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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.19 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.101 by root, Fri Dec 26 13:33:22 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 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)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76 66
77 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
78 71
79/* 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
80 * 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
81 * any further action (like destroying the item). 74 * any further action (like destroying the item).
82 */ 75 */
83
84int 76int
85did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
86{ 78{
87 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 80 materialtype_t *mt;
89 81
90 if (op->materialname == NULL) 82 if (!op->materialname)
91 { 83 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
93 {
94 if (op->material & mt->material) 85 if (op->materials & mt->material)
95 break; 86 break;
96 }
97 } 87 }
98 else 88 else
99 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
100 if (mt == NULL) 90
91 if (!mt)
101 return TRUE; 92 return TRUE;
93
102 roll = rndm (1, 20); 94 roll = rndm (1, 20);
103 95
104 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
105 * 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
106 * 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
112 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 108
117 if (type == 0) 109 if (type == 0) return TRUE;
118 return TRUE; 110
119 if (roll == 20) 111 if (roll == 20) return TRUE;
120 return TRUE; 112 if (roll == 1) return FALSE;
121 if (roll == 1)
122 return FALSE;
123 113
124 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
125 { 115 {
126 i = 1 << number; 116 i = 1 << number;
117
127 if (!(i & type)) 118 if (!(i & type))
128 continue; 119 continue;
120
129 attacks++; 121 attacks++;
130 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
131 saves++; 123 saves++;
132 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)
133 saves++; 125 saves++;
135 saves++; 127 saves++;
136 } 128 }
137 129
138 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
139 return TRUE; 131 return TRUE;
132
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 134 return FALSE;
135
142 return TRUE; 136 return TRUE;
143} 137}
144 138
145/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 141 * calling cancellation, etc.)
148 */ 142 */
149
150void 143void
151save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
152{ 145{
153 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
154 { 147 {
155 object *env = op->env; 148 object *env = op->env;
156 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
157 maptile *m = op->map; 150 maptile *m = op->map;
158 151
159 op = stop_item (op); 152 op = stop_item (op);
160 if (op == NULL) 153 if (!op)
161 return; 154 return;
162 155
163 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
167 * (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
168 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 163 */
171 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))
172 { 165 {
173 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
174 167
175 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
176
177 if (op)
178 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
179 170
180 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
181 { 172 {
182 if (env) 173 if (env)
183 { 174 env->insert (op);
184 op->x = env->x, op->y = env->y;
185 insert_ob_in_ob (op, env);
186 if (env->contr)
187 esrv_send_item (env, op);
188 }
189 else 175 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
193 }
194 } 177 }
195 178
196 return; 179 return;
197 } 180 }
198 181
203 return; 186 return;
204 } 187 }
205 188
206 if (op->nrof > 1) 189 if (op->nrof > 1)
207 { 190 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
209
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 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 } 199 }
228 200
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
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 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
238 210
239 return; 211 return;
240 } 212 }
241 213
242 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
243 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))
244 { 216 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
247 218
248 if (at == NULL) 219 if (at == NULL)
249 return; 220 return;
250 221
251 op = stop_item (op); 222 op = stop_item (op);
252 if (op == NULL) 223 if (op == NULL)
253 return; 224 return;
254 225
255 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)
256 { 228 {
257 tmp = arch_to_object (at); 229 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
263 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 236 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 238 }
267 239
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 241 return;
273 } 242 }
274} 243}
275 244
276/* Object op is hitting the map. 245/* Object op is hitting the map.
277 * op is going in direction 'dir' 246 * op is going in direction 'dir'
278 * type is the attacktype of the object. 247 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
281 */ 250 */
282
283int 251int
284hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, int type, int full_hit)
285{ 253{
286 object *tmp, *next;
287 maptile *map; 254 maptile *map;
288 sint16 x, y; 255 sint16 x, y;
289 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 */
290 257
291 if (QUERY_FLAG (op, FLAG_FREED)) 258 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 261 return 0;
295 } 262 }
296 263
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 265 {
299 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);
300 return 0; 267 return 0;
301 } 268 }
302 269
303 if (!op->map) 270 if (!op->map)
304 { 271 {
307 } 274 }
308 275
309 if (op->head) 276 if (op->head)
310 op = op->head; 277 op = op->head;
311 278
312 map = op->map; 279 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 280 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 281
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 282 if (!pos.normalise ())
283 return 0;
317 284
318 // elmex: a safe map tile can't be hit! 285 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 286 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 287 mapspace &ms = pos.ms ();
288
289 if (ms.flags () & P_SAFE)
321 return 0; 290 return 0;
322 291
323 /* peterm: a few special cases for special attacktypes --counterspell 292 /* peterm: a few special cases for special attacktypes --counterspell
324 * 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
325 */ 294 */
326 295 if (type & (AT_COUNTERSPELL | AT_CHAOS))
296 {
327 if (type & AT_COUNTERSPELL) 297 if (type & AT_COUNTERSPELL)
328 { 298 {
329 counterspell (op, dir); /* see spell_effect.c */ 299 counterspell (op, dir); /* see spell_effect.c */
330 300
331 /* If the only attacktype is counterspell or magic, don't need 301 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 302 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 303 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 304 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 305 return 0;
306
307 type &= ~AT_COUNTERSPELL;
308 }
309
310 if (type & AT_CHAOS)
364 } 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 }
365 317
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 {
366 tmp = next; 328 object *tmp = next;
367 next = tmp->above; 329 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 330
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
377 * 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.
378 */ 334 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 336 continue;
381 337
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 339 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 341 retflag |= 1;
342
386 if (op->destroyed ()) 343 if (op->destroyed ())
387 break; 344 break;
388 } 345 }
389
390 /* Here we are potentially destroying an object. If the object has 346 /* Here we are potentially destroying an object. If the object has
391 * 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
392 * that weak walls have is_alive set, which prevent objects from 348 * that weak walls have is_alive set, which prevent objects from
393 * 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
394 * 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
395 * destroyed right now. 351 * destroyed right now.
396 */ 352 */
397 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)
398 { 354 {
399 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356
400 if (op->destroyed ()) 357 if (op->destroyed ())
401 break; 358 break;
402 } 359 }
403 } 360 }
404 361
435 sprintf (buf1, "missed %s", &op->name); 392 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 393 sprintf (buf2, " misses");
437 found++; 394 found++;
438 } 395 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 396 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 397 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 398 {
442 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++)
443 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)
444 { 401 {
445 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);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 414 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 415 found++;
459 break; 416 break;
460 } 417 }
461 } 418 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 419 else if (hitter->type == PLAYER && op->is_alive ())
463 { 420 {
464 if (USING_SKILL (hitter, SK_KARATE)) 421 if (USING_SKILL (hitter, SK_KARATE))
465 { 422 {
466 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++)
467 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)
493 found++; 450 found++;
494 break; 451 break;
495 } 452 }
496 } 453 }
497 } 454 }
455
498 if (found) 456 if (found)
499 { 457 {
500 /* done */ 458 /* done */
501 } 459 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 460 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 461 {
504 sprintf (buf1, "hit"); /* just in case */ 462 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 463 for (i = 0; i < MAXATTACKMESS; i++)
506 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)
507 { 465 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 467 found++;
510 break; 468 break;
511 } 469 }
512 } 470 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 471 else if (type & AT_DRAIN && op->is_alive ())
514 { 472 {
515 /* drain is first, because some items have multiple attypes */ 473 /* drain is first, because some items have multiple attypes */
516 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++)
517 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)
518 { 476 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 479 found++;
522 break; 480 break;
523 } 481 }
524 } 482 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 483 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 484 {
527 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++)
528 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)
529 { 487 {
530 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);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 490 found++;
533 break; 491 break;
534 } 492 }
535 } 493 }
536 else if (type & AT_COLD && IS_LIVE (op)) 494 else if (type & AT_COLD && op->is_alive ())
537 { 495 {
538 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++)
539 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)
540 { 498 {
541 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);
559 { 517 {
560 int mtype; 518 int mtype;
561 519
562 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
563 { 521 {
564 case WEAP_HIT: 522 case WEAP_HIT:
565 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
566 break; 524 break;
567 case WEAP_SLASH: 525 case WEAP_SLASH:
568 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
569 break; 527 break;
570 case WEAP_PIERCE: 528 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
572 break; 530 break;
573 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
575 break; 533 break;
576 case WEAP_SLICE: 534 case WEAP_SLICE:
577 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
578 break; 536 break;
579 case WEAP_STAB: 537 case WEAP_STAB:
580 mtype = ATM_STAB; 538 mtype = ATM_STAB;
581 break; 539 break;
582 case WEAP_WHIP: 540 case WEAP_WHIP:
583 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
584 break; 542 break;
585 case WEAP_CRUSH: 543 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
587 break; 545 break;
588 case WEAP_BLUD: 546 case WEAP_BLUD:
589 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
590 break; 548 break;
591 default: 549 default:
592 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
593 break; 551 break;
594 } 552 }
553
595 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++)
596 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)
597 { 556 {
598 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);
599 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 577 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 578 strcpy (buf2, " hits");
620 } 579 }
621 580
622 /* bail out if a monster is casting spells */ 581 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 582 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 583 return;
625 584
626 /* scale down magic considerably. */ 585 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 586 if (type & AT_MAGIC && rndm (0, 5))
628 return; 587 return;
629 588
630 /* Did a player hurt another player? Inform both! */ 589 /* Did a player hurt another player? Inform both! */
631 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)
632 { 591 {
633 if (get_owner (hitter) != NULL) 592 if (hitter->owner != NULL)
634 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);
635 else 594 else
636 { 595 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
638 if (dam != 0) 598 if (dam != 0)
639 { 599 {
640 if (dam < 10) 600 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 602 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 604 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 606 }
647 } 607 }
608
648 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 610 } /* end of player hitting player */
650 611
651 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
652 { 613 {
653 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
654 if (dam != 0) 616 if (dam != 0)
655 { 617 {
656 if (dam < 10) 618 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 620 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
660 else 622 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
662 } 624 }
625
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 627 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 629 {
667 /* look for stacked spells and start reducing the message chances */ 630 /* look for stacked spells and start reducing the message chances */
668 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))
669 { 632 {
670 i = 4; 633 i = 4;
671 map = hitter->map; 634 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 635 if (out_of_map (map, hitter->x, hitter->y))
673 return; 636 return;
637
674 next = get_map_ob (map, hitter->x, hitter->y); 638 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 639 if (next)
676 while (next) 640 while (next)
677 { 641 {
678 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))
679 i *= 3; 643 i *= 3;
644
680 tmp = next; 645 tmp = next;
681 next = tmp->above; 646 next = tmp->above;
682 } 647 }
648
683 if (i < 0) 649 if (i < 0)
684 return; 650 return;
651
685 if (rndm (0, i) != 0) 652 if (rndm (0, i) != 0)
686 return; 653 return;
687 } 654 }
688 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
689 return; 656 return;
657
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 661 }
694} 662}
695 663
696 664
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 669 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 671 return 1;
704 } 672 }
673
705 if ((*target)->head) 674 if ((*target)->head)
706 *target = (*target)->head; 675 *target = (*target)->head;
676
707 if ((*hitter)->head) 677 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
710 { 684 {
711 *simple_attack = 1; 685 *simple_attack = 1;
712 return 0; 686 return 0;
713 } 687 }
688
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || 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))
716 { 693 {
717 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 ());
718 return 1; 696 return 1;
719 } 697 }
698
720 *simple_attack = 0; 699 *simple_attack = 0;
721 return 0; 700 return 0;
722} 701}
723 702
724static int 703static int
760 739
761 /* 740 /*
762 * 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
763 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
764 */ 743 */
765 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)
766 { 745 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
771 */ 750 */
772 op->speed_left--; 751 --op->speed_left;
773 process_object (op); 752 process_object (op);
753
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 755 goto error;
776 } 756 }
777 757
778 op_name = op->name; 758 op_name = op->name;
786 /* See if we hit the creature */ 766 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 768 {
789 int hitdam = base_dam; 769 int hitdam = base_dam;
790 770
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack) 771 if (!simple_attack)
809 { 772 {
810 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 775 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 776 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 777 CLEAR_FLAG (op, FLAG_SLEEP);
815 778
816 /* 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
817 * for help. */ 780 * for help. */
818 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))
819 npc_call_help (op); 782 npc_call_help (op);
820 783
821 /* 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 */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 786 {
824 make_visible (op); 787 make_visible (op);
788
825 if (op->type == PLAYER) 789 if (op->type == PLAYER)
826 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!");
827 } 791 }
828 792
829 /* thrown items (hitter) will have various effects 793 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 794 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 795 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 796 * wrapper object.
833 */ 797 */
834 thrown_item_effect (hitter, op); 798 thrown_item_effect (hitter, op);
799
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 800 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 801 goto leave;
837 } 802 }
838 803
839 /* 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
882} 847}
883 848
884int 849int
885attack_ob (object *op, object *hitter) 850attack_ob (object *op, object *hitter)
886{ 851{
887
888 if (hitter->head)
889 hitter = hitter->head; 852 hitter = hitter->head_ ();
853
890 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);
891} 855}
892 856
893/* op is the arrow, tmp is what is stopping the arrow. 857/* op is the arrow, tmp is what is stopping the arrow.
894 * 858 *
903 * 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
904 * stick around. 868 * stick around.
905 */ 869 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 871 {
908 if (tmp->head != NULL) 872 tmp->head_ ()->insert (op);
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1; 873 return 1;
918 } 874 }
919 else 875 else
920 return 0; 876 return 0;
921} 877}
929object * 885object *
930hit_with_arrow (object *op, object *victim) 886hit_with_arrow (object *op, object *victim)
931{ 887{
932 object *container, *hitter; 888 object *container, *hitter;
933 int hit_something = 0; 889 int hit_something = 0;
934 sint16 victim_x, victim_y;
935 890
936 /* Disassemble missile */ 891 /* Disassemble missile */
937 if (op->inv) 892 if (op->inv)
938 { 893 {
939 container = op; 894 container = op;
940 hitter = op->inv; 895 hitter = op->inv;
941 remove_ob (hitter);
942 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);
943 /* 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
944 * might be called until this THROWN_OBJ is either reassembled or 898 * might be called until this THROWN_OBJ is either reassembled or
945 * 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
946 * THROWN_OBJs. */ 900 * THROWN_OBJs. */
947 } 901 }
948 else 902 else
949 { 903 {
950 container = NULL; 904 container = 0;
951 hitter = op; 905 hitter = op;
952 } 906 }
953 907
954 /* Try to hit victim */ 908 /* Try to hit victim */
955 victim_x = victim->x;
956 victim_y = victim->y;
957
958 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);
959 910
960 /* 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
961 * arrow, move_apply() calls this function, arrow sticks in demon, 912 * arrow, move_apply() calls this function, arrow sticks in demon,
962 * 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
964 * other places as well!) 915 * other places as well!)
965 */ 916 */
966 if (hitter->destroyed () || hitter->env != NULL) 917 if (hitter->destroyed () || hitter->env != NULL)
967 { 918 {
968 if (container) 919 if (container)
969 { 920 container->destroy ();
970 remove_ob (container); 921
971 free_object (container);
972 }
973 return NULL; 922 return 0;
974 } 923 }
975 924
976 /* Missile hit victim */ 925 /* Missile hit victim */
977 /* 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
978 * through the target 927 * through the target
979 */ 928 */
980 if (hit_something && op->speed <= 10.0) 929 if (hit_something && op->speed <= 10.0)
981 { 930 {
982 /* Stop arrow */ 931 /* Stop arrow */
983 if (container == NULL) 932 if (!container)
984 { 933 {
985 hitter = fix_stopped_arrow (hitter); 934 hitter = fix_stopped_arrow (hitter);
986 if (hitter == NULL) 935 if (!hitter)
987 return NULL; 936 return 0;
988 } 937 }
989 else 938 else
990 { 939 container->destroy ();
991 remove_ob (container);
992 free_object (container);
993 }
994 940
995 /* Try to stick arrow into victim */ 941 /* Try to stick arrow into victim */
996 if (!victim->destroyed () && stick_arrow (hitter, victim)) 942 if (!victim->destroyed () && stick_arrow (hitter, victim))
997 return NULL; 943 return 0;
998 944
999 /* Else try to put arrow on victim's map square 945 /* Else try to put arrow on victim's map square
1000 * 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
1001 * space, that is good enough - with the new movement code, 947 * space, that is good enough - with the new movement code,
1002 * there is now the potential for lots of spaces where something 948 * there is now the potential for lots of spaces where something
1003 * 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
1004 * way to handle those otherwise? 950 * way to handle those otherwise?
1005 */ 951 */
1006 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
1007 { 957 {
1008 remove_ob (hitter); 958 hitter->remove ();
1009 hitter->x = victim_x; 959 hitter->x = victim->x;
1010 hitter->y = victim_y; 960 hitter->y = victim->y;
1011 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
1012 } 963 }
1013 else 964 else
1014 {
1015 /* Else leave arrow where it is */ 965 /* Else leave arrow where it is */
1016 merge_ob (hitter, NULL); 966 merge_ob (hitter, NULL);
1017 } 967
1018 return NULL; 968 return 0;
1019 } 969 }
1020 970
1021 if (hit_something && op->speed >= 10.0) 971 if (hit_something && op->speed >= 10.0)
1022 op->speed -= 1.0; 972 op->speed -= 1.0;
1023 973
1024 /* Missile missed victim - reassemble missile */ 974 /* Missile missed victim - reassemble missile */
1025 if (container) 975 if (container)
1026 { 976 {
1027 remove_ob (hitter); 977 hitter->remove ();
1028 insert_ob_in_ob (hitter, container); 978 insert_ob_in_ob (hitter, container);
1029 } 979 }
980
1030 return op; 981 return op;
1031} 982}
1032
1033 983
1034void 984void
1035tear_down_wall (object *op) 985tear_down_wall (object *op)
1036{ 986{
1037 int perc = 0; 987 int perc = 0;
1043 } 993 }
1044 else if (!GET_ANIM_ID (op)) 994 else if (!GET_ANIM_ID (op))
1045 { 995 {
1046 /* Object has been called - no animations, so remove it */ 996 /* Object has been called - no animations, so remove it */
1047 if (op->stats.hp < 0) 997 if (op->stats.hp < 0)
998 op->destroy ();
1048 { 999
1049 remove_ob (op); /* Should update LOS */
1050 free_object (op);
1051 /* Don't know why this is here - remove_ob should do it for us */
1052 /*update_position(m, x, y); */
1053 }
1054 return; /* no animations, so nothing more to do */ 1000 return; /* no animations, so nothing more to do */
1055 } 1001 }
1002
1056 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
1057 if (perc >= (int) NUM_ANIMATIONS (op)) 1005 if (perc >= (int) NUM_ANIMATIONS (op))
1058 perc = NUM_ANIMATIONS (op) - 1; 1006 perc = NUM_ANIMATIONS (op) - 1;
1059 else if (perc < 1) 1007 else if (perc < 1)
1060 perc = 1; 1008 perc = 1;
1009
1061 SET_ANIMATION (op, perc); 1010 SET_ANIMATION (op, perc);
1062 update_object (op, UP_OBJ_FACE); 1011 update_object (op, UP_OBJ_FACE);
1012
1063 if (perc == NUM_ANIMATIONS (op) - 1) 1013 if (perc == NUM_ANIMATIONS (op) - 1)
1064 { /* Reached the last animation */ 1014 { /* Reached the last animation */
1065 if (op->face == blank_face) 1015 if (op->face == blank_face)
1066 {
1067 /* If the last face is blank, remove the ob */ 1016 /* If the last face is blank, remove the ob */
1068 remove_ob (op); /* Should update LOS */ 1017 op->destroy ();
1069 free_object (op);
1070
1071 /* remove_ob should call update_position for us */
1072 /*update_position(m, x, y); */
1073
1074 }
1075 else 1018 else
1076 { /* The last face was not blank, leave an image */ 1019 { /* The last face was not blank, leave an image */
1077 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1078 update_all_los (op->map, op->x, op->y); 1021 update_all_los (op->map, op->x, op->y);
1079 op->move_block = 0; 1022 op->move_block = 0;
1083} 1026}
1084 1027
1085void 1028void
1086scare_creature (object *target, object *hitter) 1029scare_creature (object *target, object *hitter)
1087{ 1030{
1088 object *owner = get_owner (hitter); 1031 object *owner = hitter->owner;
1089 1032
1090 if (!owner) 1033 if (!owner)
1091 owner = hitter; 1034 owner = hitter;
1092 1035
1093 SET_FLAG (target, FLAG_SCARED); 1036 SET_FLAG (target, FLAG_SCARED);
1094 if (!target->enemy) 1037 if (!target->enemy)
1095 target->enemy = owner; 1038 target->enemy = owner;
1096} 1039}
1097
1098 1040
1099/* 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
1100 * appropriate attacktype. Only 1 attacktype should be set at a time. 1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1101 * 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
1102 * take. However, it will do other effects (paralyzation, slow, etc.) 1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1103 * 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
1104 * the attacktype. Makes it easier for the PR code. */ 1046 * the attacktype. Makes it easier for the PR code. */
1105
1106int 1047int
1107hit_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)
1108{ 1049{
1109
1110 int doesnt_slay = 1; 1050 int doesnt_slay = 1;
1111 1051
1112 /* 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 */
1113 if (attacknum >= NROFATTACKS) 1053 if (attacknum >= NROFATTACKS)
1114 { 1054 {
1116 return 0; 1056 return 0;
1117 } 1057 }
1118 1058
1119 if (dam < 0) 1059 if (dam < 0)
1120 { 1060 {
1121 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 ());
1122 return 0; 1063 return 0;
1123 } 1064 }
1124 1065
1125 /* 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
1126 * people can't mess with that or it otherwise get confused. */ 1067 * people can't mess with that or it otherwise get confused. */
1127 if (attacknum == ATNR_INTERNAL) 1068 if (attacknum == ATNR_INTERNAL)
1128 return dam; 1069 return dam;
1129 1070
1130 if (hitter->slaying) 1071 if (hitter->slaying)
1131 { 1072 {
1132 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1073 if ((op->race && strstr (hitter->slaying, op->race))
1133 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1134 { 1075 {
1135 doesnt_slay = 0; 1076 doesnt_slay = 0;
1136 dam *= 3; 1077 dam *= 3;
1137 } 1078 }
1138 } 1079 }
1152 /* Special hack. By default, if immune to something, you 1093 /* Special hack. By default, if immune to something, you
1153 * shouldn't need to worry. However, acid is an exception, since 1094 * shouldn't need to worry. However, acid is an exception, since
1154 * it can still damage your items. Only include attacktypes if 1095 * it can still damage your items. Only include attacktypes if
1155 * special processing is needed */ 1096 * special processing is needed */
1156 1097
1157 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1158 return 0; 1101 return 0;
1159 1102
1160 /* Keep this in order - makes things easier to find */ 1103 /* Keep this in order - makes things easier to find */
1161 1104
1162 switch (attacknum) 1105 switch (attacknum)
1163 { 1106 {
1164 case ATNR_PHYSICAL: 1107 case ATNR_PHYSICAL:
1165 /* here also check for diseases */ 1108 /* here also check for diseases */
1166 check_physically_infect (op, hitter); 1109 check_physically_infect (op, hitter);
1167 break; 1110 break;
1168 1111
1169 /* Don't need to do anything for: 1112 /* Don't need to do anything for:
1170 magic, 1113 magic,
1171 fire, 1114 fire,
1172 electricity, 1115 electricity,
1173 cold */ 1116 cold */
1174 1117
1175 case ATNR_CONFUSION: 1118 case ATNR_CONFUSION:
1176 case ATNR_POISON: 1119 case ATNR_POISON:
1177 case ATNR_SLOW: 1120 case ATNR_SLOW:
1178 case ATNR_PARALYZE: 1121 case ATNR_PARALYZE:
1179 case ATNR_FEAR: 1122 case ATNR_FEAR:
1180 case ATNR_CANCELLATION: 1123 case ATNR_CANCELLATION:
1181 case ATNR_DEPLETE: 1124 case ATNR_DEPLETE:
1182 case ATNR_BLIND: 1125 case ATNR_BLIND:
1183 { 1126 {
1184 /* chance for inflicting a special attack depends on the 1127 /* chance for inflicting a special attack depends on the
1185 * difference between attacker's and defender's level 1128 * difference between attacker's and defender's level
1186 */ 1129 */
1187 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1188 1131
1189 /* First, only creatures/players with speed can be affected. 1132 /* First, only creatures/players with speed can be affected.
1190 * Second, just getting hit doesn't mean it always affects 1133 * Second, just getting hit doesn't mean it always affects
1191 * you. Third, you still get a saving through against the 1134 * you. Third, you still get a saving through against the
1192 * effect. 1135 * effect.
1193 */ 1136 */
1194 if (op->speed && 1137 if (op->speed &&
1195 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1196 !(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))
1197 { 1140 {
1198 1141
1199 /* Player has been hit by something */ 1142 /* Player has been hit by something */
1200 if (attacknum == ATNR_CONFUSION) 1143 if (attacknum == ATNR_CONFUSION)
1201 confuse_player (op, hitter, dam); 1144 confuse_player (op, hitter, dam);
1202 else if (attacknum == ATNR_POISON) 1145 else if (attacknum == ATNR_POISON)
1203 poison_player (op, hitter, dam); 1146 poison_player (op, hitter, dam);
1204 else if (attacknum == ATNR_SLOW) 1147 else if (attacknum == ATNR_SLOW)
1205 slow_player (op, hitter, dam); 1148 slow_player (op, hitter, dam);
1206 else if (attacknum == ATNR_PARALYZE) 1149 else if (attacknum == ATNR_PARALYZE)
1207 paralyze_player (op, hitter, dam); 1150 paralyze_player (op, hitter, dam);
1208 else if (attacknum == ATNR_FEAR) 1151 else if (attacknum == ATNR_FEAR)
1209 scare_creature (op, hitter); 1152 scare_creature (op, hitter);
1210 else if (attacknum == ATNR_CANCELLATION) 1153 else if (attacknum == ATNR_CANCELLATION)
1211 cancellation (op); 1154 cancellation (op);
1212 else if (attacknum == ATNR_DEPLETE) 1155 else if (attacknum == ATNR_DEPLETE)
1213 drain_stat (op); 1156 op->drain_stat ();
1214 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))
1215 blind_player (op, hitter, dam); 1158 blind_player (op, hitter, dam);
1216 } 1159 }
1160
1217 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 */
1218 } 1162 }
1219 break; 1163 break;
1164
1220 case ATNR_ACID: 1165 case ATNR_ACID:
1221 { 1166 {
1222 int flag = 0; 1167 int flag = 0;
1223 1168
1224 /* 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
1225 * if your acid resistance is below 50%. */ 1170 * if your acid resistance is below 50%. */
1226 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))
1227 { 1172 {
1228 object *tmp;
1229
1230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1231 { 1174 {
1232 if (tmp->invisible) 1175 if (tmp->invisible)
1233 continue; 1176 continue;
1234 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1177 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1235 /* >= 10% acid res. on itmes will protect these */ 1178 /* >= 10% acid res. on items will protect these */
1236 continue; 1179 continue;
1237 if (!(tmp->material & M_IRON)) 1180 if (!(tmp->materials & M_IRON))
1238 continue; 1181 continue;
1239 if (tmp->magic < -4) /* Let's stop at -5 */ 1182 if (tmp->magic < -4) /* Let's stop at -5 */
1240 continue; 1183 continue;
1241 if (tmp->type == RING || 1184 if (tmp->type == RING
1242 /* removed boots and gloves from exclusion list in 1185 /* removed boots and gloves from exclusion list in PR */
1243 PR */ 1186 || tmp->type == GIRDLE
1244 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)
1245 continue; /* To avoid some strange effects */ 1191 continue; /* To avoid some strange effects */
1246 1192
1247 /* High damage acid has better chance of corroding 1193 /* High damage acid has better chance of corroding
1248 objects */ 1194 objects */
1249 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 ())
1250 { 1201 {
1251 if (op->type == PLAYER)
1252 /* Make this more visible */ 1202 /* Make this more visible */
1253 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1254 "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));
1255 flag = 1; 1205
1256 tmp->magic--; 1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1257 if (op->type == PLAYER)
1258 esrv_send_item (op, tmp);
1259 } 1207 }
1260 } 1208 }
1261 if (flag) 1209 }
1262 fix_player (op); /* Something was corroded */
1263 } 1210
1211 if (flag)
1212 op->update_stats (); /* Something was corroded */
1264 } 1213 }
1214 }
1265 break; 1215 break;
1216
1266 case ATNR_DRAIN: 1217 case ATNR_DRAIN:
1267 { 1218 {
1268 /* rate is the proportion of exp drained. High rate means 1219 /* rate is the proportion of exp drained. High rate means
1269 * not much is drained, low rate means a lot is drained. 1220 * not much is drained, low rate means a lot is drained.
1270 */ 1221 */
1271 int rate; 1222 int rate;
1272 1223
1273 if (op->resist[ATNR_DRAIN] >= 0) 1224 if (op->resist[ATNR_DRAIN] >= 0)
1274 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1225 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1275 else 1226 else
1276 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1227 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1277 1228
1278 if (op->stats.exp <= rate) 1229 if (op->stats.exp <= rate)
1279 { 1230 {
1280 if (op->type == GOLEM) 1231 if (op->type == GOLEM)
1281 dam = 999; /* Its force is "sucked" away. 8) */ 1232 dam = 999; /* Its force is "sucked" away. 8) */
1282 else 1233 else
1283 /* If we can't drain, lets try to do physical damage */ 1234 /* If we can't drain, lets try to do physical damage */
1284 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1235 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1285 } 1236 }
1286 else 1237 else
1287 { 1238 {
1288 /* Randomly give the hitter some hp */ 1239 /* Randomly give the hitter some hp */
1289 if (hitter->stats.hp < hitter->stats.maxhp && 1240 if (hitter->stats.hp < hitter->stats.maxhp &&
1290 (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)
1291 hitter->stats.hp++; 1242 hitter->stats.hp++;
1292 1243
1293 /* Can't do drains on battleground spaces. 1244 /* Can't do drains on battleground spaces.
1294 * 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
1295 * 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,
1296 * nothing happens. 1247 * nothing happens.
1297 * 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
1298 * attacks, hence all the != PLAYER checks. 1249 * attacks, hence all the != PLAYER checks.
1299 */ 1250 */
1300 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))
1301 { 1252 {
1302 object *owner = get_owner (hitter); 1253 object *owner = hitter->owner;
1303 1254
1304 if (owner && owner != hitter) 1255 if (owner && owner != hitter)
1305 { 1256 {
1306 if (op->type != PLAYER || owner->type != PLAYER) 1257 if (op->type != PLAYER || owner->type != PLAYER)
1307 change_exp (owner, op->stats.exp / (rate * 2), 1258 change_exp (owner, op->stats.exp / (rate * 2),
1308 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);
1309 } 1260 }
1310 else if (op->type != PLAYER || hitter->type != PLAYER) 1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1311 {
1312 change_exp (hitter, op->stats.exp / (rate * 2), 1262 change_exp (hitter, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1314 } 1264
1315 change_exp (op, -op->stats.exp / rate, NULL, 0); 1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1316 } 1266 }
1267
1317 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
1318 * 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,
1319 * as the messages will say you missed 1270 * as the messages will say you missed
1320 */ 1271 */
1321 } 1272 }
1322 } 1273 }
1323 break; 1274 break;
1275
1324 case ATNR_TURN_UNDEAD: 1276 case ATNR_TURN_UNDEAD:
1325 { 1277 {
1326 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1278 if (QUERY_FLAG (op, FLAG_UNDEAD))
1327 { 1279 {
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329 object *god = find_god (determine_god (owner)); 1281 object *god = find_god (determine_god (owner));
1330 int div = 1; 1282 int div = 1;
1331 1283
1332 /* 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
1333 * at half strength */ 1285 * at half strength */
1334 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1335 div = 2; 1287 div = 2;
1288
1336 /* Give a bonus if you resist turn undead */ 1289 /* Give a bonus if you resist turn undead */
1337 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)))
1338 scare_creature (op, owner); 1291 scare_creature (op, owner);
1339 } 1292 }
1340 else 1293 else
1341 dam = 0; /* don't damage non undead - should we damage 1294 dam = 0; /* don't damage non undead - should we damage
1342 undead? */ 1295 undead? */
1343 } 1296 }
1344 break; 1297 break;
1298
1345 case ATNR_DEATH: 1299 case ATNR_DEATH:
1346 deathstrike_player (op, hitter, &dam); 1300 deathstrike_player (op, hitter, &dam);
1347 break; 1301 break;
1302
1348 case ATNR_CHAOS: 1303 case ATNR_CHAOS:
1349 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 ());
1350 dam = 0; 1305 dam = 0;
1351 break; 1306 break;
1307
1352 case ATNR_COUNTERSPELL: 1308 case ATNR_COUNTERSPELL:
1353 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 ());
1354 dam = 0; 1310 dam = 0;
1355 /* This should never happen. Counterspell is handled 1311 /* This should never happen. Counterspell is handled
1356 * seperately and filtered out. If this does happen, 1312 * seperately and filtered out. If this does happen,
1357 * Counterspell has no effect on anything but spells, so it 1313 * Counterspell has no effect on anything but spells, so it
1358 * does no damage. */ 1314 * does no damage. */
1359 break; 1315 break;
1316
1360 case ATNR_HOLYWORD: 1317 case ATNR_HOLYWORD:
1361 { 1318 {
1362 /* This has already been handled by hit_player, 1319 /* This has already been handled by hit_player,
1363 * no need to check twice -- DAMN */ 1320 * no need to check twice -- DAMN */
1364 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1321 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1365 1322
1366 /* 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 */
1367 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])
1368 scare_creature (op, owner); 1325 scare_creature (op, owner);
1369 } 1326 }
1370 break; 1327 break;
1328
1371 case ATNR_LIFE_STEALING: 1329 case ATNR_LIFE_STEALING:
1372 { 1330 {
1373 int new_hp; 1331 int new_hp;
1374 1332
1375 /* this is replacement to drain for players, instead of taking 1333 /* this is replacement to drain for players, instead of taking
1376 * exp it takes hp. It is geared for players, probably not 1334 * exp it takes hp. It is geared for players, probably not
1377 * much use giving it to monsters 1335 * much use giving it to monsters
1378 * 1336 *
1379 * 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
1380 * damage it does do to the player. Given that, 1338 * damage it does do to the player. Given that,
1381 * 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
1382 * 1000). 1340 * 1000).
1383 */ 1341 */
1384 /* You can't steal life from something undead */ 1342 /* You can't steal life from something undead */
1385 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1343 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1386 return 0; 1344 return 0;
1345
1387 /* If drain protection is higher than life stealing, use that */ 1346 /* If drain protection is higher than life stealing, use that */
1388 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1347 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1389 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1348 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1390 else 1349 else
1391 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1350 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1351
1392 /* You die at -1 hp, not zero. */ 1352 /* You die at -1 hp, not zero. */
1393 if (dam > (op->stats.hp + 1)) 1353 if (dam > (op->stats.hp + 1))
1394 dam = op->stats.hp + 1; 1354 dam = op->stats.hp + 1;
1355
1395 new_hp = hitter->stats.hp + dam; 1356 new_hp = hitter->stats.hp + dam;
1396 if (new_hp > hitter->stats.maxhp) 1357 if (new_hp > hitter->stats.maxhp)
1397 new_hp = hitter->stats.maxhp; 1358 new_hp = hitter->stats.maxhp;
1359
1398 if (new_hp > hitter->stats.hp) 1360 if (new_hp > hitter->stats.hp)
1399 hitter->stats.hp = new_hp; 1361 hitter->stats.hp = new_hp;
1400 } 1362 }
1401 } 1363 }
1364
1402 return dam; 1365 return dam;
1403} 1366}
1404
1405 1367
1406/* 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
1407 * allow script procedures to "kill" objects in a combat-like fashion. 1369 * allow script procedures to "kill" objects in a combat-like fashion.
1408 * 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
1409 * Sword. Note that nothing has been changed from the original version 1371 * Sword. Note that nothing has been changed from the original version
1420 */ 1382 */
1421int 1383int
1422kill_object (object *op, int dam, object *hitter, int type) 1384kill_object (object *op, int dam, object *hitter, int type)
1423{ 1385{
1424 char buf[MAX_BUF]; 1386 char buf[MAX_BUF];
1425 const char *skill; 1387 shstr skill;
1426 int maxdam = 0; 1388 int maxdam = 0;
1427 int battleg = 0; /* true if op standing on battleground */ 1389 int battleg = 0; /* true if op standing on battleground */
1428 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 */
1429 object *owner = NULL; 1391 object *owner = 0;
1430 object *skop = NULL; 1392 object *skop = 0;
1431 1393
1432 if (op->stats.hp >= 0) 1394 if (op->stats.hp >= 0)
1433 return -1; 1395 return -1;
1434 1396
1435 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1444 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1445 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 */
1446 1408
1447 if (op->type == DOOR) 1409 if (op->type == DOOR)
1448 { 1410 {
1449 op->speed = 0.1; 1411 op->set_speed (0.1f);
1450 update_ob_speed (op);
1451 op->speed_left = -0.05; 1412 op->speed_left = -0.05f;
1452 return maxdam; 1413 return maxdam;
1453 } 1414 }
1415
1454 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1455 { 1417 {
1456 remove_friendly_object (op); 1418 op->drop_and_destroy ();
1457 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1458 {
1459 op->owner->contr->ranges[range_golem] = NULL;
1460 op->owner->contr->golem_count = 0;
1461 }
1462
1463 remove_ob (op);
1464 free_object (op);
1465 return maxdam; 1419 return maxdam;
1466 } 1420 }
1467 1421
1468 /* Now lets start dealing with experience we get for killing something */ 1422 /* Now lets start dealing with experience we get for killing something */
1469 1423
1470 owner = get_owner (hitter); 1424 owner = hitter->outer_owner ();
1471 if (owner == NULL) 1425 if (!owner)
1472 owner = hitter; 1426 owner = hitter;
1473 1427
1474 /* is the victim (op) standing on battleground? */ 1428 /* is the victim (op) standing on battleground? */
1475 if (op_on_battleground (op, NULL, NULL)) 1429 if (op_on_battleground (op, NULL, NULL))
1476 battleg = 1; 1430 battleg = 1;
1480 pk = 1; 1434 pk = 1;
1481 1435
1482 /* Player killed something */ 1436 /* Player killed something */
1483 if (owner->type == PLAYER) 1437 if (owner->type == PLAYER)
1484 { 1438 {
1485 Log_Kill (owner->name,
1486 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1487
1488 /* Log players killing other players - makes it easier to detect 1439 /* Log players killing other players - makes it easier to detect
1489 * and filter out malicious player killers - that is why the 1440 * and filter out malicious player killers - that is why the
1490 * ip address is included. 1441 * ip address is included.
1491 */ 1442 */
1492 if (op->type == PLAYER && !battleg) 1443 if (op->type == PLAYER && !battleg)
1496 char buf[256]; 1447 char buf[256];
1497 1448
1498 tmv = localtime (&t); 1449 tmv = localtime (&t);
1499 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1450 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1500 1451
1501 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));
1502 } 1453 }
1503 1454
1504 /* try to filter some things out - basically, if you are 1455 /* try to filter some things out - basically, if you are
1505 * killing a level 1 creature and your level 20, you 1456 * killing a level 1 creature and your level 20, you
1506 * probably don't want to see that. 1457 * probably don't want to see that.
1507 */ 1458 */
1508 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1459 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1509 { 1460 {
1510 if (owner != hitter) 1461 if (owner != hitter)
1511 {
1512 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));
1513 }
1514 else 1463 else
1515 {
1516 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));
1517 } 1465
1518 /* Only play sounds for melee kills */ 1466 /* Only play sounds for melee kills */
1519 if (hitter->type == PLAYER) 1467 if (hitter->type == PLAYER)
1520 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1468 owner->play_sound (sound_find ("player_kills"));
1521 } 1469 }
1522 1470
1523 /* If a player kills another player, not on 1471 /* If a player kills another player, not on
1524 * battleground, the "killer" looses 1 luck. Since this is 1472 * battleground, the "killer" looses 1 luck. Since this is
1525 * not reversible, it's actually quite a pain IMHO. -AV 1473 * not reversible, it's actually quite a pain IMHO. -AV
1527 * 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
1528 * with spells, pets, whatever, there was no penalty. 1476 * with spells, pets, whatever, there was no penalty.
1529 * Changed to make luck penalty configurable in settings. 1477 * Changed to make luck penalty configurable in settings.
1530 */ 1478 */
1531 if (op->type == PLAYER && owner != op && !battleg) 1479 if (op->type == PLAYER && owner != op && !battleg)
1532 change_luck (owner, -settings.pk_luck_penalty); 1480 owner->change_luck (-settings.pk_luck_penalty);
1533 1481
1534 /* This code below deals with finding the appropriate skill 1482 /* This code below deals with finding the appropriate skill
1535 * to credit exp to. This is a bit problematic - we should 1483 * to credit exp to. This is a bit problematic - we should
1536 * probably never really have to look at current_weapon->skill 1484 * probably never really have to look at current_weapon->skill
1537 */ 1485 */
1538 skill = NULL;
1539 if (hitter->skill && hitter->type != PLAYER) 1486 if (hitter->skill && hitter->type != PLAYER)
1540 skill = hitter->skill; 1487 skill = hitter->skill;
1541 else if (owner->chosen_skill) 1488 else if (owner->chosen_skill)
1542 { 1489 {
1543 skill = owner->chosen_skill->skill;
1544 skop = owner->chosen_skill; 1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1545 } 1492 }
1546 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1547 skill = owner->current_weapon->skill; 1494 skill = owner->current_weapon->skill;
1548 else 1495 else
1496 {
1549 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 }
1550 1502
1551 /* 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
1552 * 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!
1553 */ 1505 */
1554 if ((!skop || skop->type != SKILL) && skill) 1506 skop = owner->contr->find_skill (skill);
1555 {
1556 int i;
1557
1558 for (i = 0; i < NUM_SKILLS; i++)
1559 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1560 {
1561 skop = owner->contr->last_skill_ob[i];
1562 break;
1563 }
1564 }
1565 } /* Was it a player that hit somethign */ 1507 } /* Was it a player that hit somethign */
1566 else 1508 else
1567 {
1568 skill = NULL; 1509 skill = 0;
1569 }
1570 1510
1571 /* Pet (or spell) killed something. */
1572 if (owner != hitter)
1573 {
1574 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1575 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1576 }
1577 else
1578 {
1579 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1580 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1581 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 /* These may have been set in the player code section above */ 1511 /* These may have been set in the player code section above */
1584 if (!skop) 1512 if (!skop)
1585 skop = hitter->chosen_skill; 1513 skop = hitter->chosen_skill;
1514
1586 if (!skill && skop) 1515 if (!skill && skop)
1587 skill = skop->skill; 1516 skill = skop->skill;
1588 1517
1589 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1590
1591
1592 /* If you didn't kill yourself, and your not the wizard */ 1518 /* If you didn't kill yourself, and your not the wizard */
1593 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1594 { 1520 {
1595 int exp; 1521 int exp;
1596 1522
1597 /* Really don't give much experience for killing other players */ 1523 /* Really don't give much experience for killing other players */
1598 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1599 if (op->type == PLAYER) 1525 if (op->type == PLAYER)
1600 { 1526 {
1601 if (battleg) 1527 if (battleg)
1602 { 1528 {
1603 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1529 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 1547
1622 if (!settings.simple_exp) 1548 if (!settings.simple_exp)
1623 exp = exp / 2; 1549 exp = exp / 2;
1624 1550
1625 if (owner->type != PLAYER || owner->contr->party == NULL) 1551 if (owner->type != PLAYER || owner->contr->party == NULL)
1626 {
1627 change_exp (owner, exp, skill, 0); 1552 change_exp (owner, exp, skill, 0);
1628 }
1629 else 1553 else
1630 { 1554 {
1631 int shares = 0, count = 0; 1555 int shares = 0, count = 0;
1632
1633 player *pl;
1634
1635 partylist *party = owner->contr->party; 1556 partylist *party = owner->contr->party;
1636 1557
1637#ifdef PARTY_KILL_LOG
1638 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);
1639#endif 1559
1640 for (pl = first_player; pl != NULL; pl = pl->next) 1560 for_all_players (pl)
1641 {
1642 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))
1643 { 1562 {
1644 count++; 1563 count++;
1645 shares += (pl->ob->level + 4); 1564 shares += (pl->ob->level + 4);
1646 } 1565 }
1647 } 1566
1648 if (count == 1 || shares > exp) 1567 if (count == 1 || shares > exp || !shares)
1649 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1568 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1650 else 1569 else
1651 { 1570 {
1652 int share = exp / shares, given = 0, nexp; 1571 int share = exp / shares, given = 0, nexp;
1653 1572
1654 for (pl = first_player; pl != NULL; pl = pl->next) 1573 for_all_players (pl)
1655 {
1656 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))
1657 { 1575 {
1658 nexp = (pl->ob->level + 4) * share; 1576 nexp = (pl->ob->level + 4) * share;
1659 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1577 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1660 given += nexp; 1578 given += nexp;
1661 } 1579 }
1662 } 1580
1663 exp -= given; 1581 exp -= given;
1664 /* give any remainder to the player */ 1582 /* give any remainder to the player */
1665 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1583 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1666 } 1584 }
1667 } /* else part of a party */ 1585 } /* else part of a party */
1668
1669 } /* end if person didn't kill himself */ 1586 } /* end if person didn't kill himself */
1670 1587
1671 if (op->type != PLAYER) 1588 if (op->type != PLAYER)
1672 { 1589 {
1673 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1590 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1674 { 1591 {
1675 object *owner1 = get_owner (op); 1592 object *owner1 = op->owner;
1676 1593
1677 if (owner1 != NULL && owner1->type == PLAYER) 1594 if (owner1 && owner1->type == PLAYER)
1678 { 1595 {
1679 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1680 /* Maybe we should include the owner that killed this, maybe not */ 1597 /* Maybe we should include the owner that killed this, maybe not */
1681 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);
1682 } 1599 }
1683 1600
1684 remove_friendly_object (op); 1601 remove_friendly_object (op);
1685 } 1602 }
1686 1603
1687 remove_ob (op); 1604 op->drop_and_destroy ();
1688 free_object (op);
1689 } 1605 }
1690 /* Player has been killed! */
1691 else 1606 else
1692 { 1607 /* Player has been killed! */
1693 if (owner->type == PLAYER) 1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1694 {
1695 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1696 }
1697 else
1698 assign (op->contr->killer, hitter->name);
1699 }
1700 1609
1701 /* 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
1702 * continues in the calling function. 1611 * continues in the calling function.
1703 */ 1612 */
1704 return maxdam; 1613 return maxdam;
1705} 1614}
1706 1615
1707/* 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
1708 * Returns 0 this is not friendly fire 1617 * Returns 0 this is not friendly fire
1709 */ 1618 */
1710
1711int 1619int
1712friendly_fire (object *op, object *hitter) 1620friendly_fire (object *op, object *hitter)
1713{ 1621{
1714 object *owner; 1622 object *owner;
1715 int friendlyfire; 1623 int friendlyfire;
1725 return 0; 1633 return 0;
1726 1634
1727 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1635 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1728 return 1; 1636 return 1;
1729 1637
1730 if ((owner = get_owner (hitter)) != NULL) 1638 if ((owner = hitter->owner) != NULL)
1731 { 1639 {
1732 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1640 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1733 friendlyfire = 2; 1641 friendlyfire = 2;
1734 } 1642 }
1735 1643
1736 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)
1737 friendlyfire = 0; 1645 friendlyfire = 0;
1738 } 1646 }
1647
1739 return friendlyfire; 1648 return friendlyfire;
1740} 1649}
1741
1742 1650
1743/* 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.
1744 * 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
1745 * is what is hitting the object, type is the attacktype, and 1653 * is what is hitting the object, type is the attacktype, and
1746 * full_hit is set if monster area does not matter. 1654 * full_hit is set if monster area does not matter.
1747 * dam is base damage - protections/vulnerabilities/slaying matches can 1655 * dam is base damage - protections/vulnerabilities/slaying matches can
1748 * modify it. 1656 * modify it.
1749 */ 1657 */
1750
1751 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1658/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1752 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1753
1754int 1660int
1755hit_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)
1756{ 1662{
1757 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1758 int maxattacktype, attacknum; 1664 int maxattacktype, attacknum;
1766 1672
1767 /* 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 */
1768 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))
1769 return 0; 1675 return 0;
1770 1676
1771#ifdef PROHIBIT_PLAYERKILL 1677 // only allow pk for hostile players
1772 if (op->type == PLAYER) 1678 if (op->type == PLAYER)
1773 { 1679 {
1774 object *owner = get_owner (hitter); 1680 object *owner = hitter->owner;
1775 1681
1776 if (!owner) 1682 if (!owner)
1777 owner = hitter; 1683 owner = hitter;
1778 1684
1779 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1685 if (owner->type == PLAYER
1686 && (!op_on_battleground (op, 0, 0)
1687 && (op->contr->peaceful || owner->contr->peaceful))
1688 && op != owner)
1780 return 0; 1689 return 0;
1781 } 1690 }
1782#endif
1783 1691
1784 if (body_attack) 1692 if (body_attack)
1785 { 1693 {
1786 /* 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
1787 * return - we still need to process other attacks the spell still 1695 * return - we still need to process other attacks the spell still
1801 } 1709 }
1802 } 1710 }
1803 1711
1804 if (!simple_attack && op->type == DOOR) 1712 if (!simple_attack && op->type == DOOR)
1805 { 1713 {
1806 object *tmp;
1807
1808 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1809 if (tmp->type == RUNE || tmp->type == TRAP) 1715 if (tmp->type == RUNE || tmp->type == TRAP)
1810 { 1716 {
1811 spring_trap (tmp, hitter); 1717 spring_trap (tmp, hitter);
1718
1812 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1719 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1813 return 0; 1720 return 0;
1721
1814 break; 1722 break;
1815 } 1723 }
1816 } 1724 }
1817 1725
1818 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1819 { 1727 {
1820 /* 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
1821 * destroyed() check above doesn't return, and might get here. 1729 * destroyed() check above doesn't return, and might get here.
1822 */ 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 */
1823 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);
1824 return 0; 1738 return 0;
1825 } 1739 }
1826 1740
1827#ifdef ATTACK_DEBUG 1741#ifdef ATTACK_DEBUG
1828 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1742 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1834 * 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 */
1835 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1749 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1836 if (dam >= 100) 1750 if (dam >= 100)
1837 dam /= 100; 1751 dam /= 100;
1838 else 1752 else
1839 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1753 dam = (dam > rndm (0, 99)) ? 1 : 0;
1840 } 1754 }
1841 1755
1842 /* 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
1843 * 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
1844 */ 1758 */
1860 if ((!hitter->slaying || 1774 if ((!hitter->slaying ||
1861 (!(op->race && strstr (hitter->slaying, op->race)) && 1775 (!(op->race && strstr (hitter->slaying, op->race)) &&
1862 !(op->name && strstr (hitter->slaying, op->name)))) && 1776 !(op->name && strstr (hitter->slaying, op->name)))) &&
1863 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1777 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1864 (hitter->title != NULL 1778 (hitter->title != NULL
1865 && (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)))
1866 return 0; 1780 return 0;
1867 } 1781 }
1868 1782
1869 maxattacktype = type; /* initialize this to something */ 1783 maxattacktype = type; /* initialise this to something */
1870 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1871 { 1785 {
1872 /* 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
1873 * attack types. As such, skip it over. However, if magic is 1787 * attack types. As such, skip it over. However, if magic is
1874 * the only attacktype in the group, then still attack with it 1788 * the only attacktype in the group, then still attack with it
1902 */ 1816 */
1903 friendlyfire = friendly_fire (op, hitter); 1817 friendlyfire = friendly_fire (op, hitter);
1904 if (friendlyfire && maxdam) 1818 if (friendlyfire && maxdam)
1905 { 1819 {
1906 maxdam = ((dam * settings.set_friendly_fire) / 100); 1820 maxdam = ((dam * settings.set_friendly_fire) / 100);
1907#ifndef COZY_SERVER
1908 maxdam++;
1909#endif
1910 1821
1911#ifdef ATTACK_DEBUG 1822#ifdef ATTACK_DEBUG
1912 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",
1913 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1824 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1914#endif 1825#endif
1915 } 1826 }
1916 1827
1917 if (!full_hit) 1828 if (!full_hit)
1918 { 1829 {
1919 archetype *at;
1920 int area; 1830 int area;
1921 int remainder; 1831 int remainder;
1922 1832
1923 area = 0; 1833 area = 0;
1924 for (at = op->arch; at != NULL; at = at->more) 1834
1835 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1925 area++; 1836 area++;
1837
1926 assert (area > 0); 1838 assert (area > 0);
1927 1839
1928 /* basically: maxdam /= area; we try to "simulate" a float 1840 /* basically: maxdam /= area; we try to "simulate" a float
1929 value-effect */ 1841 value-effect */
1930 remainder = 100 * (maxdam % area) / area; 1842 remainder = 100 * (maxdam % area) / area;
1931 maxdam /= area; 1843 maxdam /= area;
1932 if (RANDOM () % 100 < remainder) 1844 if (rndm (100) < remainder)
1933 maxdam++; 1845 maxdam++;
1934 } 1846 }
1935 1847
1936#ifdef ATTACK_DEBUG 1848#ifdef ATTACK_DEBUG
1937 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1849 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1938#endif 1850#endif
1939 1851
1940 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)
1941 op->enemy = hitter->owner; 1857 op->enemy = hitter->owner;
1942 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1943 op->enemy = hitter; 1859 op->enemy = hitter;
1944 1860
1945 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1946 { 1862 {
1947 /* The unaggressives look after themselves 8) */ 1863 /* The unaggressives look after themselves 8) */
1948 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1970 1886
1971 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1887 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1972 { 1888 {
1973 if (maxdam) 1889 if (maxdam)
1974 tear_down_wall (op); 1890 tear_down_wall (op);
1891
1975 return maxdam; /* nothing more to do for wall */ 1892 return maxdam; /* nothing more to do for wall */
1976 } 1893 }
1977 1894
1978 /* See if the creature has been killed */ 1895 /* See if the creature has been killed */
1979 rtn_kill = kill_object (op, maxdam, hitter, type); 1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1980 if (rtn_kill != -1) 1897 if (rtn_kill != -1)
1981 return rtn_kill; 1898 return rtn_kill;
1982
1983 1899
1984 /* 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
1985 * that before if the player was immune to ghosthit, the monster 1901 * that before if the player was immune to ghosthit, the monster
1986 * remained - that is no longer the case. 1902 * remained - that is no longer the case.
1987 */ 1903 */
1988 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1989 { 1905 hitter->drop_and_destroy ();
1990 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1991 remove_friendly_object (hitter);
1992 remove_ob (hitter);
1993 free_object (hitter);
1994 }
1995 /* Lets handle creatures that are splitting now */ 1906 /* Lets handle creatures that are splitting now */
1996 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))
1997 { 1908 {
1998 int i; 1909 int i;
1999 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2000 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1911 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2001 object *owner = get_owner (op); 1912 object *owner = op->owner;
2002 1913
2003 if (!op->other_arch) 1914 if (!op->other_arch)
2004 { 1915 {
2005 LOG (llevError, "SPLITTING without other_arch error.\n"); 1916 LOG (llevError, "SPLITTING without other_arch error.\n");
2006 return maxdam; 1917 return maxdam;
2007 } 1918 }
1919
2008 remove_ob (op); 1920 op->remove ();
2009 for (i = 0; i < NROFNEWOBJS (op); i++) 1921
1922 for (i = 0; i < op->stats.food; i++)
2010 { /* This doesn't handle op->more yet */ 1923 { /* This doesn't handle op->more yet */
2011 object *tmp = arch_to_object (op->other_arch); 1924 object *tmp = arch_to_object (op->other_arch);
2012 int j; 1925 int j;
2013 1926
2014 tmp->stats.hp = op->stats.hp; 1927 tmp->stats.hp = op->stats.hp;
1928
2015 if (friendly) 1929 if (friendly)
2016 { 1930 {
2017 SET_FLAG (tmp, FLAG_FRIENDLY);
2018 add_friendly_object (tmp); 1931 add_friendly_object (tmp);
2019 tmp->attack_movement = PETMOVE; 1932 tmp->attack_movement = PETMOVE;
1933
2020 if (owner != NULL) 1934 if (owner)
2021 set_owner (tmp, owner); 1935 tmp->set_owner (owner);
2022 } 1936 }
1937
2023 if (unaggressive) 1938 if (unaggressive)
2024 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1939 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1940
2025 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
2026 if (j == -1) /* No spot to put this monster */ 1943 if (j == -1) /* No spot to put this monster */
2027 free_object (tmp); 1944 tmp->destroy ();
2028 else 1945 else
2029 { 1946 {
2030 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];
2031 insert_ob_in_map (tmp, op->map, NULL, 0); 1948 insert_ob_in_map (tmp, op->map, NULL, 0);
2032 } 1949 }
2033 } 1950 }
2034 if (friendly) 1951
2035 remove_friendly_object (op); 1952 op->destroy ();
2036 free_object (op);
2037 } 1953 }
2038 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2039 { 1955 hitter->drop_and_destroy ();
2040 remove_ob (hitter); 1956
2041 free_object (hitter);
2042 }
2043 return maxdam; 1957 return maxdam;
2044} 1958}
2045
2046 1959
2047void 1960void
2048poison_player (object *op, object *hitter, int dam) 1961poison_player (object *op, object *hitter, int dam)
2049{ 1962{
2050 archetype *at = archetype::find ("poisoning"); 1963 archetype *at = archetype::find ("poisoning");
2068 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1981 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2069 tmp->stats.dam += hitter->level / 2; 1982 tmp->stats.dam += hitter->level / 2;
2070 else 1983 else
2071 tmp->stats.dam = dam; 1984 tmp->stats.dam = dam;
2072 1985
2073 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1986 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2074 if (hitter->skill && hitter->skill != tmp->skill) 1987 if (hitter->skill && hitter->skill != tmp->skill)
2075 { 1988 {
2076 tmp->skill = hitter->skill; 1989 tmp->skill = hitter->skill;
2077 } 1990 }
2078 1991
2084 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1997 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2085 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1998 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2086 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2087 tmp->stats.Int = MAX (-dam / 7, -10); 2000 tmp->stats.Int = MAX (-dam / 7, -10);
2088 SET_FLAG (tmp, FLAG_APPLIED); 2001 SET_FLAG (tmp, FLAG_APPLIED);
2089 fix_player (op); 2002 op->update_stats ();
2090 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);
2091 } 2005 }
2006
2092 if (hitter->type == PLAYER) 2007 if (hitter->type == PLAYER)
2093 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);
2094 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2095 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);
2096 } 2011 }
2012
2097 tmp->speed_left = 0; 2013 tmp->speed_left = 0;
2098 } 2014 }
2099 else 2015 else
2100 tmp->stats.food++; 2016 tmp->stats.food++;
2101} 2017}
2105{ 2021{
2106 archetype *at = archetype::find ("slowness"); 2022 archetype *at = archetype::find ("slowness");
2107 object *tmp; 2023 object *tmp;
2108 2024
2109 if (at == NULL) 2025 if (at == NULL)
2110 {
2111 LOG (llevError, "Can't find slowness archetype.\n"); 2026 LOG (llevError, "Can't find slowness archetype.\n");
2112 } 2027
2113 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2028 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2114 { 2029 {
2115 tmp = arch_to_object (at); 2030 tmp = arch_to_object (at);
2116 tmp = insert_ob_in_ob (tmp, op); 2031 tmp = insert_ob_in_ob (tmp, op);
2117 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!");
2118 } 2033 }
2119 else 2034 else
2120 tmp->stats.food++; 2035 tmp->stats.food++;
2036
2121 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2122 tmp->speed_left = 0; 2038 tmp->speed_left = 0;
2123 fix_player (op); 2039 op->update_stats ();
2124} 2040}
2125 2041
2126void 2042void
2127confuse_player (object *op, object *hitter, int dam) 2043confuse_player (object *op, object *hitter, int dam)
2128{ 2044{
2142 tmp->speed = 0.05; 2058 tmp->speed = 0.05;
2143 tmp->subtype = FORCE_CONFUSION; 2059 tmp->subtype = FORCE_CONFUSION;
2144 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);
2145 tmp->name = "confusion"; 2061 tmp->name = "confusion";
2146 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063
2147 if (tmp->duration > maxduration) 2064 if (tmp->duration > maxduration)
2148 tmp->duration = maxduration; 2065 tmp->duration = maxduration;
2149 2066
2150 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2151 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
2152 SET_FLAG (op, FLAG_CONFUSED); 2070 SET_FLAG (op, FLAG_CONFUSED);
2153} 2071}
2154 2072
2155void 2073void
2156blind_player (object *op, object *hitter, int dam) 2074blind_player (object *op, object *hitter, int dam)
2172 */ 2090 */
2173 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;
2174 2092
2175 tmp = insert_ob_in_ob (tmp, op); 2093 tmp = insert_ob_in_ob (tmp, op);
2176 change_abil (op, tmp); /* Mostly to display any messages */ 2094 change_abil (op, tmp); /* Mostly to display any messages */
2177 fix_player (op); /* This takes care of some other stuff */ 2095 op->update_stats (); /* This takes care of some other stuff */
2178 2096
2179 if (hitter->owner) 2097 if (hitter->owner)
2180 owner = get_owner (hitter); 2098 owner = hitter->owner;
2181 else 2099 else
2182 owner = hitter; 2100 owner = hitter;
2183 2101
2184 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));
2185 } 2103 }
2222 op->speed_left = (float) -(FABS (op->speed) * max); 2140 op->speed_left = (float) -(FABS (op->speed) * max);
2223 2141
2224/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2142/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2225} 2143}
2226 2144
2227
2228/* Attempts to kill 'op'. hitter is the attack object, dam is 2145/* Attempts to kill 'op'. hitter is the attack object, dam is
2229 * the computed damaged. 2146 * the computed damaged.
2230 */ 2147 */
2231void 2148void
2232deathstrike_player (object *op, object *hitter, int *dam) 2149deathstrike_player (object *op, object *hitter, int *dam)
2240 ** field of the deathstriking object */ 2157 ** field of the deathstriking object */
2241 2158
2242 int atk_lev, def_lev, kill_lev; 2159 int atk_lev, def_lev, kill_lev;
2243 2160
2244 if (hitter->slaying) 2161 if (hitter->slaying)
2245 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))))
2246 return; 2163 return;
2247 2164
2248 def_lev = op->level; 2165 def_lev = op->level;
2249 if (def_lev < 1) 2166 if (def_lev < 1)
2250 { 2167 {
2251 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 ());
2252 def_lev = 1; 2169 def_lev = 1;
2253 } 2170 }
2171
2254 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;
2255 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2256 atk_lev, def_lev); */ 2174 atk_lev, def_lev); */
2257 2175
2258 if (atk_lev >= def_lev) 2176 if (atk_lev >= def_lev)
2273 */ 2191 */
2274 *dam *= kill_lev / def_lev; 2192 *dam *= kill_lev / def_lev;
2275 } 2193 }
2276 } 2194 }
2277 else 2195 else
2278 {
2279 *dam = 0; /* no harm done */ 2196 *dam = 0; /* no harm done */
2280 }
2281} 2197}
2282 2198
2283/* thrown_item_effect() - handles any special effects of thrown 2199/* thrown_item_effect() - handles any special effects of thrown
2284 * items (like attacking living creatures--a potion thrown at a 2200 * items (like attacking living creatures--a potion thrown at a
2285 * monster). 2201 * monster).
2314 } 2230 }
2315 } 2231 }
2316} 2232}
2317 2233
2318/* adj_attackroll() - adjustments to attacks by various conditions */ 2234/* adj_attackroll() - adjustments to attacks by various conditions */
2319
2320int 2235int
2321adj_attackroll (object *hitter, object *target) 2236adj_attackroll (object *hitter, object *target)
2322{ 2237{
2323 object *attacker = hitter; 2238 object *attacker = hitter;
2324 int adjust = 0; 2239 int adjust = 0;
2331 } 2246 }
2332 2247
2333 /* aimed missiles use the owning object's sight */ 2248 /* aimed missiles use the owning object's sight */
2334 if (is_aimed_missile (hitter)) 2249 if (is_aimed_missile (hitter))
2335 { 2250 {
2336 if ((attacker = get_owner (hitter)) == NULL) 2251 if ((attacker = hitter->owner) == NULL)
2337 attacker = hitter; 2252 attacker = hitter;
2338 /* 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
2339 * owned by him - need to handle that case to avoid crashes. 2254 * owned by him - need to handle that case to avoid crashes.
2340 */ 2255 */
2341 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2256 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2351 { 2266 {
2352 /* target is unseen */ 2267 /* target is unseen */
2353 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2354 adjust -= 10; 2269 adjust -= 10;
2355 /* 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). */
2356 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))
2357 adjust -= target->map->darkness; 2272 adjust -= target->map->darklevel ();
2358 } 2273 }
2359 2274
2360 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2361 adjust -= 3; 2276 adjust -= 3;
2362 2277
2389#endif 2304#endif
2390 2305
2391 return adjust; 2306 return adjust;
2392} 2307}
2393 2308
2394
2395/* determine if the object is an 'aimed' missile */ 2309/* determine if the object is an 'aimed' missile */
2396int 2310int
2397is_aimed_missile (object *op) 2311is_aimed_missile (object *op)
2398{ 2312{
2399 2313
2400 /* 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
2401 * ones so that figuring out the logic is at least possible. 2315 * ones so that figuring out the logic is at least possible.
2402 */ 2316 */
2403 if (op && (op->move_type & MOVE_FLYING)) 2317 if (op && (op->move_type & MOVE_FLYING))
2404 {
2405 if (op->type == ARROW || op->type == THROWN_OBJ) 2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2406 return 1; 2319 return 1;
2407 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))
2408 return 1; 2321 return 1;
2409 } 2322
2410 return 0; 2323 return 0;
2411} 2324}

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