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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.39 by root, Mon Jan 8 01:19:03 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
45 * its magical benefits. 41 * its magical benefits.
46 */ 42 */
47void 43void
48cancellation (object *op) 44cancellation (object *op)
49{ 45{
50 object *tmp;
51
52 if (op->invisible) 46 if (op->invisible)
53 return; 47 return;
54 48
55 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)
56 { 50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp); 54 cancellation (tmp);
61 } 55 }
62 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
63 { 57 {
64 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
66 op->magic = 0; 60 op->magic = 0;
61
67 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
71 if (op->env && op->env->type == PLAYER) 66
72 { 67 if (object *pl = op->visible_to ())
73 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
74 }
75 } 69 }
76} 70}
77 71
78/* 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
79 * 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
83did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
84{ 78{
85 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
86 materialtype_t *mt; 80 materialtype_t *mt;
87 81
88 if (op->materialname == NULL) 82 if (!op->materialname)
89 { 83 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
91 if (op->material & mt->material) 85 if (op->materials & mt->material)
92 break; 86 break;
93 } 87 }
94 else 88 else
95 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
96 if (mt == NULL) 90
91 if (!mt)
97 return TRUE; 92 return TRUE;
93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
101 * 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
102 * 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
108 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 108
113 if (type == 0) 109 if (type == 0) return TRUE;
114 return TRUE; 110
115 if (roll == 20) 111 if (roll == 20) return TRUE;
116 return TRUE; 112 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 113
120 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
121 { 115 {
122 i = 1 << number; 116 i = 1 << number;
117
123 if (!(i & type)) 118 if (!(i & type))
124 continue; 119 continue;
120
125 attacks++; 121 attacks++;
126 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
127 saves++; 123 saves++;
128 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)
129 saves++; 125 saves++;
131 saves++; 127 saves++;
132 } 128 }
133 129
134 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
135 return TRUE; 131 return TRUE;
132
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 134 return FALSE;
135
138 return TRUE; 136 return TRUE;
139} 137}
140 138
141/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
143 * calling cancellation, etc.) 141 * calling cancellation, etc.)
144 */ 142 */
145
146void 143void
147save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
148{ 145{
149 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
150 { 147 {
151 object *env = op->env; 148 object *env = op->env;
152 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
153 maptile *m = op->map; 150 maptile *m = op->map;
154 151
155 op = stop_item (op); 152 op = stop_item (op);
156 if (op == NULL) 153 if (!op)
157 return; 154 return;
158 155
159 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
160 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
161 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
162 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
163 * (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
164 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
165 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
166 */ 163 */
167 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))
168 { 165 {
169 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
170 167
171 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
172
173 if (op)
174 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
175 170
176 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
177 { 172 {
178 if (env) 173 if (env)
179 { 174 env->insert (op);
180 op->x = env->x, op->y = env->y;
181 insert_ob_in_ob (op, env);
182 if (env->contr)
183 esrv_send_item (env, op);
184 }
185 else 175 else
186 {
187 op->x = x, op->y = y;
188 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
189 }
190 } 177 }
191 178
192 return; 179 return;
193 } 180 }
194 181
199 return; 186 return;
200 } 187 }
201 188
202 if (op->nrof > 1) 189 if (op->nrof > 1)
203 { 190 {
204 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
205
206 if (op)
207 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
208 } 193 }
209 else 194 else
210 { 195 {
211 if (op->env) 196 // drop everything to the ground, if possible
212 { 197 op->insert_at (originator);
213 object *tmp = op->in_player ();
214
215 if (tmp)
216 esrv_del_item (tmp->contr, op->count);
217 }
218
219 op->destroy (); 198 op->drop_and_destroy ();
220 } 199 }
221 200
222 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
223 if (env) 202 if (env)
224 { 203 {
225 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
226 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
227 insert_ob_in_ob (op, env); 206 env->insert (op);
228 } 207 }
229 else 208 else
230 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
231 210
232 return; 211 return;
233 } 212 }
234 213
235 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
236 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))
237 { 216 {
238 object *tmp;
239 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
240 218
241 if (at == NULL) 219 if (at == NULL)
242 return; 220 return;
243 221
244 op = stop_item (op); 222 op = stop_item (op);
245 if (op == NULL) 223 if (op == NULL)
246 return; 224 return;
247 225
248 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)
249 { 228 {
250 tmp = arch_to_object (at); 229 tmp = arch_to_object (at);
251 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
252 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
253 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
256 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
257 tmp->move_slow = 0; 236 tmp->move_slow = 0;
258 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
259 } 238 }
260 239
261 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
262 op->remove ();
263
264 insert_ob_in_ob (op, tmp);
265 return; 241 return;
266 } 242 }
267} 243}
268 244
269/* Object op is hitting the map. 245/* Object op is hitting the map.
270 * op is going in direction 'dir' 246 * op is going in direction 'dir'
271 * type is the attacktype of the object. 247 * type is the attacktype of the object.
272 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
273 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
274 */ 250 */
275
276int 251int
277hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, int type, int full_hit)
278{ 253{
279 maptile *map; 254 maptile *map;
280 sint16 x, y; 255 sint16 x, y;
286 return 0; 261 return 0;
287 } 262 }
288 263
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 { 265 {
291 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);
292 return 0; 267 return 0;
293 } 268 }
294 269
295 if (!op->map) 270 if (!op->map)
296 { 271 {
299 } 274 }
300 275
301 if (op->head) 276 if (op->head)
302 op = op->head; 277 op = op->head;
303 278
304 map = op->map; 279 mapxy pos (op);
305 x = op->x + freearr_x[dir]; 280 pos.move (dir);
306 y = op->y + freearr_y[dir];
307 281
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 282 if (!pos.normalise ())
283 return 0;
309 284
310 // elmex: a safe map tile can't be hit! 285 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 286 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 287 mapspace &ms = pos.ms ();
288
289 if (ms.flags () & P_SAFE)
313 return 0; 290 return 0;
314 291
315 /* peterm: a few special cases for special attacktypes --counterspell 292 /* peterm: a few special cases for special attacktypes --counterspell
316 * 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
317 */ 294 */
318 295 if (type & (AT_COUNTERSPELL | AT_CHAOS))
296 {
319 if (type & AT_COUNTERSPELL) 297 if (type & AT_COUNTERSPELL)
320 { 298 {
321 counterspell (op, dir); /* see spell_effect.c */ 299 counterspell (op, dir); /* see spell_effect.c */
322 300
323 /* If the only attacktype is counterspell or magic, don't need 301 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 302 * to do any further processing.
325 */ 303 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 304 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0; 305 return 0;
328 306
329 type &= ~AT_COUNTERSPELL; 307 type &= ~AT_COUNTERSPELL;
330 } 308 }
331 309
332 if (type & AT_CHAOS) 310 if (type & AT_CHAOS)
333 { 311 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 312 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE); 313 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS; 314 type &= ~AT_CHAOS;
315 }
337 } 316 }
338 317
339 /* 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
340 * 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
341 * tags into a temporary array before we start processing the first 320 * tags into a temporary array before we start processing the first
342 * object. That's why we just abort on destroy. 321 * object. That's why we just abort on destroy.
343 * 322 *
344 * This happens whenever attack spells (like fire) hit a pile 323 * This happens whenever attack spells (like fire) hit a pile
345 * of objects. This is not a bug - nor an error. 324 * of objects. This is not a bug - nor an error.
346 */ 325 */
347 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 326 for (object *next = ms.bot; next && !next->destroyed (); )
348 { 327 {
349 object *tmp = next; 328 object *tmp = next;
350 next = tmp->above; 329 next = tmp->above;
351 330
352 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
353 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
354 * 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.
355 */ 334 */
356 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
357 continue; 336 continue;
358 337
359 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
360 { 339 {
361 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
362 retflag |= 1; 341 retflag |= 1;
342
363 if (op->destroyed ()) 343 if (op->destroyed ())
364 break; 344 break;
365 } 345 }
366 /* Here we are potentially destroying an object. If the object has 346 /* Here we are potentially destroying an object. If the object has
367 * 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
368 * that weak walls have is_alive set, which prevent objects from 348 * that weak walls have is_alive set, which prevent objects from
369 * 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
370 * 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
371 * destroyed right now. 351 * destroyed right now.
372 */ 352 */
373 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)
374 { 354 {
375 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
376 356
377 if (op->destroyed ()) 357 if (op->destroyed ())
378 break; 358 break;
537 { 517 {
538 int mtype; 518 int mtype;
539 519
540 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
541 { 521 {
542 case WEAP_HIT: 522 case WEAP_HIT:
543 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
544 break; 524 break;
545 case WEAP_SLASH: 525 case WEAP_SLASH:
546 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
547 break; 527 break;
548 case WEAP_PIERCE: 528 case WEAP_PIERCE:
549 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
550 break; 530 break;
551 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
552 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
553 break; 533 break;
554 case WEAP_SLICE: 534 case WEAP_SLICE:
555 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
556 break; 536 break;
557 case WEAP_STAB: 537 case WEAP_STAB:
558 mtype = ATM_STAB; 538 mtype = ATM_STAB;
559 break; 539 break;
560 case WEAP_WHIP: 540 case WEAP_WHIP:
561 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
562 break; 542 break;
563 case WEAP_CRUSH: 543 case WEAP_CRUSH:
564 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
565 break; 545 break;
566 case WEAP_BLUD: 546 case WEAP_BLUD:
567 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
568 break; 548 break;
569 default: 549 default:
570 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
571 break; 551 break;
572 } 552 }
553
573 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++)
574 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)
575 { 556 {
576 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);
577 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
611 if (hitter->owner != NULL) 592 if (hitter->owner != NULL)
612 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);
613 else 594 else
614 { 595 {
615 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
616 if (dam != 0) 598 if (dam != 0)
617 { 599 {
618 if (dam < 10) 600 if (dam < 10)
619 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
620 else if (dam < 20) 602 else if (dam < 20)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
622 else 604 else
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
624 } 606 }
625 } 607 }
608
626 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
627 } /* end of player hitting player */ 610 } /* end of player hitting player */
628 611
629 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
630 { 613 {
631 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
632 if (dam != 0) 616 if (dam != 0)
633 { 617 {
634 if (dam < 10) 618 if (dam < 10)
635 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
636 else if (dam < 20) 620 else if (dam < 20)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
638 else 622 else
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
640 } 624 }
625
641 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
642 } 627 }
643 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
644 { 629 {
645 /* look for stacked spells and start reducing the message chances */ 630 /* look for stacked spells and start reducing the message chances */
647 { 632 {
648 i = 4; 633 i = 4;
649 map = hitter->map; 634 map = hitter->map;
650 if (out_of_map (map, hitter->x, hitter->y)) 635 if (out_of_map (map, hitter->x, hitter->y))
651 return; 636 return;
637
652 next = GET_MAP_OB (map, hitter->x, hitter->y); 638 next = GET_MAP_OB (map, hitter->x, hitter->y);
653 if (next) 639 if (next)
654 while (next) 640 while (next)
655 { 641 {
656 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))
657 i *= 3; 643 i *= 3;
644
658 tmp = next; 645 tmp = next;
659 next = tmp->above; 646 next = tmp->above;
660 } 647 }
648
661 if (i < 0) 649 if (i < 0)
662 return; 650 return;
651
663 if (rndm (0, i) != 0) 652 if (rndm (0, i) != 0)
664 return; 653 return;
665 } 654 }
666 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
667 return; 656 return;
657
668 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
669 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
670 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
671 } 661 }
672} 662}
673 663
674 664
678 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
679 { 669 {
680 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
681 return 1; 671 return 1;
682 } 672 }
673
683 if ((*target)->head) 674 if ((*target)->head)
684 *target = (*target)->head; 675 *target = (*target)->head;
676
685 if ((*hitter)->head) 677 if ((*hitter)->head)
686 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
688 { 684 {
689 *simple_attack = 1; 685 *simple_attack = 1;
690 return 0; 686 return 0;
691 } 687 }
688
692 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
693 || 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))
694 { 693 {
695 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 ());
696 return 1; 696 return 1;
697 } 697 }
698
698 *simple_attack = 0; 699 *simple_attack = 0;
699 return 0; 700 return 0;
700} 701}
701 702
702static int 703static int
738 739
739 /* 740 /*
740 * 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
741 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
742 */ 743 */
743 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)
744 { 745 {
745 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
746 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
747 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
748 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
749 */ 750 */
750 op->speed_left--; 751 --op->speed_left;
751 process_object (op); 752 process_object (op);
752 753
753 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
754 goto error; 755 goto error;
755 } 756 }
765 /* See if we hit the creature */ 766 /* See if we hit the creature */
766 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
767 { 768 {
768 int hitdam = base_dam; 769 int hitdam = base_dam;
769 770
770 if (settings.casting_time == TRUE)
771 {
772 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
773 {
774 hitter->casting_time = -1;
775 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
776 }
777 if ((op->casting_time > -1) && (hitdam > 0))
778 {
779 op->casting_time = -1;
780 if (op->type == PLAYER)
781 {
782 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
783 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
784 }
785 }
786 }
787 if (!simple_attack) 771 if (!simple_attack)
788 { 772 {
789 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
791 * -b.t. */ 775 * -b.t. */
796 * for help. */ 780 * for help. */
797 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))
798 npc_call_help (op); 782 npc_call_help (op);
799 783
800 /* 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 */
801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
802 { 786 {
803 make_visible (op); 787 make_visible (op);
788
804 if (op->type == PLAYER) 789 if (op->type == PLAYER)
805 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!");
806 } 791 }
807 792
808 /* thrown items (hitter) will have various effects 793 /* thrown items (hitter) will have various effects
862} 847}
863 848
864int 849int
865attack_ob (object *op, object *hitter) 850attack_ob (object *op, object *hitter)
866{ 851{
867
868 if (hitter->head)
869 hitter = hitter->head; 852 hitter = hitter->head_ ();
853
870 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);
871} 855}
872 856
873/* op is the arrow, tmp is what is stopping the arrow. 857/* op is the arrow, tmp is what is stopping the arrow.
874 * 858 *
883 * 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
884 * stick around. 868 * stick around.
885 */ 869 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 { 871 {
888 if (tmp->head != NULL) 872 tmp->head_ ()->insert (op);
889 tmp = tmp->head;
890
891 op->remove ();
892 op = insert_ob_in_ob (op, tmp);
893
894 if (tmp->type == PLAYER)
895 esrv_send_item (tmp, op);
896
897 return 1; 873 return 1;
898 } 874 }
899 else 875 else
900 return 0; 876 return 0;
901} 877}
915 /* Disassemble missile */ 891 /* Disassemble missile */
916 if (op->inv) 892 if (op->inv)
917 { 893 {
918 container = op; 894 container = op;
919 hitter = op->inv; 895 hitter = op->inv;
920 hitter->remove ();
921 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);
922 /* 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
923 * might be called until this THROWN_OBJ is either reassembled or 898 * might be called until this THROWN_OBJ is either reassembled or
924 * 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
925 * THROWN_OBJs. */ 900 * THROWN_OBJs. */
926 } 901 }
940 * other places as well!) 915 * other places as well!)
941 */ 916 */
942 if (hitter->destroyed () || hitter->env != NULL) 917 if (hitter->destroyed () || hitter->env != NULL)
943 { 918 {
944 if (container) 919 if (container)
945 {
946 container->remove ();
947 container->destroy (); 920 container->destroy ();
948 }
949 921
950 return 0; 922 return 0;
951 } 923 }
952 924
953 /* Missile hit victim */ 925 /* Missile hit victim */
977 * 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
978 * way to handle those otherwise? 950 * way to handle those otherwise?
979 */ 951 */
980 if (victim->x != hitter->x || victim->y != hitter->y) 952 if (victim->x != hitter->x || victim->y != hitter->y)
981 { 953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
982 hitter->remove (); 958 hitter->remove ();
983 hitter->x = victim->x; 959 hitter->x = victim->x;
984 hitter->y = victim->y; 960 hitter->y = victim->y;
985 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
986 } 963 }
987 else 964 else
988 /* Else leave arrow where it is */ 965 /* Else leave arrow where it is */
989 merge_ob (hitter, NULL); 966 merge_ob (hitter, NULL);
990 967
1001 insert_ob_in_ob (hitter, container); 978 insert_ob_in_ob (hitter, container);
1002 } 979 }
1003 980
1004 return op; 981 return op;
1005} 982}
1006
1007 983
1008void 984void
1009tear_down_wall (object *op) 985tear_down_wall (object *op)
1010{ 986{
1011 int perc = 0; 987 int perc = 0;
1060 SET_FLAG (target, FLAG_SCARED); 1036 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1037 if (!target->enemy)
1062 target->enemy = owner; 1038 target->enemy = owner;
1063} 1039}
1064 1040
1065
1066/* 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
1067 * appropriate attacktype. Only 1 attacktype should be set at a time. 1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1068 * 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
1069 * take. However, it will do other effects (paralyzation, slow, etc.) 1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1070 * 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
1071 * the attacktype. Makes it easier for the PR code. */ 1046 * the attacktype. Makes it easier for the PR code. */
1072
1073int 1047int
1074hit_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)
1075{ 1049{
1076
1077 int doesnt_slay = 1; 1050 int doesnt_slay = 1;
1078 1051
1079 /* 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 */
1080 if (attacknum >= NROFATTACKS) 1053 if (attacknum >= NROFATTACKS)
1081 { 1054 {
1083 return 0; 1056 return 0;
1084 } 1057 }
1085 1058
1086 if (dam < 0) 1059 if (dam < 0)
1087 { 1060 {
1088 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 ());
1089 return 0; 1063 return 0;
1090 } 1064 }
1091 1065
1092 /* 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
1093 * people can't mess with that or it otherwise get confused. */ 1067 * people can't mess with that or it otherwise get confused. */
1094 if (attacknum == ATNR_INTERNAL) 1068 if (attacknum == ATNR_INTERNAL)
1095 return dam; 1069 return dam;
1096 1070
1097 if (hitter->slaying) 1071 if (hitter->slaying)
1098 { 1072 {
1099 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1073 if ((op->race && strstr (hitter->slaying, op->race))
1100 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1101 { 1075 {
1102 doesnt_slay = 0; 1076 doesnt_slay = 0;
1103 dam *= 3; 1077 dam *= 3;
1104 } 1078 }
1105 } 1079 }
1119 /* Special hack. By default, if immune to something, you 1093 /* Special hack. By default, if immune to something, you
1120 * shouldn't need to worry. However, acid is an exception, since 1094 * shouldn't need to worry. However, acid is an exception, since
1121 * it can still damage your items. Only include attacktypes if 1095 * it can still damage your items. Only include attacktypes if
1122 * special processing is needed */ 1096 * special processing is needed */
1123 1097
1124 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1125 return 0; 1101 return 0;
1126 1102
1127 /* Keep this in order - makes things easier to find */ 1103 /* Keep this in order - makes things easier to find */
1128 1104
1129 switch (attacknum) 1105 switch (attacknum)
1130 { 1106 {
1131 case ATNR_PHYSICAL: 1107 case ATNR_PHYSICAL:
1132 /* here also check for diseases */ 1108 /* here also check for diseases */
1133 check_physically_infect (op, hitter); 1109 check_physically_infect (op, hitter);
1134 break; 1110 break;
1135 1111
1136 /* Don't need to do anything for: 1112 /* Don't need to do anything for:
1137 magic, 1113 magic,
1138 fire, 1114 fire,
1139 electricity, 1115 electricity,
1140 cold */ 1116 cold */
1141 1117
1142 case ATNR_CONFUSION: 1118 case ATNR_CONFUSION:
1143 case ATNR_POISON: 1119 case ATNR_POISON:
1144 case ATNR_SLOW: 1120 case ATNR_SLOW:
1145 case ATNR_PARALYZE: 1121 case ATNR_PARALYZE:
1146 case ATNR_FEAR: 1122 case ATNR_FEAR:
1147 case ATNR_CANCELLATION: 1123 case ATNR_CANCELLATION:
1148 case ATNR_DEPLETE: 1124 case ATNR_DEPLETE:
1149 case ATNR_BLIND: 1125 case ATNR_BLIND:
1150 { 1126 {
1151 /* chance for inflicting a special attack depends on the 1127 /* chance for inflicting a special attack depends on the
1152 * difference between attacker's and defender's level 1128 * difference between attacker's and defender's level
1153 */ 1129 */
1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155 1131
1156 /* First, only creatures/players with speed can be affected. 1132 /* First, only creatures/players with speed can be affected.
1157 * Second, just getting hit doesn't mean it always affects 1133 * Second, just getting hit doesn't mean it always affects
1158 * you. Third, you still get a saving through against the 1134 * you. Third, you still get a saving through against the
1159 * effect. 1135 * effect.
1160 */ 1136 */
1161 if (op->speed && 1137 if (op->speed &&
1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1163 !(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))
1164 { 1140 {
1165 1141
1166 /* Player has been hit by something */ 1142 /* Player has been hit by something */
1167 if (attacknum == ATNR_CONFUSION) 1143 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam); 1144 confuse_player (op, hitter, dam);
1169 else if (attacknum == ATNR_POISON) 1145 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam); 1146 poison_player (op, hitter, dam);
1171 else if (attacknum == ATNR_SLOW) 1147 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam); 1148 slow_player (op, hitter, dam);
1173 else if (attacknum == ATNR_PARALYZE) 1149 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam); 1150 paralyze_player (op, hitter, dam);
1175 else if (attacknum == ATNR_FEAR) 1151 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter); 1152 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION) 1153 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op); 1154 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE) 1155 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat (); 1156 op->drain_stat ();
1181 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))
1182 blind_player (op, hitter, dam); 1158 blind_player (op, hitter, dam);
1183 } 1159 }
1160
1184 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 */
1185 } 1162 }
1186 break; 1163 break;
1164
1187 case ATNR_ACID: 1165 case ATNR_ACID:
1188 { 1166 {
1189 int flag = 0; 1167 int flag = 0;
1190 1168
1191 /* 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
1192 * if your acid resistance is below 50%. */ 1170 * if your acid resistance is below 50%. */
1193 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))
1194 { 1172 {
1195 object *tmp;
1196
1197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 { 1174 {
1199 if (tmp->invisible) 1175 if (tmp->invisible)
1200 continue; 1176 continue;
1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1177 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 /* >= 10% acid res. on itmes will protect these */ 1178 /* >= 10% acid res. on items will protect these */
1203 continue; 1179 continue;
1204 if (!(tmp->material & M_IRON)) 1180 if (!(tmp->materials & M_IRON))
1205 continue; 1181 continue;
1206 if (tmp->magic < -4) /* Let's stop at -5 */ 1182 if (tmp->magic < -4) /* Let's stop at -5 */
1207 continue; 1183 continue;
1208 if (tmp->type == RING || 1184 if (tmp->type == RING
1209 /* removed boots and gloves from exclusion list in 1185 /* removed boots and gloves from exclusion list in PR */
1210 PR */ 1186 || tmp->type == GIRDLE
1211 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)
1212 continue; /* To avoid some strange effects */ 1191 continue; /* To avoid some strange effects */
1213 1192
1214 /* High damage acid has better chance of corroding 1193 /* High damage acid has better chance of corroding
1215 objects */ 1194 objects */
1216 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 ())
1217 { 1201 {
1218 if (op->type == PLAYER)
1219 /* Make this more visible */ 1202 /* Make this more visible */
1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1221 "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));
1222 flag = 1; 1205
1223 tmp->magic--; 1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1224 if (op->type == PLAYER)
1225 esrv_send_item (op, tmp);
1226 } 1207 }
1227 } 1208 }
1209 }
1210
1228 if (flag) 1211 if (flag)
1229 op->update_stats (); /* Something was corroded */ 1212 op->update_stats (); /* Something was corroded */
1230 } 1213 }
1231 } 1214 }
1232 break; 1215 break;
1216
1233 case ATNR_DRAIN: 1217 case ATNR_DRAIN:
1234 { 1218 {
1235 /* rate is the proportion of exp drained. High rate means 1219 /* rate is the proportion of exp drained. High rate means
1236 * not much is drained, low rate means a lot is drained. 1220 * not much is drained, low rate means a lot is drained.
1237 */ 1221 */
1238 int rate; 1222 int rate;
1239 1223
1240 if (op->resist[ATNR_DRAIN] >= 0) 1224 if (op->resist[ATNR_DRAIN] >= 0)
1241 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1225 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1242 else 1226 else
1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1227 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1244 1228
1245 if (op->stats.exp <= rate) 1229 if (op->stats.exp <= rate)
1246 { 1230 {
1247 if (op->type == GOLEM) 1231 if (op->type == GOLEM)
1248 dam = 999; /* Its force is "sucked" away. 8) */ 1232 dam = 999; /* Its force is "sucked" away. 8) */
1249 else 1233 else
1250 /* If we can't drain, lets try to do physical damage */ 1234 /* If we can't drain, lets try to do physical damage */
1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1235 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1252 } 1236 }
1253 else 1237 else
1254 { 1238 {
1255 /* Randomly give the hitter some hp */ 1239 /* Randomly give the hitter some hp */
1256 if (hitter->stats.hp < hitter->stats.maxhp && 1240 if (hitter->stats.hp < hitter->stats.maxhp &&
1257 (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)
1258 hitter->stats.hp++; 1242 hitter->stats.hp++;
1259 1243
1260 /* Can't do drains on battleground spaces. 1244 /* Can't do drains on battleground spaces.
1261 * 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
1262 * 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,
1263 * nothing happens. 1247 * nothing happens.
1264 * 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
1265 * attacks, hence all the != PLAYER checks. 1249 * attacks, hence all the != PLAYER checks.
1266 */ 1250 */
1267 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))
1268 { 1252 {
1269 object *owner = hitter->owner; 1253 object *owner = hitter->owner;
1270 1254
1271 if (owner && owner != hitter) 1255 if (owner && owner != hitter)
1272 { 1256 {
1273 if (op->type != PLAYER || owner->type != PLAYER) 1257 if (op->type != PLAYER || owner->type != PLAYER)
1274 change_exp (owner, op->stats.exp / (rate * 2), 1258 change_exp (owner, op->stats.exp / (rate * 2),
1275 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);
1276 } 1260 }
1277 else if (op->type != PLAYER || hitter->type != PLAYER) 1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1278 {
1279 change_exp (hitter, op->stats.exp / (rate * 2), 1262 change_exp (hitter, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281 } 1264
1282 change_exp (op, -op->stats.exp / rate, NULL, 0); 1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1283 } 1266 }
1267
1284 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
1285 * 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,
1286 * as the messages will say you missed 1270 * as the messages will say you missed
1287 */ 1271 */
1288 } 1272 }
1289 } 1273 }
1290 break; 1274 break;
1275
1291 case ATNR_TURN_UNDEAD: 1276 case ATNR_TURN_UNDEAD:
1292 { 1277 {
1293 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1278 if (QUERY_FLAG (op, FLAG_UNDEAD))
1294 { 1279 {
1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1296 object *god = find_god (determine_god (owner)); 1281 object *god = find_god (determine_god (owner));
1297 int div = 1; 1282 int div = 1;
1298 1283
1299 /* 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
1300 * at half strength */ 1285 * at half strength */
1301 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1302 div = 2; 1287 div = 2;
1288
1303 /* Give a bonus if you resist turn undead */ 1289 /* Give a bonus if you resist turn undead */
1304 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)))
1305 scare_creature (op, owner); 1291 scare_creature (op, owner);
1306 } 1292 }
1307 else 1293 else
1308 dam = 0; /* don't damage non undead - should we damage 1294 dam = 0; /* don't damage non undead - should we damage
1309 undead? */ 1295 undead? */
1310 } 1296 }
1311 break; 1297 break;
1298
1312 case ATNR_DEATH: 1299 case ATNR_DEATH:
1313 deathstrike_player (op, hitter, &dam); 1300 deathstrike_player (op, hitter, &dam);
1314 break; 1301 break;
1302
1315 case ATNR_CHAOS: 1303 case ATNR_CHAOS:
1316 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 ());
1317 dam = 0; 1305 dam = 0;
1318 break; 1306 break;
1307
1319 case ATNR_COUNTERSPELL: 1308 case ATNR_COUNTERSPELL:
1320 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 ());
1321 dam = 0; 1310 dam = 0;
1322 /* This should never happen. Counterspell is handled 1311 /* This should never happen. Counterspell is handled
1323 * seperately and filtered out. If this does happen, 1312 * seperately and filtered out. If this does happen,
1324 * Counterspell has no effect on anything but spells, so it 1313 * Counterspell has no effect on anything but spells, so it
1325 * does no damage. */ 1314 * does no damage. */
1326 break; 1315 break;
1316
1327 case ATNR_HOLYWORD: 1317 case ATNR_HOLYWORD:
1328 { 1318 {
1329 /* This has already been handled by hit_player, 1319 /* This has already been handled by hit_player,
1330 * no need to check twice -- DAMN */ 1320 * no need to check twice -- DAMN */
1331 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1321 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1332 1322
1333 /* 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 */
1334 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])
1335 scare_creature (op, owner); 1325 scare_creature (op, owner);
1336 } 1326 }
1337 break; 1327 break;
1328
1338 case ATNR_LIFE_STEALING: 1329 case ATNR_LIFE_STEALING:
1339 { 1330 {
1340 int new_hp; 1331 int new_hp;
1341 1332
1342 /* this is replacement to drain for players, instead of taking 1333 /* this is replacement to drain for players, instead of taking
1343 * exp it takes hp. It is geared for players, probably not 1334 * exp it takes hp. It is geared for players, probably not
1344 * much use giving it to monsters 1335 * much use giving it to monsters
1345 * 1336 *
1346 * 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
1347 * damage it does do to the player. Given that, 1338 * damage it does do to the player. Given that,
1348 * 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
1349 * 1000). 1340 * 1000).
1350 */ 1341 */
1351 /* You can't steal life from something undead */ 1342 /* You can't steal life from something undead */
1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1343 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0; 1344 return 0;
1345
1354 /* If drain protection is higher than life stealing, use that */ 1346 /* If drain protection is higher than life stealing, use that */
1355 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1347 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1356 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1348 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1357 else 1349 else
1358 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1350 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1351
1359 /* You die at -1 hp, not zero. */ 1352 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1)) 1353 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1; 1354 dam = op->stats.hp + 1;
1355
1362 new_hp = hitter->stats.hp + dam; 1356 new_hp = hitter->stats.hp + dam;
1363 if (new_hp > hitter->stats.maxhp) 1357 if (new_hp > hitter->stats.maxhp)
1364 new_hp = hitter->stats.maxhp; 1358 new_hp = hitter->stats.maxhp;
1359
1365 if (new_hp > hitter->stats.hp) 1360 if (new_hp > hitter->stats.hp)
1366 hitter->stats.hp = new_hp; 1361 hitter->stats.hp = new_hp;
1367 } 1362 }
1368 } 1363 }
1364
1369 return dam; 1365 return dam;
1370} 1366}
1371
1372 1367
1373/* 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
1374 * allow script procedures to "kill" objects in a combat-like fashion. 1369 * allow script procedures to "kill" objects in a combat-like fashion.
1375 * 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
1376 * Sword. Note that nothing has been changed from the original version 1371 * Sword. Note that nothing has been changed from the original version
1387 */ 1382 */
1388int 1383int
1389kill_object (object *op, int dam, object *hitter, int type) 1384kill_object (object *op, int dam, object *hitter, int type)
1390{ 1385{
1391 char buf[MAX_BUF]; 1386 char buf[MAX_BUF];
1392 const char *skill; 1387 shstr skill;
1393 int maxdam = 0; 1388 int maxdam = 0;
1394 int battleg = 0; /* true if op standing on battleground */ 1389 int battleg = 0; /* true if op standing on battleground */
1395 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 */
1396 object *owner = NULL; 1391 object *owner = 0;
1397 object *skop = NULL; 1392 object *skop = 0;
1398 1393
1399 if (op->stats.hp >= 0) 1394 if (op->stats.hp >= 0)
1400 return -1; 1395 return -1;
1401 1396
1402 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1397 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1411 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1412 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 */
1413 1408
1414 if (op->type == DOOR) 1409 if (op->type == DOOR)
1415 { 1410 {
1416 op->set_speed (0.1); 1411 op->set_speed (0.1f);
1417 op->speed_left = -0.05; 1412 op->speed_left = -0.05f;
1418 return maxdam; 1413 return maxdam;
1419 } 1414 }
1420 1415
1421 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1422 { 1417 {
1423 remove_friendly_object (op);
1424
1425 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1426 op->owner->contr->ranges[range_golem] = 0;
1427
1428 op->destroy (); 1418 op->drop_and_destroy ();
1429 return maxdam; 1419 return maxdam;
1430 } 1420 }
1431 1421
1432 /* Now lets start dealing with experience we get for killing something */ 1422 /* Now lets start dealing with experience we get for killing something */
1433 1423
1434 owner = hitter->owner; 1424 owner = hitter->outer_owner ();
1435 if (!owner) 1425 if (!owner)
1436 owner = hitter; 1426 owner = hitter;
1437 1427
1438 /* is the victim (op) standing on battleground? */ 1428 /* is the victim (op) standing on battleground? */
1439 if (op_on_battleground (op, NULL, NULL)) 1429 if (op_on_battleground (op, NULL, NULL))
1444 pk = 1; 1434 pk = 1;
1445 1435
1446 /* Player killed something */ 1436 /* Player killed something */
1447 if (owner->type == PLAYER) 1437 if (owner->type == PLAYER)
1448 { 1438 {
1449 Log_Kill (owner->name,
1450 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1451
1452 /* Log players killing other players - makes it easier to detect 1439 /* Log players killing other players - makes it easier to detect
1453 * and filter out malicious player killers - that is why the 1440 * and filter out malicious player killers - that is why the
1454 * ip address is included. 1441 * ip address is included.
1455 */ 1442 */
1456 if (op->type == PLAYER && !battleg) 1443 if (op->type == PLAYER && !battleg)
1476 else 1463 else
1477 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));
1478 1465
1479 /* Only play sounds for melee kills */ 1466 /* Only play sounds for melee kills */
1480 if (hitter->type == PLAYER) 1467 if (hitter->type == PLAYER)
1481 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1468 owner->play_sound (sound_find ("player_kills"));
1482 } 1469 }
1483 1470
1484 /* If a player kills another player, not on 1471 /* If a player kills another player, not on
1485 * battleground, the "killer" looses 1 luck. Since this is 1472 * battleground, the "killer" looses 1 luck. Since this is
1486 * not reversible, it's actually quite a pain IMHO. -AV 1473 * not reversible, it's actually quite a pain IMHO. -AV
1491 */ 1478 */
1492 if (op->type == PLAYER && owner != op && !battleg) 1479 if (op->type == PLAYER && owner != op && !battleg)
1493 owner->change_luck (-settings.pk_luck_penalty); 1480 owner->change_luck (-settings.pk_luck_penalty);
1494 1481
1495 /* This code below deals with finding the appropriate skill 1482 /* This code below deals with finding the appropriate skill
1496 * to credit exp to. This is a bit problematic - we should 1483 * to credit exp to. This is a bit problematic - we should
1497 * probably never really have to look at current_weapon->skill 1484 * probably never really have to look at current_weapon->skill
1498 */ 1485 */
1499 skill = 0;
1500
1501 if (hitter->skill && hitter->type != PLAYER) 1486 if (hitter->skill && hitter->type != PLAYER)
1502 skill = hitter->skill; 1487 skill = hitter->skill;
1503 else if (owner->chosen_skill) 1488 else if (owner->chosen_skill)
1504 { 1489 {
1505 skill = owner->chosen_skill->skill;
1506 skop = owner->chosen_skill; 1490 skop = owner->chosen_skill;
1491 skill = skop->skill;
1507 } 1492 }
1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1509 skill = owner->current_weapon->skill; 1494 skill = owner->current_weapon->skill;
1510 else 1495 else
1496 {
1511 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 }
1512 1502
1513 /* 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
1514 * 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!
1515 */ 1505 */
1516 if ((!skop || skop->type != SKILL) && skill) 1506 skop = owner->contr->find_skill (skill);
1517 {
1518 int i;
1519
1520 for (i = 0; i < NUM_SKILLS; i++)
1521 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1522 {
1523 skop = owner->contr->last_skill_ob[i];
1524 break;
1525 }
1526 }
1527 } /* Was it a player that hit somethign */ 1507 } /* Was it a player that hit somethign */
1528 else 1508 else
1529 skill = 0; 1509 skill = 0;
1530 1510
1531 /* Pet (or spell) killed something. */
1532 if (owner != hitter)
1533 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1534 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1535 else
1536 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1537 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1538 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1539
1540 /* These may have been set in the player code section above */ 1511 /* These may have been set in the player code section above */
1541 if (!skop) 1512 if (!skop)
1542 skop = hitter->chosen_skill; 1513 skop = hitter->chosen_skill;
1543 1514
1544 if (!skill && skop) 1515 if (!skill && skop)
1545 skill = skop->skill; 1516 skill = skop->skill;
1546 1517
1547 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1548
1549 /* If you didn't kill yourself, and your not the wizard */ 1518 /* If you didn't kill yourself, and your not the wizard */
1550 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1551 { 1520 {
1552 int exp; 1521 int exp;
1553 1522
1554 /* Really don't give much experience for killing other players */ 1523 /* Really don't give much experience for killing other players */
1555 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1582 if (owner->type != PLAYER || owner->contr->party == NULL) 1551 if (owner->type != PLAYER || owner->contr->party == NULL)
1583 change_exp (owner, exp, skill, 0); 1552 change_exp (owner, exp, skill, 0);
1584 else 1553 else
1585 { 1554 {
1586 int shares = 0, count = 0; 1555 int shares = 0, count = 0;
1587 player *pl;
1588 partylist *party = owner->contr->party; 1556 partylist *party = owner->contr->party;
1589 1557
1590 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);
1591 1559
1592 for_all_players (pl) 1560 for_all_players (pl)
1623 { 1591 {
1624 object *owner1 = op->owner; 1592 object *owner1 = op->owner;
1625 1593
1626 if (owner1 && owner1->type == PLAYER) 1594 if (owner1 && owner1->type == PLAYER)
1627 { 1595 {
1628 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1629 /* Maybe we should include the owner that killed this, maybe not */ 1597 /* Maybe we should include the owner that killed this, maybe not */
1630 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);
1631 } 1599 }
1632 1600
1633 remove_friendly_object (op); 1601 remove_friendly_object (op);
1634 } 1602 }
1635 1603
1636 op->destroy (); 1604 op->drop_and_destroy ();
1637 } 1605 }
1638 else 1606 else
1639 {
1640 /* Player has been killed! */ 1607 /* Player has been killed! */
1641 if (owner->type == PLAYER) 1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1643 else
1644 assign (op->contr->killer, hitter->name);
1645 }
1646 1609
1647 /* 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
1648 * continues in the calling function. 1611 * continues in the calling function.
1649 */ 1612 */
1650 return maxdam; 1613 return maxdam;
1651} 1614}
1652 1615
1653/* 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
1654 * Returns 0 this is not friendly fire 1617 * Returns 0 this is not friendly fire
1655 */ 1618 */
1656
1657int 1619int
1658friendly_fire (object *op, object *hitter) 1620friendly_fire (object *op, object *hitter)
1659{ 1621{
1660 object *owner; 1622 object *owner;
1661 int friendlyfire; 1623 int friendlyfire;
1680 } 1642 }
1681 1643
1682 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)
1683 friendlyfire = 0; 1645 friendlyfire = 0;
1684 } 1646 }
1647
1685 return friendlyfire; 1648 return friendlyfire;
1686} 1649}
1687
1688 1650
1689/* 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.
1690 * 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
1691 * is what is hitting the object, type is the attacktype, and 1653 * is what is hitting the object, type is the attacktype, and
1692 * full_hit is set if monster area does not matter. 1654 * full_hit is set if monster area does not matter.
1693 * dam is base damage - protections/vulnerabilities/slaying matches can 1655 * dam is base damage - protections/vulnerabilities/slaying matches can
1694 * modify it. 1656 * modify it.
1695 */ 1657 */
1696
1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1658/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699
1700int 1660int
1701hit_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)
1702{ 1662{
1703 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1704 int maxattacktype, attacknum; 1664 int maxattacktype, attacknum;
1712 1672
1713 /* 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 */
1714 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))
1715 return 0; 1675 return 0;
1716 1676
1717#ifdef PROHIBIT_PLAYERKILL 1677 // only allow pk for hostile players
1718 if (op->type == PLAYER) 1678 if (op->type == PLAYER)
1719 { 1679 {
1720 object *owner = hitter->owner; 1680 object *owner = hitter->owner;
1721 1681
1722 if (!owner) 1682 if (!owner)
1723 owner = hitter; 1683 owner = hitter;
1724 1684
1725 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)
1726 return 0; 1689 return 0;
1727 } 1690 }
1728#endif
1729 1691
1730 if (body_attack) 1692 if (body_attack)
1731 { 1693 {
1732 /* 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
1733 * return - we still need to process other attacks the spell still 1695 * return - we still need to process other attacks the spell still
1747 } 1709 }
1748 } 1710 }
1749 1711
1750 if (!simple_attack && op->type == DOOR) 1712 if (!simple_attack && op->type == DOOR)
1751 { 1713 {
1752 object *tmp;
1753
1754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1755 if (tmp->type == RUNE || tmp->type == TRAP) 1715 if (tmp->type == RUNE || tmp->type == TRAP)
1756 { 1716 {
1757 spring_trap (tmp, hitter); 1717 spring_trap (tmp, hitter);
1758 1718
1759 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1719 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1766 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1767 { 1727 {
1768 /* 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
1769 * destroyed() check above doesn't return, and might get here. 1729 * destroyed() check above doesn't return, and might get here.
1770 */ 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 */
1771 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);
1772 return 0; 1738 return 0;
1773 } 1739 }
1774 1740
1775#ifdef ATTACK_DEBUG 1741#ifdef ATTACK_DEBUG
1776 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1742 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 * 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 */
1783 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1749 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1784 if (dam >= 100) 1750 if (dam >= 100)
1785 dam /= 100; 1751 dam /= 100;
1786 else 1752 else
1787 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1753 dam = (dam > rndm (0, 99)) ? 1 : 0;
1788 } 1754 }
1789 1755
1790 /* 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
1791 * 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
1792 */ 1758 */
1808 if ((!hitter->slaying || 1774 if ((!hitter->slaying ||
1809 (!(op->race && strstr (hitter->slaying, op->race)) && 1775 (!(op->race && strstr (hitter->slaying, op->race)) &&
1810 !(op->name && strstr (hitter->slaying, op->name)))) && 1776 !(op->name && strstr (hitter->slaying, op->name)))) &&
1811 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1777 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1812 (hitter->title != NULL 1778 (hitter->title != NULL
1813 && (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)))
1814 return 0; 1780 return 0;
1815 } 1781 }
1816 1782
1817 maxattacktype = type; /* initialise this to something */ 1783 maxattacktype = type; /* initialise this to something */
1818 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1850 */ 1816 */
1851 friendlyfire = friendly_fire (op, hitter); 1817 friendlyfire = friendly_fire (op, hitter);
1852 if (friendlyfire && maxdam) 1818 if (friendlyfire && maxdam)
1853 { 1819 {
1854 maxdam = ((dam * settings.set_friendly_fire) / 100); 1820 maxdam = ((dam * settings.set_friendly_fire) / 100);
1855#ifndef COZY_SERVER
1856 maxdam++;
1857#endif
1858 1821
1859#ifdef ATTACK_DEBUG 1822#ifdef ATTACK_DEBUG
1860 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",
1861 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1824 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862#endif 1825#endif
1863 } 1826 }
1864 1827
1865 if (!full_hit) 1828 if (!full_hit)
1866 { 1829 {
1867 archetype *at;
1868 int area; 1830 int area;
1869 int remainder; 1831 int remainder;
1870 1832
1871 area = 0; 1833 area = 0;
1872 for (at = op->arch; at != NULL; at = at->more) 1834
1835 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1873 area++; 1836 area++;
1837
1874 assert (area > 0); 1838 assert (area > 0);
1875 1839
1876 /* basically: maxdam /= area; we try to "simulate" a float 1840 /* basically: maxdam /= area; we try to "simulate" a float
1877 value-effect */ 1841 value-effect */
1878 remainder = 100 * (maxdam % area) / area; 1842 remainder = 100 * (maxdam % area) / area;
1879 maxdam /= area; 1843 maxdam /= area;
1880 if (RANDOM () % 100 < remainder) 1844 if (rndm (100) < remainder)
1881 maxdam++; 1845 maxdam++;
1882 } 1846 }
1883 1847
1884#ifdef ATTACK_DEBUG 1848#ifdef ATTACK_DEBUG
1885 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1849 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1886#endif 1850#endif
1887 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)
1888 if (hitter->owner) 1856 if (hitter->owner)
1889 op->enemy = hitter->owner; 1857 op->enemy = hitter->owner;
1890 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1891 op->enemy = hitter; 1859 op->enemy = hitter;
1892 1860
1893 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1894 { 1862 {
1895 /* The unaggressives look after themselves 8) */ 1863 /* The unaggressives look after themselves 8) */
1896 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1926 1894
1927 /* See if the creature has been killed */ 1895 /* See if the creature has been killed */
1928 rtn_kill = kill_object (op, maxdam, hitter, type); 1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1929 if (rtn_kill != -1) 1897 if (rtn_kill != -1)
1930 return rtn_kill; 1898 return rtn_kill;
1931
1932 1899
1933 /* 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
1934 * that before if the player was immune to ghosthit, the monster 1901 * that before if the player was immune to ghosthit, the monster
1935 * remained - that is no longer the case. 1902 * remained - that is no longer the case.
1936 */ 1903 */
1937 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1938 {
1939 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1940 remove_friendly_object (hitter);
1941
1942 hitter->destroy (); 1905 hitter->drop_and_destroy ();
1943 }
1944 /* Lets handle creatures that are splitting now */ 1906 /* Lets handle creatures that are splitting now */
1945 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))
1946 { 1908 {
1947 int i; 1909 int i;
1948 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1955 return maxdam; 1917 return maxdam;
1956 } 1918 }
1957 1919
1958 op->remove (); 1920 op->remove ();
1959 1921
1960 for (i = 0; i < NROFNEWOBJS (op); i++) 1922 for (i = 0; i < op->stats.food; i++)
1961 { /* This doesn't handle op->more yet */ 1923 { /* This doesn't handle op->more yet */
1962 object *tmp = arch_to_object (op->other_arch); 1924 object *tmp = arch_to_object (op->other_arch);
1963 int j; 1925 int j;
1964 1926
1965 tmp->stats.hp = op->stats.hp; 1927 tmp->stats.hp = op->stats.hp;
1988 } 1950 }
1989 1951
1990 op->destroy (); 1952 op->destroy ();
1991 } 1953 }
1992 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1993 hitter->destroy (); 1955 hitter->drop_and_destroy ();
1994 1956
1995 return maxdam; 1957 return maxdam;
1996} 1958}
1997
1998 1959
1999void 1960void
2000poison_player (object *op, object *hitter, int dam) 1961poison_player (object *op, object *hitter, int dam)
2001{ 1962{
2002 archetype *at = archetype::find ("poisoning"); 1963 archetype *at = archetype::find ("poisoning");
2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2039 tmp->stats.Int = MAX (-dam / 7, -10); 2000 tmp->stats.Int = MAX (-dam / 7, -10);
2040 SET_FLAG (tmp, FLAG_APPLIED); 2001 SET_FLAG (tmp, FLAG_APPLIED);
2041 op->update_stats (); 2002 op->update_stats ();
2042 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);
2043 } 2005 }
2006
2044 if (hitter->type == PLAYER) 2007 if (hitter->type == PLAYER)
2045 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);
2046 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2047 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);
2048 } 2011 }
2012
2049 tmp->speed_left = 0; 2013 tmp->speed_left = 0;
2050 } 2014 }
2051 else 2015 else
2052 tmp->stats.food++; 2016 tmp->stats.food++;
2053} 2017}
2057{ 2021{
2058 archetype *at = archetype::find ("slowness"); 2022 archetype *at = archetype::find ("slowness");
2059 object *tmp; 2023 object *tmp;
2060 2024
2061 if (at == NULL) 2025 if (at == NULL)
2062 {
2063 LOG (llevError, "Can't find slowness archetype.\n"); 2026 LOG (llevError, "Can't find slowness archetype.\n");
2064 } 2027
2065 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2028 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2066 { 2029 {
2067 tmp = arch_to_object (at); 2030 tmp = arch_to_object (at);
2068 tmp = insert_ob_in_ob (tmp, op); 2031 tmp = insert_ob_in_ob (tmp, op);
2069 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!");
2070 } 2033 }
2071 else 2034 else
2072 tmp->stats.food++; 2035 tmp->stats.food++;
2036
2073 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2074 tmp->speed_left = 0; 2038 tmp->speed_left = 0;
2075 op->update_stats (); 2039 op->update_stats ();
2076} 2040}
2077 2041
2094 tmp->speed = 0.05; 2058 tmp->speed = 0.05;
2095 tmp->subtype = FORCE_CONFUSION; 2059 tmp->subtype = FORCE_CONFUSION;
2096 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);
2097 tmp->name = "confusion"; 2061 tmp->name = "confusion";
2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063
2099 if (tmp->duration > maxduration) 2064 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 2065 tmp->duration = maxduration;
2101 2066
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103 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
2104 SET_FLAG (op, FLAG_CONFUSED); 2070 SET_FLAG (op, FLAG_CONFUSED);
2105} 2071}
2106 2072
2107void 2073void
2108blind_player (object *op, object *hitter, int dam) 2074blind_player (object *op, object *hitter, int dam)
2174 op->speed_left = (float) -(FABS (op->speed) * max); 2140 op->speed_left = (float) -(FABS (op->speed) * max);
2175 2141
2176/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2142/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2177} 2143}
2178 2144
2179
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 2145/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 2146 * the computed damaged.
2182 */ 2147 */
2183void 2148void
2184deathstrike_player (object *op, object *hitter, int *dam) 2149deathstrike_player (object *op, object *hitter, int *dam)
2192 ** field of the deathstriking object */ 2157 ** field of the deathstriking object */
2193 2158
2194 int atk_lev, def_lev, kill_lev; 2159 int atk_lev, def_lev, kill_lev;
2195 2160
2196 if (hitter->slaying) 2161 if (hitter->slaying)
2197 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))))
2198 return; 2163 return;
2199 2164
2200 def_lev = op->level; 2165 def_lev = op->level;
2201 if (def_lev < 1) 2166 if (def_lev < 1)
2202 { 2167 {
2203 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 ());
2204 def_lev = 1; 2169 def_lev = 1;
2205 } 2170 }
2171
2206 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;
2207 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2208 atk_lev, def_lev); */ 2174 atk_lev, def_lev); */
2209 2175
2210 if (atk_lev >= def_lev) 2176 if (atk_lev >= def_lev)
2225 */ 2191 */
2226 *dam *= kill_lev / def_lev; 2192 *dam *= kill_lev / def_lev;
2227 } 2193 }
2228 } 2194 }
2229 else 2195 else
2230 {
2231 *dam = 0; /* no harm done */ 2196 *dam = 0; /* no harm done */
2232 }
2233} 2197}
2234 2198
2235/* thrown_item_effect() - handles any special effects of thrown 2199/* thrown_item_effect() - handles any special effects of thrown
2236 * items (like attacking living creatures--a potion thrown at a 2200 * items (like attacking living creatures--a potion thrown at a
2237 * monster). 2201 * monster).
2266 } 2230 }
2267 } 2231 }
2268} 2232}
2269 2233
2270/* adj_attackroll() - adjustments to attacks by various conditions */ 2234/* adj_attackroll() - adjustments to attacks by various conditions */
2271
2272int 2235int
2273adj_attackroll (object *hitter, object *target) 2236adj_attackroll (object *hitter, object *target)
2274{ 2237{
2275 object *attacker = hitter; 2238 object *attacker = hitter;
2276 int adjust = 0; 2239 int adjust = 0;
2303 { 2266 {
2304 /* target is unseen */ 2267 /* target is unseen */
2305 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2306 adjust -= 10; 2269 adjust -= 10;
2307 /* 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). */
2308 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))
2309 adjust -= target->map->darkness; 2272 adjust -= target->map->darklevel ();
2310 } 2273 }
2311 2274
2312 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2313 adjust -= 3; 2276 adjust -= 3;
2314 2277
2341#endif 2304#endif
2342 2305
2343 return adjust; 2306 return adjust;
2344} 2307}
2345 2308
2346
2347/* determine if the object is an 'aimed' missile */ 2309/* determine if the object is an 'aimed' missile */
2348int 2310int
2349is_aimed_missile (object *op) 2311is_aimed_missile (object *op)
2350{ 2312{
2351 2313
2352 /* 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
2353 * ones so that figuring out the logic is at least possible. 2315 * ones so that figuring out the logic is at least possible.
2354 */ 2316 */
2355 if (op && (op->move_type & MOVE_FLYING)) 2317 if (op && (op->move_type & MOVE_FLYING))
2356 {
2357 if (op->type == ARROW || op->type == THROWN_OBJ) 2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2358 return 1; 2319 return 1;
2359 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))
2360 return 1; 2321 return 1;
2361 } 2322
2362 return 0; 2323 return 0;
2363} 2324}

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