell (op, dir); /* see spell_effect.c */
331 318
332 /* If the only attacktype is counterspell or magic, don't need 319 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 320 * 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 */ 321 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
368 } 329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
369 tmp = next; 346 object *tmp = next;
370 next = tmp->above; 347 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 }
379 348
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
383 */ 352 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
385 continue; 354 continue;
386 355
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 357 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 359 retflag |= 1;
360
391 if (was_destroyed (op, op_tag)) 361 if (op->destroyed ())
392 break; 362 break;
393 } 363 }
394 /* Here we are potentially destroying an object. If the object has 364 /* 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 365 * 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 366 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 367 * 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 368 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 369 * destroyed right now.
400 */ 370 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
402 { 372 {
403 save_throw_object (tmp, type, op); 373 save_throw_object (tmp, type, op);
374
404 if (was_destroyed (op, op_tag)) 375 if (op->destroyed ())
405 break; 376 break;
406 } 377 }
407 } 378 }
379
408 return 0; 380 return 0;
409} 381}
410 382
411void 383void
412attack_message (int dam, int type, object *op, object *hitter) 384attack_message (int dam, int type, object *op, object *hitter)
413{ 385{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 387 int i, found = 0;
416 mapstruct *map; 388 maptile *map;
417 object *next, *tmp; 389 object *next, *tmp;
418 390
419 /* put in a few special messages for some of the common attacktypes 391 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 392 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 393 * [garbled 20010919]
422 */ 394 */
423
424 if (dam == 9998 && op->type == DOOR) 395 if (dam == 9998 && op->type == DOOR)
425 { 396 {
426 sprintf (buf1, "unlock %s", &op->name); 397 sprintf (buf1, "unlock %s", &op->name);
427 sprintf (buf2, " unlocks"); 398 sprintf (buf2, " unlocks");
428 found++; 399 found++;
429 } 400 }
430 if (dam < 0) 401 else if (dam < 0)
431 { 402 {
432 sprintf (buf1, "hit %s", &op->name); 403 sprintf (buf1, "hit %s", &op->name);
433 sprintf (buf2, " hits"); 404 sprintf (buf2, " hits");
434 found++; 405 found++;
435 } 406 }
438 sprintf (buf1, "missed %s", &op->name); 409 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 410 sprintf (buf2, " misses");
440 found++; 411 found++;
441 } 412 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 413 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 414 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 415 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 416 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) 417 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 418 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 419 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); 431 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 432 found++;
462 break; 433 break;
463 } 434 }
464 } 435 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 436 else if (hitter->type == PLAYER && op->is_alive ())
466 { 437 {
467 if (USING_SKILL (hitter, SK_KARATE)) 438 if (USING_SKILL (hitter, SK_KARATE))
468 { 439 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 440 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) 441 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 467 found++;
497 break; 468 break;
498 } 469 }
499 } 470 }
500 } 471 }
472
501 if (found) 473 if (found)
502 { 474 {
503 /* done */ 475 /* done */
504 } 476 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 477 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 478 {
507 sprintf (buf1, "hit"); /* just in case */ 479 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 480 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 481 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 482 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 483 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 484 found++;
513 break; 485 break;
514 } 486 }
515 } 487 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 488 else if (type & AT_DRAIN && op->is_alive ())
517 { 489 {
518 /* drain is first, because some items have multiple attypes */ 490 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 491 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) 492 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 493 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 495 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 496 found++;
525 break; 497 break;
526 } 498 }
527 } 499 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 500 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 501 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 502 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) 503 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 504 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 505 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); 506 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 507 found++;
536 break; 508 break;
537 } 509 }
538 } 510 }
539 else if (type & AT_COLD && IS_LIVE (op)) 511 else if (type & AT_COLD && op->is_alive ())
540 { 512 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 513 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) 514 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 515 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 516 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
556 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557 found++; 529 found++;
558 break; 530 break;
559 } 531 }
560 } 532 }
561 else if (hitter->current_weapon != NULL) 533 else if (hitter->current_weapon)
562 { 534 {
563 int mtype; 535 int mtype;
564 536
565 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
566 { 538 {
567 case WEAP_HIT: 539 case WEAP_HIT:
568 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
569 break; 541 break;
570 case WEAP_SLASH: 542 case WEAP_SLASH:
571 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
572 break; 544 break;
573 case WEAP_PIERCE: 545 case WEAP_PIERCE:
574 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
575 break; 547 break;
576 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
578 break; 550 break;
579 case WEAP_SLICE: 551 case WEAP_SLICE:
580 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
581 break; 553 break;
582 case WEAP_STAB: 554 case WEAP_STAB:
583 mtype = ATM_STAB; 555 mtype = ATM_STAB;
584 break; 556 break;
585 case WEAP_WHIP: 557 case WEAP_WHIP:
586 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
587 break; 559 break;
588 case WEAP_CRUSH: 560 case WEAP_CRUSH:
589 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
590 break; 562 break;
591 case WEAP_BLUD: 563 case WEAP_BLUD:
592 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
593 break; 565 break;
594 default: 566 default:
595 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
596 break; 568 break;
597 } 569 }
570
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 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) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 { 573 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 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); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
621 strcpy (buf1, "hit"); 594 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 595 strcpy (buf2, " hits");
623 } 596 }
624 597
625 /* bail out if a monster is casting spells */ 598 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 599 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 600 return;
628 601
629 /* scale down magic considerably. */ 602 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 603 if (type & AT_MAGIC && rndm (0, 5))
631 return; 604 return;
632 605
633 /* Did a player hurt another player? Inform both! */ 606 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 607 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 608 {
636 if (get_owner (hitter) != NULL) 609 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 611 else
639 { 612 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
641 if (dam != 0) 615 if (dam != 0)
642 { 616 {
643 if (dam < 10) 617 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
645 else if (dam < 20) 619 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
647 else 621 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
649 } 623 }
650 } 624 }
625
651 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */ 627 } /* end of player hitting player */
653 628
654 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
655 { 630 {
656 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
657 if (dam != 0) 633 if (dam != 0)
658 { 634 {
659 if (dam < 10) 635 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
661 else if (dam < 20) 637 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
663 else 639 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
665 } 641 }
642
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 644 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 646 {
670 /* look for stacked spells and start reducing the message chances */ 647 /* 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)) 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 649 {
673 i = 4; 650 i = 4;
674 map = hitter->map; 651 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
676 return; 653 return;
654
677 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 656 if (next)
679 while (next) 657 while (next)
680 { 658 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 660 i *= 3;
661
683 tmp = next; 662 tmp = next;
684 next = tmp->above; 663 next = tmp->above;
685 } 664 }
665
686 if (i < 0) 666 if (i < 0)
687 return; 667 return;
668
688 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
689 return; 670 return;
690 } 671 }
691 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
692 return; 673 return;
674
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 678 }
697} 679}
698
699 680
700static int 681static int
701get_attack_mode (object **target, object **hitter, int *simple_attack) 682get_attack_mode (object **target, object **hitter, int *simple_attack)
702{ 683{
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 }
708 if ((*target)->head) 689
709 *target = (*target)->head; 690 *target = (*target)->head_ ();
710 if ((*hitter)->head)
711 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head_ ();
692
693 if ((*target)->type == LOCKED_DOOR)
694 return 1; // locked doors cannot be hit
695
712 if ((*hitter)->env != NULL || (*target)->env != NULL) 696 if ((*hitter)->env || (*target)->env)
713 { 697 {
714 *simple_attack = 1; 698 *simple_attack = 1;
715 return 0; 699 return 0;
716 } 700 }
701
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 702 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 703 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704 || !(*hitter)->map
705 || !on_same_map (*hitter, *target))
719 { 706 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 return 1; 709 return 1;
722 } 710 }
711
723 *simple_attack = 0; 712 *simple_attack = 0;
724 return 0; 713 return 0;
725} 714}
726 715
727static int 716static int
728abort_attack (object *target, object *hitter, int simple_attack) 717abort_attack (object *target, object *hitter, int simple_attack)
729{ 718{
730
731/* Check if target and hitter are still in a relation similar to the one 719 /* Check if target and hitter are still in a relation similar to the one
732 * determined by get_attack_mode(). Returns true if the relation has changed. 720 * determined by get_attack_mode(). Returns true if the relation has changed.
733 */ 721 */
734 int new_mode; 722 int new_mode;
735 723
736 if (hitter->env == target || target->env == hitter) 724 if (hitter->env == target || target->env == hitter)
737 new_mode = 1; 725 new_mode = 1;
738 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
739 return 1; 728 return 1;
740 else 729 else
741 new_mode = 0; 730 new_mode = 0;
731
742 return new_mode != simple_attack; 732 return new_mode != simple_attack;
743} 733}
744 734
745static void thrown_item_effect (object *, object *); 735static void thrown_item_effect (object *, object *);
746 736
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 738attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 739{
750 int simple_attack, roll, dam = 0; 740 int simple_attack, roll, dam = 0;
751 uint32 type; 741 uint32 type;
752 shstr op_name; 742 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 743
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 744 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 745 goto error;
757 746
758 if (hitter->current_weapon) 747 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 748 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 749 return RESULT_INT (0);
761 750
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 751 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 752 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 753
768 /* 754 /*
769 * A little check to make it more difficult to dance forward and back 755 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 756 * to avoid ever being hit by monsters.
771 */ 757 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 758 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
773 { 759 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 760 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 761 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 762 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 763 * we call process_object, the 'if' statement above will fail.
778 */ 764 */
779 op->speed_left--; 765 --op->speed_left;
780 process_object (op); 766 process_object (op);
767
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 768 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 769 goto error;
783 } 770 }
784 771
785 op_name = op->name; 772 op_name = op->name;
786 773
793 /* See if we hit the creature */ 780 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 781 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 782 {
796 int hitdam = base_dam; 783 int hitdam = base_dam;
797 784
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) 785 if (!simple_attack)
816 { 786 {
817 /* If you hit something, the victim should *always* wake up. 787 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 788 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 789 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 790 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 791 CLEAR_FLAG (op, FLAG_SLEEP);
822 792
823 /* If the victim can't see the attacker, it may alert others 793 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 794 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 795 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 796 npc_call_help (op);
827 797
828 /* if you were hidden and hit by a creature, you are discovered */ 798 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 799 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
830 { 800 {
831 make_visible (op); 801 make_visible (op);
802
832 if (op->type == PLAYER) 803 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 804 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
834 } 805 }
835 806
836 /* thrown items (hitter) will have various effects 807 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 808 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 809 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 810 * wrapper object.
840 */ 811 */
841 thrown_item_effect (hitter, op); 812 thrown_item_effect (hitter, op);
813
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 814 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 815 goto leave;
844 } 816 }
845 817
846 /* Need to do at least 1 damage, otherwise there is no point 818 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 819 * to go further and it will cause FPE's below.
848 */ 820 */
849 if (hitdam <= 0) 821 if (hitdam <= 0)
850 hitdam = 1; 822 hitdam = 1;
851 823
852 type = hitter->attacktype; 824 type = hitter->attacktype;
825
826 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
827 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
828 * This check is important for the most simple monsters out there in the
829 * game content (maps, archs). For example orcs: They would have
830 * no attacktype at all.
831 *
832 * Some time in the future someone should just go into the game data
833 * and fix every monster out there ;-/ Until then we will kill some
834 * more trees in the african rain forests with this check.
835 */
853 if (!type) 836 if (!type)
854 type = AT_PHYSICAL; 837 type = AT_PHYSICAL;
838
855 /* Handle monsters that hit back */ 839 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 841 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 842 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 843 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
844
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 845 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
846
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 847 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 848 goto leave;
863 } 849 }
864 850
865 /* In the new attack code, it should handle multiple attack 851 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 852 * types in its area, so remove it from here.
867 */ 853 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 854 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
855
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 856 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 857 goto leave;
871 } /* end of if hitter hit op */ 858 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 859 /* if we missed, dam=0 */
873 860
874 /*attack_message(dam, type, op, hitter); */ 861 /*attack_message(dam, type, op, hitter); */
884} 871}
885 872
886int 873int
887attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
888{ 875{
889
890 if (hitter->head)
891 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893} 879}
894 880
895/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
896 * 882 *
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around. 892 * stick around.
907 */ 893 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 895 {
910 if (tmp->head != NULL) 896 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; 897 return 1;
920 } 898 }
921 else 899 else
922 return 0; 900 return 0;
923} 901}
931object * 909object *
932hit_with_arrow (object *op, object *victim) 910hit_with_arrow (object *op, object *victim)
933{ 911{
934 object *container, *hitter; 912 object *container, *hitter;
935 int hit_something = 0; 913 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 914
939 /* Disassemble missile */ 915 /* Disassemble missile */
940 if (op->inv) 916 if (op->inv)
941 { 917 {
942 container = op; 918 container = op;
943 hitter = op->inv; 919 hitter = op->inv;
944 remove_ob (hitter);
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 920 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 921 /* 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 922 * 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 923 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 924 * THROWN_OBJs. */
950 } 925 }
951 else 926 else
952 { 927 {
953 container = NULL; 928 container = 0;
954 hitter = op; 929 hitter = op;
955 } 930 }
956 931
957 /* Try to hit victim */ 932 /* 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); 933 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 934
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 935 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 936 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 937 * 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 938 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 939 * other places as well!)
970 */ 940 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 941 if (hitter->destroyed () || hitter->env != NULL)
972 { 942 {
973 if (container) 943 if (container)
974 { 944 container->destroy ();
975 remove_ob (container); 945
976 free_object (container);
977 }
978 return NULL; 946 return 0;
979 } 947 }
980 948
981 /* Missile hit victim */ 949 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 950 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 951 * through the target
984 */ 952 */
985 if (hit_something && op->speed <= 10.0) 953 if (hit_something && op->speed <= 10.0)
986 { 954 {
987 /* Stop arrow */ 955 /* Stop arrow */
988 if (container == NULL) 956 if (!container)
989 { 957 {
990 hitter = fix_stopped_arrow (hitter); 958 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 959 if (!hitter)
992 return NULL; 960 return 0;
993 } 961 }
994 else 962 else
995 { 963 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 964
1000 /* Try to stick arrow into victim */ 965 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 966 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 967 return 0;
1003 968
1004 /* Else try to put arrow on victim's map square 969 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 970 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 971 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 972 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 973 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 974 * way to handle those otherwise?
1010 */ 975 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 976 if (victim->x != hitter->x || victim->y != hitter->y)
977 {
978 if (victim->destroyed ())
979 hitter->destroy ();
980 else
1012 { 981 {
1013 remove_ob (hitter); 982 hitter->remove ();
1014 hitter->x = victim_x; 983 hitter->x = victim->x;
1015 hitter->y = victim_y; 984 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 985 insert_ob_in_map (hitter, victim->map, hitter, 0);
986 }
1017 } 987 }
1018 else 988 else
1019 {
1020 /* Else leave arrow where it is */ 989 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 990 merge_ob (hitter, NULL);
1022 } 991
1023 return NULL; 992 return 0;
1024 } 993 }
1025 994
1026 if (hit_something && op->speed >= 10.0) 995 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 996 op->speed -= 1.0;
1028 997
1029 /* Missile missed victim - reassemble missile */ 998 /* Missile missed victim - reassemble missile */
1030 if (container) 999 if (container)
1031 { 1000 {
1032 remove_ob (hitter); 1001 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1034 } 1003 }
1004
1035 return op; 1005 return op;
1036} 1006}
1037
1038 1007
1039void 1008void
1040tear_down_wall (object *op) 1009tear_down_wall (object *op)
1041{ 1010{
1042 int perc = 0;
1043
1044 if (!op->stats.maxhp) 1011 if (!op->stats.maxhp)
1045 {
1046 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1012 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1047 perc = 1; 1013 else if (!op->has_anim ())
1048 }
1049 else if (!GET_ANIM_ID (op))
1050 { 1014 {
1051 /* Object has been called - no animations, so remove it */ 1015 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1016 if (op->stats.hp < 0)
1017 op->destroy ();
1053 { 1018
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 */ 1019 return; /* no animations, so nothing more to do */
1060 } 1020 }
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1021
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1022 // we use frames 1..num-2 as intermediate frames, so
1063 perc = NUM_ANIMATIONS (op) - 1; 1023 // the last frame is used only when hp < 0.
1064 else if (perc < 1) 1024 int perc = clamp (
1065 perc = 1; 1025 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1066 SET_ANIMATION (op, perc); 1026 0, op->anim_frames () - 1
1027 );
1028
1029 op->set_anim_frame (perc);
1067 update_object (op, UP_OBJ_FACE); 1030 update_object (op, UP_OBJ_FACE);
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1031
1032 if (op->stats.hp < 0)
1069 { /* Reached the last animation */ 1033 { /* Reached the last animation */
1070 if (op->face == blank_face) 1034 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1035 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1036 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 1037 else
1081 { /* The last face was not blank, leave an image */ 1038 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1039 op->flag [FLAG_BLOCKSVIEW] = false;
1083 update_all_los (op->map, op->x, op->y); 1040 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1041 op->move_block = 0;
1085 CLEAR_FLAG (op, FLAG_ALIVE); 1042 op->flag [FLAG_ALIVE] = false;
1086 } 1043 }
1087 } 1044 }
1088} 1045}
1089 1046
1090void 1047void
1091scare_creature (object *target, object *hitter) 1048scare_creature (object *target, object *hitter)
1092{ 1049{
1093 object *owner = get_owner (hitter); 1050 target->flag [FLAG_SCARED] = true;
1094 1051
1095 if (!owner)
1096 owner = hitter;
1097
1098 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy) 1052 if (!target->enemy)
1100 target->enemy = owner; 1053 target->enemy = hitter->outer_owner ();
1101} 1054}
1102
1103 1055
1104/* This returns the amount of damage hitter does to op with the 1056/* This returns the amount of damage hitter does to op with the
1105 * appropriate attacktype. Only 1 attacktype should be set at a time. 1057 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should 1058 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.) 1059 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not 1060 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */ 1061 * the attacktype. Makes it easier for the PR code. */
1110
1111int 1062int
1112hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1063hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113{ 1064{
1114
1115 int doesnt_slay = 1; 1065 int doesnt_slay = 1;
1116 1066
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1067 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS) 1068 if (attacknum >= NROFATTACKS)
1119 { 1069 {
1121 return 0; 1071 return 0;
1122 } 1072 }
1123 1073
1124 if (dam < 0) 1074 if (dam < 0)
1125 { 1075 {
1126 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1076 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1077 dam, hitter->debug_desc (), op->debug_desc ());
1127 return 0; 1078 return 0;
1128 } 1079 }
1129 1080
1130 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1081 /* 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. */ 1082 * people can't mess with that or it otherwise get confused. */
1132 if (attacknum == ATNR_INTERNAL) 1083 if (attacknum == ATNR_INTERNAL)
1133 return dam; 1084 return dam;
1134 1085
1135 if (hitter->slaying) 1086 if (hitter->slaying)
1136 { 1087 {
1137 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1088 if ((op->race && hitter->slaying.contains (op->race))
1138 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1089 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1139 { 1090 {
1140 doesnt_slay = 0; 1091 doesnt_slay = 0;
1141 dam *= 3; 1092 dam *= 3;
1142 } 1093 }
1143 } 1094 }
1157 /* Special hack. By default, if immune to something, you 1108 /* Special hack. By default, if immune to something, you
1158 * shouldn't need to worry. However, acid is an exception, since 1109 * shouldn't need to worry. However, acid is an exception, since
1159 * it can still damage your items. Only include attacktypes if 1110 * it can still damage your items. Only include attacktypes if
1160 * special processing is needed */ 1111 * special processing is needed */
1161 1112
1162 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1113 if (op->resist[attacknum] >= 100
1114 && doesnt_slay
1115 && attacknum != ATNR_ACID)
1163 return 0; 1116 return 0;
1164 1117
1165 /* Keep this in order - makes things easier to find */ 1118 /* Keep this in order - makes things easier to find */
1166 1119
1167 switch (attacknum) 1120 switch (attacknum)
1168 { 1121 {
1169 case ATNR_PHYSICAL: 1122 case ATNR_PHYSICAL:
1170 /* here also check for diseases */ 1123 /* here also check for diseases */
1171 check_physically_infect (op, hitter); 1124 check_physically_infect (op, hitter);
1172 break; 1125 break;
1173 1126
1174 /* Don't need to do anything for: 1127 /* Don't need to do anything for:
1175 magic, 1128 magic,
1176 fire, 1129 fire,
1177 electricity, 1130 electricity,
1178 cold */ 1131 cold */
1179 1132
1180 case ATNR_CONFUSION: 1133 case ATNR_CONFUSION:
1181 case ATNR_POISON: 1134 case ATNR_POISON:
1182 case ATNR_SLOW: 1135 case ATNR_SLOW:
1183 case ATNR_PARALYZE: 1136 case ATNR_PARALYZE:
1184 case ATNR_FEAR: 1137 case ATNR_FEAR:
1185 case ATNR_CANCELLATION: 1138 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE: 1139 case ATNR_DEPLETE:
1187 case ATNR_BLIND: 1140 case ATNR_BLIND:
1188 { 1141 {
1189 /* chance for inflicting a special attack depends on the 1142 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level 1143 * difference between attacker's and defender's level
1191 */ 1144 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1145 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 1146
1194 /* First, only creatures/players with speed can be affected. 1147 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects 1148 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the 1149 * you. Third, you still get a saving through against the
1197 * effect. 1150 * effect.
1198 */ 1151 */
1199 if (op->speed && 1152 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1153 (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)) 1154 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 { 1155 {
1203 1156
1204 /* Player has been hit by something */ 1157 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION) 1158 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam); 1159 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON) 1160 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam); 1161 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW) 1162 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam); 1163 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE) 1164 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam); 1165 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR) 1166 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter); 1167 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION) 1168 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op); 1169 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE) 1170 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op); 1171 op->drain_stat ();
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1172 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam); 1173 blind_player (op, hitter, dam);
1221 } 1174 }
1175
1222 dam = 0; /* These are all effects and don't do real damage */ 1176 dam = 0; /* These are all effects and don't do real damage */
1223 } 1177 }
1224 break; 1178 break;
1179
1225 case ATNR_ACID: 1180 case ATNR_ACID:
1226 { 1181 {
1227 int flag = 0; 1182 int flag = 0;
1228 1183
1229 /* Items only get corroded if you're not on a battleground and 1184 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */ 1185 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1186 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 { 1187 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1236 { 1189 {
1237 if (tmp->invisible) 1190 if (tmp->invisible)
1238 continue; 1191 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1192 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */ 1193 /* >= 10% acid res. on items will protect these */
1241 continue; 1194 continue;
1242 if (!(tmp->material & M_IRON)) 1195 if (!(tmp->materials & M_IRON))
1243 continue; 1196 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */ 1197 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue; 1198 continue;
1246 if (tmp->type == RING || 1199 if (tmp->type == RING
1247 /* removed boots and gloves from exclusion list in 1200 /* removed boots and gloves from exclusion list in PR */
1248 PR */ 1201 || tmp->type == GIRDLE
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1202 || tmp->type == AMULET
1203 || tmp->type == WAND
1204 || tmp->type == ROD
1205 || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */ 1206 continue; /* To avoid some strange effects */
1251 1207
1252 /* High damage acid has better chance of corroding 1208 /* High damage acid has better chance of corroding
1253 objects */ 1209 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1210 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1211 {
1212 flag = 1;
1213 tmp->magic--;
1214
1215 if (object *pl = tmp->visible_to ())
1255 { 1216 {
1256 if (op->type == PLAYER)
1257 /* Make this more visible */ 1217 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1218 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1219 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1; 1220
1261 tmp->magic--; 1221 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 } 1222 }
1265 } 1223 }
1266 if (flag) 1224 }
1267 fix_player (op); /* Something was corroded */
1268 } 1225
1226 if (flag)
1227 op->update_stats (); /* Something was corroded */
1269 } 1228 }
1229 }
1270 break; 1230 break;
1231
1271 case ATNR_DRAIN: 1232 case ATNR_DRAIN:
1272 { 1233 {
1273 /* rate is the proportion of exp drained. High rate means 1234 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained. 1235 * not much is drained, low rate means a lot is drained.
1275 */ 1236 */
1276 int rate; 1237 int rate;
1277 1238
1278 if (op->resist[ATNR_DRAIN] >= 0) 1239 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1240 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else 1241 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1242 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282 1243
1283 if (op->stats.exp <= rate) 1244 if (op->stats.exp <= rate)
1284 { 1245 {
1285 if (op->type == GOLEM) 1246 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */ 1247 dam = 999; /* Its force is "sucked" away. 8) */
1287 else 1248 else
1288 /* If we can't drain, lets try to do physical damage */ 1249 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1250 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 } 1251 }
1291 else 1252 else
1292 { 1253 {
1293 /* Randomly give the hitter some hp */ 1254 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp && 1255 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1256 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++; 1257 hitter->stats.hp++;
1297 1258
1298 /* Can't do drains on battleground spaces. 1259 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp 1260 * 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, 1261 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens. 1262 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain 1263 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks. 1264 * attacks, hence all the != PLAYER checks.
1304 */ 1265 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1266 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1306 { 1267 {
1307 object *owner = get_owner (hitter); 1268 object *owner = hitter->owner;
1308 1269
1309 if (owner && owner != hitter) 1270 if (owner && owner != hitter)
1310 { 1271 {
1311 if (op->type != PLAYER || owner->type != PLAYER) 1272 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2), 1273 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 } 1275 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER) 1276 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 {
1317 change_exp (hitter, op->stats.exp / (rate * 2), 1277 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1278 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 } 1279
1320 change_exp (op, -op->stats.exp / rate, NULL, 0); 1280 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 } 1281 }
1282
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1283 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, 1284 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed 1285 * as the messages will say you missed
1325 */ 1286 */
1326 } 1287 }
1327 } 1288 }
1328 break; 1289 break;
1290
1329 case ATNR_TURN_UNDEAD: 1291 case ATNR_TURN_UNDEAD:
1330 { 1292 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1293 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 { 1294 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 object *god = find_god (determine_god (owner)); 1296 object *god = find_god (determine_god (owner));
1335 int div = 1; 1297 int div = 1;
1336 1298
1337 /* if undead are not an enemy of your god, you turn them 1299 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */ 1300 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1301 if (!god || !god->slaying.contains (shstr_undead))
1340 div = 2; 1302 div = 2;
1303
1341 /* Give a bonus if you resist turn undead */ 1304 /* 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))) 1305 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner); 1306 scare_creature (op, owner);
1344 } 1307 }
1345 else 1308 else
1346 dam = 0; /* don't damage non undead - should we damage 1309 dam = 0; /* don't damage non undead - should we damage
1347 undead? */ 1310 undead? */
1348 } 1311 }
1349 break; 1312 break;
1313
1350 case ATNR_DEATH: 1314 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam); 1315 deathstrike_player (op, hitter, &dam);
1352 break; 1316 break;
1317
1353 case ATNR_CHAOS: 1318 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1319 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1355 dam = 0; 1320 dam = 0;
1356 break; 1321 break;
1322
1357 case ATNR_COUNTERSPELL: 1323 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1324 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1359 dam = 0; 1325 dam = 0;
1360 /* This should never happen. Counterspell is handled 1326 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen, 1327 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it 1328 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */ 1329 * does no damage. */
1364 break; 1330 break;
1331
1365 case ATNR_HOLYWORD: 1332 case ATNR_HOLYWORD:
1366 { 1333 {
1367 /* This has already been handled by hit_player, 1334 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */ 1335 * no need to check twice -- DAMN */
1336 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1369 1337
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 */ 1338 /* 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]) 1339 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner); 1340 scare_creature (op, owner);
1375 } 1341 }
1376 break; 1342 break;
1343
1377 case ATNR_LIFE_STEALING: 1344 case ATNR_LIFE_STEALING:
1378 { 1345 {
1379 int new_hp; 1346 int new_hp;
1380 1347
1381 /* this is replacement to drain for players, instead of taking 1348 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not 1349 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters 1350 * much use giving it to monsters
1384 * 1351 *
1385 * life stealing doesn't do a lot of damage, but it gives the 1352 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that, 1353 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by 1354 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000). 1355 * 1000).
1389 */ 1356 */
1390 /* You can't steal life from something undead */ 1357 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1358 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0; 1359 return 0;
1360
1393 /* If drain protection is higher than life stealing, use that */ 1361 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else 1364 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1366
1398 /* You die at -1 hp, not zero. */ 1367 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1)) 1368 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1; 1369 dam = op->stats.hp + 1;
1370
1401 new_hp = hitter->stats.hp + dam; 1371 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp) 1372 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp; 1373 new_hp = hitter->stats.maxhp;
1374
1404 if (new_hp > hitter->stats.hp) 1375 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp; 1376 hitter->stats.hp = new_hp;
1406 } 1377 }
1407 } 1378 }
1379
1408 return dam; 1380 return dam;
1409} 1381}
1410
1411 1382
1412/* GROS: This code comes from hit_player. It has been made external to 1383/* 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. 1384 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1385 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1386 * Sword. Note that nothing has been changed from the original version
1426 */ 1397 */
1427int 1398int
1428kill_object (object *op, int dam, object *hitter, int type) 1399kill_object (object *op, int dam, object *hitter, int type)
1429{ 1400{
1430 char buf[MAX_BUF]; 1401 char buf[MAX_BUF];
1431 const char *skill; 1402 shstr skill;
1432 int maxdam = 0; 1403 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */ 1404 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */ 1405 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL; 1406 object *owner = 0;
1436 object *skop = NULL; 1407 object *skop = 0;
1437 1408
1438 if (op->stats.hp >= 0) 1409 if (op->stats.hp >= 0)
1439 return -1; 1410 return -1;
1440 1411
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1412 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1421 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1422 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1423
1453 if (op->type == DOOR) 1424 if (op->type == DOOR)
1454 { 1425 {
1455 op->speed = 0.1; 1426 op->set_speed (0.1f);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1427 op->speed_left = -0.05f;
1458 return maxdam; 1428 return maxdam;
1459 } 1429 }
1430
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1431 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1432 {
1462 remove_friendly_object (op); 1433 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; 1434 return maxdam;
1472 } 1435 }
1473 1436
1474 /* Now lets start dealing with experience we get for killing something */ 1437 /* Now lets start dealing with experience we get for killing something */
1475 1438
1476 owner = get_owner (hitter); 1439 owner = hitter->outer_owner ();
1477 if (owner == NULL) 1440 if (!owner)
1478 owner = hitter; 1441 owner = hitter;
1479 1442
1480 /* is the victim (op) standing on battleground? */ 1443 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1444 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1445 battleg = 1;
1486 pk = 1; 1449 pk = 1;
1487 1450
1488 /* Player killed something */ 1451 /* Player killed something */
1489 if (owner->type == PLAYER) 1452 if (owner->type == PLAYER)
1490 { 1453 {
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 1454 /* Log players killing other players - makes it easier to detect
1495 * and filter out malicious player killers - that is why the 1455 * and filter out malicious player killers - that is why the
1496 * ip address is included. 1456 * ip address is included.
1497 */ 1457 */
1498 if (op->type == PLAYER && !battleg) 1458 if (op->type == PLAYER && !battleg)
1502 char buf[256]; 1462 char buf[256];
1503 1463
1504 tmv = localtime (&t); 1464 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1465 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1466
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1467 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1468 }
1509 1469
1510 /* try to filter some things out - basically, if you are 1470 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1471 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1472 * probably don't want to see that.
1513 */ 1473 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1474 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1475 {
1516 if (owner != hitter) 1476 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1477 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1478 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1479 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1480
1524 /* Only play sounds for melee kills */ 1481 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1482 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1483 owner->play_sound (sound_find ("player_kills"));
1527 } 1484 }
1528 1485
1529 /* If a player kills another player, not on 1486 /* If a player kills another player, not on
1530 * battleground, the "killer" looses 1 luck. Since this is 1487 * battleground, the "killer" looses 1 luck. Since this is
1531 * not reversible, it's actually quite a pain IMHO. -AV 1488 * not reversible, it's actually quite a pain IMHO. -AV
1533 * player that the object belonged to - so if you killed another player 1490 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1491 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1492 * Changed to make luck penalty configurable in settings.
1536 */ 1493 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1494 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1495 owner->change_luck (-settings.pk_luck_penalty);
1539 1496
1540 /* This code below deals with finding the appropriate skill 1497 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1498 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1499 * probably never really have to look at current_weapon->skill
1543 */ 1500 */
1544 skill = NULL;
1545 if (hitter->skill && hitter->type != PLAYER) 1501 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1502 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1503 else if (owner->chosen_skill)
1548 { 1504 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill; 1505 skop = owner->chosen_skill;
1506 skill = skop->skill;
1551 } 1507 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1553 skill = owner->current_weapon->skill; 1509 skill = owner->current_weapon->skill;
1554 else 1510 else
1511 {
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1512 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1513 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1514 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1515 skill = 0;
1516 }
1556 1517
1557 /* We have the skill we want to credit to - now find the object this goes 1518 /* 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! 1519 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */ 1520 */
1560 if ((!skop || skop->type != SKILL) && skill) 1521 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 */ 1522 } /* Was it a player that hit somethign */
1572 else 1523 else
1573 {
1574 skill = NULL; 1524 skill = 0;
1575 }
1576 1525
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 */ 1526 /* These may have been set in the player code section above */
1590 if (!skop) 1527 if (!skop)
1591 skop = hitter->chosen_skill; 1528 skop = hitter->chosen_skill;
1529
1592 if (!skill && skop) 1530 if (!skill && skop)
1593 skill = skop->skill; 1531 skill = skop->skill;
1594 1532
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 */ 1533 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1534 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1600 { 1535 {
1601 int exp; 1536 int exp;
1602 1537
1603 /* Really don't give much experience for killing other players */ 1538 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1539 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1540 if (op->type == PLAYER)
1606 { 1541 {
1607 if (battleg) 1542 if (battleg)
1608 { 1543 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1544 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1562
1628 if (!settings.simple_exp) 1563 if (!settings.simple_exp)
1629 exp = exp / 2; 1564 exp = exp / 2;
1630 1565
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1566 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1567 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1568 else
1636 { 1569 {
1637 int shares = 0, count = 0; 1570 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1571 partylist *party = owner->contr->party;
1642 1572
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1573 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1574
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1575 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1576 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1577 {
1650 count++; 1578 count++;
1651 shares += (pl->ob->level + 4); 1579 shares += (pl->ob->level + 4);
1652 } 1580 }
1653 } 1581
1654 if (count == 1 || shares > exp) 1582 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1583 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1584 else
1657 { 1585 {
1658 int share = exp / shares, given = 0, nexp; 1586 int share = exp / shares, given = 0, nexp;
1659 1587
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1588 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1589 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1590 {
1664 nexp = (pl->ob->level + 4) * share; 1591 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1592 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1593 given += nexp;
1667 } 1594 }
1668 } 1595
1669 exp -= given; 1596 exp -= given;
1670 /* give any remainder to the player */ 1597 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1598 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1599 }
1673 } /* else part of a party */ 1600 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1601 } /* end if person didn't kill himself */
1676 1602
1677 if (op->type != PLAYER) 1603 if (op->type != PLAYER)
1678 { 1604 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1605 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1606 {
1681 object *owner1 = get_owner (op); 1607 object *owner1 = op->owner;
1682 1608
1683 if (owner1 != NULL && owner1->type == PLAYER) 1609 if (owner1 && owner1->type == PLAYER)
1684 { 1610 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1611 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1686 /* Maybe we should include the owner that killed this, maybe not */ 1612 /* 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); 1613 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1688 } 1614 }
1615
1689 remove_friendly_object (op); 1616 remove_friendly_object (op);
1690 } 1617 }
1691 remove_ob (op); 1618
1692 free_object (op); 1619 op->drop_and_destroy ();
1693 } 1620 }
1694 /* Player has been killed! */
1695 else 1621 else
1696 { 1622 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1623 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1698 { 1624
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 1625 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1626 * continues in the calling function.
1709 */ 1627 */
1710 return maxdam; 1628 return maxdam;
1711} 1629}
1712 1630
1713/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1631/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire 1632 * Returns 0 this is not friendly fire
1715 */ 1633 */
1716
1717int 1634int
1718friendly_fire (object *op, object *hitter) 1635friendly_fire (object *op, object *hitter)
1719{ 1636{
1720 object *owner; 1637 object *owner;
1721 int friendlyfire; 1638 int friendlyfire;
1731 return 0; 1648 return 0;
1732 1649
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1650 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1651 return 1;
1735 1652
1736 if ((owner = get_owner (hitter)) != NULL) 1653 if ((owner = hitter->owner) != NULL)
1737 { 1654 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1655 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1656 friendlyfire = 2;
1740 } 1657 }
1741 1658
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1659 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0; 1660 friendlyfire = 0;
1744 } 1661 }
1662
1745 return friendlyfire; 1663 return friendlyfire;
1746} 1664}
1747
1748 1665
1749/* This isn't used just for players, but in fact most objects. 1666/* 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 1667 * 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 1668 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1669 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1670 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1671 * modify it.
1755 */ 1672 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1673/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1674 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1675int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1676hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1677{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1678 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1679 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1680 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1681 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1682 int rtn_kill = 0;
1769 int friendlyfire; 1683 int friendlyfire;
1770 1684
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1685 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1686 return 0;
1773 1687
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1688 /* 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)) 1689 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0; 1690 return 0;
1777 1691
1778#ifdef PROHIBIT_PLAYERKILL 1692 // only allow pk for hostile players
1779 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1780 { 1694 {
1781 object *owner = get_owner (hitter); 1695 object *owner = hitter->owner;
1782 1696
1783 if (!owner) 1697 if (!owner)
1784 owner = hitter; 1698 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1699
1786 { 1700 if (owner->type == PLAYER
1701 && (!op_on_battleground (op, 0, 0)
1702 && (op->contr->peaceful || owner->contr->peaceful))
1703 && op != owner)
1787 return 0; 1704 return 0;
1788 }
1789 } 1705 }
1790#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1706
1795 if (body_attack) 1707 if (body_attack)
1796 { 1708 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1709 /* 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 1710 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1716 * attack so we don't cancel out things like magic bullet.
1805 */ 1717 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1718 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1719 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1720 type &= ~(AT_PARALYZE | AT_SLOW);
1721
1809 if (!type || type == AT_MAGIC) 1722 if (!type || type == AT_MAGIC)
1810 return 0; 1723 return 0;
1811 } 1724 }
1812 } 1725 }
1813 1726
1814 if (!simple_attack && op->type == DOOR) 1727 if (!simple_attack && op->type == DOOR)
1815 { 1728 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1729 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1730 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1731 {
1821 spring_trap (tmp, hitter); 1732 spring_trap (tmp, hitter);
1733
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1734 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1735 return 0;
1736
1824 break; 1737 break;
1825 } 1738 }
1826 } 1739 }
1827 1740
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1741 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1742 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1743 /* 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. 1744 * destroyed() check above doesn't return, and might get here.
1832 */ 1745 */
1746
1747 /* FIXME: This for example happens when a dead door is on a mover and
1748 gets it's speed_left raised on each mover-tick.
1749 Doors are removed in a kinda funny way by giving them speed and speed_left
1750 and waiting for that to run out.
1751 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1752 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1834 return 0; 1753 return 0;
1835 } 1754 }
1836 1755
1837#ifdef ATTACK_DEBUG 1756#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1757 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 */ 1763 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1764 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1765 if (dam >= 100)
1847 dam /= 100; 1766 dam /= 100;
1848 else 1767 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1768 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1769 }
1851 1770
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1771 /* 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 1772 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1773 */
1865 */ 1784 */
1866 if (type & AT_HOLYWORD) 1785 if (type & AT_HOLYWORD)
1867 { 1786 {
1868 object *god; 1787 object *god;
1869 1788
1870 if ((!hitter->slaying || 1789 if ((!hitter->slaying
1871 (!(op->race && strstr (hitter->slaying, op->race)) && 1790 || (!(op->race && hitter->slaying.contains (op->race))
1872 !(op->name && strstr (hitter->slaying, op->name)))) && 1791 && !(op->name && hitter->slaying.contains (op->name))))
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1792 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1874 (hitter->title != NULL 1793 || (hitter->title
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1794 && (god = find_god (determine_god (hitter))) != NULL
1795 && god->race.contains (shstr_undead))))
1876 return 0; 1796 return 0;
1877 } 1797 }
1878 1798
1879 maxattacktype = type; /* initialize this to something */ 1799 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1800 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1801 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1802 /* 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 1803 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1804 * the only attacktype in the group, then still attack with it
1912 */ 1832 */
1913 friendlyfire = friendly_fire (op, hitter); 1833 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam) 1834 if (friendlyfire && maxdam)
1915 { 1835 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100); 1836 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917#ifndef COZY_SERVER
1918 maxdam++;
1919#endif
1920 1837
1921#ifdef ATTACK_DEBUG 1838#ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1839 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1840 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924#endif 1841#endif
1925 } 1842 }
1926 1843
1927 if (!full_hit) 1844 if (!full_hit)
1928 { 1845 {
1929 archetype *at;
1930 int area; 1846 int area;
1931 int remainder; 1847 int remainder;
1932 1848
1933 area = 0; 1849 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more) 1850
1851 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1935 area++; 1852 area++;
1853
1936 assert (area > 0); 1854 assert (area > 0);
1937 1855
1938 /* basically: maxdam /= area; we try to "simulate" a float 1856 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1857 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1858 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1859 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1860 if (rndm (100) < remainder)
1943 maxdam++; 1861 maxdam++;
1944 } 1862 }
1945 1863
1946#ifdef ATTACK_DEBUG 1864#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1865 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1866#endif
1949 1867
1950 if (get_owner (hitter)) 1868 // for now, only do this for active objects, otherwise they
1869 // keep a refcount for a long time and I see no usefulness
1870 // for an non-active objetc to know its enemy.
1871 if (op->active)
1872 if (hitter->owner)
1951 op->enemy = hitter->owner; 1873 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1874 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1875 op->enemy = hitter;
1954 1876
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1877 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 { 1878 {
1957 /* The unaggressives look after themselves 8) */ 1879 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1880 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1980 1902
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1903 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1904 {
1983 if (maxdam) 1905 if (maxdam)
1984 tear_down_wall (op); 1906 tear_down_wall (op);
1907
1985 return maxdam; /* nothing more to do for wall */ 1908 return maxdam; /* nothing more to do for wall */
1986 } 1909 }
1987 1910
1988 /* See if the creature has been killed */ 1911 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1912 rtn_kill = kill_object (op, maxdam, hitter, type);
1990 if (rtn_kill != -1) 1913 if (rtn_kill != -1)
1991 return rtn_kill; 1914 return rtn_kill;
1992
1993 1915
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1916 /* 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 1917 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case. 1918 * remained - that is no longer the case.
1997 */ 1919 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1920 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1921 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 */ 1922 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1923 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1924 {
2008 int i; 1925 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1926 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1927 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1928 object *owner = op->owner;
2012 1929
2013 if (!op->other_arch) 1930 if (!op->other_arch)
2014 { 1931 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1932 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1933 return maxdam;
2017 } 1934 }
1935
2018 remove_ob (op); 1936 op->remove ();
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1937
1938 for (i = 0; i < op->stats.food; i++)
2020 { /* This doesn't handle op->more yet */ 1939 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1940 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1941 int j;
2023 1942
2024 tmp->stats.hp = op->stats.hp; 1943 tmp->stats.hp = op->stats.hp;
1944
2025 if (friendly) 1945 if (friendly)
2026 { 1946 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1947 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1948 tmp->attack_movement = PETMOVE;
1949
2030 if (owner != NULL) 1950 if (owner)
2031 set_owner (tmp, owner); 1951 tmp->set_owner (owner);
2032 } 1952 }
1953
2033 if (unaggressive) 1954 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1955 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1956
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1957 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1958
2036 if (j == -1) /* No spot to put this monster */ 1959 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1960 tmp->destroy ();
2038 else 1961 else
2039 { 1962 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1963 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 1964 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 1965 }
2043 } 1966 }
2044 if (friendly) 1967
2045 remove_friendly_object (op); 1968 op->destroy ();
2046 free_object (op);
2047 } 1969 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1970 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 1971 hitter->drop_and_destroy ();
2050 remove_ob (hitter); 1972
2051 free_object (hitter);
2052 }
2053 return maxdam; 1973 return maxdam;
2054} 1974}
2055
2056 1975
2057void 1976void
2058poison_player (object *op, object *hitter, int dam) 1977poison_player (object *op, object *hitter, int dam)
2059{ 1978{
2060 archetype *at = find_archetype ("poisoning"); 1979 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 1980 object *tmp = present_arch_in_ob (at, op);
2062 1981
2063 if (tmp == NULL) 1982 if (tmp == NULL)
2064 { 1983 {
2065 if ((tmp = arch_to_object (at)) == NULL) 1984 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1997 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 1998 tmp->stats.dam += hitter->level / 2;
2080 else 1999 else
2081 tmp->stats.dam = dam; 2000 tmp->stats.dam = dam;
2082 2001
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2002 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 2003 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 2004 {
2086 tmp->skill = hitter->skill; 2005 tmp->skill = hitter->skill;
2087 } 2006 }
2088 2007
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2013 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2014 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2015 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 2016 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 2017 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 2018 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2019 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2020 op->play_sound (tmp->sound);
2101 } 2021 }
2022
2102 if (hitter->type == PLAYER) 2023 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2024 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2025 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); 2026 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 2027 }
2028
2107 tmp->speed_left = 0; 2029 tmp->speed_left = 0;
2108 } 2030 }
2109 else 2031 else
2110 tmp->stats.food++; 2032 tmp->stats.food++;
2111} 2033}
2112 2034
2113void 2035void
2114slow_player (object *op, object *hitter, int dam) 2036slow_player (object *op, object *hitter, int dam)
2115{ 2037{
2116 archetype *at = find_archetype ("slowness"); 2038 archetype *at = archetype::find ("slowness");
2117 object *tmp; 2039 object *tmp;
2118 2040
2119 if (at == NULL) 2041 if (at == NULL)
2120 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 2042 LOG (llevError, "Can't find slowness archetype.\n");
2122 } 2043
2123 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2044 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124 { 2045 {
2125 tmp = arch_to_object (at); 2046 tmp = arch_to_object (at);
2126 tmp = insert_ob_in_ob (tmp, op); 2047 tmp = insert_ob_in_ob (tmp, op);
2127 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128 } 2049 }
2129 else 2050 else
2130 tmp->stats.food++; 2051 tmp->stats.food++;
2052
2131 SET_FLAG (tmp, FLAG_APPLIED); 2053 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 2054 tmp->speed_left = 0;
2133 fix_player (op); 2055 op->update_stats ();
2134} 2056}
2135 2057
2136void 2058void
2137confuse_player (object *op, object *hitter, int dam) 2059confuse_player (object *op, object *hitter, int dam)
2138{ 2060{
2152 tmp->speed = 0.05; 2074 tmp->speed = 0.05;
2153 tmp->subtype = FORCE_CONFUSION; 2075 tmp->subtype = FORCE_CONFUSION;
2154 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2076 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155 tmp->name = "confusion"; 2077 tmp->name = "confusion";
2156 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2078 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2079
2157 if (tmp->duration > maxduration) 2080 if (tmp->duration > maxduration)
2158 tmp->duration = maxduration; 2081 tmp->duration = maxduration;
2159 2082
2160 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2083 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2084 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2085
2162 SET_FLAG (op, FLAG_CONFUSED); 2086 SET_FLAG (op, FLAG_CONFUSED);
2163} 2087}
2164 2088
2165void 2089void
2166blind_player (object *op, object *hitter, int dam) 2090blind_player (object *op, object *hitter, int dam)
2182 */ 2106 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2107 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 2108
2185 tmp = insert_ob_in_ob (tmp, op); 2109 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 2110 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 2111 op->update_stats (); /* This takes care of some other stuff */
2188 2112
2189 if (hitter->owner) 2113 if (hitter->owner)
2190 owner = get_owner (hitter); 2114 owner = hitter->owner;
2191 else 2115 else
2192 owner = hitter; 2116 owner = hitter;
2193 2117
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2118 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 2119 }
2232 op->speed_left = (float) -(FABS (op->speed) * max); 2156 op->speed_left = (float) -(FABS (op->speed) * max);
2233 2157
2234/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2158/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2235} 2159}
2236 2160
2237
2238/* Attempts to kill 'op'. hitter is the attack object, dam is 2161/* Attempts to kill 'op'. hitter is the attack object, dam is
2239 * the computed damaged. 2162 * the computed damaged.
2240 */ 2163 */
2241void 2164void
2242deathstrike_player (object *op, object *hitter, int *dam) 2165deathstrike_player (object *op, object *hitter, int *dam)
2250 ** field of the deathstriking object */ 2173 ** field of the deathstriking object */
2251 2174
2252 int atk_lev, def_lev, kill_lev; 2175 int atk_lev, def_lev, kill_lev;
2253 2176
2254 if (hitter->slaying) 2177 if (hitter->slaying)
2255 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2178 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2179 || (op->race && hitter->slaying.contains (op->race))))
2256 return; 2180 return;
2257 2181
2258 def_lev = op->level; 2182 def_lev = op->level;
2259 if (def_lev < 1) 2183 if (def_lev < 1)
2260 { 2184 {
2261 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2185 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2262 def_lev = 1; 2186 def_lev = 1;
2263 } 2187 }
2188
2264 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2189 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2190 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266 atk_lev, def_lev); */ 2191 atk_lev, def_lev); */
2267 2192
2268 if (atk_lev >= def_lev) 2193 if (atk_lev >= def_lev)
2283 */ 2208 */
2284 *dam *= kill_lev / def_lev; 2209 *dam *= kill_lev / def_lev;
2285 } 2210 }
2286 } 2211 }
2287 else 2212 else
2288 {
2289 *dam = 0; /* no harm done */ 2213 *dam = 0; /* no harm done */
2290 }
2291} 2214}
2292 2215
2293/* thrown_item_effect() - handles any special effects of thrown 2216/* thrown_item_effect() - handles any special effects of thrown
2294 * items (like attacking living creatures--a potion thrown at a 2217 * items (like attacking living creatures--a potion thrown at a
2295 * monster). 2218 * monster).
2324 } 2247 }
2325 } 2248 }
2326} 2249}
2327 2250
2328/* adj_attackroll() - adjustments to attacks by various conditions */ 2251/* adj_attackroll() - adjustments to attacks by various conditions */
2329
2330int 2252int
2331adj_attackroll (object *hitter, object *target) 2253adj_attackroll (object *hitter, object *target)
2332{ 2254{
2333 object *attacker = hitter; 2255 object *attacker = hitter;
2334 int adjust = 0; 2256 int adjust = 0;
2341 } 2263 }
2342 2264
2343 /* aimed missiles use the owning object's sight */ 2265 /* aimed missiles use the owning object's sight */
2344 if (is_aimed_missile (hitter)) 2266 if (is_aimed_missile (hitter))
2345 { 2267 {
2346 if ((attacker = get_owner (hitter)) == NULL) 2268 if ((attacker = hitter->owner) == NULL)
2347 attacker = hitter; 2269 attacker = hitter;
2348 /* A player who saves but hasn't quit still could have objects 2270 /* A player who saves but hasn't quit still could have objects
2349 * owned by him - need to handle that case to avoid crashes. 2271 * owned by him - need to handle that case to avoid crashes.
2350 */ 2272 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2273 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2361 { 2283 {
2362 /* target is unseen */ 2284 /* target is unseen */
2363 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2285 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2364 adjust -= 10; 2286 adjust -= 10;
2365 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2287 /* 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)) 2288 else if (!stand_in_light (target))
2367 adjust -= target->map->darkness; 2289 adjust -= target->map->darklevel ();
2368 } 2290 }
2369 2291
2370 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2292 if (QUERY_FLAG (attacker, FLAG_SCARED))
2371 adjust -= 3; 2293 adjust -= 3;
2372 2294
2399#endif 2321#endif
2400 2322
2401 return adjust; 2323 return adjust;
2402} 2324}
2403 2325
2404
2405/* determine if the object is an 'aimed' missile */ 2326/* determine if the object is an 'aimed' missile */
2406int 2327int
2407is_aimed_missile (object *op) 2328is_aimed_missile (object *op)
2408{ 2329{
2409 2330
2410 /* I broke what used to be one big if into a few nested 2331 /* 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. 2332 * ones so that figuring out the logic is at least possible.
2412 */ 2333 */
2413 if (op && (op->move_type & MOVE_FLYING)) 2334 if (op && (op->move_type & MOVE_FLYING))
2414 {
2415 if (op->type == ARROW || op->type == THROWN_OBJ) 2335 if (op->type == ARROW || op->type == THROWN_OBJ)
2416 return 1; 2336 return 1;
2417 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2337 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2418 return 1; 2338 return 1;
2419 } 2339
2420 return 0; 2340 return 0;
2421} 2341}

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