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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.37 by root, Fri Jan 5 22:47:18 2007 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) 66
71 { 67 if (object *pl = op->visible_to ())
72 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
73 }
74 } 69 }
75} 70}
76 71
77/* 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
78 * 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
82did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
83{ 78{
84 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) 82 if (!op->materialname)
88 { 83 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
90 if (op->material & mt->material) 85 if (op->materials & mt->material)
91 break; 86 break;
92 } 87 }
93 else 88 else
94 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
95 if (mt == NULL) 90
91 if (!mt)
96 return TRUE; 92 return TRUE;
93
97 roll = rndm (1, 20); 94 roll = rndm (1, 20);
98 95
99 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
100 * 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
101 * 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
107 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
108 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
109 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
110 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
111 108
112 if (type == 0) 109 if (type == 0) return TRUE;
113 return TRUE; 110
114 if (roll == 20) 111 if (roll == 20) return TRUE;
115 return TRUE; 112 if (roll == 1) return FALSE;
116 if (roll == 1)
117 return FALSE;
118 113
119 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
120 { 115 {
121 i = 1 << number; 116 i = 1 << number;
117
122 if (!(i & type)) 118 if (!(i & type))
123 continue; 119 continue;
120
124 attacks++; 121 attacks++;
125 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
126 saves++; 123 saves++;
127 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)
128 saves++; 125 saves++;
130 saves++; 127 saves++;
131 } 128 }
132 129
133 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
134 return TRUE; 131 return TRUE;
132
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 134 return FALSE;
135
137 return TRUE; 136 return TRUE;
138} 137}
139 138
140/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 141 * calling cancellation, etc.)
143 */ 142 */
144
145void 143void
146save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
147{ 145{
148 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
149 { 147 {
150 object *env = op->env; 148 object *env = op->env;
151 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
152 maptile *m = op->map; 150 maptile *m = op->map;
153 151
154 op = stop_item (op); 152 op = stop_item (op);
155 if (op == NULL) 153 if (!op)
156 return; 154 return;
157 155
158 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
159 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
160 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
161 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
162 * (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
163 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
165 */ 163 */
166 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))
167 { 165 {
168 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
169 167
170 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
171
172 if (op)
173 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
174 170
175 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
176 { 172 {
177 if (env) 173 if (env)
178 { 174 env->insert (op);
179 op->x = env->x, op->y = env->y;
180 insert_ob_in_ob (op, env);
181 if (env->contr)
182 esrv_send_item (env, op);
183 }
184 else 175 else
185 {
186 op->x = x, op->y = y;
187 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
188 }
189 } 177 }
190 178
191 return; 179 return;
192 } 180 }
193 181
198 return; 186 return;
199 } 187 }
200 188
201 if (op->nrof > 1) 189 if (op->nrof > 1)
202 { 190 {
203 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
204
205 if (op)
206 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
207 } 193 }
208 else 194 else
209 { 195 {
210 if (op->env) 196 // drop everything to the ground, if possible
211 { 197 op->insert_at (originator);
212 object *tmp = op->in_player ();
213
214 if (tmp)
215 esrv_del_item (tmp->contr, op->count);
216 }
217
218 op->destroy (); 198 op->drop_and_destroy ();
219 } 199 }
220 200
221 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
222 if (env) 202 if (env)
223 { 203 {
224 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
225 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
226 insert_ob_in_ob (op, env); 206 env->insert (op);
227 } 207 }
228 else 208 else
229 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
230 210
231 return; 211 return;
232 } 212 }
233 213
234 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
235 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))
236 { 216 {
237 object *tmp;
238 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
239 218
240 if (at == NULL) 219 if (at == NULL)
241 return; 220 return;
242 221
243 op = stop_item (op); 222 op = stop_item (op);
244 if (op == NULL) 223 if (op == NULL)
245 return; 224 return;
246 225
247 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)
248 { 228 {
249 tmp = arch_to_object (at); 229 tmp = arch_to_object (at);
250 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
251 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
252 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
255 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
256 tmp->move_slow = 0; 236 tmp->move_slow = 0;
257 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
258 } 238 }
259 239
260 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
261 op->remove ();
262
263 insert_ob_in_ob (op, tmp);
264 return; 241 return;
265 } 242 }
266} 243}
267 244
268/* Object op is hitting the map. 245/* Object op is hitting the map.
269 * op is going in direction 'dir' 246 * op is going in direction 'dir'
270 * type is the attacktype of the object. 247 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
273 */ 250 */
274
275int 251int
276hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, int type, int full_hit)
277{ 253{
278 maptile *map; 254 maptile *map;
279 sint16 x, y; 255 sint16 x, y;
285 return 0; 261 return 0;
286 } 262 }
287 263
288 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
289 { 265 {
290 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);
291 return 0; 267 return 0;
292 } 268 }
293 269
294 if (!op->map) 270 if (!op->map)
295 { 271 {
298 } 274 }
299 275
300 if (op->head) 276 if (op->head)
301 op = op->head; 277 op = op->head;
302 278
303 map = op->map; 279 mapxy pos (op);
304 x = op->x + freearr_x[dir]; 280 pos.move (dir);
305 y = op->y + freearr_y[dir];
306 281
307 int mflags = get_map_flags (map, &map, x, y, &x, &y); 282 if (!pos.normalise ())
283 return 0;
308 284
309 // elmex: a safe map tile can't be hit! 285 // elmex: a safe map tile can't be hit!
310 // this should prevent most harmful effects on items and players there. 286 // this should prevent most harmful effects on items and players there.
311 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 287 mapspace &ms = pos.ms ();
288
289 if (ms.flags () & P_SAFE)
312 return 0; 290 return 0;
313 291
314 /* peterm: a few special cases for special attacktypes --counterspell 292 /* peterm: a few special cases for special attacktypes --counterspell
315 * 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
316 */ 294 */
317 295 if (type & (AT_COUNTERSPELL | AT_CHAOS))
296 {
318 if (type & AT_COUNTERSPELL) 297 if (type & AT_COUNTERSPELL)
319 { 298 {
320 counterspell (op, dir); /* see spell_effect.c */ 299 counterspell (op, dir); /* see spell_effect.c */
321 300
322 /* If the only attacktype is counterspell or magic, don't need 301 /* If the only attacktype is counterspell or magic, don't need
323 * to do any further processing. 302 * to do any further processing.
324 */ 303 */
325 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 304 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
326 return 0; 305 return 0;
327 306
328 type &= ~AT_COUNTERSPELL; 307 type &= ~AT_COUNTERSPELL;
329 } 308 }
330 309
331 if (type & AT_CHAOS) 310 if (type & AT_CHAOS)
332 { 311 {
333 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 312 shuffle_attack (op, 1); /* flag tells it to change the face */
334 update_object (op, UP_OBJ_FACE); 313 update_object (op, UP_OBJ_FACE);
335 type &= ~AT_CHAOS; 314 type &= ~AT_CHAOS;
315 }
336 } 316 }
337 317
338 /* There may still be objects that were above 'next', but there is no 318 /* There may still be objects that were above 'next', but there is no
339 * simple way to find out short of copying all object references and 319 * simple way to find out short of copying all object references and
340 * tags into a temporary array before we start processing the first 320 * tags into a temporary array before we start processing the first
341 * object. That's why we just abort on destroy. 321 * object. That's why we just abort on destroy.
342 * 322 *
343 * This happens whenever attack spells (like fire) hit a pile 323 * This happens whenever attack spells (like fire) hit a pile
344 * of objects. This is not a bug - nor an error. 324 * of objects. This is not a bug - nor an error.
345 */ 325 */
346 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 326 for (object *next = ms.bot; next && !next->destroyed (); )
347 { 327 {
348 object *tmp = next; 328 object *tmp = next;
349 next = tmp->above; 329 next = tmp->above;
350 330
351 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
352 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
353 * 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.
354 */ 334 */
355 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
356 continue; 336 continue;
357 337
358 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
359 { 339 {
360 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
361 retflag |= 1; 341 retflag |= 1;
342
362 if (op->destroyed ()) 343 if (op->destroyed ())
363 break; 344 break;
364 } 345 }
365 /* Here we are potentially destroying an object. If the object has 346 /* Here we are potentially destroying an object. If the object has
366 * 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
367 * that weak walls have is_alive set, which prevent objects from 348 * that weak walls have is_alive set, which prevent objects from
368 * 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
369 * 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
370 * destroyed right now. 351 * destroyed right now.
371 */ 352 */
372 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)
373 { 354 {
374 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
375 356
376 if (op->destroyed ()) 357 if (op->destroyed ())
377 break; 358 break;
536 { 517 {
537 int mtype; 518 int mtype;
538 519
539 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
540 { 521 {
541 case WEAP_HIT: 522 case WEAP_HIT:
542 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
543 break; 524 break;
544 case WEAP_SLASH: 525 case WEAP_SLASH:
545 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
546 break; 527 break;
547 case WEAP_PIERCE: 528 case WEAP_PIERCE:
548 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
549 break; 530 break;
550 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
551 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
552 break; 533 break;
553 case WEAP_SLICE: 534 case WEAP_SLICE:
554 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
555 break; 536 break;
556 case WEAP_STAB: 537 case WEAP_STAB:
557 mtype = ATM_STAB; 538 mtype = ATM_STAB;
558 break; 539 break;
559 case WEAP_WHIP: 540 case WEAP_WHIP:
560 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
561 break; 542 break;
562 case WEAP_CRUSH: 543 case WEAP_CRUSH:
563 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
564 break; 545 break;
565 case WEAP_BLUD: 546 case WEAP_BLUD:
566 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
567 break; 548 break;
568 default: 549 default:
569 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
570 break; 551 break;
571 } 552 }
553
572 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++)
573 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)
574 { 556 {
575 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);
576 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
610 if (hitter->owner != NULL) 592 if (hitter->owner != NULL)
611 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);
612 else 594 else
613 { 595 {
614 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
615 if (dam != 0) 598 if (dam != 0)
616 { 599 {
617 if (dam < 10) 600 if (dam < 10)
618 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
619 else if (dam < 20) 602 else if (dam < 20)
620 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
621 else 604 else
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
623 } 606 }
624 } 607 }
608
625 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
626 } /* end of player hitting player */ 610 } /* end of player hitting player */
627 611
628 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
629 { 613 {
630 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
631 if (dam != 0) 616 if (dam != 0)
632 { 617 {
633 if (dam < 10) 618 if (dam < 10)
634 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
635 else if (dam < 20) 620 else if (dam < 20)
636 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
637 else 622 else
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
639 } 624 }
625
640 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
641 } 627 }
642 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
643 { 629 {
644 /* look for stacked spells and start reducing the message chances */ 630 /* look for stacked spells and start reducing the message chances */
646 { 632 {
647 i = 4; 633 i = 4;
648 map = hitter->map; 634 map = hitter->map;
649 if (out_of_map (map, hitter->x, hitter->y)) 635 if (out_of_map (map, hitter->x, hitter->y))
650 return; 636 return;
637
651 next = GET_MAP_OB (map, hitter->x, hitter->y); 638 next = GET_MAP_OB (map, hitter->x, hitter->y);
652 if (next) 639 if (next)
653 while (next) 640 while (next)
654 { 641 {
655 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))
656 i *= 3; 643 i *= 3;
644
657 tmp = next; 645 tmp = next;
658 next = tmp->above; 646 next = tmp->above;
659 } 647 }
648
660 if (i < 0) 649 if (i < 0)
661 return; 650 return;
651
662 if (rndm (0, i) != 0) 652 if (rndm (0, i) != 0)
663 return; 653 return;
664 } 654 }
665 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
666 return; 656 return;
657
667 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
668 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
669 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
670 } 661 }
671} 662}
672 663
673 664
677 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
678 { 669 {
679 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
680 return 1; 671 return 1;
681 } 672 }
673
682 if ((*target)->head) 674 if ((*target)->head)
683 *target = (*target)->head; 675 *target = (*target)->head;
676
684 if ((*hitter)->head) 677 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
686 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
687 { 684 {
688 *simple_attack = 1; 685 *simple_attack = 1;
689 return 0; 686 return 0;
690 } 687 }
688
691 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
692 || 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))
693 { 693 {
694 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 ());
695 return 1; 696 return 1;
696 } 697 }
698
697 *simple_attack = 0; 699 *simple_attack = 0;
698 return 0; 700 return 0;
699} 701}
700 702
701static int 703static int
737 739
738 /* 740 /*
739 * 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
740 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
741 */ 743 */
742 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)
743 { 745 {
744 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
745 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
746 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
747 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
748 */ 750 */
749 op->speed_left--; 751 --op->speed_left;
750 process_object (op); 752 process_object (op);
751 753
752 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
753 goto error; 755 goto error;
754 } 756 }
764 /* See if we hit the creature */ 766 /* See if we hit the creature */
765 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
766 { 768 {
767 int hitdam = base_dam; 769 int hitdam = base_dam;
768 770
769 if (settings.casting_time == TRUE)
770 {
771 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
772 {
773 hitter->casting_time = -1;
774 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
775 }
776 if ((op->casting_time > -1) && (hitdam > 0))
777 {
778 op->casting_time = -1;
779 if (op->type == PLAYER)
780 {
781 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
782 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
783 }
784 }
785 }
786 if (!simple_attack) 771 if (!simple_attack)
787 { 772 {
788 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
789 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
790 * -b.t. */ 775 * -b.t. */
795 * for help. */ 780 * for help. */
796 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
797 npc_call_help (op); 782 npc_call_help (op);
798 783
799 /* 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 */
800 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
801 { 786 {
802 make_visible (op); 787 make_visible (op);
788
803 if (op->type == PLAYER) 789 if (op->type == PLAYER)
804 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!");
805 } 791 }
806 792
807 /* thrown items (hitter) will have various effects 793 /* thrown items (hitter) will have various effects
861} 847}
862 848
863int 849int
864attack_ob (object *op, object *hitter) 850attack_ob (object *op, object *hitter)
865{ 851{
866
867 if (hitter->head)
868 hitter = hitter->head; 852 hitter = hitter->head_ ();
853
869 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);
870} 855}
871 856
872/* op is the arrow, tmp is what is stopping the arrow. 857/* op is the arrow, tmp is what is stopping the arrow.
873 * 858 *
882 * 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
883 * stick around. 868 * stick around.
884 */ 869 */
885 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
886 { 871 {
887 if (tmp->head != NULL) 872 tmp->head_ ()->insert (op);
888 tmp = tmp->head;
889
890 op->remove ();
891 op = insert_ob_in_ob (op, tmp);
892
893 if (tmp->type == PLAYER)
894 esrv_send_item (tmp, op);
895
896 return 1; 873 return 1;
897 } 874 }
898 else 875 else
899 return 0; 876 return 0;
900} 877}
914 /* Disassemble missile */ 891 /* Disassemble missile */
915 if (op->inv) 892 if (op->inv)
916 { 893 {
917 container = op; 894 container = op;
918 hitter = op->inv; 895 hitter = op->inv;
919 hitter->remove ();
920 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);
921 /* 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
922 * might be called until this THROWN_OBJ is either reassembled or 898 * might be called until this THROWN_OBJ is either reassembled or
923 * 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
924 * THROWN_OBJs. */ 900 * THROWN_OBJs. */
925 } 901 }
939 * other places as well!) 915 * other places as well!)
940 */ 916 */
941 if (hitter->destroyed () || hitter->env != NULL) 917 if (hitter->destroyed () || hitter->env != NULL)
942 { 918 {
943 if (container) 919 if (container)
944 {
945 container->remove ();
946 container->destroy (); 920 container->destroy ();
947 }
948 921
949 return 0; 922 return 0;
950 } 923 }
951 924
952 /* Missile hit victim */ 925 /* Missile hit victim */
976 * 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
977 * way to handle those otherwise? 950 * way to handle those otherwise?
978 */ 951 */
979 if (victim->x != hitter->x || victim->y != hitter->y) 952 if (victim->x != hitter->x || victim->y != hitter->y)
980 { 953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
981 hitter->remove (); 958 hitter->remove ();
982 hitter->x = victim->x; 959 hitter->x = victim->x;
983 hitter->y = victim->y; 960 hitter->y = victim->y;
984 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
985 } 963 }
986 else 964 else
987 /* Else leave arrow where it is */ 965 /* Else leave arrow where it is */
988 merge_ob (hitter, NULL); 966 merge_ob (hitter, NULL);
989 967
1000 insert_ob_in_ob (hitter, container); 978 insert_ob_in_ob (hitter, container);
1001 } 979 }
1002 980
1003 return op; 981 return op;
1004} 982}
1005
1006 983
1007void 984void
1008tear_down_wall (object *op) 985tear_down_wall (object *op)
1009{ 986{
1010 int perc = 0; 987 int perc = 0;
1059 SET_FLAG (target, FLAG_SCARED); 1036 SET_FLAG (target, FLAG_SCARED);
1060 if (!target->enemy) 1037 if (!target->enemy)
1061 target->enemy = owner; 1038 target->enemy = owner;
1062} 1039}
1063 1040
1064
1065/* 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
1066 * appropriate attacktype. Only 1 attacktype should be set at a time. 1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1067 * 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
1068 * take. However, it will do other effects (paralyzation, slow, etc.) 1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1069 * 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
1070 * the attacktype. Makes it easier for the PR code. */ 1046 * the attacktype. Makes it easier for the PR code. */
1071
1072int 1047int
1073hit_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)
1074{ 1049{
1075
1076 int doesnt_slay = 1; 1050 int doesnt_slay = 1;
1077 1051
1078 /* 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 */
1079 if (attacknum >= NROFATTACKS) 1053 if (attacknum >= NROFATTACKS)
1080 { 1054 {
1082 return 0; 1056 return 0;
1083 } 1057 }
1084 1058
1085 if (dam < 0) 1059 if (dam < 0)
1086 { 1060 {
1087 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 ());
1088 return 0; 1063 return 0;
1089 } 1064 }
1090 1065
1091 /* 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
1092 * people can't mess with that or it otherwise get confused. */ 1067 * people can't mess with that or it otherwise get confused. */
1093 if (attacknum == ATNR_INTERNAL) 1068 if (attacknum == ATNR_INTERNAL)
1094 return dam; 1069 return dam;
1095 1070
1096 if (hitter->slaying) 1071 if (hitter->slaying)
1097 { 1072 {
1098 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1073 if ((op->race && strstr (hitter->slaying, op->race))
1099 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1100 { 1075 {
1101 doesnt_slay = 0; 1076 doesnt_slay = 0;
1102 dam *= 3; 1077 dam *= 3;
1103 } 1078 }
1104 } 1079 }
1118 /* Special hack. By default, if immune to something, you 1093 /* Special hack. By default, if immune to something, you
1119 * shouldn't need to worry. However, acid is an exception, since 1094 * shouldn't need to worry. However, acid is an exception, since
1120 * it can still damage your items. Only include attacktypes if 1095 * it can still damage your items. Only include attacktypes if
1121 * special processing is needed */ 1096 * special processing is needed */
1122 1097
1123 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1124 return 0; 1101 return 0;
1125 1102
1126 /* Keep this in order - makes things easier to find */ 1103 /* Keep this in order - makes things easier to find */
1127 1104
1128 switch (attacknum) 1105 switch (attacknum)
1129 { 1106 {
1130 case ATNR_PHYSICAL: 1107 case ATNR_PHYSICAL:
1131 /* here also check for diseases */ 1108 /* here also check for diseases */
1132 check_physically_infect (op, hitter); 1109 check_physically_infect (op, hitter);
1133 break; 1110 break;
1134 1111
1135 /* Don't need to do anything for: 1112 /* Don't need to do anything for:
1136 magic, 1113 magic,
1137 fire, 1114 fire,
1138 electricity, 1115 electricity,
1139 cold */ 1116 cold */
1140 1117
1141 case ATNR_CONFUSION: 1118 case ATNR_CONFUSION:
1142 case ATNR_POISON: 1119 case ATNR_POISON:
1143 case ATNR_SLOW: 1120 case ATNR_SLOW:
1144 case ATNR_PARALYZE: 1121 case ATNR_PARALYZE:
1145 case ATNR_FEAR: 1122 case ATNR_FEAR:
1146 case ATNR_CANCELLATION: 1123 case ATNR_CANCELLATION:
1147 case ATNR_DEPLETE: 1124 case ATNR_DEPLETE:
1148 case ATNR_BLIND: 1125 case ATNR_BLIND:
1149 { 1126 {
1150 /* chance for inflicting a special attack depends on the 1127 /* chance for inflicting a special attack depends on the
1151 * difference between attacker's and defender's level 1128 * difference between attacker's and defender's level
1152 */ 1129 */
1153 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1154 1131
1155 /* First, only creatures/players with speed can be affected. 1132 /* First, only creatures/players with speed can be affected.
1156 * Second, just getting hit doesn't mean it always affects 1133 * Second, just getting hit doesn't mean it always affects
1157 * you. Third, you still get a saving through against the 1134 * you. Third, you still get a saving through against the
1158 * effect. 1135 * effect.
1159 */ 1136 */
1160 if (op->speed && 1137 if (op->speed &&
1161 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1162 !(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))
1163 { 1140 {
1164 1141
1165 /* Player has been hit by something */ 1142 /* Player has been hit by something */
1166 if (attacknum == ATNR_CONFUSION) 1143 if (attacknum == ATNR_CONFUSION)
1167 confuse_player (op, hitter, dam); 1144 confuse_player (op, hitter, dam);
1168 else if (attacknum == ATNR_POISON) 1145 else if (attacknum == ATNR_POISON)
1169 poison_player (op, hitter, dam); 1146 poison_player (op, hitter, dam);
1170 else if (attacknum == ATNR_SLOW) 1147 else if (attacknum == ATNR_SLOW)
1171 slow_player (op, hitter, dam); 1148 slow_player (op, hitter, dam);
1172 else if (attacknum == ATNR_PARALYZE) 1149 else if (attacknum == ATNR_PARALYZE)
1173 paralyze_player (op, hitter, dam); 1150 paralyze_player (op, hitter, dam);
1174 else if (attacknum == ATNR_FEAR) 1151 else if (attacknum == ATNR_FEAR)
1175 scare_creature (op, hitter); 1152 scare_creature (op, hitter);
1176 else if (attacknum == ATNR_CANCELLATION) 1153 else if (attacknum == ATNR_CANCELLATION)
1177 cancellation (op); 1154 cancellation (op);
1178 else if (attacknum == ATNR_DEPLETE) 1155 else if (attacknum == ATNR_DEPLETE)
1179 op->drain_stat (); 1156 op->drain_stat ();
1180 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))
1181 blind_player (op, hitter, dam); 1158 blind_player (op, hitter, dam);
1182 } 1159 }
1160
1183 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 */
1184 } 1162 }
1185 break; 1163 break;
1164
1186 case ATNR_ACID: 1165 case ATNR_ACID:
1187 { 1166 {
1188 int flag = 0; 1167 int flag = 0;
1189 1168
1190 /* 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
1191 * if your acid resistance is below 50%. */ 1170 * if your acid resistance is below 50%. */
1192 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))
1193 { 1172 {
1194 object *tmp;
1195
1196 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1197 { 1174 {
1198 if (tmp->invisible) 1175 if (tmp->invisible)
1199 continue; 1176 continue;
1200 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1177 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1201 /* >= 10% acid res. on itmes will protect these */ 1178 /* >= 10% acid res. on items will protect these */
1202 continue; 1179 continue;
1203 if (!(tmp->material & M_IRON)) 1180 if (!(tmp->materials & M_IRON))
1204 continue; 1181 continue;
1205 if (tmp->magic < -4) /* Let's stop at -5 */ 1182 if (tmp->magic < -4) /* Let's stop at -5 */
1206 continue; 1183 continue;
1207 if (tmp->type == RING || 1184 if (tmp->type == RING
1208 /* removed boots and gloves from exclusion list in 1185 /* removed boots and gloves from exclusion list in PR */
1209 PR */ 1186 || tmp->type == GIRDLE
1210 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)
1211 continue; /* To avoid some strange effects */ 1191 continue; /* To avoid some strange effects */
1212 1192
1213 /* High damage acid has better chance of corroding 1193 /* High damage acid has better chance of corroding
1214 objects */ 1194 objects */
1215 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 ())
1216 { 1201 {
1217 if (op->type == PLAYER)
1218 /* Make this more visible */ 1202 /* Make this more visible */
1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1220 "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));
1221 flag = 1; 1205
1222 tmp->magic--; 1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1223 if (op->type == PLAYER)
1224 esrv_send_item (op, tmp);
1225 } 1207 }
1226 } 1208 }
1209 }
1210
1227 if (flag) 1211 if (flag)
1228 op->update_stats (); /* Something was corroded */ 1212 op->update_stats (); /* Something was corroded */
1229 } 1213 }
1230 } 1214 }
1231 break; 1215 break;
1216
1232 case ATNR_DRAIN: 1217 case ATNR_DRAIN:
1233 { 1218 {
1234 /* rate is the proportion of exp drained. High rate means 1219 /* rate is the proportion of exp drained. High rate means
1235 * not much is drained, low rate means a lot is drained. 1220 * not much is drained, low rate means a lot is drained.
1236 */ 1221 */
1237 int rate; 1222 int rate;
1238 1223
1239 if (op->resist[ATNR_DRAIN] >= 0) 1224 if (op->resist[ATNR_DRAIN] >= 0)
1240 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1225 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1241 else 1226 else
1242 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1227 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1243 1228
1244 if (op->stats.exp <= rate) 1229 if (op->stats.exp <= rate)
1245 { 1230 {
1246 if (op->type == GOLEM) 1231 if (op->type == GOLEM)
1247 dam = 999; /* Its force is "sucked" away. 8) */ 1232 dam = 999; /* Its force is "sucked" away. 8) */
1248 else 1233 else
1249 /* If we can't drain, lets try to do physical damage */ 1234 /* If we can't drain, lets try to do physical damage */
1250 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1235 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1251 } 1236 }
1252 else 1237 else
1253 { 1238 {
1254 /* Randomly give the hitter some hp */ 1239 /* Randomly give the hitter some hp */
1255 if (hitter->stats.hp < hitter->stats.maxhp && 1240 if (hitter->stats.hp < hitter->stats.maxhp &&
1256 (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)
1257 hitter->stats.hp++; 1242 hitter->stats.hp++;
1258 1243
1259 /* Can't do drains on battleground spaces. 1244 /* Can't do drains on battleground spaces.
1260 * 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
1261 * 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,
1262 * nothing happens. 1247 * nothing happens.
1263 * 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
1264 * attacks, hence all the != PLAYER checks. 1249 * attacks, hence all the != PLAYER checks.
1265 */ 1250 */
1266 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))
1267 { 1252 {
1268 object *owner = hitter->owner; 1253 object *owner = hitter->owner;
1269 1254
1270 if (owner && owner != hitter) 1255 if (owner && owner != hitter)
1271 { 1256 {
1272 if (op->type != PLAYER || owner->type != PLAYER) 1257 if (op->type != PLAYER || owner->type != PLAYER)
1273 change_exp (owner, op->stats.exp / (rate * 2), 1258 change_exp (owner, op->stats.exp / (rate * 2),
1274 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);
1275 } 1260 }
1276 else if (op->type != PLAYER || hitter->type != PLAYER) 1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1277 {
1278 change_exp (hitter, op->stats.exp / (rate * 2), 1262 change_exp (hitter, op->stats.exp / (rate * 2),
1279 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1280 } 1264
1281 change_exp (op, -op->stats.exp / rate, NULL, 0); 1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1282 } 1266 }
1267
1283 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
1284 * 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,
1285 * as the messages will say you missed 1270 * as the messages will say you missed
1286 */ 1271 */
1287 } 1272 }
1288 } 1273 }
1289 break; 1274 break;
1275
1290 case ATNR_TURN_UNDEAD: 1276 case ATNR_TURN_UNDEAD:
1291 { 1277 {
1292 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1278 if (QUERY_FLAG (op, FLAG_UNDEAD))
1293 { 1279 {
1294 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1295 object *god = find_god (determine_god (owner)); 1281 object *god = find_god (determine_god (owner));
1296 int div = 1; 1282 int div = 1;
1297 1283
1298 /* 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
1299 * at half strength */ 1285 * at half strength */
1300 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1301 div = 2; 1287 div = 2;
1288
1302 /* Give a bonus if you resist turn undead */ 1289 /* Give a bonus if you resist turn undead */
1303 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)))
1304 scare_creature (op, owner); 1291 scare_creature (op, owner);
1305 } 1292 }
1306 else 1293 else
1307 dam = 0; /* don't damage non undead - should we damage 1294 dam = 0; /* don't damage non undead - should we damage
1308 undead? */ 1295 undead? */
1309 } 1296 }
1310 break; 1297 break;
1298
1311 case ATNR_DEATH: 1299 case ATNR_DEATH:
1312 deathstrike_player (op, hitter, &dam); 1300 deathstrike_player (op, hitter, &dam);
1313 break; 1301 break;
1302
1314 case ATNR_CHAOS: 1303 case ATNR_CHAOS:
1315 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 ());
1316 dam = 0; 1305 dam = 0;
1317 break; 1306 break;
1307
1318 case ATNR_COUNTERSPELL: 1308 case ATNR_COUNTERSPELL:
1319 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 ());
1320 dam = 0; 1310 dam = 0;
1321 /* This should never happen. Counterspell is handled 1311 /* This should never happen. Counterspell is handled
1322 * seperately and filtered out. If this does happen, 1312 * seperately and filtered out. If this does happen,
1323 * Counterspell has no effect on anything but spells, so it 1313 * Counterspell has no effect on anything but spells, so it
1324 * does no damage. */ 1314 * does no damage. */
1325 break; 1315 break;
1316
1326 case ATNR_HOLYWORD: 1317 case ATNR_HOLYWORD:
1327 { 1318 {
1328 /* This has already been handled by hit_player, 1319 /* This has already been handled by hit_player,
1329 * no need to check twice -- DAMN */ 1320 * no need to check twice -- DAMN */
1330 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1321 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1331 1322
1332 /* 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 */
1333 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])
1334 scare_creature (op, owner); 1325 scare_creature (op, owner);
1335 } 1326 }
1336 break; 1327 break;
1328
1337 case ATNR_LIFE_STEALING: 1329 case ATNR_LIFE_STEALING:
1338 { 1330 {
1339 int new_hp; 1331 int new_hp;
1340 1332
1341 /* this is replacement to drain for players, instead of taking 1333 /* this is replacement to drain for players, instead of taking
1342 * exp it takes hp. It is geared for players, probably not 1334 * exp it takes hp. It is geared for players, probably not
1343 * much use giving it to monsters 1335 * much use giving it to monsters
1344 * 1336 *
1345 * 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
1346 * damage it does do to the player. Given that, 1338 * damage it does do to the player. Given that,
1347 * 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
1348 * 1000). 1340 * 1000).
1349 */ 1341 */
1350 /* You can't steal life from something undead */ 1342 /* You can't steal life from something undead */
1351 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1343 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1352 return 0; 1344 return 0;
1345
1353 /* If drain protection is higher than life stealing, use that */ 1346 /* If drain protection is higher than life stealing, use that */
1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1347 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1348 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else 1349 else
1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1350 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1351
1358 /* You die at -1 hp, not zero. */ 1352 /* You die at -1 hp, not zero. */
1359 if (dam > (op->stats.hp + 1)) 1353 if (dam > (op->stats.hp + 1))
1360 dam = op->stats.hp + 1; 1354 dam = op->stats.hp + 1;
1355
1361 new_hp = hitter->stats.hp + dam; 1356 new_hp = hitter->stats.hp + dam;
1362 if (new_hp > hitter->stats.maxhp) 1357 if (new_hp > hitter->stats.maxhp)
1363 new_hp = hitter->stats.maxhp; 1358 new_hp = hitter->stats.maxhp;
1359
1364 if (new_hp > hitter->stats.hp) 1360 if (new_hp > hitter->stats.hp)
1365 hitter->stats.hp = new_hp; 1361 hitter->stats.hp = new_hp;
1366 } 1362 }
1367 } 1363 }
1364
1368 return dam; 1365 return dam;
1369} 1366}
1370
1371 1367
1372/* 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
1373 * allow script procedures to "kill" objects in a combat-like fashion. 1369 * allow script procedures to "kill" objects in a combat-like fashion.
1374 * 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
1375 * Sword. Note that nothing has been changed from the original version 1371 * Sword. Note that nothing has been changed from the original version
1386 */ 1382 */
1387int 1383int
1388kill_object (object *op, int dam, object *hitter, int type) 1384kill_object (object *op, int dam, object *hitter, int type)
1389{ 1385{
1390 char buf[MAX_BUF]; 1386 char buf[MAX_BUF];
1391 const char *skill; 1387 shstr skill;
1392 int maxdam = 0; 1388 int maxdam = 0;
1393 int battleg = 0; /* true if op standing on battleground */ 1389 int battleg = 0; /* true if op standing on battleground */
1394 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 */
1395 object *owner = NULL; 1391 object *owner = 0;
1396 object *skop = NULL; 1392 object *skop = 0;
1397 1393
1398 if (op->stats.hp >= 0) 1394 if (op->stats.hp >= 0)
1399 return -1; 1395 return -1;
1400 1396
1401 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1410 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1411 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 */
1412 1408
1413 if (op->type == DOOR) 1409 if (op->type == DOOR)
1414 { 1410 {
1415 op->set_speed (0.1); 1411 op->set_speed (0.1f);
1416 op->speed_left = -0.05; 1412 op->speed_left = -0.05f;
1417 return maxdam; 1413 return maxdam;
1418 } 1414 }
1419 1415
1420 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1421 { 1417 {
1422 remove_friendly_object (op);
1423
1424 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1425 op->owner->contr->ranges[range_golem] = 0;
1426
1427 op->destroy (); 1418 op->drop_and_destroy ();
1428 return maxdam; 1419 return maxdam;
1429 } 1420 }
1430 1421
1431 /* Now lets start dealing with experience we get for killing something */ 1422 /* Now lets start dealing with experience we get for killing something */
1432 1423
1433 owner = hitter->owner; 1424 owner = hitter->outer_owner ();
1434 if (!owner) 1425 if (!owner)
1435 owner = hitter; 1426 owner = hitter;
1436 1427
1437 /* is the victim (op) standing on battleground? */ 1428 /* is the victim (op) standing on battleground? */
1438 if (op_on_battleground (op, NULL, NULL)) 1429 if (op_on_battleground (op, NULL, NULL))
1443 pk = 1; 1434 pk = 1;
1444 1435
1445 /* Player killed something */ 1436 /* Player killed something */
1446 if (owner->type == PLAYER) 1437 if (owner->type == PLAYER)
1447 { 1438 {
1448 Log_Kill (owner->name,
1449 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1450
1451 /* Log players killing other players - makes it easier to detect 1439 /* Log players killing other players - makes it easier to detect
1452 * and filter out malicious player killers - that is why the 1440 * and filter out malicious player killers - that is why the
1453 * ip address is included. 1441 * ip address is included.
1454 */ 1442 */
1455 if (op->type == PLAYER && !battleg) 1443 if (op->type == PLAYER && !battleg)
1475 else 1463 else
1476 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));
1477 1465
1478 /* Only play sounds for melee kills */ 1466 /* Only play sounds for melee kills */
1479 if (hitter->type == PLAYER) 1467 if (hitter->type == PLAYER)
1480 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1468 owner->play_sound (sound_find ("player_kills"));
1481 } 1469 }
1482 1470
1483 /* If a player kills another player, not on 1471 /* If a player kills another player, not on
1484 * battleground, the "killer" looses 1 luck. Since this is 1472 * battleground, the "killer" looses 1 luck. Since this is
1485 * not reversible, it's actually quite a pain IMHO. -AV 1473 * not reversible, it's actually quite a pain IMHO. -AV
1490 */ 1478 */
1491 if (op->type == PLAYER && owner != op && !battleg) 1479 if (op->type == PLAYER && owner != op && !battleg)
1492 owner->change_luck (-settings.pk_luck_penalty); 1480 owner->change_luck (-settings.pk_luck_penalty);
1493 1481
1494 /* This code below deals with finding the appropriate skill 1482 /* This code below deals with finding the appropriate skill
1495 * to credit exp to. This is a bit problematic - we should 1483 * to credit exp to. This is a bit problematic - we should
1496 * probably never really have to look at current_weapon->skill 1484 * probably never really have to look at current_weapon->skill
1497 */ 1485 */
1498 skill = 0;
1499
1500 if (hitter->skill && hitter->type != PLAYER) 1486 if (hitter->skill && hitter->type != PLAYER)
1501 skill = hitter->skill; 1487 skill = hitter->skill;
1502 else if (owner->chosen_skill) 1488 else if (owner->chosen_skill)
1503 { 1489 {
1504 skill = owner->chosen_skill->skill;
1505 skop = owner->chosen_skill; 1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1506 } 1492 }
1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1508 skill = owner->current_weapon->skill; 1494 skill = owner->current_weapon->skill;
1509 else 1495 else
1496 {
1510 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 }
1511 1502
1512 /* 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
1513 * 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!
1514 */ 1505 */
1515 if ((!skop || skop->type != SKILL) && skill) 1506 skop = owner->contr->find_skill (skill);
1516 {
1517 int i;
1518
1519 for (i = 0; i < NUM_SKILLS; i++)
1520 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1521 {
1522 skop = owner->contr->last_skill_ob[i];
1523 break;
1524 }
1525 }
1526 } /* Was it a player that hit somethign */ 1507 } /* Was it a player that hit somethign */
1527 else 1508 else
1528 skill = 0; 1509 skill = 0;
1529 1510
1530 /* Pet (or spell) killed something. */
1531 if (owner != hitter)
1532 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1533 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1534 else
1535 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1536 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1537 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538
1539 /* These may have been set in the player code section above */ 1511 /* These may have been set in the player code section above */
1540 if (!skop) 1512 if (!skop)
1541 skop = hitter->chosen_skill; 1513 skop = hitter->chosen_skill;
1542 1514
1543 if (!skill && skop) 1515 if (!skill && skop)
1544 skill = skop->skill; 1516 skill = skop->skill;
1545 1517
1546 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1547
1548 /* If you didn't kill yourself, and your not the wizard */ 1518 /* If you didn't kill yourself, and your not the wizard */
1549 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1550 { 1520 {
1551 int exp; 1521 int exp;
1552 1522
1553 /* Really don't give much experience for killing other players */ 1523 /* Really don't give much experience for killing other players */
1554 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1581 if (owner->type != PLAYER || owner->contr->party == NULL) 1551 if (owner->type != PLAYER || owner->contr->party == NULL)
1582 change_exp (owner, exp, skill, 0); 1552 change_exp (owner, exp, skill, 0);
1583 else 1553 else
1584 { 1554 {
1585 int shares = 0, count = 0; 1555 int shares = 0, count = 0;
1586 player *pl;
1587 partylist *party = owner->contr->party; 1556 partylist *party = owner->contr->party;
1588 1557
1589 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);
1590 1559
1591 for_all_players (pl) 1560 for_all_players (pl)
1622 { 1591 {
1623 object *owner1 = op->owner; 1592 object *owner1 = op->owner;
1624 1593
1625 if (owner1 && owner1->type == PLAYER) 1594 if (owner1 && owner1->type == PLAYER)
1626 { 1595 {
1627 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1628 /* Maybe we should include the owner that killed this, maybe not */ 1597 /* Maybe we should include the owner that killed this, maybe not */
1629 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);
1630 } 1599 }
1631 1600
1632 remove_friendly_object (op); 1601 remove_friendly_object (op);
1633 } 1602 }
1634 1603
1635 op->destroy (); 1604 op->drop_and_destroy ();
1636 } 1605 }
1637 else 1606 else
1638 {
1639 /* Player has been killed! */ 1607 /* Player has been killed! */
1640 if (owner->type == PLAYER) 1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1641 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1642 else
1643 assign (op->contr->killer, hitter->name);
1644 }
1645 1609
1646 /* 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
1647 * continues in the calling function. 1611 * continues in the calling function.
1648 */ 1612 */
1649 return maxdam; 1613 return maxdam;
1650} 1614}
1651 1615
1652/* 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
1653 * Returns 0 this is not friendly fire 1617 * Returns 0 this is not friendly fire
1654 */ 1618 */
1655
1656int 1619int
1657friendly_fire (object *op, object *hitter) 1620friendly_fire (object *op, object *hitter)
1658{ 1621{
1659 object *owner; 1622 object *owner;
1660 int friendlyfire; 1623 int friendlyfire;
1679 } 1642 }
1680 1643
1681 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)
1682 friendlyfire = 0; 1645 friendlyfire = 0;
1683 } 1646 }
1647
1684 return friendlyfire; 1648 return friendlyfire;
1685} 1649}
1686
1687 1650
1688/* 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.
1689 * 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
1690 * is what is hitting the object, type is the attacktype, and 1653 * is what is hitting the object, type is the attacktype, and
1691 * full_hit is set if monster area does not matter. 1654 * full_hit is set if monster area does not matter.
1692 * dam is base damage - protections/vulnerabilities/slaying matches can 1655 * dam is base damage - protections/vulnerabilities/slaying matches can
1693 * modify it. 1656 * modify it.
1694 */ 1657 */
1695
1696 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1658/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1697 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1698
1699int 1660int
1700hit_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)
1701{ 1662{
1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1703 int maxattacktype, attacknum; 1664 int maxattacktype, attacknum;
1711 1672
1712 /* 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 */
1713 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))
1714 return 0; 1675 return 0;
1715 1676
1716#ifdef PROHIBIT_PLAYERKILL 1677 // only allow pk for hostile players
1717 if (op->type == PLAYER) 1678 if (op->type == PLAYER)
1718 { 1679 {
1719 object *owner = hitter->owner; 1680 object *owner = hitter->owner;
1720 1681
1721 if (!owner) 1682 if (!owner)
1722 owner = hitter; 1683 owner = hitter;
1723 1684
1724 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)
1725 return 0; 1689 return 0;
1726 } 1690 }
1727#endif
1728 1691
1729 if (body_attack) 1692 if (body_attack)
1730 { 1693 {
1731 /* 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
1732 * return - we still need to process other attacks the spell still 1695 * return - we still need to process other attacks the spell still
1746 } 1709 }
1747 } 1710 }
1748 1711
1749 if (!simple_attack && op->type == DOOR) 1712 if (!simple_attack && op->type == DOOR)
1750 { 1713 {
1751 object *tmp;
1752
1753 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP) 1715 if (tmp->type == RUNE || tmp->type == TRAP)
1755 { 1716 {
1756 spring_trap (tmp, hitter); 1717 spring_trap (tmp, hitter);
1757 1718
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1719 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766 { 1727 {
1767 /* 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
1768 * destroyed() check above doesn't return, and might get here. 1729 * destroyed() check above doesn't return, and might get here.
1769 */ 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 */
1770 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);
1771 return 0; 1738 return 0;
1772 } 1739 }
1773 1740
1774#ifdef ATTACK_DEBUG 1741#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1742 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1781 * 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 */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1749 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100) 1750 if (dam >= 100)
1784 dam /= 100; 1751 dam /= 100;
1785 else 1752 else
1786 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1753 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 } 1754 }
1788 1755
1789 /* 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
1790 * 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
1791 */ 1758 */
1807 if ((!hitter->slaying || 1774 if ((!hitter->slaying ||
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1775 (!(op->race && strstr (hitter->slaying, op->race)) &&
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1776 !(op->name && strstr (hitter->slaying, op->name)))) &&
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1777 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811 (hitter->title != NULL 1778 (hitter->title != NULL
1812 && (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)))
1813 return 0; 1780 return 0;
1814 } 1781 }
1815 1782
1816 maxattacktype = type; /* initialise this to something */ 1783 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1849 */ 1816 */
1850 friendlyfire = friendly_fire (op, hitter); 1817 friendlyfire = friendly_fire (op, hitter);
1851 if (friendlyfire && maxdam) 1818 if (friendlyfire && maxdam)
1852 { 1819 {
1853 maxdam = ((dam * settings.set_friendly_fire) / 100); 1820 maxdam = ((dam * settings.set_friendly_fire) / 100);
1854#ifndef COZY_SERVER
1855 maxdam++;
1856#endif
1857 1821
1858#ifdef ATTACK_DEBUG 1822#ifdef ATTACK_DEBUG
1859 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",
1860 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1824 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1861#endif 1825#endif
1862 } 1826 }
1863 1827
1864 if (!full_hit) 1828 if (!full_hit)
1865 { 1829 {
1866 archetype *at;
1867 int area; 1830 int area;
1868 int remainder; 1831 int remainder;
1869 1832
1870 area = 0; 1833 area = 0;
1871 for (at = op->arch; at != NULL; at = at->more) 1834
1835 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1872 area++; 1836 area++;
1837
1873 assert (area > 0); 1838 assert (area > 0);
1874 1839
1875 /* basically: maxdam /= area; we try to "simulate" a float 1840 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */ 1841 value-effect */
1877 remainder = 100 * (maxdam % area) / area; 1842 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area; 1843 maxdam /= area;
1879 if (RANDOM () % 100 < remainder) 1844 if (rndm (100) < remainder)
1880 maxdam++; 1845 maxdam++;
1881 } 1846 }
1882 1847
1883#ifdef ATTACK_DEBUG 1848#ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1849 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885#endif 1850#endif
1886 1851
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)
1887 if (hitter->owner) 1856 if (hitter->owner)
1888 op->enemy = hitter->owner; 1857 op->enemy = hitter->owner;
1889 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1890 op->enemy = hitter; 1859 op->enemy = hitter;
1891 1860
1892 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1893 { 1862 {
1894 /* The unaggressives look after themselves 8) */ 1863 /* The unaggressives look after themselves 8) */
1895 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1925 1894
1926 /* See if the creature has been killed */ 1895 /* See if the creature has been killed */
1927 rtn_kill = kill_object (op, maxdam, hitter, type); 1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1928 if (rtn_kill != -1) 1897 if (rtn_kill != -1)
1929 return rtn_kill; 1898 return rtn_kill;
1930
1931 1899
1932 /* 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
1933 * that before if the player was immune to ghosthit, the monster 1901 * that before if the player was immune to ghosthit, the monster
1934 * remained - that is no longer the case. 1902 * remained - that is no longer the case.
1935 */ 1903 */
1936 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1937 {
1938 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939 remove_friendly_object (hitter);
1940
1941 hitter->destroy (); 1905 hitter->drop_and_destroy ();
1942 }
1943 /* Lets handle creatures that are splitting now */ 1906 /* Lets handle creatures that are splitting now */
1944 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))
1945 { 1908 {
1946 int i; 1909 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1954 return maxdam; 1917 return maxdam;
1955 } 1918 }
1956 1919
1957 op->remove (); 1920 op->remove ();
1958 1921
1959 for (i = 0; i < NROFNEWOBJS (op); i++) 1922 for (i = 0; i < op->stats.food; i++)
1960 { /* This doesn't handle op->more yet */ 1923 { /* This doesn't handle op->more yet */
1961 object *tmp = arch_to_object (op->other_arch); 1924 object *tmp = arch_to_object (op->other_arch);
1962 int j; 1925 int j;
1963 1926
1964 tmp->stats.hp = op->stats.hp; 1927 tmp->stats.hp = op->stats.hp;
1965 1928
1966 if (friendly) 1929 if (friendly)
1967 { 1930 {
1968 SET_FLAG (tmp, FLAG_FRIENDLY);
1969 add_friendly_object (tmp); 1931 add_friendly_object (tmp);
1970 tmp->attack_movement = PETMOVE; 1932 tmp->attack_movement = PETMOVE;
1933
1971 if (owner != NULL) 1934 if (owner)
1972 tmp->set_owner (owner); 1935 tmp->set_owner (owner);
1973 } 1936 }
1974 1937
1975 if (unaggressive) 1938 if (unaggressive)
1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1939 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1987 } 1950 }
1988 1951
1989 op->destroy (); 1952 op->destroy ();
1990 } 1953 }
1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 hitter->destroy (); 1955 hitter->drop_and_destroy ();
1993 1956
1994 return maxdam; 1957 return maxdam;
1995} 1958}
1996
1997 1959
1998void 1960void
1999poison_player (object *op, object *hitter, int dam) 1961poison_player (object *op, object *hitter, int dam)
2000{ 1962{
2001 archetype *at = archetype::find ("poisoning"); 1963 archetype *at = archetype::find ("poisoning");
2037 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2038 tmp->stats.Int = MAX (-dam / 7, -10); 2000 tmp->stats.Int = MAX (-dam / 7, -10);
2039 SET_FLAG (tmp, FLAG_APPLIED); 2001 SET_FLAG (tmp, FLAG_APPLIED);
2040 op->update_stats (); 2002 op->update_stats ();
2041 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);
2042 } 2005 }
2006
2043 if (hitter->type == PLAYER) 2007 if (hitter->type == PLAYER)
2044 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);
2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 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);
2047 } 2011 }
2012
2048 tmp->speed_left = 0; 2013 tmp->speed_left = 0;
2049 } 2014 }
2050 else 2015 else
2051 tmp->stats.food++; 2016 tmp->stats.food++;
2052} 2017}
2056{ 2021{
2057 archetype *at = archetype::find ("slowness"); 2022 archetype *at = archetype::find ("slowness");
2058 object *tmp; 2023 object *tmp;
2059 2024
2060 if (at == NULL) 2025 if (at == NULL)
2061 {
2062 LOG (llevError, "Can't find slowness archetype.\n"); 2026 LOG (llevError, "Can't find slowness archetype.\n");
2063 } 2027
2064 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2028 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065 { 2029 {
2066 tmp = arch_to_object (at); 2030 tmp = arch_to_object (at);
2067 tmp = insert_ob_in_ob (tmp, op); 2031 tmp = insert_ob_in_ob (tmp, op);
2068 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!");
2069 } 2033 }
2070 else 2034 else
2071 tmp->stats.food++; 2035 tmp->stats.food++;
2036
2072 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2073 tmp->speed_left = 0; 2038 tmp->speed_left = 0;
2074 op->update_stats (); 2039 op->update_stats ();
2075} 2040}
2076 2041
2093 tmp->speed = 0.05; 2058 tmp->speed = 0.05;
2094 tmp->subtype = FORCE_CONFUSION; 2059 tmp->subtype = FORCE_CONFUSION;
2095 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);
2096 tmp->name = "confusion"; 2061 tmp->name = "confusion";
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063
2098 if (tmp->duration > maxduration) 2064 if (tmp->duration > maxduration)
2099 tmp->duration = maxduration; 2065 tmp->duration = maxduration;
2100 2066
2101 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2102 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
2103 SET_FLAG (op, FLAG_CONFUSED); 2070 SET_FLAG (op, FLAG_CONFUSED);
2104} 2071}
2105 2072
2106void 2073void
2107blind_player (object *op, object *hitter, int dam) 2074blind_player (object *op, object *hitter, int dam)
2173 op->speed_left = (float) -(FABS (op->speed) * max); 2140 op->speed_left = (float) -(FABS (op->speed) * max);
2174 2141
2175/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2142/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2176} 2143}
2177 2144
2178
2179/* Attempts to kill 'op'. hitter is the attack object, dam is 2145/* Attempts to kill 'op'. hitter is the attack object, dam is
2180 * the computed damaged. 2146 * the computed damaged.
2181 */ 2147 */
2182void 2148void
2183deathstrike_player (object *op, object *hitter, int *dam) 2149deathstrike_player (object *op, object *hitter, int *dam)
2191 ** field of the deathstriking object */ 2157 ** field of the deathstriking object */
2192 2158
2193 int atk_lev, def_lev, kill_lev; 2159 int atk_lev, def_lev, kill_lev;
2194 2160
2195 if (hitter->slaying) 2161 if (hitter->slaying)
2196 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))))
2197 return; 2163 return;
2198 2164
2199 def_lev = op->level; 2165 def_lev = op->level;
2200 if (def_lev < 1) 2166 if (def_lev < 1)
2201 { 2167 {
2202 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 ());
2203 def_lev = 1; 2169 def_lev = 1;
2204 } 2170 }
2171
2205 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;
2206 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207 atk_lev, def_lev); */ 2174 atk_lev, def_lev); */
2208 2175
2209 if (atk_lev >= def_lev) 2176 if (atk_lev >= def_lev)
2224 */ 2191 */
2225 *dam *= kill_lev / def_lev; 2192 *dam *= kill_lev / def_lev;
2226 } 2193 }
2227 } 2194 }
2228 else 2195 else
2229 {
2230 *dam = 0; /* no harm done */ 2196 *dam = 0; /* no harm done */
2231 }
2232} 2197}
2233 2198
2234/* thrown_item_effect() - handles any special effects of thrown 2199/* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a 2200 * items (like attacking living creatures--a potion thrown at a
2236 * monster). 2201 * monster).
2265 } 2230 }
2266 } 2231 }
2267} 2232}
2268 2233
2269/* adj_attackroll() - adjustments to attacks by various conditions */ 2234/* adj_attackroll() - adjustments to attacks by various conditions */
2270
2271int 2235int
2272adj_attackroll (object *hitter, object *target) 2236adj_attackroll (object *hitter, object *target)
2273{ 2237{
2274 object *attacker = hitter; 2238 object *attacker = hitter;
2275 int adjust = 0; 2239 int adjust = 0;
2302 { 2266 {
2303 /* target is unseen */ 2267 /* target is unseen */
2304 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2305 adjust -= 10; 2269 adjust -= 10;
2306 /* 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). */
2307 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))
2308 adjust -= target->map->darkness; 2272 adjust -= target->map->darklevel ();
2309 } 2273 }
2310 2274
2311 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2312 adjust -= 3; 2276 adjust -= 3;
2313 2277
2340#endif 2304#endif
2341 2305
2342 return adjust; 2306 return adjust;
2343} 2307}
2344 2308
2345
2346/* determine if the object is an 'aimed' missile */ 2309/* determine if the object is an 'aimed' missile */
2347int 2310int
2348is_aimed_missile (object *op) 2311is_aimed_missile (object *op)
2349{ 2312{
2350 2313
2351 /* 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
2352 * ones so that figuring out the logic is at least possible. 2315 * ones so that figuring out the logic is at least possible.
2353 */ 2316 */
2354 if (op && (op->move_type & MOVE_FLYING)) 2317 if (op && (op->move_type & MOVE_FLYING))
2355 {
2356 if (op->type == ARROW || op->type == THROWN_OBJ) 2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1; 2319 return 1;
2358 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))
2359 return 1; 2321 return 1;
2360 } 2322
2361 return 0; 2323 return 0;
2362} 2324}

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