ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.73 by root, Thu Jul 26 00:38:33 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
70 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
73 }
74 } 69 }
75} 70}
76
77
78 71
79/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 74 * any further action (like destroying the item).
82 */ 75 */
83
84int 76int
85did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
86{ 78{
87 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 80 materialtype_t *mt;
89 81
90 if (op->materialname == NULL) 82 if (op->materialname == NULL)
91 { 83 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material) 85 if (op->materials & mt->material)
95 break; 86 break;
96 }
97 } 87 }
98 else 88 else
99 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
100 if (mt == NULL) 90
91 if (!mt)
101 return TRUE; 92 return TRUE;
93
102 roll = rndm (1, 20); 94 roll = rndm (1, 20);
103 95
104 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
135 saves++; 127 saves++;
136 } 128 }
137 129
138 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
139 return TRUE; 131 return TRUE;
132
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 134 return FALSE;
135
142 return TRUE; 136 return TRUE;
143} 137}
144 138
145/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 141 * calling cancellation, etc.)
148 */ 142 */
149
150void 143void
151save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
152{ 145{
153 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
154 { 147 {
168 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 163 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172 { 165 {
173 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
174 167
175 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
176 169
177 if (op) 170 if (op)
178 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
212 } 205 }
213 else 206 else
214 { 207 {
215 if (op->env) 208 if (op->env)
216 { 209 {
217 object *tmp = is_player_inv (op->env); 210 object *tmp = op->in_player ();
218 211
219 if (tmp) 212 if (tmp)
220 esrv_del_item (tmp->contr, op->count); 213 esrv_del_item (tmp->contr, op->count);
221 } 214 }
222 215
223 if (!QUERY_FLAG (op, FLAG_REMOVED)) 216 op->destroy ();
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 {
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 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 259 op->remove ();
270 260
271 insert_ob_in_ob (op, tmp); 261 insert_ob_in_ob (op, tmp);
272 return; 262 return;
273 } 263 }
274} 264}
277 * op is going in direction 'dir' 267 * op is going in direction 'dir'
278 * type is the attacktype of the object. 268 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
281 */ 271 */
282
283int 272int
284hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
285{ 274{
286 object *tmp, *next;
287 maptile *map; 275 maptile *map;
288 sint16 x, y; 276 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 278
291 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 282 return 0;
295 } 283 }
296 284
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 286 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 288 return 0;
301 } 289 }
302 290
303 if (!op->map) 291 if (!op->map)
304 { 292 {
311 299
312 map = op->map; 300 map = op->map;
313 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
314 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
315 303
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
317 306
318 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
321 return 0; 312 return 0;
322 313
323 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
325 */ 316 */
326 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
327 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
328 { 320 {
329 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
330 322
331 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 324 * 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 */ 325 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
364 } 333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
365 339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
366 tmp = next; 350 object *tmp = next;
367 next = tmp->above; 351 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 352
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 354 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 355 * This is one of the few cases where on_same_map should not be used.
378 */ 356 */
381 359
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 361 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 363 retflag |= 1;
364
386 if (op->destroyed ()) 365 if (op->destroyed ())
387 break; 366 break;
388 } 367 }
389
390 /* Here we are potentially destroying an object. If the object has 368 /* 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 369 * 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 370 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 373 * destroyed right now.
396 */ 374 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 376 {
399 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378
400 if (op->destroyed ()) 379 if (op->destroyed ())
401 break; 380 break;
402 } 381 }
403 } 382 }
404 383
435 sprintf (buf1, "missed %s", &op->name); 414 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 415 sprintf (buf2, " misses");
437 found++; 416 found++;
438 } 417 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 420 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 423 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 437 found++;
459 break; 438 break;
460 } 439 }
461 } 440 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 441 else if (hitter->type == PLAYER && op->is_alive ())
463 { 442 {
464 if (USING_SKILL (hitter, SK_KARATE)) 443 if (USING_SKILL (hitter, SK_KARATE))
465 { 444 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 472 found++;
494 break; 473 break;
495 } 474 }
496 } 475 }
497 } 476 }
477
498 if (found) 478 if (found)
499 { 479 {
500 /* done */ 480 /* done */
501 } 481 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 483 {
504 sprintf (buf1, "hit"); /* just in case */ 484 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 485 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 487 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 489 found++;
510 break; 490 break;
511 } 491 }
512 } 492 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 493 else if (type & AT_DRAIN && op->is_alive ())
514 { 494 {
515 /* drain is first, because some items have multiple attypes */ 495 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 498 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 501 found++;
522 break; 502 break;
523 } 503 }
524 } 504 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 505 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 506 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 509 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 512 found++;
533 break; 513 break;
534 } 514 }
535 } 515 }
536 else if (type & AT_COLD && IS_LIVE (op)) 516 else if (type & AT_COLD && op->is_alive ())
537 { 517 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 520 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
618 strcpy (buf1, "hit"); 598 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 599 strcpy (buf2, " hits");
620 } 600 }
621 601
622 /* bail out if a monster is casting spells */ 602 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 604 return;
625 605
626 /* scale down magic considerably. */ 606 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 607 if (type & AT_MAGIC && rndm (0, 5))
628 return; 608 return;
629 609
630 /* Did a player hurt another player? Inform both! */ 610 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 612 {
633 if (get_owner (hitter) != NULL) 613 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 615 else
636 { 616 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
638 if (dam != 0) 618 if (dam != 0)
639 { 619 {
640 if (dam < 10) 620 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 621 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 622 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 623 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 624 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 625 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 626 }
647 } 627 }
628
648 new_draw_info (NDI_BLACK, 0, op, buf); 629 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 630 } /* end of player hitting player */
650 631
651 if (hitter->type == PLAYER) 632 if (hitter->type == PLAYER)
652 { 633 {
653 sprintf (buf, "You %s.", buf1); 634 sprintf (buf, "You %s.", buf1);
654 if (dam != 0) 635 if (dam != 0)
655 { 636 {
656 if (dam < 10) 637 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 638 hitter->contr->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 639 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 640 hitter->contr->play_sound (sound_find ("player_hits2"));
660 else 641 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 642 hitter->contr->play_sound (sound_find ("player_hits3"));
662 } 643 }
644
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 645 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 646 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 647 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 648 {
667 /* look for stacked spells and start reducing the message chances */ 649 /* 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)) 650 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 651 {
670 i = 4; 652 i = 4;
671 map = hitter->map; 653 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 654 if (out_of_map (map, hitter->x, hitter->y))
673 return; 655 return;
656
674 next = get_map_ob (map, hitter->x, hitter->y); 657 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 658 if (next)
676 while (next) 659 while (next)
677 { 660 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 662 i *= 3;
663
680 tmp = next; 664 tmp = next;
681 next = tmp->above; 665 next = tmp->above;
682 } 666 }
667
683 if (i < 0) 668 if (i < 0)
684 return; 669 return;
670
685 if (rndm (0, i) != 0) 671 if (rndm (0, i) != 0)
686 return; 672 return;
687 } 673 }
688 else if (rndm (0, 5) != 0) 674 else if (rndm (0, 5) != 0)
689 return; 675 return;
676
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 677 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 678 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 679 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 680 }
694} 681}
695 682
696 683
712 return 0; 699 return 0;
713 } 700 }
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 701 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 702 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
716 { 703 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 704 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
718 return 1; 705 return 1;
719 } 706 }
720 *simple_attack = 0; 707 *simple_attack = 0;
721 return 0; 708 return 0;
722} 709}
760 747
761 /* 748 /*
762 * A little check to make it more difficult to dance forward and back 749 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 750 * to avoid ever being hit by monsters.
764 */ 751 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 752 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 753 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 754 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 755 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 756 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 757 * we call process_object, the 'if' statement above will fail.
771 */ 758 */
772 op->speed_left--; 759 --op->speed_left;
773 process_object (op); 760 process_object (op);
761
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 762 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 763 goto error;
776 } 764 }
777 765
778 op_name = op->name; 766 op_name = op->name;
786 /* See if we hit the creature */ 774 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 775 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 776 {
789 int hitdam = base_dam; 777 int hitdam = base_dam;
790 778
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) 779 if (!simple_attack)
809 { 780 {
810 /* If you hit something, the victim should *always* wake up. 781 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 782 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 783 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 784 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 785 CLEAR_FLAG (op, FLAG_SLEEP);
815 786
816 /* If the victim can't see the attacker, it may alert others 787 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 788 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 789 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 790 npc_call_help (op);
820 791
821 /* if you were hidden and hit by a creature, you are discovered */ 792 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 793 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 794 {
824 make_visible (op); 795 make_visible (op);
796
825 if (op->type == PLAYER) 797 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 798 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 799 }
828 800
829 /* thrown items (hitter) will have various effects 801 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 802 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 803 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 804 * wrapper object.
833 */ 805 */
834 thrown_item_effect (hitter, op); 806 thrown_item_effect (hitter, op);
807
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 808 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 809 goto leave;
837 } 810 }
838 811
839 /* Need to do at least 1 damage, otherwise there is no point 812 /* Need to do at least 1 damage, otherwise there is no point
882} 855}
883 856
884int 857int
885attack_ob (object *op, object *hitter) 858attack_ob (object *op, object *hitter)
886{ 859{
887
888 if (hitter->head)
889 hitter = hitter->head; 860 hitter = hitter->head_ ();
861
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 862 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 863}
892 864
893/* op is the arrow, tmp is what is stopping the arrow. 865/* op is the arrow, tmp is what is stopping the arrow.
894 * 866 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 875 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 876 * stick around.
905 */ 877 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 878 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 879 {
908 if (tmp->head != NULL)
909 tmp = tmp->head; 880 tmp = tmp->head_ ();
910 881
911 remove_ob (op); 882 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 883 op = insert_ob_in_ob (op, tmp);
913 884
914 if (tmp->type == PLAYER) 885 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 886 esrv_send_item (tmp, op);
916 887
935 /* Disassemble missile */ 906 /* Disassemble missile */
936 if (op->inv) 907 if (op->inv)
937 { 908 {
938 container = op; 909 container = op;
939 hitter = op->inv; 910 hitter = op->inv;
940 remove_ob (hitter); 911 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 912 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
942 /* Note that we now have an empty THROWN_OBJ on the map. Code that 913 /* Note that we now have an empty THROWN_OBJ on the map. Code that
943 * might be called until this THROWN_OBJ is either reassembled or 914 * 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 915 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 916 * THROWN_OBJs. */
961 */ 932 */
962 if (hitter->destroyed () || hitter->env != NULL) 933 if (hitter->destroyed () || hitter->env != NULL)
963 { 934 {
964 if (container) 935 if (container)
965 { 936 {
966 remove_ob (container); 937 container->remove ();
967 free_object (container); 938 container->destroy ();
968 } 939 }
969 940
970 return 0; 941 return 0;
971 } 942 }
972 943
982 hitter = fix_stopped_arrow (hitter); 953 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 954 if (!hitter)
984 return 0; 955 return 0;
985 } 956 }
986 else 957 else
987 { 958 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 959
992 /* Try to stick arrow into victim */ 960 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 961 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 962 return 0;
995 963
1000 * can fly over but not otherwise move over. What is the correct 968 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 969 * way to handle those otherwise?
1002 */ 970 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 971 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 972 {
1005 remove_ob (hitter); 973 hitter->remove ();
1006 hitter->x = victim->x; 974 hitter->x = victim->x;
1007 hitter->y = victim->y; 975 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 976 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 977 }
1010 else 978 else
1018 op->speed -= 1.0; 986 op->speed -= 1.0;
1019 987
1020 /* Missile missed victim - reassemble missile */ 988 /* Missile missed victim - reassemble missile */
1021 if (container) 989 if (container)
1022 { 990 {
1023 remove_ob (hitter); 991 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 992 insert_ob_in_ob (hitter, container);
1025 } 993 }
1026 994
1027 return op; 995 return op;
1028} 996}
1029
1030 997
1031void 998void
1032tear_down_wall (object *op) 999tear_down_wall (object *op)
1033{ 1000{
1034 int perc = 0; 1001 int perc = 0;
1040 } 1007 }
1041 else if (!GET_ANIM_ID (op)) 1008 else if (!GET_ANIM_ID (op))
1042 { 1009 {
1043 /* Object has been called - no animations, so remove it */ 1010 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1011 if (op->stats.hp < 0)
1012 op->destroy ();
1045 { 1013
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 */ 1014 return; /* no animations, so nothing more to do */
1052 } 1015 }
1016
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1017 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1018
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1019 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1020 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1021 else if (perc < 1)
1057 perc = 1; 1022 perc = 1;
1023
1058 SET_ANIMATION (op, perc); 1024 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1025 update_object (op, UP_OBJ_FACE);
1026
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1027 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1028 { /* Reached the last animation */
1062 if (op->face == blank_face) 1029 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1030 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1031 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 1032 else
1073 { /* The last face was not blank, leave an image */ 1033 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1034 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1035 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1036 op->move_block = 0;
1080} 1040}
1081 1041
1082void 1042void
1083scare_creature (object *target, object *hitter) 1043scare_creature (object *target, object *hitter)
1084{ 1044{
1085 object *owner = get_owner (hitter); 1045 object *owner = hitter->owner;
1086 1046
1087 if (!owner) 1047 if (!owner)
1088 owner = hitter; 1048 owner = hitter;
1089 1049
1090 SET_FLAG (target, FLAG_SCARED); 1050 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1051 if (!target->enemy)
1092 target->enemy = owner; 1052 target->enemy = owner;
1093} 1053}
1094
1095 1054
1096/* This returns the amount of damage hitter does to op with the 1055/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1056 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1057 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1058 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1059 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1060 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1061int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1062hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1063{
1106
1107 int doesnt_slay = 1; 1064 int doesnt_slay = 1;
1108 1065
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1066 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1067 if (attacknum >= NROFATTACKS)
1111 { 1068 {
1113 return 0; 1070 return 0;
1114 } 1071 }
1115 1072
1116 if (dam < 0) 1073 if (dam < 0)
1117 { 1074 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1075 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1076 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1077 return 0;
1120 } 1078 }
1121 1079
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1080 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1123 * people can't mess with that or it otherwise get confused. */ 1081 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1082 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1083 return dam;
1126 1084
1127 if (hitter->slaying) 1085 if (hitter->slaying)
1128 { 1086 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1087 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1088 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1089 {
1132 doesnt_slay = 0; 1090 doesnt_slay = 0;
1133 dam *= 3; 1091 dam *= 3;
1134 } 1092 }
1135 } 1093 }
1149 /* Special hack. By default, if immune to something, you 1107 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1108 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1109 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1110 * special processing is needed */
1153 1111
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1112 if (op->resist[attacknum] >= 100
1113 && doesnt_slay
1114 && attacknum != ATNR_ACID)
1155 return 0; 1115 return 0;
1156 1116
1157 /* Keep this in order - makes things easier to find */ 1117 /* Keep this in order - makes things easier to find */
1158 1118
1159 switch (attacknum) 1119 switch (attacknum)
1160 { 1120 {
1161 case ATNR_PHYSICAL: 1121 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1122 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1123 check_physically_infect (op, hitter);
1164 break; 1124 break;
1165 1125
1166 /* Don't need to do anything for: 1126 /* Don't need to do anything for:
1167 magic, 1127 magic,
1168 fire, 1128 fire,
1169 electricity, 1129 electricity,
1170 cold */ 1130 cold */
1171 1131
1172 case ATNR_CONFUSION: 1132 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1133 case ATNR_POISON:
1174 case ATNR_SLOW: 1134 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1135 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1136 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1137 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1138 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1139 case ATNR_BLIND:
1180 { 1140 {
1181 /* chance for inflicting a special attack depends on the 1141 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1142 * difference between attacker's and defender's level
1183 */ 1143 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1144 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1145
1186 /* First, only creatures/players with speed can be affected. 1146 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1147 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1148 * you. Third, you still get a saving through against the
1189 * effect. 1149 * effect.
1190 */ 1150 */
1191 if (op->speed && 1151 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1152 (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)) 1153 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1154 {
1195 1155
1196 /* Player has been hit by something */ 1156 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1157 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1158 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1159 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1160 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1161 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1162 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1163 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1164 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1165 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1166 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1167 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1168 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1169 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1170 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1171 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1172 blind_player (op, hitter, dam);
1213 } 1173 }
1174
1214 dam = 0; /* These are all effects and don't do real damage */ 1175 dam = 0; /* These are all effects and don't do real damage */
1215 } 1176 }
1216 break; 1177 break;
1178
1217 case ATNR_ACID: 1179 case ATNR_ACID:
1218 { 1180 {
1219 int flag = 0; 1181 int flag = 0;
1220 1182
1221 /* Items only get corroded if you're not on a battleground and 1183 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1184 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1185 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1186 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1188 {
1229 if (tmp->invisible) 1189 if (tmp->invisible)
1230 continue; 1190 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1191 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1192 /* >= 10% acid res. on items will protect these */
1233 continue; 1193 continue;
1234 if (!(tmp->material & M_IRON)) 1194 if (!(tmp->materials & M_IRON))
1235 continue; 1195 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1196 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1197 continue;
1238 if (tmp->type == RING || 1198 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1199 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1200 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 || tmp->type == AMULET
1202 || tmp->type == WAND
1203 || tmp->type == ROD
1204 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1205 continue; /* To avoid some strange effects */
1243 1206
1244 /* High damage acid has better chance of corroding 1207 /* High damage acid has better chance of corroding
1245 objects */ 1208 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1209 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 { 1210 {
1248 if (op->type == PLAYER) 1211 if (op->type == PLAYER)
1249 /* Make this more visible */ 1212 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1213 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1214 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1215 flag = 1;
1253 tmp->magic--; 1216 tmp->magic--;
1254 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp); 1218 esrv_send_item (op, tmp);
1256 } 1219 }
1257 } 1220 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 } 1221
1222 if (flag)
1223 op->update_stats (); /* Something was corroded */
1261 } 1224 }
1225 }
1262 break; 1226 break;
1227
1263 case ATNR_DRAIN: 1228 case ATNR_DRAIN:
1264 { 1229 {
1265 /* rate is the proportion of exp drained. High rate means 1230 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1231 * not much is drained, low rate means a lot is drained.
1267 */ 1232 */
1268 int rate; 1233 int rate;
1269 1234
1270 if (op->resist[ATNR_DRAIN] >= 0) 1235 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1236 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1237 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1238 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1239
1275 if (op->stats.exp <= rate) 1240 if (op->stats.exp <= rate)
1276 { 1241 {
1277 if (op->type == GOLEM) 1242 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1243 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1244 else
1280 /* If we can't drain, lets try to do physical damage */ 1245 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1246 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1247 }
1283 else 1248 else
1284 { 1249 {
1285 /* Randomly give the hitter some hp */ 1250 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1251 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1252 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1253 hitter->stats.hp++;
1289 1254
1290 /* Can't do drains on battleground spaces. 1255 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1256 * Move the wiz check up here - before, the hitter wouldn't gain exp
1292 * exp, but the wiz would still lose exp! If drainee is a wiz, 1257 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1258 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1259 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1260 * attacks, hence all the != PLAYER checks.
1296 */ 1261 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1262 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1263 {
1299 object *owner = get_owner (hitter); 1264 object *owner = hitter->owner;
1300 1265
1301 if (owner && owner != hitter) 1266 if (owner && owner != hitter)
1302 { 1267 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1268 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1269 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1271 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1272 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1273 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1275
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1276 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1277 }
1278
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1279 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1315 * drain attack, you won't know that you are actually sucking out EXP, 1280 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1281 * as the messages will say you missed
1317 */ 1282 */
1318 } 1283 }
1319 } 1284 }
1320 break; 1285 break;
1286
1321 case ATNR_TURN_UNDEAD: 1287 case ATNR_TURN_UNDEAD:
1322 { 1288 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1289 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1290 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1291 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1292 object *god = find_god (determine_god (owner));
1327 int div = 1; 1293 int div = 1;
1328 1294
1329 /* if undead are not an enemy of your god, you turn them 1295 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1296 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1297 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1332 div = 2; 1298 div = 2;
1299
1333 /* Give a bonus if you resist turn undead */ 1300 /* 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))) 1301 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1302 scare_creature (op, owner);
1336 } 1303 }
1337 else 1304 else
1338 dam = 0; /* don't damage non undead - should we damage 1305 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1306 undead? */
1340 } 1307 }
1341 break; 1308 break;
1309
1342 case ATNR_DEATH: 1310 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1311 deathstrike_player (op, hitter, &dam);
1344 break; 1312 break;
1313
1345 case ATNR_CHAOS: 1314 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1315 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1316 dam = 0;
1348 break; 1317 break;
1318
1349 case ATNR_COUNTERSPELL: 1319 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1320 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1321 dam = 0;
1352 /* This should never happen. Counterspell is handled 1322 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1323 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1324 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1325 * does no damage. */
1356 break; 1326 break;
1327
1357 case ATNR_HOLYWORD: 1328 case ATNR_HOLYWORD:
1358 { 1329 {
1359 /* This has already been handled by hit_player, 1330 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1331 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1333
1363 /* As with turn undead above, give a bonus on the saving throw */ 1334 /* As with turn undead above, give a bonus on the saving throw */
1364 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1335 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1336 scare_creature (op, owner);
1366 } 1337 }
1367 break; 1338 break;
1339
1368 case ATNR_LIFE_STEALING: 1340 case ATNR_LIFE_STEALING:
1369 { 1341 {
1370 int new_hp; 1342 int new_hp;
1371 1343
1372 /* this is replacement to drain for players, instead of taking 1344 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1345 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1346 * much use giving it to monsters
1375 * 1347 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1348 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1349 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1350 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1351 * 1000).
1380 */ 1352 */
1381 /* You can't steal life from something undead */ 1353 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1354 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1355 return 0;
1356
1384 /* If drain protection is higher than life stealing, use that */ 1357 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1358 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1359 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1360 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1361 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1362
1389 /* You die at -1 hp, not zero. */ 1363 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1364 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1365 dam = op->stats.hp + 1;
1366
1392 new_hp = hitter->stats.hp + dam; 1367 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1368 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1369 new_hp = hitter->stats.maxhp;
1370
1395 if (new_hp > hitter->stats.hp) 1371 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1372 hitter->stats.hp = new_hp;
1397 } 1373 }
1398 } 1374 }
1375
1399 return dam; 1376 return dam;
1400} 1377}
1401
1402 1378
1403/* GROS: This code comes from hit_player. It has been made external to 1379/* GROS: This code comes from hit_player. It has been made external to
1404 * allow script procedures to "kill" objects in a combat-like fashion. 1380 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1381 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1382 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1397 char buf[MAX_BUF];
1422 const char *skill; 1398 const char *skill;
1423 int maxdam = 0; 1399 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1400 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1401 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1402 object *owner = 0;
1427 object *skop = NULL; 1403 object *skop = 0;
1428 1404
1429 if (op->stats.hp >= 0) 1405 if (op->stats.hp >= 0)
1430 return -1; 1406 return -1;
1431 1407
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1408 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1417 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1418 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1419
1444 if (op->type == DOOR) 1420 if (op->type == DOOR)
1445 { 1421 {
1446 op->speed = 0.1; 1422 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1423 op->speed_left = -0.05f;
1449 return maxdam; 1424 return maxdam;
1450 } 1425 }
1451 1426
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1427 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1428 {
1454 remove_friendly_object (op); 1429 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; 1430 return maxdam;
1462 } 1431 }
1463 1432
1464 /* Now lets start dealing with experience we get for killing something */ 1433 /* Now lets start dealing with experience we get for killing something */
1465 1434
1466 owner = get_owner (hitter); 1435 owner = hitter->owner;
1467 if (!owner) 1436 if (!owner)
1468 owner = hitter; 1437 owner = hitter;
1469 1438
1470 /* is the victim (op) standing on battleground? */ 1439 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1440 if (op_on_battleground (op, NULL, NULL))
1492 char buf[256]; 1461 char buf[256];
1493 1462
1494 tmv = localtime (&t); 1463 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1464 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1465
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1466 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1467 }
1499 1468
1500 /* try to filter some things out - basically, if you are 1469 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1470 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1471 * probably don't want to see that.
1508 else 1477 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1478 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1479
1511 /* Only play sounds for melee kills */ 1480 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1481 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1482 owner->play_sound (sound_find ("player_kills"));
1514 } 1483 }
1515 1484
1516 /* If a player kills another player, not on 1485 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1486 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1487 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1489 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1490 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1491 * Changed to make luck penalty configurable in settings.
1523 */ 1492 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1493 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1494 owner->change_luck (-settings.pk_luck_penalty);
1526 1495
1527 /* This code below deals with finding the appropriate skill 1496 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1497 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1498 * probably never really have to look at current_weapon->skill
1530 */ 1499 */
1531 skill = 0; 1500 skill = 0;
1532 1501
1533 if (hitter->skill && hitter->type != PLAYER) 1502 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1503 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1504 else if (owner->chosen_skill)
1536 { 1505 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1506 skop = owner->chosen_skill;
1507 skill = skop->skill;
1539 } 1508 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill; 1510 skill = owner->current_weapon->skill;
1542 else 1511 else
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1512 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1544 1513
1545 /* We have the skill we want to credit to - now find the object this goes 1514 /* We have the skill we want to credit to - now find the object this goes
1546 * to. Make sure skop is an actual skill, and not a skill tool! 1515 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1516 */
1548 if ((!skop || skop->type != SKILL) && skill) 1517 if ((!skop || skop->type != SKILL) && skill)
1549 { 1518 {
1550 int i; 1519 int i;
1551 1520
1577 skill = skop->skill; 1546 skill = skop->skill;
1578 1547
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1548 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580 1549
1581 /* If you didn't kill yourself, and your not the wizard */ 1550 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1551 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1552 {
1584 int exp; 1553 int exp;
1585 1554
1586 /* Really don't give much experience for killing other players */ 1555 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1583 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1584 change_exp (owner, exp, skill, 0);
1616 else 1585 else
1617 { 1586 {
1618 int shares = 0, count = 0; 1587 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1588 partylist *party = owner->contr->party;
1621 1589
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1590 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1591
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1592 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1594 {
1628 count++; 1595 count++;
1629 shares += (pl->ob->level + 4); 1596 shares += (pl->ob->level + 4);
1630 } 1597 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1600 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1601 else
1635 { 1602 {
1636 int share = exp / shares, given = 0, nexp; 1603 int share = exp / shares, given = 0, nexp;
1637 1604
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1605 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1606 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1607 {
1641 nexp = (pl->ob->level + 4) * share; 1608 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1609 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1610 given += nexp;
1652 1619
1653 if (op->type != PLAYER) 1620 if (op->type != PLAYER)
1654 { 1621 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1622 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1623 {
1657 object *owner1 = get_owner (op); 1624 object *owner1 = op->owner;
1658 1625
1659 if (owner1 && owner1->type == PLAYER) 1626 if (owner1 && owner1->type == PLAYER)
1660 { 1627 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1628 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1629 /* 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); 1630 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1664 } 1631 }
1665 1632
1666 remove_friendly_object (op); 1633 remove_friendly_object (op);
1667 } 1634 }
1668 1635
1669 remove_ob (op); 1636 op->destroy ();
1670 free_object (op);
1671 } 1637 }
1672 else 1638 else
1673 { 1639 {
1674 /* Player has been killed! */ 1640 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1641 if (owner->type == PLAYER)
1685} 1651}
1686 1652
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1653/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1654 * Returns 0 this is not friendly fire
1689 */ 1655 */
1690
1691int 1656int
1692friendly_fire (object *op, object *hitter) 1657friendly_fire (object *op, object *hitter)
1693{ 1658{
1694 object *owner; 1659 object *owner;
1695 int friendlyfire; 1660 int friendlyfire;
1705 return 0; 1670 return 0;
1706 1671
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1672 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1673 return 1;
1709 1674
1710 if ((owner = get_owner (hitter)) != NULL) 1675 if ((owner = hitter->owner) != NULL)
1711 { 1676 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1677 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1678 friendlyfire = 2;
1714 } 1679 }
1715 1680
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1681 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1682 friendlyfire = 0;
1718 } 1683 }
1684
1719 return friendlyfire; 1685 return friendlyfire;
1720} 1686}
1721
1722 1687
1723/* This isn't used just for players, but in fact most objects. 1688/* This isn't used just for players, but in fact most objects.
1724 * op is the object to be hit, dam is the amount of damage, hitter 1689 * op is the object to be hit, dam is the amount of damage, hitter
1725 * is what is hitting the object, type is the attacktype, and 1690 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1691 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1692 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1693 * modify it.
1729 */ 1694 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1695/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1696 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1697int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1698hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1699{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1700 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1701 int maxattacktype, attacknum;
1746 1709
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1710 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1748 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1711 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1712 return 0;
1750 1713
1751#ifdef PROHIBIT_PLAYERKILL 1714 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1753 { 1716 {
1754 object *owner = get_owner (hitter); 1717 object *owner = hitter->owner;
1755 1718
1756 if (!owner) 1719 if (!owner)
1757 owner = hitter; 1720 owner = hitter;
1758 1721
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1722 if (owner->type == PLAYER
1723 && (!op_on_battleground (op, 0, 0)
1724 && (op->contr->peaceful || owner->contr->peaceful))
1725 && op != owner)
1760 return 0; 1726 return 0;
1761 } 1727 }
1762#endif
1763 1728
1764 if (body_attack) 1729 if (body_attack)
1765 { 1730 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1731 /* slow and paralyze must hit the head. But we don't want to just
1767 * return - we still need to process other attacks the spell still 1732 * return - we still need to process other attacks the spell still
1781 } 1746 }
1782 } 1747 }
1783 1748
1784 if (!simple_attack && op->type == DOOR) 1749 if (!simple_attack && op->type == DOOR)
1785 { 1750 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1751 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1752 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1753 {
1791 spring_trap (tmp, hitter); 1754 spring_trap (tmp, hitter);
1755
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1756 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1757 return 0;
1758
1794 break; 1759 break;
1795 } 1760 }
1796 } 1761 }
1797 1762
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1763 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1764 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1765 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1766 * destroyed() check above doesn't return, and might get here.
1802 */ 1767 */
1768
1769 /* FIXME: This for example happens when a dead door is on a mover and
1770 gets it's speed_left raised on each mover-tick.
1771 Doors are removed in a kinda funny way by giving them speed and speed_left
1772 and waiting for that to run out.
1773 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1774 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1775 return 0;
1805 } 1776 }
1806 1777
1807#ifdef ATTACK_DEBUG 1778#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1779 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 */ 1785 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1786 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1787 if (dam >= 100)
1817 dam /= 100; 1788 dam /= 100;
1818 else 1789 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1790 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1791 }
1821 1792
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1793 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1823 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1794 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1795 */
1840 if ((!hitter->slaying || 1811 if ((!hitter->slaying ||
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1812 (!(op->race && strstr (hitter->slaying, op->race)) &&
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1813 !(op->name && strstr (hitter->slaying, op->name)))) &&
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1814 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1844 (hitter->title != NULL 1815 (hitter->title != NULL
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1816 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1846 return 0; 1817 return 0;
1847 } 1818 }
1848 1819
1849 maxattacktype = type; /* initialize this to something */ 1820 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1821 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1822 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1823 /* Magic isn't really a true attack type - it gets combined with other
1853 * attack types. As such, skip it over. However, if magic is 1824 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1825 * the only attacktype in the group, then still attack with it
1882 */ 1853 */
1883 friendlyfire = friendly_fire (op, hitter); 1854 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1855 if (friendlyfire && maxdam)
1885 { 1856 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1857 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1858
1891#ifdef ATTACK_DEBUG 1859#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1860 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1861 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1862#endif
1895 } 1863 }
1896 1864
1897 if (!full_hit) 1865 if (!full_hit)
1898 { 1866 {
1899 archetype *at;
1900 int area; 1867 int area;
1901 int remainder; 1868 int remainder;
1902 1869
1903 area = 0; 1870 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1871
1872 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1873 area++;
1874
1906 assert (area > 0); 1875 assert (area > 0);
1907 1876
1908 /* basically: maxdam /= area; we try to "simulate" a float 1877 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1878 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1879 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1880 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1881 if (rndm (100) < remainder)
1913 maxdam++; 1882 maxdam++;
1914 } 1883 }
1915 1884
1916#ifdef ATTACK_DEBUG 1885#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1886 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1887#endif
1919 1888
1920 if (get_owner (hitter)) 1889 // for now, only do this for active objects, otherwise they
1890 // keep a refcount for a long time and I see no usefulness
1891 // for an non-active objetc to know its enemy.
1892 if (op->active)
1893 if (hitter->owner)
1921 op->enemy = hitter->owner; 1894 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1896 op->enemy = hitter;
1924 1897
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1899 {
1927 /* The unaggressives look after themselves 8) */ 1900 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1923
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1924 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1925 {
1953 if (maxdam) 1926 if (maxdam)
1954 tear_down_wall (op); 1927 tear_down_wall (op);
1928
1955 return maxdam; /* nothing more to do for wall */ 1929 return maxdam; /* nothing more to do for wall */
1956 } 1930 }
1957 1931
1958 /* See if the creature has been killed */ 1932 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1933 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1965 * that before if the player was immune to ghosthit, the monster 1939 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1940 * remained - that is no longer the case.
1967 */ 1941 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1943 hitter->destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1944
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1945 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1946 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1947 {
1978 int i; 1948 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1949 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1950 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1951 object *owner = op->owner;
1982 1952
1983 if (!op->other_arch) 1953 if (!op->other_arch)
1984 { 1954 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1955 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1956 return maxdam;
1987 } 1957 }
1958
1988 remove_ob (op); 1959 op->remove ();
1960
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1961 for (i = 0; i < NROFNEWOBJS (op); i++)
1990 { /* This doesn't handle op->more yet */ 1962 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1963 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1964 int j;
1993 1965
1994 tmp->stats.hp = op->stats.hp; 1966 tmp->stats.hp = op->stats.hp;
1967
1995 if (friendly) 1968 if (friendly)
1996 { 1969 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1970 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1971 tmp->attack_movement = PETMOVE;
1972
2000 if (owner != NULL) 1973 if (owner)
2001 set_owner (tmp, owner); 1974 tmp->set_owner (owner);
2002 } 1975 }
1976
2003 if (unaggressive) 1977 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1978 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1979
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1980 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1981
2006 if (j == -1) /* No spot to put this monster */ 1982 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1983 tmp->destroy ();
2008 else 1984 else
2009 { 1985 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1986 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1987 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1988 }
2013 } 1989 }
2014 if (friendly) 1990
2015 remove_friendly_object (op); 1991 op->destroy ();
2016 free_object (op);
2017 } 1992 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1993 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1994 hitter->destroy ();
2020 remove_ob (hitter); 1995
2021 free_object (hitter);
2022 }
2023 return maxdam; 1996 return maxdam;
2024} 1997}
2025
2026 1998
2027void 1999void
2028poison_player (object *op, object *hitter, int dam) 2000poison_player (object *op, object *hitter, int dam)
2029{ 2001{
2030 archetype *at = archetype::find ("poisoning"); 2002 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2020 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2021 tmp->stats.dam += hitter->level / 2;
2050 else 2022 else
2051 tmp->stats.dam = dam; 2023 tmp->stats.dam = dam;
2052 2024
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2025 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2026 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2027 {
2056 tmp->skill = hitter->skill; 2028 tmp->skill = hitter->skill;
2057 } 2029 }
2058 2030
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2039 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2040 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2041 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2071 } 2043 }
2044
2072 if (hitter->type == PLAYER) 2045 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2046 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2047 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); 2048 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2049 }
2050
2077 tmp->speed_left = 0; 2051 tmp->speed_left = 0;
2078 } 2052 }
2079 else 2053 else
2080 tmp->stats.food++; 2054 tmp->stats.food++;
2081} 2055}
2085{ 2059{
2086 archetype *at = archetype::find ("slowness"); 2060 archetype *at = archetype::find ("slowness");
2087 object *tmp; 2061 object *tmp;
2088 2062
2089 if (at == NULL) 2063 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 2064 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 2065
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2066 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 2067 {
2095 tmp = arch_to_object (at); 2068 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 2069 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2070 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 2071 }
2099 else 2072 else
2100 tmp->stats.food++; 2073 tmp->stats.food++;
2074
2101 SET_FLAG (tmp, FLAG_APPLIED); 2075 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2076 tmp->speed_left = 0;
2103 fix_player (op); 2077 op->update_stats ();
2104} 2078}
2105 2079
2106void 2080void
2107confuse_player (object *op, object *hitter, int dam) 2081confuse_player (object *op, object *hitter, int dam)
2108{ 2082{
2122 tmp->speed = 0.05; 2096 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 2097 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2098 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 2099 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2100 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101
2127 if (tmp->duration > maxduration) 2102 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 2103 tmp->duration = maxduration;
2129 2104
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2105 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2106 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2107
2132 SET_FLAG (op, FLAG_CONFUSED); 2108 SET_FLAG (op, FLAG_CONFUSED);
2133} 2109}
2134 2110
2135void 2111void
2136blind_player (object *op, object *hitter, int dam) 2112blind_player (object *op, object *hitter, int dam)
2152 */ 2128 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2129 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2130
2155 tmp = insert_ob_in_ob (tmp, op); 2131 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2132 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2133 op->update_stats (); /* This takes care of some other stuff */
2158 2134
2159 if (hitter->owner) 2135 if (hitter->owner)
2160 owner = get_owner (hitter); 2136 owner = hitter->owner;
2161 else 2137 else
2162 owner = hitter; 2138 owner = hitter;
2163 2139
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2140 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2141 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2178 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2179
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2180/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2181}
2206 2182
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2183/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2184 * the computed damaged.
2210 */ 2185 */
2211void 2186void
2212deathstrike_player (object *op, object *hitter, int *dam) 2187deathstrike_player (object *op, object *hitter, int *dam)
2220 ** field of the deathstriking object */ 2195 ** field of the deathstriking object */
2221 2196
2222 int atk_lev, def_lev, kill_lev; 2197 int atk_lev, def_lev, kill_lev;
2223 2198
2224 if (hitter->slaying) 2199 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2200 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2226 return; 2201 return;
2227 2202
2228 def_lev = op->level; 2203 def_lev = op->level;
2229 if (def_lev < 1) 2204 if (def_lev < 1)
2230 { 2205 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2206 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2232 def_lev = 1; 2207 def_lev = 1;
2233 } 2208 }
2209
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2210 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2211 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2212 atk_lev, def_lev); */
2237 2213
2238 if (atk_lev >= def_lev) 2214 if (atk_lev >= def_lev)
2253 */ 2229 */
2254 *dam *= kill_lev / def_lev; 2230 *dam *= kill_lev / def_lev;
2255 } 2231 }
2256 } 2232 }
2257 else 2233 else
2258 {
2259 *dam = 0; /* no harm done */ 2234 *dam = 0; /* no harm done */
2260 }
2261} 2235}
2262 2236
2263/* thrown_item_effect() - handles any special effects of thrown 2237/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2238 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2239 * monster).
2294 } 2268 }
2295 } 2269 }
2296} 2270}
2297 2271
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2272/* adj_attackroll() - adjustments to attacks by various conditions */
2299
2300int 2273int
2301adj_attackroll (object *hitter, object *target) 2274adj_attackroll (object *hitter, object *target)
2302{ 2275{
2303 object *attacker = hitter; 2276 object *attacker = hitter;
2304 int adjust = 0; 2277 int adjust = 0;
2311 } 2284 }
2312 2285
2313 /* aimed missiles use the owning object's sight */ 2286 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2287 if (is_aimed_missile (hitter))
2315 { 2288 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2289 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2290 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2291 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2292 * owned by him - need to handle that case to avoid crashes.
2320 */ 2293 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2294 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2369#endif 2342#endif
2370 2343
2371 return adjust; 2344 return adjust;
2372} 2345}
2373 2346
2374
2375/* determine if the object is an 'aimed' missile */ 2347/* determine if the object is an 'aimed' missile */
2376int 2348int
2377is_aimed_missile (object *op) 2349is_aimed_missile (object *op)
2378{ 2350{
2379 2351
2380 /* I broke what used to be one big if into a few nested 2352 /* I broke what used to be one big if into a few nested
2381 * ones so that figuring out the logic is at least possible. 2353 * ones so that figuring out the logic is at least possible.
2382 */ 2354 */
2383 if (op && (op->move_type & MOVE_FLYING)) 2355 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2357 return 1;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2388 return 1; 2359 return 1;
2389 } 2360
2390 return 0; 2361 return 0;
2391} 2362}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines