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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.10 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.10 2006/09/11 11:46:52 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
40 31
41typedef struct att_msg_str 32typedef struct att_msg_str
42{ 33{
43 char *msg1; 34 char *msg1;
44 char *msg2; 35 char *msg2;
50 * its magical benefits. 41 * its magical benefits.
51 */ 42 */
52void 43void
53cancellation (object *op) 44cancellation (object *op)
54{ 45{
55 object *tmp;
56
57 if (op->invisible) 46 if (op->invisible)
58 return; 47 return;
59 48
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 50 {
62 /* Recur through the inventory */ 51 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 54 cancellation (tmp);
66 } 55 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
68 { 57 {
69 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
71 op->magic = 0; 60 op->magic = 0;
61
72 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
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 if (op->decrease ())
182 if (op)
183 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
170
184 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
185 { 172 {
186 if (env) 173 if (env)
187 { 174 {
188 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
189 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
194 { 181 {
195 op->x = x, op->y = y; 182 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0); 183 insert_ob_in_map (op, m, originator, 0);
197 } 184 }
198 } 185 }
186
199 return; 187 return;
200 } 188 }
189
201 if (type & AT_CANCELLATION) 190 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 191 { /* Cancellation. */
203 cancellation (op); 192 cancellation (op);
204 fix_stopped_item (op, m, originator); 193 fix_stopped_item (op, m, originator);
205 return; 194 return;
206 } 195 }
196
207 if (op->nrof > 1) 197 if (op->nrof > 1)
208 { 198 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
210 if (op)
211 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
212 } 201 }
213 else 202 else
214 { 203 op->destroy ();
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218 204
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED))
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 206 if (env)
231 { 207 {
232 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y; 209 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 210 insert_ob_in_ob (op, env);
235 } 211 }
236 else 212 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 213 replace_insert_ob_in_map ("burnout", originator);
239 } 214
240 }
241 return; 215 return;
242 } 216 }
217
243 /* The value of 50 is arbitrary. */ 218 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245 { 220 {
246 object *tmp; 221 object *tmp;
247 archetype *at = find_archetype ("icecube"); 222 archetype *at = archetype::find ("icecube");
248 223
249 if (at == NULL) 224 if (at == NULL)
250 return; 225 return;
226
251 op = stop_item (op); 227 op = stop_item (op);
252 if (op == NULL) 228 if (op == NULL)
253 return; 229 return;
230
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255 { 232 {
256 tmp = arch_to_object (at); 233 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 234 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 235 /* This was in the old (pre new movement code) -
261 */ 238 */
262 tmp->move_slow_penalty = 0; 239 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 240 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 241 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 242 }
243
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 244 if (!QUERY_FLAG (op, FLAG_REMOVED))
267 remove_ob (op); 245 op->remove ();
246
268 (void) insert_ob_in_ob (op, tmp); 247 insert_ob_in_ob (op, tmp);
269 return; 248 return;
270 } 249 }
271} 250}
272 251
273/* Object op is hitting the map. 252/* Object op is hitting the map.
274 * op is going in direction 'dir' 253 * op is going in direction 'dir'
275 * type is the attacktype of the object. 254 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 255 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 256 * returns 1 if it hits something, 0 otherwise.
278 */ 257 */
279
280int 258int
281hit_map (object *op, int dir, int type, int full_hit) 259hit_map (object *op, int dir, int type, int full_hit)
282{ 260{
283 object *tmp, *next;
284 mapstruct *map; 261 maptile *map;
285 sint16 x, y; 262 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 263 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 264
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 265 if (QUERY_FLAG (op, FLAG_FREED))
291 { 266 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 267 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 268 return 0;
294 } 269 }
295 270
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 272 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 274 return 0;
300 } 275 }
301 276
302 if (!op->map) 277 if (!op->map)
303 { 278 {
305 return 0; 280 return 0;
306 } 281 }
307 282
308 if (op->head) 283 if (op->head)
309 op = op->head; 284 op = op->head;
310
311 op_tag = op->count;
312 285
313 map = op->map; 286 map = op->map;
314 x = op->x + freearr_x[dir]; 287 x = op->x + freearr_x[dir];
315 y = op->y + freearr_y[dir]; 288 y = op->y + freearr_y[dir];
316 289
317 int mflags = get_map_flags (map, &map, x, y, &x, &y); 290 if (!xy_normalise (map, x, y))
291 return 0;
318 292
319 // elmex: a safe map tile can't be hit! 293 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 294 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 295 mapspace &ms = map->at (x, y);
296
297 if (ms.flags () & P_SAFE)
322 return 0; 298 return 0;
323 299
324 /* peterm: a few special cases for special attacktypes --counterspell 300 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 301 * must be out here because it strikes things which are not alive
326 */ 302 */
327 303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
304 {
328 if (type & AT_COUNTERSPELL) 305 if (type & AT_COUNTERSPELL)
329 { 306 {
330 counterspell (op, dir); /* see spell_effect.c */ 307 counterspell (op, dir); /* see spell_effect.c */
331 308
332 /* If the only attacktype is counterspell or magic, don't need 309 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 310 * 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 */ 311 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 312 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 313 return 0;
314
315 type &= ~AT_COUNTERSPELL;
316 }
317
318 if (type & AT_CHAOS)
368 } 319 {
320 shuffle_attack (op, 1); /* flag tells it to change the face */
321 update_object (op, UP_OBJ_FACE);
322 type &= ~AT_CHAOS;
323 }
324 }
325
326 /* There may still be objects that were above 'next', but there is no
327 * simple way to find out short of copying all object references and
328 * tags into a temporary array before we start processing the first
329 * object. That's why we just abort on destroy.
330 *
331 * This happens whenever attack spells (like fire) hit a pile
332 * of objects. This is not a bug - nor an error.
333 */
334 for (object *next = ms.bot; next && !next->destroyed (); )
335 {
369 tmp = next; 336 object *tmp = next;
370 next = tmp->above; 337 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 }
379 338
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 340 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 341 * This is one of the few cases where on_same_map should not be used.
383 */ 342 */
386 345
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 347 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 348 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 349 retflag |= 1;
350
391 if (was_destroyed (op, op_tag)) 351 if (op->destroyed ())
392 break; 352 break;
393 } 353 }
394 /* Here we are potentially destroying an object. If the object has 354 /* 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 355 * 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 356 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 357 * 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 358 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 359 * destroyed right now.
400 */ 360 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
402 { 362 {
403 save_throw_object (tmp, type, op); 363 save_throw_object (tmp, type, op);
364
404 if (was_destroyed (op, op_tag)) 365 if (op->destroyed ())
405 break; 366 break;
406 } 367 }
407 } 368 }
369
408 return 0; 370 return 0;
409} 371}
410 372
411void 373void
412attack_message (int dam, int type, object *op, object *hitter) 374attack_message (int dam, int type, object *op, object *hitter)
413{ 375{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 377 int i, found = 0;
416 mapstruct *map; 378 maptile *map;
417 object *next, *tmp; 379 object *next, *tmp;
418 380
419 /* put in a few special messages for some of the common attacktypes 381 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 382 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 383 * [garbled 20010919]
438 sprintf (buf1, "missed %s", &op->name); 400 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 401 sprintf (buf2, " misses");
440 found++; 402 found++;
441 } 403 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 404 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 405 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 406 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 407 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) 408 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 409 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 410 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); 422 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 423 found++;
462 break; 424 break;
463 } 425 }
464 } 426 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 427 else if (hitter->type == PLAYER && op->is_alive ())
466 { 428 {
467 if (USING_SKILL (hitter, SK_KARATE)) 429 if (USING_SKILL (hitter, SK_KARATE))
468 { 430 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 431 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) 432 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 458 found++;
497 break; 459 break;
498 } 460 }
499 } 461 }
500 } 462 }
463
501 if (found) 464 if (found)
502 { 465 {
503 /* done */ 466 /* done */
504 } 467 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 468 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 469 {
507 sprintf (buf1, "hit"); /* just in case */ 470 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 471 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 472 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 473 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 474 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 475 found++;
513 break; 476 break;
514 } 477 }
515 } 478 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 479 else if (type & AT_DRAIN && op->is_alive ())
517 { 480 {
518 /* drain is first, because some items have multiple attypes */ 481 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 482 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) 483 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 484 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 486 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 487 found++;
525 break; 488 break;
526 } 489 }
527 } 490 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 491 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 492 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 493 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) 494 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 495 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 496 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); 497 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 498 found++;
536 break; 499 break;
537 } 500 }
538 } 501 }
539 else if (type & AT_COLD && IS_LIVE (op)) 502 else if (type & AT_COLD && op->is_alive ())
540 { 503 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 504 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) 505 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 506 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 507 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
621 strcpy (buf1, "hit"); 584 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 585 strcpy (buf2, " hits");
623 } 586 }
624 587
625 /* bail out if a monster is casting spells */ 588 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 589 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 590 return;
628 591
629 /* scale down magic considerably. */ 592 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 593 if (type & AT_MAGIC && rndm (0, 5))
631 return; 594 return;
632 595
633 /* Did a player hurt another player? Inform both! */ 596 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 597 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 598 {
636 if (get_owner (hitter) != NULL) 599 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 601 else
639 { 602 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
641 if (dam != 0) 605 if (dam != 0)
642 { 606 {
643 if (dam < 10) 607 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
645 else if (dam < 20) 609 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
647 else 611 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
649 } 613 }
650 } 614 }
615
651 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */ 617 } /* end of player hitting player */
653 618
654 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
655 { 620 {
656 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
657 if (dam != 0) 623 if (dam != 0)
658 { 624 {
659 if (dam < 10) 625 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
661 else if (dam < 20) 627 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
663 else 629 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
665 } 631 }
632
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 634 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 636 {
670 /* look for stacked spells and start reducing the message chances */ 637 /* 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)) 638 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 639 {
673 i = 4; 640 i = 4;
674 map = hitter->map; 641 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 642 if (out_of_map (map, hitter->x, hitter->y))
676 return; 643 return;
644
677 next = get_map_ob (map, hitter->x, hitter->y); 645 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 646 if (next)
679 while (next) 647 while (next)
680 { 648 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 650 i *= 3;
651
683 tmp = next; 652 tmp = next;
684 next = tmp->above; 653 next = tmp->above;
685 } 654 }
655
686 if (i < 0) 656 if (i < 0)
687 return; 657 return;
658
688 if (rndm (0, i) != 0) 659 if (rndm (0, i) != 0)
689 return; 660 return;
690 } 661 }
691 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
692 return; 663 return;
664
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 668 }
697} 669}
698 670
699 671
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 { 676 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1; 678 return 1;
707 } 679 }
680
708 if ((*target)->head) 681 if ((*target)->head)
709 *target = (*target)->head; 682 *target = (*target)->head;
683
710 if ((*hitter)->head) 684 if ((*hitter)->head)
711 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
712 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
713 { 688 {
714 *simple_attack = 1; 689 *simple_attack = 1;
715 return 0; 690 return 0;
716 } 691 }
692
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
719 { 697 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 return 1; 700 return 1;
722 } 701 }
702
723 *simple_attack = 0; 703 *simple_attack = 0;
724 return 0; 704 return 0;
725} 705}
726 706
727static int 707static int
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 729{
750 int simple_attack, roll, dam = 0; 730 int simple_attack, roll, dam = 0;
751 uint32 type; 731 uint32 type;
752 shstr op_name; 732 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 733
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 734 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 735 goto error;
757 736
758 if (hitter->current_weapon) 737 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 738 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 739 return RESULT_INT (0);
761 740
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 742 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 743
768 /* 744 /*
769 * A little check to make it more difficult to dance forward and back 745 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
771 */ 747 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
773 { 749 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
778 */ 754 */
779 op->speed_left--; 755 --op->speed_left;
780 process_object (op); 756 process_object (op);
757
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 759 goto error;
783 } 760 }
784 761
785 op_name = op->name; 762 op_name = op->name;
786 763
793 /* See if we hit the creature */ 770 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 772 {
796 int hitdam = base_dam; 773 int hitdam = base_dam;
797 774
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) 775 if (!simple_attack)
816 { 776 {
817 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 779 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 780 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 781 CLEAR_FLAG (op, FLAG_SLEEP);
822 782
823 /* If the victim can't see the attacker, it may alert others 783 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 784 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 786 npc_call_help (op);
827 787
828 /* if you were hidden and hit by a creature, you are discovered */ 788 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 { 790 {
831 make_visible (op); 791 make_visible (op);
792
832 if (op->type == PLAYER) 793 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834 } 795 }
835 796
836 /* thrown items (hitter) will have various effects 797 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 798 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 799 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 800 * wrapper object.
840 */ 801 */
841 thrown_item_effect (hitter, op); 802 thrown_item_effect (hitter, op);
803
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 804 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 805 goto leave;
844 } 806 }
845 807
846 /* Need to do at least 1 damage, otherwise there is no point 808 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 809 * to go further and it will cause FPE's below.
848 */ 810 */
849 if (hitdam <= 0) 811 if (hitdam <= 0)
850 hitdam = 1; 812 hitdam = 1;
851 813
852 type = hitter->attacktype; 814 type = hitter->attacktype;
815
853 if (!type) 816 if (!type)
854 type = AT_PHYSICAL; 817 type = AT_PHYSICAL;
818
855 /* Handle monsters that hit back */ 819 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 821 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 822 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
826
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 827 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 828 goto leave;
863 } 829 }
864 830
865 /* In the new attack code, it should handle multiple attack 831 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 832 * types in its area, so remove it from here.
867 */ 833 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 834 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
835
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 836 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 837 goto leave;
871 } /* end of if hitter hit op */ 838 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 839 /* if we missed, dam=0 */
873 840
874 /*attack_message(dam, type, op, hitter); */ 841 /*attack_message(dam, type, op, hitter); */
884} 851}
885 852
886int 853int
887attack_ob (object *op, object *hitter) 854attack_ob (object *op, object *hitter)
888{ 855{
889
890 if (hitter->head)
891 hitter = hitter->head; 856 hitter = hitter->head_ ();
857
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893} 859}
894 860
895/* op is the arrow, tmp is what is stopping the arrow. 861/* op is the arrow, tmp is what is stopping the arrow.
896 * 862 *
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around. 872 * stick around.
907 */ 873 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 875 {
910 if (tmp->head != NULL)
911 tmp = tmp->head; 876 tmp = tmp->head_ ();
912 877
913 remove_ob (op); 878 op->remove ();
914 op = insert_ob_in_ob (op, tmp); 879 op = insert_ob_in_ob (op, tmp);
915 880
916 if (tmp->type == PLAYER) 881 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op); 882 esrv_send_item (tmp, op);
918 883
931object * 896object *
932hit_with_arrow (object *op, object *victim) 897hit_with_arrow (object *op, object *victim)
933{ 898{
934 object *container, *hitter; 899 object *container, *hitter;
935 int hit_something = 0; 900 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 901
939 /* Disassemble missile */ 902 /* Disassemble missile */
940 if (op->inv) 903 if (op->inv)
941 { 904 {
942 container = op; 905 container = op;
943 hitter = op->inv; 906 hitter = op->inv;
944 remove_ob (hitter); 907 hitter->remove ();
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 908 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 909 /* 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 910 * 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 911 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 912 * THROWN_OBJs. */
950 } 913 }
951 else 914 else
952 { 915 {
953 container = NULL; 916 container = 0;
954 hitter = op; 917 hitter = op;
955 } 918 }
956 919
957 /* Try to hit victim */ 920 /* 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); 921 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 922
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 923 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 924 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 925 * 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 926 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 927 * other places as well!)
970 */ 928 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 929 if (hitter->destroyed () || hitter->env != NULL)
972 { 930 {
973 if (container) 931 if (container)
974 { 932 {
975 remove_ob (container); 933 container->remove ();
976 free_object (container); 934 container->destroy ();
977 } 935 }
936
978 return NULL; 937 return 0;
979 } 938 }
980 939
981 /* Missile hit victim */ 940 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 941 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 942 * through the target
984 */ 943 */
985 if (hit_something && op->speed <= 10.0) 944 if (hit_something && op->speed <= 10.0)
986 { 945 {
987 /* Stop arrow */ 946 /* Stop arrow */
988 if (container == NULL) 947 if (!container)
989 { 948 {
990 hitter = fix_stopped_arrow (hitter); 949 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 950 if (!hitter)
992 return NULL; 951 return 0;
993 } 952 }
994 else 953 else
995 { 954 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 955
1000 /* Try to stick arrow into victim */ 956 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 957 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 958 return 0;
1003 959
1004 /* Else try to put arrow on victim's map square 960 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 961 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 962 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 963 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 964 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 965 * way to handle those otherwise?
1010 */ 966 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 967 if (victim->x != hitter->x || victim->y != hitter->y)
1012 { 968 {
1013 remove_ob (hitter); 969 hitter->remove ();
1014 hitter->x = victim_x; 970 hitter->x = victim->x;
1015 hitter->y = victim_y; 971 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 972 insert_ob_in_map (hitter, victim->map, hitter, 0);
1017 } 973 }
1018 else 974 else
1019 {
1020 /* Else leave arrow where it is */ 975 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 976 merge_ob (hitter, NULL);
1022 } 977
1023 return NULL; 978 return 0;
1024 } 979 }
1025 980
1026 if (hit_something && op->speed >= 10.0) 981 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 982 op->speed -= 1.0;
1028 983
1029 /* Missile missed victim - reassemble missile */ 984 /* Missile missed victim - reassemble missile */
1030 if (container) 985 if (container)
1031 { 986 {
1032 remove_ob (hitter); 987 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 988 insert_ob_in_ob (hitter, container);
1034 } 989 }
990
1035 return op; 991 return op;
1036} 992}
1037
1038 993
1039void 994void
1040tear_down_wall (object *op) 995tear_down_wall (object *op)
1041{ 996{
1042 int perc = 0; 997 int perc = 0;
1048 } 1003 }
1049 else if (!GET_ANIM_ID (op)) 1004 else if (!GET_ANIM_ID (op))
1050 { 1005 {
1051 /* Object has been called - no animations, so remove it */ 1006 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1007 if (op->stats.hp < 0)
1008 op->destroy ();
1053 { 1009
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 */ 1010 return; /* no animations, so nothing more to do */
1060 } 1011 }
1012
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1014
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1015 if (perc >= (int) NUM_ANIMATIONS (op))
1063 perc = NUM_ANIMATIONS (op) - 1; 1016 perc = NUM_ANIMATIONS (op) - 1;
1064 else if (perc < 1) 1017 else if (perc < 1)
1065 perc = 1; 1018 perc = 1;
1019
1066 SET_ANIMATION (op, perc); 1020 SET_ANIMATION (op, perc);
1067 update_object (op, UP_OBJ_FACE); 1021 update_object (op, UP_OBJ_FACE);
1022
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1023 if (perc == NUM_ANIMATIONS (op) - 1)
1069 { /* Reached the last animation */ 1024 { /* Reached the last animation */
1070 if (op->face == blank_face) 1025 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1026 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1027 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 1028 else
1081 { /* The last face was not blank, leave an image */ 1029 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083 update_all_los (op->map, op->x, op->y); 1031 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1032 op->move_block = 0;
1088} 1036}
1089 1037
1090void 1038void
1091scare_creature (object *target, object *hitter) 1039scare_creature (object *target, object *hitter)
1092{ 1040{
1093 object *owner = get_owner (hitter); 1041 object *owner = hitter->owner;
1094 1042
1095 if (!owner) 1043 if (!owner)
1096 owner = hitter; 1044 owner = hitter;
1097 1045
1098 SET_FLAG (target, FLAG_SCARED); 1046 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy) 1047 if (!target->enemy)
1100 target->enemy = owner; 1048 target->enemy = owner;
1101} 1049}
1102
1103 1050
1104/* This returns the amount of damage hitter does to op with the 1051/* This returns the amount of damage hitter does to op with the
1105 * appropriate attacktype. Only 1 attacktype should be set at a time. 1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should 1053 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.) 1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not 1055 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */ 1056 * the attacktype. Makes it easier for the PR code. */
1110
1111int 1057int
1112hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1058hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113{ 1059{
1114
1115 int doesnt_slay = 1; 1060 int doesnt_slay = 1;
1116 1061
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1062 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS) 1063 if (attacknum >= NROFATTACKS)
1119 { 1064 {
1121 return 0; 1066 return 0;
1122 } 1067 }
1123 1068
1124 if (dam < 0) 1069 if (dam < 0)
1125 { 1070 {
1126 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1127 return 0; 1073 return 0;
1128 } 1074 }
1129 1075
1130 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1076 /* 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. */ 1077 * people can't mess with that or it otherwise get confused. */
1132 if (attacknum == ATNR_INTERNAL) 1078 if (attacknum == ATNR_INTERNAL)
1133 return dam; 1079 return dam;
1134 1080
1135 if (hitter->slaying) 1081 if (hitter->slaying)
1136 { 1082 {
1137 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1083 if ((op->race && strstr (hitter->slaying, op->race))
1138 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1139 { 1085 {
1140 doesnt_slay = 0; 1086 doesnt_slay = 0;
1141 dam *= 3; 1087 dam *= 3;
1142 } 1088 }
1143 } 1089 }
1157 /* Special hack. By default, if immune to something, you 1103 /* Special hack. By default, if immune to something, you
1158 * shouldn't need to worry. However, acid is an exception, since 1104 * shouldn't need to worry. However, acid is an exception, since
1159 * it can still damage your items. Only include attacktypes if 1105 * it can still damage your items. Only include attacktypes if
1160 * special processing is needed */ 1106 * special processing is needed */
1161 1107
1162 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1163 return 0; 1111 return 0;
1164 1112
1165 /* Keep this in order - makes things easier to find */ 1113 /* Keep this in order - makes things easier to find */
1166 1114
1167 switch (attacknum) 1115 switch (attacknum)
1168 { 1116 {
1169 case ATNR_PHYSICAL: 1117 case ATNR_PHYSICAL:
1170 /* here also check for diseases */ 1118 /* here also check for diseases */
1171 check_physically_infect (op, hitter); 1119 check_physically_infect (op, hitter);
1172 break; 1120 break;
1173 1121
1174 /* Don't need to do anything for: 1122 /* Don't need to do anything for:
1175 magic, 1123 magic,
1176 fire, 1124 fire,
1177 electricity, 1125 electricity,
1178 cold */ 1126 cold */
1179 1127
1180 case ATNR_CONFUSION: 1128 case ATNR_CONFUSION:
1181 case ATNR_POISON: 1129 case ATNR_POISON:
1182 case ATNR_SLOW: 1130 case ATNR_SLOW:
1183 case ATNR_PARALYZE: 1131 case ATNR_PARALYZE:
1184 case ATNR_FEAR: 1132 case ATNR_FEAR:
1185 case ATNR_CANCELLATION: 1133 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE: 1134 case ATNR_DEPLETE:
1187 case ATNR_BLIND: 1135 case ATNR_BLIND:
1188 { 1136 {
1189 /* chance for inflicting a special attack depends on the 1137 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level 1138 * difference between attacker's and defender's level
1191 */ 1139 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 1141
1194 /* First, only creatures/players with speed can be affected. 1142 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects 1143 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the 1144 * you. Third, you still get a saving through against the
1197 * effect. 1145 * effect.
1198 */ 1146 */
1199 if (op->speed && 1147 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1148 (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)) 1149 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 { 1150 {
1203 1151
1204 /* Player has been hit by something */ 1152 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION) 1153 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam); 1154 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON) 1155 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam); 1156 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW) 1157 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam); 1158 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE) 1159 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam); 1160 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR) 1161 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter); 1162 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION) 1163 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op); 1164 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE) 1165 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op); 1166 op->drain_stat ();
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1167 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam); 1168 blind_player (op, hitter, dam);
1221 } 1169 }
1170
1222 dam = 0; /* These are all effects and don't do real damage */ 1171 dam = 0; /* These are all effects and don't do real damage */
1223 } 1172 }
1224 break; 1173 break;
1174
1225 case ATNR_ACID: 1175 case ATNR_ACID:
1226 { 1176 {
1227 int flag = 0; 1177 int flag = 0;
1228 1178
1229 /* Items only get corroded if you're not on a battleground and 1179 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */ 1180 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1181 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 { 1182 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1236 { 1184 {
1237 if (tmp->invisible) 1185 if (tmp->invisible)
1238 continue; 1186 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */ 1188 /* >= 10% acid res. on items will protect these */
1241 continue; 1189 continue;
1242 if (!(tmp->material & M_IRON)) 1190 if (!(tmp->materials & M_IRON))
1243 continue; 1191 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */ 1192 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue; 1193 continue;
1246 if (tmp->type == RING || 1194 if (tmp->type == RING
1247 /* removed boots and gloves from exclusion list in 1195 /* removed boots and gloves from exclusion list in PR */
1248 PR */ 1196 || tmp->type == GIRDLE
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1197 || tmp->type == AMULET
1198 || tmp->type == WAND
1199 || tmp->type == ROD
1200 || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */ 1201 continue; /* To avoid some strange effects */
1251 1202
1252 /* High damage acid has better chance of corroding 1203 /* High damage acid has better chance of corroding
1253 objects */ 1204 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1255 { 1206 {
1256 if (op->type == PLAYER) 1207 if (op->type == PLAYER)
1257 /* Make this more visible */ 1208 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1210 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1; 1211 flag = 1;
1261 tmp->magic--; 1212 tmp->magic--;
1262 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp); 1214 esrv_send_item (op, tmp);
1264 } 1215 }
1265 } 1216 }
1266 if (flag)
1267 fix_player (op); /* Something was corroded */
1268 } 1217
1218 if (flag)
1219 op->update_stats (); /* Something was corroded */
1269 } 1220 }
1221 }
1270 break; 1222 break;
1223
1271 case ATNR_DRAIN: 1224 case ATNR_DRAIN:
1272 { 1225 {
1273 /* rate is the proportion of exp drained. High rate means 1226 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained. 1227 * not much is drained, low rate means a lot is drained.
1275 */ 1228 */
1276 int rate; 1229 int rate;
1277 1230
1278 if (op->resist[ATNR_DRAIN] >= 0) 1231 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else 1233 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282 1235
1283 if (op->stats.exp <= rate) 1236 if (op->stats.exp <= rate)
1284 { 1237 {
1285 if (op->type == GOLEM) 1238 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */ 1239 dam = 999; /* Its force is "sucked" away. 8) */
1287 else 1240 else
1288 /* If we can't drain, lets try to do physical damage */ 1241 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 } 1243 }
1291 else 1244 else
1292 { 1245 {
1293 /* Randomly give the hitter some hp */ 1246 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp && 1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1248 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++; 1249 hitter->stats.hp++;
1297 1250
1298 /* Can't do drains on battleground spaces. 1251 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp 1252 * 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, 1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens. 1254 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain 1255 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1304 */ 1257 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1306 { 1259 {
1307 object *owner = get_owner (hitter); 1260 object *owner = hitter->owner;
1308 1261
1309 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1310 { 1263 {
1311 if (op->type != PLAYER || owner->type != PLAYER) 1264 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2), 1265 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 } 1267 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER) 1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 {
1317 change_exp (hitter, op->stats.exp / (rate * 2), 1269 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 } 1271
1320 change_exp (op, -op->stats.exp / rate, NULL, 0); 1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 } 1273 }
1274
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1275 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, 1276 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed 1277 * as the messages will say you missed
1325 */ 1278 */
1326 } 1279 }
1327 } 1280 }
1328 break; 1281 break;
1282
1329 case ATNR_TURN_UNDEAD: 1283 case ATNR_TURN_UNDEAD:
1330 { 1284 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 { 1286 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1335 int div = 1; 1289 int div = 1;
1336 1290
1337 /* if undead are not an enemy of your god, you turn them 1291 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */ 1292 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1340 div = 2; 1294 div = 2;
1295
1341 /* Give a bonus if you resist turn undead */ 1296 /* 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))) 1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner); 1298 scare_creature (op, owner);
1344 } 1299 }
1345 else 1300 else
1346 dam = 0; /* don't damage non undead - should we damage 1301 dam = 0; /* don't damage non undead - should we damage
1347 undead? */ 1302 undead? */
1348 } 1303 }
1349 break; 1304 break;
1305
1350 case ATNR_DEATH: 1306 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1352 break; 1308 break;
1309
1353 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1355 dam = 0; 1312 dam = 0;
1356 break; 1313 break;
1314
1357 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1359 dam = 0; 1317 dam = 0;
1360 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */ 1321 * does no damage. */
1364 break; 1322 break;
1323
1365 case ATNR_HOLYWORD: 1324 case ATNR_HOLYWORD:
1366 { 1325 {
1367 /* This has already been handled by hit_player, 1326 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */ 1327 * no need to check twice -- DAMN */
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1369 1329
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 */ 1330 /* 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]) 1331 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner); 1332 scare_creature (op, owner);
1375 } 1333 }
1376 break; 1334 break;
1335
1377 case ATNR_LIFE_STEALING: 1336 case ATNR_LIFE_STEALING:
1378 { 1337 {
1379 int new_hp; 1338 int new_hp;
1380 1339
1381 /* this is replacement to drain for players, instead of taking 1340 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not 1341 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters 1342 * much use giving it to monsters
1384 * 1343 *
1385 * life stealing doesn't do a lot of damage, but it gives the 1344 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that, 1345 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by 1346 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000). 1347 * 1000).
1389 */ 1348 */
1390 /* You can't steal life from something undead */ 1349 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0; 1351 return 0;
1352
1393 /* If drain protection is higher than life stealing, use that */ 1353 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else 1356 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1398 /* You die at -1 hp, not zero. */ 1359 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1)) 1360 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1; 1361 dam = op->stats.hp + 1;
1362
1401 new_hp = hitter->stats.hp + dam; 1363 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp) 1364 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp; 1365 new_hp = hitter->stats.maxhp;
1366
1404 if (new_hp > hitter->stats.hp) 1367 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp; 1368 hitter->stats.hp = new_hp;
1406 } 1369 }
1407 } 1370 }
1371
1408 return dam; 1372 return dam;
1409} 1373}
1410
1411 1374
1412/* GROS: This code comes from hit_player. It has been made external to 1375/* 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. 1376 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1377 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1378 * Sword. Note that nothing has been changed from the original version
1430 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1431 const char *skill; 1394 const char *skill;
1432 int maxdam = 0; 1395 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */ 1397 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL; 1398 object *owner = 0;
1436 object *skop = NULL; 1399 object *skop = 0;
1437 1400
1438 if (op->stats.hp >= 0) 1401 if (op->stats.hp >= 0)
1439 return -1; 1402 return -1;
1440 1403
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1415
1453 if (op->type == DOOR) 1416 if (op->type == DOOR)
1454 { 1417 {
1455 op->speed = 0.1; 1418 op->set_speed (0.1f);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1458 return maxdam; 1420 return maxdam;
1459 } 1421 }
1422
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1424 {
1462 remove_friendly_object (op); 1425 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; 1426 return maxdam;
1472 } 1427 }
1473 1428
1474 /* Now lets start dealing with experience we get for killing something */ 1429 /* Now lets start dealing with experience we get for killing something */
1475 1430
1476 owner = get_owner (hitter); 1431 owner = hitter->owner;
1477 if (owner == NULL) 1432 if (!owner)
1478 owner = hitter; 1433 owner = hitter;
1479 1434
1480 /* is the victim (op) standing on battleground? */ 1435 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1436 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1437 battleg = 1;
1502 char buf[256]; 1457 char buf[256];
1503 1458
1504 tmv = localtime (&t); 1459 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1460 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1461
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1462 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1463 }
1509 1464
1510 /* try to filter some things out - basically, if you are 1465 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1466 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1467 * probably don't want to see that.
1513 */ 1468 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1469 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1470 {
1516 if (owner != hitter) 1471 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1472 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1473 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1475
1524 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1527 } 1479 }
1528 1480
1529 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1530 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1531 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1533 * player that the object belonged to - so if you killed another player 1485 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1486 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1487 * Changed to make luck penalty configurable in settings.
1536 */ 1488 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1539 1491
1540 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1543 */ 1495 */
1544 skill = NULL; 1496 skill = 0;
1497
1545 if (hitter->skill && hitter->type != PLAYER) 1498 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1499 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1500 else if (owner->chosen_skill)
1548 { 1501 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1551 } 1504 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1553 skill = owner->current_weapon->skill; 1506 skill = owner->current_weapon->skill;
1554 else 1507 else
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1556 1509
1557 /* We have the skill we want to credit to - now find the object this goes 1510 /* 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! 1511 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */ 1512 */
1560 if ((!skop || skop->type != SKILL) && skill) 1513 if ((!skop || skop->type != SKILL) && skill)
1561 { 1514 {
1562 int i; 1515 int i;
1563 1516
1568 break; 1521 break;
1569 } 1522 }
1570 } 1523 }
1571 } /* Was it a player that hit somethign */ 1524 } /* Was it a player that hit somethign */
1572 else 1525 else
1573 {
1574 skill = NULL; 1526 skill = 0;
1575 }
1576 1527
1577 /* Pet (or spell) killed something. */ 1528 /* Pet (or spell) killed something. */
1578 if (owner != hitter) 1529 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else 1532 else
1584 {
1585 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1533 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 } 1536
1589 /* These may have been set in the player code section above */ 1537 /* These may have been set in the player code section above */
1590 if (!skop) 1538 if (!skop)
1591 skop = hitter->chosen_skill; 1539 skop = hitter->chosen_skill;
1540
1592 if (!skill && skop) 1541 if (!skill && skop)
1593 skill = skop->skill; 1542 skill = skop->skill;
1594 1543
1595 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596 1545
1597
1598 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1600 { 1548 {
1601 int exp; 1549 int exp;
1602 1550
1603 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1606 { 1554 {
1607 if (battleg) 1555 if (battleg)
1608 { 1556 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1575
1628 if (!settings.simple_exp) 1576 if (!settings.simple_exp)
1629 exp = exp / 2; 1577 exp = exp / 2;
1630 1578
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1580 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1581 else
1636 { 1582 {
1637 int shares = 0, count = 0; 1583 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1584 partylist *party = owner->contr->party;
1642 1585
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1586 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1587
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1588 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1589 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1590 {
1650 count++; 1591 count++;
1651 shares += (pl->ob->level + 4); 1592 shares += (pl->ob->level + 4);
1652 } 1593 }
1653 } 1594
1654 if (count == 1 || shares > exp) 1595 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1596 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1597 else
1657 { 1598 {
1658 int share = exp / shares, given = 0, nexp; 1599 int share = exp / shares, given = 0, nexp;
1659 1600
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1601 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1602 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1603 {
1664 nexp = (pl->ob->level + 4) * share; 1604 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1605 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1606 given += nexp;
1667 } 1607 }
1668 } 1608
1669 exp -= given; 1609 exp -= given;
1670 /* give any remainder to the player */ 1610 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1611 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1612 }
1673 } /* else part of a party */ 1613 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1614 } /* end if person didn't kill himself */
1676 1615
1677 if (op->type != PLAYER) 1616 if (op->type != PLAYER)
1678 { 1617 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1618 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1619 {
1681 object *owner1 = get_owner (op); 1620 object *owner1 = op->owner;
1682 1621
1683 if (owner1 != NULL && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1684 { 1623 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1686 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* 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); 1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1688 } 1627 }
1628
1689 remove_friendly_object (op); 1629 remove_friendly_object (op);
1690 } 1630 }
1691 remove_ob (op); 1631
1692 free_object (op); 1632 op->destroy ();
1693 } 1633 }
1694 /* Player has been killed! */
1695 else 1634 else
1696 { 1635 {
1636 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1637 if (owner->type == PLAYER)
1698 {
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1638 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else 1639 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME); 1640 assign (op->contr->killer, hitter->name);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 } 1641 }
1642
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process 1643 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1644 * continues in the calling function.
1709 */ 1645 */
1710 return maxdam; 1646 return maxdam;
1711} 1647}
1712 1648
1713/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire 1650 * Returns 0 this is not friendly fire
1715 */ 1651 */
1716
1717int 1652int
1718friendly_fire (object *op, object *hitter) 1653friendly_fire (object *op, object *hitter)
1719{ 1654{
1720 object *owner; 1655 object *owner;
1721 int friendlyfire; 1656 int friendlyfire;
1731 return 0; 1666 return 0;
1732 1667
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1668 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1669 return 1;
1735 1670
1736 if ((owner = get_owner (hitter)) != NULL) 1671 if ((owner = hitter->owner) != NULL)
1737 { 1672 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1673 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1674 friendlyfire = 2;
1740 } 1675 }
1741 1676
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0; 1678 friendlyfire = 0;
1744 } 1679 }
1680
1745 return friendlyfire; 1681 return friendlyfire;
1746} 1682}
1747
1748 1683
1749/* This isn't used just for players, but in fact most objects. 1684/* 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 1685 * 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 1686 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1688 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1689 * modify it.
1755 */ 1690 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1693int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1694hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1695{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1697 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1698 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1699 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1700 int rtn_kill = 0;
1769 int friendlyfire; 1701 int friendlyfire;
1770 1702
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1703 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1704 return 0;
1773 1705
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1706 /* 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)) 1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0; 1708 return 0;
1777 1709
1778#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1779 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1780 { 1712 {
1781 object *owner = get_owner (hitter); 1713 object *owner = hitter->owner;
1782 1714
1783 if (!owner) 1715 if (!owner)
1784 owner = hitter; 1716 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1717
1786 { 1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1787 return 0; 1722 return 0;
1788 }
1789 } 1723 }
1790#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1724
1795 if (body_attack) 1725 if (body_attack)
1796 { 1726 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1727 /* 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 1728 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1734 * attack so we don't cancel out things like magic bullet.
1805 */ 1735 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1736 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1737 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1738 type &= ~(AT_PARALYZE | AT_SLOW);
1739
1809 if (!type || type == AT_MAGIC) 1740 if (!type || type == AT_MAGIC)
1810 return 0; 1741 return 0;
1811 } 1742 }
1812 } 1743 }
1813 1744
1814 if (!simple_attack && op->type == DOOR) 1745 if (!simple_attack && op->type == DOOR)
1815 { 1746 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1748 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1749 {
1821 spring_trap (tmp, hitter); 1750 spring_trap (tmp, hitter);
1751
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1752 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1753 return 0;
1754
1824 break; 1755 break;
1825 } 1756 }
1826 } 1757 }
1827 1758
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1760 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1761 /* 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. 1762 * destroyed() check above doesn't return, and might get here.
1832 */ 1763 */
1764
1765 /* FIXME: This for example happens when a dead door is on a mover and
1766 gets it's speed_left raised on each mover-tick.
1767 Doors are removed in a kinda funny way by giving them speed and speed_left
1768 and waiting for that to run out.
1769 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1770 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1834 return 0; 1771 return 0;
1835 } 1772 }
1836 1773
1837#ifdef ATTACK_DEBUG 1774#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1775 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 */ 1781 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1783 if (dam >= 100)
1847 dam /= 100; 1784 dam /= 100;
1848 else 1785 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1787 }
1851 1788
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1789 /* 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 1790 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1791 */
1870 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1871 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1872 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1874 (hitter->title != NULL 1811 (hitter->title != NULL
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1876 return 0; 1813 return 0;
1877 } 1814 }
1878 1815
1879 maxattacktype = type; /* initialize this to something */ 1816 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1818 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1819 /* 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 1820 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1821 * the only attacktype in the group, then still attack with it
1912 */ 1849 */
1913 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1915 { 1852 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917#ifndef COZY_SERVER
1918 maxdam++;
1919#endif
1920 1854
1921#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924#endif 1858#endif
1925 } 1859 }
1926 1860
1927 if (!full_hit) 1861 if (!full_hit)
1928 { 1862 {
1929 archetype *at;
1930 int area; 1863 int area;
1931 int remainder; 1864 int remainder;
1932 1865
1933 area = 0; 1866 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1935 area++; 1869 area++;
1870
1936 assert (area > 0); 1871 assert (area > 0);
1937 1872
1938 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1874 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1876 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1877 if (rndm (100) < remainder)
1943 maxdam++; 1878 maxdam++;
1944 } 1879 }
1945 1880
1946#ifdef ATTACK_DEBUG 1881#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1883#endif
1949 1884
1950 if (get_owner (hitter)) 1885 // for now, only do this for active objects, otherwise they
1886 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy.
1888 if (op->active)
1889 if (hitter->owner)
1951 op->enemy = hitter->owner; 1890 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1892 op->enemy = hitter;
1954 1893
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 { 1895 {
1957 /* The unaggressives look after themselves 8) */ 1896 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1980 1919
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1921 {
1983 if (maxdam) 1922 if (maxdam)
1984 tear_down_wall (op); 1923 tear_down_wall (op);
1924
1985 return maxdam; /* nothing more to do for wall */ 1925 return maxdam; /* nothing more to do for wall */
1986 } 1926 }
1987 1927
1988 /* See if the creature has been killed */ 1928 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1929 rtn_kill = kill_object (op, maxdam, hitter, type);
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1934 /* 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 1935 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case. 1936 * remained - that is no longer the case.
1997 */ 1937 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1939 hitter->destroy ();
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1940
2001 remove_friendly_object (hitter);
2002 remove_ob (hitter);
2003 free_object (hitter);
2004 }
2005 /* Lets handle creatures that are splitting now */ 1941 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1943 {
2008 int i; 1944 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1947 object *owner = op->owner;
2012 1948
2013 if (!op->other_arch) 1949 if (!op->other_arch)
2014 { 1950 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1951 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1952 return maxdam;
2017 } 1953 }
1954
2018 remove_ob (op); 1955 op->remove ();
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1956
1957 for (i = 0; i < op->stats.food; i++)
2020 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1960 int j;
2023 1961
2024 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
1963
2025 if (friendly) 1964 if (friendly)
2026 { 1965 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1966 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1967 tmp->attack_movement = PETMOVE;
1968
2030 if (owner != NULL) 1969 if (owner)
2031 set_owner (tmp, owner); 1970 tmp->set_owner (owner);
2032 } 1971 }
1972
2033 if (unaggressive) 1973 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1975
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1976 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977
2036 if (j == -1) /* No spot to put this monster */ 1978 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1979 tmp->destroy ();
2038 else 1980 else
2039 { 1981 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1982 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 1983 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 1984 }
2043 } 1985 }
2044 if (friendly) 1986
2045 remove_friendly_object (op); 1987 op->destroy ();
2046 free_object (op);
2047 } 1988 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 1990 hitter->destroy ();
2050 remove_ob (hitter); 1991
2051 free_object (hitter);
2052 }
2053 return maxdam; 1992 return maxdam;
2054} 1993}
2055
2056 1994
2057void 1995void
2058poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2059{ 1997{
2060 archetype *at = find_archetype ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 1999 object *tmp = present_arch_in_ob (at, op);
2062 2000
2063 if (tmp == NULL) 2001 if (tmp == NULL)
2064 { 2002 {
2065 if ((tmp = arch_to_object (at)) == NULL) 2003 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2016 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 2017 tmp->stats.dam += hitter->level / 2;
2080 else 2018 else
2081 tmp->stats.dam = dam; 2019 tmp->stats.dam = dam;
2082 2020
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 2022 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 2023 {
2086 tmp->skill = hitter->skill; 2024 tmp->skill = hitter->skill;
2087 } 2025 }
2088 2026
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 2037 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
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}

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