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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 1.92 by root, Thu Sep 25 04:09:57 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);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81}
82 66
83 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
84 71
85/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 74 * any further action (like destroying the item).
88 */ 75 */
89
90int 76int
91did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
92{ 78{
93 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 80 materialtype_t *mt;
95 81
96 if (op->materialname == NULL) 82 if (!op->materialname)
97 { 83 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
99 {
100 if (op->material & mt->material) 85 if (op->materials & mt->material)
101 break; 86 break;
102 }
103 } 87 }
104 else 88 else
105 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
106 if (mt == NULL) 90
91 if (!mt)
107 return TRUE; 92 return TRUE;
93
108 roll = rndm (1, 20); 94 roll = rndm (1, 20);
109 95
110 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
118 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 108
123 if (type == 0) 109 if (type == 0) return TRUE;
124 return TRUE; 110
125 if (roll == 20) 111 if (roll == 20) return TRUE;
126 return TRUE; 112 if (roll == 1) return FALSE;
127 if (roll == 1)
128 return FALSE;
129 113
130 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
131 { 115 {
132 i = 1 << number; 116 i = 1 << number;
117
133 if (!(i & type)) 118 if (!(i & type))
134 continue; 119 continue;
120
135 attacks++; 121 attacks++;
136 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
137 saves++; 123 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 125 saves++;
141 saves++; 127 saves++;
142 } 128 }
143 129
144 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
145 return TRUE; 131 return TRUE;
132
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 134 return FALSE;
135
148 return TRUE; 136 return TRUE;
149} 137}
150 138
151/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 141 * calling cancellation, etc.)
154 */ 142 */
155
156void 143void
157save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
158{ 145{
159 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
160 { 147 {
161 object *env = op->env; 148 object *env = op->env;
162 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 150 maptile *m = op->map;
164 151
165 op = stop_item (op); 152 op = stop_item (op);
166 if (op == NULL) 153 if (!op)
167 return; 154 return;
168 155
169 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 163 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && 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 = archetype::get (arch)))
185 { 172 {
186 if (env) 173 if (env)
187 { 174 env->insert (op);
188 op->x = env->x, op->y = env->y;
189 insert_ob_in_ob (op, env);
190 if (env->contr)
191 esrv_send_item (env, op);
192 }
193 else 175 else
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
197 }
198 } 177 }
178
199 return; 179 return;
200 } 180 }
181
201 if (type & AT_CANCELLATION) 182 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 183 { /* Cancellation. */
203 cancellation (op); 184 cancellation (op);
204 fix_stopped_item (op, m, originator); 185 fix_stopped_item (op, m, originator);
205 return; 186 return;
206 } 187 }
188
207 if (op->nrof > 1) 189 if (op->nrof > 1)
208 { 190 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
210 if (op)
211 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
212 } 193 }
213 else 194 else
214 { 195 {
215 if (op->env) 196 // drop everything to the ground, if possible
216 { 197 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 198 op->destroy ();
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 } 199 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 200
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 202 if (env)
231 { 203 {
232 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 206 env->insert (op);
235 } 207 }
236 else 208 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
239 } 210
240 }
241 return; 211 return;
242 } 212 }
213
243 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
245 { 216 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
248 218
249 if (at == NULL) 219 if (at == NULL)
250 return; 220 return;
221
251 op = stop_item (op); 222 op = stop_item (op);
252 if (op == NULL) 223 if (op == NULL)
253 return; 224 return;
225
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
255 { 228 {
256 tmp = arch_to_object (at); 229 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
261 */ 234 */
262 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 236 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 238 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239
267 remove_ob (op); 240 tmp->insert (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return; 241 return;
270 } 242 }
271} 243}
272 244
273/* Object op is hitting the map. 245/* Object op is hitting the map.
274 * op is going in direction 'dir' 246 * op is going in direction 'dir'
275 * type is the attacktype of the object. 247 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
278 */ 250 */
279
280int 251int
281hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, int type, int full_hit)
282{ 253{
283 object *tmp, *next;
284 mapstruct *map; 254 maptile *map;
285 sint16 x, y; 255 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 256 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 257
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 258 if (QUERY_FLAG (op, FLAG_FREED))
291 { 259 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 260 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 261 return 0;
294 } 262 }
295 263
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 265 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 266 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 267 return 0;
300 } 268 }
301 269
302 if (!op->map) 270 if (!op->map)
303 { 271 {
306 } 274 }
307 275
308 if (op->head) 276 if (op->head)
309 op = op->head; 277 op = op->head;
310 278
311 op_tag = op->count; 279 mapxy pos (op);
280 pos.move (dir);
312 281
313 map = op->map; 282 if (!pos.normalise ())
314 x = op->x + freearr_x[dir]; 283 return 0;
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318 284
319 // elmex: a safe map tile can't be hit! 285 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 286 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 287 mapspace &ms = pos.ms ();
288
289 if (ms.flags () & P_SAFE)
322 return 0; 290 return 0;
323 291
324 /* peterm: a few special cases for special attacktypes --counterspell 292 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 293 * must be out here because it strikes things which are not alive
326 */ 294 */
327 295 if (type & (AT_COUNTERSPELL | AT_CHAOS))
296 {
328 if (type & AT_COUNTERSPELL) 297 if (type & AT_COUNTERSPELL)
329 { 298 {
330 counterspell (op, dir); /* see spell_effect.c */ 299 counterspell (op, dir); /* see spell_effect.c */
331 300
332 /* If the only attacktype is counterspell or magic, don't need 301 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 302 * 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 */ 303 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 304 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 305 return 0;
306
307 type &= ~AT_COUNTERSPELL;
308 }
309
310 if (type & AT_CHAOS)
368 } 311 {
312 shuffle_attack (op, 1); /* flag tells it to change the face */
313 update_object (op, UP_OBJ_FACE);
314 type &= ~AT_CHAOS;
315 }
316 }
317
318 /* There may still be objects that were above 'next', but there is no
319 * simple way to find out short of copying all object references and
320 * tags into a temporary array before we start processing the first
321 * object. That's why we just abort on destroy.
322 *
323 * This happens whenever attack spells (like fire) hit a pile
324 * of objects. This is not a bug - nor an error.
325 */
326 for (object *next = ms.bot; next && !next->destroyed (); )
327 {
369 tmp = next; 328 object *tmp = next;
370 next = tmp->above; 329 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 }
379 330
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 333 * This is one of the few cases where on_same_map should not be used.
383 */ 334 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
385 continue; 336 continue;
386 337
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 339 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 341 retflag |= 1;
342
391 if (was_destroyed (op, op_tag)) 343 if (op->destroyed ())
392 break; 344 break;
393 } 345 }
394 /* Here we are potentially destroying an object. If the object has 346 /* 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 347 * 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 348 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 349 * 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 350 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 351 * destroyed right now.
400 */ 352 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 353 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
402 { 354 {
403 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356
404 if (was_destroyed (op, op_tag)) 357 if (op->destroyed ())
405 break; 358 break;
406 } 359 }
407 } 360 }
361
408 return 0; 362 return 0;
409} 363}
410 364
411void 365void
412attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
413{ 367{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 369 int i, found = 0;
416 mapstruct *map; 370 maptile *map;
417 object *next, *tmp; 371 object *next, *tmp;
418 372
419 /* put in a few special messages for some of the common attacktypes 373 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 375 * [garbled 20010919]
438 sprintf (buf1, "missed %s", &op->name); 392 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 393 sprintf (buf2, " misses");
440 found++; 394 found++;
441 } 395 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 396 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 397 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 398 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 399 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) 400 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 401 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 402 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); 414 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 415 found++;
462 break; 416 break;
463 } 417 }
464 } 418 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 419 else if (hitter->type == PLAYER && op->is_alive ())
466 { 420 {
467 if (USING_SKILL (hitter, SK_KARATE)) 421 if (USING_SKILL (hitter, SK_KARATE))
468 { 422 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 423 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) 424 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 450 found++;
497 break; 451 break;
498 } 452 }
499 } 453 }
500 } 454 }
455
501 if (found) 456 if (found)
502 { 457 {
503 /* done */ 458 /* done */
504 } 459 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 460 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 461 {
507 sprintf (buf1, "hit"); /* just in case */ 462 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 463 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 464 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 465 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 467 found++;
513 break; 468 break;
514 } 469 }
515 } 470 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 471 else if (type & AT_DRAIN && op->is_alive ())
517 { 472 {
518 /* drain is first, because some items have multiple attypes */ 473 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 474 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) 475 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 476 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 479 found++;
525 break; 480 break;
526 } 481 }
527 } 482 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 483 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 484 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 485 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) 486 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 487 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 488 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); 489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 490 found++;
536 break; 491 break;
537 } 492 }
538 } 493 }
539 else if (type & AT_COLD && IS_LIVE (op)) 494 else if (type & AT_COLD && op->is_alive ())
540 { 495 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 496 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) 497 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 498 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 499 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
562 { 517 {
563 int mtype; 518 int mtype;
564 519
565 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
566 { 521 {
567 case WEAP_HIT: 522 case WEAP_HIT:
568 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
569 break; 524 break;
570 case WEAP_SLASH: 525 case WEAP_SLASH:
571 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
572 break; 527 break;
573 case WEAP_PIERCE: 528 case WEAP_PIERCE:
574 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
575 break; 530 break;
576 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
578 break; 533 break;
579 case WEAP_SLICE: 534 case WEAP_SLICE:
580 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
581 break; 536 break;
582 case WEAP_STAB: 537 case WEAP_STAB:
583 mtype = ATM_STAB; 538 mtype = ATM_STAB;
584 break; 539 break;
585 case WEAP_WHIP: 540 case WEAP_WHIP:
586 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
587 break; 542 break;
588 case WEAP_CRUSH: 543 case WEAP_CRUSH:
589 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
590 break; 545 break;
591 case WEAP_BLUD: 546 case WEAP_BLUD:
592 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
593 break; 548 break;
594 default: 549 default:
595 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
596 break; 551 break;
597 } 552 }
553
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 554 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 555 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 { 556 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 557 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
621 strcpy (buf1, "hit"); 577 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 578 strcpy (buf2, " hits");
623 } 579 }
624 580
625 /* bail out if a monster is casting spells */ 581 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 582 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 583 return;
628 584
629 /* scale down magic considerably. */ 585 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 586 if (type & AT_MAGIC && rndm (0, 5))
631 return; 587 return;
632 588
633 /* Did a player hurt another player? Inform both! */ 589 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 590 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 591 {
636 if (get_owner (hitter) != NULL) 592 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 593 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 594 else
639 { 595 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
641 if (dam != 0) 598 if (dam != 0)
642 { 599 {
643 if (dam < 10) 600 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
645 else if (dam < 20) 602 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
647 else 604 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
649 } 606 }
650 } 607 }
608
651 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */ 610 } /* end of player hitting player */
653 611
654 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
655 { 613 {
656 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
657 if (dam != 0) 616 if (dam != 0)
658 { 617 {
659 if (dam < 10) 618 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
661 else if (dam < 20) 620 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
663 else 622 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
665 } 624 }
625
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 627 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 629 {
670 /* look for stacked spells and start reducing the message chances */ 630 /* 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)) 631 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 632 {
673 i = 4; 633 i = 4;
674 map = hitter->map; 634 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 635 if (out_of_map (map, hitter->x, hitter->y))
676 return; 636 return;
637
677 next = get_map_ob (map, hitter->x, hitter->y); 638 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 639 if (next)
679 while (next) 640 while (next)
680 { 641 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 642 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 643 i *= 3;
644
683 tmp = next; 645 tmp = next;
684 next = tmp->above; 646 next = tmp->above;
685 } 647 }
648
686 if (i < 0) 649 if (i < 0)
687 return; 650 return;
651
688 if (rndm (0, i) != 0) 652 if (rndm (0, i) != 0)
689 return; 653 return;
690 } 654 }
691 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
692 return; 656 return;
657
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 661 }
697} 662}
698 663
699 664
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 { 669 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1; 671 return 1;
707 } 672 }
673
708 if ((*target)->head) 674 if ((*target)->head)
709 *target = (*target)->head; 675 *target = (*target)->head;
676
710 if ((*hitter)->head) 677 if ((*hitter)->head)
711 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
712 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
713 { 684 {
714 *simple_attack = 1; 685 *simple_attack = 1;
715 return 0; 686 return 0;
716 } 687 }
688
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
719 { 693 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 return 1; 696 return 1;
722 } 697 }
698
723 *simple_attack = 0; 699 *simple_attack = 0;
724 return 0; 700 return 0;
725} 701}
726 702
727static int 703static int
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 724attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 725{
750 int simple_attack, roll, dam = 0; 726 int simple_attack, roll, dam = 0;
751 uint32 type; 727 uint32 type;
752 shstr op_name; 728 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 729
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 730 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 731 goto error;
757 732
758 if (hitter->current_weapon) 733 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 734 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 735 return RESULT_INT (0);
761 736
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 737 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 738 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 739
768 /* 740 /*
769 * A little check to make it more difficult to dance forward and back 741 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
771 */ 743 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
773 { 745 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
778 */ 750 */
779 op->speed_left--; 751 --op->speed_left;
780 process_object (op); 752 process_object (op);
753
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 755 goto error;
783 } 756 }
784 757
785 op_name = op->name; 758 op_name = op->name;
786 759
793 /* See if we hit the creature */ 766 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 768 {
796 int hitdam = base_dam; 769 int hitdam = base_dam;
797 770
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) 771 if (!simple_attack)
816 { 772 {
817 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 775 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 776 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 777 CLEAR_FLAG (op, FLAG_SLEEP);
822 778
823 /* If the victim can't see the attacker, it may alert others 779 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 780 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 782 npc_call_help (op);
827 783
828 /* if you were hidden and hit by a creature, you are discovered */ 784 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 { 786 {
831 make_visible (op); 787 make_visible (op);
788
832 if (op->type == PLAYER) 789 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
834 } 791 }
835 792
836 /* thrown items (hitter) will have various effects 793 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 794 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 795 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 796 * wrapper object.
840 */ 797 */
841 thrown_item_effect (hitter, op); 798 thrown_item_effect (hitter, op);
799
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 800 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 801 goto leave;
844 } 802 }
845 803
846 /* Need to do at least 1 damage, otherwise there is no point 804 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 805 * to go further and it will cause FPE's below.
848 */ 806 */
849 if (hitdam <= 0) 807 if (hitdam <= 0)
850 hitdam = 1; 808 hitdam = 1;
851 809
852 type = hitter->attacktype; 810 type = hitter->attacktype;
811
853 if (!type) 812 if (!type)
854 type = AT_PHYSICAL; 813 type = AT_PHYSICAL;
814
855 /* Handle monsters that hit back */ 815 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 816 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 817 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 818 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 819 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
820
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 821 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
822
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 823 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 824 goto leave;
863 } 825 }
864 826
865 /* In the new attack code, it should handle multiple attack 827 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 828 * types in its area, so remove it from here.
867 */ 829 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 830 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
831
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 832 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 833 goto leave;
871 } /* end of if hitter hit op */ 834 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 835 /* if we missed, dam=0 */
873 836
874 /*attack_message(dam, type, op, hitter); */ 837 /*attack_message(dam, type, op, hitter); */
884} 847}
885 848
886int 849int
887attack_ob (object *op, object *hitter) 850attack_ob (object *op, object *hitter)
888{ 851{
889
890 if (hitter->head)
891 hitter = hitter->head; 852 hitter = hitter->head_ ();
853
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 854 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893} 855}
894 856
895/* op is the arrow, tmp is what is stopping the arrow. 857/* op is the arrow, tmp is what is stopping the arrow.
896 * 858 *
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 867 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around. 868 * stick around.
907 */ 869 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 871 {
910 if (tmp->head != NULL) 872 tmp->head_ ()->insert (op);
911 tmp = tmp->head;
912
913 remove_ob (op);
914 op = insert_ob_in_ob (op, tmp);
915
916 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op);
918
919 return 1; 873 return 1;
920 } 874 }
921 else 875 else
922 return 0; 876 return 0;
923} 877}
931object * 885object *
932hit_with_arrow (object *op, object *victim) 886hit_with_arrow (object *op, object *victim)
933{ 887{
934 object *container, *hitter; 888 object *container, *hitter;
935 int hit_something = 0; 889 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 890
939 /* Disassemble missile */ 891 /* Disassemble missile */
940 if (op->inv) 892 if (op->inv)
941 { 893 {
942 container = op; 894 container = op;
943 hitter = op->inv; 895 hitter = op->inv;
944 remove_ob (hitter); 896 hitter->remove ();
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 897 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 898 /* 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 899 * 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 900 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 901 * THROWN_OBJs. */
950 } 902 }
951 else 903 else
952 { 904 {
953 container = NULL; 905 container = 0;
954 hitter = op; 906 hitter = op;
955 } 907 }
956 908
957 /* Try to hit victim */ 909 /* 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); 910 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 911
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 912 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 913 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 914 * 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 915 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 916 * other places as well!)
970 */ 917 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 918 if (hitter->destroyed () || hitter->env != NULL)
972 { 919 {
973 if (container) 920 if (container)
974 { 921 {
975 remove_ob (container); 922 container->remove ();
976 free_object (container); 923 container->destroy ();
977 } 924 }
925
978 return NULL; 926 return 0;
979 } 927 }
980 928
981 /* Missile hit victim */ 929 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 930 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 931 * through the target
984 */ 932 */
985 if (hit_something && op->speed <= 10.0) 933 if (hit_something && op->speed <= 10.0)
986 { 934 {
987 /* Stop arrow */ 935 /* Stop arrow */
988 if (container == NULL) 936 if (!container)
989 { 937 {
990 hitter = fix_stopped_arrow (hitter); 938 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 939 if (!hitter)
992 return NULL; 940 return 0;
993 } 941 }
994 else 942 else
995 { 943 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 944
1000 /* Try to stick arrow into victim */ 945 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 946 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 947 return 0;
1003 948
1004 /* Else try to put arrow on victim's map square 949 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 950 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 951 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 952 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 953 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 954 * way to handle those otherwise?
1010 */ 955 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 956 if (victim->x != hitter->x || victim->y != hitter->y)
1012 { 957 {
1013 remove_ob (hitter); 958 hitter->remove ();
1014 hitter->x = victim_x; 959 hitter->x = victim->x;
1015 hitter->y = victim_y; 960 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
1017 } 962 }
1018 else 963 else
1019 {
1020 /* Else leave arrow where it is */ 964 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 965 merge_ob (hitter, NULL);
1022 } 966
1023 return NULL; 967 return 0;
1024 } 968 }
1025 969
1026 if (hit_something && op->speed >= 10.0) 970 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 971 op->speed -= 1.0;
1028 972
1029 /* Missile missed victim - reassemble missile */ 973 /* Missile missed victim - reassemble missile */
1030 if (container) 974 if (container)
1031 { 975 {
1032 remove_ob (hitter); 976 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 977 insert_ob_in_ob (hitter, container);
1034 } 978 }
979
1035 return op; 980 return op;
1036} 981}
1037
1038 982
1039void 983void
1040tear_down_wall (object *op) 984tear_down_wall (object *op)
1041{ 985{
1042 int perc = 0; 986 int perc = 0;
1048 } 992 }
1049 else if (!GET_ANIM_ID (op)) 993 else if (!GET_ANIM_ID (op))
1050 { 994 {
1051 /* Object has been called - no animations, so remove it */ 995 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 996 if (op->stats.hp < 0)
997 op->destroy ();
1053 { 998
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 */ 999 return; /* no animations, so nothing more to do */
1060 } 1000 }
1001
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1002 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1003
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1004 if (perc >= (int) NUM_ANIMATIONS (op))
1063 perc = NUM_ANIMATIONS (op) - 1; 1005 perc = NUM_ANIMATIONS (op) - 1;
1064 else if (perc < 1) 1006 else if (perc < 1)
1065 perc = 1; 1007 perc = 1;
1008
1066 SET_ANIMATION (op, perc); 1009 SET_ANIMATION (op, perc);
1067 update_object (op, UP_OBJ_FACE); 1010 update_object (op, UP_OBJ_FACE);
1011
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1012 if (perc == NUM_ANIMATIONS (op) - 1)
1069 { /* Reached the last animation */ 1013 { /* Reached the last animation */
1070 if (op->face == blank_face) 1014 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1015 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1016 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 1017 else
1081 { /* The last face was not blank, leave an image */ 1018 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1019 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083 update_all_los (op->map, op->x, op->y); 1020 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1021 op->move_block = 0;
1088} 1025}
1089 1026
1090void 1027void
1091scare_creature (object *target, object *hitter) 1028scare_creature (object *target, object *hitter)
1092{ 1029{
1093 object *owner = get_owner (hitter); 1030 object *owner = hitter->owner;
1094 1031
1095 if (!owner) 1032 if (!owner)
1096 owner = hitter; 1033 owner = hitter;
1097 1034
1098 SET_FLAG (target, FLAG_SCARED); 1035 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy) 1036 if (!target->enemy)
1100 target->enemy = owner; 1037 target->enemy = owner;
1101} 1038}
1102
1103 1039
1104/* This returns the amount of damage hitter does to op with the 1040/* This returns the amount of damage hitter does to op with the
1105 * appropriate attacktype. Only 1 attacktype should be set at a time. 1041 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should 1042 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.) 1043 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not 1044 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */ 1045 * the attacktype. Makes it easier for the PR code. */
1110
1111int 1046int
1112hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1047hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113{ 1048{
1114
1115 int doesnt_slay = 1; 1049 int doesnt_slay = 1;
1116 1050
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1051 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS) 1052 if (attacknum >= NROFATTACKS)
1119 { 1053 {
1121 return 0; 1055 return 0;
1122 } 1056 }
1123 1057
1124 if (dam < 0) 1058 if (dam < 0)
1125 { 1059 {
1126 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1060 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1061 dam, hitter->debug_desc (), op->debug_desc ());
1127 return 0; 1062 return 0;
1128 } 1063 }
1129 1064
1130 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1065 /* 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. */ 1066 * people can't mess with that or it otherwise get confused. */
1132 if (attacknum == ATNR_INTERNAL) 1067 if (attacknum == ATNR_INTERNAL)
1133 return dam; 1068 return dam;
1134 1069
1135 if (hitter->slaying) 1070 if (hitter->slaying)
1136 { 1071 {
1137 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1072 if ((op->race && strstr (hitter->slaying, op->race))
1138 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1073 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1139 { 1074 {
1140 doesnt_slay = 0; 1075 doesnt_slay = 0;
1141 dam *= 3; 1076 dam *= 3;
1142 } 1077 }
1143 } 1078 }
1157 /* Special hack. By default, if immune to something, you 1092 /* Special hack. By default, if immune to something, you
1158 * shouldn't need to worry. However, acid is an exception, since 1093 * shouldn't need to worry. However, acid is an exception, since
1159 * it can still damage your items. Only include attacktypes if 1094 * it can still damage your items. Only include attacktypes if
1160 * special processing is needed */ 1095 * special processing is needed */
1161 1096
1162 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1097 if (op->resist[attacknum] >= 100
1098 && doesnt_slay
1099 && attacknum != ATNR_ACID)
1163 return 0; 1100 return 0;
1164 1101
1165 /* Keep this in order - makes things easier to find */ 1102 /* Keep this in order - makes things easier to find */
1166 1103
1167 switch (attacknum) 1104 switch (attacknum)
1168 { 1105 {
1169 case ATNR_PHYSICAL: 1106 case ATNR_PHYSICAL:
1170 /* here also check for diseases */ 1107 /* here also check for diseases */
1171 check_physically_infect (op, hitter); 1108 check_physically_infect (op, hitter);
1172 break; 1109 break;
1173 1110
1174 /* Don't need to do anything for: 1111 /* Don't need to do anything for:
1175 magic, 1112 magic,
1176 fire, 1113 fire,
1177 electricity, 1114 electricity,
1178 cold */ 1115 cold */
1179 1116
1180 case ATNR_CONFUSION: 1117 case ATNR_CONFUSION:
1181 case ATNR_POISON: 1118 case ATNR_POISON:
1182 case ATNR_SLOW: 1119 case ATNR_SLOW:
1183 case ATNR_PARALYZE: 1120 case ATNR_PARALYZE:
1184 case ATNR_FEAR: 1121 case ATNR_FEAR:
1185 case ATNR_CANCELLATION: 1122 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE: 1123 case ATNR_DEPLETE:
1187 case ATNR_BLIND: 1124 case ATNR_BLIND:
1188 { 1125 {
1189 /* chance for inflicting a special attack depends on the 1126 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level 1127 * difference between attacker's and defender's level
1191 */ 1128 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1129 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 1130
1194 /* First, only creatures/players with speed can be affected. 1131 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects 1132 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the 1133 * you. Third, you still get a saving through against the
1197 * effect. 1134 * effect.
1198 */ 1135 */
1199 if (op->speed && 1136 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1137 (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)) 1138 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 { 1139 {
1203 1140
1204 /* Player has been hit by something */ 1141 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION) 1142 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam); 1143 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON) 1144 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam); 1145 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW) 1146 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam); 1147 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE) 1148 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam); 1149 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR) 1150 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter); 1151 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION) 1152 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op); 1153 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE) 1154 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op); 1155 op->drain_stat ();
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1156 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam); 1157 blind_player (op, hitter, dam);
1221 } 1158 }
1159
1222 dam = 0; /* These are all effects and don't do real damage */ 1160 dam = 0; /* These are all effects and don't do real damage */
1223 } 1161 }
1224 break; 1162 break;
1163
1225 case ATNR_ACID: 1164 case ATNR_ACID:
1226 { 1165 {
1227 int flag = 0; 1166 int flag = 0;
1228 1167
1229 /* Items only get corroded if you're not on a battleground and 1168 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */ 1169 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1170 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 { 1171 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1172 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1236 { 1173 {
1237 if (tmp->invisible) 1174 if (tmp->invisible)
1238 continue; 1175 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1176 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */ 1177 /* >= 10% acid res. on items will protect these */
1241 continue; 1178 continue;
1242 if (!(tmp->material & M_IRON)) 1179 if (!(tmp->materials & M_IRON))
1243 continue; 1180 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */ 1181 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue; 1182 continue;
1246 if (tmp->type == RING || 1183 if (tmp->type == RING
1247 /* removed boots and gloves from exclusion list in 1184 /* removed boots and gloves from exclusion list in PR */
1248 PR */ 1185 || tmp->type == GIRDLE
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 || tmp->type == AMULET
1187 || tmp->type == WAND
1188 || tmp->type == ROD
1189 || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */ 1190 continue; /* To avoid some strange effects */
1251 1191
1252 /* High damage acid has better chance of corroding 1192 /* High damage acid has better chance of corroding
1253 objects */ 1193 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1194 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1195 {
1196 flag = 1;
1197 tmp->magic--;
1198
1199 if (object *pl = tmp->visible_to ())
1255 { 1200 {
1256 if (op->type == PLAYER)
1257 /* Make this more visible */ 1201 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1202 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1203 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1; 1204
1261 tmp->magic--; 1205 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1262 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp);
1264 } 1206 }
1265 } 1207 }
1266 if (flag) 1208 }
1267 fix_player (op); /* Something was corroded */
1268 } 1209
1210 if (flag)
1211 op->update_stats (); /* Something was corroded */
1269 } 1212 }
1213 }
1270 break; 1214 break;
1215
1271 case ATNR_DRAIN: 1216 case ATNR_DRAIN:
1272 { 1217 {
1273 /* rate is the proportion of exp drained. High rate means 1218 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained. 1219 * not much is drained, low rate means a lot is drained.
1275 */ 1220 */
1276 int rate; 1221 int rate;
1277 1222
1278 if (op->resist[ATNR_DRAIN] >= 0) 1223 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1224 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else 1225 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1226 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282 1227
1283 if (op->stats.exp <= rate) 1228 if (op->stats.exp <= rate)
1284 { 1229 {
1285 if (op->type == GOLEM) 1230 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */ 1231 dam = 999; /* Its force is "sucked" away. 8) */
1287 else 1232 else
1288 /* If we can't drain, lets try to do physical damage */ 1233 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1234 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 } 1235 }
1291 else 1236 else
1292 { 1237 {
1293 /* Randomly give the hitter some hp */ 1238 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp && 1239 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1240 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++; 1241 hitter->stats.hp++;
1297 1242
1298 /* Can't do drains on battleground spaces. 1243 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp 1244 * 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, 1245 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens. 1246 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain 1247 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks. 1248 * attacks, hence all the != PLAYER checks.
1304 */ 1249 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1250 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1306 { 1251 {
1307 object *owner = get_owner (hitter); 1252 object *owner = hitter->owner;
1308 1253
1309 if (owner && owner != hitter) 1254 if (owner && owner != hitter)
1310 { 1255 {
1311 if (op->type != PLAYER || owner->type != PLAYER) 1256 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2), 1257 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1258 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 } 1259 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER) 1260 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 {
1317 change_exp (hitter, op->stats.exp / (rate * 2), 1261 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1262 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 } 1263
1320 change_exp (op, -op->stats.exp / rate, NULL, 0); 1264 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 } 1265 }
1266
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1267 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, 1268 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed 1269 * as the messages will say you missed
1325 */ 1270 */
1326 } 1271 }
1327 } 1272 }
1328 break; 1273 break;
1274
1329 case ATNR_TURN_UNDEAD: 1275 case ATNR_TURN_UNDEAD:
1330 { 1276 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1277 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 { 1278 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1279 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 object *god = find_god (determine_god (owner)); 1280 object *god = find_god (determine_god (owner));
1335 int div = 1; 1281 int div = 1;
1336 1282
1337 /* if undead are not an enemy of your god, you turn them 1283 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */ 1284 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1285 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1340 div = 2; 1286 div = 2;
1287
1341 /* Give a bonus if you resist turn undead */ 1288 /* 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))) 1289 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner); 1290 scare_creature (op, owner);
1344 } 1291 }
1345 else 1292 else
1346 dam = 0; /* don't damage non undead - should we damage 1293 dam = 0; /* don't damage non undead - should we damage
1347 undead? */ 1294 undead? */
1348 } 1295 }
1349 break; 1296 break;
1297
1350 case ATNR_DEATH: 1298 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam); 1299 deathstrike_player (op, hitter, &dam);
1352 break; 1300 break;
1301
1353 case ATNR_CHAOS: 1302 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1303 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1355 dam = 0; 1304 dam = 0;
1356 break; 1305 break;
1306
1357 case ATNR_COUNTERSPELL: 1307 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1308 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1359 dam = 0; 1309 dam = 0;
1360 /* This should never happen. Counterspell is handled 1310 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen, 1311 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it 1312 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */ 1313 * does no damage. */
1364 break; 1314 break;
1315
1365 case ATNR_HOLYWORD: 1316 case ATNR_HOLYWORD:
1366 { 1317 {
1367 /* This has already been handled by hit_player, 1318 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */ 1319 * no need to check twice -- DAMN */
1320 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1369 1321
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 */ 1322 /* 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]) 1323 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner); 1324 scare_creature (op, owner);
1375 } 1325 }
1376 break; 1326 break;
1327
1377 case ATNR_LIFE_STEALING: 1328 case ATNR_LIFE_STEALING:
1378 { 1329 {
1379 int new_hp; 1330 int new_hp;
1380 1331
1381 /* this is replacement to drain for players, instead of taking 1332 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not 1333 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters 1334 * much use giving it to monsters
1384 * 1335 *
1385 * life stealing doesn't do a lot of damage, but it gives the 1336 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that, 1337 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by 1338 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000). 1339 * 1000).
1389 */ 1340 */
1390 /* You can't steal life from something undead */ 1341 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1342 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0; 1343 return 0;
1344
1393 /* If drain protection is higher than life stealing, use that */ 1345 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1346 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1347 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else 1348 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1350
1398 /* You die at -1 hp, not zero. */ 1351 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1)) 1352 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1; 1353 dam = op->stats.hp + 1;
1354
1401 new_hp = hitter->stats.hp + dam; 1355 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp) 1356 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp; 1357 new_hp = hitter->stats.maxhp;
1358
1404 if (new_hp > hitter->stats.hp) 1359 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp; 1360 hitter->stats.hp = new_hp;
1406 } 1361 }
1407 } 1362 }
1363
1408 return dam; 1364 return dam;
1409} 1365}
1410
1411 1366
1412/* GROS: This code comes from hit_player. It has been made external to 1367/* 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. 1368 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1369 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1370 * Sword. Note that nothing has been changed from the original version
1426 */ 1381 */
1427int 1382int
1428kill_object (object *op, int dam, object *hitter, int type) 1383kill_object (object *op, int dam, object *hitter, int type)
1429{ 1384{
1430 char buf[MAX_BUF]; 1385 char buf[MAX_BUF];
1431 const char *skill; 1386 shstr skill;
1432 int maxdam = 0; 1387 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */ 1388 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */ 1389 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL; 1390 object *owner = 0;
1436 object *skop = NULL; 1391 object *skop = 0;
1437 1392
1438 if (op->stats.hp >= 0) 1393 if (op->stats.hp >= 0)
1439 return -1; 1394 return -1;
1440 1395
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1396 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1405 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1406 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1407
1453 if (op->type == DOOR) 1408 if (op->type == DOOR)
1454 { 1409 {
1455 op->speed = 0.1; 1410 op->set_speed (0.1f);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1411 op->speed_left = -0.05f;
1458 return maxdam; 1412 return maxdam;
1459 } 1413 }
1414
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1415 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1416 {
1462 remove_friendly_object (op); 1417 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; 1418 return maxdam;
1472 } 1419 }
1473 1420
1474 /* Now lets start dealing with experience we get for killing something */ 1421 /* Now lets start dealing with experience we get for killing something */
1475 1422
1476 owner = get_owner (hitter); 1423 owner = hitter->outer_owner ();
1477 if (owner == NULL) 1424 if (!owner)
1478 owner = hitter; 1425 owner = hitter;
1479 1426
1480 /* is the victim (op) standing on battleground? */ 1427 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1428 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1429 battleg = 1;
1486 pk = 1; 1433 pk = 1;
1487 1434
1488 /* Player killed something */ 1435 /* Player killed something */
1489 if (owner->type == PLAYER) 1436 if (owner->type == PLAYER)
1490 { 1437 {
1491 Log_Kill (owner->name,
1492 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1493
1494 /* Log players killing other players - makes it easier to detect 1438 /* Log players killing other players - makes it easier to detect
1495 * and filter out malicious player killers - that is why the 1439 * and filter out malicious player killers - that is why the
1496 * ip address is included. 1440 * ip address is included.
1497 */ 1441 */
1498 if (op->type == PLAYER && !battleg) 1442 if (op->type == PLAYER && !battleg)
1502 char buf[256]; 1446 char buf[256];
1503 1447
1504 tmv = localtime (&t); 1448 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1449 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1450
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1451 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1452 }
1509 1453
1510 /* try to filter some things out - basically, if you are 1454 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1455 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1456 * probably don't want to see that.
1513 */ 1457 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1458 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1459 {
1516 if (owner != hitter) 1460 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1461 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1462 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1463 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1464
1524 /* Only play sounds for melee kills */ 1465 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1466 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1467 owner->play_sound (sound_find ("player_kills"));
1527 } 1468 }
1528 1469
1529 /* If a player kills another player, not on 1470 /* If a player kills another player, not on
1530 * battleground, the "killer" looses 1 luck. Since this is 1471 * battleground, the "killer" looses 1 luck. Since this is
1531 * not reversible, it's actually quite a pain IMHO. -AV 1472 * not reversible, it's actually quite a pain IMHO. -AV
1533 * player that the object belonged to - so if you killed another player 1474 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1475 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1476 * Changed to make luck penalty configurable in settings.
1536 */ 1477 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1478 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1479 owner->change_luck (-settings.pk_luck_penalty);
1539 1480
1540 /* This code below deals with finding the appropriate skill 1481 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1482 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1483 * probably never really have to look at current_weapon->skill
1543 */ 1484 */
1544 skill = NULL;
1545 if (hitter->skill && hitter->type != PLAYER) 1485 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1486 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1487 else if (owner->chosen_skill)
1548 { 1488 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill; 1489 skop = owner->chosen_skill;
1490 skill = skop->skill;
1551 } 1491 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1492 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1553 skill = owner->current_weapon->skill; 1493 skill = owner->current_weapon->skill;
1554 else 1494 else
1495 {
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1496 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1497 skill = 0;
1498 }
1556 1499
1557 /* We have the skill we want to credit to - now find the object this goes 1500 /* 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! 1501 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */ 1502 */
1560 if ((!skop || skop->type != SKILL) && skill) 1503 if ((!skop || skop->type != SKILL) && skill)
1561 { 1504 for (object *tmp = owner->inv; tmp; tmp = tmp->below)
1562 int i; 1505 if (tmp->skill == skill && tmp->type == SKILL)
1563
1564 for (i = 0; i < NUM_SKILLS; i++)
1565 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1566 { 1506 {
1567 skop = owner->contr->last_skill_ob[i]; 1507 skop = splay (tmp);
1568 break; 1508 break;
1569 } 1509 }
1570 }
1571 } /* Was it a player that hit somethign */ 1510 } /* Was it a player that hit somethign */
1572 else 1511 else
1573 {
1574 skill = NULL; 1512 skill = 0;
1575 }
1576 1513
1577 /* Pet (or spell) killed something. */
1578 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else
1584 {
1585 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 }
1589 /* These may have been set in the player code section above */ 1514 /* These may have been set in the player code section above */
1590 if (!skop) 1515 if (!skop)
1591 skop = hitter->chosen_skill; 1516 skop = hitter->chosen_skill;
1517
1592 if (!skill && skop) 1518 if (!skill && skop)
1593 skill = skop->skill; 1519 skill = skop->skill;
1594 1520
1595 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596
1597
1598 /* If you didn't kill yourself, and your not the wizard */ 1521 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1522 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1600 { 1523 {
1601 int exp; 1524 int exp;
1602 1525
1603 /* Really don't give much experience for killing other players */ 1526 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1527 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1528 if (op->type == PLAYER)
1606 { 1529 {
1607 if (battleg) 1530 if (battleg)
1608 { 1531 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1532 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1550
1628 if (!settings.simple_exp) 1551 if (!settings.simple_exp)
1629 exp = exp / 2; 1552 exp = exp / 2;
1630 1553
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1554 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1555 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1556 else
1636 { 1557 {
1637 int shares = 0, count = 0; 1558 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1559 partylist *party = owner->contr->party;
1642 1560
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1561 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1562
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1563 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1564 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1565 {
1650 count++; 1566 count++;
1651 shares += (pl->ob->level + 4); 1567 shares += (pl->ob->level + 4);
1652 } 1568 }
1653 } 1569
1654 if (count == 1 || shares > exp) 1570 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1571 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1572 else
1657 { 1573 {
1658 int share = exp / shares, given = 0, nexp; 1574 int share = exp / shares, given = 0, nexp;
1659 1575
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1576 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1577 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1578 {
1664 nexp = (pl->ob->level + 4) * share; 1579 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1580 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1581 given += nexp;
1667 } 1582 }
1668 } 1583
1669 exp -= given; 1584 exp -= given;
1670 /* give any remainder to the player */ 1585 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1586 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1587 }
1673 } /* else part of a party */ 1588 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1589 } /* end if person didn't kill himself */
1676 1590
1677 if (op->type != PLAYER) 1591 if (op->type != PLAYER)
1678 { 1592 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1593 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1594 {
1681 object *owner1 = get_owner (op); 1595 object *owner1 = op->owner;
1682 1596
1683 if (owner1 != NULL && owner1->type == PLAYER) 1597 if (owner1 && owner1->type == PLAYER)
1684 { 1598 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1599 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1686 /* Maybe we should include the owner that killed this, maybe not */ 1600 /* 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); 1601 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1688 } 1602 }
1603
1689 remove_friendly_object (op); 1604 remove_friendly_object (op);
1690 } 1605 }
1691 remove_ob (op); 1606
1692 free_object (op); 1607 op->destroy ();
1693 } 1608 }
1694 /* Player has been killed! */
1695 else 1609 else
1696 { 1610 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1611 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1698 { 1612
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 }
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process 1613 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1614 * continues in the calling function.
1709 */ 1615 */
1710 return maxdam; 1616 return maxdam;
1711} 1617}
1712 1618
1713/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1619/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire 1620 * Returns 0 this is not friendly fire
1715 */ 1621 */
1716
1717int 1622int
1718friendly_fire (object *op, object *hitter) 1623friendly_fire (object *op, object *hitter)
1719{ 1624{
1720 object *owner; 1625 object *owner;
1721 int friendlyfire; 1626 int friendlyfire;
1731 return 0; 1636 return 0;
1732 1637
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1638 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1639 return 1;
1735 1640
1736 if ((owner = get_owner (hitter)) != NULL) 1641 if ((owner = hitter->owner) != NULL)
1737 { 1642 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1643 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1644 friendlyfire = 2;
1740 } 1645 }
1741 1646
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1647 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0; 1648 friendlyfire = 0;
1744 } 1649 }
1650
1745 return friendlyfire; 1651 return friendlyfire;
1746} 1652}
1747
1748 1653
1749/* This isn't used just for players, but in fact most objects. 1654/* 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 1655 * 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 1656 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1657 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1658 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1659 * modify it.
1755 */ 1660 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1661/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1662 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1663int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1664hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1665{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1666 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1667 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1668 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1669 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1670 int rtn_kill = 0;
1769 int friendlyfire; 1671 int friendlyfire;
1770 1672
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1673 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1674 return 0;
1773 1675
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1676 /* 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)) 1677 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0; 1678 return 0;
1777 1679
1778#ifdef PROHIBIT_PLAYERKILL 1680 // only allow pk for hostile players
1779 if (op->type == PLAYER) 1681 if (op->type == PLAYER)
1780 { 1682 {
1781 object *owner = get_owner (hitter); 1683 object *owner = hitter->owner;
1782 1684
1783 if (!owner) 1685 if (!owner)
1784 owner = hitter; 1686 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1687
1786 { 1688 if (owner->type == PLAYER
1689 && (!op_on_battleground (op, 0, 0)
1690 && (op->contr->peaceful || owner->contr->peaceful))
1691 && op != owner)
1787 return 0; 1692 return 0;
1788 }
1789 } 1693 }
1790#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1694
1795 if (body_attack) 1695 if (body_attack)
1796 { 1696 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1697 /* 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 1698 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1704 * attack so we don't cancel out things like magic bullet.
1805 */ 1705 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1706 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1707 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1708 type &= ~(AT_PARALYZE | AT_SLOW);
1709
1809 if (!type || type == AT_MAGIC) 1710 if (!type || type == AT_MAGIC)
1810 return 0; 1711 return 0;
1811 } 1712 }
1812 } 1713 }
1813 1714
1814 if (!simple_attack && op->type == DOOR) 1715 if (!simple_attack && op->type == DOOR)
1815 { 1716 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1717 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1718 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1719 {
1821 spring_trap (tmp, hitter); 1720 spring_trap (tmp, hitter);
1721
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1722 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1723 return 0;
1724
1824 break; 1725 break;
1825 } 1726 }
1826 } 1727 }
1827 1728
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1729 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1730 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1731 /* 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. 1732 * destroyed() check above doesn't return, and might get here.
1832 */ 1733 */
1734
1735 /* FIXME: This for example happens when a dead door is on a mover and
1736 gets it's speed_left raised on each mover-tick.
1737 Doors are removed in a kinda funny way by giving them speed and speed_left
1738 and waiting for that to run out.
1739 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1740 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1834 return 0; 1741 return 0;
1835 } 1742 }
1836 1743
1837#ifdef ATTACK_DEBUG 1744#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1745 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 */ 1751 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1752 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1753 if (dam >= 100)
1847 dam /= 100; 1754 dam /= 100;
1848 else 1755 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1756 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1757 }
1851 1758
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1759 /* 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 1760 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1761 */
1870 if ((!hitter->slaying || 1777 if ((!hitter->slaying ||
1871 (!(op->race && strstr (hitter->slaying, op->race)) && 1778 (!(op->race && strstr (hitter->slaying, op->race)) &&
1872 !(op->name && strstr (hitter->slaying, op->name)))) && 1779 !(op->name && strstr (hitter->slaying, op->name)))) &&
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1780 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1874 (hitter->title != NULL 1781 (hitter->title != NULL
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1782 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1876 return 0; 1783 return 0;
1877 } 1784 }
1878 1785
1879 maxattacktype = type; /* initialize this to something */ 1786 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1787 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1788 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1789 /* 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 1790 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1791 * the only attacktype in the group, then still attack with it
1912 */ 1819 */
1913 friendlyfire = friendly_fire (op, hitter); 1820 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam) 1821 if (friendlyfire && maxdam)
1915 { 1822 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100); 1823 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917#ifndef COZY_SERVER
1918 maxdam++;
1919#endif
1920 1824
1921#ifdef ATTACK_DEBUG 1825#ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1826 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1827 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924#endif 1828#endif
1925 } 1829 }
1926 1830
1927 if (!full_hit) 1831 if (!full_hit)
1928 { 1832 {
1929 archetype *at;
1930 int area; 1833 int area;
1931 int remainder; 1834 int remainder;
1932 1835
1933 area = 0; 1836 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more) 1837
1838 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1935 area++; 1839 area++;
1840
1936 assert (area > 0); 1841 assert (area > 0);
1937 1842
1938 /* basically: maxdam /= area; we try to "simulate" a float 1843 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1844 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1845 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1846 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1847 if (rndm (100) < remainder)
1943 maxdam++; 1848 maxdam++;
1944 } 1849 }
1945 1850
1946#ifdef ATTACK_DEBUG 1851#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1852 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1853#endif
1949 1854
1950 if (get_owner (hitter)) 1855 // for now, only do this for active objects, otherwise they
1856 // keep a refcount for a long time and I see no usefulness
1857 // for an non-active objetc to know its enemy.
1858 if (op->active)
1859 if (hitter->owner)
1951 op->enemy = hitter->owner; 1860 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1861 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1862 op->enemy = hitter;
1954 1863
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1864 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 { 1865 {
1957 /* The unaggressives look after themselves 8) */ 1866 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1867 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1980 1889
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1890 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1891 {
1983 if (maxdam) 1892 if (maxdam)
1984 tear_down_wall (op); 1893 tear_down_wall (op);
1894
1985 return maxdam; /* nothing more to do for wall */ 1895 return maxdam; /* nothing more to do for wall */
1986 } 1896 }
1987 1897
1988 /* See if the creature has been killed */ 1898 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1899 rtn_kill = kill_object (op, maxdam, hitter, type);
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1904 /* 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 1905 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case. 1906 * remained - that is no longer the case.
1997 */ 1907 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1908 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1909 hitter->destroy ();
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1910
2001 remove_friendly_object (hitter);
2002 remove_ob (hitter);
2003 free_object (hitter);
2004 }
2005 /* Lets handle creatures that are splitting now */ 1911 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1912 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1913 {
2008 int i; 1914 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1915 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1916 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1917 object *owner = op->owner;
2012 1918
2013 if (!op->other_arch) 1919 if (!op->other_arch)
2014 { 1920 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1921 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1922 return maxdam;
2017 } 1923 }
1924
2018 remove_ob (op); 1925 op->remove ();
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1926
1927 for (i = 0; i < op->stats.food; i++)
2020 { /* This doesn't handle op->more yet */ 1928 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1929 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1930 int j;
2023 1931
2024 tmp->stats.hp = op->stats.hp; 1932 tmp->stats.hp = op->stats.hp;
1933
2025 if (friendly) 1934 if (friendly)
2026 { 1935 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1936 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1937 tmp->attack_movement = PETMOVE;
1938
2030 if (owner != NULL) 1939 if (owner)
2031 set_owner (tmp, owner); 1940 tmp->set_owner (owner);
2032 } 1941 }
1942
2033 if (unaggressive) 1943 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1944 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1945
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1946 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1947
2036 if (j == -1) /* No spot to put this monster */ 1948 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1949 tmp->destroy ();
2038 else 1950 else
2039 { 1951 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1952 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 1953 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 1954 }
2043 } 1955 }
2044 if (friendly) 1956
2045 remove_friendly_object (op); 1957 op->destroy ();
2046 free_object (op);
2047 } 1958 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1959 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 1960 hitter->destroy ();
2050 remove_ob (hitter); 1961
2051 free_object (hitter);
2052 }
2053 return maxdam; 1962 return maxdam;
2054} 1963}
2055
2056 1964
2057void 1965void
2058poison_player (object *op, object *hitter, int dam) 1966poison_player (object *op, object *hitter, int dam)
2059{ 1967{
2060 archetype *at = find_archetype ("poisoning"); 1968 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 1969 object *tmp = present_arch_in_ob (at, op);
2062 1970
2063 if (tmp == NULL) 1971 if (tmp == NULL)
2064 { 1972 {
2065 if ((tmp = arch_to_object (at)) == NULL) 1973 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1986 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 1987 tmp->stats.dam += hitter->level / 2;
2080 else 1988 else
2081 tmp->stats.dam = dam; 1989 tmp->stats.dam = dam;
2082 1990
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1991 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 1992 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 1993 {
2086 tmp->skill = hitter->skill; 1994 tmp->skill = hitter->skill;
2087 } 1995 }
2088 1996
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2002 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2003 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2004 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 2005 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 2006 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 2007 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2008 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2009 op->play_sound (tmp->sound);
2101 } 2010 }
2011
2102 if (hitter->type == PLAYER) 2012 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2013 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2014 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); 2015 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 2016 }
2017
2107 tmp->speed_left = 0; 2018 tmp->speed_left = 0;
2108 } 2019 }
2109 else 2020 else
2110 tmp->stats.food++; 2021 tmp->stats.food++;
2111} 2022}
2112 2023
2113void 2024void
2114slow_player (object *op, object *hitter, int dam) 2025slow_player (object *op, object *hitter, int dam)
2115{ 2026{
2116 archetype *at = find_archetype ("slowness"); 2027 archetype *at = archetype::find ("slowness");
2117 object *tmp; 2028 object *tmp;
2118 2029
2119 if (at == NULL) 2030 if (at == NULL)
2120 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 2031 LOG (llevError, "Can't find slowness archetype.\n");
2122 } 2032
2123 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2033 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124 { 2034 {
2125 tmp = arch_to_object (at); 2035 tmp = arch_to_object (at);
2126 tmp = insert_ob_in_ob (tmp, op); 2036 tmp = insert_ob_in_ob (tmp, op);
2127 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2037 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128 } 2038 }
2129 else 2039 else
2130 tmp->stats.food++; 2040 tmp->stats.food++;
2041
2131 SET_FLAG (tmp, FLAG_APPLIED); 2042 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 2043 tmp->speed_left = 0;
2133 fix_player (op); 2044 op->update_stats ();
2134} 2045}
2135 2046
2136void 2047void
2137confuse_player (object *op, object *hitter, int dam) 2048confuse_player (object *op, object *hitter, int dam)
2138{ 2049{
2152 tmp->speed = 0.05; 2063 tmp->speed = 0.05;
2153 tmp->subtype = FORCE_CONFUSION; 2064 tmp->subtype = FORCE_CONFUSION;
2154 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2065 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155 tmp->name = "confusion"; 2066 tmp->name = "confusion";
2156 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2067 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2068
2157 if (tmp->duration > maxduration) 2069 if (tmp->duration > maxduration)
2158 tmp->duration = maxduration; 2070 tmp->duration = maxduration;
2159 2071
2160 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2072 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2073 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2074
2162 SET_FLAG (op, FLAG_CONFUSED); 2075 SET_FLAG (op, FLAG_CONFUSED);
2163} 2076}
2164 2077
2165void 2078void
2166blind_player (object *op, object *hitter, int dam) 2079blind_player (object *op, object *hitter, int dam)
2182 */ 2095 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2096 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 2097
2185 tmp = insert_ob_in_ob (tmp, op); 2098 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 2099 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 2100 op->update_stats (); /* This takes care of some other stuff */
2188 2101
2189 if (hitter->owner) 2102 if (hitter->owner)
2190 owner = get_owner (hitter); 2103 owner = hitter->owner;
2191 else 2104 else
2192 owner = hitter; 2105 owner = hitter;
2193 2106
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2107 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 2108 }
2232 op->speed_left = (float) -(FABS (op->speed) * max); 2145 op->speed_left = (float) -(FABS (op->speed) * max);
2233 2146
2234/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2147/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2235} 2148}
2236 2149
2237
2238/* Attempts to kill 'op'. hitter is the attack object, dam is 2150/* Attempts to kill 'op'. hitter is the attack object, dam is
2239 * the computed damaged. 2151 * the computed damaged.
2240 */ 2152 */
2241void 2153void
2242deathstrike_player (object *op, object *hitter, int *dam) 2154deathstrike_player (object *op, object *hitter, int *dam)
2250 ** field of the deathstriking object */ 2162 ** field of the deathstriking object */
2251 2163
2252 int atk_lev, def_lev, kill_lev; 2164 int atk_lev, def_lev, kill_lev;
2253 2165
2254 if (hitter->slaying) 2166 if (hitter->slaying)
2255 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2167 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2256 return; 2168 return;
2257 2169
2258 def_lev = op->level; 2170 def_lev = op->level;
2259 if (def_lev < 1) 2171 if (def_lev < 1)
2260 { 2172 {
2261 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2173 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2262 def_lev = 1; 2174 def_lev = 1;
2263 } 2175 }
2176
2264 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2177 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2178 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266 atk_lev, def_lev); */ 2179 atk_lev, def_lev); */
2267 2180
2268 if (atk_lev >= def_lev) 2181 if (atk_lev >= def_lev)
2283 */ 2196 */
2284 *dam *= kill_lev / def_lev; 2197 *dam *= kill_lev / def_lev;
2285 } 2198 }
2286 } 2199 }
2287 else 2200 else
2288 {
2289 *dam = 0; /* no harm done */ 2201 *dam = 0; /* no harm done */
2290 }
2291} 2202}
2292 2203
2293/* thrown_item_effect() - handles any special effects of thrown 2204/* thrown_item_effect() - handles any special effects of thrown
2294 * items (like attacking living creatures--a potion thrown at a 2205 * items (like attacking living creatures--a potion thrown at a
2295 * monster). 2206 * monster).
2324 } 2235 }
2325 } 2236 }
2326} 2237}
2327 2238
2328/* adj_attackroll() - adjustments to attacks by various conditions */ 2239/* adj_attackroll() - adjustments to attacks by various conditions */
2329
2330int 2240int
2331adj_attackroll (object *hitter, object *target) 2241adj_attackroll (object *hitter, object *target)
2332{ 2242{
2333 object *attacker = hitter; 2243 object *attacker = hitter;
2334 int adjust = 0; 2244 int adjust = 0;
2341 } 2251 }
2342 2252
2343 /* aimed missiles use the owning object's sight */ 2253 /* aimed missiles use the owning object's sight */
2344 if (is_aimed_missile (hitter)) 2254 if (is_aimed_missile (hitter))
2345 { 2255 {
2346 if ((attacker = get_owner (hitter)) == NULL) 2256 if ((attacker = hitter->owner) == NULL)
2347 attacker = hitter; 2257 attacker = hitter;
2348 /* A player who saves but hasn't quit still could have objects 2258 /* A player who saves but hasn't quit still could have objects
2349 * owned by him - need to handle that case to avoid crashes. 2259 * owned by him - need to handle that case to avoid crashes.
2350 */ 2260 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2261 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2399#endif 2309#endif
2400 2310
2401 return adjust; 2311 return adjust;
2402} 2312}
2403 2313
2404
2405/* determine if the object is an 'aimed' missile */ 2314/* determine if the object is an 'aimed' missile */
2406int 2315int
2407is_aimed_missile (object *op) 2316is_aimed_missile (object *op)
2408{ 2317{
2409 2318
2410 /* I broke what used to be one big if into a few nested 2319 /* 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. 2320 * ones so that figuring out the logic is at least possible.
2412 */ 2321 */
2413 if (op && (op->move_type & MOVE_FLYING)) 2322 if (op && (op->move_type & MOVE_FLYING))
2414 {
2415 if (op->type == ARROW || op->type == THROWN_OBJ) 2323 if (op->type == ARROW || op->type == THROWN_OBJ)
2416 return 1; 2324 return 1;
2417 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2325 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2418 return 1; 2326 return 1;
2419 } 2327
2420 return 0; 2328 return 0;
2421} 2329}

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