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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 1.112 by root, Mon Oct 12 14:00:58 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
35 32
36typedef struct att_msg_str 33typedef struct att_msg_str
37{ 34{
38 char *msg1; 35 char *msg1;
39 char *msg2; 36 char *msg2;
66 CLEAR_FLAG (op, FLAG_DAMNED); 63 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 64 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 67
71 if (op->env && op->env->type == PLAYER) 68 if (object *pl = op->visible_to ())
72 esrv_send_item (op->env, op); 69 esrv_update_item (UPD_FLAGS, pl, op);
73 } 70 }
74} 71}
75 72
76/* did_make_save_item just checks to make sure the item actually 73/* 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 74 * made its saving throw based on the tables. It does not take
81did_make_save_item (object *op, int type, object *originator) 78did_make_save_item (object *op, int type, object *originator)
82{ 79{
83 int i, roll, saves = 0, attacks = 0, number; 80 int i, roll, saves = 0, attacks = 0, number;
84 materialtype_t *mt; 81 materialtype_t *mt;
85 82
86 if (op->materialname == NULL) 83 if (!op->materialname)
87 { 84 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt; mt = mt->next)
89 if (op->material & mt->material) 86 if (op->materials & mt->material)
90 break; 87 break;
91 } 88 }
92 else 89 else
93 mt = name_to_material (op->materialname); 90 mt = name_to_material (op->materialname);
94 91
95 if (mt == NULL) 92 if (!mt)
96 return TRUE; 93 return TRUE;
97 94
98 roll = rndm (1, 20); 95 roll = rndm (1, 20);
99 96
100 /* the attacktypes have no meaning for object saves 97 /* the attacktypes have no meaning for object saves
108 if (type != AT_MAGIC) 105 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 109
113 if (type == 0) 110 if (type == 0) return TRUE;
114 return TRUE; 111
115 if (roll == 20) 112 if (roll == 20) return TRUE;
116 return TRUE; 113 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 114
120 for (number = 0; number < NROFATTACKS; number++) 115 for (number = 0; number < NROFATTACKS; number++)
121 { 116 {
122 i = 1 << number; 117 i = 1 << number;
118
123 if (!(i & type)) 119 if (!(i & type))
124 continue; 120 continue;
121
125 attacks++; 122 attacks++;
126 if (op->resist[number] == 100) 123 if (op->resist[number] == 100)
127 saves++; 124 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 126 saves++;
152 object *env = op->env; 149 object *env = op->env;
153 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
154 maptile *m = op->map; 151 maptile *m = op->map;
155 152
156 op = stop_item (op); 153 op = stop_item (op);
157 if (op == NULL) 154 if (!op)
158 return; 155 return;
159 156
160 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 164 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
169 { 169 ))
170 const char *arch = op->other_arch->name; 170 {
171 171 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 { 172 {
179 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
180 { 182 {
181 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
182 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
183 if (env->contr) 190 if (env)
184 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
185 } 195 }
186 else
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 196 }
192
193 return; 197 return;
194 } 198 }
195 199
196 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 201 { /* Cancellation. */
200 return; 204 return;
201 } 205 }
202 206
203 if (op->nrof > 1) 207 if (op->nrof > 1)
204 { 208 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 209 if (op->decrease (rndm (0, op->nrof - 1)))
206
207 if (op)
208 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
209 } 211 }
210 else 212 else
211 { 213 {
212 if (op->env) 214 // drop everything to the ground, if possible
213 { 215 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 (); 216 op->drop_and_destroy ();
221 } 217 }
222 218
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 220 if (env)
225 { 221 {
226 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 224 env->insert (op);
229 } 225 }
230 else 226 else
231 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
232 228
233 return; 229 return;
234 } 230 }
235 231
236 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
238 { 234 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
241 236
242 if (at == NULL) 237 if (at == NULL)
243 return; 238 return;
244 239
245 op = stop_item (op); 240 op = stop_item (op);
246 if (op == NULL) 241 if (op == NULL)
247 return; 242 return;
248 243
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
250 { 246 {
251 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
252 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
257 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 254 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 256 }
261 257
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 259 return;
267 } 260 }
268} 261}
269 262
270/* Object op is hitting the map. 263/* Object op is hitting the map.
271 * op is going in direction 'dir' 264 * op is going in direction 'dir'
272 * type is the attacktype of the object. 265 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 266 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 267 * returns 1 if it hits something, 0 otherwise.
275 */ 268 */
276
277int 269int
278hit_map (object *op, int dir, int type, int full_hit) 270hit_map (object *op, int dir, int type, int full_hit)
279{ 271{
280 maptile *map; 272 maptile *map;
281 sint16 x, y; 273 sint16 x, y;
287 return 0; 279 return 0;
288 } 280 }
289 281
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 283 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 285 return 0;
294 } 286 }
295 287
296 if (!op->map) 288 if (!op->map)
297 { 289 {
300 } 292 }
301 293
302 if (op->head) 294 if (op->head)
303 op = op->head; 295 op = op->head;
304 296
305 map = op->map; 297 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 298 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 299
309 if (!xy_normalise (map, x, y)) 300 if (!pos.normalise ())
310 return 0; 301 return 0;
311 302
312 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 305 mapspace &ms = pos.ms ();
315 306
316 if (ms.flags () & P_SAFE) 307 if (ms.flags () & P_SAFE)
317 return 0; 308 return 0;
318 309
319 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
321 */ 312 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 314 {
324 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
357 348
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
361 */ 352 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 354 continue;
364 355
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
366 { 357 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
375 * that weak walls have is_alive set, which prevent objects from 366 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 367 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be 368 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 369 * destroyed right now.
379 */ 370 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
381 { 372 {
382 save_throw_object (tmp, type, op); 373 save_throw_object (tmp, type, op);
383 374
384 if (op->destroyed ()) 375 if (op->destroyed ())
385 break; 376 break;
544 { 535 {
545 int mtype; 536 int mtype;
546 537
547 switch (hitter->current_weapon->weapontype) 538 switch (hitter->current_weapon->weapontype)
548 { 539 {
549 case WEAP_HIT: 540 case WEAP_HIT:
550 mtype = ATM_BASIC; 541 mtype = ATM_BASIC;
551 break; 542 break;
552 case WEAP_SLASH: 543 case WEAP_SLASH:
553 mtype = ATM_SLASH; 544 mtype = ATM_SLASH;
554 break; 545 break;
555 case WEAP_PIERCE: 546 case WEAP_PIERCE:
556 mtype = ATM_PIERCE; 547 mtype = ATM_PIERCE;
557 break; 548 break;
558 case WEAP_CLEAVE: 549 case WEAP_CLEAVE:
559 mtype = ATM_CLEAVE; 550 mtype = ATM_CLEAVE;
560 break; 551 break;
561 case WEAP_SLICE: 552 case WEAP_SLICE:
562 mtype = ATM_SLICE; 553 mtype = ATM_SLICE;
563 break; 554 break;
564 case WEAP_STAB: 555 case WEAP_STAB:
565 mtype = ATM_STAB; 556 mtype = ATM_STAB;
566 break; 557 break;
567 case WEAP_WHIP: 558 case WEAP_WHIP:
568 mtype = ATM_WHIP; 559 mtype = ATM_WHIP;
569 break; 560 break;
570 case WEAP_CRUSH: 561 case WEAP_CRUSH:
571 mtype = ATM_CRUSH; 562 mtype = ATM_CRUSH;
572 break; 563 break;
573 case WEAP_BLUD: 564 case WEAP_BLUD:
574 mtype = ATM_BLUD; 565 mtype = ATM_BLUD;
575 break; 566 break;
576 default: 567 default:
577 mtype = ATM_BASIC; 568 mtype = ATM_BASIC;
578 break; 569 break;
579 } 570 }
571
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 572 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) 573 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 { 574 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 575 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); 576 strcpy (buf2, attack_mess[mtype][i].buf3);
618 if (hitter->owner != NULL) 610 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 611 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 612 else
621 { 613 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 614 sprintf (buf, "%s%s you.", &hitter->name, buf2);
615
623 if (dam != 0) 616 if (dam != 0)
624 { 617 {
625 if (dam < 10) 618 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 619 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 620 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 621 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 622 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 623 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 624 }
632 } 625 }
626
633 new_draw_info (NDI_BLACK, 0, op, buf); 627 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 628 } /* end of player hitting player */
635 629
636 if (hitter->type == PLAYER) 630 if (hitter->type == PLAYER)
637 { 631 {
638 sprintf (buf, "You %s.", buf1); 632 sprintf (buf, "You %s.", buf1);
633
639 if (dam != 0) 634 if (dam != 0)
640 { 635 {
641 if (dam < 10) 636 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 637 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 638 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 639 op->play_sound (sound_find ("player_hits2"));
645 else 640 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 641 op->play_sound (sound_find ("player_hits3"));
647 } 642 }
643
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 644 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 645 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 647 {
652 /* look for stacked spells and start reducing the message chances */ 648 /* look for stacked spells and start reducing the message chances */
654 { 650 {
655 i = 4; 651 i = 4;
656 map = hitter->map; 652 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 653 if (out_of_map (map, hitter->x, hitter->y))
658 return; 654 return;
655
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 656 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 657 if (next)
661 while (next) 658 while (next)
662 { 659 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 661 i *= 3;
662
665 tmp = next; 663 tmp = next;
666 next = tmp->above; 664 next = tmp->above;
667 } 665 }
666
668 if (i < 0) 667 if (i < 0)
669 return; 668 return;
669
670 if (rndm (0, i) != 0) 670 if (rndm (0, i) != 0)
671 return; 671 return;
672 } 672 }
673 else if (rndm (0, 5) != 0) 673 else if (rndm (0, 5) != 0)
674 return; 674 return;
675
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 676 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 677 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 678 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 679 }
679} 680}
680 681
681 682
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 686 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
686 { 687 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 688 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 689 return 1;
689 } 690 }
691
690 if ((*target)->head) 692 if ((*target)->head)
691 *target = (*target)->head; 693 *target = (*target)->head;
694
692 if ((*hitter)->head) 695 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 696 *hitter = (*hitter)->head;
697
698 if ((*target)->type == LOCKED_DOOR)
699 return 1; // locked doors cannot be hit
700
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env || (*target)->env)
695 { 702 {
696 *simple_attack = 1; 703 *simple_attack = 1;
697 return 0; 704 return 0;
698 } 705 }
706
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
701 { 711 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 714 return 1;
704 } 715 }
716
705 *simple_attack = 0; 717 *simple_attack = 0;
706 return 0; 718 return 0;
707} 719}
708 720
709static int 721static int
745 757
746 /* 758 /*
747 * A little check to make it more difficult to dance forward and back 759 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 760 * to avoid ever being hit by monsters.
749 */ 761 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 763 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 764 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 765 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 766 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 767 * we call process_object, the 'if' statement above will fail.
756 */ 768 */
757 op->speed_left--; 769 --op->speed_left;
758 process_object (op); 770 process_object (op);
759 771
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 773 goto error;
762 } 774 }
772 /* See if we hit the creature */ 784 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 785 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 786 {
775 int hitdam = base_dam; 787 int hitdam = base_dam;
776 788
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) 789 if (!simple_attack)
795 { 790 {
796 /* If you hit something, the victim should *always* wake up. 791 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 792 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 793 * -b.t. */
803 * for help. */ 798 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 800 npc_call_help (op);
806 801
807 /* if you were hidden and hit by a creature, you are discovered */ 802 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 804 {
810 make_visible (op); 805 make_visible (op);
806
811 if (op->type == PLAYER) 807 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
813 } 809 }
814 810
815 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 812 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 813 * this sets 'hitter' to the actual dagger, and not the
829 if (hitdam <= 0) 825 if (hitdam <= 0)
830 hitdam = 1; 826 hitdam = 1;
831 827
832 type = hitter->attacktype; 828 type = hitter->attacktype;
833 829
830 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
831 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
832 * This check is important for the most simple monsters out there in the
833 * game content (maps, archs). For example orcs: They would have
834 * no attacktype at all.
835 *
836 * Some time in the future someone should just go into the game data
837 * and fix every monster out there ;-/ Until then we will kill some
838 * more trees in the african rain forests with this check.
839 */
834 if (!type) 840 if (!type)
835 type = AT_PHYSICAL; 841 type = AT_PHYSICAL;
836 842
837 /* Handle monsters that hit back */ 843 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 844 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869} 875}
870 876
871int 877int
872attack_ob (object *op, object *hitter) 878attack_ob (object *op, object *hitter)
873{ 879{
874
875 if (hitter->head)
876 hitter = hitter->head; 880 hitter = hitter->head_ ();
881
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 882 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 883}
879 884
880/* op is the arrow, tmp is what is stopping the arrow. 885/* op is the arrow, tmp is what is stopping the arrow.
881 * 886 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 895 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 896 * stick around.
892 */ 897 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 898 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 899 {
895 if (tmp->head != NULL) 900 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; 901 return 1;
905 } 902 }
906 else 903 else
907 return 0; 904 return 0;
908} 905}
922 /* Disassemble missile */ 919 /* Disassemble missile */
923 if (op->inv) 920 if (op->inv)
924 { 921 {
925 container = op; 922 container = op;
926 hitter = op->inv; 923 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 924 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 925 /* 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 926 * 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 927 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 928 * THROWN_OBJs. */
933 } 929 }
947 * other places as well!) 943 * other places as well!)
948 */ 944 */
949 if (hitter->destroyed () || hitter->env != NULL) 945 if (hitter->destroyed () || hitter->env != NULL)
950 { 946 {
951 if (container) 947 if (container)
952 {
953 container->remove ();
954 container->destroy (); 948 container->destroy ();
955 }
956 949
957 return 0; 950 return 0;
958 } 951 }
959 952
960 /* Missile hit victim */ 953 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 977 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 978 * way to handle those otherwise?
986 */ 979 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 980 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 981 {
982 if (victim->destroyed ())
983 hitter->destroy ();
984 else
985 {
989 hitter->remove (); 986 hitter->remove ();
990 hitter->x = victim->x; 987 hitter->x = victim->x;
991 hitter->y = victim->y; 988 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 989 insert_ob_in_map (hitter, victim->map, hitter, 0);
990 }
993 } 991 }
994 else 992 else
995 /* Else leave arrow where it is */ 993 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 994 merge_ob (hitter, NULL);
997 995
1009 } 1007 }
1010 1008
1011 return op; 1009 return op;
1012} 1010}
1013 1011
1014
1015void 1012void
1016tear_down_wall (object *op) 1013tear_down_wall (object *op)
1017{ 1014{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1015 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1016 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1; 1017 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1018 {
1027 /* Object has been called - no animations, so remove it */ 1019 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1020 if (op->stats.hp < 0)
1029 op->destroy (); 1021 op->destroy ();
1030 1022
1031 return; /* no animations, so nothing more to do */ 1023 return; /* no animations, so nothing more to do */
1032 } 1024 }
1033 1025
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1026 // we use frames 1..num-2 as intermediate frames, so
1027 // the last frame is used only when hp < 0.
1028 int perc = clamp (
1029 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1030 0, op->anim_frames () - 1
1031 );
1035 1032
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1033 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); 1034 update_object (op, UP_OBJ_FACE);
1043 1035
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1036 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1037 { /* Reached the last animation */
1046 if (op->face == blank_face) 1038 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1039 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1040 op->destroy ();
1049 else 1041 else
1050 { /* The last face was not blank, leave an image */ 1042 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1043 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1044 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1045 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1046 op->flag [FLAG_ALIVE] = false;
1055 } 1047 }
1056 } 1048 }
1057} 1049}
1058 1050
1059void 1051void
1060scare_creature (object *target, object *hitter) 1052scare_creature (object *target, object *hitter)
1061{ 1053{
1062 object *owner = hitter->owner; 1054 target->flag [FLAG_SCARED] = true;
1063 1055
1064 if (!owner)
1065 owner = hitter;
1066
1067 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1056 if (!target->enemy)
1069 target->enemy = owner; 1057 target->enemy = hitter->outer_owner ();
1070} 1058}
1071
1072 1059
1073/* This returns the amount of damage hitter does to op with the 1060/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1061 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1062 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1063 * take. However, it will do other effects (paralyzation, slow, etc.)
1088 return 0; 1075 return 0;
1089 } 1076 }
1090 1077
1091 if (dam < 0) 1078 if (dam < 0)
1092 { 1079 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1080 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1081 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1082 return 0;
1095 } 1083 }
1096 1084
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1085 /* 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. */ 1086 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1087 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1088 return dam;
1101 1089
1102 if (hitter->slaying) 1090 if (hitter->slaying)
1103 { 1091 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1092 if ((op->race && hitter->slaying.contains (op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1093 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1106 { 1094 {
1107 doesnt_slay = 0; 1095 doesnt_slay = 0;
1108 dam *= 3; 1096 dam *= 3;
1109 } 1097 }
1110 } 1098 }
1124 /* Special hack. By default, if immune to something, you 1112 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1113 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1114 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1115 * special processing is needed */
1128 1116
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1117 if (op->resist[attacknum] >= 100
1118 && doesnt_slay
1119 && attacknum != ATNR_ACID)
1130 return 0; 1120 return 0;
1131 1121
1132 /* Keep this in order - makes things easier to find */ 1122 /* Keep this in order - makes things easier to find */
1133 1123
1134 switch (attacknum) 1124 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1174 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1175 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1176 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1177 blind_player (op, hitter, dam);
1188 } 1178 }
1179
1189 dam = 0; /* These are all effects and don't do real damage */ 1180 dam = 0; /* These are all effects and don't do real damage */
1190 } 1181 }
1191 break; 1182 break;
1192 1183
1193 case ATNR_ACID: 1184 case ATNR_ACID:
1203 if (tmp->invisible) 1194 if (tmp->invisible)
1204 continue; 1195 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1196 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */ 1197 /* >= 10% acid res. on items will protect these */
1207 continue; 1198 continue;
1208 if (!(tmp->material & M_IRON)) 1199 if (!(tmp->materials & M_IRON))
1209 continue; 1200 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */ 1201 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue; 1202 continue;
1212 if (tmp->type == RING 1203 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */ 1204 /* removed boots and gloves from exclusion list in PR */
1220 1211
1221 /* High damage acid has better chance of corroding 1212 /* High damage acid has better chance of corroding
1222 objects */ 1213 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1214 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 { 1215 {
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; 1216 flag = 1;
1230 tmp->magic--; 1217 tmp->magic--;
1231 if (op->type == PLAYER) 1218
1232 esrv_send_item (op, tmp); 1219 if (object *pl = tmp->visible_to ())
1220 {
1221 /* Make this more visible */
1222 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1223 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1224
1225 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1226 }
1233 } 1227 }
1234 } 1228 }
1235 1229
1236 if (flag) 1230 if (flag)
1237 op->update_stats (); /* Something was corroded */ 1231 op->update_stats (); /* Something was corroded */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1265 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1266 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1267 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1268 * attacks, hence all the != PLAYER checks.
1275 */ 1269 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1270 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1271 {
1278 object *owner = hitter->owner; 1272 object *owner = hitter->owner;
1279 1273
1280 if (owner && owner != hitter) 1274 if (owner && owner != hitter)
1281 { 1275 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1276 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1277 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1278 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1279 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1280 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1281 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1283
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1284 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1285 }
1293 1286
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1287 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP, 1288 * drain attack, you won't know that you are actually sucking out EXP,
1307 object *god = find_god (determine_god (owner)); 1300 object *god = find_god (determine_god (owner));
1308 int div = 1; 1301 int div = 1;
1309 1302
1310 /* if undead are not an enemy of your god, you turn them 1303 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1304 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1305 if (!god || !god->slaying.contains (shstr_undead))
1313 div = 2; 1306 div = 2;
1307
1314 /* Give a bonus if you resist turn undead */ 1308 /* 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))) 1309 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1310 scare_creature (op, owner);
1317 } 1311 }
1318 else 1312 else
1324 case ATNR_DEATH: 1318 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1319 deathstrike_player (op, hitter, &dam);
1326 break; 1320 break;
1327 1321
1328 case ATNR_CHAOS: 1322 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1324 dam = 0;
1331 break; 1325 break;
1332 1326
1333 case ATNR_COUNTERSPELL: 1327 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1328 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1329 dam = 0;
1336 /* This should never happen. Counterspell is handled 1330 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1331 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1332 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1333 * does no damage. */
1407 */ 1401 */
1408int 1402int
1409kill_object (object *op, int dam, object *hitter, int type) 1403kill_object (object *op, int dam, object *hitter, int type)
1410{ 1404{
1411 char buf[MAX_BUF]; 1405 char buf[MAX_BUF];
1412 const char *skill; 1406 shstr skill;
1413 int maxdam = 0; 1407 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1408 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1409 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1410 object *owner = 0;
1417 object *skop = NULL; 1411 object *skop = 0;
1418 1412
1419 if (op->stats.hp >= 0) 1413 if (op->stats.hp >= 0)
1420 return -1; 1414 return -1;
1421 1415
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1416 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1426 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1427
1434 if (op->type == DOOR) 1428 if (op->type == DOOR)
1435 { 1429 {
1436 op->set_speed (0.1); 1430 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1431 op->speed_left = -0.05f;
1438 return maxdam; 1432 return maxdam;
1439 } 1433 }
1440 1434
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1435 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1436 {
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 (); 1437 op->drop_and_destroy ();
1449 return maxdam; 1438 return maxdam;
1450 } 1439 }
1451 1440
1452 /* Now lets start dealing with experience we get for killing something */ 1441 /* Now lets start dealing with experience we get for killing something */
1453 1442
1454 owner = hitter->owner; 1443 owner = hitter->outer_owner ();
1455 if (!owner) 1444 if (!owner)
1456 owner = hitter; 1445 owner = hitter;
1457 1446
1458 /* is the victim (op) standing on battleground? */ 1447 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL)) 1448 if (op_on_battleground (op, NULL, NULL))
1464 pk = 1; 1453 pk = 1;
1465 1454
1466 /* Player killed something */ 1455 /* Player killed something */
1467 if (owner->type == PLAYER) 1456 if (owner->type == PLAYER)
1468 { 1457 {
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 1458 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the 1459 * and filter out malicious player killers - that is why the
1474 * ip address is included. 1460 * ip address is included.
1475 */ 1461 */
1476 if (op->type == PLAYER && !battleg) 1462 if (op->type == PLAYER && !battleg)
1496 else 1482 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1483 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1484
1499 /* Only play sounds for melee kills */ 1485 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1486 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1487 owner->play_sound (sound_find ("player_kills"));
1502 } 1488 }
1503 1489
1504 /* If a player kills another player, not on 1490 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1491 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1492 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1497 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1498 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1499 owner->change_luck (-settings.pk_luck_penalty);
1514 1500
1515 /* This code below deals with finding the appropriate skill 1501 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1502 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1503 * probably never really have to look at current_weapon->skill
1518 */ 1504 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER) 1505 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1506 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1507 else if (owner->chosen_skill)
1524 { 1508 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1509 skop = owner->chosen_skill;
1510 skill = skop->skill;
1527 } 1511 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1512 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1529 skill = owner->current_weapon->skill; 1513 skill = owner->current_weapon->skill;
1530 else 1514 else
1515 {
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1516 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1517 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1518 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1519 skill = 0;
1520 }
1532 1521
1533 /* We have the skill we want to credit to - now find the object this goes 1522 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool! 1523 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1524 */
1536 if ((!skop || skop->type != SKILL) && skill) 1525 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 */ 1526 } /* Was it a player that hit somethign */
1548 else 1527 else
1549 skill = 0; 1528 skill = 0;
1550 1529
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 */ 1530 /* These may have been set in the player code section above */
1561 if (!skop) 1531 if (!skop)
1562 skop = hitter->chosen_skill; 1532 skop = hitter->chosen_skill;
1563 1533
1564 if (!skill && skop) 1534 if (!skill && skop)
1565 skill = skop->skill; 1535 skill = skop->skill;
1566 1536
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 */ 1537 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1539 {
1572 int exp; 1540 int exp;
1573 1541
1574 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1602 if (owner->type != PLAYER || owner->contr->party == NULL) 1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0); 1571 change_exp (owner, exp, skill, 0);
1604 else 1572 else
1605 { 1573 {
1606 int shares = 0, count = 0; 1574 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party; 1575 partylist *party = owner->contr->party;
1609 1576
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611 1578
1612 for_all_players (pl) 1579 for_all_players (pl)
1643 { 1610 {
1644 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1645 1612
1646 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1647 { 1614 {
1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1649 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* 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); 1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1651 } 1618 }
1652 1619
1653 remove_friendly_object (op); 1620 remove_friendly_object (op);
1654 } 1621 }
1655 1622
1656 op->destroy (); 1623 op->drop_and_destroy ();
1657 } 1624 }
1658 else 1625 else
1659 {
1660 /* Player has been killed! */ 1626 /* Player has been killed! */
1661 if (owner->type == PLAYER) 1627 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 1628
1667 /* This was return -1 - that doesn't seem correct - if we return -1, process 1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1668 * continues in the calling function. 1630 * continues in the calling function.
1669 */ 1631 */
1670 return maxdam; 1632 return maxdam;
1671} 1633}
1672 1634
1673/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1635/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1675 */ 1637 */
1676
1677int 1638int
1678friendly_fire (object *op, object *hitter) 1639friendly_fire (object *op, object *hitter)
1679{ 1640{
1680 object *owner; 1641 object *owner;
1681 int friendlyfire; 1642 int friendlyfire;
1700 } 1661 }
1701 1662
1702 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1703 friendlyfire = 0; 1664 friendlyfire = 0;
1704 } 1665 }
1666
1705 return friendlyfire; 1667 return friendlyfire;
1706} 1668}
1707
1708 1669
1709/* This isn't used just for players, but in fact most objects. 1670/* 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 1671 * 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 1672 * is what is hitting the object, type is the attacktype, and
1712 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1730 1691
1731 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1692 /* 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)) 1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1733 return 0; 1694 return 0;
1734 1695
1735#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1736 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1737 { 1698 {
1738 object *owner = hitter->owner; 1699 object *owner = hitter->owner;
1739 1700
1740 if (!owner) 1701 if (!owner)
1741 owner = hitter; 1702 owner = hitter;
1742 1703
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1744 return 0; 1708 return 0;
1745 } 1709 }
1746#endif
1747 1710
1748 if (body_attack) 1711 if (body_attack)
1749 { 1712 {
1750 /* slow and paralyze must hit the head. But we don't want to just 1713 /* 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 1714 * return - we still need to process other attacks the spell still
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1746 {
1784 /* FIXME: If a player is killed by a rune in a door, the 1747 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here. 1748 * destroyed() check above doesn't return, and might get here.
1786 */ 1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1788 return 0; 1757 return 0;
1789 } 1758 }
1790 1759
1791#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1819 */ 1788 */
1820 if (type & AT_HOLYWORD) 1789 if (type & AT_HOLYWORD)
1821 { 1790 {
1822 object *god; 1791 object *god;
1823 1792
1824 if ((!hitter->slaying || 1793 if ((!hitter->slaying
1825 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 || (!(op->race && hitter->slaying.contains (op->race))
1826 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 && !(op->name && hitter->slaying.contains (op->name))))
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1828 (hitter->title != NULL 1797 || (hitter->title
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1798 && (god = find_god (determine_god (hitter))) != NULL
1799 && god->race.contains (shstr_undead))))
1830 return 0; 1800 return 0;
1831 } 1801 }
1832 1802
1833 maxattacktype = type; /* initialise this to something */ 1803 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1804 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1866 */ 1836 */
1867 friendlyfire = friendly_fire (op, hitter); 1837 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam) 1838 if (friendlyfire && maxdam)
1869 { 1839 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100); 1840 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874 1841
1875#ifdef ATTACK_DEBUG 1842#ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1843 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1844 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif 1845#endif
1879 } 1846 }
1880 1847
1881 if (!full_hit) 1848 if (!full_hit)
1882 { 1849 {
1883 archetype *at;
1884 int area; 1850 int area;
1885 int remainder; 1851 int remainder;
1886 1852
1887 area = 0; 1853 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more) 1854
1855 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1889 area++; 1856 area++;
1857
1890 assert (area > 0); 1858 assert (area > 0);
1891 1859
1892 /* basically: maxdam /= area; we try to "simulate" a float 1860 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */ 1861 value-effect */
1894 remainder = 100 * (maxdam % area) / area; 1862 remainder = 100 * (maxdam % area) / area;
1899 1867
1900#ifdef ATTACK_DEBUG 1868#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1869 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1870#endif
1903 1871
1872 // for now, only do this for active objects, otherwise they
1873 // keep a refcount for a long time and I see no usefulness
1874 // for an non-active objetc to know its enemy.
1875 if (op->active)
1904 if (hitter->owner) 1876 if (hitter->owner)
1905 op->enemy = hitter->owner; 1877 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1878 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1879 op->enemy = hitter;
1908 1880
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1881 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 { 1882 {
1911 /* The unaggressives look after themselves 8) */ 1883 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1884 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1942 1914
1943 /* See if the creature has been killed */ 1915 /* See if the creature has been killed */
1944 rtn_kill = kill_object (op, maxdam, hitter, type); 1916 rtn_kill = kill_object (op, maxdam, hitter, type);
1945 if (rtn_kill != -1) 1917 if (rtn_kill != -1)
1946 return rtn_kill; 1918 return rtn_kill;
1947
1948 1919
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1920 /* 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 1921 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1952 */ 1923 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1925 hitter->drop_and_destroy ();
1959 }
1960 /* Lets handle creatures that are splitting now */ 1926 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1927 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 { 1928 {
1963 int i; 1929 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1930 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1971 return maxdam; 1937 return maxdam;
1972 } 1938 }
1973 1939
1974 op->remove (); 1940 op->remove ();
1975 1941
1976 for (i = 0; i < NROFNEWOBJS (op); i++) 1942 for (i = 0; i < op->stats.food; i++)
1977 { /* This doesn't handle op->more yet */ 1943 { /* This doesn't handle op->more yet */
1978 object *tmp = arch_to_object (op->other_arch); 1944 object *tmp = arch_to_object (op->other_arch);
1979 int j; 1945 int j;
1980 1946
1981 tmp->stats.hp = op->stats.hp; 1947 tmp->stats.hp = op->stats.hp;
2004 } 1970 }
2005 1971
2006 op->destroy (); 1972 op->destroy ();
2007 } 1973 }
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1974 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy (); 1975 hitter->drop_and_destroy ();
2010 1976
2011 return maxdam; 1977 return maxdam;
2012} 1978}
2013
2014 1979
2015void 1980void
2016poison_player (object *op, object *hitter, int dam) 1981poison_player (object *op, object *hitter, int dam)
2017{ 1982{
2018 archetype *at = archetype::find ("poisoning"); 1983 archetype *at = archetype::find ("poisoning");
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2019 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10); 2020 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 2021 SET_FLAG (tmp, FLAG_APPLIED);
2057 op->update_stats (); 2022 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2024 op->play_sound (tmp->sound);
2059 } 2025 }
2026
2060 if (hitter->type == PLAYER) 2027 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2028 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2029 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); 2030 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 } 2031 }
2032
2065 tmp->speed_left = 0; 2033 tmp->speed_left = 0;
2066 } 2034 }
2067 else 2035 else
2068 tmp->stats.food++; 2036 tmp->stats.food++;
2069} 2037}
2073{ 2041{
2074 archetype *at = archetype::find ("slowness"); 2042 archetype *at = archetype::find ("slowness");
2075 object *tmp; 2043 object *tmp;
2076 2044
2077 if (at == NULL) 2045 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n"); 2046 LOG (llevError, "Can't find slowness archetype.\n");
2080 } 2047
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2048 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 { 2049 {
2083 tmp = arch_to_object (at); 2050 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op); 2051 tmp = insert_ob_in_ob (tmp, op);
2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2052 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 } 2053 }
2087 else 2054 else
2088 tmp->stats.food++; 2055 tmp->stats.food++;
2056
2089 SET_FLAG (tmp, FLAG_APPLIED); 2057 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0; 2058 tmp->speed_left = 0;
2091 op->update_stats (); 2059 op->update_stats ();
2092} 2060}
2093 2061
2110 tmp->speed = 0.05; 2078 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION; 2079 tmp->subtype = FORCE_CONFUSION;
2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2080 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 tmp->name = "confusion"; 2081 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2082 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2083
2115 if (tmp->duration > maxduration) 2084 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration; 2085 tmp->duration = maxduration;
2117 2086
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2087 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2088 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2089
2120 SET_FLAG (op, FLAG_CONFUSED); 2090 SET_FLAG (op, FLAG_CONFUSED);
2121} 2091}
2122 2092
2123void 2093void
2124blind_player (object *op, object *hitter, int dam) 2094blind_player (object *op, object *hitter, int dam)
2190 op->speed_left = (float) -(FABS (op->speed) * max); 2160 op->speed_left = (float) -(FABS (op->speed) * max);
2191 2161
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2162/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193} 2163}
2194 2164
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 2165/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 2166 * the computed damaged.
2198 */ 2167 */
2199void 2168void
2200deathstrike_player (object *op, object *hitter, int *dam) 2169deathstrike_player (object *op, object *hitter, int *dam)
2208 ** field of the deathstriking object */ 2177 ** field of the deathstriking object */
2209 2178
2210 int atk_lev, def_lev, kill_lev; 2179 int atk_lev, def_lev, kill_lev;
2211 2180
2212 if (hitter->slaying) 2181 if (hitter->slaying)
2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2182 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2183 || (op->race && hitter->slaying.contains (op->race))))
2214 return; 2184 return;
2215 2185
2216 def_lev = op->level; 2186 def_lev = op->level;
2217 if (def_lev < 1) 2187 if (def_lev < 1)
2218 { 2188 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2189 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2220 def_lev = 1; 2190 def_lev = 1;
2221 } 2191 }
2192
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2225 2196
2226 if (atk_lev >= def_lev) 2197 if (atk_lev >= def_lev)
2241 */ 2212 */
2242 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2243 } 2214 }
2244 } 2215 }
2245 else 2216 else
2246 {
2247 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2248 }
2249} 2218}
2250 2219
2251/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2253 * monster). 2222 * monster).
2282 } 2251 }
2283 } 2252 }
2284} 2253}
2285 2254
2286/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288int 2256int
2289adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2290{ 2258{
2291 object *attacker = hitter; 2259 object *attacker = hitter;
2292 int adjust = 0; 2260 int adjust = 0;
2319 { 2287 {
2320 /* target is unseen */ 2288 /* target is unseen */
2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322 adjust -= 10; 2290 adjust -= 10;
2323 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2291 /* 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)) 2292 else if (!stand_in_light (target))
2325 adjust -= target->map->darkness; 2293 adjust -= target->map->darklevel ();
2326 } 2294 }
2327 2295
2328 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 adjust -= 3; 2297 adjust -= 3;
2330 2298
2357#endif 2325#endif
2358 2326
2359 return adjust; 2327 return adjust;
2360} 2328}
2361 2329
2362
2363/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2364int 2331int
2365is_aimed_missile (object *op) 2332is_aimed_missile (object *op)
2366{ 2333{
2367 2334
2368 /* I broke what used to be one big if into a few nested 2335 /* 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. 2336 * ones so that figuring out the logic is at least possible.
2370 */ 2337 */
2371 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2340 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1; 2342 return 1;
2377 } 2343
2378 return 0; 2344 return 0;
2379} 2345}

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