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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 1.78 by root, Mon Oct 22 03:11:46 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);
618
653 if (dam != 0) 619 if (dam != 0)
654 { 620 {
655 if (dam < 10) 621 if (dam < 10)
656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
657 else if (dam < 20) 623 else if (dam < 20)
658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
659 else 625 else
660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
661 } 627 }
662 } 628 }
629
663 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
664 } /* end of player hitting player */ 631 } /* end of player hitting player */
665 632
666 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
667 { 634 {
668 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
669 if (dam != 0) 637 if (dam != 0)
670 { 638 {
671 if (dam < 10) 639 if (dam < 10)
672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
673 else if (dam < 20) 641 else if (dam < 20)
674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
675 else 643 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
677 } 645 }
646
678 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 } 648 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
681 { 650 {
682 /* look for stacked spells and start reducing the message chances */ 651 /* 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)) 652 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 { 653 {
685 i = 4; 654 i = 4;
686 map = hitter->map; 655 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
688 return; 657 return;
658
689 next = get_map_ob (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
690 if (next) 660 if (next)
691 while (next) 661 while (next)
692 { 662 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3; 664 i *= 3;
665
695 tmp = next; 666 tmp = next;
696 next = tmp->above; 667 next = tmp->above;
697 } 668 }
669
698 if (i < 0) 670 if (i < 0)
699 return; 671 return;
672
700 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
701 return; 674 return;
702 } 675 }
703 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
704 return; 677 return;
678
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 } 682 }
709} 683}
710 684
711 685
715 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
716 { 690 {
717 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
718 return 1; 692 return 1;
719 } 693 }
694
720 if ((*target)->head) 695 if ((*target)->head)
721 *target = (*target)->head; 696 *target = (*target)->head;
697
722 if ((*hitter)->head) 698 if ((*hitter)->head)
723 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
724 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
725 { 702 {
726 *simple_attack = 1; 703 *simple_attack = 1;
727 return 0; 704 return 0;
728 } 705 }
706
729 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
731 { 711 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
733 return 1; 714 return 1;
734 } 715 }
716
735 *simple_attack = 0; 717 *simple_attack = 0;
736 return 0; 718 return 0;
737} 719}
738 720
739static int 721static int
760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 742attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761{ 743{
762 int simple_attack, roll, dam = 0; 744 int simple_attack, roll, dam = 0;
763 uint32 type; 745 uint32 type;
764 shstr op_name; 746 shstr op_name;
765 tag_t op_tag, hitter_tag;
766 747
767 if (get_attack_mode (&op, &hitter, &simple_attack)) 748 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error; 749 goto error;
769 750
770 if (hitter->current_weapon) 751 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 752 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0); 753 return RESULT_INT (0);
773 754
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 755 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0); 756 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779 757
780 /* 758 /*
781 * A little check to make it more difficult to dance forward and back 759 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters. 760 * to avoid ever being hit by monsters.
783 */ 761 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
785 { 763 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an 764 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster, 765 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before 766 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail. 767 * we call process_object, the 'if' statement above will fail.
790 */ 768 */
791 op->speed_left--; 769 --op->speed_left;
792 process_object (op); 770 process_object (op);
771
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
794 goto error; 773 goto error;
795 } 774 }
796 775
797 op_name = op->name; 776 op_name = op->name;
798 777
805 /* See if we hit the creature */ 784 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll) 785 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 { 786 {
808 int hitdam = base_dam; 787 int hitdam = base_dam;
809 788
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) 789 if (!simple_attack)
828 { 790 {
829 /* If you hit something, the victim should *always* wake up. 791 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this. 792 * Before, invisible hitters could avoid doing this.
831 * -b.t. */ 793 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP)) 794 if (QUERY_FLAG (op, FLAG_SLEEP))
833 CLEAR_FLAG (op, FLAG_SLEEP); 795 CLEAR_FLAG (op, FLAG_SLEEP);
834 796
835 /* If the victim can't see the attacker, it may alert others 797 /* If the victim can't see the attacker, it may alert others
836 * for help. */ 798 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
838 npc_call_help (op); 800 npc_call_help (op);
839 801
840 /* if you were hidden and hit by a creature, you are discovered */ 802 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
842 { 804 {
843 make_visible (op); 805 make_visible (op);
806
844 if (op->type == PLAYER) 807 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
846 } 809 }
847 810
848 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers, 812 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the 813 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object. 814 * wrapper object.
852 */ 815 */
853 thrown_item_effect (hitter, op); 816 thrown_item_effect (hitter, op);
817
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 818 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave; 819 goto leave;
856 } 820 }
857 821
858 /* Need to do at least 1 damage, otherwise there is no point 822 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below. 823 * to go further and it will cause FPE's below.
860 */ 824 */
861 if (hitdam <= 0) 825 if (hitdam <= 0)
862 hitdam = 1; 826 hitdam = 1;
863 827
864 type = hitter->attacktype; 828 type = hitter->attacktype;
829
865 if (!type) 830 if (!type)
866 type = AT_PHYSICAL; 831 type = AT_PHYSICAL;
832
867 /* Handle monsters that hit back */ 833 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 834 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869 { 835 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 836 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 837 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
838
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 839 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
840
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 841 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
874 goto leave; 842 goto leave;
875 } 843 }
876 844
877 /* In the new attack code, it should handle multiple attack 845 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here. 846 * types in its area, so remove it from here.
879 */ 847 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 848 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
849
881 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 850 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
882 goto leave; 851 goto leave;
883 } /* end of if hitter hit op */ 852 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */ 853 /* if we missed, dam=0 */
885 854
886 /*attack_message(dam, type, op, hitter); */ 855 /*attack_message(dam, type, op, hitter); */
896} 865}
897 866
898int 867int
899attack_ob (object *op, object *hitter) 868attack_ob (object *op, object *hitter)
900{ 869{
901
902 if (hitter->head)
903 hitter = hitter->head; 870 hitter = hitter->head_ ();
871
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905} 873}
906 874
907/* op is the arrow, tmp is what is stopping the arrow. 875/* op is the arrow, tmp is what is stopping the arrow.
908 * 876 *
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around. 886 * stick around.
919 */ 887 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0) 888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 { 889 {
922 if (tmp->head != NULL)
923 tmp = tmp->head; 890 tmp = tmp->head_ ();
924 891
925 remove_ob (op); 892 op->remove ();
926 op = insert_ob_in_ob (op, tmp); 893 op = insert_ob_in_ob (op, tmp);
927 894
928 if (tmp->type == PLAYER) 895 if (tmp->type == PLAYER)
929 esrv_send_item (tmp, op); 896 esrv_send_item (tmp, op);
930 897
943object * 910object *
944hit_with_arrow (object *op, object *victim) 911hit_with_arrow (object *op, object *victim)
945{ 912{
946 object *container, *hitter; 913 object *container, *hitter;
947 int hit_something = 0; 914 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950 915
951 /* Disassemble missile */ 916 /* Disassemble missile */
952 if (op->inv) 917 if (op->inv)
953 { 918 {
954 container = op; 919 container = op;
955 hitter = op->inv; 920 hitter = op->inv;
956 remove_ob (hitter); 921 hitter->remove ();
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 922 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 923 /* 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 924 * 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 925 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */ 926 * THROWN_OBJs. */
962 } 927 }
963 else 928 else
964 { 929 {
965 container = NULL; 930 container = 0;
966 hitter = op; 931 hitter = op;
967 } 932 }
968 933
969 /* Try to hit victim */ 934 /* 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); 935 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976 936
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on 937 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon, 938 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists 939 * 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 940 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!) 941 * other places as well!)
982 */ 942 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 943 if (hitter->destroyed () || hitter->env != NULL)
984 { 944 {
985 if (container) 945 if (container)
986 { 946 {
987 remove_ob (container); 947 container->remove ();
988 free_object (container); 948 container->destroy ();
989 } 949 }
950
990 return NULL; 951 return 0;
991 } 952 }
992 953
993 /* Missile hit victim */ 954 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight 955 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target 956 * through the target
996 */ 957 */
997 if (hit_something && op->speed <= 10.0) 958 if (hit_something && op->speed <= 10.0)
998 { 959 {
999 /* Stop arrow */ 960 /* Stop arrow */
1000 if (container == NULL) 961 if (!container)
1001 { 962 {
1002 hitter = fix_stopped_arrow (hitter); 963 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL) 964 if (!hitter)
1004 return NULL; 965 return 0;
1005 } 966 }
1006 else 967 else
1007 { 968 container->destroy ();
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011 969
1012 /* Try to stick arrow into victim */ 970 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 971 if (!victim->destroyed () && stick_arrow (hitter, victim))
1014 return NULL; 972 return 0;
1015 973
1016 /* Else try to put arrow on victim's map square 974 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this 975 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code, 976 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something 977 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct 978 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise? 979 * way to handle those otherwise?
1022 */ 980 */
1023 if (victim_x != hitter->x || victim_y != hitter->y) 981 if (victim->x != hitter->x || victim->y != hitter->y)
1024 { 982 {
1025 remove_ob (hitter); 983 hitter->remove ();
1026 hitter->x = victim_x; 984 hitter->x = victim->x;
1027 hitter->y = victim_y; 985 hitter->y = victim->y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0); 986 insert_ob_in_map (hitter, victim->map, hitter, 0);
1029 } 987 }
1030 else 988 else
1031 {
1032 /* Else leave arrow where it is */ 989 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL); 990 merge_ob (hitter, NULL);
1034 } 991
1035 return NULL; 992 return 0;
1036 } 993 }
1037 994
1038 if (hit_something && op->speed >= 10.0) 995 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0; 996 op->speed -= 1.0;
1040 997
1041 /* Missile missed victim - reassemble missile */ 998 /* Missile missed victim - reassemble missile */
1042 if (container) 999 if (container)
1043 { 1000 {
1044 remove_ob (hitter); 1001 hitter->remove ();
1045 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1046 } 1003 }
1004
1047 return op; 1005 return op;
1048} 1006}
1049
1050 1007
1051void 1008void
1052tear_down_wall (object *op) 1009tear_down_wall (object *op)
1053{ 1010{
1054 int perc = 0; 1011 int perc = 0;
1060 } 1017 }
1061 else if (!GET_ANIM_ID (op)) 1018 else if (!GET_ANIM_ID (op))
1062 { 1019 {
1063 /* Object has been called - no animations, so remove it */ 1020 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0) 1021 if (op->stats.hp < 0)
1022 op->destroy ();
1065 { 1023
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 */ 1024 return; /* no animations, so nothing more to do */
1072 } 1025 }
1026
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1028
1074 if (perc >= (int) NUM_ANIMATIONS (op)) 1029 if (perc >= (int) NUM_ANIMATIONS (op))
1075 perc = NUM_ANIMATIONS (op) - 1; 1030 perc = NUM_ANIMATIONS (op) - 1;
1076 else if (perc < 1) 1031 else if (perc < 1)
1077 perc = 1; 1032 perc = 1;
1033
1078 SET_ANIMATION (op, perc); 1034 SET_ANIMATION (op, perc);
1079 update_object (op, UP_OBJ_FACE); 1035 update_object (op, UP_OBJ_FACE);
1036
1080 if (perc == NUM_ANIMATIONS (op) - 1) 1037 if (perc == NUM_ANIMATIONS (op) - 1)
1081 { /* Reached the last animation */ 1038 { /* Reached the last animation */
1082 if (op->face == blank_face) 1039 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */ 1040 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */ 1041 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 1042 else
1093 { /* The last face was not blank, leave an image */ 1043 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1095 update_all_los (op->map, op->x, op->y); 1045 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0; 1046 op->move_block = 0;
1100} 1050}
1101 1051
1102void 1052void
1103scare_creature (object *target, object *hitter) 1053scare_creature (object *target, object *hitter)
1104{ 1054{
1105 object *owner = get_owner (hitter); 1055 object *owner = hitter->owner;
1106 1056
1107 if (!owner) 1057 if (!owner)
1108 owner = hitter; 1058 owner = hitter;
1109 1059
1110 SET_FLAG (target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy) 1061 if (!target->enemy)
1112 target->enemy = owner; 1062 target->enemy = owner;
1113} 1063}
1114
1115 1064
1116/* This returns the amount of damage hitter does to op with the 1065/* This returns the amount of damage hitter does to op with the
1117 * appropriate attacktype. Only 1 attacktype should be set at a time. 1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1118 * This doesn't damage the player, but returns how much it should 1067 * This doesn't damage the player, but returns how much it should
1119 * take. However, it will do other effects (paralyzation, slow, etc.) 1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1120 * Note - changed for PR code - we now pass the attack number and not 1069 * Note - changed for PR code - we now pass the attack number and not
1121 * the attacktype. Makes it easier for the PR code. */ 1070 * the attacktype. Makes it easier for the PR code. */
1122
1123int 1071int
1124hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1072hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1125{ 1073{
1126
1127 int doesnt_slay = 1; 1074 int doesnt_slay = 1;
1128 1075
1129 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1076 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1130 if (attacknum >= NROFATTACKS) 1077 if (attacknum >= NROFATTACKS)
1131 { 1078 {
1133 return 0; 1080 return 0;
1134 } 1081 }
1135 1082
1136 if (dam < 0) 1083 if (dam < 0)
1137 { 1084 {
1138 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1139 return 0; 1087 return 0;
1140 } 1088 }
1141 1089
1142 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1090 /* 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. */ 1091 * people can't mess with that or it otherwise get confused. */
1144 if (attacknum == ATNR_INTERNAL) 1092 if (attacknum == ATNR_INTERNAL)
1145 return dam; 1093 return dam;
1146 1094
1147 if (hitter->slaying) 1095 if (hitter->slaying)
1148 { 1096 {
1149 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1097 if ((op->race && strstr (hitter->slaying, op->race))
1150 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1151 { 1099 {
1152 doesnt_slay = 0; 1100 doesnt_slay = 0;
1153 dam *= 3; 1101 dam *= 3;
1154 } 1102 }
1155 } 1103 }
1169 /* Special hack. By default, if immune to something, you 1117 /* Special hack. By default, if immune to something, you
1170 * shouldn't need to worry. However, acid is an exception, since 1118 * shouldn't need to worry. However, acid is an exception, since
1171 * it can still damage your items. Only include attacktypes if 1119 * it can still damage your items. Only include attacktypes if
1172 * special processing is needed */ 1120 * special processing is needed */
1173 1121
1174 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1175 return 0; 1125 return 0;
1176 1126
1177 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1178 1128
1179 switch (attacknum) 1129 switch (attacknum)
1180 { 1130 {
1181 case ATNR_PHYSICAL: 1131 case ATNR_PHYSICAL:
1182 /* here also check for diseases */ 1132 /* here also check for diseases */
1183 check_physically_infect (op, hitter); 1133 check_physically_infect (op, hitter);
1184 break; 1134 break;
1185 1135
1186 /* Don't need to do anything for: 1136 /* Don't need to do anything for:
1187 magic, 1137 magic,
1188 fire, 1138 fire,
1189 electricity, 1139 electricity,
1190 cold */ 1140 cold */
1191 1141
1192 case ATNR_CONFUSION: 1142 case ATNR_CONFUSION:
1193 case ATNR_POISON: 1143 case ATNR_POISON:
1194 case ATNR_SLOW: 1144 case ATNR_SLOW:
1195 case ATNR_PARALYZE: 1145 case ATNR_PARALYZE:
1196 case ATNR_FEAR: 1146 case ATNR_FEAR:
1197 case ATNR_CANCELLATION: 1147 case ATNR_CANCELLATION:
1198 case ATNR_DEPLETE: 1148 case ATNR_DEPLETE:
1199 case ATNR_BLIND: 1149 case ATNR_BLIND:
1200 { 1150 {
1201 /* chance for inflicting a special attack depends on the 1151 /* chance for inflicting a special attack depends on the
1202 * difference between attacker's and defender's level 1152 * difference between attacker's and defender's level
1203 */ 1153 */
1204 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1205 1155
1206 /* First, only creatures/players with speed can be affected. 1156 /* First, only creatures/players with speed can be affected.
1207 * Second, just getting hit doesn't mean it always affects 1157 * Second, just getting hit doesn't mean it always affects
1208 * you. Third, you still get a saving through against the 1158 * you. Third, you still get a saving through against the
1209 * effect. 1159 * effect.
1210 */ 1160 */
1211 if (op->speed && 1161 if (op->speed &&
1212 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1162 (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)) 1163 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1214 { 1164 {
1215 1165
1216 /* Player has been hit by something */ 1166 /* Player has been hit by something */
1217 if (attacknum == ATNR_CONFUSION) 1167 if (attacknum == ATNR_CONFUSION)
1218 confuse_player (op, hitter, dam); 1168 confuse_player (op, hitter, dam);
1219 else if (attacknum == ATNR_POISON) 1169 else if (attacknum == ATNR_POISON)
1220 poison_player (op, hitter, dam); 1170 poison_player (op, hitter, dam);
1221 else if (attacknum == ATNR_SLOW) 1171 else if (attacknum == ATNR_SLOW)
1222 slow_player (op, hitter, dam); 1172 slow_player (op, hitter, dam);
1223 else if (attacknum == ATNR_PARALYZE) 1173 else if (attacknum == ATNR_PARALYZE)
1224 paralyze_player (op, hitter, dam); 1174 paralyze_player (op, hitter, dam);
1225 else if (attacknum == ATNR_FEAR) 1175 else if (attacknum == ATNR_FEAR)
1226 scare_creature (op, hitter); 1176 scare_creature (op, hitter);
1227 else if (attacknum == ATNR_CANCELLATION) 1177 else if (attacknum == ATNR_CANCELLATION)
1228 cancellation (op); 1178 cancellation (op);
1229 else if (attacknum == ATNR_DEPLETE) 1179 else if (attacknum == ATNR_DEPLETE)
1230 drain_stat (op); 1180 op->drain_stat ();
1231 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1232 blind_player (op, hitter, dam); 1182 blind_player (op, hitter, dam);
1233 } 1183 }
1184
1234 dam = 0; /* These are all effects and don't do real damage */ 1185 dam = 0; /* These are all effects and don't do real damage */
1235 } 1186 }
1236 break; 1187 break;
1188
1237 case ATNR_ACID: 1189 case ATNR_ACID:
1238 { 1190 {
1239 int flag = 0; 1191 int flag = 0;
1240 1192
1241 /* Items only get corroded if you're not on a battleground and 1193 /* Items only get corroded if you're not on a battleground and
1242 * if your acid resistance is below 50%. */ 1194 * if your acid resistance is below 50%. */
1243 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1195 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1244 { 1196 {
1245 object *tmp;
1246
1247 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1248 { 1198 {
1249 if (tmp->invisible) 1199 if (tmp->invisible)
1250 continue; 1200 continue;
1251 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1252 /* >= 10% acid res. on itmes will protect these */ 1202 /* >= 10% acid res. on items will protect these */
1253 continue; 1203 continue;
1254 if (!(tmp->material & M_IRON)) 1204 if (!(tmp->materials & M_IRON))
1255 continue; 1205 continue;
1256 if (tmp->magic < -4) /* Let's stop at -5 */ 1206 if (tmp->magic < -4) /* Let's stop at -5 */
1257 continue; 1207 continue;
1258 if (tmp->type == RING || 1208 if (tmp->type == RING
1259 /* removed boots and gloves from exclusion list in 1209 /* removed boots and gloves from exclusion list in PR */
1260 PR */ 1210 || tmp->type == GIRDLE
1261 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1211 || tmp->type == AMULET
1212 || tmp->type == WAND
1213 || tmp->type == ROD
1214 || tmp->type == HORN)
1262 continue; /* To avoid some strange effects */ 1215 continue; /* To avoid some strange effects */
1263 1216
1264 /* High damage acid has better chance of corroding 1217 /* High damage acid has better chance of corroding
1265 objects */ 1218 objects */
1266 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1267 { 1220 {
1268 if (op->type == PLAYER) 1221 if (op->type == PLAYER)
1269 /* Make this more visible */ 1222 /* Make this more visible */
1270 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1271 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1224 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1272 flag = 1; 1225 flag = 1;
1273 tmp->magic--; 1226 tmp->magic--;
1274 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1275 esrv_send_item (op, tmp); 1228 esrv_send_item (op, tmp);
1276 } 1229 }
1277 } 1230 }
1278 if (flag)
1279 fix_player (op); /* Something was corroded */
1280 } 1231
1232 if (flag)
1233 op->update_stats (); /* Something was corroded */
1281 } 1234 }
1235 }
1282 break; 1236 break;
1237
1283 case ATNR_DRAIN: 1238 case ATNR_DRAIN:
1284 { 1239 {
1285 /* rate is the proportion of exp drained. High rate means 1240 /* rate is the proportion of exp drained. High rate means
1286 * not much is drained, low rate means a lot is drained. 1241 * not much is drained, low rate means a lot is drained.
1287 */ 1242 */
1288 int rate; 1243 int rate;
1289 1244
1290 if (op->resist[ATNR_DRAIN] >= 0) 1245 if (op->resist[ATNR_DRAIN] >= 0)
1291 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1246 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1292 else 1247 else
1293 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1248 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1294 1249
1295 if (op->stats.exp <= rate) 1250 if (op->stats.exp <= rate)
1296 { 1251 {
1297 if (op->type == GOLEM) 1252 if (op->type == GOLEM)
1298 dam = 999; /* Its force is "sucked" away. 8) */ 1253 dam = 999; /* Its force is "sucked" away. 8) */
1299 else 1254 else
1300 /* If we can't drain, lets try to do physical damage */ 1255 /* If we can't drain, lets try to do physical damage */
1301 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1256 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1302 } 1257 }
1303 else 1258 else
1304 { 1259 {
1305 /* Randomly give the hitter some hp */ 1260 /* Randomly give the hitter some hp */
1306 if (hitter->stats.hp < hitter->stats.maxhp && 1261 if (hitter->stats.hp < hitter->stats.maxhp &&
1307 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1262 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1308 hitter->stats.hp++; 1263 hitter->stats.hp++;
1309 1264
1310 /* Can't do drains on battleground spaces. 1265 /* Can't do drains on battleground spaces.
1311 * Move the wiz check up here - before, the hitter wouldn't gain exp 1266 * 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, 1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1313 * nothing happens. 1268 * nothing happens.
1314 * Try to credit the owner. We try to display player -> player drain 1269 * Try to credit the owner. We try to display player -> player drain
1315 * attacks, hence all the != PLAYER checks. 1270 * attacks, hence all the != PLAYER checks.
1316 */ 1271 */
1317 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1318 { 1273 {
1319 object *owner = get_owner (hitter); 1274 object *owner = hitter->owner;
1320 1275
1321 if (owner && owner != hitter) 1276 if (owner && owner != hitter)
1322 { 1277 {
1323 if (op->type != PLAYER || owner->type != PLAYER) 1278 if (op->type != PLAYER || owner->type != PLAYER)
1324 change_exp (owner, op->stats.exp / (rate * 2), 1279 change_exp (owner, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1326 } 1281 }
1327 else if (op->type != PLAYER || hitter->type != PLAYER) 1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1328 {
1329 change_exp (hitter, op->stats.exp / (rate * 2), 1283 change_exp (hitter, op->stats.exp / (rate * 2),
1330 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1331 } 1285
1332 change_exp (op, -op->stats.exp / rate, NULL, 0); 1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1333 } 1287 }
1288
1334 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1289 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, 1290 * drain attack, you won't know that you are actually sucking out EXP,
1336 * as the messages will say you missed 1291 * as the messages will say you missed
1337 */ 1292 */
1338 } 1293 }
1339 } 1294 }
1340 break; 1295 break;
1296
1341 case ATNR_TURN_UNDEAD: 1297 case ATNR_TURN_UNDEAD:
1342 { 1298 {
1343 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1299 if (QUERY_FLAG (op, FLAG_UNDEAD))
1344 { 1300 {
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1301 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 object *god = find_god (determine_god (owner)); 1302 object *god = find_god (determine_god (owner));
1347 int div = 1; 1303 int div = 1;
1348 1304
1349 /* if undead are not an enemy of your god, you turn them 1305 /* if undead are not an enemy of your god, you turn them
1350 * at half strength */ 1306 * at half strength */
1351 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1352 div = 2; 1308 div = 2;
1309
1353 /* Give a bonus if you resist turn undead */ 1310 /* 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))) 1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1355 scare_creature (op, owner); 1312 scare_creature (op, owner);
1356 } 1313 }
1357 else 1314 else
1358 dam = 0; /* don't damage non undead - should we damage 1315 dam = 0; /* don't damage non undead - should we damage
1359 undead? */ 1316 undead? */
1360 } 1317 }
1361 break; 1318 break;
1319
1362 case ATNR_DEATH: 1320 case ATNR_DEATH:
1363 deathstrike_player (op, hitter, &dam); 1321 deathstrike_player (op, hitter, &dam);
1364 break; 1322 break;
1323
1365 case ATNR_CHAOS: 1324 case ATNR_CHAOS:
1366 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1367 dam = 0; 1326 dam = 0;
1368 break; 1327 break;
1328
1369 case ATNR_COUNTERSPELL: 1329 case ATNR_COUNTERSPELL:
1370 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1371 dam = 0; 1331 dam = 0;
1372 /* This should never happen. Counterspell is handled 1332 /* This should never happen. Counterspell is handled
1373 * seperately and filtered out. If this does happen, 1333 * seperately and filtered out. If this does happen,
1374 * Counterspell has no effect on anything but spells, so it 1334 * Counterspell has no effect on anything but spells, so it
1375 * does no damage. */ 1335 * does no damage. */
1376 break; 1336 break;
1337
1377 case ATNR_HOLYWORD: 1338 case ATNR_HOLYWORD:
1378 { 1339 {
1379 /* This has already been handled by hit_player, 1340 /* This has already been handled by hit_player,
1380 * no need to check twice -- DAMN */ 1341 * no need to check twice -- DAMN */
1381 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1342 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1382 1343
1383 /* As with turn undead above, give a bonus on the saving throw */ 1344 /* 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]) 1345 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1385 scare_creature (op, owner); 1346 scare_creature (op, owner);
1386 } 1347 }
1387 break; 1348 break;
1349
1388 case ATNR_LIFE_STEALING: 1350 case ATNR_LIFE_STEALING:
1389 { 1351 {
1390 int new_hp; 1352 int new_hp;
1391 1353
1392 /* this is replacement to drain for players, instead of taking 1354 /* this is replacement to drain for players, instead of taking
1393 * exp it takes hp. It is geared for players, probably not 1355 * exp it takes hp. It is geared for players, probably not
1394 * much use giving it to monsters 1356 * much use giving it to monsters
1395 * 1357 *
1396 * life stealing doesn't do a lot of damage, but it gives the 1358 * life stealing doesn't do a lot of damage, but it gives the
1397 * damage it does do to the player. Given that, 1359 * damage it does do to the player. Given that,
1398 * it only does 1/10'th normal damage (hence the divide by 1360 * it only does 1/10'th normal damage (hence the divide by
1399 * 1000). 1361 * 1000).
1400 */ 1362 */
1401 /* You can't steal life from something undead */ 1363 /* You can't steal life from something undead */
1402 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1364 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1403 return 0; 1365 return 0;
1366
1404 /* If drain protection is higher than life stealing, use that */ 1367 /* If drain protection is higher than life stealing, use that */
1405 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1368 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1406 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1369 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1407 else 1370 else
1408 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1371 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372
1409 /* You die at -1 hp, not zero. */ 1373 /* You die at -1 hp, not zero. */
1410 if (dam > (op->stats.hp + 1)) 1374 if (dam > (op->stats.hp + 1))
1411 dam = op->stats.hp + 1; 1375 dam = op->stats.hp + 1;
1376
1412 new_hp = hitter->stats.hp + dam; 1377 new_hp = hitter->stats.hp + dam;
1413 if (new_hp > hitter->stats.maxhp) 1378 if (new_hp > hitter->stats.maxhp)
1414 new_hp = hitter->stats.maxhp; 1379 new_hp = hitter->stats.maxhp;
1380
1415 if (new_hp > hitter->stats.hp) 1381 if (new_hp > hitter->stats.hp)
1416 hitter->stats.hp = new_hp; 1382 hitter->stats.hp = new_hp;
1417 } 1383 }
1418 } 1384 }
1385
1419 return dam; 1386 return dam;
1420} 1387}
1421
1422 1388
1423/* GROS: This code comes from hit_player. It has been made external to 1389/* 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. 1390 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's 1391 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version 1392 * Sword. Note that nothing has been changed from the original version
1441 char buf[MAX_BUF]; 1407 char buf[MAX_BUF];
1442 const char *skill; 1408 const char *skill;
1443 int maxdam = 0; 1409 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */ 1410 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */ 1411 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL; 1412 object *owner = 0;
1447 object *skop = NULL; 1413 object *skop = 0;
1448 1414
1449 if (op->stats.hp >= 0) 1415 if (op->stats.hp >= 0)
1450 return -1; 1416 return -1;
1451 1417
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463 1429
1464 if (op->type == DOOR) 1430 if (op->type == DOOR)
1465 { 1431 {
1466 op->speed = 0.1; 1432 op->set_speed (0.1f);
1467 update_ob_speed (op);
1468 op->speed_left = -0.05; 1433 op->speed_left = -0.05f;
1469 return maxdam; 1434 return maxdam;
1470 } 1435 }
1436
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472 { 1438 {
1473 remove_friendly_object (op); 1439 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; 1440 return maxdam;
1483 } 1441 }
1484 1442
1485 /* Now lets start dealing with experience we get for killing something */ 1443 /* Now lets start dealing with experience we get for killing something */
1486 1444
1487 owner = get_owner (hitter); 1445 owner = hitter->owner;
1488 if (owner == NULL) 1446 if (!owner)
1489 owner = hitter; 1447 owner = hitter;
1490 1448
1491 /* is the victim (op) standing on battleground? */ 1449 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL)) 1450 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1; 1451 battleg = 1;
1513 char buf[256]; 1471 char buf[256];
1514 1472
1515 tmv = localtime (&t); 1473 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1474 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517 1475
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1476 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1519 } 1477 }
1520 1478
1521 /* try to filter some things out - basically, if you are 1479 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you 1480 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that. 1481 * probably don't want to see that.
1524 */ 1482 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1483 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 { 1484 {
1527 if (owner != hitter) 1485 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1486 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else 1487 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1488 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 } 1489
1535 /* Only play sounds for melee kills */ 1490 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER) 1491 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1492 owner->play_sound (sound_find ("player_kills"));
1538 } 1493 }
1539 1494
1540 /* If a player kills another player, not on 1495 /* If a player kills another player, not on
1541 * battleground, the "killer" looses 1 luck. Since this is 1496 * battleground, the "killer" looses 1 luck. Since this is
1542 * not reversible, it's actually quite a pain IMHO. -AV 1497 * not reversible, it's actually quite a pain IMHO. -AV
1544 * player that the object belonged to - so if you killed another player 1499 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty. 1500 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings. 1501 * Changed to make luck penalty configurable in settings.
1547 */ 1502 */
1548 if (op->type == PLAYER && owner != op && !battleg) 1503 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty); 1504 owner->change_luck (-settings.pk_luck_penalty);
1550 1505
1551 /* This code below deals with finding the appropriate skill 1506 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should 1507 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill 1508 * probably never really have to look at current_weapon->skill
1554 */ 1509 */
1555 skill = NULL; 1510 skill = 0;
1511
1556 if (hitter->skill && hitter->type != PLAYER) 1512 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill; 1513 skill = hitter->skill;
1558 else if (owner->chosen_skill) 1514 else if (owner->chosen_skill)
1559 { 1515 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill; 1516 skop = owner->chosen_skill;
1517 skill = skop->skill;
1562 } 1518 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1564 skill = owner->current_weapon->skill; 1520 skill = owner->current_weapon->skill;
1565 else 1521 else
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1567 1523
1568 /* We have the skill we want to credit to - now find the object this goes 1524 /* 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! 1525 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */ 1526 */
1571 if ((!skop || skop->type != SKILL) && skill) 1527 if ((!skop || skop->type != SKILL) && skill)
1572 { 1528 {
1573 int i; 1529 int i;
1574 1530
1579 break; 1535 break;
1580 } 1536 }
1581 } 1537 }
1582 } /* Was it a player that hit somethign */ 1538 } /* Was it a player that hit somethign */
1583 else 1539 else
1584 {
1585 skill = NULL; 1540 skill = 0;
1586 }
1587 1541
1588 /* Pet (or spell) killed something. */ 1542 /* Pet (or spell) killed something. */
1589 if (owner != hitter) 1543 if (owner != hitter)
1590 {
1591 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1544 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1592 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1545 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 else 1546 else
1595 {
1596 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1547 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1597 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1548 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1598 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1549 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1599 } 1550
1600 /* These may have been set in the player code section above */ 1551 /* These may have been set in the player code section above */
1601 if (!skop) 1552 if (!skop)
1602 skop = hitter->chosen_skill; 1553 skop = hitter->chosen_skill;
1554
1603 if (!skill && skop) 1555 if (!skill && skop)
1604 skill = skop->skill; 1556 skill = skop->skill;
1605 1557
1606 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1607 1559
1608
1609 /* If you didn't kill yourself, and your not the wizard */ 1560 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1611 { 1562 {
1612 int exp; 1563 int exp;
1613 1564
1614 /* Really don't give much experience for killing other players */ 1565 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER) 1567 if (op->type == PLAYER)
1617 { 1568 {
1618 if (battleg) 1569 if (battleg)
1619 { 1570 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1571 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1638 1589
1639 if (!settings.simple_exp) 1590 if (!settings.simple_exp)
1640 exp = exp / 2; 1591 exp = exp / 2;
1641 1592
1642 if (owner->type != PLAYER || owner->contr->party == NULL) 1593 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0); 1594 change_exp (owner, exp, skill, 0);
1645 }
1646 else 1595 else
1647 { 1596 {
1648 int shares = 0, count = 0; 1597 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party; 1598 partylist *party = owner->contr->party;
1653 1599
1654#ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1600 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656#endif 1601
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1602 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1603 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1604 {
1661 count++; 1605 count++;
1662 shares += (pl->ob->level + 4); 1606 shares += (pl->ob->level + 4);
1663 } 1607 }
1664 } 1608
1665 if (count == 1 || shares > exp) 1609 if (count == 1 || shares > exp || !shares)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1610 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else 1611 else
1668 { 1612 {
1669 int share = exp / shares, given = 0, nexp; 1613 int share = exp / shares, given = 0, nexp;
1670 1614
1671 for (pl = first_player; pl != NULL; pl = pl->next) 1615 for_all_players (pl)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1616 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 { 1617 {
1675 nexp = (pl->ob->level + 4) * share; 1618 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1619 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp; 1620 given += nexp;
1678 } 1621 }
1679 } 1622
1680 exp -= given; 1623 exp -= given;
1681 /* give any remainder to the player */ 1624 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1625 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 } 1626 }
1684 } /* else part of a party */ 1627 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */ 1628 } /* end if person didn't kill himself */
1687 1629
1688 if (op->type != PLAYER) 1630 if (op->type != PLAYER)
1689 { 1631 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1632 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691 { 1633 {
1692 object *owner1 = get_owner (op); 1634 object *owner1 = op->owner;
1693 1635
1694 if (owner1 != NULL && owner1->type == PLAYER) 1636 if (owner1 && owner1->type == PLAYER)
1695 { 1637 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1697 /* Maybe we should include the owner that killed this, maybe not */ 1639 /* 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); 1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1699 } 1641 }
1700 1642
1701 remove_friendly_object (op); 1643 remove_friendly_object (op);
1702 } 1644 }
1703 1645
1704 remove_ob (op); 1646 op->destroy ();
1705 free_object (op);
1706 } 1647 }
1707 /* Player has been killed! */
1708 else 1648 else
1709 { 1649 {
1650 /* Player has been killed! */
1710 if (owner->type == PLAYER) 1651 if (owner->type == PLAYER)
1711 {
1712 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1652 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1713 }
1714 else 1653 else
1715 assign (op->contr->killer, hitter->name); 1654 assign (op->contr->killer, hitter->name);
1716 } 1655 }
1717 1656
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process 1657 /* This was return -1 - that doesn't seem correct - if we return -1, process
1722} 1661}
1723 1662
1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1663/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire 1664 * Returns 0 this is not friendly fire
1726 */ 1665 */
1727
1728int 1666int
1729friendly_fire (object *op, object *hitter) 1667friendly_fire (object *op, object *hitter)
1730{ 1668{
1731 object *owner; 1669 object *owner;
1732 int friendlyfire; 1670 int friendlyfire;
1742 return 0; 1680 return 0;
1743 1681
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1682 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1; 1683 return 1;
1746 1684
1747 if ((owner = get_owner (hitter)) != NULL) 1685 if ((owner = hitter->owner) != NULL)
1748 { 1686 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1687 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2; 1688 friendlyfire = 2;
1751 } 1689 }
1752 1690
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1691 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0; 1692 friendlyfire = 0;
1755 } 1693 }
1694
1756 return friendlyfire; 1695 return friendlyfire;
1757} 1696}
1758
1759 1697
1760/* This isn't used just for players, but in fact most objects. 1698/* 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 1699 * 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 1700 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter. 1701 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can 1702 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it. 1703 * modify it.
1766 */ 1704 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1705/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1706 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771int 1707int
1772hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1708hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1773{ 1709{
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1710 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1775 int maxattacktype, attacknum; 1711 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */ 1712 int body_attack = op && op->head; /* Did we hit op's head? */
1777 int simple_attack; 1713 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0; 1714 int rtn_kill = 0;
1780 int friendlyfire; 1715 int friendlyfire;
1781 1716
1782 if (get_attack_mode (&op, &hitter, &simple_attack)) 1717 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0; 1718 return 0;
1784 1719
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1720 /* 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)) 1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1787 return 0; 1722 return 0;
1788 1723
1789#ifdef PROHIBIT_PLAYERKILL 1724 // only allow pk for hostile players
1790 if (op->type == PLAYER) 1725 if (op->type == PLAYER)
1791 { 1726 {
1792 object *owner = get_owner (hitter); 1727 object *owner = hitter->owner;
1793 1728
1794 if (!owner) 1729 if (!owner)
1795 owner = hitter; 1730 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1731
1797 { 1732 if (owner->type == PLAYER
1733 && (!op_on_battleground (op, 0, 0)
1734 && (op->contr->peaceful || owner->contr->peaceful))
1735 && op != owner)
1798 return 0; 1736 return 0;
1799 }
1800 } 1737 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805 1738
1806 if (body_attack) 1739 if (body_attack)
1807 { 1740 {
1808 /* slow and paralyze must hit the head. But we don't want to just 1741 /* 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 1742 * return - we still need to process other attacks the spell still
1815 * attack so we don't cancel out things like magic bullet. 1748 * attack so we don't cancel out things like magic bullet.
1816 */ 1749 */
1817 if (type & (AT_PARALYZE | AT_SLOW)) 1750 if (type & (AT_PARALYZE | AT_SLOW))
1818 { 1751 {
1819 type &= ~(AT_PARALYZE | AT_SLOW); 1752 type &= ~(AT_PARALYZE | AT_SLOW);
1753
1820 if (!type || type == AT_MAGIC) 1754 if (!type || type == AT_MAGIC)
1821 return 0; 1755 return 0;
1822 } 1756 }
1823 } 1757 }
1824 1758
1825 if (!simple_attack && op->type == DOOR) 1759 if (!simple_attack && op->type == DOOR)
1826 { 1760 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1761 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP) 1762 if (tmp->type == RUNE || tmp->type == TRAP)
1831 { 1763 {
1832 spring_trap (tmp, hitter); 1764 spring_trap (tmp, hitter);
1765
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1766 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1834 return 0; 1767 return 0;
1768
1835 break; 1769 break;
1836 } 1770 }
1837 } 1771 }
1838 1772
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1840 { 1774 {
1841 /* FIXME: If a player is killed by a rune in a door, the 1775 /* 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. 1776 * destroyed() check above doesn't return, and might get here.
1843 */ 1777 */
1778
1779 /* FIXME: This for example happens when a dead door is on a mover and
1780 gets it's speed_left raised on each mover-tick.
1781 Doors are removed in a kinda funny way by giving them speed and speed_left
1782 and waiting for that to run out.
1783 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1784 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1845 return 0; 1785 return 0;
1846 } 1786 }
1847 1787
1848#ifdef ATTACK_DEBUG 1788#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1789 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 */ 1795 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1796 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100) 1797 if (dam >= 100)
1858 dam /= 100; 1798 dam /= 100;
1859 else 1799 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1800 dam = (dam > rndm (0, 99)) ? 1 : 0;
1861 } 1801 }
1862 1802
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1803 /* 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 1804 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */ 1805 */
1881 if ((!hitter->slaying || 1821 if ((!hitter->slaying ||
1882 (!(op->race && strstr (hitter->slaying, op->race)) && 1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1883 !(op->name && strstr (hitter->slaying, op->name)))) && 1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1884 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1885 (hitter->title != NULL 1825 (hitter->title != NULL
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1887 return 0; 1827 return 0;
1888 } 1828 }
1889 1829
1890 maxattacktype = type; /* initialize this to something */ 1830 maxattacktype = type; /* initialise this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1892 { 1832 {
1893 /* Magic isn't really a true attack type - it gets combined with other 1833 /* 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 1834 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it 1835 * the only attacktype in the group, then still attack with it
1923 */ 1863 */
1924 friendlyfire = friendly_fire (op, hitter); 1864 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam) 1865 if (friendlyfire && maxdam)
1926 { 1866 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100); 1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931 1868
1932#ifdef ATTACK_DEBUG 1869#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1870 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif 1872#endif
1936 } 1873 }
1937 1874
1938 if (!full_hit) 1875 if (!full_hit)
1939 { 1876 {
1940 archetype *at;
1941 int area; 1877 int area;
1942 int remainder; 1878 int remainder;
1943 1879
1944 area = 0; 1880 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more) 1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1946 area++; 1883 area++;
1884
1947 assert (area > 0); 1885 assert (area > 0);
1948 1886
1949 /* basically: maxdam /= area; we try to "simulate" a float 1887 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */ 1888 value-effect */
1951 remainder = 100 * (maxdam % area) / area; 1889 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area; 1890 maxdam /= area;
1953 if (RANDOM () % 100 < remainder) 1891 if (rndm (100) < remainder)
1954 maxdam++; 1892 maxdam++;
1955 } 1893 }
1956 1894
1957#ifdef ATTACK_DEBUG 1895#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959#endif 1897#endif
1960 1898
1961 if (get_owner (hitter)) 1899 // for now, only do this for active objects, otherwise they
1900 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy.
1902 if (op->active)
1903 if (hitter->owner)
1962 op->enemy = hitter->owner; 1904 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1964 op->enemy = hitter; 1906 op->enemy = hitter;
1965 1907
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967 { 1909 {
1968 /* The unaggressives look after themselves 8) */ 1910 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1991 1933
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993 { 1935 {
1994 if (maxdam) 1936 if (maxdam)
1995 tear_down_wall (op); 1937 tear_down_wall (op);
1938
1996 return maxdam; /* nothing more to do for wall */ 1939 return maxdam; /* nothing more to do for wall */
1997 } 1940 }
1998 1941
1999 /* See if the creature has been killed */ 1942 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type); 1943 rtn_kill = kill_object (op, maxdam, hitter, type);
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1948 /* 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 1949 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case. 1950 * remained - that is no longer the case.
2008 */ 1951 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010 { 1953 hitter->destroy ();
2011 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1954
2012 remove_friendly_object (hitter);
2013 remove_ob (hitter);
2014 free_object (hitter);
2015 }
2016 /* Lets handle creatures that are splitting now */ 1955 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2018 { 1957 {
2019 int i; 1958 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1960 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2022 object *owner = get_owner (op); 1961 object *owner = op->owner;
2023 1962
2024 if (!op->other_arch) 1963 if (!op->other_arch)
2025 { 1964 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n"); 1965 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam; 1966 return maxdam;
2028 } 1967 }
1968
2029 remove_ob (op); 1969 op->remove ();
2030 for (i = 0; i < NROFNEWOBJS (op); i++) 1970
1971 for (i = 0; i < op->stats.food; i++)
2031 { /* This doesn't handle op->more yet */ 1972 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch); 1973 object *tmp = arch_to_object (op->other_arch);
2033 int j; 1974 int j;
2034 1975
2035 tmp->stats.hp = op->stats.hp; 1976 tmp->stats.hp = op->stats.hp;
1977
2036 if (friendly) 1978 if (friendly)
2037 { 1979 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp); 1980 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE; 1981 tmp->attack_movement = PETMOVE;
1982
2041 if (owner != NULL) 1983 if (owner)
2042 set_owner (tmp, owner); 1984 tmp->set_owner (owner);
2043 } 1985 }
1986
2044 if (unaggressive) 1987 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1989
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1990 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991
2047 if (j == -1) /* No spot to put this monster */ 1992 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp); 1993 tmp->destroy ();
2049 else 1994 else
2050 { 1995 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1996 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052 insert_ob_in_map (tmp, op->map, NULL, 0); 1997 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 } 1998 }
2054 } 1999 }
2055 if (friendly) 2000
2056 remove_friendly_object (op); 2001 op->destroy ();
2057 free_object (op);
2058 } 2002 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 { 2004 hitter->destroy ();
2061 remove_ob (hitter); 2005
2062 free_object (hitter);
2063 }
2064 return maxdam; 2006 return maxdam;
2065} 2007}
2066
2067 2008
2068void 2009void
2069poison_player (object *op, object *hitter, int dam) 2010poison_player (object *op, object *hitter, int dam)
2070{ 2011{
2071 archetype *at = find_archetype ("poisoning"); 2012 archetype *at = archetype::find ("poisoning");
2072 object *tmp = present_arch_in_ob (at, op); 2013 object *tmp = present_arch_in_ob (at, op);
2073 2014
2074 if (tmp == NULL) 2015 if (tmp == NULL)
2075 { 2016 {
2076 if ((tmp = arch_to_object (at)) == NULL) 2017 if ((tmp = arch_to_object (at)) == NULL)
2089 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2030 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090 tmp->stats.dam += hitter->level / 2; 2031 tmp->stats.dam += hitter->level / 2;
2091 else 2032 else
2092 tmp->stats.dam = dam; 2033 tmp->stats.dam = dam;
2093 2034
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2035 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill) 2036 if (hitter->skill && hitter->skill != tmp->skill)
2096 { 2037 {
2097 tmp->skill = hitter->skill; 2038 tmp->skill = hitter->skill;
2098 } 2039 }
2099 2040
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2046 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2047 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10); 2049 tmp->stats.Int = MAX (-dam / 7, -10);
2109 SET_FLAG (tmp, FLAG_APPLIED); 2050 SET_FLAG (tmp, FLAG_APPLIED);
2110 fix_player (op); 2051 op->update_stats ();
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound);
2112 } 2054 }
2055
2113 if (hitter->type == PLAYER) 2056 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2058 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); 2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 } 2060 }
2061
2118 tmp->speed_left = 0; 2062 tmp->speed_left = 0;
2119 } 2063 }
2120 else 2064 else
2121 tmp->stats.food++; 2065 tmp->stats.food++;
2122} 2066}
2123 2067
2124void 2068void
2125slow_player (object *op, object *hitter, int dam) 2069slow_player (object *op, object *hitter, int dam)
2126{ 2070{
2127 archetype *at = find_archetype ("slowness"); 2071 archetype *at = archetype::find ("slowness");
2128 object *tmp; 2072 object *tmp;
2129 2073
2130 if (at == NULL) 2074 if (at == NULL)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n"); 2075 LOG (llevError, "Can't find slowness archetype.\n");
2133 } 2076
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 { 2078 {
2136 tmp = arch_to_object (at); 2079 tmp = arch_to_object (at);
2137 tmp = insert_ob_in_ob (tmp, op); 2080 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 } 2082 }
2140 else 2083 else
2141 tmp->stats.food++; 2084 tmp->stats.food++;
2085
2142 SET_FLAG (tmp, FLAG_APPLIED); 2086 SET_FLAG (tmp, FLAG_APPLIED);
2143 tmp->speed_left = 0; 2087 tmp->speed_left = 0;
2144 fix_player (op); 2088 op->update_stats ();
2145} 2089}
2146 2090
2147void 2091void
2148confuse_player (object *op, object *hitter, int dam) 2092confuse_player (object *op, object *hitter, int dam)
2149{ 2093{
2163 tmp->speed = 0.05; 2107 tmp->speed = 0.05;
2164 tmp->subtype = FORCE_CONFUSION; 2108 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion"; 2110 tmp->name = "confusion";
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
2168 if (tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
2170 2115
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118
2173 SET_FLAG (op, FLAG_CONFUSED); 2119 SET_FLAG (op, FLAG_CONFUSED);
2174} 2120}
2175 2121
2176void 2122void
2177blind_player (object *op, object *hitter, int dam) 2123blind_player (object *op, object *hitter, int dam)
2193 */ 2139 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 2141
2196 tmp = insert_ob_in_ob (tmp, op); 2142 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */ 2143 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */ 2144 op->update_stats (); /* This takes care of some other stuff */
2199 2145
2200 if (hitter->owner) 2146 if (hitter->owner)
2201 owner = get_owner (hitter); 2147 owner = hitter->owner;
2202 else 2148 else
2203 owner = hitter; 2149 owner = hitter;
2204 2150
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206 } 2152 }
2243 op->speed_left = (float) -(FABS (op->speed) * max); 2189 op->speed_left = (float) -(FABS (op->speed) * max);
2244 2190
2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2246} 2192}
2247 2193
2248
2249/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged. 2195 * the computed damaged.
2251 */ 2196 */
2252void 2197void
2253deathstrike_player (object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2261 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2262 2207
2263 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2264 2209
2265 if (hitter->slaying) 2210 if (hitter->slaying)
2266 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2267 return; 2212 return;
2268 2213
2269 def_lev = op->level; 2214 def_lev = op->level;
2270 if (def_lev < 1) 2215 if (def_lev < 1)
2271 { 2216 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2273 def_lev = 1; 2218 def_lev = 1;
2274 } 2219 }
2220
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */ 2223 atk_lev, def_lev); */
2278 2224
2279 if (atk_lev >= def_lev) 2225 if (atk_lev >= def_lev)
2294 */ 2240 */
2295 *dam *= kill_lev / def_lev; 2241 *dam *= kill_lev / def_lev;
2296 } 2242 }
2297 } 2243 }
2298 else 2244 else
2299 {
2300 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2301 }
2302} 2246}
2303 2247
2304/* thrown_item_effect() - handles any special effects of thrown 2248/* thrown_item_effect() - handles any special effects of thrown
2305 * items (like attacking living creatures--a potion thrown at a 2249 * items (like attacking living creatures--a potion thrown at a
2306 * monster). 2250 * monster).
2335 } 2279 }
2336 } 2280 }
2337} 2281}
2338 2282
2339/* adj_attackroll() - adjustments to attacks by various conditions */ 2283/* adj_attackroll() - adjustments to attacks by various conditions */
2340
2341int 2284int
2342adj_attackroll (object *hitter, object *target) 2285adj_attackroll (object *hitter, object *target)
2343{ 2286{
2344 object *attacker = hitter; 2287 object *attacker = hitter;
2345 int adjust = 0; 2288 int adjust = 0;
2352 } 2295 }
2353 2296
2354 /* aimed missiles use the owning object's sight */ 2297 /* aimed missiles use the owning object's sight */
2355 if (is_aimed_missile (hitter)) 2298 if (is_aimed_missile (hitter))
2356 { 2299 {
2357 if ((attacker = get_owner (hitter)) == NULL) 2300 if ((attacker = hitter->owner) == NULL)
2358 attacker = hitter; 2301 attacker = hitter;
2359 /* A player who saves but hasn't quit still could have objects 2302 /* A player who saves but hasn't quit still could have objects
2360 * owned by him - need to handle that case to avoid crashes. 2303 * owned by him - need to handle that case to avoid crashes.
2361 */ 2304 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2305 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2410#endif 2353#endif
2411 2354
2412 return adjust; 2355 return adjust;
2413} 2356}
2414 2357
2415
2416/* determine if the object is an 'aimed' missile */ 2358/* determine if the object is an 'aimed' missile */
2417int 2359int
2418is_aimed_missile (object *op) 2360is_aimed_missile (object *op)
2419{ 2361{
2420 2362
2421 /* I broke what used to be one big if into a few nested 2363 /* 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. 2364 * ones so that figuring out the logic is at least possible.
2423 */ 2365 */
2424 if (op && (op->move_type & MOVE_FLYING)) 2366 if (op && (op->move_type & MOVE_FLYING))
2425 {
2426 if (op->type == ARROW || op->type == THROWN_OBJ) 2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2427 return 1; 2368 return 1;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2429 return 1; 2370 return 1;
2430 } 2371
2431 return 0; 2372 return 0;
2432} 2373}

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