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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 1.68 by root, Tue Jun 5 13:05:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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 <crossfire@schmorp.de>
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);
67
70 if (op->env && op->env->type == PLAYER) 68 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 69 esrv_send_item (op->env, op);
73 }
74 } 70 }
75} 71}
76
77
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 == NULL)
91 { 84 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt != NULL && mt->next != NULL; 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);
91
100 if (mt == NULL) 92 if (mt == NULL)
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
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 {
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) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172 { 166 {
173 const char *arch = op->other_arch->name; 167 const char *arch = op->other_arch->archname;
174 168
175 op = decrease_ob_nr (op, 1); 169 op = decrease_ob_nr (op, 1);
176 170
177 if (op) 171 if (op)
178 fix_stopped_item (op, m, originator); 172 fix_stopped_item (op, m, originator);
212 } 206 }
213 else 207 else
214 { 208 {
215 if (op->env) 209 if (op->env)
216 { 210 {
217 object *tmp = is_player_inv (op->env); 211 object *tmp = op->in_player ();
218 212
219 if (tmp) 213 if (tmp)
220 esrv_del_item (tmp->contr, op->count); 214 esrv_del_item (tmp->contr, op->count);
221 } 215 }
222 216
223 if (!QUERY_FLAG (op, FLAG_REMOVED)) 217 op->destroy ();
224 remove_ob (op);
225
226 free_object (op);
227 } 218 }
228 219
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 220 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 221 if (env)
231 { 222 {
264 tmp->move_slow = 0; 255 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 256 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 257 }
267 258
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 259 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 260 op->remove ();
270 261
271 insert_ob_in_ob (op, tmp); 262 insert_ob_in_ob (op, tmp);
272 return; 263 return;
273 } 264 }
274} 265}
277 * op is going in direction 'dir' 268 * op is going in direction 'dir'
278 * type is the attacktype of the object. 269 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 270 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 271 * returns 1 if it hits something, 0 otherwise.
281 */ 272 */
282
283int 273int
284hit_map (object *op, int dir, int type, int full_hit) 274hit_map (object *op, int dir, int type, int full_hit)
285{ 275{
286 object *tmp, *next;
287 maptile *map; 276 maptile *map;
288 sint16 x, y; 277 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 278 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 279
291 if (QUERY_FLAG (op, FLAG_FREED)) 280 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 283 return 0;
295 } 284 }
296 285
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 287 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 289 return 0;
301 } 290 }
302 291
303 if (!op->map) 292 if (!op->map)
304 { 293 {
311 300
312 map = op->map; 301 map = op->map;
313 x = op->x + freearr_x[dir]; 302 x = op->x + freearr_x[dir];
314 y = op->y + freearr_y[dir]; 303 y = op->y + freearr_y[dir];
315 304
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 305 if (!xy_normalise (map, x, y))
306 return 0;
317 307
318 // elmex: a safe map tile can't be hit! 308 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 309 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 310 mapspace &ms = map->at (x, y);
311
312 if (ms.flags () & P_SAFE)
321 return 0; 313 return 0;
322 314
323 /* peterm: a few special cases for special attacktypes --counterspell 315 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 316 * must be out here because it strikes things which are not alive
325 */ 317 */
326 318 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 {
327 if (type & AT_COUNTERSPELL) 320 if (type & AT_COUNTERSPELL)
328 { 321 {
329 counterspell (op, dir); /* see spell_effect.c */ 322 counterspell (op, dir); /* see spell_effect.c */
330 323
331 /* If the only attacktype is counterspell or magic, don't need 324 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 325 * 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 */ 326 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 327 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 328 return 0;
329
330 type &= ~AT_COUNTERSPELL;
331 }
332
333 if (type & AT_CHAOS)
364 } 334 {
335 shuffle_attack (op, 1); /* flag tells it to change the face */
336 update_object (op, UP_OBJ_FACE);
337 type &= ~AT_CHAOS;
338 }
339 }
365 340
341 /* There may still be objects that were above 'next', but there is no
342 * simple way to find out short of copying all object references and
343 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy.
345 *
346 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error.
348 */
349 for (object *next = ms.bot; next && !next->destroyed (); )
350 {
366 tmp = next; 351 object *tmp = next;
367 next = tmp->above; 352 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 353
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 354 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 355 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 356 * This is one of the few cases where on_same_map should not be used.
378 */ 357 */
381 360
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 362 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 363 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 364 retflag |= 1;
365
386 if (op->destroyed ()) 366 if (op->destroyed ())
387 break; 367 break;
388 } 368 }
389
390 /* Here we are potentially destroying an object. If the object has 369 /* 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 370 * 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 371 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 372 * 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 373 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 374 * destroyed right now.
396 */ 375 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 376 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 377 {
399 save_throw_object (tmp, type, op); 378 save_throw_object (tmp, type, op);
379
400 if (op->destroyed ()) 380 if (op->destroyed ())
401 break; 381 break;
402 } 382 }
403 } 383 }
404 384
435 sprintf (buf1, "missed %s", &op->name); 415 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 416 sprintf (buf2, " misses");
437 found++; 417 found++;
438 } 418 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 419 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 420 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 421 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 422 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) 423 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 424 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 425 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); 437 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 438 found++;
459 break; 439 break;
460 } 440 }
461 } 441 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 442 else if (hitter->type == PLAYER && op->is_alive ())
463 { 443 {
464 if (USING_SKILL (hitter, SK_KARATE)) 444 if (USING_SKILL (hitter, SK_KARATE))
465 { 445 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 446 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) 447 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 473 found++;
494 break; 474 break;
495 } 475 }
496 } 476 }
497 } 477 }
478
498 if (found) 479 if (found)
499 { 480 {
500 /* done */ 481 /* done */
501 } 482 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 483 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 484 {
504 sprintf (buf1, "hit"); /* just in case */ 485 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 486 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 487 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 488 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 489 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 490 found++;
510 break; 491 break;
511 } 492 }
512 } 493 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 494 else if (type & AT_DRAIN && op->is_alive ())
514 { 495 {
515 /* drain is first, because some items have multiple attypes */ 496 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 497 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) 498 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 499 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 501 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 502 found++;
522 break; 503 break;
523 } 504 }
524 } 505 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 506 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 507 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 508 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) 509 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 510 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 511 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); 512 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 513 found++;
533 break; 514 break;
534 } 515 }
535 } 516 }
536 else if (type & AT_COLD && IS_LIVE (op)) 517 else if (type & AT_COLD && op->is_alive ())
537 { 518 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 519 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) 520 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 521 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 522 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
618 strcpy (buf1, "hit"); 599 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 600 strcpy (buf2, " hits");
620 } 601 }
621 602
622 /* bail out if a monster is casting spells */ 603 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 604 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 605 return;
625 606
626 /* scale down magic considerably. */ 607 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 608 if (type & AT_MAGIC && rndm (0, 5))
628 return; 609 return;
629 610
630 /* Did a player hurt another player? Inform both! */ 611 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 612 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 613 {
633 if (get_owner (hitter) != NULL) 614 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 615 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 616 else
636 { 617 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 618 sprintf (buf, "%s%s you.", &hitter->name, buf2);
638 if (dam != 0) 619 if (dam != 0)
660 else 641 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
662 } 643 }
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 644 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 645 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 647 {
667 /* look for stacked spells and start reducing the message chances */ 648 /* 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)) 649 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 650 {
670 i = 4; 651 i = 4;
671 map = hitter->map; 652 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 653 if (out_of_map (map, hitter->x, hitter->y))
673 return; 654 return;
655
674 next = get_map_ob (map, hitter->x, hitter->y); 656 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 657 if (next)
676 while (next) 658 while (next)
677 { 659 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 661 i *= 3;
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 play_sound_map (op->map, op->x, op->y, SOUND_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}
712 return 0; 697 return 0;
713 } 698 }
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 699 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
716 { 701 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
718 return 1; 703 return 1;
719 } 704 }
720 *simple_attack = 0; 705 *simple_attack = 0;
721 return 0; 706 return 0;
722} 707}
760 745
761 /* 746 /*
762 * A little check to make it more difficult to dance forward and back 747 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 748 * to avoid ever being hit by monsters.
764 */ 749 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 751 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 752 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 753 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 754 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 755 * we call process_object, the 'if' statement above will fail.
771 */ 756 */
772 op->speed_left--; 757 --op->speed_left;
773 process_object (op); 758 process_object (op);
759
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 761 goto error;
776 } 762 }
777 763
778 op_name = op->name; 764 op_name = op->name;
786 /* See if we hit the creature */ 772 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 773 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 774 {
789 int hitdam = base_dam; 775 int hitdam = base_dam;
790 776
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) 777 if (!simple_attack)
809 { 778 {
810 /* If you hit something, the victim should *always* wake up. 779 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 780 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 781 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 782 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 783 CLEAR_FLAG (op, FLAG_SLEEP);
815 784
816 /* If the victim can't see the attacker, it may alert others 785 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 786 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 787 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 788 npc_call_help (op);
820 789
821 /* if you were hidden and hit by a creature, you are discovered */ 790 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 791 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 792 {
824 make_visible (op); 793 make_visible (op);
794
825 if (op->type == PLAYER) 795 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 797 }
828 798
829 /* thrown items (hitter) will have various effects 799 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 800 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 801 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 802 * wrapper object.
833 */ 803 */
834 thrown_item_effect (hitter, op); 804 thrown_item_effect (hitter, op);
805
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 806 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 807 goto leave;
837 } 808 }
838 809
839 /* Need to do at least 1 damage, otherwise there is no point 810 /* Need to do at least 1 damage, otherwise there is no point
882} 853}
883 854
884int 855int
885attack_ob (object *op, object *hitter) 856attack_ob (object *op, object *hitter)
886{ 857{
887
888 if (hitter->head)
889 hitter = hitter->head; 858 hitter = hitter->head_ ();
859
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 860 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 861}
892 862
893/* op is the arrow, tmp is what is stopping the arrow. 863/* op is the arrow, tmp is what is stopping the arrow.
894 * 864 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 873 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 874 * stick around.
905 */ 875 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 876 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 877 {
908 if (tmp->head != NULL)
909 tmp = tmp->head; 878 tmp = tmp->head_ ();
910 879
911 remove_ob (op); 880 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 881 op = insert_ob_in_ob (op, tmp);
913 882
914 if (tmp->type == PLAYER) 883 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 884 esrv_send_item (tmp, op);
916 885
935 /* Disassemble missile */ 904 /* Disassemble missile */
936 if (op->inv) 905 if (op->inv)
937 { 906 {
938 container = op; 907 container = op;
939 hitter = op->inv; 908 hitter = op->inv;
940 remove_ob (hitter); 909 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 910 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
942 /* Note that we now have an empty THROWN_OBJ on the map. Code that 911 /* 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 912 * 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 913 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 914 * THROWN_OBJs. */
961 */ 930 */
962 if (hitter->destroyed () || hitter->env != NULL) 931 if (hitter->destroyed () || hitter->env != NULL)
963 { 932 {
964 if (container) 933 if (container)
965 { 934 {
966 remove_ob (container); 935 container->remove ();
967 free_object (container); 936 container->destroy ();
968 } 937 }
969 938
970 return 0; 939 return 0;
971 } 940 }
972 941
982 hitter = fix_stopped_arrow (hitter); 951 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 952 if (!hitter)
984 return 0; 953 return 0;
985 } 954 }
986 else 955 else
987 { 956 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 957
992 /* Try to stick arrow into victim */ 958 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 959 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 960 return 0;
995 961
1000 * can fly over but not otherwise move over. What is the correct 966 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 967 * way to handle those otherwise?
1002 */ 968 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 969 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 970 {
1005 remove_ob (hitter); 971 hitter->remove ();
1006 hitter->x = victim->x; 972 hitter->x = victim->x;
1007 hitter->y = victim->y; 973 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 974 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 975 }
1010 else 976 else
1018 op->speed -= 1.0; 984 op->speed -= 1.0;
1019 985
1020 /* Missile missed victim - reassemble missile */ 986 /* Missile missed victim - reassemble missile */
1021 if (container) 987 if (container)
1022 { 988 {
1023 remove_ob (hitter); 989 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 990 insert_ob_in_ob (hitter, container);
1025 } 991 }
1026 992
1027 return op; 993 return op;
1028} 994}
1029
1030 995
1031void 996void
1032tear_down_wall (object *op) 997tear_down_wall (object *op)
1033{ 998{
1034 int perc = 0; 999 int perc = 0;
1040 } 1005 }
1041 else if (!GET_ANIM_ID (op)) 1006 else if (!GET_ANIM_ID (op))
1042 { 1007 {
1043 /* Object has been called - no animations, so remove it */ 1008 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1009 if (op->stats.hp < 0)
1010 op->destroy ();
1045 { 1011
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 */ 1012 return; /* no animations, so nothing more to do */
1052 } 1013 }
1014
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1015 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1016
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1017 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1018 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1019 else if (perc < 1)
1057 perc = 1; 1020 perc = 1;
1021
1058 SET_ANIMATION (op, perc); 1022 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1023 update_object (op, UP_OBJ_FACE);
1024
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1025 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1026 { /* Reached the last animation */
1062 if (op->face == blank_face) 1027 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1028 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1029 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 1030 else
1073 { /* The last face was not blank, leave an image */ 1031 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1032 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1033 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1034 op->move_block = 0;
1080} 1038}
1081 1039
1082void 1040void
1083scare_creature (object *target, object *hitter) 1041scare_creature (object *target, object *hitter)
1084{ 1042{
1085 object *owner = get_owner (hitter); 1043 object *owner = hitter->owner;
1086 1044
1087 if (!owner) 1045 if (!owner)
1088 owner = hitter; 1046 owner = hitter;
1089 1047
1090 SET_FLAG (target, FLAG_SCARED); 1048 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1049 if (!target->enemy)
1092 target->enemy = owner; 1050 target->enemy = owner;
1093} 1051}
1094
1095 1052
1096/* This returns the amount of damage hitter does to op with the 1053/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1054 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1055 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1056 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1057 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1058 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1059int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1060hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1061{
1106
1107 int doesnt_slay = 1; 1062 int doesnt_slay = 1;
1108 1063
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1064 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1065 if (attacknum >= NROFATTACKS)
1111 { 1066 {
1113 return 0; 1068 return 0;
1114 } 1069 }
1115 1070
1116 if (dam < 0) 1071 if (dam < 0)
1117 { 1072 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1073 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1074 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1075 return 0;
1120 } 1076 }
1121 1077
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1078 /* 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. */ 1079 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1080 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1081 return dam;
1126 1082
1127 if (hitter->slaying) 1083 if (hitter->slaying)
1128 { 1084 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1085 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1086 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1087 {
1132 doesnt_slay = 0; 1088 doesnt_slay = 0;
1133 dam *= 3; 1089 dam *= 3;
1134 } 1090 }
1135 } 1091 }
1149 /* Special hack. By default, if immune to something, you 1105 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1106 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1107 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1108 * special processing is needed */
1153 1109
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1110 if (op->resist[attacknum] >= 100
1111 && doesnt_slay
1112 && attacknum != ATNR_ACID)
1155 return 0; 1113 return 0;
1156 1114
1157 /* Keep this in order - makes things easier to find */ 1115 /* Keep this in order - makes things easier to find */
1158 1116
1159 switch (attacknum) 1117 switch (attacknum)
1160 { 1118 {
1161 case ATNR_PHYSICAL: 1119 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1120 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1121 check_physically_infect (op, hitter);
1164 break; 1122 break;
1165 1123
1166 /* Don't need to do anything for: 1124 /* Don't need to do anything for:
1167 magic, 1125 magic,
1168 fire, 1126 fire,
1169 electricity, 1127 electricity,
1170 cold */ 1128 cold */
1171 1129
1172 case ATNR_CONFUSION: 1130 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1131 case ATNR_POISON:
1174 case ATNR_SLOW: 1132 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1133 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1134 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1135 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1136 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1137 case ATNR_BLIND:
1180 { 1138 {
1181 /* chance for inflicting a special attack depends on the 1139 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1140 * difference between attacker's and defender's level
1183 */ 1141 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1142 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1143
1186 /* First, only creatures/players with speed can be affected. 1144 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1145 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1146 * you. Third, you still get a saving through against the
1189 * effect. 1147 * effect.
1190 */ 1148 */
1191 if (op->speed && 1149 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1150 (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)) 1151 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1152 {
1195 1153
1196 /* Player has been hit by something */ 1154 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1155 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1156 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1157 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1158 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1159 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1160 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1161 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1162 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1163 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1164 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1165 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1166 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1167 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1168 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1169 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1170 blind_player (op, hitter, dam);
1213 } 1171 }
1172
1214 dam = 0; /* These are all effects and don't do real damage */ 1173 dam = 0; /* These are all effects and don't do real damage */
1215 } 1174 }
1216 break; 1175 break;
1176
1217 case ATNR_ACID: 1177 case ATNR_ACID:
1218 { 1178 {
1219 int flag = 0; 1179 int flag = 0;
1220 1180
1221 /* Items only get corroded if you're not on a battleground and 1181 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1182 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1183 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1184 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1185 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1186 {
1229 if (tmp->invisible) 1187 if (tmp->invisible)
1230 continue; 1188 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1189 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1190 /* >= 10% acid res. on items will protect these */
1233 continue; 1191 continue;
1234 if (!(tmp->material & M_IRON)) 1192 if (!(tmp->materials & M_IRON))
1235 continue; 1193 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1194 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1195 continue;
1238 if (tmp->type == RING || 1196 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1197 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1198 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1199 || tmp->type == AMULET
1200 || tmp->type == WAND
1201 || tmp->type == ROD
1202 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1203 continue; /* To avoid some strange effects */
1243 1204
1244 /* High damage acid has better chance of corroding 1205 /* High damage acid has better chance of corroding
1245 objects */ 1206 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1207 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 { 1208 {
1248 if (op->type == PLAYER) 1209 if (op->type == PLAYER)
1249 /* Make this more visible */ 1210 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1211 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1212 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1213 flag = 1;
1253 tmp->magic--; 1214 tmp->magic--;
1254 if (op->type == PLAYER) 1215 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp); 1216 esrv_send_item (op, tmp);
1256 } 1217 }
1257 } 1218 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 } 1219
1220 if (flag)
1221 op->update_stats (); /* Something was corroded */
1261 } 1222 }
1223 }
1262 break; 1224 break;
1225
1263 case ATNR_DRAIN: 1226 case ATNR_DRAIN:
1264 { 1227 {
1265 /* rate is the proportion of exp drained. High rate means 1228 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1229 * not much is drained, low rate means a lot is drained.
1267 */ 1230 */
1268 int rate; 1231 int rate;
1269 1232
1270 if (op->resist[ATNR_DRAIN] >= 0) 1233 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1234 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1235 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1236 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1237
1275 if (op->stats.exp <= rate) 1238 if (op->stats.exp <= rate)
1276 { 1239 {
1277 if (op->type == GOLEM) 1240 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1241 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1242 else
1280 /* If we can't drain, lets try to do physical damage */ 1243 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1244 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1245 }
1283 else 1246 else
1284 { 1247 {
1285 /* Randomly give the hitter some hp */ 1248 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1249 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1250 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1251 hitter->stats.hp++;
1289 1252
1290 /* Can't do drains on battleground spaces. 1253 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1254 * 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, 1255 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1256 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1257 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1258 * attacks, hence all the != PLAYER checks.
1296 */ 1259 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1260 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1261 {
1299 object *owner = get_owner (hitter); 1262 object *owner = hitter->owner;
1300 1263
1301 if (owner && owner != hitter) 1264 if (owner && owner != hitter)
1302 { 1265 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1266 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1267 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1268 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1269 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1270 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1271 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1273
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1274 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1275 }
1276
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1277 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, 1278 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1279 * as the messages will say you missed
1317 */ 1280 */
1318 } 1281 }
1319 } 1282 }
1320 break; 1283 break;
1284
1321 case ATNR_TURN_UNDEAD: 1285 case ATNR_TURN_UNDEAD:
1322 { 1286 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1287 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1288 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1289 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1290 object *god = find_god (determine_god (owner));
1327 int div = 1; 1291 int div = 1;
1328 1292
1329 /* if undead are not an enemy of your god, you turn them 1293 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1294 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1295 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1332 div = 2; 1296 div = 2;
1297
1333 /* Give a bonus if you resist turn undead */ 1298 /* 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))) 1299 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1300 scare_creature (op, owner);
1336 } 1301 }
1337 else 1302 else
1338 dam = 0; /* don't damage non undead - should we damage 1303 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1304 undead? */
1340 } 1305 }
1341 break; 1306 break;
1307
1342 case ATNR_DEATH: 1308 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1309 deathstrike_player (op, hitter, &dam);
1344 break; 1310 break;
1311
1345 case ATNR_CHAOS: 1312 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1313 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1314 dam = 0;
1348 break; 1315 break;
1316
1349 case ATNR_COUNTERSPELL: 1317 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1318 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1319 dam = 0;
1352 /* This should never happen. Counterspell is handled 1320 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1321 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1322 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1323 * does no damage. */
1356 break; 1324 break;
1325
1357 case ATNR_HOLYWORD: 1326 case ATNR_HOLYWORD:
1358 { 1327 {
1359 /* This has already been handled by hit_player, 1328 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1329 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1330 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1331
1363 /* As with turn undead above, give a bonus on the saving throw */ 1332 /* 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]) 1333 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1334 scare_creature (op, owner);
1366 } 1335 }
1367 break; 1336 break;
1337
1368 case ATNR_LIFE_STEALING: 1338 case ATNR_LIFE_STEALING:
1369 { 1339 {
1370 int new_hp; 1340 int new_hp;
1371 1341
1372 /* this is replacement to drain for players, instead of taking 1342 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1343 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1344 * much use giving it to monsters
1375 * 1345 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1346 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1347 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1348 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1349 * 1000).
1380 */ 1350 */
1381 /* You can't steal life from something undead */ 1351 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1353 return 0;
1354
1384 /* If drain protection is higher than life stealing, use that */ 1355 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1356 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1358 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1359 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1360
1389 /* You die at -1 hp, not zero. */ 1361 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1362 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1363 dam = op->stats.hp + 1;
1364
1392 new_hp = hitter->stats.hp + dam; 1365 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1366 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1367 new_hp = hitter->stats.maxhp;
1368
1395 if (new_hp > hitter->stats.hp) 1369 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1370 hitter->stats.hp = new_hp;
1397 } 1371 }
1398 } 1372 }
1373
1399 return dam; 1374 return dam;
1400} 1375}
1401
1402 1376
1403/* GROS: This code comes from hit_player. It has been made external to 1377/* 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. 1378 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1379 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1380 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1395 char buf[MAX_BUF];
1422 const char *skill; 1396 const char *skill;
1423 int maxdam = 0; 1397 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1398 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1399 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1400 object *owner = 0;
1427 object *skop = NULL; 1401 object *skop = 0;
1428 1402
1429 if (op->stats.hp >= 0) 1403 if (op->stats.hp >= 0)
1430 return -1; 1404 return -1;
1431 1405
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1406 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1415 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1416 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1417
1444 if (op->type == DOOR) 1418 if (op->type == DOOR)
1445 { 1419 {
1446 op->speed = 0.1; 1420 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1421 op->speed_left = -0.05f;
1449 return maxdam; 1422 return maxdam;
1450 } 1423 }
1451 1424
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1425 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1426 {
1454 remove_friendly_object (op); 1427 op->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; 1428 return maxdam;
1462 } 1429 }
1463 1430
1464 /* Now lets start dealing with experience we get for killing something */ 1431 /* Now lets start dealing with experience we get for killing something */
1465 1432
1466 owner = get_owner (hitter); 1433 owner = hitter->owner;
1467 if (!owner) 1434 if (!owner)
1468 owner = hitter; 1435 owner = hitter;
1469 1436
1470 /* is the victim (op) standing on battleground? */ 1437 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1438 if (op_on_battleground (op, NULL, NULL))
1492 char buf[256]; 1459 char buf[256];
1493 1460
1494 tmv = localtime (&t); 1461 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1462 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1463
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1464 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1465 }
1499 1466
1500 /* try to filter some things out - basically, if you are 1467 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1468 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1469 * probably don't want to see that.
1520 * player that the object belonged to - so if you killed another player 1487 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1488 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1489 * Changed to make luck penalty configurable in settings.
1523 */ 1490 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1491 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1492 owner->change_luck (-settings.pk_luck_penalty);
1526 1493
1527 /* This code below deals with finding the appropriate skill 1494 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1495 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1496 * probably never really have to look at current_weapon->skill
1530 */ 1497 */
1531 skill = 0; 1498 skill = 0;
1532 1499
1533 if (hitter->skill && hitter->type != PLAYER) 1500 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1501 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1502 else if (owner->chosen_skill)
1536 { 1503 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1504 skop = owner->chosen_skill;
1505 skill = skop->skill;
1539 } 1506 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill; 1508 skill = owner->current_weapon->skill;
1542 else 1509 else
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1510 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1544 1511
1545 /* We have the skill we want to credit to - now find the object this goes 1512 /* 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! 1513 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1514 */
1548 if ((!skop || skop->type != SKILL) && skill) 1515 if ((!skop || skop->type != SKILL) && skill)
1549 { 1516 {
1550 int i; 1517 int i;
1551 1518
1577 skill = skop->skill; 1544 skill = skop->skill;
1578 1545
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1546 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580 1547
1581 /* If you didn't kill yourself, and your not the wizard */ 1548 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1549 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1550 {
1584 int exp; 1551 int exp;
1585 1552
1586 /* Really don't give much experience for killing other players */ 1553 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1554 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1581 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1582 change_exp (owner, exp, skill, 0);
1616 else 1583 else
1617 { 1584 {
1618 int shares = 0, count = 0; 1585 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1586 partylist *party = owner->contr->party;
1621 1587
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1588 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1589
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1590 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1591 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1592 {
1628 count++; 1593 count++;
1629 shares += (pl->ob->level + 4); 1594 shares += (pl->ob->level + 4);
1630 } 1595 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1598 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1599 else
1635 { 1600 {
1636 int share = exp / shares, given = 0, nexp; 1601 int share = exp / shares, given = 0, nexp;
1637 1602
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1603 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1604 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1605 {
1641 nexp = (pl->ob->level + 4) * share; 1606 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1607 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1608 given += nexp;
1652 1617
1653 if (op->type != PLAYER) 1618 if (op->type != PLAYER)
1654 { 1619 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1620 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1621 {
1657 object *owner1 = get_owner (op); 1622 object *owner1 = op->owner;
1658 1623
1659 if (owner1 && owner1->type == PLAYER) 1624 if (owner1 && owner1->type == PLAYER)
1660 { 1625 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1626 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1662 /* Maybe we should include the owner that killed this, maybe not */ 1627 /* Maybe we should include the owner that killed this, maybe not */
1664 } 1629 }
1665 1630
1666 remove_friendly_object (op); 1631 remove_friendly_object (op);
1667 } 1632 }
1668 1633
1669 remove_ob (op); 1634 op->destroy ();
1670 free_object (op);
1671 } 1635 }
1672 else 1636 else
1673 { 1637 {
1674 /* Player has been killed! */ 1638 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1639 if (owner->type == PLAYER)
1685} 1649}
1686 1650
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1651/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1652 * Returns 0 this is not friendly fire
1689 */ 1653 */
1690
1691int 1654int
1692friendly_fire (object *op, object *hitter) 1655friendly_fire (object *op, object *hitter)
1693{ 1656{
1694 object *owner; 1657 object *owner;
1695 int friendlyfire; 1658 int friendlyfire;
1705 return 0; 1668 return 0;
1706 1669
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1670 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1671 return 1;
1709 1672
1710 if ((owner = get_owner (hitter)) != NULL) 1673 if ((owner = hitter->owner) != NULL)
1711 { 1674 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1675 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1676 friendlyfire = 2;
1714 } 1677 }
1715 1678
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1679 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1680 friendlyfire = 0;
1718 } 1681 }
1682
1719 return friendlyfire; 1683 return friendlyfire;
1720} 1684}
1721
1722 1685
1723/* This isn't used just for players, but in fact most objects. 1686/* 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 1687 * 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 1688 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1689 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1690 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1691 * modify it.
1729 */ 1692 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1693/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1694 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1695int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1696hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1697{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1698 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1699 int maxattacktype, attacknum;
1746 1707
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1708 /* 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)) 1709 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1710 return 0;
1750 1711
1751#ifdef PROHIBIT_PLAYERKILL 1712 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1713 if (op->type == PLAYER)
1753 { 1714 {
1754 object *owner = get_owner (hitter); 1715 object *owner = hitter->owner;
1755 1716
1756 if (!owner) 1717 if (!owner)
1757 owner = hitter; 1718 owner = hitter;
1758 1719
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1720 if (owner->type == PLAYER
1721 && (!op_on_battleground (op, 0, 0)
1722 && (op->contr->peaceful || owner->contr->peaceful))
1723 && op != owner)
1760 return 0; 1724 return 0;
1761 } 1725 }
1762#endif
1763 1726
1764 if (body_attack) 1727 if (body_attack)
1765 { 1728 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1729 /* 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 1730 * return - we still need to process other attacks the spell still
1781 } 1744 }
1782 } 1745 }
1783 1746
1784 if (!simple_attack && op->type == DOOR) 1747 if (!simple_attack && op->type == DOOR)
1785 { 1748 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1749 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1750 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1751 {
1791 spring_trap (tmp, hitter); 1752 spring_trap (tmp, hitter);
1753
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1754 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1755 return 0;
1756
1794 break; 1757 break;
1795 } 1758 }
1796 } 1759 }
1797 1760
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1761 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1762 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1763 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1764 * destroyed() check above doesn't return, and might get here.
1802 */ 1765 */
1766
1767 /* FIXME: This for example happens when a dead door is on a mover and
1768 gets it's speed_left raised on each mover-tick.
1769 Doors are removed in a kinda funny way by giving them speed and speed_left
1770 and waiting for that to run out.
1771 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1772 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1773 return 0;
1805 } 1774 }
1806 1775
1807#ifdef ATTACK_DEBUG 1776#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1777 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 */ 1783 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1784 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1785 if (dam >= 100)
1817 dam /= 100; 1786 dam /= 100;
1818 else 1787 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1788 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1789 }
1821 1790
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1791 /* 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 1792 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1793 */
1844 (hitter->title != NULL 1813 (hitter->title != NULL
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1814 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1846 return 0; 1815 return 0;
1847 } 1816 }
1848 1817
1849 maxattacktype = type; /* initialize this to something */ 1818 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1819 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1820 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1821 /* 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 1822 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1823 * the only attacktype in the group, then still attack with it
1882 */ 1851 */
1883 friendlyfire = friendly_fire (op, hitter); 1852 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1853 if (friendlyfire && maxdam)
1885 { 1854 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1855 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1856
1891#ifdef ATTACK_DEBUG 1857#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1858 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1859 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1860#endif
1895 } 1861 }
1896 1862
1897 if (!full_hit) 1863 if (!full_hit)
1898 { 1864 {
1899 archetype *at;
1900 int area; 1865 int area;
1901 int remainder; 1866 int remainder;
1902 1867
1903 area = 0; 1868 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1869
1870 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1871 area++;
1872
1906 assert (area > 0); 1873 assert (area > 0);
1907 1874
1908 /* basically: maxdam /= area; we try to "simulate" a float 1875 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1876 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1877 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1878 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1879 if (rndm (100) < remainder)
1913 maxdam++; 1880 maxdam++;
1914 } 1881 }
1915 1882
1916#ifdef ATTACK_DEBUG 1883#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1885#endif
1919 1886
1920 if (get_owner (hitter)) 1887 // for now, only do this for active objects, otherwise they
1888 // keep a refcount for a long time and I see no usefulness
1889 // for an non-active objetc to know its enemy.
1890 if (op->active)
1891 if (hitter->owner)
1921 op->enemy = hitter->owner; 1892 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1893 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1894 op->enemy = hitter;
1924 1895
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1896 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1897 {
1927 /* The unaggressives look after themselves 8) */ 1898 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1899 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1921
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1922 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1923 {
1953 if (maxdam) 1924 if (maxdam)
1954 tear_down_wall (op); 1925 tear_down_wall (op);
1926
1955 return maxdam; /* nothing more to do for wall */ 1927 return maxdam; /* nothing more to do for wall */
1956 } 1928 }
1957 1929
1958 /* See if the creature has been killed */ 1930 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1931 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1936 /* 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 1937 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1938 * remained - that is no longer the case.
1967 */ 1939 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1940 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1941 hitter->destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1942
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1943 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1944 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1945 {
1978 int i; 1946 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1948 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1949 object *owner = op->owner;
1982 1950
1983 if (!op->other_arch) 1951 if (!op->other_arch)
1984 { 1952 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1953 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1954 return maxdam;
1987 } 1955 }
1956
1988 remove_ob (op); 1957 op->remove ();
1958
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1959 for (i = 0; i < NROFNEWOBJS (op); i++)
1990 { /* This doesn't handle op->more yet */ 1960 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1961 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1962 int j;
1993 1963
1994 tmp->stats.hp = op->stats.hp; 1964 tmp->stats.hp = op->stats.hp;
1965
1995 if (friendly) 1966 if (friendly)
1996 { 1967 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1968 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1969 tmp->attack_movement = PETMOVE;
1970
2000 if (owner != NULL) 1971 if (owner)
2001 set_owner (tmp, owner); 1972 tmp->set_owner (owner);
2002 } 1973 }
1974
2003 if (unaggressive) 1975 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1977
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1978 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1979
2006 if (j == -1) /* No spot to put this monster */ 1980 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1981 tmp->destroy ();
2008 else 1982 else
2009 { 1983 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1984 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1985 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1986 }
2013 } 1987 }
2014 if (friendly) 1988
2015 remove_friendly_object (op); 1989 op->destroy ();
2016 free_object (op);
2017 } 1990 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1992 hitter->destroy ();
2020 remove_ob (hitter); 1993
2021 free_object (hitter);
2022 }
2023 return maxdam; 1994 return maxdam;
2024} 1995}
2025
2026 1996
2027void 1997void
2028poison_player (object *op, object *hitter, int dam) 1998poison_player (object *op, object *hitter, int dam)
2029{ 1999{
2030 archetype *at = archetype::find ("poisoning"); 2000 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2018 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2019 tmp->stats.dam += hitter->level / 2;
2050 else 2020 else
2051 tmp->stats.dam = dam; 2021 tmp->stats.dam = dam;
2052 2022
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2023 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2024 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2025 {
2056 tmp->skill = hitter->skill; 2026 tmp->skill = hitter->skill;
2057 } 2027 }
2058 2028
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2034 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2035 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2036 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2037 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2038 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2039 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2040 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2071 } 2041 }
2042
2072 if (hitter->type == PLAYER) 2043 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2044 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2045 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); 2046 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2047 }
2048
2077 tmp->speed_left = 0; 2049 tmp->speed_left = 0;
2078 } 2050 }
2079 else 2051 else
2080 tmp->stats.food++; 2052 tmp->stats.food++;
2081} 2053}
2085{ 2057{
2086 archetype *at = archetype::find ("slowness"); 2058 archetype *at = archetype::find ("slowness");
2087 object *tmp; 2059 object *tmp;
2088 2060
2089 if (at == NULL) 2061 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 2062 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 2063
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2064 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 2065 {
2095 tmp = arch_to_object (at); 2066 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 2067 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2068 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 2069 }
2099 else 2070 else
2100 tmp->stats.food++; 2071 tmp->stats.food++;
2072
2101 SET_FLAG (tmp, FLAG_APPLIED); 2073 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2074 tmp->speed_left = 0;
2103 fix_player (op); 2075 op->update_stats ();
2104} 2076}
2105 2077
2106void 2078void
2107confuse_player (object *op, object *hitter, int dam) 2079confuse_player (object *op, object *hitter, int dam)
2108{ 2080{
2122 tmp->speed = 0.05; 2094 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 2095 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2096 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 2097 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099
2127 if (tmp->duration > maxduration) 2100 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 2101 tmp->duration = maxduration;
2129 2102
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2103 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2104 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2105
2132 SET_FLAG (op, FLAG_CONFUSED); 2106 SET_FLAG (op, FLAG_CONFUSED);
2133} 2107}
2134 2108
2135void 2109void
2136blind_player (object *op, object *hitter, int dam) 2110blind_player (object *op, object *hitter, int dam)
2152 */ 2126 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2127 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2128
2155 tmp = insert_ob_in_ob (tmp, op); 2129 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2130 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2131 op->update_stats (); /* This takes care of some other stuff */
2158 2132
2159 if (hitter->owner) 2133 if (hitter->owner)
2160 owner = get_owner (hitter); 2134 owner = hitter->owner;
2161 else 2135 else
2162 owner = hitter; 2136 owner = hitter;
2163 2137
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2138 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2139 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2176 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2177
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2178/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2179}
2206 2180
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2181/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2182 * the computed damaged.
2210 */ 2183 */
2211void 2184void
2212deathstrike_player (object *op, object *hitter, int *dam) 2185deathstrike_player (object *op, object *hitter, int *dam)
2226 return; 2199 return;
2227 2200
2228 def_lev = op->level; 2201 def_lev = op->level;
2229 if (def_lev < 1) 2202 if (def_lev < 1)
2230 { 2203 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2204 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2232 def_lev = 1; 2205 def_lev = 1;
2233 } 2206 }
2207
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2208 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2209 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2210 atk_lev, def_lev); */
2237 2211
2238 if (atk_lev >= def_lev) 2212 if (atk_lev >= def_lev)
2253 */ 2227 */
2254 *dam *= kill_lev / def_lev; 2228 *dam *= kill_lev / def_lev;
2255 } 2229 }
2256 } 2230 }
2257 else 2231 else
2258 {
2259 *dam = 0; /* no harm done */ 2232 *dam = 0; /* no harm done */
2260 }
2261} 2233}
2262 2234
2263/* thrown_item_effect() - handles any special effects of thrown 2235/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2236 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2237 * monster).
2294 } 2266 }
2295 } 2267 }
2296} 2268}
2297 2269
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2270/* adj_attackroll() - adjustments to attacks by various conditions */
2299
2300int 2271int
2301adj_attackroll (object *hitter, object *target) 2272adj_attackroll (object *hitter, object *target)
2302{ 2273{
2303 object *attacker = hitter; 2274 object *attacker = hitter;
2304 int adjust = 0; 2275 int adjust = 0;
2311 } 2282 }
2312 2283
2313 /* aimed missiles use the owning object's sight */ 2284 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2285 if (is_aimed_missile (hitter))
2315 { 2286 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2287 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2288 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2289 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2290 * owned by him - need to handle that case to avoid crashes.
2320 */ 2291 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2292 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2369#endif 2340#endif
2370 2341
2371 return adjust; 2342 return adjust;
2372} 2343}
2373 2344
2374
2375/* determine if the object is an 'aimed' missile */ 2345/* determine if the object is an 'aimed' missile */
2376int 2346int
2377is_aimed_missile (object *op) 2347is_aimed_missile (object *op)
2378{ 2348{
2379 2349
2380 /* I broke what used to be one big if into a few nested 2350 /* 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. 2351 * ones so that figuring out the logic is at least possible.
2382 */ 2352 */
2383 if (op && (op->move_type & MOVE_FLYING)) 2353 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2354 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2355 return 1;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2356 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2388 return 1; 2357 return 1;
2389 } 2358
2390 return 0; 2359 return 0;
2391} 2360}

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