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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.113 by root, Thu Nov 5 14:27:47 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
23#include <assert.h> 25#include <assert.h>
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <material.h> 28#include <material.h>
27#include <skills.h> 29#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
34 32
35typedef struct att_msg_str 33typedef struct att_msg_str
36{ 34{
37 char *msg1; 35 char *msg1;
38 char *msg2; 36 char *msg2;
44 * its magical benefits. 42 * its magical benefits.
45 */ 43 */
46void 44void
47cancellation (object *op) 45cancellation (object *op)
48{ 46{
49 object *tmp;
50
51 if (op->invisible) 47 if (op->invisible)
52 return; 48 return;
53 49
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 50 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 51 {
56 /* Recur through the inventory */ 52 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 53 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 54 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 55 cancellation (tmp);
60 } 56 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 57 else if (FABS (op->magic) <= rndm (0, 5))
62 { 58 {
63 /* Nullify this object. This code could probably be more complete */ 59 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 60 /* in what abilities it should cancel */
65 op->magic = 0; 61 op->magic = 0;
62
66 CLEAR_FLAG (op, FLAG_DAMNED); 63 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 64 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76 67
77 68 if (object *pl = op->visible_to ())
69 esrv_update_item (UPD_FLAGS, pl, op);
70 }
71}
78 72
79/* did_make_save_item just checks to make sure the item actually 73/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 74 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 75 * any further action (like destroying the item).
82 */ 76 */
83
84int 77int
85did_make_save_item (object *op, int type, object *originator) 78did_make_save_item (object *op, int type, object *originator)
86{ 79{
87 int i, roll, saves = 0, attacks = 0, number; 80 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 81 materialtype_t *mt;
89 82
90 if (op->materialname == NULL) 83 if (!op->materialname)
91 { 84 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt; mt = mt->next)
93 {
94 if (op->material & mt->material) 86 if (op->materials & mt->material)
95 break; 87 break;
96 }
97 } 88 }
98 else 89 else
99 mt = name_to_material (op->materialname); 90 mt = name_to_material (op->materialname);
100 if (mt == NULL) 91
92 if (!mt)
101 return TRUE; 93 return TRUE;
94
102 roll = rndm (1, 20); 95 roll = rndm (1, 20);
103 96
104 /* the attacktypes have no meaning for object saves 97 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 98 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 99 * pure magic is hitting an object, it should save. However, if it
112 if (type != AT_MAGIC) 105 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 109
117 if (type == 0) 110 if (type == 0) return TRUE;
118 return TRUE; 111
119 if (roll == 20) 112 if (roll == 20) return TRUE;
120 return TRUE; 113 if (roll == 1) return FALSE;
121 if (roll == 1)
122 return FALSE;
123 114
124 for (number = 0; number < NROFATTACKS; number++) 115 for (number = 0; number < NROFATTACKS; number++)
125 { 116 {
126 i = 1 << number; 117 i = 1 << number;
118
127 if (!(i & type)) 119 if (!(i & type))
128 continue; 120 continue;
121
129 attacks++; 122 attacks++;
130 if (op->resist[number] == 100) 123 if (op->resist[number] == 100)
131 saves++; 124 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 126 saves++;
135 saves++; 128 saves++;
136 } 129 }
137 130
138 if (saves == attacks || attacks == 0) 131 if (saves == attacks || attacks == 0)
139 return TRUE; 132 return TRUE;
133
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 134 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 135 return FALSE;
136
142 return TRUE; 137 return TRUE;
143} 138}
144 139
145/* This function calls did_make_save_item. It then performs the 140/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 141 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 142 * calling cancellation, etc.)
148 */ 143 */
149
150void 144void
151save_throw_object (object *op, int type, object *originator) 145save_throw_object (object *op, int type, object *originator)
152{ 146{
153 if (!did_make_save_item (op, type, originator)) 147 if (!did_make_save_item (op, type, originator))
154 { 148 {
155 object *env = op->env; 149 object *env = op->env;
156 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
157 maptile *m = op->map; 151 maptile *m = op->map;
158 152
159 op = stop_item (op); 153 op = stop_item (op);
160 if (op == NULL) 154 if (!op)
161 return; 155 return;
162 156
163 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 164 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
172 { 169 ))
173 const char *arch = op->other_arch->name; 170 {
174 171 switch (op->type)
175 op = decrease_ob_nr (op, 1);
176
177 if (op)
178 fix_stopped_item (op, m, originator);
179
180 if ((op = get_archetype (arch)) != NULL)
181 { 172 {
182 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
183 { 182 {
184 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
186 if (env->contr) 190 if (env)
187 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
188 } 195 }
189 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 196 }
195
196 return; 197 return;
197 } 198 }
198 199
199 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 201 { /* Cancellation. */
203 return; 204 return;
204 } 205 }
205 206
206 if (op->nrof > 1) 207 if (op->nrof > 1)
207 { 208 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 209 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
212 } 211 }
213 else 212 else
214 { 213 {
215 if (op->env) 214 // drop everything to the ground, if possible
216 { 215 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 216 op->drop_and_destroy ();
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 } 217 }
228 218
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 220 if (env)
231 { 221 {
232 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 224 env->insert (op);
235 } 225 }
236 else 226 else
237 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
238 228
239 return; 229 return;
240 } 230 }
241 231
242 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
243 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) && rndm (2))
244 { 234 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
247 236
248 if (at == NULL) 237 if (at == NULL)
249 return; 238 return;
250 239
251 op = stop_item (op); 240 op = stop_item (op);
252 if (op == NULL) 241 if (op == NULL)
253 return; 242 return;
254 243
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
256 { 246 {
257 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
263 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 254 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 256 }
267 257
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 259 return;
273 } 260 }
274} 261}
275 262
276/* Object op is hitting the map. 263/* Object op is hitting the map.
277 * op is going in direction 'dir' 264 * op is going in direction 'dir'
278 * type is the attacktype of the object. 265 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 266 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 267 * returns 1 if it hits something, 0 otherwise.
281 */ 268 */
282
283int 269int
284hit_map (object *op, int dir, int type, int full_hit) 270hit_map (object *op, int dir, int type, int full_hit)
285{ 271{
286 object *tmp, *next;
287 maptile *map; 272 maptile *map;
288 sint16 x, y; 273 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 275
291 if (QUERY_FLAG (op, FLAG_FREED)) 276 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 279 return 0;
295 } 280 }
296 281
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 283 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 285 return 0;
301 } 286 }
302 287
303 if (!op->map) 288 if (!op->map)
304 { 289 {
307 } 292 }
308 293
309 if (op->head) 294 if (op->head)
310 op = op->head; 295 op = op->head;
311 296
312 map = op->map; 297 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 298 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 299
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 300 if (!pos.normalise ())
301 return 0;
317 302
318 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 305 mapspace &ms = pos.ms ();
306
307 if (ms.flags () & P_SAFE)
321 return 0; 308 return 0;
322 309
323 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
325 */ 312 */
326 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
327 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
328 { 316 {
329 counterspell (op, dir); /* see spell_effect.c */ 317 counterspell (op, dir); /* see spell_effect.c */
330 318
331 /* If the only attacktype is counterspell or magic, don't need 319 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 320 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 321 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
364 } 329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
365 335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
366 tmp = next; 346 object *tmp = next;
367 next = tmp->above; 347 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 348
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
378 */ 352 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 354 continue;
381 355
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 357 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 359 retflag |= 1;
360
386 if (op->destroyed ()) 361 if (op->destroyed ())
387 break; 362 break;
388 } 363 }
389
390 /* Here we are potentially destroying an object. If the object has 364 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note 365 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from 366 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 367 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be 368 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 369 * destroyed right now.
396 */ 370 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 372 {
399 save_throw_object (tmp, type, op); 373 save_throw_object (tmp, type, op);
374
400 if (op->destroyed ()) 375 if (op->destroyed ())
401 break; 376 break;
402 } 377 }
403 } 378 }
404 379
415 390
416 /* put in a few special messages for some of the common attacktypes 391 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc 392 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 393 * [garbled 20010919]
419 */ 394 */
420
421 if (dam == 9998 && op->type == DOOR) 395 if (dam == 9998 && op->type == DOOR)
422 { 396 {
423 sprintf (buf1, "unlock %s", &op->name); 397 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks"); 398 sprintf (buf2, " unlocks");
425 found++; 399 found++;
426 } 400 }
427 if (dam < 0) 401 else if (dam < 0)
428 { 402 {
429 sprintf (buf1, "hit %s", &op->name); 403 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits"); 404 sprintf (buf2, " hits");
431 found++; 405 found++;
432 } 406 }
435 sprintf (buf1, "missed %s", &op->name); 409 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 410 sprintf (buf2, " misses");
437 found++; 411 found++;
438 } 412 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 413 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 414 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 415 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 416 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 417 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 418 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 419 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 431 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 432 found++;
459 break; 433 break;
460 } 434 }
461 } 435 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 436 else if (hitter->type == PLAYER && op->is_alive ())
463 { 437 {
464 if (USING_SKILL (hitter, SK_KARATE)) 438 if (USING_SKILL (hitter, SK_KARATE))
465 { 439 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 440 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 441 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 467 found++;
494 break; 468 break;
495 } 469 }
496 } 470 }
497 } 471 }
472
498 if (found) 473 if (found)
499 { 474 {
500 /* done */ 475 /* done */
501 } 476 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 477 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 478 {
504 sprintf (buf1, "hit"); /* just in case */ 479 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 480 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 481 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 482 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 483 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 484 found++;
510 break; 485 break;
511 } 486 }
512 } 487 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 488 else if (type & AT_DRAIN && op->is_alive ())
514 { 489 {
515 /* drain is first, because some items have multiple attypes */ 490 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 492 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 493 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 495 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 496 found++;
522 break; 497 break;
523 } 498 }
524 } 499 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 500 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 501 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 502 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 503 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 504 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 505 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 506 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 507 found++;
533 break; 508 break;
534 } 509 }
535 } 510 }
536 else if (type & AT_COLD && IS_LIVE (op)) 511 else if (type & AT_COLD && op->is_alive ())
537 { 512 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 513 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 514 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 515 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 516 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
553 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++; 529 found++;
555 break; 530 break;
556 } 531 }
557 } 532 }
558 else if (hitter->current_weapon != NULL) 533 else if (hitter->current_weapon)
559 { 534 {
560 int mtype; 535 int mtype;
561 536
562 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
563 { 538 {
564 case WEAP_HIT: 539 case WEAP_HIT:
565 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
566 break; 541 break;
567 case WEAP_SLASH: 542 case WEAP_SLASH:
568 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
569 break; 544 break;
570 case WEAP_PIERCE: 545 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
572 break; 547 break;
573 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
575 break; 550 break;
576 case WEAP_SLICE: 551 case WEAP_SLICE:
577 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
578 break; 553 break;
579 case WEAP_STAB: 554 case WEAP_STAB:
580 mtype = ATM_STAB; 555 mtype = ATM_STAB;
581 break; 556 break;
582 case WEAP_WHIP: 557 case WEAP_WHIP:
583 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
584 break; 559 break;
585 case WEAP_CRUSH: 560 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
587 break; 562 break;
588 case WEAP_BLUD: 563 case WEAP_BLUD:
589 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
590 break; 565 break;
591 default: 566 default:
592 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
593 break; 568 break;
594 } 569 }
570
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 573 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599 strcpy (buf2, attack_mess[mtype][i].buf3); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 594 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 595 strcpy (buf2, " hits");
620 } 596 }
621 597
622 /* bail out if a monster is casting spells */ 598 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 599 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 600 return;
625 601
626 /* scale down magic considerably. */ 602 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 603 if (type & AT_MAGIC && rndm (0, 5))
628 return; 604 return;
629 605
630 /* Did a player hurt another player? Inform both! */ 606 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 607 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 608 {
633 if (get_owner (hitter) != NULL) 609 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 611 else
636 { 612 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
638 if (dam != 0) 615 if (dam != 0)
639 { 616 {
640 if (dam < 10) 617 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 619 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 621 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 623 }
647 } 624 }
625
648 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 627 } /* end of player hitting player */
650 628
651 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
652 { 630 {
653 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
654 if (dam != 0) 633 if (dam != 0)
655 { 634 {
656 if (dam < 10) 635 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 637 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
660 else 639 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
662 } 641 }
642
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 644 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 646 {
667 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 649 {
670 i = 4; 650 i = 4;
671 map = hitter->map; 651 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
673 return; 653 return;
654
674 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 656 if (next)
676 while (next) 657 while (next)
677 { 658 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 660 i *= 3;
661
680 tmp = next; 662 tmp = next;
681 next = tmp->above; 663 next = tmp->above;
682 } 664 }
665
683 if (i < 0) 666 if (i < 0)
684 return; 667 return;
668
685 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
686 return; 670 return;
687 } 671 }
688 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
689 return; 673 return;
674
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 678 }
694} 679}
695
696 680
697static int 681static int
698get_attack_mode (object **target, object **hitter, int *simple_attack) 682get_attack_mode (object **target, object **hitter, int *simple_attack)
699{ 683{
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 685 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 687 return 1;
704 } 688 }
705 if ((*target)->head) 689
706 *target = (*target)->head; 690 *target = (*target)->head_ ();
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head_ ();
692
693 if ((*target)->type == LOCKED_DOOR)
694 return 1; // locked doors cannot be hit
695
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 696 if ((*hitter)->env || (*target)->env)
710 { 697 {
711 *simple_attack = 1; 698 *simple_attack = 1;
712 return 0; 699 return 0;
713 } 700 }
701
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 702 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 703 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704 || !(*hitter)->map
705 || !on_same_map (*hitter, *target))
716 { 706 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 709 return 1;
719 } 710 }
711
720 *simple_attack = 0; 712 *simple_attack = 0;
721 return 0; 713 return 0;
722} 714}
723 715
724static int 716static int
725abort_attack (object *target, object *hitter, int simple_attack) 717abort_attack (object *target, object *hitter, int simple_attack)
726{ 718{
727
728/* Check if target and hitter are still in a relation similar to the one 719 /* Check if target and hitter are still in a relation similar to the one
729 * determined by get_attack_mode(). Returns true if the relation has changed. 720 * determined by get_attack_mode(). Returns true if the relation has changed.
730 */ 721 */
731 int new_mode; 722 int new_mode;
732 723
733 if (hitter->env == target || target->env == hitter) 724 if (hitter->env == target || target->env == hitter)
734 new_mode = 1; 725 new_mode = 1;
735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
736 return 1; 728 return 1;
737 else 729 else
738 new_mode = 0; 730 new_mode = 0;
731
739 return new_mode != simple_attack; 732 return new_mode != simple_attack;
740} 733}
741 734
742static void thrown_item_effect (object *, object *); 735static void thrown_item_effect (object *, object *);
743 736
760 753
761 /* 754 /*
762 * A little check to make it more difficult to dance forward and back 755 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 756 * to avoid ever being hit by monsters.
764 */ 757 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 758 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 759 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 760 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 761 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 762 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 763 * we call process_object, the 'if' statement above will fail.
771 */ 764 */
772 op->speed_left--; 765 --op->speed_left;
773 process_object (op); 766 process_object (op);
767
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 768 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 769 goto error;
776 } 770 }
777 771
778 op_name = op->name; 772 op_name = op->name;
786 /* See if we hit the creature */ 780 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 781 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 782 {
789 int hitdam = base_dam; 783 int hitdam = base_dam;
790 784
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack) 785 if (!simple_attack)
809 { 786 {
810 /* If you hit something, the victim should *always* wake up. 787 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 788 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 789 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 790 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 791 CLEAR_FLAG (op, FLAG_SLEEP);
815 792
816 /* If the victim can't see the attacker, it may alert others 793 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 794 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 795 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 796 npc_call_help (op);
820 797
821 /* if you were hidden and hit by a creature, you are discovered */ 798 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 799 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 800 {
824 make_visible (op); 801 make_visible (op);
802
825 if (op->type == PLAYER) 803 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 804 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
827 } 805 }
828 806
829 /* thrown items (hitter) will have various effects 807 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 808 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 809 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 810 * wrapper object.
833 */ 811 */
834 thrown_item_effect (hitter, op); 812 thrown_item_effect (hitter, op);
813
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 814 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 815 goto leave;
837 } 816 }
838 817
839 /* Need to do at least 1 damage, otherwise there is no point 818 /* Need to do at least 1 damage, otherwise there is no point
842 if (hitdam <= 0) 821 if (hitdam <= 0)
843 hitdam = 1; 822 hitdam = 1;
844 823
845 type = hitter->attacktype; 824 type = hitter->attacktype;
846 825
826 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
827 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
828 * This check is important for the most simple monsters out there in the
829 * game content (maps, archs). For example orcs: They would have
830 * no attacktype at all.
831 *
832 * Some time in the future someone should just go into the game data
833 * and fix every monster out there ;-/ Until then we will kill some
834 * more trees in the african rain forests with this check.
835 */
847 if (!type) 836 if (!type)
848 type = AT_PHYSICAL; 837 type = AT_PHYSICAL;
849 838
850 /* Handle monsters that hit back */ 839 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
882} 871}
883 872
884int 873int
885attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
886{ 875{
887
888 if (hitter->head)
889 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 879}
892 880
893/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
894 * 882 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 892 * stick around.
905 */ 893 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 895 {
908 if (tmp->head != NULL) 896 tmp->head_ ()->insert (op);
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1; 897 return 1;
918 } 898 }
919 else 899 else
920 return 0; 900 return 0;
921} 901}
935 /* Disassemble missile */ 915 /* Disassemble missile */
936 if (op->inv) 916 if (op->inv)
937 { 917 {
938 container = op; 918 container = op;
939 hitter = op->inv; 919 hitter = op->inv;
940 remove_ob (hitter);
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 920 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
942 /* Note that we now have an empty THROWN_OBJ on the map. Code that 921 /* Note that we now have an empty THROWN_OBJ on the map. Code that
943 * might be called until this THROWN_OBJ is either reassembled or 922 * might be called until this THROWN_OBJ is either reassembled or
944 * removed at the end of this function must be able to deal with empty 923 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 924 * THROWN_OBJs. */
946 } 925 }
960 * other places as well!) 939 * other places as well!)
961 */ 940 */
962 if (hitter->destroyed () || hitter->env != NULL) 941 if (hitter->destroyed () || hitter->env != NULL)
963 { 942 {
964 if (container) 943 if (container)
965 { 944 container->destroy ();
966 remove_ob (container);
967 free_object (container);
968 }
969 945
970 return 0; 946 return 0;
971 } 947 }
972 948
973 /* Missile hit victim */ 949 /* Missile hit victim */
982 hitter = fix_stopped_arrow (hitter); 958 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 959 if (!hitter)
984 return 0; 960 return 0;
985 } 961 }
986 else 962 else
987 { 963 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 964
992 /* Try to stick arrow into victim */ 965 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 966 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 967 return 0;
995 968
1000 * can fly over but not otherwise move over. What is the correct 973 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 974 * way to handle those otherwise?
1002 */ 975 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 976 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 977 {
1005 remove_ob (hitter); 978 if (victim->destroyed ())
979 hitter->destroy ();
980 else
981 {
982 hitter->remove ();
1006 hitter->x = victim->x; 983 hitter->x = victim->x;
1007 hitter->y = victim->y; 984 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 985 insert_ob_in_map (hitter, victim->map, hitter, 0);
986 }
1009 } 987 }
1010 else 988 else
1011 /* Else leave arrow where it is */ 989 /* Else leave arrow where it is */
1012 merge_ob (hitter, NULL); 990 merge_ob (hitter, NULL);
1013 991
1018 op->speed -= 1.0; 996 op->speed -= 1.0;
1019 997
1020 /* Missile missed victim - reassemble missile */ 998 /* Missile missed victim - reassemble missile */
1021 if (container) 999 if (container)
1022 { 1000 {
1023 remove_ob (hitter); 1001 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1025 } 1003 }
1026 1004
1027 return op; 1005 return op;
1028} 1006}
1029
1030 1007
1031void 1008void
1032tear_down_wall (object *op) 1009tear_down_wall (object *op)
1033{ 1010{
1034 int perc = 0;
1035
1036 if (!op->stats.maxhp) 1011 if (!op->stats.maxhp)
1037 {
1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1012 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1039 perc = 1; 1013 else if (!op->has_anim ())
1040 }
1041 else if (!GET_ANIM_ID (op))
1042 { 1014 {
1043 /* Object has been called - no animations, so remove it */ 1015 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1016 if (op->stats.hp < 0)
1017 op->destroy ();
1045 { 1018
1046 remove_ob (op); /* Should update LOS */
1047 free_object (op);
1048 /* Don't know why this is here - remove_ob should do it for us */
1049 /*update_position(m, x, y); */
1050 }
1051 return; /* no animations, so nothing more to do */ 1019 return; /* no animations, so nothing more to do */
1052 } 1020 }
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1021
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1022 // we use frames 1..num-2 as intermediate frames, so
1055 perc = NUM_ANIMATIONS (op) - 1; 1023 // the last frame is used only when hp < 0.
1056 else if (perc < 1) 1024 int perc = clamp (
1057 perc = 1; 1025 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1058 SET_ANIMATION (op, perc); 1026 0, op->anim_frames () - 1
1027 );
1028
1029 op->set_anim_frame (perc);
1059 update_object (op, UP_OBJ_FACE); 1030 update_object (op, UP_OBJ_FACE);
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1031
1032 if (op->stats.hp < 0)
1061 { /* Reached the last animation */ 1033 { /* Reached the last animation */
1062 if (op->face == blank_face) 1034 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1035 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1036 op->destroy ();
1066 free_object (op);
1067
1068 /* remove_ob should call update_position for us */
1069 /*update_position(m, x, y); */
1070
1071 }
1072 else 1037 else
1073 { /* The last face was not blank, leave an image */ 1038 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1039 op->flag [FLAG_BLOCKSVIEW] = false;
1075 update_all_los (op->map, op->x, op->y); 1040 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1041 op->move_block = 0;
1077 CLEAR_FLAG (op, FLAG_ALIVE); 1042 op->flag [FLAG_ALIVE] = false;
1078 } 1043 }
1079 } 1044 }
1080} 1045}
1081 1046
1082void 1047void
1083scare_creature (object *target, object *hitter) 1048scare_creature (object *target, object *hitter)
1084{ 1049{
1085 object *owner = get_owner (hitter); 1050 target->flag [FLAG_SCARED] = true;
1086 1051
1087 if (!owner)
1088 owner = hitter;
1089
1090 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1052 if (!target->enemy)
1092 target->enemy = owner; 1053 target->enemy = hitter->outer_owner ();
1093} 1054}
1094
1095 1055
1096/* This returns the amount of damage hitter does to op with the 1056/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1057 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1058 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1059 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1060 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1061 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1062int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1063hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1064{
1106
1107 int doesnt_slay = 1; 1065 int doesnt_slay = 1;
1108 1066
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1067 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1068 if (attacknum >= NROFATTACKS)
1111 { 1069 {
1113 return 0; 1071 return 0;
1114 } 1072 }
1115 1073
1116 if (dam < 0) 1074 if (dam < 0)
1117 { 1075 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1076 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1077 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1078 return 0;
1120 } 1079 }
1121 1080
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1081 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1123 * people can't mess with that or it otherwise get confused. */ 1082 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1083 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1084 return dam;
1126 1085
1127 if (hitter->slaying) 1086 if (hitter->slaying)
1128 { 1087 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1088 if ((op->race && hitter->slaying.contains (op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1089 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1131 { 1090 {
1132 doesnt_slay = 0; 1091 doesnt_slay = 0;
1133 dam *= 3; 1092 dam *= 3;
1134 } 1093 }
1135 } 1094 }
1149 /* Special hack. By default, if immune to something, you 1108 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1109 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1110 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1111 * special processing is needed */
1153 1112
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1113 if (op->resist[attacknum] >= 100
1114 && doesnt_slay
1115 && attacknum != ATNR_ACID)
1155 return 0; 1116 return 0;
1156 1117
1157 /* Keep this in order - makes things easier to find */ 1118 /* Keep this in order - makes things easier to find */
1158 1119
1159 switch (attacknum) 1120 switch (attacknum)
1160 { 1121 {
1161 case ATNR_PHYSICAL: 1122 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1123 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1124 check_physically_infect (op, hitter);
1164 break; 1125 break;
1165 1126
1166 /* Don't need to do anything for: 1127 /* Don't need to do anything for:
1167 magic, 1128 magic,
1168 fire, 1129 fire,
1169 electricity, 1130 electricity,
1170 cold */ 1131 cold */
1171 1132
1172 case ATNR_CONFUSION: 1133 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1134 case ATNR_POISON:
1174 case ATNR_SLOW: 1135 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1136 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1137 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1138 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1139 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1140 case ATNR_BLIND:
1180 { 1141 {
1181 /* chance for inflicting a special attack depends on the 1142 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1143 * difference between attacker's and defender's level
1183 */ 1144 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1145 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1146
1186 /* First, only creatures/players with speed can be affected. 1147 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1148 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1149 * you. Third, you still get a saving through against the
1189 * effect. 1150 * effect.
1190 */ 1151 */
1191 if (op->speed && 1152 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1153 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1154 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1155 {
1195 1156
1196 /* Player has been hit by something */ 1157 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1158 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1159 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1160 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1161 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1162 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1163 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1164 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1165 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1166 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1167 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1168 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1169 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1170 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1171 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1172 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1173 blind_player (op, hitter, dam);
1213 } 1174 }
1175
1214 dam = 0; /* These are all effects and don't do real damage */ 1176 dam = 0; /* These are all effects and don't do real damage */
1215 } 1177 }
1216 break; 1178 break;
1179
1217 case ATNR_ACID: 1180 case ATNR_ACID:
1218 { 1181 {
1219 int flag = 0; 1182 int flag = 0;
1220 1183
1221 /* Items only get corroded if you're not on a battleground and 1184 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1185 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1186 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1187 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1189 {
1229 if (tmp->invisible) 1190 if (tmp->invisible)
1230 continue; 1191 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1192 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1193 /* >= 10% acid res. on items will protect these */
1233 continue; 1194 continue;
1234 if (!(tmp->material & M_IRON)) 1195 if (!(tmp->materials & M_IRON))
1235 continue; 1196 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1197 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1198 continue;
1238 if (tmp->type == RING || 1199 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1200 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1201 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1202 || tmp->type == AMULET
1203 || tmp->type == WAND
1204 || tmp->type == ROD
1205 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1206 continue; /* To avoid some strange effects */
1243 1207
1244 /* High damage acid has better chance of corroding 1208 /* High damage acid has better chance of corroding
1245 objects */ 1209 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1210 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1211 {
1212 flag = 1;
1213 tmp->magic--;
1214
1215 if (object *pl = tmp->visible_to ())
1247 { 1216 {
1248 if (op->type == PLAYER)
1249 /* Make this more visible */ 1217 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1218 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1219 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1220
1253 tmp->magic--; 1221 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1254 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp);
1256 } 1222 }
1257 } 1223 }
1258 if (flag) 1224 }
1259 fix_player (op); /* Something was corroded */
1260 } 1225
1226 if (flag)
1227 op->update_stats (); /* Something was corroded */
1261 } 1228 }
1229 }
1262 break; 1230 break;
1231
1263 case ATNR_DRAIN: 1232 case ATNR_DRAIN:
1264 { 1233 {
1265 /* rate is the proportion of exp drained. High rate means 1234 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1235 * not much is drained, low rate means a lot is drained.
1267 */ 1236 */
1268 int rate; 1237 int rate;
1269 1238
1270 if (op->resist[ATNR_DRAIN] >= 0) 1239 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1240 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1241 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1242 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1243
1275 if (op->stats.exp <= rate) 1244 if (op->stats.exp <= rate)
1276 { 1245 {
1277 if (op->type == GOLEM) 1246 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1247 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1248 else
1280 /* If we can't drain, lets try to do physical damage */ 1249 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1250 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1251 }
1283 else 1252 else
1284 { 1253 {
1285 /* Randomly give the hitter some hp */ 1254 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1255 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1256 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1257 hitter->stats.hp++;
1289 1258
1290 /* Can't do drains on battleground spaces. 1259 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1260 * Move the wiz check up here - before, the hitter wouldn't gain exp
1292 * exp, but the wiz would still lose exp! If drainee is a wiz, 1261 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1262 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1263 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1264 * attacks, hence all the != PLAYER checks.
1296 */ 1265 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1266 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1267 {
1299 object *owner = get_owner (hitter); 1268 object *owner = hitter->owner;
1300 1269
1301 if (owner && owner != hitter) 1270 if (owner && owner != hitter)
1302 { 1271 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1272 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1273 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1275 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1276 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1277 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1278 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1279
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1280 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1281 }
1282
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1283 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1315 * drain attack, you won't know that you are actually sucking out EXP, 1284 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1285 * as the messages will say you missed
1317 */ 1286 */
1318 } 1287 }
1319 } 1288 }
1320 break; 1289 break;
1290
1321 case ATNR_TURN_UNDEAD: 1291 case ATNR_TURN_UNDEAD:
1322 { 1292 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1293 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1294 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1296 object *god = find_god (determine_god (owner));
1327 int div = 1; 1297 int div = 1;
1328 1298
1329 /* if undead are not an enemy of your god, you turn them 1299 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1300 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1301 if (!god || !god->slaying.contains (shstr_undead))
1332 div = 2; 1302 div = 2;
1303
1333 /* Give a bonus if you resist turn undead */ 1304 /* Give a bonus if you resist turn undead */
1334 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1305 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1306 scare_creature (op, owner);
1336 } 1307 }
1337 else 1308 else
1338 dam = 0; /* don't damage non undead - should we damage 1309 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1310 undead? */
1340 } 1311 }
1341 break; 1312 break;
1313
1342 case ATNR_DEATH: 1314 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1315 deathstrike_player (op, hitter, &dam);
1344 break; 1316 break;
1317
1345 case ATNR_CHAOS: 1318 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1319 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1320 dam = 0;
1348 break; 1321 break;
1322
1349 case ATNR_COUNTERSPELL: 1323 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1324 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1325 dam = 0;
1352 /* This should never happen. Counterspell is handled 1326 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1327 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1328 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1329 * does no damage. */
1356 break; 1330 break;
1331
1357 case ATNR_HOLYWORD: 1332 case ATNR_HOLYWORD:
1358 { 1333 {
1359 /* This has already been handled by hit_player, 1334 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1335 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1336 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1337
1363 /* As with turn undead above, give a bonus on the saving throw */ 1338 /* As with turn undead above, give a bonus on the saving throw */
1364 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1339 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1340 scare_creature (op, owner);
1366 } 1341 }
1367 break; 1342 break;
1343
1368 case ATNR_LIFE_STEALING: 1344 case ATNR_LIFE_STEALING:
1369 { 1345 {
1370 int new_hp; 1346 int new_hp;
1371 1347
1372 /* this is replacement to drain for players, instead of taking 1348 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1349 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1350 * much use giving it to monsters
1375 * 1351 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1352 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1353 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1354 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1355 * 1000).
1380 */ 1356 */
1381 /* You can't steal life from something undead */ 1357 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1358 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1359 return 0;
1360
1384 /* If drain protection is higher than life stealing, use that */ 1361 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1364 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1366
1389 /* You die at -1 hp, not zero. */ 1367 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1368 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1369 dam = op->stats.hp + 1;
1370
1392 new_hp = hitter->stats.hp + dam; 1371 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1372 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1373 new_hp = hitter->stats.maxhp;
1374
1395 if (new_hp > hitter->stats.hp) 1375 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1376 hitter->stats.hp = new_hp;
1397 } 1377 }
1398 } 1378 }
1379
1399 return dam; 1380 return dam;
1400} 1381}
1401
1402 1382
1403/* GROS: This code comes from hit_player. It has been made external to 1383/* GROS: This code comes from hit_player. It has been made external to
1404 * allow script procedures to "kill" objects in a combat-like fashion. 1384 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1385 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1386 * Sword. Note that nothing has been changed from the original version
1417 */ 1397 */
1418int 1398int
1419kill_object (object *op, int dam, object *hitter, int type) 1399kill_object (object *op, int dam, object *hitter, int type)
1420{ 1400{
1421 char buf[MAX_BUF]; 1401 char buf[MAX_BUF];
1422 const char *skill; 1402 shstr skill;
1423 int maxdam = 0; 1403 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1404 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1405 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1406 object *owner = 0;
1427 object *skop = NULL; 1407 object *skop = 0;
1428 1408
1429 if (op->stats.hp >= 0) 1409 if (op->stats.hp >= 0)
1430 return -1; 1410 return -1;
1431 1411
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1412 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1421 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1422 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1423
1444 if (op->type == DOOR) 1424 if (op->type == DOOR)
1445 { 1425 {
1446 op->speed = 0.1; 1426 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1427 op->speed_left = -0.05f;
1449 return maxdam; 1428 return maxdam;
1450 } 1429 }
1451 1430
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1431 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1432 {
1454 remove_friendly_object (op); 1433 op->drop_and_destroy ();
1455
1456 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1457 op->owner->contr->ranges[range_golem] = 0;
1458
1459 remove_ob (op);
1460 free_object (op);
1461 return maxdam; 1434 return maxdam;
1462 } 1435 }
1463 1436
1464 /* Now lets start dealing with experience we get for killing something */ 1437 /* Now lets start dealing with experience we get for killing something */
1465 1438
1466 owner = get_owner (hitter); 1439 owner = hitter->outer_owner ();
1467 if (!owner) 1440 if (!owner)
1468 owner = hitter; 1441 owner = hitter;
1469 1442
1470 /* is the victim (op) standing on battleground? */ 1443 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1444 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1449 pk = 1;
1477 1450
1478 /* Player killed something */ 1451 /* Player killed something */
1479 if (owner->type == PLAYER) 1452 if (owner->type == PLAYER)
1480 { 1453 {
1481 Log_Kill (owner->name,
1482 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1483
1484 /* Log players killing other players - makes it easier to detect 1454 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1455 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1456 * ip address is included.
1487 */ 1457 */
1488 if (op->type == PLAYER && !battleg) 1458 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1462 char buf[256];
1493 1463
1494 tmv = localtime (&t); 1464 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1465 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1466
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1467 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1468 }
1499 1469
1500 /* try to filter some things out - basically, if you are 1470 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1471 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1472 * probably don't want to see that.
1508 else 1478 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1479 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1480
1511 /* Only play sounds for melee kills */ 1481 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1482 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1483 owner->play_sound (sound_find ("player_kills"));
1514 } 1484 }
1515 1485
1516 /* If a player kills another player, not on 1486 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1487 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1488 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1490 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1491 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1492 * Changed to make luck penalty configurable in settings.
1523 */ 1493 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1494 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1495 owner->change_luck (-settings.pk_luck_penalty);
1526 1496
1527 /* This code below deals with finding the appropriate skill 1497 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1498 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1499 * probably never really have to look at current_weapon->skill
1530 */ 1500 */
1531 skill = 0;
1532
1533 if (hitter->skill && hitter->type != PLAYER) 1501 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1502 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1503 else if (owner->chosen_skill)
1536 { 1504 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1505 skop = owner->chosen_skill;
1506 skill = skop->skill;
1539 } 1507 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1541 skill = owner->current_weapon->skill; 1509 skill = owner->current_weapon->skill;
1542 else 1510 else
1511 {
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1512 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1513 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1514 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1515 skill = 0;
1516 }
1544 1517
1545 /* We have the skill we want to credit to - now find the object this goes 1518 /* We have the skill we want to credit to - now find the object this goes
1546 * to. Make sure skop is an actual skill, and not a skill tool! 1519 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1520 */
1548 if ((!skop || skop->type != SKILL) && skill) 1521 skop = owner->contr->find_skill (skill);
1549 {
1550 int i;
1551
1552 for (i = 0; i < NUM_SKILLS; i++)
1553 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1554 {
1555 skop = owner->contr->last_skill_ob[i];
1556 break;
1557 }
1558 }
1559 } /* Was it a player that hit somethign */ 1522 } /* Was it a player that hit somethign */
1560 else 1523 else
1561 skill = 0; 1524 skill = 0;
1562 1525
1563 /* Pet (or spell) killed something. */
1564 if (owner != hitter)
1565 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1566 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1567 else
1568 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1569 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1570 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1571
1572 /* These may have been set in the player code section above */ 1526 /* These may have been set in the player code section above */
1573 if (!skop) 1527 if (!skop)
1574 skop = hitter->chosen_skill; 1528 skop = hitter->chosen_skill;
1575 1529
1576 if (!skill && skop) 1530 if (!skill && skop)
1577 skill = skop->skill; 1531 skill = skop->skill;
1578 1532
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580
1581 /* If you didn't kill yourself, and your not the wizard */ 1533 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1534 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1535 {
1584 int exp; 1536 int exp;
1585 1537
1586 /* Really don't give much experience for killing other players */ 1538 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1539 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1566 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1567 change_exp (owner, exp, skill, 0);
1616 else 1568 else
1617 { 1569 {
1618 int shares = 0, count = 0; 1570 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1571 partylist *party = owner->contr->party;
1621 1572
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1573 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1574
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1575 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1576 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1577 {
1628 count++; 1578 count++;
1629 shares += (pl->ob->level + 4); 1579 shares += (pl->ob->level + 4);
1630 } 1580 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1583 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1584 else
1635 { 1585 {
1636 int share = exp / shares, given = 0, nexp; 1586 int share = exp / shares, given = 0, nexp;
1637 1587
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1588 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1589 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1590 {
1641 nexp = (pl->ob->level + 4) * share; 1591 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1592 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1593 given += nexp;
1652 1602
1653 if (op->type != PLAYER) 1603 if (op->type != PLAYER)
1654 { 1604 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1605 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1606 {
1657 object *owner1 = get_owner (op); 1607 object *owner1 = op->owner;
1658 1608
1659 if (owner1 && owner1->type == PLAYER) 1609 if (owner1 && owner1->type == PLAYER)
1660 { 1610 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1611 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1612 /* Maybe we should include the owner that killed this, maybe not */
1663 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1613 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1664 } 1614 }
1665 1615
1666 remove_friendly_object (op); 1616 remove_friendly_object (op);
1667 } 1617 }
1668 1618
1669 remove_ob (op); 1619 op->drop_and_destroy ();
1670 free_object (op);
1671 } 1620 }
1672 else 1621 else
1673 {
1674 /* Player has been killed! */ 1622 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1623 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1676 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1677 else
1678 assign (op->contr->killer, hitter->name);
1679 }
1680 1624
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1625 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1626 * continues in the calling function.
1683 */ 1627 */
1684 return maxdam; 1628 return maxdam;
1685} 1629}
1686 1630
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1631/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1632 * Returns 0 this is not friendly fire
1689 */ 1633 */
1690
1691int 1634int
1692friendly_fire (object *op, object *hitter) 1635friendly_fire (object *op, object *hitter)
1693{ 1636{
1694 object *owner; 1637 object *owner;
1695 int friendlyfire; 1638 int friendlyfire;
1705 return 0; 1648 return 0;
1706 1649
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1650 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1651 return 1;
1709 1652
1710 if ((owner = get_owner (hitter)) != NULL) 1653 if ((owner = hitter->owner) != NULL)
1711 { 1654 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1655 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1656 friendlyfire = 2;
1714 } 1657 }
1715 1658
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1659 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1660 friendlyfire = 0;
1718 } 1661 }
1662
1719 return friendlyfire; 1663 return friendlyfire;
1720} 1664}
1721
1722 1665
1723/* This isn't used just for players, but in fact most objects. 1666/* This isn't used just for players, but in fact most objects.
1724 * op is the object to be hit, dam is the amount of damage, hitter 1667 * op is the object to be hit, dam is the amount of damage, hitter
1725 * is what is hitting the object, type is the attacktype, and 1668 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1669 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1670 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1671 * modify it.
1729 */ 1672 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1673/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1674 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1675int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1676hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1677{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1678 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1679 int maxattacktype, attacknum;
1746 1687
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1688 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1748 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1689 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1690 return 0;
1750 1691
1751#ifdef PROHIBIT_PLAYERKILL 1692 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1693 if (op->type == PLAYER)
1753 { 1694 {
1754 object *owner = get_owner (hitter); 1695 object *owner = hitter->owner;
1755 1696
1756 if (!owner) 1697 if (!owner)
1757 owner = hitter; 1698 owner = hitter;
1758 1699
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1700 if (owner->type == PLAYER
1701 && (!op_on_battleground (op, 0, 0)
1702 && (op->contr->peaceful || owner->contr->peaceful))
1703 && op != owner)
1760 return 0; 1704 return 0;
1761 } 1705 }
1762#endif
1763 1706
1764 if (body_attack) 1707 if (body_attack)
1765 { 1708 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1709 /* slow and paralyze must hit the head. But we don't want to just
1767 * return - we still need to process other attacks the spell still 1710 * return - we still need to process other attacks the spell still
1781 } 1724 }
1782 } 1725 }
1783 1726
1784 if (!simple_attack && op->type == DOOR) 1727 if (!simple_attack && op->type == DOOR)
1785 { 1728 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1729 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1730 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1731 {
1791 spring_trap (tmp, hitter); 1732 spring_trap (tmp, hitter);
1733
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1734 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1735 return 0;
1736
1794 break; 1737 break;
1795 } 1738 }
1796 } 1739 }
1797 1740
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1741 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1742 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1743 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1744 * destroyed() check above doesn't return, and might get here.
1802 */ 1745 */
1746
1747 /* FIXME: This for example happens when a dead door is on a mover and
1748 gets it's speed_left raised on each mover-tick.
1749 Doors are removed in a kinda funny way by giving them speed and speed_left
1750 and waiting for that to run out.
1751 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1752 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1753 return 0;
1805 } 1754 }
1806 1755
1807#ifdef ATTACK_DEBUG 1756#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1757 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1814 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1763 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1764 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1765 if (dam >= 100)
1817 dam /= 100; 1766 dam /= 100;
1818 else 1767 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1768 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1769 }
1821 1770
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1771 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1823 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1772 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1773 */
1835 */ 1784 */
1836 if (type & AT_HOLYWORD) 1785 if (type & AT_HOLYWORD)
1837 { 1786 {
1838 object *god; 1787 object *god;
1839 1788
1840 if ((!hitter->slaying || 1789 if ((!hitter->slaying
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1790 || (!(op->race && hitter->slaying.contains (op->race))
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1791 && !(op->name && hitter->slaying.contains (op->name))))
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1792 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1844 (hitter->title != NULL 1793 || (hitter->title
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1794 && (god = find_god (determine_god (hitter))) != NULL
1795 && god->race.contains (shstr_undead))))
1846 return 0; 1796 return 0;
1847 } 1797 }
1848 1798
1849 maxattacktype = type; /* initialize this to something */ 1799 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1800 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1801 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1802 /* Magic isn't really a true attack type - it gets combined with other
1853 * attack types. As such, skip it over. However, if magic is 1803 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1804 * the only attacktype in the group, then still attack with it
1882 */ 1832 */
1883 friendlyfire = friendly_fire (op, hitter); 1833 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1834 if (friendlyfire && maxdam)
1885 { 1835 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1836 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1837
1891#ifdef ATTACK_DEBUG 1838#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1839 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1840 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1841#endif
1895 } 1842 }
1896 1843
1897 if (!full_hit) 1844 if (!full_hit)
1898 { 1845 {
1899 archetype *at;
1900 int area; 1846 int area;
1901 int remainder; 1847 int remainder;
1902 1848
1903 area = 0; 1849 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1850
1851 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1852 area++;
1853
1906 assert (area > 0); 1854 assert (area > 0);
1907 1855
1908 /* basically: maxdam /= area; we try to "simulate" a float 1856 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1857 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1858 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1859 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1860 if (rndm (100) < remainder)
1913 maxdam++; 1861 maxdam++;
1914 } 1862 }
1915 1863
1916#ifdef ATTACK_DEBUG 1864#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1865 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1866#endif
1919 1867
1920 if (get_owner (hitter)) 1868 // for now, only do this for active objects, otherwise they
1869 // keep a refcount for a long time and I see no usefulness
1870 // for an non-active objetc to know its enemy.
1871 if (op->active)
1872 if (hitter->owner)
1921 op->enemy = hitter->owner; 1873 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1874 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1875 op->enemy = hitter;
1924 1876
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1877 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1878 {
1927 /* The unaggressives look after themselves 8) */ 1879 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1880 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1902
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1903 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1904 {
1953 if (maxdam) 1905 if (maxdam)
1954 tear_down_wall (op); 1906 tear_down_wall (op);
1907
1955 return maxdam; /* nothing more to do for wall */ 1908 return maxdam; /* nothing more to do for wall */
1956 } 1909 }
1957 1910
1958 /* See if the creature has been killed */ 1911 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1912 rtn_kill = kill_object (op, maxdam, hitter, type);
1960 if (rtn_kill != -1) 1913 if (rtn_kill != -1)
1961 return rtn_kill; 1914 return rtn_kill;
1962
1963 1915
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1916 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1965 * that before if the player was immune to ghosthit, the monster 1917 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1918 * remained - that is no longer the case.
1967 */ 1919 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1920 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1921 hitter->drop_and_destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1922 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1923 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1924 {
1978 int i; 1925 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1926 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1927 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1928 object *owner = op->owner;
1982 1929
1983 if (!op->other_arch) 1930 if (!op->other_arch)
1984 { 1931 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1932 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1933 return maxdam;
1987 } 1934 }
1935
1988 remove_ob (op); 1936 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1937
1938 for (i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1939 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1940 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1941 int j;
1993 1942
1994 tmp->stats.hp = op->stats.hp; 1943 tmp->stats.hp = op->stats.hp;
1944
1995 if (friendly) 1945 if (friendly)
1996 { 1946 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1947 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1948 tmp->attack_movement = PETMOVE;
1949
2000 if (owner != NULL) 1950 if (owner)
2001 set_owner (tmp, owner); 1951 tmp->set_owner (owner);
2002 } 1952 }
1953
2003 if (unaggressive) 1954 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1955 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1956
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1957 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1958
2006 if (j == -1) /* No spot to put this monster */ 1959 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1960 tmp->destroy ();
2008 else 1961 else
2009 { 1962 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1963 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1964 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1965 }
2013 } 1966 }
2014 if (friendly) 1967
2015 remove_friendly_object (op); 1968 op->destroy ();
2016 free_object (op);
2017 } 1969 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1970 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1971 hitter->drop_and_destroy ();
2020 remove_ob (hitter); 1972
2021 free_object (hitter);
2022 }
2023 return maxdam; 1973 return maxdam;
2024} 1974}
2025
2026 1975
2027void 1976void
2028poison_player (object *op, object *hitter, int dam) 1977poison_player (object *op, object *hitter, int dam)
2029{ 1978{
2030 archetype *at = archetype::find ("poisoning"); 1979 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1997 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 1998 tmp->stats.dam += hitter->level / 2;
2050 else 1999 else
2051 tmp->stats.dam = dam; 2000 tmp->stats.dam = dam;
2052 2001
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2002 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2003 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2004 {
2056 tmp->skill = hitter->skill; 2005 tmp->skill = hitter->skill;
2057 } 2006 }
2058 2007
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2013 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2014 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2015 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2016 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2017 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2018 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2019 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2020 op->play_sound (tmp->sound);
2071 } 2021 }
2022
2072 if (hitter->type == PLAYER) 2023 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2024 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2025 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2075 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2026 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2027 }
2028
2077 tmp->speed_left = 0; 2029 tmp->speed_left = 0;
2078 } 2030 }
2079 else 2031 else
2080 tmp->stats.food++; 2032 tmp->stats.food++;
2081} 2033}
2085{ 2037{
2086 archetype *at = archetype::find ("slowness"); 2038 archetype *at = archetype::find ("slowness");
2087 object *tmp; 2039 object *tmp;
2088 2040
2089 if (at == NULL) 2041 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 2042 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 2043
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2044 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 2045 {
2095 tmp = arch_to_object (at); 2046 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 2047 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 2049 }
2099 else 2050 else
2100 tmp->stats.food++; 2051 tmp->stats.food++;
2052
2101 SET_FLAG (tmp, FLAG_APPLIED); 2053 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2054 tmp->speed_left = 0;
2103 fix_player (op); 2055 op->update_stats ();
2104} 2056}
2105 2057
2106void 2058void
2107confuse_player (object *op, object *hitter, int dam) 2059confuse_player (object *op, object *hitter, int dam)
2108{ 2060{
2122 tmp->speed = 0.05; 2074 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 2075 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2076 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 2077 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2078 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2079
2127 if (tmp->duration > maxduration) 2080 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 2081 tmp->duration = maxduration;
2129 2082
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2083 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2084 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2085
2132 SET_FLAG (op, FLAG_CONFUSED); 2086 SET_FLAG (op, FLAG_CONFUSED);
2133} 2087}
2134 2088
2135void 2089void
2136blind_player (object *op, object *hitter, int dam) 2090blind_player (object *op, object *hitter, int dam)
2152 */ 2106 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2107 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2108
2155 tmp = insert_ob_in_ob (tmp, op); 2109 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2110 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2111 op->update_stats (); /* This takes care of some other stuff */
2158 2112
2159 if (hitter->owner) 2113 if (hitter->owner)
2160 owner = get_owner (hitter); 2114 owner = hitter->owner;
2161 else 2115 else
2162 owner = hitter; 2116 owner = hitter;
2163 2117
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2118 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2119 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2156 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2157
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2158/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2159}
2206 2160
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2161/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2162 * the computed damaged.
2210 */ 2163 */
2211void 2164void
2212deathstrike_player (object *op, object *hitter, int *dam) 2165deathstrike_player (object *op, object *hitter, int *dam)
2220 ** field of the deathstriking object */ 2173 ** field of the deathstriking object */
2221 2174
2222 int atk_lev, def_lev, kill_lev; 2175 int atk_lev, def_lev, kill_lev;
2223 2176
2224 if (hitter->slaying) 2177 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2178 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2179 || (op->race && hitter->slaying.contains (op->race))))
2226 return; 2180 return;
2227 2181
2228 def_lev = op->level; 2182 def_lev = op->level;
2229 if (def_lev < 1) 2183 if (def_lev < 1)
2230 { 2184 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2185 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2232 def_lev = 1; 2186 def_lev = 1;
2233 } 2187 }
2188
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2189 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2190 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2191 atk_lev, def_lev); */
2237 2192
2238 if (atk_lev >= def_lev) 2193 if (atk_lev >= def_lev)
2253 */ 2208 */
2254 *dam *= kill_lev / def_lev; 2209 *dam *= kill_lev / def_lev;
2255 } 2210 }
2256 } 2211 }
2257 else 2212 else
2258 {
2259 *dam = 0; /* no harm done */ 2213 *dam = 0; /* no harm done */
2260 }
2261} 2214}
2262 2215
2263/* thrown_item_effect() - handles any special effects of thrown 2216/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2217 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2218 * monster).
2294 } 2247 }
2295 } 2248 }
2296} 2249}
2297 2250
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2251/* adj_attackroll() - adjustments to attacks by various conditions */
2299
2300int 2252int
2301adj_attackroll (object *hitter, object *target) 2253adj_attackroll (object *hitter, object *target)
2302{ 2254{
2303 object *attacker = hitter; 2255 object *attacker = hitter;
2304 int adjust = 0; 2256 int adjust = 0;
2311 } 2263 }
2312 2264
2313 /* aimed missiles use the owning object's sight */ 2265 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2266 if (is_aimed_missile (hitter))
2315 { 2267 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2268 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2269 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2270 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2271 * owned by him - need to handle that case to avoid crashes.
2320 */ 2272 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2273 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2331 { 2283 {
2332 /* target is unseen */ 2284 /* target is unseen */
2333 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2285 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2334 adjust -= 10; 2286 adjust -= 10;
2335 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2287 /* dark map penalty for the hitter (lacks infravision if we got here). */
2336 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2288 else if (!stand_in_light (target))
2337 adjust -= target->map->darkness; 2289 adjust -= target->map->darklevel ();
2338 } 2290 }
2339 2291
2340 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2292 if (QUERY_FLAG (attacker, FLAG_SCARED))
2341 adjust -= 3; 2293 adjust -= 3;
2342 2294
2369#endif 2321#endif
2370 2322
2371 return adjust; 2323 return adjust;
2372} 2324}
2373 2325
2374
2375/* determine if the object is an 'aimed' missile */ 2326/* determine if the object is an 'aimed' missile */
2376int 2327int
2377is_aimed_missile (object *op) 2328is_aimed_missile (object *op)
2378{ 2329{
2379 2330
2380 /* I broke what used to be one big if into a few nested 2331 /* I broke what used to be one big if into a few nested
2381 * ones so that figuring out the logic is at least possible. 2332 * ones so that figuring out the logic is at least possible.
2382 */ 2333 */
2383 if (op && (op->move_type & MOVE_FLYING)) 2334 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2335 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2336 return 1;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2337 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2388 return 1; 2338 return 1;
2389 } 2339
2390 return 0; 2340 return 0;
2391} 2341}

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