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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.11 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.101 by root, Fri Dec 26 13:33:22 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 1.11 2006/09/11 20:26:41 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->drop_and_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 | 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 return 0;
337
338 type &= ~AT_COUNTERSPELL;
339 }
340
341 if (type & AT_CHAOS)
342 {
343 shuffle_attack (op, 1); /*1 flag tells it to change the face */
344 update_object (op, UP_OBJ_FACE);
345 type &= ~AT_CHAOS;
346 }
347
348 next = get_map_ob (map, x, y);
349 if (next)
350 next_tag = next->count;
351
352 while (next)
353 {
354 if (was_destroyed (next, next_tag))
355 {
356 /* There may still be objects that were above 'next', but there is no
357 * simple way to find out short of copying all object references and
358 * tags into a temporary array before we start processing the first
359 * object. That's why we just abort.
360 *
361 * This happens whenever attack spells (like fire) hit a pile
362 * of objects. This is not a bug - nor an error. The errormessage
363 * below was spamming the logs for absolutely no reason.
364 */ 303 */
365 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 304 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
366 break; 305 return 0;
306
307 type &= ~AT_COUNTERSPELL;
308 }
309
310 if (type & AT_CHAOS)
367 } 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 }
368 317
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
372 if (next)
373 next_tag = next->count;
374
375 if (QUERY_FLAG (tmp, FLAG_FREED))
376 {
377 LOG (llevError, "BUG: hit_map(): found freed object\n");
378 break;
379 }
380 330
381 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
382 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
383 * 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.
384 */ 334 */
385 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
386 continue; 336 continue;
387 337
388 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
389 { 339 {
390 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
391 retflag |= 1; 341 retflag |= 1;
342
392 if (was_destroyed (op, op_tag)) 343 if (op->destroyed ())
393 break; 344 break;
394 } 345 }
395
396 /* Here we are potentially destroying an object. If the object has 346 /* Here we are potentially destroying an object. If the object has
397 * 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
398 * that weak walls have is_alive set, which prevent objects from 348 * that weak walls have is_alive set, which prevent objects from
399 * 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
400 * 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
401 * destroyed right now. 351 * destroyed right now.
402 */ 352 */
403 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)
404 { 354 {
405 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356
406 if (was_destroyed (op, op_tag)) 357 if (op->destroyed ())
407 break; 358 break;
408 } 359 }
409 } 360 }
410 361
411 return 0; 362 return 0;
414void 365void
415attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
416{ 367{
417 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
418 int i, found = 0; 369 int i, found = 0;
419 mapstruct *map; 370 maptile *map;
420 object *next, *tmp; 371 object *next, *tmp;
421 372
422 /* 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
423 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
424 * [garbled 20010919] 375 * [garbled 20010919]
441 sprintf (buf1, "missed %s", &op->name); 392 sprintf (buf1, "missed %s", &op->name);
442 sprintf (buf2, " misses"); 393 sprintf (buf2, " misses");
443 found++; 394 found++;
444 } 395 }
445 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 396 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
446 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 397 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
447 { 398 {
448 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++)
449 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)
450 { 401 {
451 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);
463 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 414 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
464 found++; 415 found++;
465 break; 416 break;
466 } 417 }
467 } 418 }
468 else if (hitter->type == PLAYER && IS_LIVE (op)) 419 else if (hitter->type == PLAYER && op->is_alive ())
469 { 420 {
470 if (USING_SKILL (hitter, SK_KARATE)) 421 if (USING_SKILL (hitter, SK_KARATE))
471 { 422 {
472 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++)
473 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)
499 found++; 450 found++;
500 break; 451 break;
501 } 452 }
502 } 453 }
503 } 454 }
455
504 if (found) 456 if (found)
505 { 457 {
506 /* done */ 458 /* done */
507 } 459 }
508 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 460 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
509 { 461 {
510 sprintf (buf1, "hit"); /* just in case */ 462 sprintf (buf1, "hit"); /* just in case */
511 for (i = 0; i < MAXATTACKMESS; i++) 463 for (i = 0; i < MAXATTACKMESS; i++)
512 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)
513 { 465 {
514 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
515 found++; 467 found++;
516 break; 468 break;
517 } 469 }
518 } 470 }
519 else if (type & AT_DRAIN && IS_LIVE (op)) 471 else if (type & AT_DRAIN && op->is_alive ())
520 { 472 {
521 /* drain is first, because some items have multiple attypes */ 473 /* drain is first, because some items have multiple attypes */
522 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++)
523 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)
524 { 476 {
526 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
527 found++; 479 found++;
528 break; 480 break;
529 } 481 }
530 } 482 }
531 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 483 else if (type & AT_ELECTRICITY && op->is_alive ())
532 { 484 {
533 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++)
534 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)
535 { 487 {
536 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);
537 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
538 found++; 490 found++;
539 break; 491 break;
540 } 492 }
541 } 493 }
542 else if (type & AT_COLD && IS_LIVE (op)) 494 else if (type & AT_COLD && op->is_alive ())
543 { 495 {
544 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++)
545 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)
546 { 498 {
547 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);
565 { 517 {
566 int mtype; 518 int mtype;
567 519
568 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
569 { 521 {
570 case WEAP_HIT: 522 case WEAP_HIT:
571 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
572 break; 524 break;
573 case WEAP_SLASH: 525 case WEAP_SLASH:
574 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
575 break; 527 break;
576 case WEAP_PIERCE: 528 case WEAP_PIERCE:
577 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
578 break; 530 break;
579 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
580 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
581 break; 533 break;
582 case WEAP_SLICE: 534 case WEAP_SLICE:
583 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
584 break; 536 break;
585 case WEAP_STAB: 537 case WEAP_STAB:
586 mtype = ATM_STAB; 538 mtype = ATM_STAB;
587 break; 539 break;
588 case WEAP_WHIP: 540 case WEAP_WHIP:
589 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
590 break; 542 break;
591 case WEAP_CRUSH: 543 case WEAP_CRUSH:
592 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
593 break; 545 break;
594 case WEAP_BLUD: 546 case WEAP_BLUD:
595 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
596 break; 548 break;
597 default: 549 default:
598 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
599 break; 551 break;
600 } 552 }
553
601 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++)
602 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)
603 { 556 {
604 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);
605 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
624 strcpy (buf1, "hit"); 577 strcpy (buf1, "hit");
625 strcpy (buf2, " hits"); 578 strcpy (buf2, " hits");
626 } 579 }
627 580
628 /* bail out if a monster is casting spells */ 581 /* bail out if a monster is casting spells */
629 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 582 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
630 return; 583 return;
631 584
632 /* scale down magic considerably. */ 585 /* scale down magic considerably. */
633 if (type & AT_MAGIC && rndm (0, 5)) 586 if (type & AT_MAGIC && rndm (0, 5))
634 return; 587 return;
635 588
636 /* Did a player hurt another player? Inform both! */ 589 /* Did a player hurt another player? Inform both! */
637 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)
638 { 591 {
639 if (get_owner (hitter) != NULL) 592 if (hitter->owner != NULL)
640 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);
641 else 594 else
642 { 595 {
643 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
644 if (dam != 0) 598 if (dam != 0)
645 { 599 {
646 if (dam < 10) 600 if (dam < 10)
647 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
648 else if (dam < 20) 602 else if (dam < 20)
649 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
650 else 604 else
651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
652 } 606 }
653 } 607 }
608
654 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
655 } /* end of player hitting player */ 610 } /* end of player hitting player */
656 611
657 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
658 { 613 {
659 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
660 if (dam != 0) 616 if (dam != 0)
661 { 617 {
662 if (dam < 10) 618 if (dam < 10)
663 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
664 else if (dam < 20) 620 else if (dam < 20)
665 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
666 else 622 else
667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
668 } 624 }
625
669 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
670 } 627 }
671 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
672 { 629 {
673 /* look for stacked spells and start reducing the message chances */ 630 /* look for stacked spells and start reducing the message chances */
674 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))
675 { 632 {
676 i = 4; 633 i = 4;
677 map = hitter->map; 634 map = hitter->map;
678 if (out_of_map (map, hitter->x, hitter->y)) 635 if (out_of_map (map, hitter->x, hitter->y))
679 return; 636 return;
637
680 next = get_map_ob (map, hitter->x, hitter->y); 638 next = GET_MAP_OB (map, hitter->x, hitter->y);
681 if (next) 639 if (next)
682 while (next) 640 while (next)
683 { 641 {
684 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))
685 i *= 3; 643 i *= 3;
644
686 tmp = next; 645 tmp = next;
687 next = tmp->above; 646 next = tmp->above;
688 } 647 }
648
689 if (i < 0) 649 if (i < 0)
690 return; 650 return;
651
691 if (rndm (0, i) != 0) 652 if (rndm (0, i) != 0)
692 return; 653 return;
693 } 654 }
694 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
695 return; 656 return;
657
696 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
697 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
698 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
699 } 661 }
700} 662}
701 663
702 664
706 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
707 { 669 {
708 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
709 return 1; 671 return 1;
710 } 672 }
673
711 if ((*target)->head) 674 if ((*target)->head)
712 *target = (*target)->head; 675 *target = (*target)->head;
676
713 if ((*hitter)->head) 677 if ((*hitter)->head)
714 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
715 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
716 { 684 {
717 *simple_attack = 1; 685 *simple_attack = 1;
718 return 0; 686 return 0;
719 } 687 }
688
720 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
721 || 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))
722 { 693 {
723 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 ());
724 return 1; 696 return 1;
725 } 697 }
698
726 *simple_attack = 0; 699 *simple_attack = 0;
727 return 0; 700 return 0;
728} 701}
729 702
730static int 703static int
751attack_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)
752{ 725{
753 int simple_attack, roll, dam = 0; 726 int simple_attack, roll, dam = 0;
754 uint32 type; 727 uint32 type;
755 shstr op_name; 728 shstr op_name;
756 tag_t op_tag, hitter_tag;
757 729
758 if (get_attack_mode (&op, &hitter, &simple_attack)) 730 if (get_attack_mode (&op, &hitter, &simple_attack))
759 goto error; 731 goto error;
760 732
761 if (hitter->current_weapon) 733 if (hitter->current_weapon)
762 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)))
763 return RESULT_INT (0); 735 return RESULT_INT (0);
764 736
765 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 737 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
766 return RESULT_INT (0); 738 return RESULT_INT (0);
767
768 op_tag = op->count;
769 hitter_tag = hitter->count;
770 739
771 /* 740 /*
772 * 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
773 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
774 */ 743 */
775 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)
776 { 745 {
777 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
778 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
779 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
780 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
781 */ 750 */
782 op->speed_left--; 751 --op->speed_left;
783 process_object (op); 752 process_object (op);
753
784 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))
785 goto error; 755 goto error;
786 } 756 }
787 757
788 op_name = op->name; 758 op_name = op->name;
789 759
796 /* See if we hit the creature */ 766 /* See if we hit the creature */
797 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
798 { 768 {
799 int hitdam = base_dam; 769 int hitdam = base_dam;
800 770
801 if (settings.casting_time == TRUE)
802 {
803 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
804 {
805 hitter->casting_time = -1;
806 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
807 }
808 if ((op->casting_time > -1) && (hitdam > 0))
809 {
810 op->casting_time = -1;
811 if (op->type == PLAYER)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
814 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
815 }
816 }
817 }
818 if (!simple_attack) 771 if (!simple_attack)
819 { 772 {
820 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
821 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
822 * -b.t. */ 775 * -b.t. */
823 if (QUERY_FLAG (op, FLAG_SLEEP)) 776 if (QUERY_FLAG (op, FLAG_SLEEP))
824 CLEAR_FLAG (op, FLAG_SLEEP); 777 CLEAR_FLAG (op, FLAG_SLEEP);
825 778
826 /* 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
827 * for help. */ 780 * for help. */
828 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))
829 npc_call_help (op); 782 npc_call_help (op);
830 783
831 /* 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 */
832 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
833 { 786 {
834 make_visible (op); 787 make_visible (op);
788
835 if (op->type == PLAYER) 789 if (op->type == PLAYER)
836 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!");
837 } 791 }
838 792
839 /* thrown items (hitter) will have various effects 793 /* thrown items (hitter) will have various effects
840 * when they hit the victim. For things like thrown daggers, 794 * when they hit the victim. For things like thrown daggers,
841 * this sets 'hitter' to the actual dagger, and not the 795 * this sets 'hitter' to the actual dagger, and not the
842 * wrapper object. 796 * wrapper object.
843 */ 797 */
844 thrown_item_effect (hitter, op); 798 thrown_item_effect (hitter, op);
799
845 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))
846 goto leave; 801 goto leave;
847 } 802 }
848 803
849 /* 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
850 * to go further and it will cause FPE's below. 805 * to go further and it will cause FPE's below.
851 */ 806 */
852 if (hitdam <= 0) 807 if (hitdam <= 0)
853 hitdam = 1; 808 hitdam = 1;
854 809
855 type = hitter->attacktype; 810 type = hitter->attacktype;
811
856 if (!type) 812 if (!type)
857 type = AT_PHYSICAL; 813 type = AT_PHYSICAL;
814
858 /* Handle monsters that hit back */ 815 /* Handle monsters that hit back */
859 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))
860 { 817 {
861 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 818 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
862 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
863 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
864 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))
865 goto leave; 824 goto leave;
866 } 825 }
867 826
868 /* In the new attack code, it should handle multiple attack 827 /* In the new attack code, it should handle multiple attack
869 * types in its area, so remove it from here. 828 * types in its area, so remove it from here.
870 */ 829 */
871 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
872 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))
873 goto leave; 833 goto leave;
874 } /* end of if hitter hit op */ 834 } /* end of if hitter hit op */
875 /* if we missed, dam=0 */ 835 /* if we missed, dam=0 */
876 836
877 /*attack_message(dam, type, op, hitter); */ 837 /*attack_message(dam, type, op, hitter); */
887} 847}
888 848
889int 849int
890attack_ob (object *op, object *hitter) 850attack_ob (object *op, object *hitter)
891{ 851{
892
893 if (hitter->head)
894 hitter = hitter->head; 852 hitter = hitter->head_ ();
853
895 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);
896} 855}
897 856
898/* op is the arrow, tmp is what is stopping the arrow. 857/* op is the arrow, tmp is what is stopping the arrow.
899 * 858 *
908 * 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
909 * stick around. 868 * stick around.
910 */ 869 */
911 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
912 { 871 {
913 if (tmp->head != NULL) 872 tmp->head_ ()->insert (op);
914 tmp = tmp->head;
915
916 remove_ob (op);
917 op = insert_ob_in_ob (op, tmp);
918
919 if (tmp->type == PLAYER)
920 esrv_send_item (tmp, op);
921
922 return 1; 873 return 1;
923 } 874 }
924 else 875 else
925 return 0; 876 return 0;
926} 877}
934object * 885object *
935hit_with_arrow (object *op, object *victim) 886hit_with_arrow (object *op, object *victim)
936{ 887{
937 object *container, *hitter; 888 object *container, *hitter;
938 int hit_something = 0; 889 int hit_something = 0;
939 tag_t victim_tag, hitter_tag;
940 sint16 victim_x, victim_y;
941 890
942 /* Disassemble missile */ 891 /* Disassemble missile */
943 if (op->inv) 892 if (op->inv)
944 { 893 {
945 container = op; 894 container = op;
946 hitter = op->inv; 895 hitter = op->inv;
947 remove_ob (hitter);
948 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 896 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
949 /* Note that we now have an empty THROWN_OBJ on the map. Code that 897 /* Note that we now have an empty THROWN_OBJ on the map. Code that
950 * might be called until this THROWN_OBJ is either reassembled or 898 * might be called until this THROWN_OBJ is either reassembled or
951 * removed at the end of this function must be able to deal with empty 899 * removed at the end of this function must be able to deal with empty
952 * THROWN_OBJs. */ 900 * THROWN_OBJs. */
953 } 901 }
954 else 902 else
955 { 903 {
956 container = NULL; 904 container = 0;
957 hitter = op; 905 hitter = op;
958 } 906 }
959 907
960 /* Try to hit victim */ 908 /* Try to hit victim */
961 victim_x = victim->x;
962 victim_y = victim->y;
963 victim_tag = victim->count;
964 hitter_tag = hitter->count;
965
966 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 909 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
967 910
968 /* Arrow attacks door, rune of summoning is triggered, demon is put on 911 /* Arrow attacks door, rune of summoning is triggered, demon is put on
969 * arrow, move_apply() calls this function, arrow sticks in demon, 912 * arrow, move_apply() calls this function, arrow sticks in demon,
970 * attack_ob_simple() returns, and we've got an arrow that still exists 913 * attack_ob_simple() returns, and we've got an arrow that still exists
971 * but is no longer on the map. Ugh. (Beware: Such things can happen at 914 * but is no longer on the map. Ugh. (Beware: Such things can happen at
972 * other places as well!) 915 * other places as well!)
973 */ 916 */
974 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 917 if (hitter->destroyed () || hitter->env != NULL)
975 { 918 {
976 if (container) 919 if (container)
977 { 920 container->destroy ();
978 remove_ob (container); 921
979 free_object (container);
980 }
981 return NULL; 922 return 0;
982 } 923 }
983 924
984 /* Missile hit victim */ 925 /* Missile hit victim */
985 /* if the speed is > 10, then this is a fast moving arrow, we go straight 926 /* if the speed is > 10, then this is a fast moving arrow, we go straight
986 * through the target 927 * through the target
987 */ 928 */
988 if (hit_something && op->speed <= 10.0) 929 if (hit_something && op->speed <= 10.0)
989 { 930 {
990 /* Stop arrow */ 931 /* Stop arrow */
991 if (container == NULL) 932 if (!container)
992 { 933 {
993 hitter = fix_stopped_arrow (hitter); 934 hitter = fix_stopped_arrow (hitter);
994 if (hitter == NULL) 935 if (!hitter)
995 return NULL; 936 return 0;
996 } 937 }
997 else 938 else
998 { 939 container->destroy ();
999 remove_ob (container);
1000 free_object (container);
1001 }
1002 940
1003 /* Try to stick arrow into victim */ 941 /* Try to stick arrow into victim */
1004 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 942 if (!victim->destroyed () && stick_arrow (hitter, victim))
1005 return NULL; 943 return 0;
1006 944
1007 /* Else try to put arrow on victim's map square 945 /* Else try to put arrow on victim's map square
1008 * remove check for P_WALL here. If the arrow got to this 946 * remove check for P_WALL here. If the arrow got to this
1009 * space, that is good enough - with the new movement code, 947 * space, that is good enough - with the new movement code,
1010 * there is now the potential for lots of spaces where something 948 * there is now the potential for lots of spaces where something
1011 * can fly over but not otherwise move over. What is the correct 949 * can fly over but not otherwise move over. What is the correct
1012 * way to handle those otherwise? 950 * way to handle those otherwise?
1013 */ 951 */
1014 if (victim_x != hitter->x || victim_y != hitter->y) 952 if (victim->x != hitter->x || victim->y != hitter->y)
953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
1015 { 957 {
1016 remove_ob (hitter); 958 hitter->remove ();
1017 hitter->x = victim_x; 959 hitter->x = victim->x;
1018 hitter->y = victim_y; 960 hitter->y = victim->y;
1019 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
1020 } 963 }
1021 else 964 else
1022 {
1023 /* Else leave arrow where it is */ 965 /* Else leave arrow where it is */
1024 merge_ob (hitter, NULL); 966 merge_ob (hitter, NULL);
1025 } 967
1026 return NULL; 968 return 0;
1027 } 969 }
1028 970
1029 if (hit_something && op->speed >= 10.0) 971 if (hit_something && op->speed >= 10.0)
1030 op->speed -= 1.0; 972 op->speed -= 1.0;
1031 973
1032 /* Missile missed victim - reassemble missile */ 974 /* Missile missed victim - reassemble missile */
1033 if (container) 975 if (container)
1034 { 976 {
1035 remove_ob (hitter); 977 hitter->remove ();
1036 insert_ob_in_ob (hitter, container); 978 insert_ob_in_ob (hitter, container);
1037 } 979 }
980
1038 return op; 981 return op;
1039} 982}
1040
1041 983
1042void 984void
1043tear_down_wall (object *op) 985tear_down_wall (object *op)
1044{ 986{
1045 int perc = 0; 987 int perc = 0;
1051 } 993 }
1052 else if (!GET_ANIM_ID (op)) 994 else if (!GET_ANIM_ID (op))
1053 { 995 {
1054 /* Object has been called - no animations, so remove it */ 996 /* Object has been called - no animations, so remove it */
1055 if (op->stats.hp < 0) 997 if (op->stats.hp < 0)
998 op->destroy ();
1056 { 999
1057 remove_ob (op); /* Should update LOS */
1058 free_object (op);
1059 /* Don't know why this is here - remove_ob should do it for us */
1060 /*update_position(m, x, y); */
1061 }
1062 return; /* no animations, so nothing more to do */ 1000 return; /* no animations, so nothing more to do */
1063 } 1001 }
1002
1064 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1003 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1004
1065 if (perc >= (int) NUM_ANIMATIONS (op)) 1005 if (perc >= (int) NUM_ANIMATIONS (op))
1066 perc = NUM_ANIMATIONS (op) - 1; 1006 perc = NUM_ANIMATIONS (op) - 1;
1067 else if (perc < 1) 1007 else if (perc < 1)
1068 perc = 1; 1008 perc = 1;
1009
1069 SET_ANIMATION (op, perc); 1010 SET_ANIMATION (op, perc);
1070 update_object (op, UP_OBJ_FACE); 1011 update_object (op, UP_OBJ_FACE);
1012
1071 if (perc == NUM_ANIMATIONS (op) - 1) 1013 if (perc == NUM_ANIMATIONS (op) - 1)
1072 { /* Reached the last animation */ 1014 { /* Reached the last animation */
1073 if (op->face == blank_face) 1015 if (op->face == blank_face)
1074 {
1075 /* If the last face is blank, remove the ob */ 1016 /* If the last face is blank, remove the ob */
1076 remove_ob (op); /* Should update LOS */ 1017 op->destroy ();
1077 free_object (op);
1078
1079 /* remove_ob should call update_position for us */
1080 /*update_position(m, x, y); */
1081
1082 }
1083 else 1018 else
1084 { /* The last face was not blank, leave an image */ 1019 { /* The last face was not blank, leave an image */
1085 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1086 update_all_los (op->map, op->x, op->y); 1021 update_all_los (op->map, op->x, op->y);
1087 op->move_block = 0; 1022 op->move_block = 0;
1091} 1026}
1092 1027
1093void 1028void
1094scare_creature (object *target, object *hitter) 1029scare_creature (object *target, object *hitter)
1095{ 1030{
1096 object *owner = get_owner (hitter); 1031 object *owner = hitter->owner;
1097 1032
1098 if (!owner) 1033 if (!owner)
1099 owner = hitter; 1034 owner = hitter;
1100 1035
1101 SET_FLAG (target, FLAG_SCARED); 1036 SET_FLAG (target, FLAG_SCARED);
1102 if (!target->enemy) 1037 if (!target->enemy)
1103 target->enemy = owner; 1038 target->enemy = owner;
1104} 1039}
1105
1106 1040
1107/* This returns the amount of damage hitter does to op with the 1041/* This returns the amount of damage hitter does to op with the
1108 * appropriate attacktype. Only 1 attacktype should be set at a time. 1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1109 * This doesn't damage the player, but returns how much it should 1043 * This doesn't damage the player, but returns how much it should
1110 * take. However, it will do other effects (paralyzation, slow, etc.) 1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1111 * Note - changed for PR code - we now pass the attack number and not 1045 * Note - changed for PR code - we now pass the attack number and not
1112 * the attacktype. Makes it easier for the PR code. */ 1046 * the attacktype. Makes it easier for the PR code. */
1113
1114int 1047int
1115hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1048hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1116{ 1049{
1117
1118 int doesnt_slay = 1; 1050 int doesnt_slay = 1;
1119 1051
1120 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1052 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1121 if (attacknum >= NROFATTACKS) 1053 if (attacknum >= NROFATTACKS)
1122 { 1054 {
1124 return 0; 1056 return 0;
1125 } 1057 }
1126 1058
1127 if (dam < 0) 1059 if (dam < 0)
1128 { 1060 {
1129 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1061 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1062 dam, hitter->debug_desc (), op->debug_desc ());
1130 return 0; 1063 return 0;
1131 } 1064 }
1132 1065
1133 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1066 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1134 * people can't mess with that or it otherwise get confused. */ 1067 * people can't mess with that or it otherwise get confused. */
1135 if (attacknum == ATNR_INTERNAL) 1068 if (attacknum == ATNR_INTERNAL)
1136 return dam; 1069 return dam;
1137 1070
1138 if (hitter->slaying) 1071 if (hitter->slaying)
1139 { 1072 {
1140 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1073 if ((op->race && strstr (hitter->slaying, op->race))
1141 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1142 { 1075 {
1143 doesnt_slay = 0; 1076 doesnt_slay = 0;
1144 dam *= 3; 1077 dam *= 3;
1145 } 1078 }
1146 } 1079 }
1160 /* Special hack. By default, if immune to something, you 1093 /* Special hack. By default, if immune to something, you
1161 * shouldn't need to worry. However, acid is an exception, since 1094 * shouldn't need to worry. However, acid is an exception, since
1162 * it can still damage your items. Only include attacktypes if 1095 * it can still damage your items. Only include attacktypes if
1163 * special processing is needed */ 1096 * special processing is needed */
1164 1097
1165 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1166 return 0; 1101 return 0;
1167 1102
1168 /* Keep this in order - makes things easier to find */ 1103 /* Keep this in order - makes things easier to find */
1169 1104
1170 switch (attacknum) 1105 switch (attacknum)
1171 { 1106 {
1172 case ATNR_PHYSICAL: 1107 case ATNR_PHYSICAL:
1173 /* here also check for diseases */ 1108 /* here also check for diseases */
1174 check_physically_infect (op, hitter); 1109 check_physically_infect (op, hitter);
1175 break; 1110 break;
1176 1111
1177 /* Don't need to do anything for: 1112 /* Don't need to do anything for:
1178 magic, 1113 magic,
1179 fire, 1114 fire,
1180 electricity, 1115 electricity,
1181 cold */ 1116 cold */
1182 1117
1183 case ATNR_CONFUSION: 1118 case ATNR_CONFUSION:
1184 case ATNR_POISON: 1119 case ATNR_POISON:
1185 case ATNR_SLOW: 1120 case ATNR_SLOW:
1186 case ATNR_PARALYZE: 1121 case ATNR_PARALYZE:
1187 case ATNR_FEAR: 1122 case ATNR_FEAR:
1188 case ATNR_CANCELLATION: 1123 case ATNR_CANCELLATION:
1189 case ATNR_DEPLETE: 1124 case ATNR_DEPLETE:
1190 case ATNR_BLIND: 1125 case ATNR_BLIND:
1191 { 1126 {
1192 /* chance for inflicting a special attack depends on the 1127 /* chance for inflicting a special attack depends on the
1193 * difference between attacker's and defender's level 1128 * difference between attacker's and defender's level
1194 */ 1129 */
1195 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1196 1131
1197 /* First, only creatures/players with speed can be affected. 1132 /* First, only creatures/players with speed can be affected.
1198 * Second, just getting hit doesn't mean it always affects 1133 * Second, just getting hit doesn't mean it always affects
1199 * you. Third, you still get a saving through against the 1134 * you. Third, you still get a saving through against the
1200 * effect. 1135 * effect.
1201 */ 1136 */
1202 if (op->speed && 1137 if (op->speed &&
1203 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1204 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1139 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1205 { 1140 {
1206 1141
1207 /* Player has been hit by something */ 1142 /* Player has been hit by something */
1208 if (attacknum == ATNR_CONFUSION) 1143 if (attacknum == ATNR_CONFUSION)
1209 confuse_player (op, hitter, dam); 1144 confuse_player (op, hitter, dam);
1210 else if (attacknum == ATNR_POISON) 1145 else if (attacknum == ATNR_POISON)
1211 poison_player (op, hitter, dam); 1146 poison_player (op, hitter, dam);
1212 else if (attacknum == ATNR_SLOW) 1147 else if (attacknum == ATNR_SLOW)
1213 slow_player (op, hitter, dam); 1148 slow_player (op, hitter, dam);
1214 else if (attacknum == ATNR_PARALYZE) 1149 else if (attacknum == ATNR_PARALYZE)
1215 paralyze_player (op, hitter, dam); 1150 paralyze_player (op, hitter, dam);
1216 else if (attacknum == ATNR_FEAR) 1151 else if (attacknum == ATNR_FEAR)
1217 scare_creature (op, hitter); 1152 scare_creature (op, hitter);
1218 else if (attacknum == ATNR_CANCELLATION) 1153 else if (attacknum == ATNR_CANCELLATION)
1219 cancellation (op); 1154 cancellation (op);
1220 else if (attacknum == ATNR_DEPLETE) 1155 else if (attacknum == ATNR_DEPLETE)
1221 drain_stat (op); 1156 op->drain_stat ();
1222 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1157 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1223 blind_player (op, hitter, dam); 1158 blind_player (op, hitter, dam);
1224 } 1159 }
1160
1225 dam = 0; /* These are all effects and don't do real damage */ 1161 dam = 0; /* These are all effects and don't do real damage */
1226 } 1162 }
1227 break; 1163 break;
1164
1228 case ATNR_ACID: 1165 case ATNR_ACID:
1229 { 1166 {
1230 int flag = 0; 1167 int flag = 0;
1231 1168
1232 /* Items only get corroded if you're not on a battleground and 1169 /* Items only get corroded if you're not on a battleground and
1233 * if your acid resistance is below 50%. */ 1170 * if your acid resistance is below 50%. */
1234 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1171 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1235 { 1172 {
1236 object *tmp;
1237
1238 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1239 { 1174 {
1240 if (tmp->invisible) 1175 if (tmp->invisible)
1241 continue; 1176 continue;
1242 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1177 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1243 /* >= 10% acid res. on itmes will protect these */ 1178 /* >= 10% acid res. on items will protect these */
1244 continue; 1179 continue;
1245 if (!(tmp->material & M_IRON)) 1180 if (!(tmp->materials & M_IRON))
1246 continue; 1181 continue;
1247 if (tmp->magic < -4) /* Let's stop at -5 */ 1182 if (tmp->magic < -4) /* Let's stop at -5 */
1248 continue; 1183 continue;
1249 if (tmp->type == RING || 1184 if (tmp->type == RING
1250 /* removed boots and gloves from exclusion list in 1185 /* removed boots and gloves from exclusion list in PR */
1251 PR */ 1186 || tmp->type == GIRDLE
1252 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1187 || tmp->type == AMULET
1188 || tmp->type == WAND
1189 || tmp->type == ROD
1190 || tmp->type == HORN)
1253 continue; /* To avoid some strange effects */ 1191 continue; /* To avoid some strange effects */
1254 1192
1255 /* High damage acid has better chance of corroding 1193 /* High damage acid has better chance of corroding
1256 objects */ 1194 objects */
1257 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1195 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1196 {
1197 flag = 1;
1198 tmp->magic--;
1199
1200 if (object *pl = tmp->visible_to ())
1258 { 1201 {
1259 if (op->type == PLAYER)
1260 /* Make this more visible */ 1202 /* Make this more visible */
1261 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1262 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1204 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1263 flag = 1; 1205
1264 tmp->magic--; 1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1265 if (op->type == PLAYER)
1266 esrv_send_item (op, tmp);
1267 } 1207 }
1268 } 1208 }
1269 if (flag) 1209 }
1270 fix_player (op); /* Something was corroded */
1271 } 1210
1211 if (flag)
1212 op->update_stats (); /* Something was corroded */
1272 } 1213 }
1214 }
1273 break; 1215 break;
1216
1274 case ATNR_DRAIN: 1217 case ATNR_DRAIN:
1275 { 1218 {
1276 /* rate is the proportion of exp drained. High rate means 1219 /* rate is the proportion of exp drained. High rate means
1277 * not much is drained, low rate means a lot is drained. 1220 * not much is drained, low rate means a lot is drained.
1278 */ 1221 */
1279 int rate; 1222 int rate;
1280 1223
1281 if (op->resist[ATNR_DRAIN] >= 0) 1224 if (op->resist[ATNR_DRAIN] >= 0)
1282 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1225 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1283 else 1226 else
1284 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1227 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1285 1228
1286 if (op->stats.exp <= rate) 1229 if (op->stats.exp <= rate)
1287 { 1230 {
1288 if (op->type == GOLEM) 1231 if (op->type == GOLEM)
1289 dam = 999; /* Its force is "sucked" away. 8) */ 1232 dam = 999; /* Its force is "sucked" away. 8) */
1290 else 1233 else
1291 /* If we can't drain, lets try to do physical damage */ 1234 /* If we can't drain, lets try to do physical damage */
1292 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1235 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1293 } 1236 }
1294 else 1237 else
1295 { 1238 {
1296 /* Randomly give the hitter some hp */ 1239 /* Randomly give the hitter some hp */
1297 if (hitter->stats.hp < hitter->stats.maxhp && 1240 if (hitter->stats.hp < hitter->stats.maxhp &&
1298 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1241 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1299 hitter->stats.hp++; 1242 hitter->stats.hp++;
1300 1243
1301 /* Can't do drains on battleground spaces. 1244 /* Can't do drains on battleground spaces.
1302 * Move the wiz check up here - before, the hitter wouldn't gain exp 1245 * Move the wiz check up here - before, the hitter wouldn't gain exp
1303 * exp, but the wiz would still lose exp! If drainee is a wiz, 1246 * exp, but the wiz would still lose exp! If drainee is a wiz,
1304 * nothing happens. 1247 * nothing happens.
1305 * Try to credit the owner. We try to display player -> player drain 1248 * Try to credit the owner. We try to display player -> player drain
1306 * attacks, hence all the != PLAYER checks. 1249 * attacks, hence all the != PLAYER checks.
1307 */ 1250 */
1308 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1251 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1309 { 1252 {
1310 object *owner = get_owner (hitter); 1253 object *owner = hitter->owner;
1311 1254
1312 if (owner && owner != hitter) 1255 if (owner && owner != hitter)
1313 { 1256 {
1314 if (op->type != PLAYER || owner->type != PLAYER) 1257 if (op->type != PLAYER || owner->type != PLAYER)
1315 change_exp (owner, op->stats.exp / (rate * 2), 1258 change_exp (owner, op->stats.exp / (rate * 2),
1316 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1259 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1317 } 1260 }
1318 else if (op->type != PLAYER || hitter->type != PLAYER) 1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1319 {
1320 change_exp (hitter, op->stats.exp / (rate * 2), 1262 change_exp (hitter, op->stats.exp / (rate * 2),
1321 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1322 } 1264
1323 change_exp (op, -op->stats.exp / rate, NULL, 0); 1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1324 } 1266 }
1267
1325 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1268 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1326 * drain attack, you won't know that you are actually sucking out EXP, 1269 * drain attack, you won't know that you are actually sucking out EXP,
1327 * as the messages will say you missed 1270 * as the messages will say you missed
1328 */ 1271 */
1329 } 1272 }
1330 } 1273 }
1331 break; 1274 break;
1275
1332 case ATNR_TURN_UNDEAD: 1276 case ATNR_TURN_UNDEAD:
1333 { 1277 {
1334 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1278 if (QUERY_FLAG (op, FLAG_UNDEAD))
1335 { 1279 {
1336 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1337 object *god = find_god (determine_god (owner)); 1281 object *god = find_god (determine_god (owner));
1338 int div = 1; 1282 int div = 1;
1339 1283
1340 /* if undead are not an enemy of your god, you turn them 1284 /* if undead are not an enemy of your god, you turn them
1341 * at half strength */ 1285 * at half strength */
1342 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1343 div = 2; 1287 div = 2;
1288
1344 /* Give a bonus if you resist turn undead */ 1289 /* Give a bonus if you resist turn undead */
1345 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1290 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1346 scare_creature (op, owner); 1291 scare_creature (op, owner);
1347 } 1292 }
1348 else 1293 else
1349 dam = 0; /* don't damage non undead - should we damage 1294 dam = 0; /* don't damage non undead - should we damage
1350 undead? */ 1295 undead? */
1351 } 1296 }
1352 break; 1297 break;
1298
1353 case ATNR_DEATH: 1299 case ATNR_DEATH:
1354 deathstrike_player (op, hitter, &dam); 1300 deathstrike_player (op, hitter, &dam);
1355 break; 1301 break;
1302
1356 case ATNR_CHAOS: 1303 case ATNR_CHAOS:
1357 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1304 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1358 dam = 0; 1305 dam = 0;
1359 break; 1306 break;
1307
1360 case ATNR_COUNTERSPELL: 1308 case ATNR_COUNTERSPELL:
1361 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1309 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1362 dam = 0; 1310 dam = 0;
1363 /* This should never happen. Counterspell is handled 1311 /* This should never happen. Counterspell is handled
1364 * seperately and filtered out. If this does happen, 1312 * seperately and filtered out. If this does happen,
1365 * Counterspell has no effect on anything but spells, so it 1313 * Counterspell has no effect on anything but spells, so it
1366 * does no damage. */ 1314 * does no damage. */
1367 break; 1315 break;
1316
1368 case ATNR_HOLYWORD: 1317 case ATNR_HOLYWORD:
1369 { 1318 {
1370 /* This has already been handled by hit_player, 1319 /* This has already been handled by hit_player,
1371 * no need to check twice -- DAMN */ 1320 * no need to check twice -- DAMN */
1321 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1372 1322
1373 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1374
1375 /* As with turn undead above, give a bonus on the saving throw */ 1323 /* As with turn undead above, give a bonus on the saving throw */
1376 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1324 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1377 scare_creature (op, owner); 1325 scare_creature (op, owner);
1378 } 1326 }
1379 break; 1327 break;
1328
1380 case ATNR_LIFE_STEALING: 1329 case ATNR_LIFE_STEALING:
1381 { 1330 {
1382 int new_hp; 1331 int new_hp;
1383 1332
1384 /* this is replacement to drain for players, instead of taking 1333 /* this is replacement to drain for players, instead of taking
1385 * exp it takes hp. It is geared for players, probably not 1334 * exp it takes hp. It is geared for players, probably not
1386 * much use giving it to monsters 1335 * much use giving it to monsters
1387 * 1336 *
1388 * life stealing doesn't do a lot of damage, but it gives the 1337 * life stealing doesn't do a lot of damage, but it gives the
1389 * damage it does do to the player. Given that, 1338 * damage it does do to the player. Given that,
1390 * it only does 1/10'th normal damage (hence the divide by 1339 * it only does 1/10'th normal damage (hence the divide by
1391 * 1000). 1340 * 1000).
1392 */ 1341 */
1393 /* You can't steal life from something undead */ 1342 /* You can't steal life from something undead */
1394 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1343 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1395 return 0; 1344 return 0;
1345
1396 /* If drain protection is higher than life stealing, use that */ 1346 /* If drain protection is higher than life stealing, use that */
1397 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1347 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1398 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1348 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1399 else 1349 else
1400 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1350 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1351
1401 /* You die at -1 hp, not zero. */ 1352 /* You die at -1 hp, not zero. */
1402 if (dam > (op->stats.hp + 1)) 1353 if (dam > (op->stats.hp + 1))
1403 dam = op->stats.hp + 1; 1354 dam = op->stats.hp + 1;
1355
1404 new_hp = hitter->stats.hp + dam; 1356 new_hp = hitter->stats.hp + dam;
1405 if (new_hp > hitter->stats.maxhp) 1357 if (new_hp > hitter->stats.maxhp)
1406 new_hp = hitter->stats.maxhp; 1358 new_hp = hitter->stats.maxhp;
1359
1407 if (new_hp > hitter->stats.hp) 1360 if (new_hp > hitter->stats.hp)
1408 hitter->stats.hp = new_hp; 1361 hitter->stats.hp = new_hp;
1409 } 1362 }
1410 } 1363 }
1364
1411 return dam; 1365 return dam;
1412} 1366}
1413
1414 1367
1415/* GROS: This code comes from hit_player. It has been made external to 1368/* GROS: This code comes from hit_player. It has been made external to
1416 * allow script procedures to "kill" objects in a combat-like fashion. 1369 * allow script procedures to "kill" objects in a combat-like fashion.
1417 * It was initially used by (kill-object) developed for the Collector's 1370 * It was initially used by (kill-object) developed for the Collector's
1418 * Sword. Note that nothing has been changed from the original version 1371 * Sword. Note that nothing has been changed from the original version
1429 */ 1382 */
1430int 1383int
1431kill_object (object *op, int dam, object *hitter, int type) 1384kill_object (object *op, int dam, object *hitter, int type)
1432{ 1385{
1433 char buf[MAX_BUF]; 1386 char buf[MAX_BUF];
1434 const char *skill; 1387 shstr skill;
1435 int maxdam = 0; 1388 int maxdam = 0;
1436 int battleg = 0; /* true if op standing on battleground */ 1389 int battleg = 0; /* true if op standing on battleground */
1437 int pk = 0; /* true if op and what controls hitter are both players */ 1390 int pk = 0; /* true if op and what controls hitter are both players */
1438 object *owner = NULL; 1391 object *owner = 0;
1439 object *skop = NULL; 1392 object *skop = 0;
1440 1393
1441 if (op->stats.hp >= 0) 1394 if (op->stats.hp >= 0)
1442 return -1; 1395 return -1;
1443 1396
1444 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1453 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1454 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1407 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1455 1408
1456 if (op->type == DOOR) 1409 if (op->type == DOOR)
1457 { 1410 {
1458 op->speed = 0.1; 1411 op->set_speed (0.1f);
1459 update_ob_speed (op);
1460 op->speed_left = -0.05; 1412 op->speed_left = -0.05f;
1461 return maxdam; 1413 return maxdam;
1462 } 1414 }
1415
1463 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1464 { 1417 {
1465 remove_friendly_object (op); 1418 op->drop_and_destroy ();
1466 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1467 {
1468 op->owner->contr->ranges[range_golem] = NULL;
1469 op->owner->contr->golem_count = 0;
1470 }
1471
1472 remove_ob (op);
1473 free_object (op);
1474 return maxdam; 1419 return maxdam;
1475 } 1420 }
1476 1421
1477 /* Now lets start dealing with experience we get for killing something */ 1422 /* Now lets start dealing with experience we get for killing something */
1478 1423
1479 owner = get_owner (hitter); 1424 owner = hitter->outer_owner ();
1480 if (owner == NULL) 1425 if (!owner)
1481 owner = hitter; 1426 owner = hitter;
1482 1427
1483 /* is the victim (op) standing on battleground? */ 1428 /* is the victim (op) standing on battleground? */
1484 if (op_on_battleground (op, NULL, NULL)) 1429 if (op_on_battleground (op, NULL, NULL))
1485 battleg = 1; 1430 battleg = 1;
1489 pk = 1; 1434 pk = 1;
1490 1435
1491 /* Player killed something */ 1436 /* Player killed something */
1492 if (owner->type == PLAYER) 1437 if (owner->type == PLAYER)
1493 { 1438 {
1494 Log_Kill (owner->name,
1495 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1496
1497 /* Log players killing other players - makes it easier to detect 1439 /* Log players killing other players - makes it easier to detect
1498 * and filter out malicious player killers - that is why the 1440 * and filter out malicious player killers - that is why the
1499 * ip address is included. 1441 * ip address is included.
1500 */ 1442 */
1501 if (op->type == PLAYER && !battleg) 1443 if (op->type == PLAYER && !battleg)
1505 char buf[256]; 1447 char buf[256];
1506 1448
1507 tmv = localtime (&t); 1449 tmv = localtime (&t);
1508 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1450 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1509 1451
1510 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1452 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1511 } 1453 }
1512 1454
1513 /* try to filter some things out - basically, if you are 1455 /* try to filter some things out - basically, if you are
1514 * killing a level 1 creature and your level 20, you 1456 * killing a level 1 creature and your level 20, you
1515 * probably don't want to see that. 1457 * probably don't want to see that.
1516 */ 1458 */
1517 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1459 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1518 { 1460 {
1519 if (owner != hitter) 1461 if (owner != hitter)
1520 {
1521 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1462 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1522 }
1523 else 1463 else
1524 {
1525 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1464 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1526 } 1465
1527 /* Only play sounds for melee kills */ 1466 /* Only play sounds for melee kills */
1528 if (hitter->type == PLAYER) 1467 if (hitter->type == PLAYER)
1529 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1468 owner->play_sound (sound_find ("player_kills"));
1530 } 1469 }
1531 1470
1532 /* If a player kills another player, not on 1471 /* If a player kills another player, not on
1533 * battleground, the "killer" looses 1 luck. Since this is 1472 * battleground, the "killer" looses 1 luck. Since this is
1534 * not reversible, it's actually quite a pain IMHO. -AV 1473 * not reversible, it's actually quite a pain IMHO. -AV
1536 * player that the object belonged to - so if you killed another player 1475 * player that the object belonged to - so if you killed another player
1537 * with spells, pets, whatever, there was no penalty. 1476 * with spells, pets, whatever, there was no penalty.
1538 * Changed to make luck penalty configurable in settings. 1477 * Changed to make luck penalty configurable in settings.
1539 */ 1478 */
1540 if (op->type == PLAYER && owner != op && !battleg) 1479 if (op->type == PLAYER && owner != op && !battleg)
1541 change_luck (owner, -settings.pk_luck_penalty); 1480 owner->change_luck (-settings.pk_luck_penalty);
1542 1481
1543 /* This code below deals with finding the appropriate skill 1482 /* This code below deals with finding the appropriate skill
1544 * to credit exp to. This is a bit problematic - we should 1483 * to credit exp to. This is a bit problematic - we should
1545 * probably never really have to look at current_weapon->skill 1484 * probably never really have to look at current_weapon->skill
1546 */ 1485 */
1547 skill = NULL;
1548 if (hitter->skill && hitter->type != PLAYER) 1486 if (hitter->skill && hitter->type != PLAYER)
1549 skill = hitter->skill; 1487 skill = hitter->skill;
1550 else if (owner->chosen_skill) 1488 else if (owner->chosen_skill)
1551 { 1489 {
1552 skill = owner->chosen_skill->skill;
1553 skop = owner->chosen_skill; 1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1554 } 1492 }
1555 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1556 skill = owner->current_weapon->skill; 1494 skill = owner->current_weapon->skill;
1557 else 1495 else
1496 {
1558 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1497 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1498 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1499 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1500 skill = 0;
1501 }
1559 1502
1560 /* We have the skill we want to credit to - now find the object this goes 1503 /* We have the skill we want to credit to - now find the object this goes
1561 * to. Make sure skop is an actual skill, and not a skill tool! 1504 * to. Make sure skop is an actual skill, and not a skill tool!
1562 */ 1505 */
1563 if ((!skop || skop->type != SKILL) && skill) 1506 skop = owner->contr->find_skill (skill);
1564 {
1565 int i;
1566
1567 for (i = 0; i < NUM_SKILLS; i++)
1568 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1569 {
1570 skop = owner->contr->last_skill_ob[i];
1571 break;
1572 }
1573 }
1574 } /* Was it a player that hit somethign */ 1507 } /* Was it a player that hit somethign */
1575 else 1508 else
1576 {
1577 skill = NULL; 1509 skill = 0;
1578 }
1579 1510
1580 /* Pet (or spell) killed something. */
1581 if (owner != hitter)
1582 {
1583 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1584 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1585 }
1586 else
1587 {
1588 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1589 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1590 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1591 }
1592 /* These may have been set in the player code section above */ 1511 /* These may have been set in the player code section above */
1593 if (!skop) 1512 if (!skop)
1594 skop = hitter->chosen_skill; 1513 skop = hitter->chosen_skill;
1514
1595 if (!skill && skop) 1515 if (!skill && skop)
1596 skill = skop->skill; 1516 skill = skop->skill;
1597 1517
1598 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1599
1600
1601 /* If you didn't kill yourself, and your not the wizard */ 1518 /* If you didn't kill yourself, and your not the wizard */
1602 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1603 { 1520 {
1604 int exp; 1521 int exp;
1605 1522
1606 /* Really don't give much experience for killing other players */ 1523 /* Really don't give much experience for killing other players */
1607 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1608 if (op->type == PLAYER) 1525 if (op->type == PLAYER)
1609 { 1526 {
1610 if (battleg) 1527 if (battleg)
1611 { 1528 {
1612 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1529 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1630 1547
1631 if (!settings.simple_exp) 1548 if (!settings.simple_exp)
1632 exp = exp / 2; 1549 exp = exp / 2;
1633 1550
1634 if (owner->type != PLAYER || owner->contr->party == NULL) 1551 if (owner->type != PLAYER || owner->contr->party == NULL)
1635 {
1636 change_exp (owner, exp, skill, 0); 1552 change_exp (owner, exp, skill, 0);
1637 }
1638 else 1553 else
1639 { 1554 {
1640 int shares = 0, count = 0; 1555 int shares = 0, count = 0;
1641
1642 player *pl;
1643
1644 partylist *party = owner->contr->party; 1556 partylist *party = owner->contr->party;
1645 1557
1646#ifdef PARTY_KILL_LOG
1647 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1558 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1648#endif 1559
1649 for (pl = first_player; pl != NULL; pl = pl->next) 1560 for_all_players (pl)
1650 {
1651 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1561 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1652 { 1562 {
1653 count++; 1563 count++;
1654 shares += (pl->ob->level + 4); 1564 shares += (pl->ob->level + 4);
1655 } 1565 }
1656 } 1566
1657 if (count == 1 || shares > exp) 1567 if (count == 1 || shares > exp || !shares)
1658 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1568 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1659 else 1569 else
1660 { 1570 {
1661 int share = exp / shares, given = 0, nexp; 1571 int share = exp / shares, given = 0, nexp;
1662 1572
1663 for (pl = first_player; pl != NULL; pl = pl->next) 1573 for_all_players (pl)
1664 {
1665 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1574 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1666 { 1575 {
1667 nexp = (pl->ob->level + 4) * share; 1576 nexp = (pl->ob->level + 4) * share;
1668 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1577 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1669 given += nexp; 1578 given += nexp;
1670 } 1579 }
1671 } 1580
1672 exp -= given; 1581 exp -= given;
1673 /* give any remainder to the player */ 1582 /* give any remainder to the player */
1674 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1583 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1675 } 1584 }
1676 } /* else part of a party */ 1585 } /* else part of a party */
1677
1678 } /* end if person didn't kill himself */ 1586 } /* end if person didn't kill himself */
1679 1587
1680 if (op->type != PLAYER) 1588 if (op->type != PLAYER)
1681 { 1589 {
1682 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1590 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1683 { 1591 {
1684 object *owner1 = get_owner (op); 1592 object *owner1 = op->owner;
1685 1593
1686 if (owner1 != NULL && owner1->type == PLAYER) 1594 if (owner1 && owner1->type == PLAYER)
1687 { 1595 {
1688 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1689 /* Maybe we should include the owner that killed this, maybe not */ 1597 /* Maybe we should include the owner that killed this, maybe not */
1690 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1691 } 1599 }
1600
1692 remove_friendly_object (op); 1601 remove_friendly_object (op);
1693 } 1602 }
1694 remove_ob (op); 1603
1695 free_object (op); 1604 op->drop_and_destroy ();
1696 } 1605 }
1697 /* Player has been killed! */
1698 else 1606 else
1699 { 1607 /* Player has been killed! */
1700 if (owner->type == PLAYER) 1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1701 { 1609
1702 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1703 }
1704 else
1705 {
1706 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1707 op->contr->killer[BIG_NAME - 1] = '\0';
1708 }
1709 }
1710 /* This was return -1 - that doesn't seem correct - if we return -1, process 1610 /* This was return -1 - that doesn't seem correct - if we return -1, process
1711 * continues in the calling function. 1611 * continues in the calling function.
1712 */ 1612 */
1713 return maxdam; 1613 return maxdam;
1714} 1614}
1715 1615
1716/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1616/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1717 * Returns 0 this is not friendly fire 1617 * Returns 0 this is not friendly fire
1718 */ 1618 */
1719
1720int 1619int
1721friendly_fire (object *op, object *hitter) 1620friendly_fire (object *op, object *hitter)
1722{ 1621{
1723 object *owner; 1622 object *owner;
1724 int friendlyfire; 1623 int friendlyfire;
1734 return 0; 1633 return 0;
1735 1634
1736 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1635 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1737 return 1; 1636 return 1;
1738 1637
1739 if ((owner = get_owner (hitter)) != NULL) 1638 if ((owner = hitter->owner) != NULL)
1740 { 1639 {
1741 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1640 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1742 friendlyfire = 2; 1641 friendlyfire = 2;
1743 } 1642 }
1744 1643
1745 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1644 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1746 friendlyfire = 0; 1645 friendlyfire = 0;
1747 } 1646 }
1647
1748 return friendlyfire; 1648 return friendlyfire;
1749} 1649}
1750
1751 1650
1752/* This isn't used just for players, but in fact most objects. 1651/* This isn't used just for players, but in fact most objects.
1753 * op is the object to be hit, dam is the amount of damage, hitter 1652 * op is the object to be hit, dam is the amount of damage, hitter
1754 * is what is hitting the object, type is the attacktype, and 1653 * is what is hitting the object, type is the attacktype, and
1755 * full_hit is set if monster area does not matter. 1654 * full_hit is set if monster area does not matter.
1756 * dam is base damage - protections/vulnerabilities/slaying matches can 1655 * dam is base damage - protections/vulnerabilities/slaying matches can
1757 * modify it. 1656 * modify it.
1758 */ 1657 */
1759
1760 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1658/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1761 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1762
1763int 1660int
1764hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1661hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1765{ 1662{
1766 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1767 int maxattacktype, attacknum; 1664 int maxattacktype, attacknum;
1768 int body_attack = op && op->head; /* Did we hit op's head? */ 1665 int body_attack = op && op->head; /* Did we hit op's head? */
1769 int simple_attack; 1666 int simple_attack;
1770 tag_t op_tag, hitter_tag;
1771 int rtn_kill = 0; 1667 int rtn_kill = 0;
1772 int friendlyfire; 1668 int friendlyfire;
1773 1669
1774 if (get_attack_mode (&op, &hitter, &simple_attack)) 1670 if (get_attack_mode (&op, &hitter, &simple_attack))
1775 return 0; 1671 return 0;
1776 1672
1777 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1673 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1778 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1674 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1779 return 0; 1675 return 0;
1780 1676
1781#ifdef PROHIBIT_PLAYERKILL 1677 // only allow pk for hostile players
1782 if (op->type == PLAYER) 1678 if (op->type == PLAYER)
1783 { 1679 {
1784 object *owner = get_owner (hitter); 1680 object *owner = hitter->owner;
1785 1681
1786 if (!owner) 1682 if (!owner)
1787 owner = hitter; 1683 owner = hitter;
1788 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1684
1789 { 1685 if (owner->type == PLAYER
1686 && (!op_on_battleground (op, 0, 0)
1687 && (op->contr->peaceful || owner->contr->peaceful))
1688 && op != owner)
1790 return 0; 1689 return 0;
1791 }
1792 } 1690 }
1793#endif
1794
1795 op_tag = op->count;
1796 hitter_tag = hitter->count;
1797 1691
1798 if (body_attack) 1692 if (body_attack)
1799 { 1693 {
1800 /* slow and paralyze must hit the head. But we don't want to just 1694 /* slow and paralyze must hit the head. But we don't want to just
1801 * return - we still need to process other attacks the spell still 1695 * return - we still need to process other attacks the spell still
1807 * attack so we don't cancel out things like magic bullet. 1701 * attack so we don't cancel out things like magic bullet.
1808 */ 1702 */
1809 if (type & (AT_PARALYZE | AT_SLOW)) 1703 if (type & (AT_PARALYZE | AT_SLOW))
1810 { 1704 {
1811 type &= ~(AT_PARALYZE | AT_SLOW); 1705 type &= ~(AT_PARALYZE | AT_SLOW);
1706
1812 if (!type || type == AT_MAGIC) 1707 if (!type || type == AT_MAGIC)
1813 return 0; 1708 return 0;
1814 } 1709 }
1815 } 1710 }
1816 1711
1817 if (!simple_attack && op->type == DOOR) 1712 if (!simple_attack && op->type == DOOR)
1818 { 1713 {
1819 object *tmp;
1820
1821 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1822 if (tmp->type == RUNE || tmp->type == TRAP) 1715 if (tmp->type == RUNE || tmp->type == TRAP)
1823 { 1716 {
1824 spring_trap (tmp, hitter); 1717 spring_trap (tmp, hitter);
1718
1825 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1719 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1826 return 0; 1720 return 0;
1721
1827 break; 1722 break;
1828 } 1723 }
1829 } 1724 }
1830 1725
1831 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1832 { 1727 {
1833 /* FIXME: If a player is killed by a rune in a door, the 1728 /* FIXME: If a player is killed by a rune in a door, the
1834 * was_destroyed() check above doesn't return, and might get here. 1729 * destroyed() check above doesn't return, and might get here.
1835 */ 1730 */
1731
1732 /* FIXME: This for example happens when a dead door is on a mover and
1733 gets it's speed_left raised on each mover-tick.
1734 Doors are removed in a kinda funny way by giving them speed and speed_left
1735 and waiting for that to run out.
1736 */
1836 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1737 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1837 return 0; 1738 return 0;
1838 } 1739 }
1839 1740
1840#ifdef ATTACK_DEBUG 1741#ifdef ATTACK_DEBUG
1841 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1742 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1847 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1748 * in case 0>dam>1, we try to "simulate" a float value-effect */
1848 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1749 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1849 if (dam >= 100) 1750 if (dam >= 100)
1850 dam /= 100; 1751 dam /= 100;
1851 else 1752 else
1852 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1753 dam = (dam > rndm (0, 99)) ? 1 : 0;
1853 } 1754 }
1854 1755
1855 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1756 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1856 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1757 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1857 */ 1758 */
1873 if ((!hitter->slaying || 1774 if ((!hitter->slaying ||
1874 (!(op->race && strstr (hitter->slaying, op->race)) && 1775 (!(op->race && strstr (hitter->slaying, op->race)) &&
1875 !(op->name && strstr (hitter->slaying, op->name)))) && 1776 !(op->name && strstr (hitter->slaying, op->name)))) &&
1876 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1777 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1877 (hitter->title != NULL 1778 (hitter->title != NULL
1878 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1779 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1879 return 0; 1780 return 0;
1880 } 1781 }
1881 1782
1882 maxattacktype = type; /* initialize this to something */ 1783 maxattacktype = type; /* initialise this to something */
1883 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1884 { 1785 {
1885 /* Magic isn't really a true attack type - it gets combined with other 1786 /* Magic isn't really a true attack type - it gets combined with other
1886 * attack types. As such, skip it over. However, if magic is 1787 * attack types. As such, skip it over. However, if magic is
1887 * the only attacktype in the group, then still attack with it 1788 * the only attacktype in the group, then still attack with it
1915 */ 1816 */
1916 friendlyfire = friendly_fire (op, hitter); 1817 friendlyfire = friendly_fire (op, hitter);
1917 if (friendlyfire && maxdam) 1818 if (friendlyfire && maxdam)
1918 { 1819 {
1919 maxdam = ((dam * settings.set_friendly_fire) / 100); 1820 maxdam = ((dam * settings.set_friendly_fire) / 100);
1920#ifndef COZY_SERVER
1921 maxdam++;
1922#endif
1923 1821
1924#ifdef ATTACK_DEBUG 1822#ifdef ATTACK_DEBUG
1925 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1823 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1926 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1824 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1927#endif 1825#endif
1928 } 1826 }
1929 1827
1930 if (!full_hit) 1828 if (!full_hit)
1931 { 1829 {
1932 archetype *at;
1933 int area; 1830 int area;
1934 int remainder; 1831 int remainder;
1935 1832
1936 area = 0; 1833 area = 0;
1937 for (at = op->arch; at != NULL; at = at->more) 1834
1835 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1938 area++; 1836 area++;
1837
1939 assert (area > 0); 1838 assert (area > 0);
1940 1839
1941 /* basically: maxdam /= area; we try to "simulate" a float 1840 /* basically: maxdam /= area; we try to "simulate" a float
1942 value-effect */ 1841 value-effect */
1943 remainder = 100 * (maxdam % area) / area; 1842 remainder = 100 * (maxdam % area) / area;
1944 maxdam /= area; 1843 maxdam /= area;
1945 if (RANDOM () % 100 < remainder) 1844 if (rndm (100) < remainder)
1946 maxdam++; 1845 maxdam++;
1947 } 1846 }
1948 1847
1949#ifdef ATTACK_DEBUG 1848#ifdef ATTACK_DEBUG
1950 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1849 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1951#endif 1850#endif
1952 1851
1953 if (get_owner (hitter)) 1852 // for now, only do this for active objects, otherwise they
1853 // keep a refcount for a long time and I see no usefulness
1854 // for an non-active objetc to know its enemy.
1855 if (op->active)
1856 if (hitter->owner)
1954 op->enemy = hitter->owner; 1857 op->enemy = hitter->owner;
1955 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1956 op->enemy = hitter; 1859 op->enemy = hitter;
1957 1860
1958 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1959 { 1862 {
1960 /* The unaggressives look after themselves 8) */ 1863 /* The unaggressives look after themselves 8) */
1961 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1983 1886
1984 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1887 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1985 { 1888 {
1986 if (maxdam) 1889 if (maxdam)
1987 tear_down_wall (op); 1890 tear_down_wall (op);
1891
1988 return maxdam; /* nothing more to do for wall */ 1892 return maxdam; /* nothing more to do for wall */
1989 } 1893 }
1990 1894
1991 /* See if the creature has been killed */ 1895 /* See if the creature has been killed */
1992 rtn_kill = kill_object (op, maxdam, hitter, type); 1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1993 if (rtn_kill != -1) 1897 if (rtn_kill != -1)
1994 return rtn_kill; 1898 return rtn_kill;
1995
1996 1899
1997 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1900 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1998 * that before if the player was immune to ghosthit, the monster 1901 * that before if the player was immune to ghosthit, the monster
1999 * remained - that is no longer the case. 1902 * remained - that is no longer the case.
2000 */ 1903 */
2001 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2002 { 1905 hitter->drop_and_destroy ();
2003 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2004 remove_friendly_object (hitter);
2005 remove_ob (hitter);
2006 free_object (hitter);
2007 }
2008 /* Lets handle creatures that are splitting now */ 1906 /* Lets handle creatures that are splitting now */
2009 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1907 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2010 { 1908 {
2011 int i; 1909 int i;
2012 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2013 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1911 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2014 object *owner = get_owner (op); 1912 object *owner = op->owner;
2015 1913
2016 if (!op->other_arch) 1914 if (!op->other_arch)
2017 { 1915 {
2018 LOG (llevError, "SPLITTING without other_arch error.\n"); 1916 LOG (llevError, "SPLITTING without other_arch error.\n");
2019 return maxdam; 1917 return maxdam;
2020 } 1918 }
1919
2021 remove_ob (op); 1920 op->remove ();
2022 for (i = 0; i < NROFNEWOBJS (op); i++) 1921
1922 for (i = 0; i < op->stats.food; i++)
2023 { /* This doesn't handle op->more yet */ 1923 { /* This doesn't handle op->more yet */
2024 object *tmp = arch_to_object (op->other_arch); 1924 object *tmp = arch_to_object (op->other_arch);
2025 int j; 1925 int j;
2026 1926
2027 tmp->stats.hp = op->stats.hp; 1927 tmp->stats.hp = op->stats.hp;
1928
2028 if (friendly) 1929 if (friendly)
2029 { 1930 {
2030 SET_FLAG (tmp, FLAG_FRIENDLY);
2031 add_friendly_object (tmp); 1931 add_friendly_object (tmp);
2032 tmp->attack_movement = PETMOVE; 1932 tmp->attack_movement = PETMOVE;
1933
2033 if (owner != NULL) 1934 if (owner)
2034 set_owner (tmp, owner); 1935 tmp->set_owner (owner);
2035 } 1936 }
1937
2036 if (unaggressive) 1938 if (unaggressive)
2037 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1939 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1940
2038 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1941 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1942
2039 if (j == -1) /* No spot to put this monster */ 1943 if (j == -1) /* No spot to put this monster */
2040 free_object (tmp); 1944 tmp->destroy ();
2041 else 1945 else
2042 { 1946 {
2043 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2044 insert_ob_in_map (tmp, op->map, NULL, 0); 1948 insert_ob_in_map (tmp, op->map, NULL, 0);
2045 } 1949 }
2046 } 1950 }
2047 if (friendly) 1951
2048 remove_friendly_object (op); 1952 op->destroy ();
2049 free_object (op);
2050 } 1953 }
2051 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2052 { 1955 hitter->drop_and_destroy ();
2053 remove_ob (hitter); 1956
2054 free_object (hitter);
2055 }
2056 return maxdam; 1957 return maxdam;
2057} 1958}
2058
2059 1959
2060void 1960void
2061poison_player (object *op, object *hitter, int dam) 1961poison_player (object *op, object *hitter, int dam)
2062{ 1962{
2063 archetype *at = find_archetype ("poisoning"); 1963 archetype *at = archetype::find ("poisoning");
2064 object *tmp = present_arch_in_ob (at, op); 1964 object *tmp = present_arch_in_ob (at, op);
2065 1965
2066 if (tmp == NULL) 1966 if (tmp == NULL)
2067 { 1967 {
2068 if ((tmp = arch_to_object (at)) == NULL) 1968 if ((tmp = arch_to_object (at)) == NULL)
2081 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1981 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2082 tmp->stats.dam += hitter->level / 2; 1982 tmp->stats.dam += hitter->level / 2;
2083 else 1983 else
2084 tmp->stats.dam = dam; 1984 tmp->stats.dam = dam;
2085 1985
2086 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1986 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2087 if (hitter->skill && hitter->skill != tmp->skill) 1987 if (hitter->skill && hitter->skill != tmp->skill)
2088 { 1988 {
2089 tmp->skill = hitter->skill; 1989 tmp->skill = hitter->skill;
2090 } 1990 }
2091 1991
2097 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1997 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2098 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1998 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2099 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2100 tmp->stats.Int = MAX (-dam / 7, -10); 2000 tmp->stats.Int = MAX (-dam / 7, -10);
2101 SET_FLAG (tmp, FLAG_APPLIED); 2001 SET_FLAG (tmp, FLAG_APPLIED);
2102 fix_player (op); 2002 op->update_stats ();
2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2004 op->play_sound (tmp->sound);
2104 } 2005 }
2006
2105 if (hitter->type == PLAYER) 2007 if (hitter->type == PLAYER)
2106 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2008 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2107 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2108 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2010 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2109 } 2011 }
2012
2110 tmp->speed_left = 0; 2013 tmp->speed_left = 0;
2111 } 2014 }
2112 else 2015 else
2113 tmp->stats.food++; 2016 tmp->stats.food++;
2114} 2017}
2115 2018
2116void 2019void
2117slow_player (object *op, object *hitter, int dam) 2020slow_player (object *op, object *hitter, int dam)
2118{ 2021{
2119 archetype *at = find_archetype ("slowness"); 2022 archetype *at = archetype::find ("slowness");
2120 object *tmp; 2023 object *tmp;
2121 2024
2122 if (at == NULL) 2025 if (at == NULL)
2123 {
2124 LOG (llevError, "Can't find slowness archetype.\n"); 2026 LOG (llevError, "Can't find slowness archetype.\n");
2125 } 2027
2126 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2028 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2127 { 2029 {
2128 tmp = arch_to_object (at); 2030 tmp = arch_to_object (at);
2129 tmp = insert_ob_in_ob (tmp, op); 2031 tmp = insert_ob_in_ob (tmp, op);
2130 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2032 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2131 } 2033 }
2132 else 2034 else
2133 tmp->stats.food++; 2035 tmp->stats.food++;
2036
2134 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2135 tmp->speed_left = 0; 2038 tmp->speed_left = 0;
2136 fix_player (op); 2039 op->update_stats ();
2137} 2040}
2138 2041
2139void 2042void
2140confuse_player (object *op, object *hitter, int dam) 2043confuse_player (object *op, object *hitter, int dam)
2141{ 2044{
2155 tmp->speed = 0.05; 2058 tmp->speed = 0.05;
2156 tmp->subtype = FORCE_CONFUSION; 2059 tmp->subtype = FORCE_CONFUSION;
2157 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2060 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2158 tmp->name = "confusion"; 2061 tmp->name = "confusion";
2159 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063
2160 if (tmp->duration > maxduration) 2064 if (tmp->duration > maxduration)
2161 tmp->duration = maxduration; 2065 tmp->duration = maxduration;
2162 2066
2163 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2164 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2068 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2069
2165 SET_FLAG (op, FLAG_CONFUSED); 2070 SET_FLAG (op, FLAG_CONFUSED);
2166} 2071}
2167 2072
2168void 2073void
2169blind_player (object *op, object *hitter, int dam) 2074blind_player (object *op, object *hitter, int dam)
2185 */ 2090 */
2186 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2091 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2187 2092
2188 tmp = insert_ob_in_ob (tmp, op); 2093 tmp = insert_ob_in_ob (tmp, op);
2189 change_abil (op, tmp); /* Mostly to display any messages */ 2094 change_abil (op, tmp); /* Mostly to display any messages */
2190 fix_player (op); /* This takes care of some other stuff */ 2095 op->update_stats (); /* This takes care of some other stuff */
2191 2096
2192 if (hitter->owner) 2097 if (hitter->owner)
2193 owner = get_owner (hitter); 2098 owner = hitter->owner;
2194 else 2099 else
2195 owner = hitter; 2100 owner = hitter;
2196 2101
2197 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2102 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2198 } 2103 }
2235 op->speed_left = (float) -(FABS (op->speed) * max); 2140 op->speed_left = (float) -(FABS (op->speed) * max);
2236 2141
2237/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2142/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2238} 2143}
2239 2144
2240
2241/* Attempts to kill 'op'. hitter is the attack object, dam is 2145/* Attempts to kill 'op'. hitter is the attack object, dam is
2242 * the computed damaged. 2146 * the computed damaged.
2243 */ 2147 */
2244void 2148void
2245deathstrike_player (object *op, object *hitter, int *dam) 2149deathstrike_player (object *op, object *hitter, int *dam)
2253 ** field of the deathstriking object */ 2157 ** field of the deathstriking object */
2254 2158
2255 int atk_lev, def_lev, kill_lev; 2159 int atk_lev, def_lev, kill_lev;
2256 2160
2257 if (hitter->slaying) 2161 if (hitter->slaying)
2258 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2162 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2259 return; 2163 return;
2260 2164
2261 def_lev = op->level; 2165 def_lev = op->level;
2262 if (def_lev < 1) 2166 if (def_lev < 1)
2263 { 2167 {
2264 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2168 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2265 def_lev = 1; 2169 def_lev = 1;
2266 } 2170 }
2171
2267 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2172 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2268 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2269 atk_lev, def_lev); */ 2174 atk_lev, def_lev); */
2270 2175
2271 if (atk_lev >= def_lev) 2176 if (atk_lev >= def_lev)
2286 */ 2191 */
2287 *dam *= kill_lev / def_lev; 2192 *dam *= kill_lev / def_lev;
2288 } 2193 }
2289 } 2194 }
2290 else 2195 else
2291 {
2292 *dam = 0; /* no harm done */ 2196 *dam = 0; /* no harm done */
2293 }
2294} 2197}
2295 2198
2296/* thrown_item_effect() - handles any special effects of thrown 2199/* thrown_item_effect() - handles any special effects of thrown
2297 * items (like attacking living creatures--a potion thrown at a 2200 * items (like attacking living creatures--a potion thrown at a
2298 * monster). 2201 * monster).
2327 } 2230 }
2328 } 2231 }
2329} 2232}
2330 2233
2331/* adj_attackroll() - adjustments to attacks by various conditions */ 2234/* adj_attackroll() - adjustments to attacks by various conditions */
2332
2333int 2235int
2334adj_attackroll (object *hitter, object *target) 2236adj_attackroll (object *hitter, object *target)
2335{ 2237{
2336 object *attacker = hitter; 2238 object *attacker = hitter;
2337 int adjust = 0; 2239 int adjust = 0;
2344 } 2246 }
2345 2247
2346 /* aimed missiles use the owning object's sight */ 2248 /* aimed missiles use the owning object's sight */
2347 if (is_aimed_missile (hitter)) 2249 if (is_aimed_missile (hitter))
2348 { 2250 {
2349 if ((attacker = get_owner (hitter)) == NULL) 2251 if ((attacker = hitter->owner) == NULL)
2350 attacker = hitter; 2252 attacker = hitter;
2351 /* A player who saves but hasn't quit still could have objects 2253 /* A player who saves but hasn't quit still could have objects
2352 * owned by him - need to handle that case to avoid crashes. 2254 * owned by him - need to handle that case to avoid crashes.
2353 */ 2255 */
2354 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2256 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2364 { 2266 {
2365 /* target is unseen */ 2267 /* target is unseen */
2366 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2367 adjust -= 10; 2269 adjust -= 10;
2368 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2270 /* dark map penalty for the hitter (lacks infravision if we got here). */
2369 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2271 else if (target->map && target->map->darklevel () > 0 && !stand_in_light (target))
2370 adjust -= target->map->darkness; 2272 adjust -= target->map->darklevel ();
2371 } 2273 }
2372 2274
2373 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2374 adjust -= 3; 2276 adjust -= 3;
2375 2277
2402#endif 2304#endif
2403 2305
2404 return adjust; 2306 return adjust;
2405} 2307}
2406 2308
2407
2408/* determine if the object is an 'aimed' missile */ 2309/* determine if the object is an 'aimed' missile */
2409int 2310int
2410is_aimed_missile (object *op) 2311is_aimed_missile (object *op)
2411{ 2312{
2412 2313
2413 /* I broke what used to be one big if into a few nested 2314 /* I broke what used to be one big if into a few nested
2414 * ones so that figuring out the logic is at least possible. 2315 * ones so that figuring out the logic is at least possible.
2415 */ 2316 */
2416 if (op && (op->move_type & MOVE_FLYING)) 2317 if (op && (op->move_type & MOVE_FLYING))
2417 {
2418 if (op->type == ARROW || op->type == THROWN_OBJ) 2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2419 return 1; 2319 return 1;
2420 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2320 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2421 return 1; 2321 return 1;
2422 } 2322
2423 return 0; 2323 return 0;
2424} 2324}

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