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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.15 by root, Thu Sep 14 20:46:10 2006 UTC vs.
Revision 1.72 by root, Thu Jul 26 00:27:09 2007 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: attack.C,v 1.15 2006/09/14 20:46:10 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
40 31
41typedef struct att_msg_str 32typedef struct att_msg_str
42{ 33{
43 char *msg1; 34 char *msg1;
44 char *msg2; 35 char *msg2;
50 * its magical benefits. 41 * its magical benefits.
51 */ 42 */
52void 43void
53cancellation (object *op) 44cancellation (object *op)
54{ 45{
55 object *tmp;
56
57 if (op->invisible) 46 if (op->invisible)
58 return; 47 return;
59 48
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 50 {
62 /* Recur through the inventory */ 51 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 54 cancellation (tmp);
66 } 55 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
68 { 57 {
69 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
71 op->magic = 0; 60 op->magic = 0;
61
72 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
76 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
79 }
80 } 69 }
81} 70}
82
83
84 71
85/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 74 * any further action (like destroying the item).
88 */ 75 */
89
90int 76int
91did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
92{ 78{
93 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 80 materialtype_t *mt;
95 81
96 if (op->materialname == NULL) 82 if (op->materialname == NULL)
97 { 83 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material) 85 if (op->materials & mt->material)
101 break; 86 break;
102 }
103 } 87 }
104 else 88 else
105 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
106 if (mt == NULL) 90
91 if (!mt)
107 return TRUE; 92 return TRUE;
93
108 roll = rndm (1, 20); 94 roll = rndm (1, 20);
109 95
110 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
141 saves++; 127 saves++;
142 } 128 }
143 129
144 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
145 return TRUE; 131 return TRUE;
132
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 134 return FALSE;
135
148 return TRUE; 136 return TRUE;
149} 137}
150 138
151/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 141 * calling cancellation, etc.)
154 */ 142 */
155
156void 143void
157save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
158{ 145{
159 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
160 { 147 {
161 object *env = op->env; 148 object *env = op->env;
162 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 150 maptile *m = op->map;
164 151
165 op = stop_item (op); 152 op = stop_item (op);
166 if (op == NULL) 153 if (op == NULL)
167 return; 154 return;
168 155
174 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 163 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 { 165 {
179 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
180 167
181 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
182 169
183 if (op) 170 if (op)
184 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
218 } 205 }
219 else 206 else
220 { 207 {
221 if (op->env) 208 if (op->env)
222 { 209 {
223 object *tmp = is_player_inv (op->env); 210 object *tmp = op->in_player ();
224 211
225 if (tmp) 212 if (tmp)
226 esrv_del_item (tmp->contr, op->count); 213 esrv_del_item (tmp->contr, op->count);
227 } 214 }
228 215
229 if (!QUERY_FLAG (op, FLAG_REMOVED)) 216 op->destroy ();
230 remove_ob (op);
231
232 free_object (op);
233 } 217 }
234 218
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 220 if (env)
237 { 221 {
247 231
248 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
250 { 234 {
251 object *tmp; 235 object *tmp;
252 archetype *at = find_archetype ("icecube"); 236 archetype *at = archetype::find ("icecube");
253 237
254 if (at == NULL) 238 if (at == NULL)
255 return; 239 return;
256 240
257 op = stop_item (op); 241 op = stop_item (op);
270 tmp->move_slow = 0; 254 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
272 } 256 }
273 257
274 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 if (!QUERY_FLAG (op, FLAG_REMOVED))
275 remove_ob (op); 259 op->remove ();
276 260
277 insert_ob_in_ob (op, tmp); 261 insert_ob_in_ob (op, tmp);
278 return; 262 return;
279 } 263 }
280} 264}
283 * op is going in direction 'dir' 267 * op is going in direction 'dir'
284 * type is the attacktype of the object. 268 * type is the attacktype of the object.
285 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
286 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
287 */ 271 */
288
289int 272int
290hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
291{ 274{
292 object *tmp, *next;
293 mapstruct *map; 275 maptile *map;
294 sint16 x, y; 276 sint16 x, y;
295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296 278
297 tag_t op_tag, next_tag = 0;
298
299 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (QUERY_FLAG (op, FLAG_FREED))
300 { 280 {
301 LOG (llevError, "BUG: hit_map(): free object\n"); 281 LOG (llevError, "BUG: hit_map(): free object\n");
302 return 0; 282 return 0;
303 } 283 }
304 284
305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
306 { 286 {
307 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
308 return 0; 288 return 0;
309 } 289 }
310 290
311 if (!op->map) 291 if (!op->map)
312 { 292 {
314 return 0; 294 return 0;
315 } 295 }
316 296
317 if (op->head) 297 if (op->head)
318 op = op->head; 298 op = op->head;
319
320 op_tag = op->count;
321 299
322 map = op->map; 300 map = op->map;
323 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
324 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
325 303
326 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
327 306
328 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
329 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
330 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
331 return 0; 312 return 0;
332 313
333 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
335 */ 316 */
336 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
337 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
338 { 320 {
339 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
340 322
341 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing. 324 * to do any further processing.
343 */
344 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
345 return 0;
346
347 type &= ~AT_COUNTERSPELL;
348 }
349
350 if (type & AT_CHAOS)
351 {
352 shuffle_attack (op, 1); /*1 flag tells it to change the face */
353 update_object (op, UP_OBJ_FACE);
354 type &= ~AT_CHAOS;
355 }
356
357 next = get_map_ob (map, x, y);
358 if (next)
359 next_tag = next->count;
360
361 while (next)
362 {
363 if (was_destroyed (next, next_tag))
364 {
365 /* There may still be objects that were above 'next', but there is no
366 * simple way to find out short of copying all object references and
367 * tags into a temporary array before we start processing the first
368 * object. That's why we just abort.
369 *
370 * This happens whenever attack spells (like fire) hit a pile
371 * of objects. This is not a bug - nor an error. The errormessage
372 * below was spamming the logs for absolutely no reason.
373 */ 325 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
375 break; 327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
376 } 333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
377 339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
378 tmp = next; 350 object *tmp = next;
379 next = tmp->above; 351 next = tmp->above;
380
381 if (next)
382 next_tag = next->count;
383
384 if (QUERY_FLAG (tmp, FLAG_FREED))
385 {
386 LOG (llevError, "BUG: hit_map(): found freed object\n");
387 break;
388 }
389 352
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube. 354 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used. 355 * This is one of the few cases where on_same_map should not be used.
393 */ 356 */
396 359
397 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
398 { 361 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1; 363 retflag |= 1;
364
401 if (was_destroyed (op, op_tag)) 365 if (op->destroyed ())
402 break; 366 break;
403 } 367 }
404
405 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
406 * NO_PASS set, it is also immune - you can't destroy walls. Note 369 * NO_PASS set, it is also immune - you can't destroy walls. Note
407 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
409 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now. 373 * destroyed right now.
411 */ 374 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
413 { 376 {
414 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378
415 if (was_destroyed (op, op_tag)) 379 if (op->destroyed ())
416 break; 380 break;
417 } 381 }
418 } 382 }
419 383
420 return 0; 384 return 0;
423void 387void
424attack_message (int dam, int type, object *op, object *hitter) 388attack_message (int dam, int type, object *op, object *hitter)
425{ 389{
426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 int i, found = 0; 391 int i, found = 0;
428 mapstruct *map; 392 maptile *map;
429 object *next, *tmp; 393 object *next, *tmp;
430 394
431 /* put in a few special messages for some of the common attacktypes 395 /* put in a few special messages for some of the common attacktypes
432 * a player might have. For example, fire, electric, cold, etc 396 * a player might have. For example, fire, electric, cold, etc
433 * [garbled 20010919] 397 * [garbled 20010919]
450 sprintf (buf1, "missed %s", &op->name); 414 sprintf (buf1, "missed %s", &op->name);
451 sprintf (buf2, " misses"); 415 sprintf (buf2, " misses");
452 found++; 416 found++;
453 } 417 }
454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
456 { 420 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
458 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459 { 423 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
472 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473 found++; 437 found++;
474 break; 438 break;
475 } 439 }
476 } 440 }
477 else if (hitter->type == PLAYER && IS_LIVE (op)) 441 else if (hitter->type == PLAYER && op->is_alive ())
478 { 442 {
479 if (USING_SKILL (hitter, SK_KARATE)) 443 if (USING_SKILL (hitter, SK_KARATE))
480 { 444 {
481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
482 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
508 found++; 472 found++;
509 break; 473 break;
510 } 474 }
511 } 475 }
512 } 476 }
477
513 if (found) 478 if (found)
514 { 479 {
515 /* done */ 480 /* done */
516 } 481 }
517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
518 { 483 {
519 sprintf (buf1, "hit"); /* just in case */ 484 sprintf (buf1, "hit"); /* just in case */
520 for (i = 0; i < MAXATTACKMESS; i++) 485 for (i = 0; i < MAXATTACKMESS; i++)
521 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522 { 487 {
523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524 found++; 489 found++;
525 break; 490 break;
526 } 491 }
527 } 492 }
528 else if (type & AT_DRAIN && IS_LIVE (op)) 493 else if (type & AT_DRAIN && op->is_alive ())
529 { 494 {
530 /* drain is first, because some items have multiple attypes */ 495 /* drain is first, because some items have multiple attypes */
531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
532 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533 { 498 {
535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536 found++; 501 found++;
537 break; 502 break;
538 } 503 }
539 } 504 }
540 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 505 else if (type & AT_ELECTRICITY && op->is_alive ())
541 { 506 {
542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
543 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544 { 509 {
545 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547 found++; 512 found++;
548 break; 513 break;
549 } 514 }
550 } 515 }
551 else if (type & AT_COLD && IS_LIVE (op)) 516 else if (type & AT_COLD && op->is_alive ())
552 { 517 {
553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
554 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555 { 520 {
556 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
633 strcpy (buf1, "hit"); 598 strcpy (buf1, "hit");
634 strcpy (buf2, " hits"); 599 strcpy (buf2, " hits");
635 } 600 }
636 601
637 /* bail out if a monster is casting spells */ 602 /* bail out if a monster is casting spells */
638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
639 return; 604 return;
640 605
641 /* scale down magic considerably. */ 606 /* scale down magic considerably. */
642 if (type & AT_MAGIC && rndm (0, 5)) 607 if (type & AT_MAGIC && rndm (0, 5))
643 return; 608 return;
644 609
645 /* Did a player hurt another player? Inform both! */ 610 /* Did a player hurt another player? Inform both! */
646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 { 612 {
648 if (get_owner (hitter) != NULL) 613 if (hitter->owner != NULL)
649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650 else 615 else
651 { 616 {
652 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
653 if (dam != 0) 618 if (dam != 0)
654 { 619 {
655 if (dam < 10) 620 if (dam < 10)
656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 621 op->contr->play_sound (sound_find ("player_is_hit1"));
657 else if (dam < 20) 622 else if (dam < 20)
658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 623 op->contr->play_sound (sound_find ("player_is_hit2"));
659 else 624 else
660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 625 op->contr->play_sound (sound_find ("player_is_hit3"));
661 } 626 }
662 } 627 }
628
663 new_draw_info (NDI_BLACK, 0, op, buf); 629 new_draw_info (NDI_BLACK, 0, op, buf);
664 } /* end of player hitting player */ 630 } /* end of player hitting player */
665 631
666 if (hitter->type == PLAYER) 632 if (hitter->type == PLAYER)
667 { 633 {
668 sprintf (buf, "You %s.", buf1); 634 sprintf (buf, "You %s.", buf1);
669 if (dam != 0) 635 if (dam != 0)
670 { 636 {
671 if (dam < 10) 637 if (dam < 10)
672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 638 op->contr->play_sound (sound_find ("player_hits1"));
673 else if (dam < 20) 639 else if (dam < 20)
674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 640 op->contr->play_sound (sound_find ("player_hits2"));
675 else 641 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 642 op->contr->play_sound (sound_find ("player_hits3"));
677 } 643 }
644
678 new_draw_info (NDI_BLACK, 0, hitter, buf); 645 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 } 646 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 647 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
681 { 648 {
682 /* look for stacked spells and start reducing the message chances */ 649 /* look for stacked spells and start reducing the message chances */
683 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 650 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 { 651 {
685 i = 4; 652 i = 4;
686 map = hitter->map; 653 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y)) 654 if (out_of_map (map, hitter->x, hitter->y))
688 return; 655 return;
656
689 next = get_map_ob (map, hitter->x, hitter->y); 657 next = GET_MAP_OB (map, hitter->x, hitter->y);
690 if (next) 658 if (next)
691 while (next) 659 while (next)
692 { 660 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3; 662 i *= 3;
663
695 tmp = next; 664 tmp = next;
696 next = tmp->above; 665 next = tmp->above;
697 } 666 }
667
698 if (i < 0) 668 if (i < 0)
699 return; 669 return;
670
700 if (rndm (0, i) != 0) 671 if (rndm (0, i) != 0)
701 return; 672 return;
702 } 673 }
703 else if (rndm (0, 5) != 0) 674 else if (rndm (0, 5) != 0)
704 return; 675 return;
676
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 677 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 678 op->play_sound (sound_find ("player_hits4"));
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 679 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 } 680 }
709} 681}
710 682
711 683
727 return 0; 699 return 0;
728 } 700 }
729 if (QUERY_FLAG (*target, FLAG_REMOVED) 701 if (QUERY_FLAG (*target, FLAG_REMOVED)
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 702 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
731 { 703 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 704 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
733 return 1; 705 return 1;
734 } 706 }
735 *simple_attack = 0; 707 *simple_attack = 0;
736 return 0; 708 return 0;
737} 709}
760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 732attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761{ 733{
762 int simple_attack, roll, dam = 0; 734 int simple_attack, roll, dam = 0;
763 uint32 type; 735 uint32 type;
764 shstr op_name; 736 shstr op_name;
765 tag_t op_tag, hitter_tag;
766 737
767 if (get_attack_mode (&op, &hitter, &simple_attack)) 738 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error; 739 goto error;
769 740
770 if (hitter->current_weapon) 741 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 742 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0); 743 return RESULT_INT (0);
773 744
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 745 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0); 746 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779 747
780 /* 748 /*
781 * A little check to make it more difficult to dance forward and back 749 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters. 750 * to avoid ever being hit by monsters.
783 */ 751 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 752 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
785 { 753 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an 754 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster, 755 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before 756 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail. 757 * we call process_object, the 'if' statement above will fail.
790 */ 758 */
791 op->speed_left--; 759 --op->speed_left;
792 process_object (op); 760 process_object (op);
761
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 762 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
794 goto error; 763 goto error;
795 } 764 }
796 765
797 op_name = op->name; 766 op_name = op->name;
798 767
805 /* See if we hit the creature */ 774 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll) 775 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 { 776 {
808 int hitdam = base_dam; 777 int hitdam = base_dam;
809 778
810 if (settings.casting_time == TRUE)
811 {
812 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
813 {
814 hitter->casting_time = -1;
815 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
816 }
817 if ((op->casting_time > -1) && (hitdam > 0))
818 {
819 op->casting_time = -1;
820 if (op->type == PLAYER)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
823 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
824 }
825 }
826 }
827 if (!simple_attack) 779 if (!simple_attack)
828 { 780 {
829 /* If you hit something, the victim should *always* wake up. 781 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this. 782 * Before, invisible hitters could avoid doing this.
831 * -b.t. */ 783 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP)) 784 if (QUERY_FLAG (op, FLAG_SLEEP))
833 CLEAR_FLAG (op, FLAG_SLEEP); 785 CLEAR_FLAG (op, FLAG_SLEEP);
834 786
835 /* If the victim can't see the attacker, it may alert others 787 /* If the victim can't see the attacker, it may alert others
836 * for help. */ 788 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 789 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
838 npc_call_help (op); 790 npc_call_help (op);
839 791
840 /* if you were hidden and hit by a creature, you are discovered */ 792 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 793 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
842 { 794 {
843 make_visible (op); 795 make_visible (op);
796
844 if (op->type == PLAYER) 797 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 798 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
846 } 799 }
847 800
848 /* thrown items (hitter) will have various effects 801 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers, 802 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the 803 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object. 804 * wrapper object.
852 */ 805 */
853 thrown_item_effect (hitter, op); 806 thrown_item_effect (hitter, op);
807
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 808 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave; 809 goto leave;
856 } 810 }
857 811
858 /* Need to do at least 1 damage, otherwise there is no point 812 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below. 813 * to go further and it will cause FPE's below.
860 */ 814 */
861 if (hitdam <= 0) 815 if (hitdam <= 0)
862 hitdam = 1; 816 hitdam = 1;
863 817
864 type = hitter->attacktype; 818 type = hitter->attacktype;
819
865 if (!type) 820 if (!type)
866 type = AT_PHYSICAL; 821 type = AT_PHYSICAL;
822
867 /* Handle monsters that hit back */ 823 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 824 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869 { 825 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 826 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 827 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
828
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 829 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
830
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 831 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
874 goto leave; 832 goto leave;
875 } 833 }
876 834
877 /* In the new attack code, it should handle multiple attack 835 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here. 836 * types in its area, so remove it from here.
879 */ 837 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 838 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
839
881 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 840 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
882 goto leave; 841 goto leave;
883 } /* end of if hitter hit op */ 842 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */ 843 /* if we missed, dam=0 */
885 844
886 /*attack_message(dam, type, op, hitter); */ 845 /*attack_message(dam, type, op, hitter); */
896} 855}
897 856
898int 857int
899attack_ob (object *op, object *hitter) 858attack_ob (object *op, object *hitter)
900{ 859{
901
902 if (hitter->head)
903 hitter = hitter->head; 860 hitter = hitter->head_ ();
861
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 862 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905} 863}
906 864
907/* op is the arrow, tmp is what is stopping the arrow. 865/* op is the arrow, tmp is what is stopping the arrow.
908 * 866 *
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 875 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around. 876 * stick around.
919 */ 877 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0) 878 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 { 879 {
922 if (tmp->head != NULL)
923 tmp = tmp->head; 880 tmp = tmp->head_ ();
924 881
925 remove_ob (op); 882 op->remove ();
926 op = insert_ob_in_ob (op, tmp); 883 op = insert_ob_in_ob (op, tmp);
927 884
928 if (tmp->type == PLAYER) 885 if (tmp->type == PLAYER)
929 esrv_send_item (tmp, op); 886 esrv_send_item (tmp, op);
930 887
943object * 900object *
944hit_with_arrow (object *op, object *victim) 901hit_with_arrow (object *op, object *victim)
945{ 902{
946 object *container, *hitter; 903 object *container, *hitter;
947 int hit_something = 0; 904 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950 905
951 /* Disassemble missile */ 906 /* Disassemble missile */
952 if (op->inv) 907 if (op->inv)
953 { 908 {
954 container = op; 909 container = op;
955 hitter = op->inv; 910 hitter = op->inv;
956 remove_ob (hitter); 911 hitter->remove ();
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 912 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
958 /* Note that we now have an empty THROWN_OBJ on the map. Code that 913 /* Note that we now have an empty THROWN_OBJ on the map. Code that
959 * might be called until this THROWN_OBJ is either reassembled or 914 * might be called until this THROWN_OBJ is either reassembled or
960 * removed at the end of this function must be able to deal with empty 915 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */ 916 * THROWN_OBJs. */
962 } 917 }
963 else 918 else
964 { 919 {
965 container = NULL; 920 container = 0;
966 hitter = op; 921 hitter = op;
967 } 922 }
968 923
969 /* Try to hit victim */ 924 /* Try to hit victim */
970 victim_x = victim->x;
971 victim_y = victim->y;
972 victim_tag = victim->count;
973 hitter_tag = hitter->count;
974
975 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 925 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976 926
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on 927 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon, 928 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists 929 * attack_ob_simple() returns, and we've got an arrow that still exists
980 * but is no longer on the map. Ugh. (Beware: Such things can happen at 930 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!) 931 * other places as well!)
982 */ 932 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 933 if (hitter->destroyed () || hitter->env != NULL)
984 { 934 {
985 if (container) 935 if (container)
986 { 936 {
987 remove_ob (container); 937 container->remove ();
988 free_object (container); 938 container->destroy ();
989 } 939 }
940
990 return NULL; 941 return 0;
991 } 942 }
992 943
993 /* Missile hit victim */ 944 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight 945 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target 946 * through the target
996 */ 947 */
997 if (hit_something && op->speed <= 10.0) 948 if (hit_something && op->speed <= 10.0)
998 { 949 {
999 /* Stop arrow */ 950 /* Stop arrow */
1000 if (container == NULL) 951 if (!container)
1001 { 952 {
1002 hitter = fix_stopped_arrow (hitter); 953 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL) 954 if (!hitter)
1004 return NULL; 955 return 0;
1005 } 956 }
1006 else 957 else
1007 { 958 container->destroy ();
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011 959
1012 /* Try to stick arrow into victim */ 960 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 961 if (!victim->destroyed () && stick_arrow (hitter, victim))
1014 return NULL; 962 return 0;
1015 963
1016 /* Else try to put arrow on victim's map square 964 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this 965 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code, 966 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something 967 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct 968 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise? 969 * way to handle those otherwise?
1022 */ 970 */
1023 if (victim_x != hitter->x || victim_y != hitter->y) 971 if (victim->x != hitter->x || victim->y != hitter->y)
1024 { 972 {
1025 remove_ob (hitter); 973 hitter->remove ();
1026 hitter->x = victim_x; 974 hitter->x = victim->x;
1027 hitter->y = victim_y; 975 hitter->y = victim->y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0); 976 insert_ob_in_map (hitter, victim->map, hitter, 0);
1029 } 977 }
1030 else 978 else
1031 {
1032 /* Else leave arrow where it is */ 979 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL); 980 merge_ob (hitter, NULL);
1034 } 981
1035 return NULL; 982 return 0;
1036 } 983 }
1037 984
1038 if (hit_something && op->speed >= 10.0) 985 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0; 986 op->speed -= 1.0;
1040 987
1041 /* Missile missed victim - reassemble missile */ 988 /* Missile missed victim - reassemble missile */
1042 if (container) 989 if (container)
1043 { 990 {
1044 remove_ob (hitter); 991 hitter->remove ();
1045 insert_ob_in_ob (hitter, container); 992 insert_ob_in_ob (hitter, container);
1046 } 993 }
994
1047 return op; 995 return op;
1048} 996}
1049
1050 997
1051void 998void
1052tear_down_wall (object *op) 999tear_down_wall (object *op)
1053{ 1000{
1054 int perc = 0; 1001 int perc = 0;
1060 } 1007 }
1061 else if (!GET_ANIM_ID (op)) 1008 else if (!GET_ANIM_ID (op))
1062 { 1009 {
1063 /* Object has been called - no animations, so remove it */ 1010 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0) 1011 if (op->stats.hp < 0)
1012 op->destroy ();
1065 { 1013
1066 remove_ob (op); /* Should update LOS */
1067 free_object (op);
1068 /* Don't know why this is here - remove_ob should do it for us */
1069 /*update_position(m, x, y); */
1070 }
1071 return; /* no animations, so nothing more to do */ 1014 return; /* no animations, so nothing more to do */
1072 } 1015 }
1016
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1017 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1018
1074 if (perc >= (int) NUM_ANIMATIONS (op)) 1019 if (perc >= (int) NUM_ANIMATIONS (op))
1075 perc = NUM_ANIMATIONS (op) - 1; 1020 perc = NUM_ANIMATIONS (op) - 1;
1076 else if (perc < 1) 1021 else if (perc < 1)
1077 perc = 1; 1022 perc = 1;
1023
1078 SET_ANIMATION (op, perc); 1024 SET_ANIMATION (op, perc);
1079 update_object (op, UP_OBJ_FACE); 1025 update_object (op, UP_OBJ_FACE);
1026
1080 if (perc == NUM_ANIMATIONS (op) - 1) 1027 if (perc == NUM_ANIMATIONS (op) - 1)
1081 { /* Reached the last animation */ 1028 { /* Reached the last animation */
1082 if (op->face == blank_face) 1029 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */ 1030 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */ 1031 op->destroy ();
1086 free_object (op);
1087
1088 /* remove_ob should call update_position for us */
1089 /*update_position(m, x, y); */
1090
1091 }
1092 else 1032 else
1093 { /* The last face was not blank, leave an image */ 1033 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1034 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1095 update_all_los (op->map, op->x, op->y); 1035 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0; 1036 op->move_block = 0;
1100} 1040}
1101 1041
1102void 1042void
1103scare_creature (object *target, object *hitter) 1043scare_creature (object *target, object *hitter)
1104{ 1044{
1105 object *owner = get_owner (hitter); 1045 object *owner = hitter->owner;
1106 1046
1107 if (!owner) 1047 if (!owner)
1108 owner = hitter; 1048 owner = hitter;
1109 1049
1110 SET_FLAG (target, FLAG_SCARED); 1050 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy) 1051 if (!target->enemy)
1112 target->enemy = owner; 1052 target->enemy = owner;
1113} 1053}
1114
1115 1054
1116/* This returns the amount of damage hitter does to op with the 1055/* This returns the amount of damage hitter does to op with the
1117 * appropriate attacktype. Only 1 attacktype should be set at a time. 1056 * appropriate attacktype. Only 1 attacktype should be set at a time.
1118 * This doesn't damage the player, but returns how much it should 1057 * This doesn't damage the player, but returns how much it should
1119 * take. However, it will do other effects (paralyzation, slow, etc.) 1058 * take. However, it will do other effects (paralyzation, slow, etc.)
1120 * Note - changed for PR code - we now pass the attack number and not 1059 * Note - changed for PR code - we now pass the attack number and not
1121 * the attacktype. Makes it easier for the PR code. */ 1060 * the attacktype. Makes it easier for the PR code. */
1122
1123int 1061int
1124hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1062hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1125{ 1063{
1126
1127 int doesnt_slay = 1; 1064 int doesnt_slay = 1;
1128 1065
1129 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1066 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1130 if (attacknum >= NROFATTACKS) 1067 if (attacknum >= NROFATTACKS)
1131 { 1068 {
1133 return 0; 1070 return 0;
1134 } 1071 }
1135 1072
1136 if (dam < 0) 1073 if (dam < 0)
1137 { 1074 {
1138 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1075 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1076 dam, hitter->debug_desc (), op->debug_desc ());
1139 return 0; 1077 return 0;
1140 } 1078 }
1141 1079
1142 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1080 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1143 * people can't mess with that or it otherwise get confused. */ 1081 * people can't mess with that or it otherwise get confused. */
1144 if (attacknum == ATNR_INTERNAL) 1082 if (attacknum == ATNR_INTERNAL)
1145 return dam; 1083 return dam;
1146 1084
1147 if (hitter->slaying) 1085 if (hitter->slaying)
1148 { 1086 {
1149 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1087 if ((op->race && strstr (hitter->slaying, op->race))
1150 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1088 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1151 { 1089 {
1152 doesnt_slay = 0; 1090 doesnt_slay = 0;
1153 dam *= 3; 1091 dam *= 3;
1154 } 1092 }
1155 } 1093 }
1169 /* Special hack. By default, if immune to something, you 1107 /* Special hack. By default, if immune to something, you
1170 * shouldn't need to worry. However, acid is an exception, since 1108 * shouldn't need to worry. However, acid is an exception, since
1171 * it can still damage your items. Only include attacktypes if 1109 * it can still damage your items. Only include attacktypes if
1172 * special processing is needed */ 1110 * special processing is needed */
1173 1111
1174 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1112 if (op->resist[attacknum] >= 100
1113 && doesnt_slay
1114 && attacknum != ATNR_ACID)
1175 return 0; 1115 return 0;
1176 1116
1177 /* Keep this in order - makes things easier to find */ 1117 /* Keep this in order - makes things easier to find */
1178 1118
1179 switch (attacknum) 1119 switch (attacknum)
1180 { 1120 {
1181 case ATNR_PHYSICAL: 1121 case ATNR_PHYSICAL:
1182 /* here also check for diseases */ 1122 /* here also check for diseases */
1183 check_physically_infect (op, hitter); 1123 check_physically_infect (op, hitter);
1184 break; 1124 break;
1185 1125
1186 /* Don't need to do anything for: 1126 /* Don't need to do anything for:
1187 magic, 1127 magic,
1188 fire, 1128 fire,
1189 electricity, 1129 electricity,
1190 cold */ 1130 cold */
1191 1131
1192 case ATNR_CONFUSION: 1132 case ATNR_CONFUSION:
1193 case ATNR_POISON: 1133 case ATNR_POISON:
1194 case ATNR_SLOW: 1134 case ATNR_SLOW:
1195 case ATNR_PARALYZE: 1135 case ATNR_PARALYZE:
1196 case ATNR_FEAR: 1136 case ATNR_FEAR:
1197 case ATNR_CANCELLATION: 1137 case ATNR_CANCELLATION:
1198 case ATNR_DEPLETE: 1138 case ATNR_DEPLETE:
1199 case ATNR_BLIND: 1139 case ATNR_BLIND:
1200 { 1140 {
1201 /* chance for inflicting a special attack depends on the 1141 /* chance for inflicting a special attack depends on the
1202 * difference between attacker's and defender's level 1142 * difference between attacker's and defender's level
1203 */ 1143 */
1204 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1144 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1205 1145
1206 /* First, only creatures/players with speed can be affected. 1146 /* First, only creatures/players with speed can be affected.
1207 * Second, just getting hit doesn't mean it always affects 1147 * Second, just getting hit doesn't mean it always affects
1208 * you. Third, you still get a saving through against the 1148 * you. Third, you still get a saving through against the
1209 * effect. 1149 * effect.
1210 */ 1150 */
1211 if (op->speed && 1151 if (op->speed &&
1212 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1152 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1213 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1153 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1214 { 1154 {
1215 1155
1216 /* Player has been hit by something */ 1156 /* Player has been hit by something */
1217 if (attacknum == ATNR_CONFUSION) 1157 if (attacknum == ATNR_CONFUSION)
1218 confuse_player (op, hitter, dam); 1158 confuse_player (op, hitter, dam);
1219 else if (attacknum == ATNR_POISON) 1159 else if (attacknum == ATNR_POISON)
1220 poison_player (op, hitter, dam); 1160 poison_player (op, hitter, dam);
1221 else if (attacknum == ATNR_SLOW) 1161 else if (attacknum == ATNR_SLOW)
1222 slow_player (op, hitter, dam); 1162 slow_player (op, hitter, dam);
1223 else if (attacknum == ATNR_PARALYZE) 1163 else if (attacknum == ATNR_PARALYZE)
1224 paralyze_player (op, hitter, dam); 1164 paralyze_player (op, hitter, dam);
1225 else if (attacknum == ATNR_FEAR) 1165 else if (attacknum == ATNR_FEAR)
1226 scare_creature (op, hitter); 1166 scare_creature (op, hitter);
1227 else if (attacknum == ATNR_CANCELLATION) 1167 else if (attacknum == ATNR_CANCELLATION)
1228 cancellation (op); 1168 cancellation (op);
1229 else if (attacknum == ATNR_DEPLETE) 1169 else if (attacknum == ATNR_DEPLETE)
1230 drain_stat (op); 1170 op->drain_stat ();
1231 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1171 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1232 blind_player (op, hitter, dam); 1172 blind_player (op, hitter, dam);
1233 } 1173 }
1174
1234 dam = 0; /* These are all effects and don't do real damage */ 1175 dam = 0; /* These are all effects and don't do real damage */
1235 } 1176 }
1236 break; 1177 break;
1178
1237 case ATNR_ACID: 1179 case ATNR_ACID:
1238 { 1180 {
1239 int flag = 0; 1181 int flag = 0;
1240 1182
1241 /* Items only get corroded if you're not on a battleground and 1183 /* Items only get corroded if you're not on a battleground and
1242 * if your acid resistance is below 50%. */ 1184 * if your acid resistance is below 50%. */
1243 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1185 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1244 { 1186 {
1245 object *tmp;
1246
1247 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1248 { 1188 {
1249 if (tmp->invisible) 1189 if (tmp->invisible)
1250 continue; 1190 continue;
1251 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1191 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1252 /* >= 10% acid res. on itmes will protect these */ 1192 /* >= 10% acid res. on items will protect these */
1253 continue; 1193 continue;
1254 if (!(tmp->material & M_IRON)) 1194 if (!(tmp->materials & M_IRON))
1255 continue; 1195 continue;
1256 if (tmp->magic < -4) /* Let's stop at -5 */ 1196 if (tmp->magic < -4) /* Let's stop at -5 */
1257 continue; 1197 continue;
1258 if (tmp->type == RING || 1198 if (tmp->type == RING
1259 /* removed boots and gloves from exclusion list in 1199 /* removed boots and gloves from exclusion list in PR */
1260 PR */ 1200 || tmp->type == GIRDLE
1261 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 || tmp->type == AMULET
1202 || tmp->type == WAND
1203 || tmp->type == ROD
1204 || tmp->type == HORN)
1262 continue; /* To avoid some strange effects */ 1205 continue; /* To avoid some strange effects */
1263 1206
1264 /* High damage acid has better chance of corroding 1207 /* High damage acid has better chance of corroding
1265 objects */ 1208 objects */
1266 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1209 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1267 { 1210 {
1268 if (op->type == PLAYER) 1211 if (op->type == PLAYER)
1269 /* Make this more visible */ 1212 /* Make this more visible */
1270 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1213 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1271 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1214 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1272 flag = 1; 1215 flag = 1;
1273 tmp->magic--; 1216 tmp->magic--;
1274 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1275 esrv_send_item (op, tmp); 1218 esrv_send_item (op, tmp);
1276 } 1219 }
1277 } 1220 }
1278 if (flag)
1279 fix_player (op); /* Something was corroded */
1280 } 1221
1222 if (flag)
1223 op->update_stats (); /* Something was corroded */
1281 } 1224 }
1225 }
1282 break; 1226 break;
1227
1283 case ATNR_DRAIN: 1228 case ATNR_DRAIN:
1284 { 1229 {
1285 /* rate is the proportion of exp drained. High rate means 1230 /* rate is the proportion of exp drained. High rate means
1286 * not much is drained, low rate means a lot is drained. 1231 * not much is drained, low rate means a lot is drained.
1287 */ 1232 */
1288 int rate; 1233 int rate;
1289 1234
1290 if (op->resist[ATNR_DRAIN] >= 0) 1235 if (op->resist[ATNR_DRAIN] >= 0)
1291 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1236 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1292 else 1237 else
1293 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1238 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1294 1239
1295 if (op->stats.exp <= rate) 1240 if (op->stats.exp <= rate)
1296 { 1241 {
1297 if (op->type == GOLEM) 1242 if (op->type == GOLEM)
1298 dam = 999; /* Its force is "sucked" away. 8) */ 1243 dam = 999; /* Its force is "sucked" away. 8) */
1299 else 1244 else
1300 /* If we can't drain, lets try to do physical damage */ 1245 /* If we can't drain, lets try to do physical damage */
1301 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1246 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1302 } 1247 }
1303 else 1248 else
1304 { 1249 {
1305 /* Randomly give the hitter some hp */ 1250 /* Randomly give the hitter some hp */
1306 if (hitter->stats.hp < hitter->stats.maxhp && 1251 if (hitter->stats.hp < hitter->stats.maxhp &&
1307 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1252 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1308 hitter->stats.hp++; 1253 hitter->stats.hp++;
1309 1254
1310 /* Can't do drains on battleground spaces. 1255 /* Can't do drains on battleground spaces.
1311 * Move the wiz check up here - before, the hitter wouldn't gain exp 1256 * Move the wiz check up here - before, the hitter wouldn't gain exp
1312 * exp, but the wiz would still lose exp! If drainee is a wiz, 1257 * exp, but the wiz would still lose exp! If drainee is a wiz,
1313 * nothing happens. 1258 * nothing happens.
1314 * Try to credit the owner. We try to display player -> player drain 1259 * Try to credit the owner. We try to display player -> player drain
1315 * attacks, hence all the != PLAYER checks. 1260 * attacks, hence all the != PLAYER checks.
1316 */ 1261 */
1317 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1262 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1318 { 1263 {
1319 object *owner = get_owner (hitter); 1264 object *owner = hitter->owner;
1320 1265
1321 if (owner && owner != hitter) 1266 if (owner && owner != hitter)
1322 { 1267 {
1323 if (op->type != PLAYER || owner->type != PLAYER) 1268 if (op->type != PLAYER || owner->type != PLAYER)
1324 change_exp (owner, op->stats.exp / (rate * 2), 1269 change_exp (owner, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1326 } 1271 }
1327 else if (op->type != PLAYER || hitter->type != PLAYER) 1272 else if (op->type != PLAYER || hitter->type != PLAYER)
1328 {
1329 change_exp (hitter, op->stats.exp / (rate * 2), 1273 change_exp (hitter, op->stats.exp / (rate * 2),
1330 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1331 } 1275
1332 change_exp (op, -op->stats.exp / rate, NULL, 0); 1276 change_exp (op, -op->stats.exp / rate, NULL, 0);
1333 } 1277 }
1278
1334 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1279 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1335 * drain attack, you won't know that you are actually sucking out EXP, 1280 * drain attack, you won't know that you are actually sucking out EXP,
1336 * as the messages will say you missed 1281 * as the messages will say you missed
1337 */ 1282 */
1338 } 1283 }
1339 } 1284 }
1340 break; 1285 break;
1286
1341 case ATNR_TURN_UNDEAD: 1287 case ATNR_TURN_UNDEAD:
1342 { 1288 {
1343 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1289 if (QUERY_FLAG (op, FLAG_UNDEAD))
1344 { 1290 {
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1291 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 object *god = find_god (determine_god (owner)); 1292 object *god = find_god (determine_god (owner));
1347 int div = 1; 1293 int div = 1;
1348 1294
1349 /* if undead are not an enemy of your god, you turn them 1295 /* if undead are not an enemy of your god, you turn them
1350 * at half strength */ 1296 * at half strength */
1351 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1297 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1352 div = 2; 1298 div = 2;
1299
1353 /* Give a bonus if you resist turn undead */ 1300 /* Give a bonus if you resist turn undead */
1354 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1301 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1355 scare_creature (op, owner); 1302 scare_creature (op, owner);
1356 } 1303 }
1357 else 1304 else
1358 dam = 0; /* don't damage non undead - should we damage 1305 dam = 0; /* don't damage non undead - should we damage
1359 undead? */ 1306 undead? */
1360 } 1307 }
1361 break; 1308 break;
1309
1362 case ATNR_DEATH: 1310 case ATNR_DEATH:
1363 deathstrike_player (op, hitter, &dam); 1311 deathstrike_player (op, hitter, &dam);
1364 break; 1312 break;
1313
1365 case ATNR_CHAOS: 1314 case ATNR_CHAOS:
1366 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1315 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1367 dam = 0; 1316 dam = 0;
1368 break; 1317 break;
1318
1369 case ATNR_COUNTERSPELL: 1319 case ATNR_COUNTERSPELL:
1370 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1320 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1371 dam = 0; 1321 dam = 0;
1372 /* This should never happen. Counterspell is handled 1322 /* This should never happen. Counterspell is handled
1373 * seperately and filtered out. If this does happen, 1323 * seperately and filtered out. If this does happen,
1374 * Counterspell has no effect on anything but spells, so it 1324 * Counterspell has no effect on anything but spells, so it
1375 * does no damage. */ 1325 * does no damage. */
1376 break; 1326 break;
1327
1377 case ATNR_HOLYWORD: 1328 case ATNR_HOLYWORD:
1378 { 1329 {
1379 /* This has already been handled by hit_player, 1330 /* This has already been handled by hit_player,
1380 * no need to check twice -- DAMN */ 1331 * no need to check twice -- DAMN */
1381 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1382 1333
1383 /* As with turn undead above, give a bonus on the saving throw */ 1334 /* As with turn undead above, give a bonus on the saving throw */
1384 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1335 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1385 scare_creature (op, owner); 1336 scare_creature (op, owner);
1386 } 1337 }
1387 break; 1338 break;
1339
1388 case ATNR_LIFE_STEALING: 1340 case ATNR_LIFE_STEALING:
1389 { 1341 {
1390 int new_hp; 1342 int new_hp;
1391 1343
1392 /* this is replacement to drain for players, instead of taking 1344 /* this is replacement to drain for players, instead of taking
1393 * exp it takes hp. It is geared for players, probably not 1345 * exp it takes hp. It is geared for players, probably not
1394 * much use giving it to monsters 1346 * much use giving it to monsters
1395 * 1347 *
1396 * life stealing doesn't do a lot of damage, but it gives the 1348 * life stealing doesn't do a lot of damage, but it gives the
1397 * damage it does do to the player. Given that, 1349 * damage it does do to the player. Given that,
1398 * it only does 1/10'th normal damage (hence the divide by 1350 * it only does 1/10'th normal damage (hence the divide by
1399 * 1000). 1351 * 1000).
1400 */ 1352 */
1401 /* You can't steal life from something undead */ 1353 /* You can't steal life from something undead */
1402 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1354 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1403 return 0; 1355 return 0;
1356
1404 /* If drain protection is higher than life stealing, use that */ 1357 /* If drain protection is higher than life stealing, use that */
1405 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1358 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1406 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1359 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1407 else 1360 else
1408 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1361 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1362
1409 /* You die at -1 hp, not zero. */ 1363 /* You die at -1 hp, not zero. */
1410 if (dam > (op->stats.hp + 1)) 1364 if (dam > (op->stats.hp + 1))
1411 dam = op->stats.hp + 1; 1365 dam = op->stats.hp + 1;
1366
1412 new_hp = hitter->stats.hp + dam; 1367 new_hp = hitter->stats.hp + dam;
1413 if (new_hp > hitter->stats.maxhp) 1368 if (new_hp > hitter->stats.maxhp)
1414 new_hp = hitter->stats.maxhp; 1369 new_hp = hitter->stats.maxhp;
1370
1415 if (new_hp > hitter->stats.hp) 1371 if (new_hp > hitter->stats.hp)
1416 hitter->stats.hp = new_hp; 1372 hitter->stats.hp = new_hp;
1417 } 1373 }
1418 } 1374 }
1375
1419 return dam; 1376 return dam;
1420} 1377}
1421
1422 1378
1423/* GROS: This code comes from hit_player. It has been made external to 1379/* GROS: This code comes from hit_player. It has been made external to
1424 * allow script procedures to "kill" objects in a combat-like fashion. 1380 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's 1381 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version 1382 * Sword. Note that nothing has been changed from the original version
1441 char buf[MAX_BUF]; 1397 char buf[MAX_BUF];
1442 const char *skill; 1398 const char *skill;
1443 int maxdam = 0; 1399 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */ 1400 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */ 1401 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL; 1402 object *owner = 0;
1447 object *skop = NULL; 1403 object *skop = 0;
1448 1404
1449 if (op->stats.hp >= 0) 1405 if (op->stats.hp >= 0)
1450 return -1; 1406 return -1;
1451 1407
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1408 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1417 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1418 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463 1419
1464 if (op->type == DOOR) 1420 if (op->type == DOOR)
1465 { 1421 {
1466 op->speed = 0.1; 1422 op->set_speed (0.1f);
1467 update_ob_speed (op);
1468 op->speed_left = -0.05; 1423 op->speed_left = -0.05f;
1469 return maxdam; 1424 return maxdam;
1470 } 1425 }
1426
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1427 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472 { 1428 {
1473 remove_friendly_object (op); 1429 op->destroy ();
1474 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1475 {
1476 op->owner->contr->ranges[range_golem] = NULL;
1477 op->owner->contr->golem_count = 0;
1478 }
1479
1480 remove_ob (op);
1481 free_object (op);
1482 return maxdam; 1430 return maxdam;
1483 } 1431 }
1484 1432
1485 /* Now lets start dealing with experience we get for killing something */ 1433 /* Now lets start dealing with experience we get for killing something */
1486 1434
1487 owner = get_owner (hitter); 1435 owner = hitter->owner;
1488 if (owner == NULL) 1436 if (!owner)
1489 owner = hitter; 1437 owner = hitter;
1490 1438
1491 /* is the victim (op) standing on battleground? */ 1439 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL)) 1440 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1; 1441 battleg = 1;
1513 char buf[256]; 1461 char buf[256];
1514 1462
1515 tmv = localtime (&t); 1463 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1464 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517 1465
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1466 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1519 } 1467 }
1520 1468
1521 /* try to filter some things out - basically, if you are 1469 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you 1470 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that. 1471 * probably don't want to see that.
1524 */ 1472 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1473 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 { 1474 {
1527 if (owner != hitter) 1475 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1476 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else 1477 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 } 1479
1535 /* Only play sounds for melee kills */ 1480 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER) 1481 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1482 owner->play_sound (sound_find ("player_kills"));
1538 } 1483 }
1539 1484
1540 /* If a player kills another player, not on 1485 /* If a player kills another player, not on
1541 * battleground, the "killer" looses 1 luck. Since this is 1486 * battleground, the "killer" looses 1 luck. Since this is
1542 * not reversible, it's actually quite a pain IMHO. -AV 1487 * not reversible, it's actually quite a pain IMHO. -AV
1544 * player that the object belonged to - so if you killed another player 1489 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty. 1490 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings. 1491 * Changed to make luck penalty configurable in settings.
1547 */ 1492 */
1548 if (op->type == PLAYER && owner != op && !battleg) 1493 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty); 1494 owner->change_luck (-settings.pk_luck_penalty);
1550 1495
1551 /* This code below deals with finding the appropriate skill 1496 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should 1497 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill 1498 * probably never really have to look at current_weapon->skill
1554 */ 1499 */
1555 skill = NULL; 1500 skill = 0;
1501
1556 if (hitter->skill && hitter->type != PLAYER) 1502 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill; 1503 skill = hitter->skill;
1558 else if (owner->chosen_skill) 1504 else if (owner->chosen_skill)
1559 { 1505 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill; 1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1562 } 1508 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1564 skill = owner->current_weapon->skill; 1510 skill = owner->current_weapon->skill;
1565 else 1511 else
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1512 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1567 1513
1568 /* We have the skill we want to credit to - now find the object this goes 1514 /* We have the skill we want to credit to - now find the object this goes
1569 * to. Make sure skop is an actual skill, and not a skill tool! 1515 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */ 1516 */
1571 if ((!skop || skop->type != SKILL) && skill) 1517 if ((!skop || skop->type != SKILL) && skill)
1572 { 1518 {
1573 int i; 1519 int i;
1574 1520
1579 break; 1525 break;
1580 } 1526 }
1581 } 1527 }
1582 } /* Was it a player that hit somethign */ 1528 } /* Was it a player that hit somethign */
1583 else 1529 else
1584 {
1585 skill = NULL; 1530 skill = 0;
1586 }
1587 1531
1588 /* Pet (or spell) killed something. */ 1532 /* Pet (or spell) killed something. */
1589 if (owner != hitter) 1533 if (owner != hitter)
1590 {
1591 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1534 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1592 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1535 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 else 1536 else
1595 {
1596 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1537 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1597 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1538 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1598 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1539 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1599 } 1540
1600 /* These may have been set in the player code section above */ 1541 /* These may have been set in the player code section above */
1601 if (!skop) 1542 if (!skop)
1602 skop = hitter->chosen_skill; 1543 skop = hitter->chosen_skill;
1544
1603 if (!skill && skop) 1545 if (!skill && skop)
1604 skill = skop->skill; 1546 skill = skop->skill;
1605 1547
1606 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1548 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1607 1549
1608
1609 /* If you didn't kill yourself, and your not the wizard */ 1550 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1551 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1611 { 1552 {
1612 int exp; 1553 int exp;
1613 1554
1614 /* Really don't give much experience for killing other players */ 1555 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER) 1557 if (op->type == PLAYER)
1617 { 1558 {
1618 if (battleg) 1559 if (battleg)
1619 { 1560 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1561 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1638 1579
1639 if (!settings.simple_exp) 1580 if (!settings.simple_exp)
1640 exp = exp / 2; 1581 exp = exp / 2;
1641 1582
1642 if (owner->type != PLAYER || owner->contr->party == NULL) 1583 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0); 1584 change_exp (owner, exp, skill, 0);
1645 }
1646 else 1585 else
1647 { 1586 {
1648 int shares = 0, count = 0; 1587 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party; 1588 partylist *party = owner->contr->party;
1653 1589
1654#ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1590 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656#endif 1591
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1592 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1594 {
1661 count++; 1595 count++;
1662 shares += (pl->ob->level + 4); 1596 shares += (pl->ob->level + 4);
1663 } 1597 }
1664 } 1598
1665 if (count == 1 || shares > exp) 1599 if (count == 1 || shares > exp || !shares)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1600 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else 1601 else
1668 { 1602 {
1669 int share = exp / shares, given = 0, nexp; 1603 int share = exp / shares, given = 0, nexp;
1670 1604
1671 for (pl = first_player; pl != NULL; pl = pl->next) 1605 for_all_players (pl)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1606 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 { 1607 {
1675 nexp = (pl->ob->level + 4) * share; 1608 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1609 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp; 1610 given += nexp;
1678 } 1611 }
1679 } 1612
1680 exp -= given; 1613 exp -= given;
1681 /* give any remainder to the player */ 1614 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1615 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 } 1616 }
1684 } /* else part of a party */ 1617 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */ 1618 } /* end if person didn't kill himself */
1687 1619
1688 if (op->type != PLAYER) 1620 if (op->type != PLAYER)
1689 { 1621 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1622 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691 { 1623 {
1692 object *owner1 = get_owner (op); 1624 object *owner1 = op->owner;
1693 1625
1694 if (owner1 != NULL && owner1->type == PLAYER) 1626 if (owner1 && owner1->type == PLAYER)
1695 { 1627 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1628 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1697 /* Maybe we should include the owner that killed this, maybe not */ 1629 /* Maybe we should include the owner that killed this, maybe not */
1698 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1630 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1699 } 1631 }
1700 1632
1701 remove_friendly_object (op); 1633 remove_friendly_object (op);
1702 } 1634 }
1703 1635
1704 remove_ob (op); 1636 op->destroy ();
1705 free_object (op);
1706 } 1637 }
1707 /* Player has been killed! */
1708 else 1638 else
1709 { 1639 {
1640 /* Player has been killed! */
1710 if (owner->type == PLAYER) 1641 if (owner->type == PLAYER)
1711 {
1712 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1713 }
1714 else 1643 else
1715 assign (op->contr->killer, hitter->name); 1644 assign (op->contr->killer, hitter->name);
1716 } 1645 }
1717 1646
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process 1647 /* This was return -1 - that doesn't seem correct - if we return -1, process
1722} 1651}
1723 1652
1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1653/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire 1654 * Returns 0 this is not friendly fire
1726 */ 1655 */
1727
1728int 1656int
1729friendly_fire (object *op, object *hitter) 1657friendly_fire (object *op, object *hitter)
1730{ 1658{
1731 object *owner; 1659 object *owner;
1732 int friendlyfire; 1660 int friendlyfire;
1742 return 0; 1670 return 0;
1743 1671
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1672 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1; 1673 return 1;
1746 1674
1747 if ((owner = get_owner (hitter)) != NULL) 1675 if ((owner = hitter->owner) != NULL)
1748 { 1676 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1677 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2; 1678 friendlyfire = 2;
1751 } 1679 }
1752 1680
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1681 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0; 1682 friendlyfire = 0;
1755 } 1683 }
1684
1756 return friendlyfire; 1685 return friendlyfire;
1757} 1686}
1758
1759 1687
1760/* This isn't used just for players, but in fact most objects. 1688/* This isn't used just for players, but in fact most objects.
1761 * op is the object to be hit, dam is the amount of damage, hitter 1689 * op is the object to be hit, dam is the amount of damage, hitter
1762 * is what is hitting the object, type is the attacktype, and 1690 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter. 1691 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can 1692 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it. 1693 * modify it.
1766 */ 1694 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1695/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1696 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771int 1697int
1772hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1698hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1773{ 1699{
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1700 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1775 int maxattacktype, attacknum; 1701 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */ 1702 int body_attack = op && op->head; /* Did we hit op's head? */
1777 int simple_attack; 1703 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0; 1704 int rtn_kill = 0;
1780 int friendlyfire; 1705 int friendlyfire;
1781 1706
1782 if (get_attack_mode (&op, &hitter, &simple_attack)) 1707 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0; 1708 return 0;
1784 1709
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1710 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1786 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1711 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1787 return 0; 1712 return 0;
1788 1713
1789#ifdef PROHIBIT_PLAYERKILL 1714 // only allow pk for hostile players
1790 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1791 { 1716 {
1792 object *owner = get_owner (hitter); 1717 object *owner = hitter->owner;
1793 1718
1794 if (!owner) 1719 if (!owner)
1795 owner = hitter; 1720 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1721
1797 { 1722 if (owner->type == PLAYER
1723 && (!op_on_battleground (op, 0, 0)
1724 && (op->contr->peaceful || owner->contr->peaceful))
1725 && op != owner)
1798 return 0; 1726 return 0;
1799 }
1800 } 1727 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805 1728
1806 if (body_attack) 1729 if (body_attack)
1807 { 1730 {
1808 /* slow and paralyze must hit the head. But we don't want to just 1731 /* slow and paralyze must hit the head. But we don't want to just
1809 * return - we still need to process other attacks the spell still 1732 * return - we still need to process other attacks the spell still
1815 * attack so we don't cancel out things like magic bullet. 1738 * attack so we don't cancel out things like magic bullet.
1816 */ 1739 */
1817 if (type & (AT_PARALYZE | AT_SLOW)) 1740 if (type & (AT_PARALYZE | AT_SLOW))
1818 { 1741 {
1819 type &= ~(AT_PARALYZE | AT_SLOW); 1742 type &= ~(AT_PARALYZE | AT_SLOW);
1743
1820 if (!type || type == AT_MAGIC) 1744 if (!type || type == AT_MAGIC)
1821 return 0; 1745 return 0;
1822 } 1746 }
1823 } 1747 }
1824 1748
1825 if (!simple_attack && op->type == DOOR) 1749 if (!simple_attack && op->type == DOOR)
1826 { 1750 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1751 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP) 1752 if (tmp->type == RUNE || tmp->type == TRAP)
1831 { 1753 {
1832 spring_trap (tmp, hitter); 1754 spring_trap (tmp, hitter);
1755
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1756 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1834 return 0; 1757 return 0;
1758
1835 break; 1759 break;
1836 } 1760 }
1837 } 1761 }
1838 1762
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1763 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1840 { 1764 {
1841 /* FIXME: If a player is killed by a rune in a door, the 1765 /* FIXME: If a player is killed by a rune in a door, the
1842 * was_destroyed() check above doesn't return, and might get here. 1766 * destroyed() check above doesn't return, and might get here.
1843 */ 1767 */
1768
1769 /* FIXME: This for example happens when a dead door is on a mover and
1770 gets it's speed_left raised on each mover-tick.
1771 Doors are removed in a kinda funny way by giving them speed and speed_left
1772 and waiting for that to run out.
1773 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1774 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1845 return 0; 1775 return 0;
1846 } 1776 }
1847 1777
1848#ifdef ATTACK_DEBUG 1778#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1779 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1855 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1785 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1786 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100) 1787 if (dam >= 100)
1858 dam /= 100; 1788 dam /= 100;
1859 else 1789 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1790 dam = (dam > rndm (0, 99)) ? 1 : 0;
1861 } 1791 }
1862 1792
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1793 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1864 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1794 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */ 1795 */
1881 if ((!hitter->slaying || 1811 if ((!hitter->slaying ||
1882 (!(op->race && strstr (hitter->slaying, op->race)) && 1812 (!(op->race && strstr (hitter->slaying, op->race)) &&
1883 !(op->name && strstr (hitter->slaying, op->name)))) && 1813 !(op->name && strstr (hitter->slaying, op->name)))) &&
1884 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1814 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1885 (hitter->title != NULL 1815 (hitter->title != NULL
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1816 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1887 return 0; 1817 return 0;
1888 } 1818 }
1889 1819
1890 maxattacktype = type; /* initialize this to something */ 1820 maxattacktype = type; /* initialise this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1821 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1892 { 1822 {
1893 /* Magic isn't really a true attack type - it gets combined with other 1823 /* Magic isn't really a true attack type - it gets combined with other
1894 * attack types. As such, skip it over. However, if magic is 1824 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it 1825 * the only attacktype in the group, then still attack with it
1923 */ 1853 */
1924 friendlyfire = friendly_fire (op, hitter); 1854 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam) 1855 if (friendlyfire && maxdam)
1926 { 1856 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100); 1857 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931 1858
1932#ifdef ATTACK_DEBUG 1859#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1860 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1861 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif 1862#endif
1936 } 1863 }
1937 1864
1938 if (!full_hit) 1865 if (!full_hit)
1939 { 1866 {
1940 archetype *at;
1941 int area; 1867 int area;
1942 int remainder; 1868 int remainder;
1943 1869
1944 area = 0; 1870 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more) 1871
1872 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1946 area++; 1873 area++;
1874
1947 assert (area > 0); 1875 assert (area > 0);
1948 1876
1949 /* basically: maxdam /= area; we try to "simulate" a float 1877 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */ 1878 value-effect */
1951 remainder = 100 * (maxdam % area) / area; 1879 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area; 1880 maxdam /= area;
1953 if (RANDOM () % 100 < remainder) 1881 if (rndm (100) < remainder)
1954 maxdam++; 1882 maxdam++;
1955 } 1883 }
1956 1884
1957#ifdef ATTACK_DEBUG 1885#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1886 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959#endif 1887#endif
1960 1888
1961 if (get_owner (hitter)) 1889 // for now, only do this for active objects, otherwise they
1890 // keep a refcount for a long time and I see no usefulness
1891 // for an non-active objetc to know its enemy.
1892 if (op->active)
1893 if (hitter->owner)
1962 op->enemy = hitter->owner; 1894 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1964 op->enemy = hitter; 1896 op->enemy = hitter;
1965 1897
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967 { 1899 {
1968 /* The unaggressives look after themselves 8) */ 1900 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1991 1923
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1924 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993 { 1925 {
1994 if (maxdam) 1926 if (maxdam)
1995 tear_down_wall (op); 1927 tear_down_wall (op);
1928
1996 return maxdam; /* nothing more to do for wall */ 1929 return maxdam; /* nothing more to do for wall */
1997 } 1930 }
1998 1931
1999 /* See if the creature has been killed */ 1932 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type); 1933 rtn_kill = kill_object (op, maxdam, hitter, type);
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2006 * that before if the player was immune to ghosthit, the monster 1939 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case. 1940 * remained - that is no longer the case.
2008 */ 1941 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010 { 1943 hitter->destroy ();
2011 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1944
2012 remove_friendly_object (hitter);
2013 remove_ob (hitter);
2014 free_object (hitter);
2015 }
2016 /* Lets handle creatures that are splitting now */ 1945 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1946 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2018 { 1947 {
2019 int i; 1948 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1949 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1950 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2022 object *owner = get_owner (op); 1951 object *owner = op->owner;
2023 1952
2024 if (!op->other_arch) 1953 if (!op->other_arch)
2025 { 1954 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n"); 1955 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam; 1956 return maxdam;
2028 } 1957 }
1958
2029 remove_ob (op); 1959 op->remove ();
1960
2030 for (i = 0; i < NROFNEWOBJS (op); i++) 1961 for (i = 0; i < NROFNEWOBJS (op); i++)
2031 { /* This doesn't handle op->more yet */ 1962 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch); 1963 object *tmp = arch_to_object (op->other_arch);
2033 int j; 1964 int j;
2034 1965
2035 tmp->stats.hp = op->stats.hp; 1966 tmp->stats.hp = op->stats.hp;
1967
2036 if (friendly) 1968 if (friendly)
2037 { 1969 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp); 1970 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE; 1971 tmp->attack_movement = PETMOVE;
1972
2041 if (owner != NULL) 1973 if (owner)
2042 set_owner (tmp, owner); 1974 tmp->set_owner (owner);
2043 } 1975 }
1976
2044 if (unaggressive) 1977 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1978 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1979
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1980 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1981
2047 if (j == -1) /* No spot to put this monster */ 1982 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp); 1983 tmp->destroy ();
2049 else 1984 else
2050 { 1985 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1986 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052 insert_ob_in_map (tmp, op->map, NULL, 0); 1987 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 } 1988 }
2054 } 1989 }
2055 if (friendly) 1990
2056 remove_friendly_object (op); 1991 op->destroy ();
2057 free_object (op);
2058 } 1992 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1993 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 { 1994 hitter->destroy ();
2061 remove_ob (hitter); 1995
2062 free_object (hitter);
2063 }
2064 return maxdam; 1996 return maxdam;
2065} 1997}
2066
2067 1998
2068void 1999void
2069poison_player (object *op, object *hitter, int dam) 2000poison_player (object *op, object *hitter, int dam)
2070{ 2001{
2071 archetype *at = find_archetype ("poisoning"); 2002 archetype *at = archetype::find ("poisoning");
2072 object *tmp = present_arch_in_ob (at, op); 2003 object *tmp = present_arch_in_ob (at, op);
2073 2004
2074 if (tmp == NULL) 2005 if (tmp == NULL)
2075 { 2006 {
2076 if ((tmp = arch_to_object (at)) == NULL) 2007 if ((tmp = arch_to_object (at)) == NULL)
2089 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2020 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090 tmp->stats.dam += hitter->level / 2; 2021 tmp->stats.dam += hitter->level / 2;
2091 else 2022 else
2092 tmp->stats.dam = dam; 2023 tmp->stats.dam = dam;
2093 2024
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2025 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill) 2026 if (hitter->skill && hitter->skill != tmp->skill)
2096 { 2027 {
2097 tmp->skill = hitter->skill; 2028 tmp->skill = hitter->skill;
2098 } 2029 }
2099 2030
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10); 2039 tmp->stats.Int = MAX (-dam / 7, -10);
2109 SET_FLAG (tmp, FLAG_APPLIED); 2040 SET_FLAG (tmp, FLAG_APPLIED);
2110 fix_player (op); 2041 op->update_stats ();
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2112 } 2043 }
2044
2113 if (hitter->type == PLAYER) 2045 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2046 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2047 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2116 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2048 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 } 2049 }
2050
2118 tmp->speed_left = 0; 2051 tmp->speed_left = 0;
2119 } 2052 }
2120 else 2053 else
2121 tmp->stats.food++; 2054 tmp->stats.food++;
2122} 2055}
2123 2056
2124void 2057void
2125slow_player (object *op, object *hitter, int dam) 2058slow_player (object *op, object *hitter, int dam)
2126{ 2059{
2127 archetype *at = find_archetype ("slowness"); 2060 archetype *at = archetype::find ("slowness");
2128 object *tmp; 2061 object *tmp;
2129 2062
2130 if (at == NULL) 2063 if (at == NULL)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n"); 2064 LOG (llevError, "Can't find slowness archetype.\n");
2133 } 2065
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2066 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 { 2067 {
2136 tmp = arch_to_object (at); 2068 tmp = arch_to_object (at);
2137 tmp = insert_ob_in_ob (tmp, op); 2069 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 } 2071 }
2140 else 2072 else
2141 tmp->stats.food++; 2073 tmp->stats.food++;
2074
2142 SET_FLAG (tmp, FLAG_APPLIED); 2075 SET_FLAG (tmp, FLAG_APPLIED);
2143 tmp->speed_left = 0; 2076 tmp->speed_left = 0;
2144 fix_player (op); 2077 op->update_stats ();
2145} 2078}
2146 2079
2147void 2080void
2148confuse_player (object *op, object *hitter, int dam) 2081confuse_player (object *op, object *hitter, int dam)
2149{ 2082{
2163 tmp->speed = 0.05; 2096 tmp->speed = 0.05;
2164 tmp->subtype = FORCE_CONFUSION; 2097 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2098 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion"; 2099 tmp->name = "confusion";
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2100 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101
2168 if (tmp->duration > maxduration) 2102 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration; 2103 tmp->duration = maxduration;
2170 2104
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2105 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2106 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2107
2173 SET_FLAG (op, FLAG_CONFUSED); 2108 SET_FLAG (op, FLAG_CONFUSED);
2174} 2109}
2175 2110
2176void 2111void
2177blind_player (object *op, object *hitter, int dam) 2112blind_player (object *op, object *hitter, int dam)
2193 */ 2128 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2129 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 2130
2196 tmp = insert_ob_in_ob (tmp, op); 2131 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */ 2132 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */ 2133 op->update_stats (); /* This takes care of some other stuff */
2199 2134
2200 if (hitter->owner) 2135 if (hitter->owner)
2201 owner = get_owner (hitter); 2136 owner = hitter->owner;
2202 else 2137 else
2203 owner = hitter; 2138 owner = hitter;
2204 2139
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2140 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206 } 2141 }
2243 op->speed_left = (float) -(FABS (op->speed) * max); 2178 op->speed_left = (float) -(FABS (op->speed) * max);
2244 2179
2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2180/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2246} 2181}
2247 2182
2248
2249/* Attempts to kill 'op'. hitter is the attack object, dam is 2183/* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged. 2184 * the computed damaged.
2251 */ 2185 */
2252void 2186void
2253deathstrike_player (object *op, object *hitter, int *dam) 2187deathstrike_player (object *op, object *hitter, int *dam)
2261 ** field of the deathstriking object */ 2195 ** field of the deathstriking object */
2262 2196
2263 int atk_lev, def_lev, kill_lev; 2197 int atk_lev, def_lev, kill_lev;
2264 2198
2265 if (hitter->slaying) 2199 if (hitter->slaying)
2266 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2200 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2267 return; 2201 return;
2268 2202
2269 def_lev = op->level; 2203 def_lev = op->level;
2270 if (def_lev < 1) 2204 if (def_lev < 1)
2271 { 2205 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2206 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2273 def_lev = 1; 2207 def_lev = 1;
2274 } 2208 }
2209
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2210 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2211 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */ 2212 atk_lev, def_lev); */
2278 2213
2279 if (atk_lev >= def_lev) 2214 if (atk_lev >= def_lev)
2294 */ 2229 */
2295 *dam *= kill_lev / def_lev; 2230 *dam *= kill_lev / def_lev;
2296 } 2231 }
2297 } 2232 }
2298 else 2233 else
2299 {
2300 *dam = 0; /* no harm done */ 2234 *dam = 0; /* no harm done */
2301 }
2302} 2235}
2303 2236
2304/* thrown_item_effect() - handles any special effects of thrown 2237/* thrown_item_effect() - handles any special effects of thrown
2305 * items (like attacking living creatures--a potion thrown at a 2238 * items (like attacking living creatures--a potion thrown at a
2306 * monster). 2239 * monster).
2335 } 2268 }
2336 } 2269 }
2337} 2270}
2338 2271
2339/* adj_attackroll() - adjustments to attacks by various conditions */ 2272/* adj_attackroll() - adjustments to attacks by various conditions */
2340
2341int 2273int
2342adj_attackroll (object *hitter, object *target) 2274adj_attackroll (object *hitter, object *target)
2343{ 2275{
2344 object *attacker = hitter; 2276 object *attacker = hitter;
2345 int adjust = 0; 2277 int adjust = 0;
2352 } 2284 }
2353 2285
2354 /* aimed missiles use the owning object's sight */ 2286 /* aimed missiles use the owning object's sight */
2355 if (is_aimed_missile (hitter)) 2287 if (is_aimed_missile (hitter))
2356 { 2288 {
2357 if ((attacker = get_owner (hitter)) == NULL) 2289 if ((attacker = hitter->owner) == NULL)
2358 attacker = hitter; 2290 attacker = hitter;
2359 /* A player who saves but hasn't quit still could have objects 2291 /* A player who saves but hasn't quit still could have objects
2360 * owned by him - need to handle that case to avoid crashes. 2292 * owned by him - need to handle that case to avoid crashes.
2361 */ 2293 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2294 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2410#endif 2342#endif
2411 2343
2412 return adjust; 2344 return adjust;
2413} 2345}
2414 2346
2415
2416/* determine if the object is an 'aimed' missile */ 2347/* determine if the object is an 'aimed' missile */
2417int 2348int
2418is_aimed_missile (object *op) 2349is_aimed_missile (object *op)
2419{ 2350{
2420 2351
2421 /* I broke what used to be one big if into a few nested 2352 /* I broke what used to be one big if into a few nested
2422 * ones so that figuring out the logic is at least possible. 2353 * ones so that figuring out the logic is at least possible.
2423 */ 2354 */
2424 if (op && (op->move_type & MOVE_FLYING)) 2355 if (op && (op->move_type & MOVE_FLYING))
2425 {
2426 if (op->type == ARROW || op->type == THROWN_OBJ) 2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2427 return 1; 2357 return 1;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2429 return 1; 2359 return 1;
2430 } 2360
2431 return 0; 2361 return 0;
2432} 2362}

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