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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 1.86 by root, Sat May 17 14:57:23 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76 66
77 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
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 = archetype::get (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; //???? wtf
185 insert_ob_in_ob (op, env); 176 env->insert (op);
186 if (env->contr)
187 esrv_send_item (env, op);
188 } 177 }
189 else 178 else
190 { 179 {
191 op->x = x, op->y = y; 180 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0); 181 insert_ob_in_map (op, m, originator, 0);
203 return; 192 return;
204 } 193 }
205 194
206 if (op->nrof > 1) 195 if (op->nrof > 1)
207 { 196 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 197 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
212 } 199 }
213 else 200 else
214 { 201 op->destroy ();
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 }
228 202
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 204 if (env)
231 { 205 {
232 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 208 env->insert (op);
235 } 209 }
236 else 210 else
237 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
238 212
239 return; 213 return;
240 } 214 }
241 215
242 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244 { 218 {
245 object *tmp; 219 object *tmp;
246 archetype *at = archetype::find ("icecube"); 220 archetype *at = archetype::find (shstr_icecube);
247 221
248 if (at == NULL) 222 if (at == NULL)
249 return; 223 return;
250 224
251 op = stop_item (op); 225 op = stop_item (op);
264 tmp->move_slow = 0; 238 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 240 }
267 241
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 242 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 243 op->remove ();
270 244
271 insert_ob_in_ob (op, tmp); 245 insert_ob_in_ob (op, tmp);
272 return; 246 return;
273 } 247 }
274} 248}
277 * op is going in direction 'dir' 251 * op is going in direction 'dir'
278 * type is the attacktype of the object. 252 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
281 */ 255 */
282
283int 256int
284hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, int type, int full_hit)
285{ 258{
286 object *tmp, *next;
287 maptile *map; 259 maptile *map;
288 sint16 x, y; 260 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 262
291 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 266 return 0;
295 } 267 }
296 268
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 270 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 272 return 0;
301 } 273 }
302 274
303 if (!op->map) 275 if (!op->map)
304 { 276 {
307 } 279 }
308 280
309 if (op->head) 281 if (op->head)
310 op = op->head; 282 op = op->head;
311 283
312 map = op->map; 284 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 285 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 286
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 287 if (!pos.normalise ())
288 return 0;
317 289
318 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 292 mapspace &ms = pos.ms ();
293
294 if (ms.flags () & P_SAFE)
321 return 0; 295 return 0;
322 296
323 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 298 * must be out here because it strikes things which are not alive
325 */ 299 */
326 300 if (type & (AT_COUNTERSPELL | AT_CHAOS))
301 {
327 if (type & AT_COUNTERSPELL) 302 if (type & AT_COUNTERSPELL)
328 { 303 {
329 counterspell (op, dir); /* see spell_effect.c */ 304 counterspell (op, dir); /* see spell_effect.c */
330 305
331 /* If the only attacktype is counterspell or magic, don't need 306 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 307 * 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 */ 308 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 309 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 310 return 0;
311
312 type &= ~AT_COUNTERSPELL;
313 }
314
315 if (type & AT_CHAOS)
364 } 316 {
317 shuffle_attack (op, 1); /* flag tells it to change the face */
318 update_object (op, UP_OBJ_FACE);
319 type &= ~AT_CHAOS;
320 }
321 }
365 322
323 /* There may still be objects that were above 'next', but there is no
324 * simple way to find out short of copying all object references and
325 * tags into a temporary array before we start processing the first
326 * object. That's why we just abort on destroy.
327 *
328 * This happens whenever attack spells (like fire) hit a pile
329 * of objects. This is not a bug - nor an error.
330 */
331 for (object *next = ms.bot; next && !next->destroyed (); )
332 {
366 tmp = next; 333 object *tmp = next;
367 next = tmp->above; 334 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 335
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
378 */ 339 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 341 continue;
381 342
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 344 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 346 retflag |= 1;
347
386 if (op->destroyed ()) 348 if (op->destroyed ())
387 break; 349 break;
388 } 350 }
389
390 /* Here we are potentially destroying an object. If the object has 351 /* 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 352 * 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 353 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 354 * 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 355 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 356 * destroyed right now.
396 */ 357 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 358 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 359 {
399 save_throw_object (tmp, type, op); 360 save_throw_object (tmp, type, op);
361
400 if (op->destroyed ()) 362 if (op->destroyed ())
401 break; 363 break;
402 } 364 }
403 } 365 }
404 366
435 sprintf (buf1, "missed %s", &op->name); 397 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 398 sprintf (buf2, " misses");
437 found++; 399 found++;
438 } 400 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 401 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 402 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 403 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 404 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) 405 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 406 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 407 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); 419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 420 found++;
459 break; 421 break;
460 } 422 }
461 } 423 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 424 else if (hitter->type == PLAYER && op->is_alive ())
463 { 425 {
464 if (USING_SKILL (hitter, SK_KARATE)) 426 if (USING_SKILL (hitter, SK_KARATE))
465 { 427 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 428 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) 429 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 455 found++;
494 break; 456 break;
495 } 457 }
496 } 458 }
497 } 459 }
460
498 if (found) 461 if (found)
499 { 462 {
500 /* done */ 463 /* done */
501 } 464 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 465 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 466 {
504 sprintf (buf1, "hit"); /* just in case */ 467 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 468 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 469 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 470 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 471 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 472 found++;
510 break; 473 break;
511 } 474 }
512 } 475 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 476 else if (type & AT_DRAIN && op->is_alive ())
514 { 477 {
515 /* drain is first, because some items have multiple attypes */ 478 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 479 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) 480 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 481 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 483 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 484 found++;
522 break; 485 break;
523 } 486 }
524 } 487 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 488 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 489 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 490 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) 491 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 492 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 493 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); 494 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 495 found++;
533 break; 496 break;
534 } 497 }
535 } 498 }
536 else if (type & AT_COLD && IS_LIVE (op)) 499 else if (type & AT_COLD && op->is_alive ())
537 { 500 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 501 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) 502 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 503 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 504 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
559 { 522 {
560 int mtype; 523 int mtype;
561 524
562 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
563 { 526 {
564 case WEAP_HIT: 527 case WEAP_HIT:
565 mtype = ATM_BASIC; 528 mtype = ATM_BASIC;
566 break; 529 break;
567 case WEAP_SLASH: 530 case WEAP_SLASH:
568 mtype = ATM_SLASH; 531 mtype = ATM_SLASH;
569 break; 532 break;
570 case WEAP_PIERCE: 533 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 534 mtype = ATM_PIERCE;
572 break; 535 break;
573 case WEAP_CLEAVE: 536 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 537 mtype = ATM_CLEAVE;
575 break; 538 break;
576 case WEAP_SLICE: 539 case WEAP_SLICE:
577 mtype = ATM_SLICE; 540 mtype = ATM_SLICE;
578 break; 541 break;
579 case WEAP_STAB: 542 case WEAP_STAB:
580 mtype = ATM_STAB; 543 mtype = ATM_STAB;
581 break; 544 break;
582 case WEAP_WHIP: 545 case WEAP_WHIP:
583 mtype = ATM_WHIP; 546 mtype = ATM_WHIP;
584 break; 547 break;
585 case WEAP_CRUSH: 548 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 549 mtype = ATM_CRUSH;
587 break; 550 break;
588 case WEAP_BLUD: 551 case WEAP_BLUD:
589 mtype = ATM_BLUD; 552 mtype = ATM_BLUD;
590 break; 553 break;
591 default: 554 default:
592 mtype = ATM_BASIC; 555 mtype = ATM_BASIC;
593 break; 556 break;
594 } 557 }
558
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 561 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599 strcpy (buf2, attack_mess[mtype][i].buf3); 563 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 582 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 583 strcpy (buf2, " hits");
620 } 584 }
621 585
622 /* bail out if a monster is casting spells */ 586 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 587 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 588 return;
625 589
626 /* scale down magic considerably. */ 590 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 591 if (type & AT_MAGIC && rndm (0, 5))
628 return; 592 return;
629 593
630 /* Did a player hurt another player? Inform both! */ 594 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 595 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 596 {
633 if (get_owner (hitter) != NULL) 597 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 599 else
636 { 600 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
638 if (dam != 0) 603 if (dam != 0)
639 { 604 {
640 if (dam < 10) 605 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 606 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 607 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 609 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 611 }
647 } 612 }
613
648 new_draw_info (NDI_BLACK, 0, op, buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 615 } /* end of player hitting player */
650 616
651 if (hitter->type == PLAYER) 617 if (hitter->type == PLAYER)
652 { 618 {
653 sprintf (buf, "You %s.", buf1); 619 sprintf (buf, "You %s.", buf1);
620
654 if (dam != 0) 621 if (dam != 0)
655 { 622 {
656 if (dam < 10) 623 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 624 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 625 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 626 op->play_sound (sound_find ("player_hits2"));
660 else 627 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 628 op->play_sound (sound_find ("player_hits3"));
662 } 629 }
630
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 632 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 634 {
667 /* look for stacked spells and start reducing the message chances */ 635 /* 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)) 636 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 637 {
670 i = 4; 638 i = 4;
671 map = hitter->map; 639 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 640 if (out_of_map (map, hitter->x, hitter->y))
673 return; 641 return;
642
674 next = get_map_ob (map, hitter->x, hitter->y); 643 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 644 if (next)
676 while (next) 645 while (next)
677 { 646 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 648 i *= 3;
649
680 tmp = next; 650 tmp = next;
681 next = tmp->above; 651 next = tmp->above;
682 } 652 }
653
683 if (i < 0) 654 if (i < 0)
684 return; 655 return;
656
685 if (rndm (0, i) != 0) 657 if (rndm (0, i) != 0)
686 return; 658 return;
687 } 659 }
688 else if (rndm (0, 5) != 0) 660 else if (rndm (0, 5) != 0)
689 return; 661 return;
662
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 666 }
694} 667}
695 668
696 669
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 673 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 674 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 675 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 676 return 1;
704 } 677 }
678
705 if ((*target)->head) 679 if ((*target)->head)
706 *target = (*target)->head; 680 *target = (*target)->head;
681
707 if ((*hitter)->head) 682 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 683 *hitter = (*hitter)->head;
684
685 if ((*target)->type == LOCKED_DOOR)
686 return 1; // locked doors cannot be hit
687
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 688 if ((*hitter)->env || (*target)->env)
710 { 689 {
711 *simple_attack = 1; 690 *simple_attack = 1;
712 return 0; 691 return 0;
713 } 692 }
693
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 694 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 695 || QUERY_FLAG (*hitter, FLAG_REMOVED)
696 || !(*hitter)->map
697 || !on_same_map (*hitter, *target))
716 { 698 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 699 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
700 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 701 return 1;
719 } 702 }
703
720 *simple_attack = 0; 704 *simple_attack = 0;
721 return 0; 705 return 0;
722} 706}
723 707
724static int 708static int
760 744
761 /* 745 /*
762 * A little check to make it more difficult to dance forward and back 746 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 747 * to avoid ever being hit by monsters.
764 */ 748 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 750 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 751 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 752 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 753 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 754 * we call process_object, the 'if' statement above will fail.
771 */ 755 */
772 op->speed_left--; 756 --op->speed_left;
773 process_object (op); 757 process_object (op);
758
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 760 goto error;
776 } 761 }
777 762
778 op_name = op->name; 763 op_name = op->name;
786 /* See if we hit the creature */ 771 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 772 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 773 {
789 int hitdam = base_dam; 774 int hitdam = base_dam;
790 775
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) 776 if (!simple_attack)
809 { 777 {
810 /* If you hit something, the victim should *always* wake up. 778 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 779 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 780 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 781 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 782 CLEAR_FLAG (op, FLAG_SLEEP);
815 783
816 /* If the victim can't see the attacker, it may alert others 784 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 785 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 786 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 787 npc_call_help (op);
820 788
821 /* if you were hidden and hit by a creature, you are discovered */ 789 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 790 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 791 {
824 make_visible (op); 792 make_visible (op);
793
825 if (op->type == PLAYER) 794 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 795 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 796 }
828 797
829 /* thrown items (hitter) will have various effects 798 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 799 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 800 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 801 * wrapper object.
833 */ 802 */
834 thrown_item_effect (hitter, op); 803 thrown_item_effect (hitter, op);
804
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 805 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 806 goto leave;
837 } 807 }
838 808
839 /* Need to do at least 1 damage, otherwise there is no point 809 /* Need to do at least 1 damage, otherwise there is no point
882} 852}
883 853
884int 854int
885attack_ob (object *op, object *hitter) 855attack_ob (object *op, object *hitter)
886{ 856{
887
888 if (hitter->head)
889 hitter = hitter->head; 857 hitter = hitter->head_ ();
858
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 859 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 860}
892 861
893/* op is the arrow, tmp is what is stopping the arrow. 862/* op is the arrow, tmp is what is stopping the arrow.
894 * 863 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 872 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 873 * stick around.
905 */ 874 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 875 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 876 {
908 if (tmp->head != NULL) 877 tmp->head_ ()->insert (op);
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1; 878 return 1;
918 } 879 }
919 else 880 else
920 return 0; 881 return 0;
921} 882}
935 /* Disassemble missile */ 896 /* Disassemble missile */
936 if (op->inv) 897 if (op->inv)
937 { 898 {
938 container = op; 899 container = op;
939 hitter = op->inv; 900 hitter = op->inv;
940 remove_ob (hitter); 901 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 902 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 903 /* 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 904 * 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 905 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 906 * THROWN_OBJs. */
961 */ 922 */
962 if (hitter->destroyed () || hitter->env != NULL) 923 if (hitter->destroyed () || hitter->env != NULL)
963 { 924 {
964 if (container) 925 if (container)
965 { 926 {
966 remove_ob (container); 927 container->remove ();
967 free_object (container); 928 container->destroy ();
968 } 929 }
969 930
970 return 0; 931 return 0;
971 } 932 }
972 933
982 hitter = fix_stopped_arrow (hitter); 943 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 944 if (!hitter)
984 return 0; 945 return 0;
985 } 946 }
986 else 947 else
987 { 948 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 949
992 /* Try to stick arrow into victim */ 950 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 951 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 952 return 0;
995 953
1000 * can fly over but not otherwise move over. What is the correct 958 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 959 * way to handle those otherwise?
1002 */ 960 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 961 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 962 {
1005 remove_ob (hitter); 963 hitter->remove ();
1006 hitter->x = victim->x; 964 hitter->x = victim->x;
1007 hitter->y = victim->y; 965 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 966 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 967 }
1010 else 968 else
1018 op->speed -= 1.0; 976 op->speed -= 1.0;
1019 977
1020 /* Missile missed victim - reassemble missile */ 978 /* Missile missed victim - reassemble missile */
1021 if (container) 979 if (container)
1022 { 980 {
1023 remove_ob (hitter); 981 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 982 insert_ob_in_ob (hitter, container);
1025 } 983 }
1026 984
1027 return op; 985 return op;
1028} 986}
1029
1030 987
1031void 988void
1032tear_down_wall (object *op) 989tear_down_wall (object *op)
1033{ 990{
1034 int perc = 0; 991 int perc = 0;
1040 } 997 }
1041 else if (!GET_ANIM_ID (op)) 998 else if (!GET_ANIM_ID (op))
1042 { 999 {
1043 /* Object has been called - no animations, so remove it */ 1000 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1001 if (op->stats.hp < 0)
1002 op->destroy ();
1045 { 1003
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 */ 1004 return; /* no animations, so nothing more to do */
1052 } 1005 }
1006
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1007 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1008
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1009 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1010 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1011 else if (perc < 1)
1057 perc = 1; 1012 perc = 1;
1013
1058 SET_ANIMATION (op, perc); 1014 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1015 update_object (op, UP_OBJ_FACE);
1016
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1017 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1018 { /* Reached the last animation */
1062 if (op->face == blank_face) 1019 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1020 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1021 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 1022 else
1073 { /* The last face was not blank, leave an image */ 1023 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1024 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1025 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1026 op->move_block = 0;
1080} 1030}
1081 1031
1082void 1032void
1083scare_creature (object *target, object *hitter) 1033scare_creature (object *target, object *hitter)
1084{ 1034{
1085 object *owner = get_owner (hitter); 1035 object *owner = hitter->owner;
1086 1036
1087 if (!owner) 1037 if (!owner)
1088 owner = hitter; 1038 owner = hitter;
1089 1039
1090 SET_FLAG (target, FLAG_SCARED); 1040 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1041 if (!target->enemy)
1092 target->enemy = owner; 1042 target->enemy = owner;
1093} 1043}
1094
1095 1044
1096/* This returns the amount of damage hitter does to op with the 1045/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1046 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1047 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1048 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1049 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1050 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1051int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1052hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1053{
1106
1107 int doesnt_slay = 1; 1054 int doesnt_slay = 1;
1108 1055
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1056 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1057 if (attacknum >= NROFATTACKS)
1111 { 1058 {
1113 return 0; 1060 return 0;
1114 } 1061 }
1115 1062
1116 if (dam < 0) 1063 if (dam < 0)
1117 { 1064 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1065 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1066 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1067 return 0;
1120 } 1068 }
1121 1069
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1070 /* 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. */ 1071 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1072 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1073 return dam;
1126 1074
1127 if (hitter->slaying) 1075 if (hitter->slaying)
1128 { 1076 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1077 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1078 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1079 {
1132 doesnt_slay = 0; 1080 doesnt_slay = 0;
1133 dam *= 3; 1081 dam *= 3;
1134 } 1082 }
1135 } 1083 }
1149 /* Special hack. By default, if immune to something, you 1097 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1098 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1099 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1100 * special processing is needed */
1153 1101
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1102 if (op->resist[attacknum] >= 100
1103 && doesnt_slay
1104 && attacknum != ATNR_ACID)
1155 return 0; 1105 return 0;
1156 1106
1157 /* Keep this in order - makes things easier to find */ 1107 /* Keep this in order - makes things easier to find */
1158 1108
1159 switch (attacknum) 1109 switch (attacknum)
1160 { 1110 {
1161 case ATNR_PHYSICAL: 1111 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1112 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1113 check_physically_infect (op, hitter);
1164 break; 1114 break;
1165 1115
1166 /* Don't need to do anything for: 1116 /* Don't need to do anything for:
1167 magic, 1117 magic,
1168 fire, 1118 fire,
1169 electricity, 1119 electricity,
1170 cold */ 1120 cold */
1171 1121
1172 case ATNR_CONFUSION: 1122 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1123 case ATNR_POISON:
1174 case ATNR_SLOW: 1124 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1125 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1126 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1127 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1128 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1129 case ATNR_BLIND:
1180 { 1130 {
1181 /* chance for inflicting a special attack depends on the 1131 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1132 * difference between attacker's and defender's level
1183 */ 1133 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1134 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1135
1186 /* First, only creatures/players with speed can be affected. 1136 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1137 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1138 * you. Third, you still get a saving through against the
1189 * effect. 1139 * effect.
1190 */ 1140 */
1191 if (op->speed && 1141 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1142 (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)) 1143 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1144 {
1195 1145
1196 /* Player has been hit by something */ 1146 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1147 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1148 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1149 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1150 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1151 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1152 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1153 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1154 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1155 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1156 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1157 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1158 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1159 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1160 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1161 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1162 blind_player (op, hitter, dam);
1213 } 1163 }
1164
1214 dam = 0; /* These are all effects and don't do real damage */ 1165 dam = 0; /* These are all effects and don't do real damage */
1215 } 1166 }
1216 break; 1167 break;
1168
1217 case ATNR_ACID: 1169 case ATNR_ACID:
1218 { 1170 {
1219 int flag = 0; 1171 int flag = 0;
1220 1172
1221 /* Items only get corroded if you're not on a battleground and 1173 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1174 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1175 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1176 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1178 {
1229 if (tmp->invisible) 1179 if (tmp->invisible)
1230 continue; 1180 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1181 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1182 /* >= 10% acid res. on items will protect these */
1233 continue; 1183 continue;
1234 if (!(tmp->material & M_IRON)) 1184 if (!(tmp->materials & M_IRON))
1235 continue; 1185 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1186 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1187 continue;
1238 if (tmp->type == RING || 1188 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1189 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1190 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1191 || tmp->type == AMULET
1192 || tmp->type == WAND
1193 || tmp->type == ROD
1194 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1195 continue; /* To avoid some strange effects */
1243 1196
1244 /* High damage acid has better chance of corroding 1197 /* High damage acid has better chance of corroding
1245 objects */ 1198 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1199 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1200 {
1201 flag = 1;
1202 tmp->magic--;
1203
1204 if (object *pl = tmp->visible_to ())
1247 { 1205 {
1248 if (op->type == PLAYER)
1249 /* Make this more visible */ 1206 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1207 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1208 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1209
1253 tmp->magic--; 1210 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1254 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp);
1256 } 1211 }
1257 } 1212 }
1258 if (flag) 1213 }
1259 fix_player (op); /* Something was corroded */
1260 } 1214
1215 if (flag)
1216 op->update_stats (); /* Something was corroded */
1261 } 1217 }
1218 }
1262 break; 1219 break;
1220
1263 case ATNR_DRAIN: 1221 case ATNR_DRAIN:
1264 { 1222 {
1265 /* rate is the proportion of exp drained. High rate means 1223 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1224 * not much is drained, low rate means a lot is drained.
1267 */ 1225 */
1268 int rate; 1226 int rate;
1269 1227
1270 if (op->resist[ATNR_DRAIN] >= 0) 1228 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1229 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1230 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1231 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1232
1275 if (op->stats.exp <= rate) 1233 if (op->stats.exp <= rate)
1276 { 1234 {
1277 if (op->type == GOLEM) 1235 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1236 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1237 else
1280 /* If we can't drain, lets try to do physical damage */ 1238 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1239 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1240 }
1283 else 1241 else
1284 { 1242 {
1285 /* Randomly give the hitter some hp */ 1243 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1244 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1245 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1246 hitter->stats.hp++;
1289 1247
1290 /* Can't do drains on battleground spaces. 1248 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1249 * 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, 1250 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1251 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1252 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1253 * attacks, hence all the != PLAYER checks.
1296 */ 1254 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1255 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1256 {
1299 object *owner = get_owner (hitter); 1257 object *owner = hitter->owner;
1300 1258
1301 if (owner && owner != hitter) 1259 if (owner && owner != hitter)
1302 { 1260 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1261 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1262 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1264 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1265 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1266 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1267 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1268
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1269 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1270 }
1271
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1272 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, 1273 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1274 * as the messages will say you missed
1317 */ 1275 */
1318 } 1276 }
1319 } 1277 }
1320 break; 1278 break;
1279
1321 case ATNR_TURN_UNDEAD: 1280 case ATNR_TURN_UNDEAD:
1322 { 1281 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1282 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1283 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1284 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1285 object *god = find_god (determine_god (owner));
1327 int div = 1; 1286 int div = 1;
1328 1287
1329 /* if undead are not an enemy of your god, you turn them 1288 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1289 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1290 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1332 div = 2; 1291 div = 2;
1292
1333 /* Give a bonus if you resist turn undead */ 1293 /* 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))) 1294 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1295 scare_creature (op, owner);
1336 } 1296 }
1337 else 1297 else
1338 dam = 0; /* don't damage non undead - should we damage 1298 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1299 undead? */
1340 } 1300 }
1341 break; 1301 break;
1302
1342 case ATNR_DEATH: 1303 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1304 deathstrike_player (op, hitter, &dam);
1344 break; 1305 break;
1306
1345 case ATNR_CHAOS: 1307 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1308 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1309 dam = 0;
1348 break; 1310 break;
1311
1349 case ATNR_COUNTERSPELL: 1312 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1313 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1314 dam = 0;
1352 /* This should never happen. Counterspell is handled 1315 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1316 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1317 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1318 * does no damage. */
1356 break; 1319 break;
1320
1357 case ATNR_HOLYWORD: 1321 case ATNR_HOLYWORD:
1358 { 1322 {
1359 /* This has already been handled by hit_player, 1323 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1324 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1326
1363 /* As with turn undead above, give a bonus on the saving throw */ 1327 /* 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]) 1328 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1329 scare_creature (op, owner);
1366 } 1330 }
1367 break; 1331 break;
1332
1368 case ATNR_LIFE_STEALING: 1333 case ATNR_LIFE_STEALING:
1369 { 1334 {
1370 int new_hp; 1335 int new_hp;
1371 1336
1372 /* this is replacement to drain for players, instead of taking 1337 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1338 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1339 * much use giving it to monsters
1375 * 1340 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1341 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1342 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1343 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1344 * 1000).
1380 */ 1345 */
1381 /* You can't steal life from something undead */ 1346 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1347 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1348 return 0;
1349
1384 /* If drain protection is higher than life stealing, use that */ 1350 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1351 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1352 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1353 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1354 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1355
1389 /* You die at -1 hp, not zero. */ 1356 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1357 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1358 dam = op->stats.hp + 1;
1359
1392 new_hp = hitter->stats.hp + dam; 1360 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1361 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1362 new_hp = hitter->stats.maxhp;
1363
1395 if (new_hp > hitter->stats.hp) 1364 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1365 hitter->stats.hp = new_hp;
1397 } 1366 }
1398 } 1367 }
1368
1399 return dam; 1369 return dam;
1400} 1370}
1401
1402 1371
1403/* GROS: This code comes from hit_player. It has been made external to 1372/* 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. 1373 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1374 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1375 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1390 char buf[MAX_BUF];
1422 const char *skill; 1391 const char *skill;
1423 int maxdam = 0; 1392 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1393 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1394 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1395 object *owner = 0;
1427 object *skop = NULL; 1396 object *skop = 0;
1428 1397
1429 if (op->stats.hp >= 0) 1398 if (op->stats.hp >= 0)
1430 return -1; 1399 return -1;
1431 1400
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1401 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1410 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1411 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1412
1444 if (op->type == DOOR) 1413 if (op->type == DOOR)
1445 { 1414 {
1446 op->speed = 0.1; 1415 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1416 op->speed_left = -0.05f;
1449 return maxdam; 1417 return maxdam;
1450 } 1418 }
1451 1419
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1420 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1421 {
1454 remove_friendly_object (op); 1422 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; 1423 return maxdam;
1462 } 1424 }
1463 1425
1464 /* Now lets start dealing with experience we get for killing something */ 1426 /* Now lets start dealing with experience we get for killing something */
1465 1427
1466 owner = get_owner (hitter); 1428 owner = hitter->owner;
1467 if (!owner) 1429 if (!owner)
1468 owner = hitter; 1430 owner = hitter;
1469 1431
1470 /* is the victim (op) standing on battleground? */ 1432 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1433 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1438 pk = 1;
1477 1439
1478 /* Player killed something */ 1440 /* Player killed something */
1479 if (owner->type == PLAYER) 1441 if (owner->type == PLAYER)
1480 { 1442 {
1481 Log_Kill (owner->name,
1482 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1483
1484 /* Log players killing other players - makes it easier to detect 1443 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1444 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1445 * ip address is included.
1487 */ 1446 */
1488 if (op->type == PLAYER && !battleg) 1447 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1451 char buf[256];
1493 1452
1494 tmv = localtime (&t); 1453 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1454 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1455
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1456 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1457 }
1499 1458
1500 /* try to filter some things out - basically, if you are 1459 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1460 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1461 * probably don't want to see that.
1508 else 1467 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1468 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1469
1511 /* Only play sounds for melee kills */ 1470 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1471 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1472 owner->play_sound (sound_find ("player_kills"));
1514 } 1473 }
1515 1474
1516 /* If a player kills another player, not on 1475 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1476 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1477 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1479 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1480 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1481 * Changed to make luck penalty configurable in settings.
1523 */ 1482 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1483 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1484 owner->change_luck (-settings.pk_luck_penalty);
1526 1485
1527 /* This code below deals with finding the appropriate skill 1486 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1487 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1488 * probably never really have to look at current_weapon->skill
1530 */ 1489 */
1531 skill = 0; 1490 skill = 0;
1532 1491
1533 if (hitter->skill && hitter->type != PLAYER) 1492 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1493 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1494 else if (owner->chosen_skill)
1536 { 1495 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1496 skop = owner->chosen_skill;
1497 skill = skop->skill;
1539 } 1498 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1499 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill; 1500 skill = owner->current_weapon->skill;
1542 else 1501 else
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1502 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1544 1503
1545 /* We have the skill we want to credit to - now find the object this goes 1504 /* 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! 1505 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1506 */
1548 if ((!skop || skop->type != SKILL) && skill) 1507 if ((!skop || skop->type != SKILL) && skill)
1549 { 1508 {
1550 int i; 1509 int i;
1551 1510
1577 skill = skop->skill; 1536 skill = skop->skill;
1578 1537
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1538 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580 1539
1581 /* If you didn't kill yourself, and your not the wizard */ 1540 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1541 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1542 {
1584 int exp; 1543 int exp;
1585 1544
1586 /* Really don't give much experience for killing other players */ 1545 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1546 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1573 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1574 change_exp (owner, exp, skill, 0);
1616 else 1575 else
1617 { 1576 {
1618 int shares = 0, count = 0; 1577 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1578 partylist *party = owner->contr->party;
1621 1579
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1580 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1581
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1582 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1583 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1584 {
1628 count++; 1585 count++;
1629 shares += (pl->ob->level + 4); 1586 shares += (pl->ob->level + 4);
1630 } 1587 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1590 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1591 else
1635 { 1592 {
1636 int share = exp / shares, given = 0, nexp; 1593 int share = exp / shares, given = 0, nexp;
1637 1594
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1595 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1596 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1597 {
1641 nexp = (pl->ob->level + 4) * share; 1598 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1599 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1600 given += nexp;
1652 1609
1653 if (op->type != PLAYER) 1610 if (op->type != PLAYER)
1654 { 1611 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1612 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1613 {
1657 object *owner1 = get_owner (op); 1614 object *owner1 = op->owner;
1658 1615
1659 if (owner1 && owner1->type == PLAYER) 1616 if (owner1 && owner1->type == PLAYER)
1660 { 1617 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1618 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1619 /* 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); 1620 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1664 } 1621 }
1665 1622
1666 remove_friendly_object (op); 1623 remove_friendly_object (op);
1667 } 1624 }
1668 1625
1669 remove_ob (op); 1626 op->destroy ();
1670 free_object (op);
1671 } 1627 }
1672 else 1628 else
1673 {
1674 /* Player has been killed! */ 1629 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1630 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1676 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1677 else
1678 assign (op->contr->killer, hitter->name);
1679 }
1680 1631
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1632 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1633 * continues in the calling function.
1683 */ 1634 */
1684 return maxdam; 1635 return maxdam;
1685} 1636}
1686 1637
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1638/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1639 * Returns 0 this is not friendly fire
1689 */ 1640 */
1690
1691int 1641int
1692friendly_fire (object *op, object *hitter) 1642friendly_fire (object *op, object *hitter)
1693{ 1643{
1694 object *owner; 1644 object *owner;
1695 int friendlyfire; 1645 int friendlyfire;
1705 return 0; 1655 return 0;
1706 1656
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1657 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1658 return 1;
1709 1659
1710 if ((owner = get_owner (hitter)) != NULL) 1660 if ((owner = hitter->owner) != NULL)
1711 { 1661 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1662 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1663 friendlyfire = 2;
1714 } 1664 }
1715 1665
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1666 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1667 friendlyfire = 0;
1718 } 1668 }
1669
1719 return friendlyfire; 1670 return friendlyfire;
1720} 1671}
1721
1722 1672
1723/* This isn't used just for players, but in fact most objects. 1673/* 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 1674 * 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 1675 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1676 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1677 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1678 * modify it.
1729 */ 1679 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1680/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1681 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1682int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1683hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1684{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1685 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1686 int maxattacktype, attacknum;
1746 1694
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1695 /* 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)) 1696 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1697 return 0;
1750 1698
1751#ifdef PROHIBIT_PLAYERKILL 1699 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1700 if (op->type == PLAYER)
1753 { 1701 {
1754 object *owner = get_owner (hitter); 1702 object *owner = hitter->owner;
1755 1703
1756 if (!owner) 1704 if (!owner)
1757 owner = hitter; 1705 owner = hitter;
1758 1706
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1707 if (owner->type == PLAYER
1708 && (!op_on_battleground (op, 0, 0)
1709 && (op->contr->peaceful || owner->contr->peaceful))
1710 && op != owner)
1760 return 0; 1711 return 0;
1761 } 1712 }
1762#endif
1763 1713
1764 if (body_attack) 1714 if (body_attack)
1765 { 1715 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1716 /* 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 1717 * return - we still need to process other attacks the spell still
1781 } 1731 }
1782 } 1732 }
1783 1733
1784 if (!simple_attack && op->type == DOOR) 1734 if (!simple_attack && op->type == DOOR)
1785 { 1735 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1736 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1737 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1738 {
1791 spring_trap (tmp, hitter); 1739 spring_trap (tmp, hitter);
1740
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1741 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1742 return 0;
1743
1794 break; 1744 break;
1795 } 1745 }
1796 } 1746 }
1797 1747
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1748 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1749 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1750 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1751 * destroyed() check above doesn't return, and might get here.
1802 */ 1752 */
1753
1754 /* FIXME: This for example happens when a dead door is on a mover and
1755 gets it's speed_left raised on each mover-tick.
1756 Doors are removed in a kinda funny way by giving them speed and speed_left
1757 and waiting for that to run out.
1758 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1759 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1760 return 0;
1805 } 1761 }
1806 1762
1807#ifdef ATTACK_DEBUG 1763#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1764 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 */ 1770 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1771 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1772 if (dam >= 100)
1817 dam /= 100; 1773 dam /= 100;
1818 else 1774 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1775 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1776 }
1821 1777
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1778 /* 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 1779 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1780 */
1840 if ((!hitter->slaying || 1796 if ((!hitter->slaying ||
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1797 (!(op->race && strstr (hitter->slaying, op->race)) &&
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1798 !(op->name && strstr (hitter->slaying, op->name)))) &&
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1799 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1844 (hitter->title != NULL 1800 (hitter->title != NULL
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1801 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1846 return 0; 1802 return 0;
1847 } 1803 }
1848 1804
1849 maxattacktype = type; /* initialize this to something */ 1805 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1806 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1807 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1808 /* 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 1809 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1810 * the only attacktype in the group, then still attack with it
1882 */ 1838 */
1883 friendlyfire = friendly_fire (op, hitter); 1839 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1840 if (friendlyfire && maxdam)
1885 { 1841 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1842 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1843
1891#ifdef ATTACK_DEBUG 1844#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1845 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1846 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1847#endif
1895 } 1848 }
1896 1849
1897 if (!full_hit) 1850 if (!full_hit)
1898 { 1851 {
1899 archetype *at;
1900 int area; 1852 int area;
1901 int remainder; 1853 int remainder;
1902 1854
1903 area = 0; 1855 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1856
1857 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1858 area++;
1859
1906 assert (area > 0); 1860 assert (area > 0);
1907 1861
1908 /* basically: maxdam /= area; we try to "simulate" a float 1862 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1863 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1864 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1865 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1866 if (rndm (100) < remainder)
1913 maxdam++; 1867 maxdam++;
1914 } 1868 }
1915 1869
1916#ifdef ATTACK_DEBUG 1870#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1871 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1872#endif
1919 1873
1920 if (get_owner (hitter)) 1874 // for now, only do this for active objects, otherwise they
1875 // keep a refcount for a long time and I see no usefulness
1876 // for an non-active objetc to know its enemy.
1877 if (op->active)
1878 if (hitter->owner)
1921 op->enemy = hitter->owner; 1879 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1880 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1881 op->enemy = hitter;
1924 1882
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1883 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1884 {
1927 /* The unaggressives look after themselves 8) */ 1885 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1886 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1908
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1909 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1910 {
1953 if (maxdam) 1911 if (maxdam)
1954 tear_down_wall (op); 1912 tear_down_wall (op);
1913
1955 return maxdam; /* nothing more to do for wall */ 1914 return maxdam; /* nothing more to do for wall */
1956 } 1915 }
1957 1916
1958 /* See if the creature has been killed */ 1917 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1918 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1923 /* 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 1924 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1925 * remained - that is no longer the case.
1967 */ 1926 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1927 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1928 hitter->destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1929
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1930 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1931 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1932 {
1978 int i; 1933 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1934 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1935 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1936 object *owner = op->owner;
1982 1937
1983 if (!op->other_arch) 1938 if (!op->other_arch)
1984 { 1939 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1940 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1941 return maxdam;
1987 } 1942 }
1943
1988 remove_ob (op); 1944 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1945
1946 for (i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1947 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1948 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1949 int j;
1993 1950
1994 tmp->stats.hp = op->stats.hp; 1951 tmp->stats.hp = op->stats.hp;
1952
1995 if (friendly) 1953 if (friendly)
1996 { 1954 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1955 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1956 tmp->attack_movement = PETMOVE;
1957
2000 if (owner != NULL) 1958 if (owner)
2001 set_owner (tmp, owner); 1959 tmp->set_owner (owner);
2002 } 1960 }
1961
2003 if (unaggressive) 1962 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1963 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1964
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1965 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1966
2006 if (j == -1) /* No spot to put this monster */ 1967 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1968 tmp->destroy ();
2008 else 1969 else
2009 { 1970 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1971 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1972 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1973 }
2013 } 1974 }
2014 if (friendly) 1975
2015 remove_friendly_object (op); 1976 op->destroy ();
2016 free_object (op);
2017 } 1977 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1978 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1979 hitter->destroy ();
2020 remove_ob (hitter); 1980
2021 free_object (hitter);
2022 }
2023 return maxdam; 1981 return maxdam;
2024} 1982}
2025
2026 1983
2027void 1984void
2028poison_player (object *op, object *hitter, int dam) 1985poison_player (object *op, object *hitter, int dam)
2029{ 1986{
2030 archetype *at = archetype::find ("poisoning"); 1987 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2005 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2006 tmp->stats.dam += hitter->level / 2;
2050 else 2007 else
2051 tmp->stats.dam = dam; 2008 tmp->stats.dam = dam;
2052 2009
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2010 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2011 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2012 {
2056 tmp->skill = hitter->skill; 2013 tmp->skill = hitter->skill;
2057 } 2014 }
2058 2015
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2021 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2022 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2023 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2024 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2025 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2026 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2027 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2028 op->play_sound (tmp->sound);
2071 } 2029 }
2030
2072 if (hitter->type == PLAYER) 2031 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2032 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2033 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); 2034 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2035 }
2036
2077 tmp->speed_left = 0; 2037 tmp->speed_left = 0;
2078 } 2038 }
2079 else 2039 else
2080 tmp->stats.food++; 2040 tmp->stats.food++;
2081} 2041}
2085{ 2045{
2086 archetype *at = archetype::find ("slowness"); 2046 archetype *at = archetype::find ("slowness");
2087 object *tmp; 2047 object *tmp;
2088 2048
2089 if (at == NULL) 2049 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 2050 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 2051
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2052 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 2053 {
2095 tmp = arch_to_object (at); 2054 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 2055 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2056 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 2057 }
2099 else 2058 else
2100 tmp->stats.food++; 2059 tmp->stats.food++;
2060
2101 SET_FLAG (tmp, FLAG_APPLIED); 2061 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2062 tmp->speed_left = 0;
2103 fix_player (op); 2063 op->update_stats ();
2104} 2064}
2105 2065
2106void 2066void
2107confuse_player (object *op, object *hitter, int dam) 2067confuse_player (object *op, object *hitter, int dam)
2108{ 2068{
2122 tmp->speed = 0.05; 2082 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 2083 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2084 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 2085 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2086 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2087
2127 if (tmp->duration > maxduration) 2088 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 2089 tmp->duration = maxduration;
2129 2090
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2091 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2092 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2093
2132 SET_FLAG (op, FLAG_CONFUSED); 2094 SET_FLAG (op, FLAG_CONFUSED);
2133} 2095}
2134 2096
2135void 2097void
2136blind_player (object *op, object *hitter, int dam) 2098blind_player (object *op, object *hitter, int dam)
2152 */ 2114 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2115 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2116
2155 tmp = insert_ob_in_ob (tmp, op); 2117 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2118 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2119 op->update_stats (); /* This takes care of some other stuff */
2158 2120
2159 if (hitter->owner) 2121 if (hitter->owner)
2160 owner = get_owner (hitter); 2122 owner = hitter->owner;
2161 else 2123 else
2162 owner = hitter; 2124 owner = hitter;
2163 2125
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2126 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2127 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2164 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2165
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2166/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2167}
2206 2168
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2169/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2170 * the computed damaged.
2210 */ 2171 */
2211void 2172void
2212deathstrike_player (object *op, object *hitter, int *dam) 2173deathstrike_player (object *op, object *hitter, int *dam)
2220 ** field of the deathstriking object */ 2181 ** field of the deathstriking object */
2221 2182
2222 int atk_lev, def_lev, kill_lev; 2183 int atk_lev, def_lev, kill_lev;
2223 2184
2224 if (hitter->slaying) 2185 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2186 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2226 return; 2187 return;
2227 2188
2228 def_lev = op->level; 2189 def_lev = op->level;
2229 if (def_lev < 1) 2190 if (def_lev < 1)
2230 { 2191 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2192 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2232 def_lev = 1; 2193 def_lev = 1;
2233 } 2194 }
2195
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2196 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2197 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2198 atk_lev, def_lev); */
2237 2199
2238 if (atk_lev >= def_lev) 2200 if (atk_lev >= def_lev)
2253 */ 2215 */
2254 *dam *= kill_lev / def_lev; 2216 *dam *= kill_lev / def_lev;
2255 } 2217 }
2256 } 2218 }
2257 else 2219 else
2258 {
2259 *dam = 0; /* no harm done */ 2220 *dam = 0; /* no harm done */
2260 }
2261} 2221}
2262 2222
2263/* thrown_item_effect() - handles any special effects of thrown 2223/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2224 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2225 * monster).
2294 } 2254 }
2295 } 2255 }
2296} 2256}
2297 2257
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2258/* adj_attackroll() - adjustments to attacks by various conditions */
2299
2300int 2259int
2301adj_attackroll (object *hitter, object *target) 2260adj_attackroll (object *hitter, object *target)
2302{ 2261{
2303 object *attacker = hitter; 2262 object *attacker = hitter;
2304 int adjust = 0; 2263 int adjust = 0;
2311 } 2270 }
2312 2271
2313 /* aimed missiles use the owning object's sight */ 2272 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2273 if (is_aimed_missile (hitter))
2315 { 2274 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2275 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2276 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2277 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2278 * owned by him - need to handle that case to avoid crashes.
2320 */ 2279 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2280 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2369#endif 2328#endif
2370 2329
2371 return adjust; 2330 return adjust;
2372} 2331}
2373 2332
2374
2375/* determine if the object is an 'aimed' missile */ 2333/* determine if the object is an 'aimed' missile */
2376int 2334int
2377is_aimed_missile (object *op) 2335is_aimed_missile (object *op)
2378{ 2336{
2379 2337
2380 /* I broke what used to be one big if into a few nested 2338 /* 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. 2339 * ones so that figuring out the logic is at least possible.
2382 */ 2340 */
2383 if (op && (op->move_type & MOVE_FLYING)) 2341 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2342 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2343 return 1;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2344 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2388 return 1; 2345 return 1;
2389 } 2346
2390 return 0; 2347 return 0;
2391} 2348}

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