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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 1.80 by root, Mon Apr 21 06:35:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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 <support@deliantra.net>
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 if (op->decrease ())
176
177 if (op)
178 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
179 170
180 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
181 { 172 {
182 if (env) 173 if (env)
183 { 174 {
184 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
185 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
203 return; 194 return;
204 } 195 }
205 196
206 if (op->nrof > 1) 197 if (op->nrof > 1)
207 { 198 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
212 } 201 }
213 else 202 else
214 { 203 {
215 if (op->env) 204 if (op->env)
216 { 205 {
217 object *tmp = is_player_inv (op->env); 206 object *tmp = op->in_player ();
218 207
219 if (tmp) 208 if (tmp)
220 esrv_del_item (tmp->contr, op->count); 209 esrv_del_item (tmp->contr, op->count);
221 } 210 }
222 211
223 if (!QUERY_FLAG (op, FLAG_REMOVED)) 212 op->destroy ();
224 remove_ob (op);
225
226 free_object (op);
227 } 213 }
228 214
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 215 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 216 if (env)
231 { 217 {
264 tmp->move_slow = 0; 250 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 251 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 252 }
267 253
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 254 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 255 op->remove ();
270 256
271 insert_ob_in_ob (op, tmp); 257 insert_ob_in_ob (op, tmp);
272 return; 258 return;
273 } 259 }
274} 260}
277 * op is going in direction 'dir' 263 * op is going in direction 'dir'
278 * type is the attacktype of the object. 264 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 265 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 266 * returns 1 if it hits something, 0 otherwise.
281 */ 267 */
282
283int 268int
284hit_map (object *op, int dir, int type, int full_hit) 269hit_map (object *op, int dir, int type, int full_hit)
285{ 270{
286 object *tmp, *next;
287 maptile *map; 271 maptile *map;
288 sint16 x, y; 272 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 273 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 274
291 if (QUERY_FLAG (op, FLAG_FREED)) 275 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 278 return 0;
295 } 279 }
296 280
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 281 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 282 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 283 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 284 return 0;
301 } 285 }
302 286
303 if (!op->map) 287 if (!op->map)
304 { 288 {
311 295
312 map = op->map; 296 map = op->map;
313 x = op->x + freearr_x[dir]; 297 x = op->x + freearr_x[dir];
314 y = op->y + freearr_y[dir]; 298 y = op->y + freearr_y[dir];
315 299
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 300 if (!xy_normalise (map, x, y))
301 return 0;
317 302
318 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 305 mapspace &ms = map->at (x, y);
306
307 if (ms.flags () & P_SAFE)
321 return 0; 308 return 0;
322 309
323 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
325 */ 312 */
326 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
327 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
328 { 316 {
329 counterspell (op, dir); /* see spell_effect.c */ 317 counterspell (op, dir); /* see spell_effect.c */
330 318
331 /* If the only attacktype is counterspell or magic, don't need 319 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 320 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 321 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
364 } 329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
365 335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
366 tmp = next; 346 object *tmp = next;
367 next = tmp->above; 347 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 348
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
378 */ 352 */
381 355
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 357 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 359 retflag |= 1;
360
386 if (op->destroyed ()) 361 if (op->destroyed ())
387 break; 362 break;
388 } 363 }
389
390 /* Here we are potentially destroying an object. If the object has 364 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note 365 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from 366 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 367 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be 368 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 369 * destroyed right now.
396 */ 370 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 372 {
399 save_throw_object (tmp, type, op); 373 save_throw_object (tmp, type, op);
374
400 if (op->destroyed ()) 375 if (op->destroyed ())
401 break; 376 break;
402 } 377 }
403 } 378 }
404 379
435 sprintf (buf1, "missed %s", &op->name); 410 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 411 sprintf (buf2, " misses");
437 found++; 412 found++;
438 } 413 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 414 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 415 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 416 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 417 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) 418 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 419 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 420 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); 432 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 433 found++;
459 break; 434 break;
460 } 435 }
461 } 436 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 437 else if (hitter->type == PLAYER && op->is_alive ())
463 { 438 {
464 if (USING_SKILL (hitter, SK_KARATE)) 439 if (USING_SKILL (hitter, SK_KARATE))
465 { 440 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 441 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) 442 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 468 found++;
494 break; 469 break;
495 } 470 }
496 } 471 }
497 } 472 }
473
498 if (found) 474 if (found)
499 { 475 {
500 /* done */ 476 /* done */
501 } 477 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 478 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 479 {
504 sprintf (buf1, "hit"); /* just in case */ 480 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 481 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 482 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 483 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 484 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 485 found++;
510 break; 486 break;
511 } 487 }
512 } 488 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 489 else if (type & AT_DRAIN && op->is_alive ())
514 { 490 {
515 /* drain is first, because some items have multiple attypes */ 491 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 492 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) 493 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 494 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 496 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 497 found++;
522 break; 498 break;
523 } 499 }
524 } 500 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 501 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 502 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 503 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) 504 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 505 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 506 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); 507 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 508 found++;
533 break; 509 break;
534 } 510 }
535 } 511 }
536 else if (type & AT_COLD && IS_LIVE (op)) 512 else if (type & AT_COLD && op->is_alive ())
537 { 513 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 514 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) 515 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 516 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 517 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
618 strcpy (buf1, "hit"); 594 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 595 strcpy (buf2, " hits");
620 } 596 }
621 597
622 /* bail out if a monster is casting spells */ 598 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 599 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 600 return;
625 601
626 /* scale down magic considerably. */ 602 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 603 if (type & AT_MAGIC && rndm (0, 5))
628 return; 604 return;
629 605
630 /* Did a player hurt another player? Inform both! */ 606 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 607 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 608 {
633 if (get_owner (hitter) != NULL) 609 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 611 else
636 { 612 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
638 if (dam != 0) 615 if (dam != 0)
639 { 616 {
640 if (dam < 10) 617 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 619 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 621 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 623 }
647 } 624 }
625
648 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 627 } /* end of player hitting player */
650 628
651 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
652 { 630 {
653 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
654 if (dam != 0) 633 if (dam != 0)
655 { 634 {
656 if (dam < 10) 635 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 637 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
660 else 639 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
662 } 641 }
642
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 644 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 646 {
667 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 649 {
670 i = 4; 650 i = 4;
671 map = hitter->map; 651 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
673 return; 653 return;
654
674 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 656 if (next)
676 while (next) 657 while (next)
677 { 658 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 660 i *= 3;
661
680 tmp = next; 662 tmp = next;
681 next = tmp->above; 663 next = tmp->above;
682 } 664 }
665
683 if (i < 0) 666 if (i < 0)
684 return; 667 return;
668
685 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
686 return; 670 return;
687 } 671 }
688 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
689 return; 673 return;
674
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 678 }
694} 679}
695 680
696 681
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 686 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 687 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 688 return 1;
704 } 689 }
690
705 if ((*target)->head) 691 if ((*target)->head)
706 *target = (*target)->head; 692 *target = (*target)->head;
693
707 if ((*hitter)->head) 694 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 695 *hitter = (*hitter)->head;
696
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 697 if ((*hitter)->env != NULL || (*target)->env != NULL)
710 { 698 {
711 *simple_attack = 1; 699 *simple_attack = 1;
712 return 0; 700 return 0;
713 } 701 }
702
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 703 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 704 || QUERY_FLAG (*hitter, FLAG_REMOVED)
705 || !(*hitter)->map
706 || !on_same_map (*hitter, *target))
716 { 707 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 708 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
709 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 710 return 1;
719 } 711 }
712
720 *simple_attack = 0; 713 *simple_attack = 0;
721 return 0; 714 return 0;
722} 715}
723 716
724static int 717static int
760 753
761 /* 754 /*
762 * A little check to make it more difficult to dance forward and back 755 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 756 * to avoid ever being hit by monsters.
764 */ 757 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 758 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 759 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 760 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 761 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 762 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 763 * we call process_object, the 'if' statement above will fail.
771 */ 764 */
772 op->speed_left--; 765 --op->speed_left;
773 process_object (op); 766 process_object (op);
767
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 768 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 769 goto error;
776 } 770 }
777 771
778 op_name = op->name; 772 op_name = op->name;
786 /* See if we hit the creature */ 780 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 781 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 782 {
789 int hitdam = base_dam; 783 int hitdam = base_dam;
790 784
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack) 785 if (!simple_attack)
809 { 786 {
810 /* If you hit something, the victim should *always* wake up. 787 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 788 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 789 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 790 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 791 CLEAR_FLAG (op, FLAG_SLEEP);
815 792
816 /* If the victim can't see the attacker, it may alert others 793 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 794 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 795 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 796 npc_call_help (op);
820 797
821 /* if you were hidden and hit by a creature, you are discovered */ 798 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 799 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 800 {
824 make_visible (op); 801 make_visible (op);
802
825 if (op->type == PLAYER) 803 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 804 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 805 }
828 806
829 /* thrown items (hitter) will have various effects 807 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 808 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 809 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 810 * wrapper object.
833 */ 811 */
834 thrown_item_effect (hitter, op); 812 thrown_item_effect (hitter, op);
813
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 814 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 815 goto leave;
837 } 816 }
838 817
839 /* Need to do at least 1 damage, otherwise there is no point 818 /* Need to do at least 1 damage, otherwise there is no point
882} 861}
883 862
884int 863int
885attack_ob (object *op, object *hitter) 864attack_ob (object *op, object *hitter)
886{ 865{
887
888 if (hitter->head)
889 hitter = hitter->head; 866 hitter = hitter->head_ ();
867
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 868 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 869}
892 870
893/* op is the arrow, tmp is what is stopping the arrow. 871/* op is the arrow, tmp is what is stopping the arrow.
894 * 872 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 881 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 882 * stick around.
905 */ 883 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 884 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 885 {
908 if (tmp->head != NULL)
909 tmp = tmp->head; 886 tmp = tmp->head_ ();
910 887
911 remove_ob (op); 888 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 889 op = insert_ob_in_ob (op, tmp);
913 890
914 if (tmp->type == PLAYER) 891 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 892 esrv_send_item (tmp, op);
916 893
935 /* Disassemble missile */ 912 /* Disassemble missile */
936 if (op->inv) 913 if (op->inv)
937 { 914 {
938 container = op; 915 container = op;
939 hitter = op->inv; 916 hitter = op->inv;
940 remove_ob (hitter); 917 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 918 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 919 /* 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 920 * 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 921 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 922 * THROWN_OBJs. */
961 */ 938 */
962 if (hitter->destroyed () || hitter->env != NULL) 939 if (hitter->destroyed () || hitter->env != NULL)
963 { 940 {
964 if (container) 941 if (container)
965 { 942 {
966 remove_ob (container); 943 container->remove ();
967 free_object (container); 944 container->destroy ();
968 } 945 }
969 946
970 return 0; 947 return 0;
971 } 948 }
972 949
982 hitter = fix_stopped_arrow (hitter); 959 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 960 if (!hitter)
984 return 0; 961 return 0;
985 } 962 }
986 else 963 else
987 { 964 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 965
992 /* Try to stick arrow into victim */ 966 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 967 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 968 return 0;
995 969
1000 * can fly over but not otherwise move over. What is the correct 974 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 975 * way to handle those otherwise?
1002 */ 976 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 977 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 978 {
1005 remove_ob (hitter); 979 hitter->remove ();
1006 hitter->x = victim->x; 980 hitter->x = victim->x;
1007 hitter->y = victim->y; 981 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 982 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 983 }
1010 else 984 else
1018 op->speed -= 1.0; 992 op->speed -= 1.0;
1019 993
1020 /* Missile missed victim - reassemble missile */ 994 /* Missile missed victim - reassemble missile */
1021 if (container) 995 if (container)
1022 { 996 {
1023 remove_ob (hitter); 997 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 998 insert_ob_in_ob (hitter, container);
1025 } 999 }
1026 1000
1027 return op; 1001 return op;
1028} 1002}
1029
1030 1003
1031void 1004void
1032tear_down_wall (object *op) 1005tear_down_wall (object *op)
1033{ 1006{
1034 int perc = 0; 1007 int perc = 0;
1040 } 1013 }
1041 else if (!GET_ANIM_ID (op)) 1014 else if (!GET_ANIM_ID (op))
1042 { 1015 {
1043 /* Object has been called - no animations, so remove it */ 1016 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1017 if (op->stats.hp < 0)
1018 op->destroy ();
1045 { 1019
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 */ 1020 return; /* no animations, so nothing more to do */
1052 } 1021 }
1022
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1023 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1024
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1025 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1026 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1027 else if (perc < 1)
1057 perc = 1; 1028 perc = 1;
1029
1058 SET_ANIMATION (op, perc); 1030 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1031 update_object (op, UP_OBJ_FACE);
1032
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1033 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1034 { /* Reached the last animation */
1062 if (op->face == blank_face) 1035 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1036 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1037 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 1038 else
1073 { /* The last face was not blank, leave an image */ 1039 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1040 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1041 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1042 op->move_block = 0;
1080} 1046}
1081 1047
1082void 1048void
1083scare_creature (object *target, object *hitter) 1049scare_creature (object *target, object *hitter)
1084{ 1050{
1085 object *owner = get_owner (hitter); 1051 object *owner = hitter->owner;
1086 1052
1087 if (!owner) 1053 if (!owner)
1088 owner = hitter; 1054 owner = hitter;
1089 1055
1090 SET_FLAG (target, FLAG_SCARED); 1056 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1057 if (!target->enemy)
1092 target->enemy = owner; 1058 target->enemy = owner;
1093} 1059}
1094
1095 1060
1096/* This returns the amount of damage hitter does to op with the 1061/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1062 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1063 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1064 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1065 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1066 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1067int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1068hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1069{
1106
1107 int doesnt_slay = 1; 1070 int doesnt_slay = 1;
1108 1071
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1072 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1073 if (attacknum >= NROFATTACKS)
1111 { 1074 {
1113 return 0; 1076 return 0;
1114 } 1077 }
1115 1078
1116 if (dam < 0) 1079 if (dam < 0)
1117 { 1080 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1081 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1082 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1083 return 0;
1120 } 1084 }
1121 1085
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1086 /* 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. */ 1087 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1088 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1089 return dam;
1126 1090
1127 if (hitter->slaying) 1091 if (hitter->slaying)
1128 { 1092 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1093 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1094 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1095 {
1132 doesnt_slay = 0; 1096 doesnt_slay = 0;
1133 dam *= 3; 1097 dam *= 3;
1134 } 1098 }
1135 } 1099 }
1149 /* Special hack. By default, if immune to something, you 1113 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1114 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1115 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1116 * special processing is needed */
1153 1117
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1118 if (op->resist[attacknum] >= 100
1119 && doesnt_slay
1120 && attacknum != ATNR_ACID)
1155 return 0; 1121 return 0;
1156 1122
1157 /* Keep this in order - makes things easier to find */ 1123 /* Keep this in order - makes things easier to find */
1158 1124
1159 switch (attacknum) 1125 switch (attacknum)
1160 { 1126 {
1161 case ATNR_PHYSICAL: 1127 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1128 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1129 check_physically_infect (op, hitter);
1164 break; 1130 break;
1165 1131
1166 /* Don't need to do anything for: 1132 /* Don't need to do anything for:
1167 magic, 1133 magic,
1168 fire, 1134 fire,
1169 electricity, 1135 electricity,
1170 cold */ 1136 cold */
1171 1137
1172 case ATNR_CONFUSION: 1138 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1139 case ATNR_POISON:
1174 case ATNR_SLOW: 1140 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1141 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1142 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1143 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1144 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1145 case ATNR_BLIND:
1180 { 1146 {
1181 /* chance for inflicting a special attack depends on the 1147 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1148 * difference between attacker's and defender's level
1183 */ 1149 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1150 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1151
1186 /* First, only creatures/players with speed can be affected. 1152 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1153 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1154 * you. Third, you still get a saving through against the
1189 * effect. 1155 * effect.
1190 */ 1156 */
1191 if (op->speed && 1157 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1158 (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)) 1159 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1160 {
1195 1161
1196 /* Player has been hit by something */ 1162 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1163 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1164 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1165 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1166 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1167 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1168 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1169 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1170 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1171 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1172 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1173 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1174 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1175 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1176 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1177 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1178 blind_player (op, hitter, dam);
1213 } 1179 }
1180
1214 dam = 0; /* These are all effects and don't do real damage */ 1181 dam = 0; /* These are all effects and don't do real damage */
1215 } 1182 }
1216 break; 1183 break;
1184
1217 case ATNR_ACID: 1185 case ATNR_ACID:
1218 { 1186 {
1219 int flag = 0; 1187 int flag = 0;
1220 1188
1221 /* Items only get corroded if you're not on a battleground and 1189 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1190 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1191 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1192 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1194 {
1229 if (tmp->invisible) 1195 if (tmp->invisible)
1230 continue; 1196 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1197 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1198 /* >= 10% acid res. on items will protect these */
1233 continue; 1199 continue;
1234 if (!(tmp->material & M_IRON)) 1200 if (!(tmp->materials & M_IRON))
1235 continue; 1201 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1202 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1203 continue;
1238 if (tmp->type == RING || 1204 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1205 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1206 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1207 || tmp->type == AMULET
1208 || tmp->type == WAND
1209 || tmp->type == ROD
1210 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1211 continue; /* To avoid some strange effects */
1243 1212
1244 /* High damage acid has better chance of corroding 1213 /* High damage acid has better chance of corroding
1245 objects */ 1214 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1215 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 { 1216 {
1248 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1249 /* Make this more visible */ 1218 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1220 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1221 flag = 1;
1253 tmp->magic--; 1222 tmp->magic--;
1254 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp); 1224 esrv_send_item (op, tmp);
1256 } 1225 }
1257 } 1226 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 } 1227
1228 if (flag)
1229 op->update_stats (); /* Something was corroded */
1261 } 1230 }
1231 }
1262 break; 1232 break;
1233
1263 case ATNR_DRAIN: 1234 case ATNR_DRAIN:
1264 { 1235 {
1265 /* rate is the proportion of exp drained. High rate means 1236 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1237 * not much is drained, low rate means a lot is drained.
1267 */ 1238 */
1268 int rate; 1239 int rate;
1269 1240
1270 if (op->resist[ATNR_DRAIN] >= 0) 1241 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1242 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1243 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1244 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1245
1275 if (op->stats.exp <= rate) 1246 if (op->stats.exp <= rate)
1276 { 1247 {
1277 if (op->type == GOLEM) 1248 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1249 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1250 else
1280 /* If we can't drain, lets try to do physical damage */ 1251 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1252 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1253 }
1283 else 1254 else
1284 { 1255 {
1285 /* Randomly give the hitter some hp */ 1256 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1257 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1258 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1259 hitter->stats.hp++;
1289 1260
1290 /* Can't do drains on battleground spaces. 1261 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1262 * 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, 1263 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1264 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1265 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1266 * attacks, hence all the != PLAYER checks.
1296 */ 1267 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1268 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1269 {
1299 object *owner = get_owner (hitter); 1270 object *owner = hitter->owner;
1300 1271
1301 if (owner && owner != hitter) 1272 if (owner && owner != hitter)
1302 { 1273 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1274 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1275 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1276 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1277 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1278 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1279 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1281
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1282 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1283 }
1284
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1285 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, 1286 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1287 * as the messages will say you missed
1317 */ 1288 */
1318 } 1289 }
1319 } 1290 }
1320 break; 1291 break;
1292
1321 case ATNR_TURN_UNDEAD: 1293 case ATNR_TURN_UNDEAD:
1322 { 1294 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1295 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1296 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1297 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1298 object *god = find_god (determine_god (owner));
1327 int div = 1; 1299 int div = 1;
1328 1300
1329 /* if undead are not an enemy of your god, you turn them 1301 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1302 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1303 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1332 div = 2; 1304 div = 2;
1305
1333 /* Give a bonus if you resist turn undead */ 1306 /* 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))) 1307 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1308 scare_creature (op, owner);
1336 } 1309 }
1337 else 1310 else
1338 dam = 0; /* don't damage non undead - should we damage 1311 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1312 undead? */
1340 } 1313 }
1341 break; 1314 break;
1315
1342 case ATNR_DEATH: 1316 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1317 deathstrike_player (op, hitter, &dam);
1344 break; 1318 break;
1319
1345 case ATNR_CHAOS: 1320 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1321 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1322 dam = 0;
1348 break; 1323 break;
1324
1349 case ATNR_COUNTERSPELL: 1325 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1326 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1327 dam = 0;
1352 /* This should never happen. Counterspell is handled 1328 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1329 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1330 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1331 * does no damage. */
1356 break; 1332 break;
1333
1357 case ATNR_HOLYWORD: 1334 case ATNR_HOLYWORD:
1358 { 1335 {
1359 /* This has already been handled by hit_player, 1336 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1337 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1338 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1339
1363 /* As with turn undead above, give a bonus on the saving throw */ 1340 /* 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]) 1341 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1342 scare_creature (op, owner);
1366 } 1343 }
1367 break; 1344 break;
1345
1368 case ATNR_LIFE_STEALING: 1346 case ATNR_LIFE_STEALING:
1369 { 1347 {
1370 int new_hp; 1348 int new_hp;
1371 1349
1372 /* this is replacement to drain for players, instead of taking 1350 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1351 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1352 * much use giving it to monsters
1375 * 1353 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1354 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1355 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1356 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1357 * 1000).
1380 */ 1358 */
1381 /* You can't steal life from something undead */ 1359 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1360 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1361 return 0;
1362
1384 /* If drain protection is higher than life stealing, use that */ 1363 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1364 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1365 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1366 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1367 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1368
1389 /* You die at -1 hp, not zero. */ 1369 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1370 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1371 dam = op->stats.hp + 1;
1372
1392 new_hp = hitter->stats.hp + dam; 1373 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1374 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1375 new_hp = hitter->stats.maxhp;
1376
1395 if (new_hp > hitter->stats.hp) 1377 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1378 hitter->stats.hp = new_hp;
1397 } 1379 }
1398 } 1380 }
1381
1399 return dam; 1382 return dam;
1400} 1383}
1401
1402 1384
1403/* GROS: This code comes from hit_player. It has been made external to 1385/* 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. 1386 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1387 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1388 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1403 char buf[MAX_BUF];
1422 const char *skill; 1404 const char *skill;
1423 int maxdam = 0; 1405 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1406 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1407 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1408 object *owner = 0;
1427 object *skop = NULL; 1409 object *skop = 0;
1428 1410
1429 if (op->stats.hp >= 0) 1411 if (op->stats.hp >= 0)
1430 return -1; 1412 return -1;
1431 1413
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1414 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1423 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1424 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1425
1444 if (op->type == DOOR) 1426 if (op->type == DOOR)
1445 { 1427 {
1446 op->speed = 0.1; 1428 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1429 op->speed_left = -0.05f;
1449 return maxdam; 1430 return maxdam;
1450 } 1431 }
1451 1432
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1433 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1434 {
1454 remove_friendly_object (op); 1435 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; 1436 return maxdam;
1462 } 1437 }
1463 1438
1464 /* Now lets start dealing with experience we get for killing something */ 1439 /* Now lets start dealing with experience we get for killing something */
1465 1440
1466 owner = get_owner (hitter); 1441 owner = hitter->owner;
1467 if (!owner) 1442 if (!owner)
1468 owner = hitter; 1443 owner = hitter;
1469 1444
1470 /* is the victim (op) standing on battleground? */ 1445 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1446 if (op_on_battleground (op, NULL, NULL))
1492 char buf[256]; 1467 char buf[256];
1493 1468
1494 tmv = localtime (&t); 1469 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1470 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1471
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1472 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1473 }
1499 1474
1500 /* try to filter some things out - basically, if you are 1475 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1476 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1477 * probably don't want to see that.
1508 else 1483 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1484 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1485
1511 /* Only play sounds for melee kills */ 1486 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1487 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1488 owner->play_sound (sound_find ("player_kills"));
1514 } 1489 }
1515 1490
1516 /* If a player kills another player, not on 1491 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1492 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1493 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1495 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1496 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1497 * Changed to make luck penalty configurable in settings.
1523 */ 1498 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1499 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1500 owner->change_luck (-settings.pk_luck_penalty);
1526 1501
1527 /* This code below deals with finding the appropriate skill 1502 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1503 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1504 * probably never really have to look at current_weapon->skill
1530 */ 1505 */
1531 skill = 0; 1506 skill = 0;
1532 1507
1533 if (hitter->skill && hitter->type != PLAYER) 1508 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1509 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1510 else if (owner->chosen_skill)
1536 { 1511 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1512 skop = owner->chosen_skill;
1513 skill = skop->skill;
1539 } 1514 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill; 1516 skill = owner->current_weapon->skill;
1542 else 1517 else
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1544 1519
1545 /* We have the skill we want to credit to - now find the object this goes 1520 /* 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! 1521 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1522 */
1548 if ((!skop || skop->type != SKILL) && skill) 1523 if ((!skop || skop->type != SKILL) && skill)
1549 { 1524 {
1550 int i; 1525 int i;
1551 1526
1577 skill = skop->skill; 1552 skill = skop->skill;
1578 1553
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580 1555
1581 /* If you didn't kill yourself, and your not the wizard */ 1556 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1557 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1558 {
1584 int exp; 1559 int exp;
1585 1560
1586 /* Really don't give much experience for killing other players */ 1561 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1589 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1590 change_exp (owner, exp, skill, 0);
1616 else 1591 else
1617 { 1592 {
1618 int shares = 0, count = 0; 1593 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1594 partylist *party = owner->contr->party;
1621 1595
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1596 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1597
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1598 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1599 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1600 {
1628 count++; 1601 count++;
1629 shares += (pl->ob->level + 4); 1602 shares += (pl->ob->level + 4);
1630 } 1603 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1606 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1607 else
1635 { 1608 {
1636 int share = exp / shares, given = 0, nexp; 1609 int share = exp / shares, given = 0, nexp;
1637 1610
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1611 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1612 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1613 {
1641 nexp = (pl->ob->level + 4) * share; 1614 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1615 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1616 given += nexp;
1652 1625
1653 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1654 { 1627 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1628 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1629 {
1657 object *owner1 = get_owner (op); 1630 object *owner1 = op->owner;
1658 1631
1659 if (owner1 && owner1->type == PLAYER) 1632 if (owner1 && owner1->type == PLAYER)
1660 { 1633 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1634 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1635 /* 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); 1636 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1664 } 1637 }
1665 1638
1666 remove_friendly_object (op); 1639 remove_friendly_object (op);
1667 } 1640 }
1668 1641
1669 remove_ob (op); 1642 op->destroy ();
1670 free_object (op);
1671 } 1643 }
1672 else 1644 else
1673 { 1645 {
1674 /* Player has been killed! */ 1646 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1647 if (owner->type == PLAYER)
1685} 1657}
1686 1658
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1659/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1660 * Returns 0 this is not friendly fire
1689 */ 1661 */
1690
1691int 1662int
1692friendly_fire (object *op, object *hitter) 1663friendly_fire (object *op, object *hitter)
1693{ 1664{
1694 object *owner; 1665 object *owner;
1695 int friendlyfire; 1666 int friendlyfire;
1705 return 0; 1676 return 0;
1706 1677
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1678 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1679 return 1;
1709 1680
1710 if ((owner = get_owner (hitter)) != NULL) 1681 if ((owner = hitter->owner) != NULL)
1711 { 1682 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1683 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1684 friendlyfire = 2;
1714 } 1685 }
1715 1686
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1687 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1688 friendlyfire = 0;
1718 } 1689 }
1690
1719 return friendlyfire; 1691 return friendlyfire;
1720} 1692}
1721
1722 1693
1723/* This isn't used just for players, but in fact most objects. 1694/* 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 1695 * 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 1696 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1697 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1698 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1699 * modify it.
1729 */ 1700 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1701/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1702 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1703int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1704hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1705{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1706 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1707 int maxattacktype, attacknum;
1746 1715
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1716 /* 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)) 1717 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1718 return 0;
1750 1719
1751#ifdef PROHIBIT_PLAYERKILL 1720 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1721 if (op->type == PLAYER)
1753 { 1722 {
1754 object *owner = get_owner (hitter); 1723 object *owner = hitter->owner;
1755 1724
1756 if (!owner) 1725 if (!owner)
1757 owner = hitter; 1726 owner = hitter;
1758 1727
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1728 if (owner->type == PLAYER
1729 && (!op_on_battleground (op, 0, 0)
1730 && (op->contr->peaceful || owner->contr->peaceful))
1731 && op != owner)
1760 return 0; 1732 return 0;
1761 } 1733 }
1762#endif
1763 1734
1764 if (body_attack) 1735 if (body_attack)
1765 { 1736 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1737 /* 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 1738 * return - we still need to process other attacks the spell still
1781 } 1752 }
1782 } 1753 }
1783 1754
1784 if (!simple_attack && op->type == DOOR) 1755 if (!simple_attack && op->type == DOOR)
1785 { 1756 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1757 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1758 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1759 {
1791 spring_trap (tmp, hitter); 1760 spring_trap (tmp, hitter);
1761
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1762 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1763 return 0;
1764
1794 break; 1765 break;
1795 } 1766 }
1796 } 1767 }
1797 1768
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1769 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1770 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1771 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1772 * destroyed() check above doesn't return, and might get here.
1802 */ 1773 */
1774
1775 /* FIXME: This for example happens when a dead door is on a mover and
1776 gets it's speed_left raised on each mover-tick.
1777 Doors are removed in a kinda funny way by giving them speed and speed_left
1778 and waiting for that to run out.
1779 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1780 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1781 return 0;
1805 } 1782 }
1806 1783
1807#ifdef ATTACK_DEBUG 1784#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1785 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 */ 1791 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1792 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1793 if (dam >= 100)
1817 dam /= 100; 1794 dam /= 100;
1818 else 1795 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1796 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1797 }
1821 1798
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1799 /* 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 1800 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1801 */
1840 if ((!hitter->slaying || 1817 if ((!hitter->slaying ||
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1818 (!(op->race && strstr (hitter->slaying, op->race)) &&
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1819 !(op->name && strstr (hitter->slaying, op->name)))) &&
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1820 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1844 (hitter->title != NULL 1821 (hitter->title != NULL
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1822 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1846 return 0; 1823 return 0;
1847 } 1824 }
1848 1825
1849 maxattacktype = type; /* initialize this to something */ 1826 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1827 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1828 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1829 /* 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 1830 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1831 * the only attacktype in the group, then still attack with it
1882 */ 1859 */
1883 friendlyfire = friendly_fire (op, hitter); 1860 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1861 if (friendlyfire && maxdam)
1885 { 1862 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1863 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1864
1891#ifdef ATTACK_DEBUG 1865#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1866 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1867 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1868#endif
1895 } 1869 }
1896 1870
1897 if (!full_hit) 1871 if (!full_hit)
1898 { 1872 {
1899 archetype *at;
1900 int area; 1873 int area;
1901 int remainder; 1874 int remainder;
1902 1875
1903 area = 0; 1876 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1877
1878 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1879 area++;
1880
1906 assert (area > 0); 1881 assert (area > 0);
1907 1882
1908 /* basically: maxdam /= area; we try to "simulate" a float 1883 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1884 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1885 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1886 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1887 if (rndm (100) < remainder)
1913 maxdam++; 1888 maxdam++;
1914 } 1889 }
1915 1890
1916#ifdef ATTACK_DEBUG 1891#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1892 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1893#endif
1919 1894
1920 if (get_owner (hitter)) 1895 // for now, only do this for active objects, otherwise they
1896 // keep a refcount for a long time and I see no usefulness
1897 // for an non-active objetc to know its enemy.
1898 if (op->active)
1899 if (hitter->owner)
1921 op->enemy = hitter->owner; 1900 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1901 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1902 op->enemy = hitter;
1924 1903
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1904 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1905 {
1927 /* The unaggressives look after themselves 8) */ 1906 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1907 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1929
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1930 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1931 {
1953 if (maxdam) 1932 if (maxdam)
1954 tear_down_wall (op); 1933 tear_down_wall (op);
1934
1955 return maxdam; /* nothing more to do for wall */ 1935 return maxdam; /* nothing more to do for wall */
1956 } 1936 }
1957 1937
1958 /* See if the creature has been killed */ 1938 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1939 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1944 /* 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 1945 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1946 * remained - that is no longer the case.
1967 */ 1947 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1948 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1949 hitter->destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1950
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1951 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1952 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1953 {
1978 int i; 1954 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1955 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1956 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1957 object *owner = op->owner;
1982 1958
1983 if (!op->other_arch) 1959 if (!op->other_arch)
1984 { 1960 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1961 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1962 return maxdam;
1987 } 1963 }
1964
1988 remove_ob (op); 1965 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1966
1967 for (i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1968 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1969 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1970 int j;
1993 1971
1994 tmp->stats.hp = op->stats.hp; 1972 tmp->stats.hp = op->stats.hp;
1973
1995 if (friendly) 1974 if (friendly)
1996 { 1975 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1976 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1977 tmp->attack_movement = PETMOVE;
1978
2000 if (owner != NULL) 1979 if (owner)
2001 set_owner (tmp, owner); 1980 tmp->set_owner (owner);
2002 } 1981 }
1982
2003 if (unaggressive) 1983 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1984 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1985
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1986 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1987
2006 if (j == -1) /* No spot to put this monster */ 1988 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1989 tmp->destroy ();
2008 else 1990 else
2009 { 1991 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1992 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1993 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1994 }
2013 } 1995 }
2014 if (friendly) 1996
2015 remove_friendly_object (op); 1997 op->destroy ();
2016 free_object (op);
2017 } 1998 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1999 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 2000 hitter->destroy ();
2020 remove_ob (hitter); 2001
2021 free_object (hitter);
2022 }
2023 return maxdam; 2002 return maxdam;
2024} 2003}
2025
2026 2004
2027void 2005void
2028poison_player (object *op, object *hitter, int dam) 2006poison_player (object *op, object *hitter, int dam)
2029{ 2007{
2030 archetype *at = archetype::find ("poisoning"); 2008 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2026 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2027 tmp->stats.dam += hitter->level / 2;
2050 else 2028 else
2051 tmp->stats.dam = dam; 2029 tmp->stats.dam = dam;
2052 2030
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2031 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2032 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2033 {
2056 tmp->skill = hitter->skill; 2034 tmp->skill = hitter->skill;
2057 } 2035 }
2058 2036
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2042 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2043 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2044 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2045 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2046 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2047 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2049 op->play_sound (tmp->sound);
2071 } 2050 }
2051
2072 if (hitter->type == PLAYER) 2052 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2053 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2054 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); 2055 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2056 }
2057
2077 tmp->speed_left = 0; 2058 tmp->speed_left = 0;
2078 } 2059 }
2079 else 2060 else
2080 tmp->stats.food++; 2061 tmp->stats.food++;
2081} 2062}
2085{ 2066{
2086 archetype *at = archetype::find ("slowness"); 2067 archetype *at = archetype::find ("slowness");
2087 object *tmp; 2068 object *tmp;
2088 2069
2089 if (at == NULL) 2070 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 2071 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 2072
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2073 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 2074 {
2095 tmp = arch_to_object (at); 2075 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 2076 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2077 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 2078 }
2099 else 2079 else
2100 tmp->stats.food++; 2080 tmp->stats.food++;
2081
2101 SET_FLAG (tmp, FLAG_APPLIED); 2082 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2083 tmp->speed_left = 0;
2103 fix_player (op); 2084 op->update_stats ();
2104} 2085}
2105 2086
2106void 2087void
2107confuse_player (object *op, object *hitter, int dam) 2088confuse_player (object *op, object *hitter, int dam)
2108{ 2089{
2122 tmp->speed = 0.05; 2103 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 2104 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2105 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 2106 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2107 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2108
2127 if (tmp->duration > maxduration) 2109 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 2110 tmp->duration = maxduration;
2129 2111
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2112 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2113 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2114
2132 SET_FLAG (op, FLAG_CONFUSED); 2115 SET_FLAG (op, FLAG_CONFUSED);
2133} 2116}
2134 2117
2135void 2118void
2136blind_player (object *op, object *hitter, int dam) 2119blind_player (object *op, object *hitter, int dam)
2152 */ 2135 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2136 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2137
2155 tmp = insert_ob_in_ob (tmp, op); 2138 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2139 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2140 op->update_stats (); /* This takes care of some other stuff */
2158 2141
2159 if (hitter->owner) 2142 if (hitter->owner)
2160 owner = get_owner (hitter); 2143 owner = hitter->owner;
2161 else 2144 else
2162 owner = hitter; 2145 owner = hitter;
2163 2146
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2147 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2148 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2185 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2186
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2187/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2188}
2206 2189
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2190/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2191 * the computed damaged.
2210 */ 2192 */
2211void 2193void
2212deathstrike_player (object *op, object *hitter, int *dam) 2194deathstrike_player (object *op, object *hitter, int *dam)
2220 ** field of the deathstriking object */ 2202 ** field of the deathstriking object */
2221 2203
2222 int atk_lev, def_lev, kill_lev; 2204 int atk_lev, def_lev, kill_lev;
2223 2205
2224 if (hitter->slaying) 2206 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2207 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2226 return; 2208 return;
2227 2209
2228 def_lev = op->level; 2210 def_lev = op->level;
2229 if (def_lev < 1) 2211 if (def_lev < 1)
2230 { 2212 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2213 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2232 def_lev = 1; 2214 def_lev = 1;
2233 } 2215 }
2216
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2217 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2218 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2219 atk_lev, def_lev); */
2237 2220
2238 if (atk_lev >= def_lev) 2221 if (atk_lev >= def_lev)
2253 */ 2236 */
2254 *dam *= kill_lev / def_lev; 2237 *dam *= kill_lev / def_lev;
2255 } 2238 }
2256 } 2239 }
2257 else 2240 else
2258 {
2259 *dam = 0; /* no harm done */ 2241 *dam = 0; /* no harm done */
2260 }
2261} 2242}
2262 2243
2263/* thrown_item_effect() - handles any special effects of thrown 2244/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2245 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2246 * monster).
2294 } 2275 }
2295 } 2276 }
2296} 2277}
2297 2278
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2279/* adj_attackroll() - adjustments to attacks by various conditions */
2299
2300int 2280int
2301adj_attackroll (object *hitter, object *target) 2281adj_attackroll (object *hitter, object *target)
2302{ 2282{
2303 object *attacker = hitter; 2283 object *attacker = hitter;
2304 int adjust = 0; 2284 int adjust = 0;
2311 } 2291 }
2312 2292
2313 /* aimed missiles use the owning object's sight */ 2293 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2294 if (is_aimed_missile (hitter))
2315 { 2295 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2296 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2297 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2298 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2299 * owned by him - need to handle that case to avoid crashes.
2320 */ 2300 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2301 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2369#endif 2349#endif
2370 2350
2371 return adjust; 2351 return adjust;
2372} 2352}
2373 2353
2374
2375/* determine if the object is an 'aimed' missile */ 2354/* determine if the object is an 'aimed' missile */
2376int 2355int
2377is_aimed_missile (object *op) 2356is_aimed_missile (object *op)
2378{ 2357{
2379 2358
2380 /* I broke what used to be one big if into a few nested 2359 /* 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. 2360 * ones so that figuring out the logic is at least possible.
2382 */ 2361 */
2383 if (op && (op->move_type & MOVE_FLYING)) 2362 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2363 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2364 return 1;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2365 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2388 return 1; 2366 return 1;
2389 } 2367
2390 return 0; 2368 return 0;
2391} 2369}

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