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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC vs.
Revision 1.111 by elmex, Thu Sep 3 21:55:39 2009 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
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 66
71 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
72 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
73 } 69 }
74} 70}
75 71
76/* 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
77 * 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
81did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
82{ 78{
83 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
84 materialtype_t *mt; 80 materialtype_t *mt;
85 81
86 if (op->materialname == NULL) 82 if (!op->materialname)
87 { 83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 else 88 else
93 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
94 90
95 if (mt == NULL) 91 if (!mt)
96 return TRUE; 92 return TRUE;
97 93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
108 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 108
113 if (type == 0) 109 if (type == 0) return TRUE;
114 return TRUE; 110
115 if (roll == 20) 111 if (roll == 20) return TRUE;
116 return TRUE; 112 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 113
120 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
121 { 115 {
122 i = 1 << number; 116 i = 1 << number;
117
123 if (!(i & type)) 118 if (!(i & type))
124 continue; 119 continue;
120
125 attacks++; 121 attacks++;
126 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
127 saves++; 123 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 125 saves++;
152 object *env = op->env; 148 object *env = op->env;
153 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
154 maptile *m = op->map; 150 maptile *m = op->map;
155 151
156 op = stop_item (op); 152 op = stop_item (op);
157 if (op == NULL) 153 if (!op)
158 return; 154 return;
159 155
160 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 163 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY)
165 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166 || op->type == LAMP
167 || op->type == TORCH
169 { 168 ))
170 const char *arch = op->other_arch->name; 169 {
171 170 switch (op->type)
172 op = decrease_ob_nr (op, 1);
173
174 if (op)
175 fix_stopped_item (op, m, originator);
176
177 if ((op = get_archetype (arch)) != NULL)
178 { 171 {
179 if (env) 172 case LAMP:
173 case TORCH:
174 // turn on a lamp
175 apply_lamp (op, true);
176 break;
177
178 default:
179 // for instance icecubes:
180 if (op->other_arch)
180 { 181 {
181 op->x = env->x, op->y = env->y; 182 const char *arch = op->other_arch->archname;
182 insert_ob_in_ob (op, env); 183
184 if (op->decrease ())
185 fix_stopped_item (op, m, originator);
186
187 if ((op = archetype::get (arch)))
188 {
183 if (env->contr) 189 if (env)
184 esrv_send_item (env, op); 190 env->insert (op);
191 else
192 m->insert (op, x, y, originator);
193 }
185 } 194 }
186 else
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 195 }
192
193 return; 196 return;
194 } 197 }
195 198
196 if (type & AT_CANCELLATION) 199 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 200 { /* Cancellation. */
200 return; 203 return;
201 } 204 }
202 205
203 if (op->nrof > 1) 206 if (op->nrof > 1)
204 { 207 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 208 if (op->decrease (rndm (0, op->nrof - 1)))
206
207 if (op)
208 fix_stopped_item (op, m, originator); 209 fix_stopped_item (op, m, originator);
209 } 210 }
210 else 211 else
211 { 212 {
212 if (op->env) 213 // drop everything to the ground, if possible
213 { 214 op->insert_at (originator);
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy (); 215 op->drop_and_destroy ();
221 } 216 }
222 217
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 218 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 219 if (env)
225 { 220 {
226 op = get_archetype ("burnout"); 221 op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 222 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 223 env->insert (op);
229 } 224 }
230 else 225 else
231 replace_insert_ob_in_map ("burnout", originator); 226 replace_insert_ob_in_map (shstr_burnout, originator);
232 227
233 return; 228 return;
234 } 229 }
235 230
236 /* The value of 50 is arbitrary. */ 231 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 232 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
238 { 233 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 234 archetype *at = archetype::find (shstr_icecube);
241 235
242 if (at == NULL) 236 if (at == NULL)
243 return; 237 return;
244 238
245 op = stop_item (op); 239 op = stop_item (op);
246 if (op == NULL) 240 if (op == NULL)
247 return; 241 return;
248 242
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 243 object *tmp = present_arch (at, op->map, op->x, op->y);
244 if (!tmp)
250 { 245 {
251 tmp = arch_to_object (at); 246 tmp = arch_to_object (at);
252 tmp->x = op->x, tmp->y = op->y; 247 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 248 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 249 * icecubes have slow_move set to 1 - don't want
257 tmp->move_slow_penalty = 0; 252 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 253 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 254 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 255 }
261 256
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 257 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 258 return;
267 } 259 }
268} 260}
269 261
270/* Object op is hitting the map. 262/* Object op is hitting the map.
271 * op is going in direction 'dir' 263 * op is going in direction 'dir'
272 * type is the attacktype of the object. 264 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 265 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 266 * returns 1 if it hits something, 0 otherwise.
275 */ 267 */
276
277int 268int
278hit_map (object *op, int dir, int type, int full_hit) 269hit_map (object *op, int dir, int type, int full_hit)
279{ 270{
280 maptile *map; 271 maptile *map;
281 sint16 x, y; 272 sint16 x, y;
287 return 0; 278 return 0;
288 } 279 }
289 280
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 281 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 282 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 283 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 284 return 0;
294 } 285 }
295 286
296 if (!op->map) 287 if (!op->map)
297 { 288 {
300 } 291 }
301 292
302 if (op->head) 293 if (op->head)
303 op = op->head; 294 op = op->head;
304 295
305 map = op->map; 296 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 297 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 298
309 if (!xy_normalise (map, x, y)) 299 if (!pos.normalise ())
310 return 0; 300 return 0;
311 301
312 // elmex: a safe map tile can't be hit! 302 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 303 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 304 mapspace &ms = pos.ms ();
315 305
316 if (ms.flags () & P_SAFE) 306 if (ms.flags () & P_SAFE)
317 return 0; 307 return 0;
318 308
319 /* peterm: a few special cases for special attacktypes --counterspell 309 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 310 * must be out here because it strikes things which are not alive
321 */ 311 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 312 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 313 {
324 if (type & AT_COUNTERSPELL) 314 if (type & AT_COUNTERSPELL)
357 347
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 348 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 349 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used. 350 * This is one of the few cases where on_same_map should not be used.
361 */ 351 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 352 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 353 continue;
364 354
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (QUERY_FLAG (tmp, FLAG_ALIVE))
366 { 356 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 357 hit_player (tmp, op->stats.dam, op, type, full_hit);
375 * that weak walls have is_alive set, which prevent objects from 365 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 366 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be 367 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 368 * destroyed right now.
379 */ 369 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 370 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
381 { 371 {
382 save_throw_object (tmp, type, op); 372 save_throw_object (tmp, type, op);
383 373
384 if (op->destroyed ()) 374 if (op->destroyed ())
385 break; 375 break;
544 { 534 {
545 int mtype; 535 int mtype;
546 536
547 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
548 { 538 {
549 case WEAP_HIT: 539 case WEAP_HIT:
550 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
551 break; 541 break;
552 case WEAP_SLASH: 542 case WEAP_SLASH:
553 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
554 break; 544 break;
555 case WEAP_PIERCE: 545 case WEAP_PIERCE:
556 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
557 break; 547 break;
558 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
559 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
560 break; 550 break;
561 case WEAP_SLICE: 551 case WEAP_SLICE:
562 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
563 break; 553 break;
564 case WEAP_STAB: 554 case WEAP_STAB:
565 mtype = ATM_STAB; 555 mtype = ATM_STAB;
566 break; 556 break;
567 case WEAP_WHIP: 557 case WEAP_WHIP:
568 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
569 break; 559 break;
570 case WEAP_CRUSH: 560 case WEAP_CRUSH:
571 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
572 break; 562 break;
573 case WEAP_BLUD: 563 case WEAP_BLUD:
574 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
575 break; 565 break;
576 default: 566 default:
577 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
578 break; 568 break;
579 } 569 }
570
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
581 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 { 573 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
584 strcpy (buf2, attack_mess[mtype][i].buf3); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
618 if (hitter->owner != NULL) 609 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 611 else
621 { 612 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
623 if (dam != 0) 615 if (dam != 0)
624 { 616 {
625 if (dam < 10) 617 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 619 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 621 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 623 }
632 } 624 }
625
633 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 627 } /* end of player hitting player */
635 628
636 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
637 { 630 {
638 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
639 if (dam != 0) 633 if (dam != 0)
640 { 634 {
641 if (dam < 10) 635 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 637 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
645 else 639 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
647 } 641 }
642
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 644 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 646 {
652 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
654 { 649 {
655 i = 4; 650 i = 4;
656 map = hitter->map; 651 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
658 return; 653 return;
654
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 656 if (next)
661 while (next) 657 while (next)
662 { 658 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 660 i *= 3;
661
665 tmp = next; 662 tmp = next;
666 next = tmp->above; 663 next = tmp->above;
667 } 664 }
665
668 if (i < 0) 666 if (i < 0)
669 return; 667 return;
668
670 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
671 return; 670 return;
672 } 671 }
673 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
674 return; 673 return;
674
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 678 }
679} 679}
680 680
681 681
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 686 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 687 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 688 return 1;
689 } 689 }
690
690 if ((*target)->head) 691 if ((*target)->head)
691 *target = (*target)->head; 692 *target = (*target)->head;
693
692 if ((*hitter)->head) 694 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 695 *hitter = (*hitter)->head;
696
697 if ((*target)->type == LOCKED_DOOR)
698 return 1; // locked doors cannot be hit
699
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 700 if ((*hitter)->env || (*target)->env)
695 { 701 {
696 *simple_attack = 1; 702 *simple_attack = 1;
697 return 0; 703 return 0;
698 } 704 }
705
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 706 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 707 || QUERY_FLAG (*hitter, FLAG_REMOVED)
708 || !(*hitter)->map
709 || !on_same_map (*hitter, *target))
701 { 710 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 711 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
712 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 713 return 1;
704 } 714 }
715
705 *simple_attack = 0; 716 *simple_attack = 0;
706 return 0; 717 return 0;
707} 718}
708 719
709static int 720static int
745 756
746 /* 757 /*
747 * A little check to make it more difficult to dance forward and back 758 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 759 * to avoid ever being hit by monsters.
749 */ 760 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 761 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 762 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 763 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 764 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 765 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 766 * we call process_object, the 'if' statement above will fail.
756 */ 767 */
757 op->speed_left--; 768 --op->speed_left;
758 process_object (op); 769 process_object (op);
759 770
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 771 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 772 goto error;
762 } 773 }
772 /* See if we hit the creature */ 783 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 784 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 785 {
775 int hitdam = base_dam; 786 int hitdam = base_dam;
776 787
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack) 788 if (!simple_attack)
795 { 789 {
796 /* If you hit something, the victim should *always* wake up. 790 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 791 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 792 * -b.t. */
803 * for help. */ 797 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 798 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 799 npc_call_help (op);
806 800
807 /* if you were hidden and hit by a creature, you are discovered */ 801 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 802 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 803 {
810 make_visible (op); 804 make_visible (op);
805
811 if (op->type == PLAYER) 806 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 807 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
813 } 808 }
814 809
815 /* thrown items (hitter) will have various effects 810 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 811 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 812 * this sets 'hitter' to the actual dagger, and not the
829 if (hitdam <= 0) 824 if (hitdam <= 0)
830 hitdam = 1; 825 hitdam = 1;
831 826
832 type = hitter->attacktype; 827 type = hitter->attacktype;
833 828
829 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
830 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
831 * This check is important for the most simple monsters out there in the
832 * game content (maps, archs). For example orcs: They would have
833 * no attacktype at all.
834 *
835 * Some time in the future someone should just go into the game data
836 * and fix every monster out there ;-/ Until then we will kill some
837 * more trees in the african rain forests with this check.
838 */
834 if (!type) 839 if (!type)
835 type = AT_PHYSICAL; 840 type = AT_PHYSICAL;
836 841
837 /* Handle monsters that hit back */ 842 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 843 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869} 874}
870 875
871int 876int
872attack_ob (object *op, object *hitter) 877attack_ob (object *op, object *hitter)
873{ 878{
874
875 if (hitter->head)
876 hitter = hitter->head; 879 hitter = hitter->head_ ();
880
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 881 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 882}
879 883
880/* op is the arrow, tmp is what is stopping the arrow. 884/* op is the arrow, tmp is what is stopping the arrow.
881 * 885 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 894 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 895 * stick around.
892 */ 896 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 897 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 898 {
895 if (tmp->head != NULL) 899 tmp->head_ ()->insert (op);
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 900 return 1;
905 } 901 }
906 else 902 else
907 return 0; 903 return 0;
908} 904}
922 /* Disassemble missile */ 918 /* Disassemble missile */
923 if (op->inv) 919 if (op->inv)
924 { 920 {
925 container = op; 921 container = op;
926 hitter = op->inv; 922 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 923 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that 924 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or 925 * might be called until this THROWN_OBJ is either reassembled or
931 * removed at the end of this function must be able to deal with empty 926 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 927 * THROWN_OBJs. */
933 } 928 }
947 * other places as well!) 942 * other places as well!)
948 */ 943 */
949 if (hitter->destroyed () || hitter->env != NULL) 944 if (hitter->destroyed () || hitter->env != NULL)
950 { 945 {
951 if (container) 946 if (container)
952 {
953 container->remove ();
954 container->destroy (); 947 container->destroy ();
955 }
956 948
957 return 0; 949 return 0;
958 } 950 }
959 951
960 /* Missile hit victim */ 952 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 976 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 977 * way to handle those otherwise?
986 */ 978 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 979 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 980 {
981 if (victim->destroyed ())
982 hitter->destroy ();
983 else
984 {
989 hitter->remove (); 985 hitter->remove ();
990 hitter->x = victim->x; 986 hitter->x = victim->x;
991 hitter->y = victim->y; 987 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 988 insert_ob_in_map (hitter, victim->map, hitter, 0);
989 }
993 } 990 }
994 else 991 else
995 /* Else leave arrow where it is */ 992 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 993 merge_ob (hitter, NULL);
997 994
1009 } 1006 }
1010 1007
1011 return op; 1008 return op;
1012} 1009}
1013 1010
1014
1015void 1011void
1016tear_down_wall (object *op) 1012tear_down_wall (object *op)
1017{ 1013{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1014 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1; 1016 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1017 {
1027 /* Object has been called - no animations, so remove it */ 1018 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1019 if (op->stats.hp < 0)
1029 op->destroy (); 1020 op->destroy ();
1030 1021
1031 return; /* no animations, so nothing more to do */ 1022 return; /* no animations, so nothing more to do */
1032 } 1023 }
1033 1024
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1025 // we use frames 1..num-2 as intermediate frames, so
1026 // the last frame is used only when hp < 0.
1027 int perc = clamp (
1028 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1029 0, op->anim_frames () - 1
1030 );
1035 1031
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1032 op->set_anim_frame (perc);
1037 perc = NUM_ANIMATIONS (op) - 1;
1038 else if (perc < 1)
1039 perc = 1;
1040
1041 SET_ANIMATION (op, perc);
1042 update_object (op, UP_OBJ_FACE); 1033 update_object (op, UP_OBJ_FACE);
1043 1034
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1035 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1036 { /* Reached the last animation */
1046 if (op->face == blank_face) 1037 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1038 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1039 op->destroy ();
1049 else 1040 else
1050 { /* The last face was not blank, leave an image */ 1041 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1042 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1043 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1044 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1045 op->flag [FLAG_ALIVE] = false;
1055 } 1046 }
1056 } 1047 }
1057} 1048}
1058 1049
1059void 1050void
1060scare_creature (object *target, object *hitter) 1051scare_creature (object *target, object *hitter)
1061{ 1052{
1062 object *owner = hitter->owner; 1053 target->flag [FLAG_SCARED] = true;
1063 1054
1064 if (!owner)
1065 owner = hitter;
1066
1067 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1055 if (!target->enemy)
1069 target->enemy = owner; 1056 target->enemy = hitter->outer_owner ();
1070} 1057}
1071
1072 1058
1073/* This returns the amount of damage hitter does to op with the 1059/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1060 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1061 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1062 * take. However, it will do other effects (paralyzation, slow, etc.)
1088 return 0; 1074 return 0;
1089 } 1075 }
1090 1076
1091 if (dam < 0) 1077 if (dam < 0)
1092 { 1078 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1079 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1080 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1081 return 0;
1095 } 1082 }
1096 1083
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1084 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */ 1085 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1086 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1087 return dam;
1101 1088
1102 if (hitter->slaying) 1089 if (hitter->slaying)
1103 { 1090 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1091 if ((op->race && hitter->slaying.contains (op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1092 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1106 { 1093 {
1107 doesnt_slay = 0; 1094 doesnt_slay = 0;
1108 dam *= 3; 1095 dam *= 3;
1109 } 1096 }
1110 } 1097 }
1124 /* Special hack. By default, if immune to something, you 1111 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1112 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1113 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1114 * special processing is needed */
1128 1115
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1116 if (op->resist[attacknum] >= 100
1117 && doesnt_slay
1118 && attacknum != ATNR_ACID)
1130 return 0; 1119 return 0;
1131 1120
1132 /* Keep this in order - makes things easier to find */ 1121 /* Keep this in order - makes things easier to find */
1133 1122
1134 switch (attacknum) 1123 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1173 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1174 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1175 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1176 blind_player (op, hitter, dam);
1188 } 1177 }
1178
1189 dam = 0; /* These are all effects and don't do real damage */ 1179 dam = 0; /* These are all effects and don't do real damage */
1190 } 1180 }
1191 break; 1181 break;
1192 1182
1193 case ATNR_ACID: 1183 case ATNR_ACID:
1203 if (tmp->invisible) 1193 if (tmp->invisible)
1204 continue; 1194 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1195 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */ 1196 /* >= 10% acid res. on items will protect these */
1207 continue; 1197 continue;
1208 if (!(tmp->material & M_IRON)) 1198 if (!(tmp->materials & M_IRON))
1209 continue; 1199 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */ 1200 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue; 1201 continue;
1212 if (tmp->type == RING 1202 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */ 1203 /* removed boots and gloves from exclusion list in PR */
1220 1210
1221 /* High damage acid has better chance of corroding 1211 /* High damage acid has better chance of corroding
1222 objects */ 1212 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1213 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 { 1214 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1; 1215 flag = 1;
1230 tmp->magic--; 1216 tmp->magic--;
1231 if (op->type == PLAYER) 1217
1232 esrv_send_item (op, tmp); 1218 if (object *pl = tmp->visible_to ())
1219 {
1220 /* Make this more visible */
1221 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1222 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1223
1224 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1225 }
1233 } 1226 }
1234 } 1227 }
1235 1228
1236 if (flag) 1229 if (flag)
1237 op->update_stats (); /* Something was corroded */ 1230 op->update_stats (); /* Something was corroded */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1264 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1265 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1266 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1267 * attacks, hence all the != PLAYER checks.
1275 */ 1268 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1269 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1270 {
1278 object *owner = hitter->owner; 1271 object *owner = hitter->owner;
1279 1272
1280 if (owner && owner != hitter) 1273 if (owner && owner != hitter)
1281 { 1274 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1275 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1276 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1277 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1278 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1279 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1280 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1281 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1282
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1283 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1284 }
1293 1285
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1286 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP, 1287 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1299 object *god = find_god (determine_god (owner));
1308 int div = 1; 1300 int div = 1;
1309 1301
1310 /* if undead are not an enemy of your god, you turn them 1302 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1303 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1304 if (!god || !god->slaying.contains (shstr_undead))
1313 div = 2; 1305 div = 2;
1306
1314 /* Give a bonus if you resist turn undead */ 1307 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1308 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1309 scare_creature (op, owner);
1317 } 1310 }
1318 else 1311 else
1324 case ATNR_DEATH: 1317 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1318 deathstrike_player (op, hitter, &dam);
1326 break; 1319 break;
1327 1320
1328 case ATNR_CHAOS: 1321 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1322 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1323 dam = 0;
1331 break; 1324 break;
1332 1325
1333 case ATNR_COUNTERSPELL: 1326 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1327 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1328 dam = 0;
1336 /* This should never happen. Counterspell is handled 1329 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1330 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1331 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1332 * does no damage. */
1407 */ 1400 */
1408int 1401int
1409kill_object (object *op, int dam, object *hitter, int type) 1402kill_object (object *op, int dam, object *hitter, int type)
1410{ 1403{
1411 char buf[MAX_BUF]; 1404 char buf[MAX_BUF];
1412 const char *skill; 1405 shstr skill;
1413 int maxdam = 0; 1406 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1407 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1408 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1409 object *owner = 0;
1417 object *skop = NULL; 1410 object *skop = 0;
1418 1411
1419 if (op->stats.hp >= 0) 1412 if (op->stats.hp >= 0)
1420 return -1; 1413 return -1;
1421 1414
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1415 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1424 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1425 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1426
1434 if (op->type == DOOR) 1427 if (op->type == DOOR)
1435 { 1428 {
1436 op->set_speed (0.1); 1429 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1430 op->speed_left = -0.05f;
1438 return maxdam; 1431 return maxdam;
1439 } 1432 }
1440 1433
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1434 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1435 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy (); 1436 op->drop_and_destroy ();
1449 return maxdam; 1437 return maxdam;
1450 } 1438 }
1451 1439
1452 /* Now lets start dealing with experience we get for killing something */ 1440 /* Now lets start dealing with experience we get for killing something */
1453 1441
1454 owner = hitter->owner; 1442 owner = hitter->outer_owner ();
1455 if (!owner) 1443 if (!owner)
1456 owner = hitter; 1444 owner = hitter;
1457 1445
1458 /* is the victim (op) standing on battleground? */ 1446 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL)) 1447 if (op_on_battleground (op, NULL, NULL))
1464 pk = 1; 1452 pk = 1;
1465 1453
1466 /* Player killed something */ 1454 /* Player killed something */
1467 if (owner->type == PLAYER) 1455 if (owner->type == PLAYER)
1468 { 1456 {
1469 Log_Kill (owner->name,
1470 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1471
1472 /* Log players killing other players - makes it easier to detect 1457 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the 1458 * and filter out malicious player killers - that is why the
1474 * ip address is included. 1459 * ip address is included.
1475 */ 1460 */
1476 if (op->type == PLAYER && !battleg) 1461 if (op->type == PLAYER && !battleg)
1496 else 1481 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1482 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1483
1499 /* Only play sounds for melee kills */ 1484 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1485 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1486 owner->play_sound (sound_find ("player_kills"));
1502 } 1487 }
1503 1488
1504 /* If a player kills another player, not on 1489 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1490 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1491 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1496 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1497 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1498 owner->change_luck (-settings.pk_luck_penalty);
1514 1499
1515 /* This code below deals with finding the appropriate skill 1500 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1501 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1502 * probably never really have to look at current_weapon->skill
1518 */ 1503 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER) 1504 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1505 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1506 else if (owner->chosen_skill)
1524 { 1507 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1508 skop = owner->chosen_skill;
1509 skill = skop->skill;
1527 } 1510 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1511 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1529 skill = owner->current_weapon->skill; 1512 skill = owner->current_weapon->skill;
1530 else 1513 else
1514 {
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1515 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1516 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1517 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1518 skill = 0;
1519 }
1532 1520
1533 /* We have the skill we want to credit to - now find the object this goes 1521 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool! 1522 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1523 */
1536 if ((!skop || skop->type != SKILL) && skill) 1524 skop = owner->contr->find_skill (skill);
1537 {
1538 int i;
1539
1540 for (i = 0; i < NUM_SKILLS; i++)
1541 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542 {
1543 skop = owner->contr->last_skill_ob[i];
1544 break;
1545 }
1546 }
1547 } /* Was it a player that hit somethign */ 1525 } /* Was it a player that hit somethign */
1548 else 1526 else
1549 skill = 0; 1527 skill = 0;
1550 1528
1551 /* Pet (or spell) killed something. */
1552 if (owner != hitter)
1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555 else
1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1559
1560 /* These may have been set in the player code section above */ 1529 /* These may have been set in the player code section above */
1561 if (!skop) 1530 if (!skop)
1562 skop = hitter->chosen_skill; 1531 skop = hitter->chosen_skill;
1563 1532
1564 if (!skill && skop) 1533 if (!skill && skop)
1565 skill = skop->skill; 1534 skill = skop->skill;
1566 1535
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568
1569 /* If you didn't kill yourself, and your not the wizard */ 1536 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1537 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1538 {
1572 int exp; 1539 int exp;
1573 1540
1574 /* Really don't give much experience for killing other players */ 1541 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1542 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1602 if (owner->type != PLAYER || owner->contr->party == NULL) 1569 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0); 1570 change_exp (owner, exp, skill, 0);
1604 else 1571 else
1605 { 1572 {
1606 int shares = 0, count = 0; 1573 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party; 1574 partylist *party = owner->contr->party;
1609 1575
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1576 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611 1577
1612 for_all_players (pl) 1578 for_all_players (pl)
1643 { 1609 {
1644 object *owner1 = op->owner; 1610 object *owner1 = op->owner;
1645 1611
1646 if (owner1 && owner1->type == PLAYER) 1612 if (owner1 && owner1->type == PLAYER)
1647 { 1613 {
1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1614 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1649 /* Maybe we should include the owner that killed this, maybe not */ 1615 /* Maybe we should include the owner that killed this, maybe not */
1650 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1651 } 1617 }
1652 1618
1653 remove_friendly_object (op); 1619 remove_friendly_object (op);
1654 } 1620 }
1655 1621
1656 op->destroy (); 1622 op->drop_and_destroy ();
1657 } 1623 }
1658 else 1624 else
1659 {
1660 /* Player has been killed! */ 1625 /* Player has been killed! */
1661 if (owner->type == PLAYER) 1626 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1662 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1663 else
1664 assign (op->contr->killer, hitter->name);
1665 }
1666 1627
1667 /* This was return -1 - that doesn't seem correct - if we return -1, process 1628 /* This was return -1 - that doesn't seem correct - if we return -1, process
1668 * continues in the calling function. 1629 * continues in the calling function.
1669 */ 1630 */
1670 return maxdam; 1631 return maxdam;
1671} 1632}
1672 1633
1673/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1634/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674 * Returns 0 this is not friendly fire 1635 * Returns 0 this is not friendly fire
1675 */ 1636 */
1676
1677int 1637int
1678friendly_fire (object *op, object *hitter) 1638friendly_fire (object *op, object *hitter)
1679{ 1639{
1680 object *owner; 1640 object *owner;
1681 int friendlyfire; 1641 int friendlyfire;
1700 } 1660 }
1701 1661
1702 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1662 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1703 friendlyfire = 0; 1663 friendlyfire = 0;
1704 } 1664 }
1665
1705 return friendlyfire; 1666 return friendlyfire;
1706} 1667}
1707
1708 1668
1709/* This isn't used just for players, but in fact most objects. 1669/* This isn't used just for players, but in fact most objects.
1710 * op is the object to be hit, dam is the amount of damage, hitter 1670 * op is the object to be hit, dam is the amount of damage, hitter
1711 * is what is hitting the object, type is the attacktype, and 1671 * is what is hitting the object, type is the attacktype, and
1712 * full_hit is set if monster area does not matter. 1672 * full_hit is set if monster area does not matter.
1730 1690
1731 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1691 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1732 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1692 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1733 return 0; 1693 return 0;
1734 1694
1735#ifdef PROHIBIT_PLAYERKILL 1695 // only allow pk for hostile players
1736 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1737 { 1697 {
1738 object *owner = hitter->owner; 1698 object *owner = hitter->owner;
1739 1699
1740 if (!owner) 1700 if (!owner)
1741 owner = hitter; 1701 owner = hitter;
1742 1702
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1703 if (owner->type == PLAYER
1704 && (!op_on_battleground (op, 0, 0)
1705 && (op->contr->peaceful || owner->contr->peaceful))
1706 && op != owner)
1744 return 0; 1707 return 0;
1745 } 1708 }
1746#endif
1747 1709
1748 if (body_attack) 1710 if (body_attack)
1749 { 1711 {
1750 /* slow and paralyze must hit the head. But we don't want to just 1712 /* slow and paralyze must hit the head. But we don't want to just
1751 * return - we still need to process other attacks the spell still 1713 * return - we still need to process other attacks the spell still
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1744 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1745 {
1784 /* FIXME: If a player is killed by a rune in a door, the 1746 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here. 1747 * destroyed() check above doesn't return, and might get here.
1786 */ 1748 */
1749
1750 /* FIXME: This for example happens when a dead door is on a mover and
1751 gets it's speed_left raised on each mover-tick.
1752 Doors are removed in a kinda funny way by giving them speed and speed_left
1753 and waiting for that to run out.
1754 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1755 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1788 return 0; 1756 return 0;
1789 } 1757 }
1790 1758
1791#ifdef ATTACK_DEBUG 1759#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1760 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1819 */ 1787 */
1820 if (type & AT_HOLYWORD) 1788 if (type & AT_HOLYWORD)
1821 { 1789 {
1822 object *god; 1790 object *god;
1823 1791
1824 if ((!hitter->slaying || 1792 if ((!hitter->slaying
1825 (!(op->race && strstr (hitter->slaying, op->race)) && 1793 || (!(op->race && hitter->slaying.contains (op->race))
1826 !(op->name && strstr (hitter->slaying, op->name)))) && 1794 && !(op->name && hitter->slaying.contains (op->name))))
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1795 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1828 (hitter->title != NULL 1796 || (hitter->title
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1797 && (god = find_god (determine_god (hitter))) != NULL
1798 && god->race.contains (shstr_undead))))
1830 return 0; 1799 return 0;
1831 } 1800 }
1832 1801
1833 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1866 */ 1835 */
1867 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1869 { 1838 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874 1840
1875#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif 1844#endif
1879 } 1845 }
1880 1846
1881 if (!full_hit) 1847 if (!full_hit)
1882 { 1848 {
1883 archetype *at;
1884 int area; 1849 int area;
1885 int remainder; 1850 int remainder;
1886 1851
1887 area = 0; 1852 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1889 area++; 1855 area++;
1856
1890 assert (area > 0); 1857 assert (area > 0);
1891 1858
1892 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */ 1860 value-effect */
1894 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1899 1866
1900#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1869#endif
1903 1870
1871 // for now, only do this for active objects, otherwise they
1872 // keep a refcount for a long time and I see no usefulness
1873 // for an non-active objetc to know its enemy.
1874 if (op->active)
1904 if (hitter->owner) 1875 if (hitter->owner)
1905 op->enemy = hitter->owner; 1876 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1878 op->enemy = hitter;
1908 1879
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 { 1881 {
1911 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1942 1913
1943 /* See if the creature has been killed */ 1914 /* See if the creature has been killed */
1944 rtn_kill = kill_object (op, maxdam, hitter, type); 1915 rtn_kill = kill_object (op, maxdam, hitter, type);
1945 if (rtn_kill != -1) 1916 if (rtn_kill != -1)
1946 return rtn_kill; 1917 return rtn_kill;
1947
1948 1918
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1919 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950 * that before if the player was immune to ghosthit, the monster 1920 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1921 * remained - that is no longer the case.
1952 */ 1922 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1923 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1924 hitter->drop_and_destroy ();
1959 }
1960 /* Lets handle creatures that are splitting now */ 1925 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1926 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 { 1927 {
1963 int i; 1928 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1929 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1971 return maxdam; 1936 return maxdam;
1972 } 1937 }
1973 1938
1974 op->remove (); 1939 op->remove ();
1975 1940
1976 for (i = 0; i < NROFNEWOBJS (op); i++) 1941 for (i = 0; i < op->stats.food; i++)
1977 { /* This doesn't handle op->more yet */ 1942 { /* This doesn't handle op->more yet */
1978 object *tmp = arch_to_object (op->other_arch); 1943 object *tmp = arch_to_object (op->other_arch);
1979 int j; 1944 int j;
1980 1945
1981 tmp->stats.hp = op->stats.hp; 1946 tmp->stats.hp = op->stats.hp;
2004 } 1969 }
2005 1970
2006 op->destroy (); 1971 op->destroy ();
2007 } 1972 }
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1973 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy (); 1974 hitter->drop_and_destroy ();
2010 1975
2011 return maxdam; 1976 return maxdam;
2012} 1977}
2013
2014 1978
2015void 1979void
2016poison_player (object *op, object *hitter, int dam) 1980poison_player (object *op, object *hitter, int dam)
2017{ 1981{
2018 archetype *at = archetype::find ("poisoning"); 1982 archetype *at = archetype::find ("poisoning");
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2018 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10); 2019 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 2020 SET_FLAG (tmp, FLAG_APPLIED);
2057 op->update_stats (); 2021 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2023 op->play_sound (tmp->sound);
2059 } 2024 }
2025
2060 if (hitter->type == PLAYER) 2026 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2027 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2028 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2029 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 } 2030 }
2031
2065 tmp->speed_left = 0; 2032 tmp->speed_left = 0;
2066 } 2033 }
2067 else 2034 else
2068 tmp->stats.food++; 2035 tmp->stats.food++;
2069} 2036}
2073{ 2040{
2074 archetype *at = archetype::find ("slowness"); 2041 archetype *at = archetype::find ("slowness");
2075 object *tmp; 2042 object *tmp;
2076 2043
2077 if (at == NULL) 2044 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n"); 2045 LOG (llevError, "Can't find slowness archetype.\n");
2080 } 2046
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2047 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 { 2048 {
2083 tmp = arch_to_object (at); 2049 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op); 2050 tmp = insert_ob_in_ob (tmp, op);
2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2051 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 } 2052 }
2087 else 2053 else
2088 tmp->stats.food++; 2054 tmp->stats.food++;
2055
2089 SET_FLAG (tmp, FLAG_APPLIED); 2056 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0; 2057 tmp->speed_left = 0;
2091 op->update_stats (); 2058 op->update_stats ();
2092} 2059}
2093 2060
2110 tmp->speed = 0.05; 2077 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION; 2078 tmp->subtype = FORCE_CONFUSION;
2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2079 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 tmp->name = "confusion"; 2080 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2081 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2082
2115 if (tmp->duration > maxduration) 2083 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration; 2084 tmp->duration = maxduration;
2117 2085
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2086 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2088
2120 SET_FLAG (op, FLAG_CONFUSED); 2089 SET_FLAG (op, FLAG_CONFUSED);
2121} 2090}
2122 2091
2123void 2092void
2124blind_player (object *op, object *hitter, int dam) 2093blind_player (object *op, object *hitter, int dam)
2190 op->speed_left = (float) -(FABS (op->speed) * max); 2159 op->speed_left = (float) -(FABS (op->speed) * max);
2191 2160
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2161/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193} 2162}
2194 2163
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 2164/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 2165 * the computed damaged.
2198 */ 2166 */
2199void 2167void
2200deathstrike_player (object *op, object *hitter, int *dam) 2168deathstrike_player (object *op, object *hitter, int *dam)
2208 ** field of the deathstriking object */ 2176 ** field of the deathstriking object */
2209 2177
2210 int atk_lev, def_lev, kill_lev; 2178 int atk_lev, def_lev, kill_lev;
2211 2179
2212 if (hitter->slaying) 2180 if (hitter->slaying)
2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2181 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2182 || (op->race && hitter->slaying.contains (op->race))))
2214 return; 2183 return;
2215 2184
2216 def_lev = op->level; 2185 def_lev = op->level;
2217 if (def_lev < 1) 2186 if (def_lev < 1)
2218 { 2187 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2188 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2220 def_lev = 1; 2189 def_lev = 1;
2221 } 2190 }
2191
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2192 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2193 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 2194 atk_lev, def_lev); */
2225 2195
2226 if (atk_lev >= def_lev) 2196 if (atk_lev >= def_lev)
2241 */ 2211 */
2242 *dam *= kill_lev / def_lev; 2212 *dam *= kill_lev / def_lev;
2243 } 2213 }
2244 } 2214 }
2245 else 2215 else
2246 {
2247 *dam = 0; /* no harm done */ 2216 *dam = 0; /* no harm done */
2248 }
2249} 2217}
2250 2218
2251/* thrown_item_effect() - handles any special effects of thrown 2219/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a 2220 * items (like attacking living creatures--a potion thrown at a
2253 * monster). 2221 * monster).
2282 } 2250 }
2283 } 2251 }
2284} 2252}
2285 2253
2286/* adj_attackroll() - adjustments to attacks by various conditions */ 2254/* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288int 2255int
2289adj_attackroll (object *hitter, object *target) 2256adj_attackroll (object *hitter, object *target)
2290{ 2257{
2291 object *attacker = hitter; 2258 object *attacker = hitter;
2292 int adjust = 0; 2259 int adjust = 0;
2319 { 2286 {
2320 /* target is unseen */ 2287 /* target is unseen */
2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2288 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322 adjust -= 10; 2289 adjust -= 10;
2323 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2290 /* dark map penalty for the hitter (lacks infravision if we got here). */
2324 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2291 else if (!stand_in_light (target))
2325 adjust -= target->map->darkness; 2292 adjust -= target->map->darklevel ();
2326 } 2293 }
2327 2294
2328 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2295 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 adjust -= 3; 2296 adjust -= 3;
2330 2297
2357#endif 2324#endif
2358 2325
2359 return adjust; 2326 return adjust;
2360} 2327}
2361 2328
2362
2363/* determine if the object is an 'aimed' missile */ 2329/* determine if the object is an 'aimed' missile */
2364int 2330int
2365is_aimed_missile (object *op) 2331is_aimed_missile (object *op)
2366{ 2332{
2367 2333
2368 /* I broke what used to be one big if into a few nested 2334 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible. 2335 * ones so that figuring out the logic is at least possible.
2370 */ 2336 */
2371 if (op && (op->move_type & MOVE_FLYING)) 2337 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2338 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2339 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2340 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1; 2341 return 1;
2377 } 2342
2378 return 0; 2343 return 0;
2379} 2344}

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