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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.77 by root, Thu Oct 4 23:59:07 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);
618
638 if (dam != 0) 619 if (dam != 0)
639 { 620 {
640 if (dam < 10) 621 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 623 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 625 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 627 }
647 } 628 }
629
648 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 631 } /* end of player hitting player */
650 632
651 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
652 { 634 {
653 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
654 if (dam != 0) 637 if (dam != 0)
655 { 638 {
656 if (dam < 10) 639 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 641 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
660 else 643 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
662 } 645 }
646
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 648 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 650 {
667 /* look for stacked spells and start reducing the message chances */ 651 /* 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)) 652 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 653 {
670 i = 4; 654 i = 4;
671 map = hitter->map; 655 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
673 return; 657 return;
658
674 next = get_map_ob (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 660 if (next)
676 while (next) 661 while (next)
677 { 662 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 664 i *= 3;
665
680 tmp = next; 666 tmp = next;
681 next = tmp->above; 667 next = tmp->above;
682 } 668 }
669
683 if (i < 0) 670 if (i < 0)
684 return; 671 return;
672
685 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
686 return; 674 return;
687 } 675 }
688 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
689 return; 677 return;
678
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 682 }
694} 683}
695 684
696 685
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 690 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 692 return 1;
704 } 693 }
694
705 if ((*target)->head) 695 if ((*target)->head)
706 *target = (*target)->head; 696 *target = (*target)->head;
697
707 if ((*hitter)->head) 698 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
710 { 702 {
711 *simple_attack = 1; 703 *simple_attack = 1;
712 return 0; 704 return 0;
713 } 705 }
706
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
716 { 709 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 710 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 712 return 1;
719 } 713 }
714
720 *simple_attack = 0; 715 *simple_attack = 0;
721 return 0; 716 return 0;
722} 717}
723 718
724static int 719static int
760 755
761 /* 756 /*
762 * A little check to make it more difficult to dance forward and back 757 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 758 * to avoid ever being hit by monsters.
764 */ 759 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 760 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 761 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 762 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 763 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 764 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 765 * we call process_object, the 'if' statement above will fail.
771 */ 766 */
772 op->speed_left--; 767 --op->speed_left;
773 process_object (op); 768 process_object (op);
769
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 770 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 771 goto error;
776 } 772 }
777 773
778 op_name = op->name; 774 op_name = op->name;
786 /* See if we hit the creature */ 782 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 783 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 784 {
789 int hitdam = base_dam; 785 int hitdam = base_dam;
790 786
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) 787 if (!simple_attack)
809 { 788 {
810 /* If you hit something, the victim should *always* wake up. 789 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 790 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 791 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 792 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 793 CLEAR_FLAG (op, FLAG_SLEEP);
815 794
816 /* If the victim can't see the attacker, it may alert others 795 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 796 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 798 npc_call_help (op);
820 799
821 /* if you were hidden and hit by a creature, you are discovered */ 800 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 802 {
824 make_visible (op); 803 make_visible (op);
804
825 if (op->type == PLAYER) 805 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 807 }
828 808
829 /* thrown items (hitter) will have various effects 809 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 810 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 811 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 812 * wrapper object.
833 */ 813 */
834 thrown_item_effect (hitter, op); 814 thrown_item_effect (hitter, op);
815
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 816 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 817 goto leave;
837 } 818 }
838 819
839 /* Need to do at least 1 damage, otherwise there is no point 820 /* Need to do at least 1 damage, otherwise there is no point
882} 863}
883 864
884int 865int
885attack_ob (object *op, object *hitter) 866attack_ob (object *op, object *hitter)
886{ 867{
887
888 if (hitter->head)
889 hitter = hitter->head; 868 hitter = hitter->head_ ();
869
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 870 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 871}
892 872
893/* op is the arrow, tmp is what is stopping the arrow. 873/* op is the arrow, tmp is what is stopping the arrow.
894 * 874 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 883 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 884 * stick around.
905 */ 885 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 886 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 887 {
908 if (tmp->head != NULL)
909 tmp = tmp->head; 888 tmp = tmp->head_ ();
910 889
911 remove_ob (op); 890 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 891 op = insert_ob_in_ob (op, tmp);
913 892
914 if (tmp->type == PLAYER) 893 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 894 esrv_send_item (tmp, op);
916 895
935 /* Disassemble missile */ 914 /* Disassemble missile */
936 if (op->inv) 915 if (op->inv)
937 { 916 {
938 container = op; 917 container = op;
939 hitter = op->inv; 918 hitter = op->inv;
940 remove_ob (hitter); 919 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 920 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 921 /* Note that we now have an empty THROWN_OBJ on the map. Code that
943 * might be called until this THROWN_OBJ is either reassembled or 922 * might be called until this THROWN_OBJ is either reassembled or
944 * removed at the end of this function must be able to deal with empty 923 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 924 * THROWN_OBJs. */
961 */ 940 */
962 if (hitter->destroyed () || hitter->env != NULL) 941 if (hitter->destroyed () || hitter->env != NULL)
963 { 942 {
964 if (container) 943 if (container)
965 { 944 {
966 remove_ob (container); 945 container->remove ();
967 free_object (container); 946 container->destroy ();
968 } 947 }
969 948
970 return 0; 949 return 0;
971 } 950 }
972 951
982 hitter = fix_stopped_arrow (hitter); 961 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 962 if (!hitter)
984 return 0; 963 return 0;
985 } 964 }
986 else 965 else
987 { 966 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 967
992 /* Try to stick arrow into victim */ 968 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 969 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 970 return 0;
995 971
1000 * can fly over but not otherwise move over. What is the correct 976 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 977 * way to handle those otherwise?
1002 */ 978 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 979 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 980 {
1005 remove_ob (hitter); 981 hitter->remove ();
1006 hitter->x = victim->x; 982 hitter->x = victim->x;
1007 hitter->y = victim->y; 983 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 984 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 985 }
1010 else 986 else
1018 op->speed -= 1.0; 994 op->speed -= 1.0;
1019 995
1020 /* Missile missed victim - reassemble missile */ 996 /* Missile missed victim - reassemble missile */
1021 if (container) 997 if (container)
1022 { 998 {
1023 remove_ob (hitter); 999 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1000 insert_ob_in_ob (hitter, container);
1025 } 1001 }
1026 1002
1027 return op; 1003 return op;
1028} 1004}
1029
1030 1005
1031void 1006void
1032tear_down_wall (object *op) 1007tear_down_wall (object *op)
1033{ 1008{
1034 int perc = 0; 1009 int perc = 0;
1040 } 1015 }
1041 else if (!GET_ANIM_ID (op)) 1016 else if (!GET_ANIM_ID (op))
1042 { 1017 {
1043 /* Object has been called - no animations, so remove it */ 1018 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1019 if (op->stats.hp < 0)
1020 op->destroy ();
1045 { 1021
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 */ 1022 return; /* no animations, so nothing more to do */
1052 } 1023 }
1024
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1025 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1026
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1027 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1028 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1029 else if (perc < 1)
1057 perc = 1; 1030 perc = 1;
1031
1058 SET_ANIMATION (op, perc); 1032 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1033 update_object (op, UP_OBJ_FACE);
1034
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1035 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1036 { /* Reached the last animation */
1062 if (op->face == blank_face) 1037 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1038 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1039 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 1040 else
1073 { /* The last face was not blank, leave an image */ 1041 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1042 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1043 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1044 op->move_block = 0;
1080} 1048}
1081 1049
1082void 1050void
1083scare_creature (object *target, object *hitter) 1051scare_creature (object *target, object *hitter)
1084{ 1052{
1085 object *owner = get_owner (hitter); 1053 object *owner = hitter->owner;
1086 1054
1087 if (!owner) 1055 if (!owner)
1088 owner = hitter; 1056 owner = hitter;
1089 1057
1090 SET_FLAG (target, FLAG_SCARED); 1058 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1059 if (!target->enemy)
1092 target->enemy = owner; 1060 target->enemy = owner;
1093} 1061}
1094
1095 1062
1096/* This returns the amount of damage hitter does to op with the 1063/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1064 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1065 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1066 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1067 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1068 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1069int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1070hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1071{
1106
1107 int doesnt_slay = 1; 1072 int doesnt_slay = 1;
1108 1073
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1074 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1075 if (attacknum >= NROFATTACKS)
1111 { 1076 {
1113 return 0; 1078 return 0;
1114 } 1079 }
1115 1080
1116 if (dam < 0) 1081 if (dam < 0)
1117 { 1082 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1083 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1084 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1085 return 0;
1120 } 1086 }
1121 1087
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1088 /* 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. */ 1089 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1090 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1091 return dam;
1126 1092
1127 if (hitter->slaying) 1093 if (hitter->slaying)
1128 { 1094 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1095 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1096 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1097 {
1132 doesnt_slay = 0; 1098 doesnt_slay = 0;
1133 dam *= 3; 1099 dam *= 3;
1134 } 1100 }
1135 } 1101 }
1149 /* Special hack. By default, if immune to something, you 1115 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1116 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1117 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1118 * special processing is needed */
1153 1119
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1120 if (op->resist[attacknum] >= 100
1121 && doesnt_slay
1122 && attacknum != ATNR_ACID)
1155 return 0; 1123 return 0;
1156 1124
1157 /* Keep this in order - makes things easier to find */ 1125 /* Keep this in order - makes things easier to find */
1158 1126
1159 switch (attacknum) 1127 switch (attacknum)
1160 { 1128 {
1161 case ATNR_PHYSICAL: 1129 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1130 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1131 check_physically_infect (op, hitter);
1164 break; 1132 break;
1165 1133
1166 /* Don't need to do anything for: 1134 /* Don't need to do anything for:
1167 magic, 1135 magic,
1168 fire, 1136 fire,
1169 electricity, 1137 electricity,
1170 cold */ 1138 cold */
1171 1139
1172 case ATNR_CONFUSION: 1140 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1141 case ATNR_POISON:
1174 case ATNR_SLOW: 1142 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1143 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1144 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1145 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1146 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1147 case ATNR_BLIND:
1180 { 1148 {
1181 /* chance for inflicting a special attack depends on the 1149 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1150 * difference between attacker's and defender's level
1183 */ 1151 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1152 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1153
1186 /* First, only creatures/players with speed can be affected. 1154 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1155 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1156 * you. Third, you still get a saving through against the
1189 * effect. 1157 * effect.
1190 */ 1158 */
1191 if (op->speed && 1159 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1160 (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)) 1161 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1162 {
1195 1163
1196 /* Player has been hit by something */ 1164 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1165 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1166 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1167 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1168 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1169 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1170 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1171 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1172 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1173 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1174 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1175 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1176 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1177 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1178 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1179 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1180 blind_player (op, hitter, dam);
1213 } 1181 }
1182
1214 dam = 0; /* These are all effects and don't do real damage */ 1183 dam = 0; /* These are all effects and don't do real damage */
1215 } 1184 }
1216 break; 1185 break;
1186
1217 case ATNR_ACID: 1187 case ATNR_ACID:
1218 { 1188 {
1219 int flag = 0; 1189 int flag = 0;
1220 1190
1221 /* Items only get corroded if you're not on a battleground and 1191 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1192 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1193 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1194 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1196 {
1229 if (tmp->invisible) 1197 if (tmp->invisible)
1230 continue; 1198 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1199 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1200 /* >= 10% acid res. on items will protect these */
1233 continue; 1201 continue;
1234 if (!(tmp->material & M_IRON)) 1202 if (!(tmp->materials & M_IRON))
1235 continue; 1203 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1204 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1205 continue;
1238 if (tmp->type == RING || 1206 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1207 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1208 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1209 || tmp->type == AMULET
1210 || tmp->type == WAND
1211 || tmp->type == ROD
1212 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1213 continue; /* To avoid some strange effects */
1243 1214
1244 /* High damage acid has better chance of corroding 1215 /* High damage acid has better chance of corroding
1245 objects */ 1216 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1217 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 { 1218 {
1248 if (op->type == PLAYER) 1219 if (op->type == PLAYER)
1249 /* Make this more visible */ 1220 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1221 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1222 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1223 flag = 1;
1253 tmp->magic--; 1224 tmp->magic--;
1254 if (op->type == PLAYER) 1225 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp); 1226 esrv_send_item (op, tmp);
1256 } 1227 }
1257 } 1228 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 } 1229
1230 if (flag)
1231 op->update_stats (); /* Something was corroded */
1261 } 1232 }
1233 }
1262 break; 1234 break;
1235
1263 case ATNR_DRAIN: 1236 case ATNR_DRAIN:
1264 { 1237 {
1265 /* rate is the proportion of exp drained. High rate means 1238 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1239 * not much is drained, low rate means a lot is drained.
1267 */ 1240 */
1268 int rate; 1241 int rate;
1269 1242
1270 if (op->resist[ATNR_DRAIN] >= 0) 1243 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1244 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1245 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1246 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1247
1275 if (op->stats.exp <= rate) 1248 if (op->stats.exp <= rate)
1276 { 1249 {
1277 if (op->type == GOLEM) 1250 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1251 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1252 else
1280 /* If we can't drain, lets try to do physical damage */ 1253 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1254 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1255 }
1283 else 1256 else
1284 { 1257 {
1285 /* Randomly give the hitter some hp */ 1258 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1259 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1260 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1261 hitter->stats.hp++;
1289 1262
1290 /* Can't do drains on battleground spaces. 1263 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1264 * 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, 1265 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1266 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1267 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1268 * attacks, hence all the != PLAYER checks.
1296 */ 1269 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1270 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1271 {
1299 object *owner = get_owner (hitter); 1272 object *owner = hitter->owner;
1300 1273
1301 if (owner && owner != hitter) 1274 if (owner && owner != hitter)
1302 { 1275 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1276 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1277 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1278 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1279 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1280 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1281 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1283
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1284 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1285 }
1286
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1287 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, 1288 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1289 * as the messages will say you missed
1317 */ 1290 */
1318 } 1291 }
1319 } 1292 }
1320 break; 1293 break;
1294
1321 case ATNR_TURN_UNDEAD: 1295 case ATNR_TURN_UNDEAD:
1322 { 1296 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1297 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1298 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1299 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1300 object *god = find_god (determine_god (owner));
1327 int div = 1; 1301 int div = 1;
1328 1302
1329 /* if undead are not an enemy of your god, you turn them 1303 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1304 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1305 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1332 div = 2; 1306 div = 2;
1307
1333 /* Give a bonus if you resist turn undead */ 1308 /* 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))) 1309 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1310 scare_creature (op, owner);
1336 } 1311 }
1337 else 1312 else
1338 dam = 0; /* don't damage non undead - should we damage 1313 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1314 undead? */
1340 } 1315 }
1341 break; 1316 break;
1317
1342 case ATNR_DEATH: 1318 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1319 deathstrike_player (op, hitter, &dam);
1344 break; 1320 break;
1321
1345 case ATNR_CHAOS: 1322 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1324 dam = 0;
1348 break; 1325 break;
1326
1349 case ATNR_COUNTERSPELL: 1327 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1328 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1329 dam = 0;
1352 /* This should never happen. Counterspell is handled 1330 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1331 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1332 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1333 * does no damage. */
1356 break; 1334 break;
1335
1357 case ATNR_HOLYWORD: 1336 case ATNR_HOLYWORD:
1358 { 1337 {
1359 /* This has already been handled by hit_player, 1338 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1339 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1340 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1341
1363 /* As with turn undead above, give a bonus on the saving throw */ 1342 /* 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]) 1343 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1344 scare_creature (op, owner);
1366 } 1345 }
1367 break; 1346 break;
1347
1368 case ATNR_LIFE_STEALING: 1348 case ATNR_LIFE_STEALING:
1369 { 1349 {
1370 int new_hp; 1350 int new_hp;
1371 1351
1372 /* this is replacement to drain for players, instead of taking 1352 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1353 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1354 * much use giving it to monsters
1375 * 1355 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1356 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1357 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1358 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1359 * 1000).
1380 */ 1360 */
1381 /* You can't steal life from something undead */ 1361 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1362 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1363 return 0;
1364
1384 /* If drain protection is higher than life stealing, use that */ 1365 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1366 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1367 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1368 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1369 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1370
1389 /* You die at -1 hp, not zero. */ 1371 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1372 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1373 dam = op->stats.hp + 1;
1374
1392 new_hp = hitter->stats.hp + dam; 1375 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1376 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1377 new_hp = hitter->stats.maxhp;
1378
1395 if (new_hp > hitter->stats.hp) 1379 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1380 hitter->stats.hp = new_hp;
1397 } 1381 }
1398 } 1382 }
1383
1399 return dam; 1384 return dam;
1400} 1385}
1401
1402 1386
1403/* GROS: This code comes from hit_player. It has been made external to 1387/* 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. 1388 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1389 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1390 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1405 char buf[MAX_BUF];
1422 const char *skill; 1406 const char *skill;
1423 int maxdam = 0; 1407 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1408 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1409 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1410 object *owner = 0;
1427 object *skop = NULL; 1411 object *skop = 0;
1428 1412
1429 if (op->stats.hp >= 0) 1413 if (op->stats.hp >= 0)
1430 return -1; 1414 return -1;
1431 1415
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1416 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1426 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1427
1444 if (op->type == DOOR) 1428 if (op->type == DOOR)
1445 { 1429 {
1446 op->speed = 0.1; 1430 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1431 op->speed_left = -0.05f;
1449 return maxdam; 1432 return maxdam;
1450 } 1433 }
1451 1434
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1435 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1436 {
1454 remove_friendly_object (op); 1437 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; 1438 return maxdam;
1462 } 1439 }
1463 1440
1464 /* Now lets start dealing with experience we get for killing something */ 1441 /* Now lets start dealing with experience we get for killing something */
1465 1442
1466 owner = get_owner (hitter); 1443 owner = hitter->owner;
1467 if (!owner) 1444 if (!owner)
1468 owner = hitter; 1445 owner = hitter;
1469 1446
1470 /* is the victim (op) standing on battleground? */ 1447 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1448 if (op_on_battleground (op, NULL, NULL))
1492 char buf[256]; 1469 char buf[256];
1493 1470
1494 tmv = localtime (&t); 1471 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1472 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1473
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1474 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1475 }
1499 1476
1500 /* try to filter some things out - basically, if you are 1477 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1478 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1479 * probably don't want to see that.
1508 else 1485 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1486 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1487
1511 /* Only play sounds for melee kills */ 1488 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1489 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1490 owner->play_sound (sound_find ("player_kills"));
1514 } 1491 }
1515 1492
1516 /* If a player kills another player, not on 1493 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1494 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1495 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1497 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1498 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1499 * Changed to make luck penalty configurable in settings.
1523 */ 1500 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1501 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1502 owner->change_luck (-settings.pk_luck_penalty);
1526 1503
1527 /* This code below deals with finding the appropriate skill 1504 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1505 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1506 * probably never really have to look at current_weapon->skill
1530 */ 1507 */
1531 skill = 0; 1508 skill = 0;
1532 1509
1533 if (hitter->skill && hitter->type != PLAYER) 1510 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1511 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1512 else if (owner->chosen_skill)
1536 { 1513 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1514 skop = owner->chosen_skill;
1515 skill = skop->skill;
1539 } 1516 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1517 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill; 1518 skill = owner->current_weapon->skill;
1542 else 1519 else
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1520 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1544 1521
1545 /* We have the skill we want to credit to - now find the object this goes 1522 /* 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! 1523 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1524 */
1548 if ((!skop || skop->type != SKILL) && skill) 1525 if ((!skop || skop->type != SKILL) && skill)
1549 { 1526 {
1550 int i; 1527 int i;
1551 1528
1577 skill = skop->skill; 1554 skill = skop->skill;
1578 1555
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1556 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580 1557
1581 /* If you didn't kill yourself, and your not the wizard */ 1558 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1559 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1560 {
1584 int exp; 1561 int exp;
1585 1562
1586 /* Really don't give much experience for killing other players */ 1563 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1564 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1591 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1592 change_exp (owner, exp, skill, 0);
1616 else 1593 else
1617 { 1594 {
1618 int shares = 0, count = 0; 1595 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1596 partylist *party = owner->contr->party;
1621 1597
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1598 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1599
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1600 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1601 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1602 {
1628 count++; 1603 count++;
1629 shares += (pl->ob->level + 4); 1604 shares += (pl->ob->level + 4);
1630 } 1605 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1608 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1609 else
1635 { 1610 {
1636 int share = exp / shares, given = 0, nexp; 1611 int share = exp / shares, given = 0, nexp;
1637 1612
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1613 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1614 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1615 {
1641 nexp = (pl->ob->level + 4) * share; 1616 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1617 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1618 given += nexp;
1652 1627
1653 if (op->type != PLAYER) 1628 if (op->type != PLAYER)
1654 { 1629 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1630 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1631 {
1657 object *owner1 = get_owner (op); 1632 object *owner1 = op->owner;
1658 1633
1659 if (owner1 && owner1->type == PLAYER) 1634 if (owner1 && owner1->type == PLAYER)
1660 { 1635 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1636 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1637 /* 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); 1638 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1664 } 1639 }
1665 1640
1666 remove_friendly_object (op); 1641 remove_friendly_object (op);
1667 } 1642 }
1668 1643
1669 remove_ob (op); 1644 op->destroy ();
1670 free_object (op);
1671 } 1645 }
1672 else 1646 else
1673 { 1647 {
1674 /* Player has been killed! */ 1648 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1649 if (owner->type == PLAYER)
1685} 1659}
1686 1660
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1661/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1662 * Returns 0 this is not friendly fire
1689 */ 1663 */
1690
1691int 1664int
1692friendly_fire (object *op, object *hitter) 1665friendly_fire (object *op, object *hitter)
1693{ 1666{
1694 object *owner; 1667 object *owner;
1695 int friendlyfire; 1668 int friendlyfire;
1705 return 0; 1678 return 0;
1706 1679
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1680 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1681 return 1;
1709 1682
1710 if ((owner = get_owner (hitter)) != NULL) 1683 if ((owner = hitter->owner) != NULL)
1711 { 1684 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1685 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1686 friendlyfire = 2;
1714 } 1687 }
1715 1688
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1689 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1690 friendlyfire = 0;
1718 } 1691 }
1692
1719 return friendlyfire; 1693 return friendlyfire;
1720} 1694}
1721
1722 1695
1723/* This isn't used just for players, but in fact most objects. 1696/* 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 1697 * 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 1698 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1699 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1700 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1701 * modify it.
1729 */ 1702 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1703/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1704 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1705int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1706hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1707{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1708 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1709 int maxattacktype, attacknum;
1746 1717
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1718 /* 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)) 1719 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1720 return 0;
1750 1721
1751#ifdef PROHIBIT_PLAYERKILL 1722 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1723 if (op->type == PLAYER)
1753 { 1724 {
1754 object *owner = get_owner (hitter); 1725 object *owner = hitter->owner;
1755 1726
1756 if (!owner) 1727 if (!owner)
1757 owner = hitter; 1728 owner = hitter;
1758 1729
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1730 if (owner->type == PLAYER
1731 && (!op_on_battleground (op, 0, 0)
1732 && (op->contr->peaceful || owner->contr->peaceful))
1733 && op != owner)
1760 return 0; 1734 return 0;
1761 } 1735 }
1762#endif
1763 1736
1764 if (body_attack) 1737 if (body_attack)
1765 { 1738 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1739 /* 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 1740 * return - we still need to process other attacks the spell still
1781 } 1754 }
1782 } 1755 }
1783 1756
1784 if (!simple_attack && op->type == DOOR) 1757 if (!simple_attack && op->type == DOOR)
1785 { 1758 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1759 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1760 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1761 {
1791 spring_trap (tmp, hitter); 1762 spring_trap (tmp, hitter);
1763
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1764 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1765 return 0;
1766
1794 break; 1767 break;
1795 } 1768 }
1796 } 1769 }
1797 1770
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1771 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1772 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1773 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1774 * destroyed() check above doesn't return, and might get here.
1802 */ 1775 */
1776
1777 /* FIXME: This for example happens when a dead door is on a mover and
1778 gets it's speed_left raised on each mover-tick.
1779 Doors are removed in a kinda funny way by giving them speed and speed_left
1780 and waiting for that to run out.
1781 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1782 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1783 return 0;
1805 } 1784 }
1806 1785
1807#ifdef ATTACK_DEBUG 1786#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1787 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 */ 1793 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1794 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1795 if (dam >= 100)
1817 dam /= 100; 1796 dam /= 100;
1818 else 1797 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1798 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1799 }
1821 1800
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1801 /* 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 1802 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1803 */
1840 if ((!hitter->slaying || 1819 if ((!hitter->slaying ||
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1820 (!(op->race && strstr (hitter->slaying, op->race)) &&
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1821 !(op->name && strstr (hitter->slaying, op->name)))) &&
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1822 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1844 (hitter->title != NULL 1823 (hitter->title != NULL
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1824 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1846 return 0; 1825 return 0;
1847 } 1826 }
1848 1827
1849 maxattacktype = type; /* initialize this to something */ 1828 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1829 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1830 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1831 /* 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 1832 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1833 * the only attacktype in the group, then still attack with it
1882 */ 1861 */
1883 friendlyfire = friendly_fire (op, hitter); 1862 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1863 if (friendlyfire && maxdam)
1885 { 1864 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1865 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1866
1891#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1868 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1869 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1870#endif
1895 } 1871 }
1896 1872
1897 if (!full_hit) 1873 if (!full_hit)
1898 { 1874 {
1899 archetype *at;
1900 int area; 1875 int area;
1901 int remainder; 1876 int remainder;
1902 1877
1903 area = 0; 1878 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1879
1880 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1881 area++;
1882
1906 assert (area > 0); 1883 assert (area > 0);
1907 1884
1908 /* basically: maxdam /= area; we try to "simulate" a float 1885 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1886 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1887 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1888 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1889 if (rndm (100) < remainder)
1913 maxdam++; 1890 maxdam++;
1914 } 1891 }
1915 1892
1916#ifdef ATTACK_DEBUG 1893#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1894 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1895#endif
1919 1896
1920 if (get_owner (hitter)) 1897 // for now, only do this for active objects, otherwise they
1898 // keep a refcount for a long time and I see no usefulness
1899 // for an non-active objetc to know its enemy.
1900 if (op->active)
1901 if (hitter->owner)
1921 op->enemy = hitter->owner; 1902 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1903 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1904 op->enemy = hitter;
1924 1905
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1906 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1907 {
1927 /* The unaggressives look after themselves 8) */ 1908 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1909 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1931
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1932 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1933 {
1953 if (maxdam) 1934 if (maxdam)
1954 tear_down_wall (op); 1935 tear_down_wall (op);
1936
1955 return maxdam; /* nothing more to do for wall */ 1937 return maxdam; /* nothing more to do for wall */
1956 } 1938 }
1957 1939
1958 /* See if the creature has been killed */ 1940 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1941 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1946 /* 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 1947 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1948 * remained - that is no longer the case.
1967 */ 1949 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1950 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1951 hitter->destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1952
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1953 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1954 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1955 {
1978 int i; 1956 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1957 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1958 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1959 object *owner = op->owner;
1982 1960
1983 if (!op->other_arch) 1961 if (!op->other_arch)
1984 { 1962 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1963 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1964 return maxdam;
1987 } 1965 }
1966
1988 remove_ob (op); 1967 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1968
1969 for (i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1970 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1971 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1972 int j;
1993 1973
1994 tmp->stats.hp = op->stats.hp; 1974 tmp->stats.hp = op->stats.hp;
1975
1995 if (friendly) 1976 if (friendly)
1996 { 1977 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1978 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1979 tmp->attack_movement = PETMOVE;
1980
2000 if (owner != NULL) 1981 if (owner)
2001 set_owner (tmp, owner); 1982 tmp->set_owner (owner);
2002 } 1983 }
1984
2003 if (unaggressive) 1985 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1986 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1987
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1988 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1989
2006 if (j == -1) /* No spot to put this monster */ 1990 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1991 tmp->destroy ();
2008 else 1992 else
2009 { 1993 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1994 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1995 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1996 }
2013 } 1997 }
2014 if (friendly) 1998
2015 remove_friendly_object (op); 1999 op->destroy ();
2016 free_object (op);
2017 } 2000 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2001 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 2002 hitter->destroy ();
2020 remove_ob (hitter); 2003
2021 free_object (hitter);
2022 }
2023 return maxdam; 2004 return maxdam;
2024} 2005}
2025
2026 2006
2027void 2007void
2028poison_player (object *op, object *hitter, int dam) 2008poison_player (object *op, object *hitter, int dam)
2029{ 2009{
2030 archetype *at = archetype::find ("poisoning"); 2010 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2028 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2029 tmp->stats.dam += hitter->level / 2;
2050 else 2030 else
2051 tmp->stats.dam = dam; 2031 tmp->stats.dam = dam;
2052 2032
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2033 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2034 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2035 {
2056 tmp->skill = hitter->skill; 2036 tmp->skill = hitter->skill;
2057 } 2037 }
2058 2038
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2044 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2045 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2046 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2047 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2048 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2049 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2050 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2051 op->play_sound (tmp->sound);
2071 } 2052 }
2053
2072 if (hitter->type == PLAYER) 2054 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2055 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2056 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); 2057 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2058 }
2059
2077 tmp->speed_left = 0; 2060 tmp->speed_left = 0;
2078 } 2061 }
2079 else 2062 else
2080 tmp->stats.food++; 2063 tmp->stats.food++;
2081} 2064}
2085{ 2068{
2086 archetype *at = archetype::find ("slowness"); 2069 archetype *at = archetype::find ("slowness");
2087 object *tmp; 2070 object *tmp;
2088 2071
2089 if (at == NULL) 2072 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 2073 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 2074
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2075 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 2076 {
2095 tmp = arch_to_object (at); 2077 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 2078 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2079 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 2080 }
2099 else 2081 else
2100 tmp->stats.food++; 2082 tmp->stats.food++;
2083
2101 SET_FLAG (tmp, FLAG_APPLIED); 2084 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2085 tmp->speed_left = 0;
2103 fix_player (op); 2086 op->update_stats ();
2104} 2087}
2105 2088
2106void 2089void
2107confuse_player (object *op, object *hitter, int dam) 2090confuse_player (object *op, object *hitter, int dam)
2108{ 2091{
2122 tmp->speed = 0.05; 2105 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 2106 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2107 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 2108 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2109 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2110
2127 if (tmp->duration > maxduration) 2111 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 2112 tmp->duration = maxduration;
2129 2113
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2114 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2115 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2116
2132 SET_FLAG (op, FLAG_CONFUSED); 2117 SET_FLAG (op, FLAG_CONFUSED);
2133} 2118}
2134 2119
2135void 2120void
2136blind_player (object *op, object *hitter, int dam) 2121blind_player (object *op, object *hitter, int dam)
2152 */ 2137 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2138 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2139
2155 tmp = insert_ob_in_ob (tmp, op); 2140 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2141 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2142 op->update_stats (); /* This takes care of some other stuff */
2158 2143
2159 if (hitter->owner) 2144 if (hitter->owner)
2160 owner = get_owner (hitter); 2145 owner = hitter->owner;
2161 else 2146 else
2162 owner = hitter; 2147 owner = hitter;
2163 2148
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2149 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2150 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2187 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2188
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2189/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2190}
2206 2191
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2192/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2193 * the computed damaged.
2210 */ 2194 */
2211void 2195void
2212deathstrike_player (object *op, object *hitter, int *dam) 2196deathstrike_player (object *op, object *hitter, int *dam)
2220 ** field of the deathstriking object */ 2204 ** field of the deathstriking object */
2221 2205
2222 int atk_lev, def_lev, kill_lev; 2206 int atk_lev, def_lev, kill_lev;
2223 2207
2224 if (hitter->slaying) 2208 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2209 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2226 return; 2210 return;
2227 2211
2228 def_lev = op->level; 2212 def_lev = op->level;
2229 if (def_lev < 1) 2213 if (def_lev < 1)
2230 { 2214 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2215 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2232 def_lev = 1; 2216 def_lev = 1;
2233 } 2217 }
2218
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2219 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2220 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2221 atk_lev, def_lev); */
2237 2222
2238 if (atk_lev >= def_lev) 2223 if (atk_lev >= def_lev)
2253 */ 2238 */
2254 *dam *= kill_lev / def_lev; 2239 *dam *= kill_lev / def_lev;
2255 } 2240 }
2256 } 2241 }
2257 else 2242 else
2258 {
2259 *dam = 0; /* no harm done */ 2243 *dam = 0; /* no harm done */
2260 }
2261} 2244}
2262 2245
2263/* thrown_item_effect() - handles any special effects of thrown 2246/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2247 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2248 * monster).
2294 } 2277 }
2295 } 2278 }
2296} 2279}
2297 2280
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2281/* adj_attackroll() - adjustments to attacks by various conditions */
2299
2300int 2282int
2301adj_attackroll (object *hitter, object *target) 2283adj_attackroll (object *hitter, object *target)
2302{ 2284{
2303 object *attacker = hitter; 2285 object *attacker = hitter;
2304 int adjust = 0; 2286 int adjust = 0;
2311 } 2293 }
2312 2294
2313 /* aimed missiles use the owning object's sight */ 2295 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2296 if (is_aimed_missile (hitter))
2315 { 2297 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2298 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2299 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2300 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2301 * owned by him - need to handle that case to avoid crashes.
2320 */ 2302 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2303 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2369#endif 2351#endif
2370 2352
2371 return adjust; 2353 return adjust;
2372} 2354}
2373 2355
2374
2375/* determine if the object is an 'aimed' missile */ 2356/* determine if the object is an 'aimed' missile */
2376int 2357int
2377is_aimed_missile (object *op) 2358is_aimed_missile (object *op)
2378{ 2359{
2379 2360
2380 /* I broke what used to be one big if into a few nested 2361 /* 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. 2362 * ones so that figuring out the logic is at least possible.
2382 */ 2363 */
2383 if (op && (op->move_type & MOVE_FLYING)) 2364 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2365 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2366 return 1;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2367 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2388 return 1; 2368 return 1;
2389 } 2369
2390 return 0; 2370 return 0;
2391} 2371}

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