ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.10 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.71 by root, Tue Jul 10 07:31:20 2007 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: attack.C,v 1.10 2006/09/11 11:46:52 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
40 31
41typedef struct att_msg_str 32typedef struct att_msg_str
42{ 33{
43 char *msg1; 34 char *msg1;
44 char *msg2; 35 char *msg2;
50 * its magical benefits. 41 * its magical benefits.
51 */ 42 */
52void 43void
53cancellation (object *op) 44cancellation (object *op)
54{ 45{
55 object *tmp;
56
57 if (op->invisible) 46 if (op->invisible)
58 return; 47 return;
59 48
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 50 {
62 /* Recur through the inventory */ 51 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 54 cancellation (tmp);
66 } 55 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
68 { 57 {
69 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
71 op->magic = 0; 60 op->magic = 0;
61
72 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
76 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
79 }
80 } 69 }
81} 70}
82
83
84 71
85/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 74 * any further action (like destroying the item).
88 */ 75 */
89
90int 76int
91did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
92{ 78{
93 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 80 materialtype_t *mt;
95 81
96 if (op->materialname == NULL) 82 if (op->materialname == NULL)
97 { 83 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material) 85 if (op->materials & mt->material)
101 break; 86 break;
102 }
103 } 87 }
104 else 88 else
105 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
106 if (mt == NULL) 90
91 if (!mt)
107 return TRUE; 92 return TRUE;
93
108 roll = rndm (1, 20); 94 roll = rndm (1, 20);
109 95
110 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
141 saves++; 127 saves++;
142 } 128 }
143 129
144 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
145 return TRUE; 131 return TRUE;
132
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 134 return FALSE;
135
148 return TRUE; 136 return TRUE;
149} 137}
150 138
151/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 141 * calling cancellation, etc.)
154 */ 142 */
155
156void 143void
157save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
158{ 145{
159 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
160 { 147 {
161 object *env = op->env; 148 object *env = op->env;
162 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 150 maptile *m = op->map;
164 151
165 op = stop_item (op); 152 op = stop_item (op);
166 if (op == NULL) 153 if (op == NULL)
167 return; 154 return;
168 155
174 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 163 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 { 165 {
179 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
180 167
181 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169
182 if (op) 170 if (op)
183 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
172
184 if ((op = get_archetype (arch)) != NULL) 173 if ((op = get_archetype (arch)) != NULL)
185 { 174 {
186 if (env) 175 if (env)
187 { 176 {
188 op->x = env->x, op->y = env->y; 177 op->x = env->x, op->y = env->y;
194 { 183 {
195 op->x = x, op->y = y; 184 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0); 185 insert_ob_in_map (op, m, originator, 0);
197 } 186 }
198 } 187 }
188
199 return; 189 return;
200 } 190 }
191
201 if (type & AT_CANCELLATION) 192 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 193 { /* Cancellation. */
203 cancellation (op); 194 cancellation (op);
204 fix_stopped_item (op, m, originator); 195 fix_stopped_item (op, m, originator);
205 return; 196 return;
206 } 197 }
198
207 if (op->nrof > 1) 199 if (op->nrof > 1)
208 { 200 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
210 if (op) 203 if (op)
211 fix_stopped_item (op, m, originator); 204 fix_stopped_item (op, m, originator);
212 } 205 }
213 else 206 else
214 { 207 {
215 if (op->env) 208 if (op->env)
216 { 209 {
217 object *tmp = is_player_inv (op->env); 210 object *tmp = op->in_player ();
218 211
219 if (tmp) 212 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count); 213 esrv_del_item (tmp->contr, op->count);
222 }
223 } 214 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 215
225 remove_ob (op); 216 op->destroy ();
226 free_object (op);
227 } 217 }
218
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 = get_archetype ("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 insert_ob_in_ob (op, env);
235 } 225 }
236 else 226 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map ("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) && (RANDOM () & 2))
245 { 234 {
246 object *tmp; 235 object *tmp;
247 archetype *at = find_archetype ("icecube"); 236 archetype *at = archetype::find ("icecube");
248 237
249 if (at == NULL) 238 if (at == NULL)
250 return; 239 return;
240
251 op = stop_item (op); 241 op = stop_item (op);
252 if (op == NULL) 242 if (op == NULL)
253 return; 243 return;
244
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
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) -
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 }
257
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 if (!QUERY_FLAG (op, FLAG_REMOVED))
267 remove_ob (op); 259 op->remove ();
260
268 (void) insert_ob_in_ob (op, tmp); 261 insert_ob_in_ob (op, tmp);
269 return; 262 return;
270 } 263 }
271} 264}
272 265
273/* Object op is hitting the map. 266/* Object op is hitting the map.
274 * op is going in direction 'dir' 267 * op is going in direction 'dir'
275 * type is the attacktype of the object. 268 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
278 */ 271 */
279
280int 272int
281hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
282{ 274{
283 object *tmp, *next;
284 mapstruct *map; 275 maptile *map;
285 sint16 x, y; 276 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 278
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (QUERY_FLAG (op, FLAG_FREED))
291 { 280 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 281 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 282 return 0;
294 } 283 }
295 284
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 286 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 288 return 0;
300 } 289 }
301 290
302 if (!op->map) 291 if (!op->map)
303 { 292 {
305 return 0; 294 return 0;
306 } 295 }
307 296
308 if (op->head) 297 if (op->head)
309 op = op->head; 298 op = op->head;
310
311 op_tag = op->count;
312 299
313 map = op->map; 300 map = op->map;
314 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
315 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
316 303
317 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
318 306
319 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
322 return 0; 312 return 0;
323 313
324 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
326 */ 316 */
327 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
328 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
329 { 320 {
330 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
331 322
332 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 324 * 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 */ 325 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
368 } 333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
369 tmp = next; 350 object *tmp = next;
370 next = tmp->above; 351 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 }
379 352
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 354 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 355 * This is one of the few cases where on_same_map should not be used.
383 */ 356 */
386 359
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 361 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 363 retflag |= 1;
364
391 if (was_destroyed (op, op_tag)) 365 if (op->destroyed ())
392 break; 366 break;
393 } 367 }
394 /* Here we are potentially destroying an object. If the object has 368 /* 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 369 * 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 370 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 371 * 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 372 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 373 * destroyed right now.
400 */ 374 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
402 { 376 {
403 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378
404 if (was_destroyed (op, op_tag)) 379 if (op->destroyed ())
405 break; 380 break;
406 } 381 }
407 } 382 }
383
408 return 0; 384 return 0;
409} 385}
410 386
411void 387void
412attack_message (int dam, int type, object *op, object *hitter) 388attack_message (int dam, int type, object *op, object *hitter)
413{ 389{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 391 int i, found = 0;
416 mapstruct *map; 392 maptile *map;
417 object *next, *tmp; 393 object *next, *tmp;
418 394
419 /* put in a few special messages for some of the common attacktypes 395 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 396 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 397 * [garbled 20010919]
438 sprintf (buf1, "missed %s", &op->name); 414 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 415 sprintf (buf2, " misses");
440 found++; 416 found++;
441 } 417 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 420 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 421 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) 422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 423 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 424 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); 436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 437 found++;
462 break; 438 break;
463 } 439 }
464 } 440 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 441 else if (hitter->type == PLAYER && op->is_alive ())
466 { 442 {
467 if (USING_SKILL (hitter, SK_KARATE)) 443 if (USING_SKILL (hitter, SK_KARATE))
468 { 444 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 445 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) 446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 472 found++;
497 break; 473 break;
498 } 474 }
499 } 475 }
500 } 476 }
477
501 if (found) 478 if (found)
502 { 479 {
503 /* done */ 480 /* done */
504 } 481 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 483 {
507 sprintf (buf1, "hit"); /* just in case */ 484 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 485 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 487 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 489 found++;
513 break; 490 break;
514 } 491 }
515 } 492 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 493 else if (type & AT_DRAIN && op->is_alive ())
517 { 494 {
518 /* drain is first, because some items have multiple attypes */ 495 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 496 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) 497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 498 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 501 found++;
525 break; 502 break;
526 } 503 }
527 } 504 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 505 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 506 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 507 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) 508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 509 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 510 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); 511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 512 found++;
536 break; 513 break;
537 } 514 }
538 } 515 }
539 else if (type & AT_COLD && IS_LIVE (op)) 516 else if (type & AT_COLD && op->is_alive ())
540 { 517 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 518 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) 519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 520 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
621 strcpy (buf1, "hit"); 598 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 599 strcpy (buf2, " hits");
623 } 600 }
624 601
625 /* bail out if a monster is casting spells */ 602 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 604 return;
628 605
629 /* scale down magic considerably. */ 606 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 607 if (type & AT_MAGIC && rndm (0, 5))
631 return; 608 return;
632 609
633 /* Did a player hurt another player? Inform both! */ 610 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 612 {
636 if (get_owner (hitter) != NULL) 613 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 615 else
639 { 616 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
641 if (dam != 0) 618 if (dam != 0)
663 else 640 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
665 } 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;
683 tmp = next; 661 tmp = next;
684 next = tmp->above; 662 next = tmp->above;
685 } 663 }
664
686 if (i < 0) 665 if (i < 0)
687 return; 666 return;
667
688 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
689 return; 669 return;
690 } 670 }
691 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
692 return; 672 return;
673
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 677 }
697} 678}
715 return 0; 696 return 0;
716 } 697 }
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 698 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
719 { 700 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
721 return 1; 702 return 1;
722 } 703 }
723 *simple_attack = 0; 704 *simple_attack = 0;
724 return 0; 705 return 0;
725} 706}
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 729attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 730{
750 int simple_attack, roll, dam = 0; 731 int simple_attack, roll, dam = 0;
751 uint32 type; 732 uint32 type;
752 shstr op_name; 733 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 734
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 735 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 736 goto error;
757 737
758 if (hitter->current_weapon) 738 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 739 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 740 return RESULT_INT (0);
761 741
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 742 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 743 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 744
768 /* 745 /*
769 * A little check to make it more difficult to dance forward and back 746 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 747 * to avoid ever being hit by monsters.
771 */ 748 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
773 { 750 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 751 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 752 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 753 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 754 * we call process_object, the 'if' statement above will fail.
778 */ 755 */
779 op->speed_left--; 756 --op->speed_left;
780 process_object (op); 757 process_object (op);
758
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 760 goto error;
783 } 761 }
784 762
785 op_name = op->name; 763 op_name = op->name;
786 764
793 /* See if we hit the creature */ 771 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 772 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 773 {
796 int hitdam = base_dam; 774 int hitdam = base_dam;
797 775
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) 776 if (!simple_attack)
816 { 777 {
817 /* If you hit something, the victim should *always* wake up. 778 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 779 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 780 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 781 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 782 CLEAR_FLAG (op, FLAG_SLEEP);
822 783
823 /* If the victim can't see the attacker, it may alert others 784 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 785 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 786 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 787 npc_call_help (op);
827 788
828 /* if you were hidden and hit by a creature, you are discovered */ 789 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 790 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 { 791 {
831 make_visible (op); 792 make_visible (op);
793
832 if (op->type == PLAYER) 794 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 795 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834 } 796 }
835 797
836 /* thrown items (hitter) will have various effects 798 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 799 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 800 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 801 * wrapper object.
840 */ 802 */
841 thrown_item_effect (hitter, op); 803 thrown_item_effect (hitter, op);
804
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 805 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 806 goto leave;
844 } 807 }
845 808
846 /* Need to do at least 1 damage, otherwise there is no point 809 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 810 * to go further and it will cause FPE's below.
848 */ 811 */
849 if (hitdam <= 0) 812 if (hitdam <= 0)
850 hitdam = 1; 813 hitdam = 1;
851 814
852 type = hitter->attacktype; 815 type = hitter->attacktype;
816
853 if (!type) 817 if (!type)
854 type = AT_PHYSICAL; 818 type = AT_PHYSICAL;
819
855 /* Handle monsters that hit back */ 820 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 821 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 822 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 823 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 824 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
825
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 826 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
827
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 828 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 829 goto leave;
863 } 830 }
864 831
865 /* In the new attack code, it should handle multiple attack 832 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 833 * types in its area, so remove it from here.
867 */ 834 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 835 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
836
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 837 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 838 goto leave;
871 } /* end of if hitter hit op */ 839 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 840 /* if we missed, dam=0 */
873 841
874 /*attack_message(dam, type, op, hitter); */ 842 /*attack_message(dam, type, op, hitter); */
884} 852}
885 853
886int 854int
887attack_ob (object *op, object *hitter) 855attack_ob (object *op, object *hitter)
888{ 856{
889
890 if (hitter->head)
891 hitter = hitter->head; 857 hitter = hitter->head_ ();
858
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 859 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893} 860}
894 861
895/* op is the arrow, tmp is what is stopping the arrow. 862/* op is the arrow, tmp is what is stopping the arrow.
896 * 863 *
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 872 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around. 873 * stick around.
907 */ 874 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 875 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 876 {
910 if (tmp->head != NULL)
911 tmp = tmp->head; 877 tmp = tmp->head_ ();
912 878
913 remove_ob (op); 879 op->remove ();
914 op = insert_ob_in_ob (op, tmp); 880 op = insert_ob_in_ob (op, tmp);
915 881
916 if (tmp->type == PLAYER) 882 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op); 883 esrv_send_item (tmp, op);
918 884
931object * 897object *
932hit_with_arrow (object *op, object *victim) 898hit_with_arrow (object *op, object *victim)
933{ 899{
934 object *container, *hitter; 900 object *container, *hitter;
935 int hit_something = 0; 901 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 902
939 /* Disassemble missile */ 903 /* Disassemble missile */
940 if (op->inv) 904 if (op->inv)
941 { 905 {
942 container = op; 906 container = op;
943 hitter = op->inv; 907 hitter = op->inv;
944 remove_ob (hitter); 908 hitter->remove ();
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 909 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
946 /* Note that we now have an empty THROWN_OBJ on the map. Code that 910 /* 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 911 * 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 912 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 913 * THROWN_OBJs. */
950 } 914 }
951 else 915 else
952 { 916 {
953 container = NULL; 917 container = 0;
954 hitter = op; 918 hitter = op;
955 } 919 }
956 920
957 /* Try to hit victim */ 921 /* 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); 922 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 923
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 924 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 925 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 926 * 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 927 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 928 * other places as well!)
970 */ 929 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 930 if (hitter->destroyed () || hitter->env != NULL)
972 { 931 {
973 if (container) 932 if (container)
974 { 933 {
975 remove_ob (container); 934 container->remove ();
976 free_object (container); 935 container->destroy ();
977 } 936 }
937
978 return NULL; 938 return 0;
979 } 939 }
980 940
981 /* Missile hit victim */ 941 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 942 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 943 * through the target
984 */ 944 */
985 if (hit_something && op->speed <= 10.0) 945 if (hit_something && op->speed <= 10.0)
986 { 946 {
987 /* Stop arrow */ 947 /* Stop arrow */
988 if (container == NULL) 948 if (!container)
989 { 949 {
990 hitter = fix_stopped_arrow (hitter); 950 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 951 if (!hitter)
992 return NULL; 952 return 0;
993 } 953 }
994 else 954 else
995 { 955 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 956
1000 /* Try to stick arrow into victim */ 957 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 958 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 959 return 0;
1003 960
1004 /* Else try to put arrow on victim's map square 961 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 962 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 963 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 964 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 965 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 966 * way to handle those otherwise?
1010 */ 967 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 968 if (victim->x != hitter->x || victim->y != hitter->y)
1012 { 969 {
1013 remove_ob (hitter); 970 hitter->remove ();
1014 hitter->x = victim_x; 971 hitter->x = victim->x;
1015 hitter->y = victim_y; 972 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 973 insert_ob_in_map (hitter, victim->map, hitter, 0);
1017 } 974 }
1018 else 975 else
1019 {
1020 /* Else leave arrow where it is */ 976 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 977 merge_ob (hitter, NULL);
1022 } 978
1023 return NULL; 979 return 0;
1024 } 980 }
1025 981
1026 if (hit_something && op->speed >= 10.0) 982 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 983 op->speed -= 1.0;
1028 984
1029 /* Missile missed victim - reassemble missile */ 985 /* Missile missed victim - reassemble missile */
1030 if (container) 986 if (container)
1031 { 987 {
1032 remove_ob (hitter); 988 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 989 insert_ob_in_ob (hitter, container);
1034 } 990 }
991
1035 return op; 992 return op;
1036} 993}
1037
1038 994
1039void 995void
1040tear_down_wall (object *op) 996tear_down_wall (object *op)
1041{ 997{
1042 int perc = 0; 998 int perc = 0;
1048 } 1004 }
1049 else if (!GET_ANIM_ID (op)) 1005 else if (!GET_ANIM_ID (op))
1050 { 1006 {
1051 /* Object has been called - no animations, so remove it */ 1007 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1008 if (op->stats.hp < 0)
1009 op->destroy ();
1053 { 1010
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 */ 1011 return; /* no animations, so nothing more to do */
1060 } 1012 }
1013
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1014 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1015
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1016 if (perc >= (int) NUM_ANIMATIONS (op))
1063 perc = NUM_ANIMATIONS (op) - 1; 1017 perc = NUM_ANIMATIONS (op) - 1;
1064 else if (perc < 1) 1018 else if (perc < 1)
1065 perc = 1; 1019 perc = 1;
1020
1066 SET_ANIMATION (op, perc); 1021 SET_ANIMATION (op, perc);
1067 update_object (op, UP_OBJ_FACE); 1022 update_object (op, UP_OBJ_FACE);
1023
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1024 if (perc == NUM_ANIMATIONS (op) - 1)
1069 { /* Reached the last animation */ 1025 { /* Reached the last animation */
1070 if (op->face == blank_face) 1026 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1027 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1028 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 1029 else
1081 { /* The last face was not blank, leave an image */ 1030 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1031 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083 update_all_los (op->map, op->x, op->y); 1032 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1033 op->move_block = 0;
1088} 1037}
1089 1038
1090void 1039void
1091scare_creature (object *target, object *hitter) 1040scare_creature (object *target, object *hitter)
1092{ 1041{
1093 object *owner = get_owner (hitter); 1042 object *owner = hitter->owner;
1094 1043
1095 if (!owner) 1044 if (!owner)
1096 owner = hitter; 1045 owner = hitter;
1097 1046
1098 SET_FLAG (target, FLAG_SCARED); 1047 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy) 1048 if (!target->enemy)
1100 target->enemy = owner; 1049 target->enemy = owner;
1101} 1050}
1102
1103 1051
1104/* This returns the amount of damage hitter does to op with the 1052/* This returns the amount of damage hitter does to op with the
1105 * appropriate attacktype. Only 1 attacktype should be set at a time. 1053 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should 1054 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.) 1055 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not 1056 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */ 1057 * the attacktype. Makes it easier for the PR code. */
1110
1111int 1058int
1112hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1059hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113{ 1060{
1114
1115 int doesnt_slay = 1; 1061 int doesnt_slay = 1;
1116 1062
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1063 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS) 1064 if (attacknum >= NROFATTACKS)
1119 { 1065 {
1121 return 0; 1067 return 0;
1122 } 1068 }
1123 1069
1124 if (dam < 0) 1070 if (dam < 0)
1125 { 1071 {
1126 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1072 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1073 dam, hitter->debug_desc (), op->debug_desc ());
1127 return 0; 1074 return 0;
1128 } 1075 }
1129 1076
1130 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1077 /* 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. */ 1078 * people can't mess with that or it otherwise get confused. */
1132 if (attacknum == ATNR_INTERNAL) 1079 if (attacknum == ATNR_INTERNAL)
1133 return dam; 1080 return dam;
1134 1081
1135 if (hitter->slaying) 1082 if (hitter->slaying)
1136 { 1083 {
1137 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1084 if ((op->race && strstr (hitter->slaying, op->race))
1138 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1085 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1139 { 1086 {
1140 doesnt_slay = 0; 1087 doesnt_slay = 0;
1141 dam *= 3; 1088 dam *= 3;
1142 } 1089 }
1143 } 1090 }
1157 /* Special hack. By default, if immune to something, you 1104 /* Special hack. By default, if immune to something, you
1158 * shouldn't need to worry. However, acid is an exception, since 1105 * shouldn't need to worry. However, acid is an exception, since
1159 * it can still damage your items. Only include attacktypes if 1106 * it can still damage your items. Only include attacktypes if
1160 * special processing is needed */ 1107 * special processing is needed */
1161 1108
1162 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1109 if (op->resist[attacknum] >= 100
1110 && doesnt_slay
1111 && attacknum != ATNR_ACID)
1163 return 0; 1112 return 0;
1164 1113
1165 /* Keep this in order - makes things easier to find */ 1114 /* Keep this in order - makes things easier to find */
1166 1115
1167 switch (attacknum) 1116 switch (attacknum)
1168 { 1117 {
1169 case ATNR_PHYSICAL: 1118 case ATNR_PHYSICAL:
1170 /* here also check for diseases */ 1119 /* here also check for diseases */
1171 check_physically_infect (op, hitter); 1120 check_physically_infect (op, hitter);
1172 break; 1121 break;
1173 1122
1174 /* Don't need to do anything for: 1123 /* Don't need to do anything for:
1175 magic, 1124 magic,
1176 fire, 1125 fire,
1177 electricity, 1126 electricity,
1178 cold */ 1127 cold */
1179 1128
1180 case ATNR_CONFUSION: 1129 case ATNR_CONFUSION:
1181 case ATNR_POISON: 1130 case ATNR_POISON:
1182 case ATNR_SLOW: 1131 case ATNR_SLOW:
1183 case ATNR_PARALYZE: 1132 case ATNR_PARALYZE:
1184 case ATNR_FEAR: 1133 case ATNR_FEAR:
1185 case ATNR_CANCELLATION: 1134 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE: 1135 case ATNR_DEPLETE:
1187 case ATNR_BLIND: 1136 case ATNR_BLIND:
1188 { 1137 {
1189 /* chance for inflicting a special attack depends on the 1138 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level 1139 * difference between attacker's and defender's level
1191 */ 1140 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1141 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 1142
1194 /* First, only creatures/players with speed can be affected. 1143 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects 1144 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the 1145 * you. Third, you still get a saving through against the
1197 * effect. 1146 * effect.
1198 */ 1147 */
1199 if (op->speed && 1148 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1149 (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)) 1150 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 { 1151 {
1203 1152
1204 /* Player has been hit by something */ 1153 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION) 1154 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam); 1155 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON) 1156 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam); 1157 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW) 1158 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam); 1159 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE) 1160 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam); 1161 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR) 1162 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter); 1163 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION) 1164 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op); 1165 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE) 1166 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op); 1167 op->drain_stat ();
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1168 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam); 1169 blind_player (op, hitter, dam);
1221 } 1170 }
1171
1222 dam = 0; /* These are all effects and don't do real damage */ 1172 dam = 0; /* These are all effects and don't do real damage */
1223 } 1173 }
1224 break; 1174 break;
1175
1225 case ATNR_ACID: 1176 case ATNR_ACID:
1226 { 1177 {
1227 int flag = 0; 1178 int flag = 0;
1228 1179
1229 /* Items only get corroded if you're not on a battleground and 1180 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */ 1181 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1182 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 { 1183 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1236 { 1185 {
1237 if (tmp->invisible) 1186 if (tmp->invisible)
1238 continue; 1187 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1188 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */ 1189 /* >= 10% acid res. on items will protect these */
1241 continue; 1190 continue;
1242 if (!(tmp->material & M_IRON)) 1191 if (!(tmp->materials & M_IRON))
1243 continue; 1192 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */ 1193 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue; 1194 continue;
1246 if (tmp->type == RING || 1195 if (tmp->type == RING
1247 /* removed boots and gloves from exclusion list in 1196 /* removed boots and gloves from exclusion list in PR */
1248 PR */ 1197 || tmp->type == GIRDLE
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1198 || tmp->type == AMULET
1199 || tmp->type == WAND
1200 || tmp->type == ROD
1201 || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */ 1202 continue; /* To avoid some strange effects */
1251 1203
1252 /* High damage acid has better chance of corroding 1204 /* High damage acid has better chance of corroding
1253 objects */ 1205 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1206 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1255 { 1207 {
1256 if (op->type == PLAYER) 1208 if (op->type == PLAYER)
1257 /* Make this more visible */ 1209 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1210 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1211 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1; 1212 flag = 1;
1261 tmp->magic--; 1213 tmp->magic--;
1262 if (op->type == PLAYER) 1214 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp); 1215 esrv_send_item (op, tmp);
1264 } 1216 }
1265 } 1217 }
1266 if (flag)
1267 fix_player (op); /* Something was corroded */
1268 } 1218
1219 if (flag)
1220 op->update_stats (); /* Something was corroded */
1269 } 1221 }
1222 }
1270 break; 1223 break;
1224
1271 case ATNR_DRAIN: 1225 case ATNR_DRAIN:
1272 { 1226 {
1273 /* rate is the proportion of exp drained. High rate means 1227 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained. 1228 * not much is drained, low rate means a lot is drained.
1275 */ 1229 */
1276 int rate; 1230 int rate;
1277 1231
1278 if (op->resist[ATNR_DRAIN] >= 0) 1232 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1233 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else 1234 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1235 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282 1236
1283 if (op->stats.exp <= rate) 1237 if (op->stats.exp <= rate)
1284 { 1238 {
1285 if (op->type == GOLEM) 1239 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */ 1240 dam = 999; /* Its force is "sucked" away. 8) */
1287 else 1241 else
1288 /* If we can't drain, lets try to do physical damage */ 1242 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1243 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 } 1244 }
1291 else 1245 else
1292 { 1246 {
1293 /* Randomly give the hitter some hp */ 1247 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp && 1248 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1249 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++; 1250 hitter->stats.hp++;
1297 1251
1298 /* Can't do drains on battleground spaces. 1252 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp 1253 * 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, 1254 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens. 1255 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain 1256 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks. 1257 * attacks, hence all the != PLAYER checks.
1304 */ 1258 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1259 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1306 { 1260 {
1307 object *owner = get_owner (hitter); 1261 object *owner = hitter->owner;
1308 1262
1309 if (owner && owner != hitter) 1263 if (owner && owner != hitter)
1310 { 1264 {
1311 if (op->type != PLAYER || owner->type != PLAYER) 1265 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2), 1266 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1267 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 } 1268 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER) 1269 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 {
1317 change_exp (hitter, op->stats.exp / (rate * 2), 1270 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1271 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 } 1272
1320 change_exp (op, -op->stats.exp / rate, NULL, 0); 1273 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 } 1274 }
1275
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1276 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, 1277 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed 1278 * as the messages will say you missed
1325 */ 1279 */
1326 } 1280 }
1327 } 1281 }
1328 break; 1282 break;
1283
1329 case ATNR_TURN_UNDEAD: 1284 case ATNR_TURN_UNDEAD:
1330 { 1285 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1286 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 { 1287 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1288 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 object *god = find_god (determine_god (owner)); 1289 object *god = find_god (determine_god (owner));
1335 int div = 1; 1290 int div = 1;
1336 1291
1337 /* if undead are not an enemy of your god, you turn them 1292 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */ 1293 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1294 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1340 div = 2; 1295 div = 2;
1296
1341 /* Give a bonus if you resist turn undead */ 1297 /* 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))) 1298 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner); 1299 scare_creature (op, owner);
1344 } 1300 }
1345 else 1301 else
1346 dam = 0; /* don't damage non undead - should we damage 1302 dam = 0; /* don't damage non undead - should we damage
1347 undead? */ 1303 undead? */
1348 } 1304 }
1349 break; 1305 break;
1306
1350 case ATNR_DEATH: 1307 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam); 1308 deathstrike_player (op, hitter, &dam);
1352 break; 1309 break;
1310
1353 case ATNR_CHAOS: 1311 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1312 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1355 dam = 0; 1313 dam = 0;
1356 break; 1314 break;
1315
1357 case ATNR_COUNTERSPELL: 1316 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1317 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1359 dam = 0; 1318 dam = 0;
1360 /* This should never happen. Counterspell is handled 1319 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen, 1320 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it 1321 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */ 1322 * does no damage. */
1364 break; 1323 break;
1324
1365 case ATNR_HOLYWORD: 1325 case ATNR_HOLYWORD:
1366 { 1326 {
1367 /* This has already been handled by hit_player, 1327 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */ 1328 * no need to check twice -- DAMN */
1329 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1369 1330
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 */ 1331 /* 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]) 1332 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner); 1333 scare_creature (op, owner);
1375 } 1334 }
1376 break; 1335 break;
1336
1377 case ATNR_LIFE_STEALING: 1337 case ATNR_LIFE_STEALING:
1378 { 1338 {
1379 int new_hp; 1339 int new_hp;
1380 1340
1381 /* this is replacement to drain for players, instead of taking 1341 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not 1342 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters 1343 * much use giving it to monsters
1384 * 1344 *
1385 * life stealing doesn't do a lot of damage, but it gives the 1345 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that, 1346 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by 1347 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000). 1348 * 1000).
1389 */ 1349 */
1390 /* You can't steal life from something undead */ 1350 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1351 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0; 1352 return 0;
1353
1393 /* If drain protection is higher than life stealing, use that */ 1354 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1355 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1356 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else 1357 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1358 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1359
1398 /* You die at -1 hp, not zero. */ 1360 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1)) 1361 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1; 1362 dam = op->stats.hp + 1;
1363
1401 new_hp = hitter->stats.hp + dam; 1364 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp) 1365 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp; 1366 new_hp = hitter->stats.maxhp;
1367
1404 if (new_hp > hitter->stats.hp) 1368 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp; 1369 hitter->stats.hp = new_hp;
1406 } 1370 }
1407 } 1371 }
1372
1408 return dam; 1373 return dam;
1409} 1374}
1410
1411 1375
1412/* GROS: This code comes from hit_player. It has been made external to 1376/* 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. 1377 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1378 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1379 * Sword. Note that nothing has been changed from the original version
1430 char buf[MAX_BUF]; 1394 char buf[MAX_BUF];
1431 const char *skill; 1395 const char *skill;
1432 int maxdam = 0; 1396 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */ 1397 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */ 1398 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL; 1399 object *owner = 0;
1436 object *skop = NULL; 1400 object *skop = 0;
1437 1401
1438 if (op->stats.hp >= 0) 1402 if (op->stats.hp >= 0)
1439 return -1; 1403 return -1;
1440 1404
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1405 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1414 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1415 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1416
1453 if (op->type == DOOR) 1417 if (op->type == DOOR)
1454 { 1418 {
1455 op->speed = 0.1; 1419 op->set_speed (0.1f);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1420 op->speed_left = -0.05f;
1458 return maxdam; 1421 return maxdam;
1459 } 1422 }
1423
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1424 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1425 {
1462 remove_friendly_object (op); 1426 op->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; 1427 return maxdam;
1472 } 1428 }
1473 1429
1474 /* Now lets start dealing with experience we get for killing something */ 1430 /* Now lets start dealing with experience we get for killing something */
1475 1431
1476 owner = get_owner (hitter); 1432 owner = hitter->owner;
1477 if (owner == NULL) 1433 if (!owner)
1478 owner = hitter; 1434 owner = hitter;
1479 1435
1480 /* is the victim (op) standing on battleground? */ 1436 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1437 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1438 battleg = 1;
1502 char buf[256]; 1458 char buf[256];
1503 1459
1504 tmv = localtime (&t); 1460 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1461 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1462
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1463 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1464 }
1509 1465
1510 /* try to filter some things out - basically, if you are 1466 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1467 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1468 * probably don't want to see that.
1513 */ 1469 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1470 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1471 {
1516 if (owner != hitter) 1472 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1473 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1474 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1475 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1476
1524 /* Only play sounds for melee kills */ 1477 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1478 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1479 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1527 } 1480 }
1528 1481
1533 * player that the object belonged to - so if you killed another player 1486 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1487 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1488 * Changed to make luck penalty configurable in settings.
1536 */ 1489 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1490 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1491 owner->change_luck (-settings.pk_luck_penalty);
1539 1492
1540 /* This code below deals with finding the appropriate skill 1493 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1494 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1495 * probably never really have to look at current_weapon->skill
1543 */ 1496 */
1544 skill = NULL; 1497 skill = 0;
1498
1545 if (hitter->skill && hitter->type != PLAYER) 1499 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1500 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1501 else if (owner->chosen_skill)
1548 { 1502 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill; 1503 skop = owner->chosen_skill;
1504 skill = skop->skill;
1551 } 1505 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1506 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1553 skill = owner->current_weapon->skill; 1507 skill = owner->current_weapon->skill;
1554 else 1508 else
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1509 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1556 1510
1557 /* We have the skill we want to credit to - now find the object this goes 1511 /* 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! 1512 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */ 1513 */
1560 if ((!skop || skop->type != SKILL) && skill) 1514 if ((!skop || skop->type != SKILL) && skill)
1561 { 1515 {
1562 int i; 1516 int i;
1563 1517
1568 break; 1522 break;
1569 } 1523 }
1570 } 1524 }
1571 } /* Was it a player that hit somethign */ 1525 } /* Was it a player that hit somethign */
1572 else 1526 else
1573 {
1574 skill = NULL; 1527 skill = 0;
1575 }
1576 1528
1577 /* Pet (or spell) killed something. */ 1529 /* Pet (or spell) killed something. */
1578 if (owner != hitter) 1530 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1531 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1532 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else 1533 else
1584 {
1585 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1534 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1535 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1536 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 } 1537
1589 /* These may have been set in the player code section above */ 1538 /* These may have been set in the player code section above */
1590 if (!skop) 1539 if (!skop)
1591 skop = hitter->chosen_skill; 1540 skop = hitter->chosen_skill;
1541
1592 if (!skill && skop) 1542 if (!skill && skop)
1593 skill = skop->skill; 1543 skill = skop->skill;
1594 1544
1595 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1545 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596 1546
1597
1598 /* If you didn't kill yourself, and your not the wizard */ 1547 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1548 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1600 { 1549 {
1601 int exp; 1550 int exp;
1602 1551
1603 /* Really don't give much experience for killing other players */ 1552 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1553 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1554 if (op->type == PLAYER)
1606 { 1555 {
1607 if (battleg) 1556 if (battleg)
1608 { 1557 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1558 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1576
1628 if (!settings.simple_exp) 1577 if (!settings.simple_exp)
1629 exp = exp / 2; 1578 exp = exp / 2;
1630 1579
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1580 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1581 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1582 else
1636 { 1583 {
1637 int shares = 0, count = 0; 1584 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1585 partylist *party = owner->contr->party;
1642 1586
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1587 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1588
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1589 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1590 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1591 {
1650 count++; 1592 count++;
1651 shares += (pl->ob->level + 4); 1593 shares += (pl->ob->level + 4);
1652 } 1594 }
1653 } 1595
1654 if (count == 1 || shares > exp) 1596 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1597 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1598 else
1657 { 1599 {
1658 int share = exp / shares, given = 0, nexp; 1600 int share = exp / shares, given = 0, nexp;
1659 1601
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1602 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1603 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1604 {
1664 nexp = (pl->ob->level + 4) * share; 1605 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1606 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1607 given += nexp;
1667 } 1608 }
1668 } 1609
1669 exp -= given; 1610 exp -= given;
1670 /* give any remainder to the player */ 1611 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1612 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1613 }
1673 } /* else part of a party */ 1614 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1615 } /* end if person didn't kill himself */
1676 1616
1677 if (op->type != PLAYER) 1617 if (op->type != PLAYER)
1678 { 1618 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1619 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1620 {
1681 object *owner1 = get_owner (op); 1621 object *owner1 = op->owner;
1682 1622
1683 if (owner1 != NULL && owner1->type == PLAYER) 1623 if (owner1 && owner1->type == PLAYER)
1684 { 1624 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1625 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1686 /* Maybe we should include the owner that killed this, maybe not */ 1626 /* 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); 1627 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1688 } 1628 }
1629
1689 remove_friendly_object (op); 1630 remove_friendly_object (op);
1690 } 1631 }
1691 remove_ob (op); 1632
1692 free_object (op); 1633 op->destroy ();
1693 } 1634 }
1694 /* Player has been killed! */
1695 else 1635 else
1696 { 1636 {
1637 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1638 if (owner->type == PLAYER)
1698 {
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1639 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else 1640 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME); 1641 assign (op->contr->killer, hitter->name);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 } 1642 }
1643
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process 1644 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1645 * continues in the calling function.
1709 */ 1646 */
1710 return maxdam; 1647 return maxdam;
1711} 1648}
1712 1649
1713/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1650/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire 1651 * Returns 0 this is not friendly fire
1715 */ 1652 */
1716
1717int 1653int
1718friendly_fire (object *op, object *hitter) 1654friendly_fire (object *op, object *hitter)
1719{ 1655{
1720 object *owner; 1656 object *owner;
1721 int friendlyfire; 1657 int friendlyfire;
1731 return 0; 1667 return 0;
1732 1668
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1669 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1670 return 1;
1735 1671
1736 if ((owner = get_owner (hitter)) != NULL) 1672 if ((owner = hitter->owner) != NULL)
1737 { 1673 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1674 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1675 friendlyfire = 2;
1740 } 1676 }
1741 1677
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1678 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0; 1679 friendlyfire = 0;
1744 } 1680 }
1681
1745 return friendlyfire; 1682 return friendlyfire;
1746} 1683}
1747
1748 1684
1749/* This isn't used just for players, but in fact most objects. 1685/* 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 1686 * 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 1687 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1688 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1689 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1690 * modify it.
1755 */ 1691 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1692/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1693 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1694int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1695hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1696{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1697 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1698 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1699 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1700 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1701 int rtn_kill = 0;
1769 int friendlyfire; 1702 int friendlyfire;
1770 1703
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1704 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1705 return 0;
1773 1706
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1707 /* 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)) 1708 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0; 1709 return 0;
1777 1710
1778#ifdef PROHIBIT_PLAYERKILL 1711 // only allow pk for hostile players
1779 if (op->type == PLAYER) 1712 if (op->type == PLAYER)
1780 { 1713 {
1781 object *owner = get_owner (hitter); 1714 object *owner = hitter->owner;
1782 1715
1783 if (!owner) 1716 if (!owner)
1784 owner = hitter; 1717 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1718
1786 { 1719 if (owner->type == PLAYER
1720 && (!op_on_battleground (op, 0, 0)
1721 && (op->contr->peaceful || owner->contr->peaceful))
1722 && op != owner)
1787 return 0; 1723 return 0;
1788 }
1789 } 1724 }
1790#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1725
1795 if (body_attack) 1726 if (body_attack)
1796 { 1727 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1728 /* 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 1729 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1735 * attack so we don't cancel out things like magic bullet.
1805 */ 1736 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1737 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1738 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1739 type &= ~(AT_PARALYZE | AT_SLOW);
1740
1809 if (!type || type == AT_MAGIC) 1741 if (!type || type == AT_MAGIC)
1810 return 0; 1742 return 0;
1811 } 1743 }
1812 } 1744 }
1813 1745
1814 if (!simple_attack && op->type == DOOR) 1746 if (!simple_attack && op->type == DOOR)
1815 { 1747 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1748 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1749 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1750 {
1821 spring_trap (tmp, hitter); 1751 spring_trap (tmp, hitter);
1752
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1753 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1754 return 0;
1755
1824 break; 1756 break;
1825 } 1757 }
1826 } 1758 }
1827 1759
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1760 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1761 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1762 /* 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. 1763 * destroyed() check above doesn't return, and might get here.
1832 */ 1764 */
1765
1766 /* FIXME: This for example happens when a dead door is on a mover and
1767 gets it's speed_left raised on each mover-tick.
1768 Doors are removed in a kinda funny way by giving them speed and speed_left
1769 and waiting for that to run out.
1770 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1771 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1834 return 0; 1772 return 0;
1835 } 1773 }
1836 1774
1837#ifdef ATTACK_DEBUG 1775#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1776 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 */ 1782 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1783 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1784 if (dam >= 100)
1847 dam /= 100; 1785 dam /= 100;
1848 else 1786 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1787 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1788 }
1851 1789
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1790 /* 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 1791 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1792 */
1870 if ((!hitter->slaying || 1808 if ((!hitter->slaying ||
1871 (!(op->race && strstr (hitter->slaying, op->race)) && 1809 (!(op->race && strstr (hitter->slaying, op->race)) &&
1872 !(op->name && strstr (hitter->slaying, op->name)))) && 1810 !(op->name && strstr (hitter->slaying, op->name)))) &&
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1811 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1874 (hitter->title != NULL 1812 (hitter->title != NULL
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1813 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1876 return 0; 1814 return 0;
1877 } 1815 }
1878 1816
1879 maxattacktype = type; /* initialize this to something */ 1817 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1818 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1819 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1820 /* 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 1821 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1822 * the only attacktype in the group, then still attack with it
1912 */ 1850 */
1913 friendlyfire = friendly_fire (op, hitter); 1851 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam) 1852 if (friendlyfire && maxdam)
1915 { 1853 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100); 1854 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917#ifndef COZY_SERVER
1918 maxdam++;
1919#endif
1920 1855
1921#ifdef ATTACK_DEBUG 1856#ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1857 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1858 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924#endif 1859#endif
1925 } 1860 }
1926 1861
1927 if (!full_hit) 1862 if (!full_hit)
1928 { 1863 {
1929 archetype *at;
1930 int area; 1864 int area;
1931 int remainder; 1865 int remainder;
1932 1866
1933 area = 0; 1867 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more) 1868
1869 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1935 area++; 1870 area++;
1871
1936 assert (area > 0); 1872 assert (area > 0);
1937 1873
1938 /* basically: maxdam /= area; we try to "simulate" a float 1874 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1875 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1876 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1877 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1878 if (rndm (100) < remainder)
1943 maxdam++; 1879 maxdam++;
1944 } 1880 }
1945 1881
1946#ifdef ATTACK_DEBUG 1882#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1883 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1884#endif
1949 1885
1950 if (get_owner (hitter)) 1886 // for now, only do this for active objects, otherwise they
1887 // keep a refcount for a long time and I see no usefulness
1888 // for an non-active objetc to know its enemy.
1889 if (op->active)
1890 if (hitter->owner)
1951 op->enemy = hitter->owner; 1891 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1892 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1893 op->enemy = hitter;
1954 1894
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1895 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 { 1896 {
1957 /* The unaggressives look after themselves 8) */ 1897 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1898 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1980 1920
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1921 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1922 {
1983 if (maxdam) 1923 if (maxdam)
1984 tear_down_wall (op); 1924 tear_down_wall (op);
1925
1985 return maxdam; /* nothing more to do for wall */ 1926 return maxdam; /* nothing more to do for wall */
1986 } 1927 }
1987 1928
1988 /* See if the creature has been killed */ 1929 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1930 rtn_kill = kill_object (op, maxdam, hitter, type);
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1935 /* 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 1936 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case. 1937 * remained - that is no longer the case.
1997 */ 1938 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1939 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1940 hitter->destroy ();
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1941
2001 remove_friendly_object (hitter);
2002 remove_ob (hitter);
2003 free_object (hitter);
2004 }
2005 /* Lets handle creatures that are splitting now */ 1942 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1943 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1944 {
2008 int i; 1945 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1946 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1947 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1948 object *owner = op->owner;
2012 1949
2013 if (!op->other_arch) 1950 if (!op->other_arch)
2014 { 1951 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1952 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1953 return maxdam;
2017 } 1954 }
1955
2018 remove_ob (op); 1956 op->remove ();
1957
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1958 for (i = 0; i < NROFNEWOBJS (op); i++)
2020 { /* This doesn't handle op->more yet */ 1959 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1960 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1961 int j;
2023 1962
2024 tmp->stats.hp = op->stats.hp; 1963 tmp->stats.hp = op->stats.hp;
1964
2025 if (friendly) 1965 if (friendly)
2026 { 1966 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1967 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1968 tmp->attack_movement = PETMOVE;
1969
2030 if (owner != NULL) 1970 if (owner)
2031 set_owner (tmp, owner); 1971 tmp->set_owner (owner);
2032 } 1972 }
1973
2033 if (unaggressive) 1974 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1975 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1976
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1977 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1978
2036 if (j == -1) /* No spot to put this monster */ 1979 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1980 tmp->destroy ();
2038 else 1981 else
2039 { 1982 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1983 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 1984 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 1985 }
2043 } 1986 }
2044 if (friendly) 1987
2045 remove_friendly_object (op); 1988 op->destroy ();
2046 free_object (op);
2047 } 1989 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1990 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 1991 hitter->destroy ();
2050 remove_ob (hitter); 1992
2051 free_object (hitter);
2052 }
2053 return maxdam; 1993 return maxdam;
2054} 1994}
2055
2056 1995
2057void 1996void
2058poison_player (object *op, object *hitter, int dam) 1997poison_player (object *op, object *hitter, int dam)
2059{ 1998{
2060 archetype *at = find_archetype ("poisoning"); 1999 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 2000 object *tmp = present_arch_in_ob (at, op);
2062 2001
2063 if (tmp == NULL) 2002 if (tmp == NULL)
2064 { 2003 {
2065 if ((tmp = arch_to_object (at)) == NULL) 2004 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2017 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 2018 tmp->stats.dam += hitter->level / 2;
2080 else 2019 else
2081 tmp->stats.dam = dam; 2020 tmp->stats.dam = dam;
2082 2021
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2022 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 2023 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 2024 {
2086 tmp->skill = hitter->skill; 2025 tmp->skill = hitter->skill;
2087 } 2026 }
2088 2027
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2033 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2034 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2035 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 2036 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 2038 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2039 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2101 } 2040 }
2041
2102 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2044 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); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 2046 }
2047
2107 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2108 } 2049 }
2109 else 2050 else
2110 tmp->stats.food++; 2051 tmp->stats.food++;
2111} 2052}
2112 2053
2113void 2054void
2114slow_player (object *op, object *hitter, int dam) 2055slow_player (object *op, object *hitter, int dam)
2115{ 2056{
2116 archetype *at = find_archetype ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2117 object *tmp; 2058 object *tmp;
2118 2059
2119 if (at == NULL) 2060 if (at == NULL)
2120 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2122 } 2062
2123 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124 { 2064 {
2125 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2126 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2127 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128 } 2068 }
2129 else 2069 else
2130 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2131 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2133 fix_player (op); 2074 op->update_stats ();
2134} 2075}
2135 2076
2136void 2077void
2137confuse_player (object *op, object *hitter, int dam) 2078confuse_player (object *op, object *hitter, int dam)
2138{ 2079{
2152 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2153 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2154 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2156 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2157 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2158 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2159 2101
2160 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2162 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2163} 2106}
2164 2107
2165void 2108void
2166blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2182 */ 2125 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2126 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 2127
2185 tmp = insert_ob_in_ob (tmp, op); 2128 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 2129 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 2130 op->update_stats (); /* This takes care of some other stuff */
2188 2131
2189 if (hitter->owner) 2132 if (hitter->owner)
2190 owner = get_owner (hitter); 2133 owner = hitter->owner;
2191 else 2134 else
2192 owner = hitter; 2135 owner = hitter;
2193 2136
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2137 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 2138 }
2232 op->speed_left = (float) -(FABS (op->speed) * max); 2175 op->speed_left = (float) -(FABS (op->speed) * max);
2233 2176
2234/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2235} 2178}
2236 2179
2237
2238/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2239 * the computed damaged. 2181 * the computed damaged.
2240 */ 2182 */
2241void 2183void
2242deathstrike_player (object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2250 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2251 2193
2252 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2253 2195
2254 if (hitter->slaying) 2196 if (hitter->slaying)
2255 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2256 return; 2198 return;
2257 2199
2258 def_lev = op->level; 2200 def_lev = op->level;
2259 if (def_lev < 1) 2201 if (def_lev < 1)
2260 { 2202 {
2261 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2262 def_lev = 1; 2204 def_lev = 1;
2263 } 2205 }
2206
2264 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266 atk_lev, def_lev); */ 2209 atk_lev, def_lev); */
2267 2210
2268 if (atk_lev >= def_lev) 2211 if (atk_lev >= def_lev)
2283 */ 2226 */
2284 *dam *= kill_lev / def_lev; 2227 *dam *= kill_lev / def_lev;
2285 } 2228 }
2286 } 2229 }
2287 else 2230 else
2288 {
2289 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2290 }
2291} 2232}
2292 2233
2293/* thrown_item_effect() - handles any special effects of thrown 2234/* thrown_item_effect() - handles any special effects of thrown
2294 * items (like attacking living creatures--a potion thrown at a 2235 * items (like attacking living creatures--a potion thrown at a
2295 * monster). 2236 * monster).
2324 } 2265 }
2325 } 2266 }
2326} 2267}
2327 2268
2328/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2329
2330int 2270int
2331adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2332{ 2272{
2333 object *attacker = hitter; 2273 object *attacker = hitter;
2334 int adjust = 0; 2274 int adjust = 0;
2341 } 2281 }
2342 2282
2343 /* aimed missiles use the owning object's sight */ 2283 /* aimed missiles use the owning object's sight */
2344 if (is_aimed_missile (hitter)) 2284 if (is_aimed_missile (hitter))
2345 { 2285 {
2346 if ((attacker = get_owner (hitter)) == NULL) 2286 if ((attacker = hitter->owner) == NULL)
2347 attacker = hitter; 2287 attacker = hitter;
2348 /* A player who saves but hasn't quit still could have objects 2288 /* A player who saves but hasn't quit still could have objects
2349 * owned by him - need to handle that case to avoid crashes. 2289 * owned by him - need to handle that case to avoid crashes.
2350 */ 2290 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2291 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2399#endif 2339#endif
2400 2340
2401 return adjust; 2341 return adjust;
2402} 2342}
2403 2343
2404
2405/* determine if the object is an 'aimed' missile */ 2344/* determine if the object is an 'aimed' missile */
2406int 2345int
2407is_aimed_missile (object *op) 2346is_aimed_missile (object *op)
2408{ 2347{
2409 2348
2410 /* I broke what used to be one big if into a few nested 2349 /* 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. 2350 * ones so that figuring out the logic is at least possible.
2412 */ 2351 */
2413 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2414 {
2415 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2416 return 1; 2354 return 1;
2417 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2418 return 1; 2356 return 1;
2419 } 2357
2420 return 0; 2358 return 0;
2421} 2359}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines