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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.18 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
44 * its magical benefits. 45 * its magical benefits.
45 */ 46 */
46void 47void
47cancellation (object *op) 48cancellation (object *op)
48{ 49{
49 object *tmp;
50
51 if (op->invisible) 50 if (op->invisible)
52 return; 51 return;
53 52
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 54 {
56 /* Recur through the inventory */ 55 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 58 cancellation (tmp);
60 } 59 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 60 else if (FABS (op->magic) <= rndm (0, 5))
62 { 61 {
63 /* Nullify this object. This code could probably be more complete */ 62 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 63 /* in what abilities it should cancel */
65 op->magic = 0; 64 op->magic = 0;
65
66 CLEAR_FLAG (op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
70 if (op->env && op->env->type == PLAYER) 71 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
73 }
74 } 73 }
75} 74}
76
77
78 75
79/* did_make_save_item just checks to make sure the item actually 76/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 77 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 78 * any further action (like destroying the item).
82 */ 79 */
83
84int 80int
85did_make_save_item (object *op, int type, object *originator) 81did_make_save_item (object *op, int type, object *originator)
86{ 82{
87 int i, roll, saves = 0, attacks = 0, number; 83 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 84 materialtype_t *mt;
89 85
90 if (op->materialname == NULL) 86 if (op->materialname == NULL)
91 { 87 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material) 89 if (op->material & mt->material)
95 break; 90 break;
96 }
97 } 91 }
98 else 92 else
99 mt = name_to_material (op->materialname); 93 mt = name_to_material (op->materialname);
94
100 if (mt == NULL) 95 if (mt == NULL)
101 return TRUE; 96 return TRUE;
97
102 roll = rndm (1, 20); 98 roll = rndm (1, 20);
103 99
104 /* the attacktypes have no meaning for object saves 100 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 101 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 102 * pure magic is hitting an object, it should save. However, if it
135 saves++; 131 saves++;
136 } 132 }
137 133
138 if (saves == attacks || attacks == 0) 134 if (saves == attacks || attacks == 0)
139 return TRUE; 135 return TRUE;
136
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 137 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 138 return FALSE;
139
142 return TRUE; 140 return TRUE;
143} 141}
144 142
145/* This function calls did_make_save_item. It then performs the 143/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 144 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 145 * calling cancellation, etc.)
148 */ 146 */
149
150void 147void
151save_throw_object (object *op, int type, object *originator) 148save_throw_object (object *op, int type, object *originator)
152{ 149{
153 if (!did_make_save_item (op, type, originator)) 150 if (!did_make_save_item (op, type, originator))
154 { 151 {
155 object *env = op->env; 152 object *env = op->env;
156 int x = op->x, y = op->y; 153 int x = op->x, y = op->y;
157 mapstruct *m = op->map; 154 maptile *m = op->map;
158 155
159 op = stop_item (op); 156 op = stop_item (op);
160 if (op == NULL) 157 if (op == NULL)
161 return; 158 return;
162 159
212 } 209 }
213 else 210 else
214 { 211 {
215 if (op->env) 212 if (op->env)
216 { 213 {
217 object *tmp = is_player_inv (op->env); 214 object *tmp = op->in_player ();
218 215
219 if (tmp) 216 if (tmp)
220 esrv_del_item (tmp->contr, op->count); 217 esrv_del_item (tmp->contr, op->count);
221 } 218 }
222 219
223 if (!QUERY_FLAG (op, FLAG_REMOVED)) 220 op->destroy ();
224 remove_ob (op);
225
226 free_object (op);
227 } 221 }
228 222
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 223 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 224 if (env)
231 { 225 {
264 tmp->move_slow = 0; 258 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 259 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 260 }
267 261
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 262 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 263 op->remove ();
270 264
271 insert_ob_in_ob (op, tmp); 265 insert_ob_in_ob (op, tmp);
272 return; 266 return;
273 } 267 }
274} 268}
281 */ 275 */
282 276
283int 277int
284hit_map (object *op, int dir, int type, int full_hit) 278hit_map (object *op, int dir, int type, int full_hit)
285{ 279{
286 object *tmp, *next;
287 mapstruct *map; 280 maptile *map;
288 sint16 x, y; 281 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 283
291 if (QUERY_FLAG (op, FLAG_FREED)) 284 if (QUERY_FLAG (op, FLAG_FREED))
292 { 285 {
311 304
312 map = op->map; 305 map = op->map;
313 x = op->x + freearr_x[dir]; 306 x = op->x + freearr_x[dir];
314 y = op->y + freearr_y[dir]; 307 y = op->y + freearr_y[dir];
315 308
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 309 if (!xy_normalise (map, x, y))
310 return 0;
317 311
318 // elmex: a safe map tile can't be hit! 312 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 313 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 314 mapspace &ms = map->at (x, y);
315
316 if (ms.flags () & P_SAFE)
321 return 0; 317 return 0;
322 318
323 /* peterm: a few special cases for special attacktypes --counterspell 319 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 320 * must be out here because it strikes things which are not alive
325 */ 321 */
326 322 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 {
327 if (type & AT_COUNTERSPELL) 324 if (type & AT_COUNTERSPELL)
328 { 325 {
329 counterspell (op, dir); /* see spell_effect.c */ 326 counterspell (op, dir); /* see spell_effect.c */
330 327
331 /* If the only attacktype is counterspell or magic, don't need 328 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 329 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 330 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 331 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 332 return 0;
333
334 type &= ~AT_COUNTERSPELL;
335 }
336
337 if (type & AT_CHAOS)
364 } 338 {
339 shuffle_attack (op, 1); /* flag tells it to change the face */
340 update_object (op, UP_OBJ_FACE);
341 type &= ~AT_CHAOS;
342 }
343 }
365 344
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort on destroy.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error.
352 */
353 for (object *next = ms.bot; next && !next->destroyed (); )
354 {
366 tmp = next; 355 object *tmp = next;
367 next = tmp->above; 356 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 357
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 358 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 359 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 360 * This is one of the few cases where on_same_map should not be used.
378 */ 361 */
381 364
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 365 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 366 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 367 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 368 retflag |= 1;
369
386 if (op->destroyed ()) 370 if (op->destroyed ())
387 break; 371 break;
388 } 372 }
389
390 /* Here we are potentially destroying an object. If the object has 373 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note 374 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from 375 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 376 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be 377 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 378 * destroyed right now.
396 */ 379 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
398 { 381 {
399 save_throw_object (tmp, type, op); 382 save_throw_object (tmp, type, op);
383
400 if (op->destroyed ()) 384 if (op->destroyed ())
401 break; 385 break;
402 } 386 }
403 } 387 }
404 388
408void 392void
409attack_message (int dam, int type, object *op, object *hitter) 393attack_message (int dam, int type, object *op, object *hitter)
410{ 394{
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0; 396 int i, found = 0;
413 mapstruct *map; 397 maptile *map;
414 object *next, *tmp; 398 object *next, *tmp;
415 399
416 /* put in a few special messages for some of the common attacktypes 400 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc 401 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 402 * [garbled 20010919]
435 sprintf (buf1, "missed %s", &op->name); 419 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 420 sprintf (buf2, " misses");
437 found++; 421 found++;
438 } 422 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 423 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 424 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 425 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 426 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 427 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 428 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 429 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 441 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 442 found++;
459 break; 443 break;
460 } 444 }
461 } 445 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 446 else if (hitter->type == PLAYER && op->is_alive ())
463 { 447 {
464 if (USING_SKILL (hitter, SK_KARATE)) 448 if (USING_SKILL (hitter, SK_KARATE))
465 { 449 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 451 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 477 found++;
494 break; 478 break;
495 } 479 }
496 } 480 }
497 } 481 }
482
498 if (found) 483 if (found)
499 { 484 {
500 /* done */ 485 /* done */
501 } 486 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 487 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 488 {
504 sprintf (buf1, "hit"); /* just in case */ 489 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 490 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 491 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 492 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 493 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 494 found++;
510 break; 495 break;
511 } 496 }
512 } 497 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 498 else if (type & AT_DRAIN && op->is_alive ())
514 { 499 {
515 /* drain is first, because some items have multiple attypes */ 500 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 502 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 503 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 505 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 506 found++;
522 break; 507 break;
523 } 508 }
524 } 509 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 510 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 511 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 513 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 514 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 515 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 516 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 517 found++;
533 break; 518 break;
534 } 519 }
535 } 520 }
536 else if (type & AT_COLD && IS_LIVE (op)) 521 else if (type & AT_COLD && op->is_alive ())
537 { 522 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 523 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 524 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 525 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 526 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
618 strcpy (buf1, "hit"); 603 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 604 strcpy (buf2, " hits");
620 } 605 }
621 606
622 /* bail out if a monster is casting spells */ 607 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 608 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 609 return;
625 610
626 /* scale down magic considerably. */ 611 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 612 if (type & AT_MAGIC && rndm (0, 5))
628 return; 613 return;
629 614
630 /* Did a player hurt another player? Inform both! */ 615 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 616 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 617 {
633 if (get_owner (hitter) != NULL) 618 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 620 else
636 { 621 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 622 sprintf (buf, "%s%s you.", &hitter->name, buf2);
638 if (dam != 0) 623 if (dam != 0)
660 else 645 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
662 } 647 }
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 648 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 649 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 651 {
667 /* look for stacked spells and start reducing the message chances */ 652 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 653 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 654 {
670 i = 4; 655 i = 4;
671 map = hitter->map; 656 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 657 if (out_of_map (map, hitter->x, hitter->y))
673 return; 658 return;
674 next = get_map_ob (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 660 if (next)
676 while (next) 661 while (next)
677 { 662 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 664 i *= 3;
769 * which then gets here again. By decreasing the speed before 754 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 755 * we call process_object, the 'if' statement above will fail.
771 */ 756 */
772 op->speed_left--; 757 op->speed_left--;
773 process_object (op); 758 process_object (op);
759
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 761 goto error;
776 } 762 }
777 763
778 op_name = op->name; 764 op_name = op->name;
791 if (settings.casting_time == TRUE) 777 if (settings.casting_time == TRUE)
792 { 778 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 { 780 {
795 hitter->casting_time = -1; 781 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); 782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
797 } 783 }
798 if ((op->casting_time > -1) && (hitdam > 0)) 784 if ((op->casting_time > -1) && (hitdam > 0))
799 { 785 {
800 op->casting_time = -1; 786 op->casting_time = -1;
801 if (op->type == PLAYER) 787 if (op->type == PLAYER)
802 { 788 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 } 791 }
806 } 792 }
807 } 793 }
808 if (!simple_attack) 794 if (!simple_attack)
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 799 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 800 CLEAR_FLAG (op, FLAG_SLEEP);
815 801
816 /* If the victim can't see the attacker, it may alert others 802 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 803 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 805 npc_call_help (op);
820 806
821 /* if you were hidden and hit by a creature, you are discovered */ 807 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 809 {
830 * when they hit the victim. For things like thrown daggers, 816 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 817 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 818 * wrapper object.
833 */ 819 */
834 thrown_item_effect (hitter, op); 820 thrown_item_effect (hitter, op);
821
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 822 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 823 goto leave;
837 } 824 }
838 825
839 /* Need to do at least 1 damage, otherwise there is no point 826 /* Need to do at least 1 damage, otherwise there is no point
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 893 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 894 {
908 if (tmp->head != NULL) 895 if (tmp->head != NULL)
909 tmp = tmp->head; 896 tmp = tmp->head;
910 897
911 remove_ob (op); 898 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
913 900
914 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 902 esrv_send_item (tmp, op);
916 903
929object * 916object *
930hit_with_arrow (object *op, object *victim) 917hit_with_arrow (object *op, object *victim)
931{ 918{
932 object *container, *hitter; 919 object *container, *hitter;
933 int hit_something = 0; 920 int hit_something = 0;
934 sint16 victim_x, victim_y;
935 921
936 /* Disassemble missile */ 922 /* Disassemble missile */
937 if (op->inv) 923 if (op->inv)
938 { 924 {
939 container = op; 925 container = op;
940 hitter = op->inv; 926 hitter = op->inv;
941 remove_ob (hitter); 927 hitter->remove ();
942 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
943 /* Note that we now have an empty THROWN_OBJ on the map. Code that 929 /* Note that we now have an empty THROWN_OBJ on the map. Code that
944 * might be called until this THROWN_OBJ is either reassembled or 930 * might be called until this THROWN_OBJ is either reassembled or
945 * removed at the end of this function must be able to deal with empty 931 * removed at the end of this function must be able to deal with empty
946 * THROWN_OBJs. */ 932 * THROWN_OBJs. */
947 } 933 }
948 else 934 else
949 { 935 {
950 container = NULL; 936 container = 0;
951 hitter = op; 937 hitter = op;
952 } 938 }
953 939
954 /* Try to hit victim */ 940 /* Try to hit victim */
955 victim_x = victim->x;
956 victim_y = victim->y;
957
958 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 941 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
959 942
960 /* Arrow attacks door, rune of summoning is triggered, demon is put on 943 /* Arrow attacks door, rune of summoning is triggered, demon is put on
961 * arrow, move_apply() calls this function, arrow sticks in demon, 944 * arrow, move_apply() calls this function, arrow sticks in demon,
962 * attack_ob_simple() returns, and we've got an arrow that still exists 945 * attack_ob_simple() returns, and we've got an arrow that still exists
965 */ 948 */
966 if (hitter->destroyed () || hitter->env != NULL) 949 if (hitter->destroyed () || hitter->env != NULL)
967 { 950 {
968 if (container) 951 if (container)
969 { 952 {
970 remove_ob (container); 953 container->remove ();
971 free_object (container); 954 container->destroy ();
972 } 955 }
956
973 return NULL; 957 return 0;
974 } 958 }
975 959
976 /* Missile hit victim */ 960 /* Missile hit victim */
977 /* if the speed is > 10, then this is a fast moving arrow, we go straight 961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
978 * through the target 962 * through the target
979 */ 963 */
980 if (hit_something && op->speed <= 10.0) 964 if (hit_something && op->speed <= 10.0)
981 { 965 {
982 /* Stop arrow */ 966 /* Stop arrow */
983 if (container == NULL) 967 if (!container)
984 { 968 {
985 hitter = fix_stopped_arrow (hitter); 969 hitter = fix_stopped_arrow (hitter);
986 if (hitter == NULL) 970 if (!hitter)
987 return NULL; 971 return 0;
988 } 972 }
989 else 973 else
990 { 974 container->destroy ();
991 remove_ob (container);
992 free_object (container);
993 }
994 975
995 /* Try to stick arrow into victim */ 976 /* Try to stick arrow into victim */
996 if (!victim->destroyed () && stick_arrow (hitter, victim)) 977 if (!victim->destroyed () && stick_arrow (hitter, victim))
997 return NULL; 978 return 0;
998 979
999 /* Else try to put arrow on victim's map square 980 /* Else try to put arrow on victim's map square
1000 * remove check for P_WALL here. If the arrow got to this 981 * remove check for P_WALL here. If the arrow got to this
1001 * space, that is good enough - with the new movement code, 982 * space, that is good enough - with the new movement code,
1002 * there is now the potential for lots of spaces where something 983 * there is now the potential for lots of spaces where something
1003 * can fly over but not otherwise move over. What is the correct 984 * can fly over but not otherwise move over. What is the correct
1004 * way to handle those otherwise? 985 * way to handle those otherwise?
1005 */ 986 */
1006 if (victim_x != hitter->x || victim_y != hitter->y) 987 if (victim->x != hitter->x || victim->y != hitter->y)
1007 { 988 {
1008 remove_ob (hitter); 989 hitter->remove ();
1009 hitter->x = victim_x; 990 hitter->x = victim->x;
1010 hitter->y = victim_y; 991 hitter->y = victim->y;
1011 insert_ob_in_map (hitter, victim->map, hitter, 0); 992 insert_ob_in_map (hitter, victim->map, hitter, 0);
1012 } 993 }
1013 else 994 else
1014 {
1015 /* Else leave arrow where it is */ 995 /* Else leave arrow where it is */
1016 merge_ob (hitter, NULL); 996 merge_ob (hitter, NULL);
1017 } 997
1018 return NULL; 998 return 0;
1019 } 999 }
1020 1000
1021 if (hit_something && op->speed >= 10.0) 1001 if (hit_something && op->speed >= 10.0)
1022 op->speed -= 1.0; 1002 op->speed -= 1.0;
1023 1003
1024 /* Missile missed victim - reassemble missile */ 1004 /* Missile missed victim - reassemble missile */
1025 if (container) 1005 if (container)
1026 { 1006 {
1027 remove_ob (hitter); 1007 hitter->remove ();
1028 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1029 } 1009 }
1010
1030 return op; 1011 return op;
1031} 1012}
1032 1013
1033 1014
1034void 1015void
1043 } 1024 }
1044 else if (!GET_ANIM_ID (op)) 1025 else if (!GET_ANIM_ID (op))
1045 { 1026 {
1046 /* Object has been called - no animations, so remove it */ 1027 /* Object has been called - no animations, so remove it */
1047 if (op->stats.hp < 0) 1028 if (op->stats.hp < 0)
1029 op->destroy ();
1048 { 1030
1049 remove_ob (op); /* Should update LOS */
1050 free_object (op);
1051 /* Don't know why this is here - remove_ob should do it for us */
1052 /*update_position(m, x, y); */
1053 }
1054 return; /* no animations, so nothing more to do */ 1031 return; /* no animations, so nothing more to do */
1055 } 1032 }
1033
1056 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1035
1057 if (perc >= (int) NUM_ANIMATIONS (op)) 1036 if (perc >= (int) NUM_ANIMATIONS (op))
1058 perc = NUM_ANIMATIONS (op) - 1; 1037 perc = NUM_ANIMATIONS (op) - 1;
1059 else if (perc < 1) 1038 else if (perc < 1)
1060 perc = 1; 1039 perc = 1;
1040
1061 SET_ANIMATION (op, perc); 1041 SET_ANIMATION (op, perc);
1062 update_object (op, UP_OBJ_FACE); 1042 update_object (op, UP_OBJ_FACE);
1043
1063 if (perc == NUM_ANIMATIONS (op) - 1) 1044 if (perc == NUM_ANIMATIONS (op) - 1)
1064 { /* Reached the last animation */ 1045 { /* Reached the last animation */
1065 if (op->face == blank_face) 1046 if (op->face == blank_face)
1066 {
1067 /* If the last face is blank, remove the ob */ 1047 /* If the last face is blank, remove the ob */
1068 remove_ob (op); /* Should update LOS */ 1048 op->destroy ();
1069 free_object (op);
1070
1071 /* remove_ob should call update_position for us */
1072 /*update_position(m, x, y); */
1073
1074 }
1075 else 1049 else
1076 { /* The last face was not blank, leave an image */ 1050 { /* The last face was not blank, leave an image */
1077 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1078 update_all_los (op->map, op->x, op->y); 1052 update_all_los (op->map, op->x, op->y);
1079 op->move_block = 0; 1053 op->move_block = 0;
1083} 1057}
1084 1058
1085void 1059void
1086scare_creature (object *target, object *hitter) 1060scare_creature (object *target, object *hitter)
1087{ 1061{
1088 object *owner = get_owner (hitter); 1062 object *owner = hitter->owner;
1089 1063
1090 if (!owner) 1064 if (!owner)
1091 owner = hitter; 1065 owner = hitter;
1092 1066
1093 SET_FLAG (target, FLAG_SCARED); 1067 SET_FLAG (target, FLAG_SCARED);
1100 * appropriate attacktype. Only 1 attacktype should be set at a time. 1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1101 * This doesn't damage the player, but returns how much it should 1075 * This doesn't damage the player, but returns how much it should
1102 * take. However, it will do other effects (paralyzation, slow, etc.) 1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1103 * Note - changed for PR code - we now pass the attack number and not 1077 * Note - changed for PR code - we now pass the attack number and not
1104 * the attacktype. Makes it easier for the PR code. */ 1078 * the attacktype. Makes it easier for the PR code. */
1105
1106int 1079int
1107hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1080hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1108{ 1081{
1109
1110 int doesnt_slay = 1; 1082 int doesnt_slay = 1;
1111 1083
1112 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1113 if (attacknum >= NROFATTACKS) 1085 if (attacknum >= NROFATTACKS)
1114 { 1086 {
1116 return 0; 1088 return 0;
1117 } 1089 }
1118 1090
1119 if (dam < 0) 1091 if (dam < 0)
1120 { 1092 {
1121 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1122 return 0; 1094 return 0;
1123 } 1095 }
1124 1096
1125 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1126 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1159 1131
1160 /* Keep this in order - makes things easier to find */ 1132 /* Keep this in order - makes things easier to find */
1161 1133
1162 switch (attacknum) 1134 switch (attacknum)
1163 { 1135 {
1164 case ATNR_PHYSICAL: 1136 case ATNR_PHYSICAL:
1165 /* here also check for diseases */ 1137 /* here also check for diseases */
1166 check_physically_infect (op, hitter); 1138 check_physically_infect (op, hitter);
1167 break; 1139 break;
1168 1140
1169 /* Don't need to do anything for: 1141 /* Don't need to do anything for:
1170 magic, 1142 magic,
1171 fire, 1143 fire,
1172 electricity, 1144 electricity,
1173 cold */ 1145 cold */
1174 1146
1175 case ATNR_CONFUSION: 1147 case ATNR_CONFUSION:
1176 case ATNR_POISON: 1148 case ATNR_POISON:
1177 case ATNR_SLOW: 1149 case ATNR_SLOW:
1178 case ATNR_PARALYZE: 1150 case ATNR_PARALYZE:
1179 case ATNR_FEAR: 1151 case ATNR_FEAR:
1180 case ATNR_CANCELLATION: 1152 case ATNR_CANCELLATION:
1181 case ATNR_DEPLETE: 1153 case ATNR_DEPLETE:
1182 case ATNR_BLIND: 1154 case ATNR_BLIND:
1183 { 1155 {
1184 /* chance for inflicting a special attack depends on the 1156 /* chance for inflicting a special attack depends on the
1185 * difference between attacker's and defender's level 1157 * difference between attacker's and defender's level
1186 */ 1158 */
1187 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1188 1160
1189 /* First, only creatures/players with speed can be affected. 1161 /* First, only creatures/players with speed can be affected.
1190 * Second, just getting hit doesn't mean it always affects 1162 * Second, just getting hit doesn't mean it always affects
1191 * you. Third, you still get a saving through against the 1163 * you. Third, you still get a saving through against the
1192 * effect. 1164 * effect.
1193 */ 1165 */
1194 if (op->speed && 1166 if (op->speed &&
1195 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1196 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1197 { 1169 {
1198 1170
1199 /* Player has been hit by something */ 1171 /* Player has been hit by something */
1200 if (attacknum == ATNR_CONFUSION) 1172 if (attacknum == ATNR_CONFUSION)
1201 confuse_player (op, hitter, dam); 1173 confuse_player (op, hitter, dam);
1202 else if (attacknum == ATNR_POISON) 1174 else if (attacknum == ATNR_POISON)
1203 poison_player (op, hitter, dam); 1175 poison_player (op, hitter, dam);
1204 else if (attacknum == ATNR_SLOW) 1176 else if (attacknum == ATNR_SLOW)
1205 slow_player (op, hitter, dam); 1177 slow_player (op, hitter, dam);
1206 else if (attacknum == ATNR_PARALYZE) 1178 else if (attacknum == ATNR_PARALYZE)
1207 paralyze_player (op, hitter, dam); 1179 paralyze_player (op, hitter, dam);
1208 else if (attacknum == ATNR_FEAR) 1180 else if (attacknum == ATNR_FEAR)
1209 scare_creature (op, hitter); 1181 scare_creature (op, hitter);
1210 else if (attacknum == ATNR_CANCELLATION) 1182 else if (attacknum == ATNR_CANCELLATION)
1211 cancellation (op); 1183 cancellation (op);
1212 else if (attacknum == ATNR_DEPLETE) 1184 else if (attacknum == ATNR_DEPLETE)
1213 drain_stat (op); 1185 op->drain_stat ();
1214 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1215 blind_player (op, hitter, dam); 1187 blind_player (op, hitter, dam);
1216 } 1188 }
1217 dam = 0; /* These are all effects and don't do real damage */ 1189 dam = 0; /* These are all effects and don't do real damage */
1218 } 1190 }
1219 break; 1191 break;
1192
1220 case ATNR_ACID: 1193 case ATNR_ACID:
1221 { 1194 {
1222 int flag = 0; 1195 int flag = 0;
1223 1196
1224 /* Items only get corroded if you're not on a battleground and 1197 /* Items only get corroded if you're not on a battleground and
1225 * if your acid resistance is below 50%. */ 1198 * if your acid resistance is below 50%. */
1226 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1227 { 1200 {
1228 object *tmp;
1229
1230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1231 { 1202 {
1232 if (tmp->invisible) 1203 if (tmp->invisible)
1233 continue; 1204 continue;
1234 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1235 /* >= 10% acid res. on itmes will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1236 continue; 1207 continue;
1237 if (!(tmp->material & M_IRON)) 1208 if (!(tmp->material & M_IRON))
1238 continue; 1209 continue;
1239 if (tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1240 continue; 1211 continue;
1241 if (tmp->type == RING || 1212 if (tmp->type == RING
1242 /* removed boots and gloves from exclusion list in 1213 /* removed boots and gloves from exclusion list in PR */
1243 PR */ 1214 || tmp->type == GIRDLE
1244 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1215 || tmp->type == AMULET
1216 || tmp->type == WAND
1217 || tmp->type == ROD
1218 || tmp->type == HORN)
1245 continue; /* To avoid some strange effects */ 1219 continue; /* To avoid some strange effects */
1246 1220
1247 /* High damage acid has better chance of corroding 1221 /* High damage acid has better chance of corroding
1248 objects */ 1222 objects */
1249 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1250 { 1224 {
1251 if (op->type == PLAYER) 1225 if (op->type == PLAYER)
1252 /* Make this more visible */ 1226 /* Make this more visible */
1253 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1254 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1255 flag = 1; 1229 flag = 1;
1256 tmp->magic--; 1230 tmp->magic--;
1257 if (op->type == PLAYER) 1231 if (op->type == PLAYER)
1258 esrv_send_item (op, tmp); 1232 esrv_send_item (op, tmp);
1259 } 1233 }
1260 } 1234 }
1261 if (flag)
1262 fix_player (op); /* Something was corroded */
1263 } 1235
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1264 } 1238 }
1239 }
1265 break; 1240 break;
1241
1266 case ATNR_DRAIN: 1242 case ATNR_DRAIN:
1267 { 1243 {
1268 /* rate is the proportion of exp drained. High rate means 1244 /* rate is the proportion of exp drained. High rate means
1269 * not much is drained, low rate means a lot is drained. 1245 * not much is drained, low rate means a lot is drained.
1270 */ 1246 */
1271 int rate; 1247 int rate;
1272 1248
1273 if (op->resist[ATNR_DRAIN] >= 0) 1249 if (op->resist[ATNR_DRAIN] >= 0)
1274 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1275 else 1251 else
1276 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1277 1253
1278 if (op->stats.exp <= rate) 1254 if (op->stats.exp <= rate)
1279 { 1255 {
1280 if (op->type == GOLEM) 1256 if (op->type == GOLEM)
1281 dam = 999; /* Its force is "sucked" away. 8) */ 1257 dam = 999; /* Its force is "sucked" away. 8) */
1282 else 1258 else
1283 /* If we can't drain, lets try to do physical damage */ 1259 /* If we can't drain, lets try to do physical damage */
1284 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1285 } 1261 }
1286 else 1262 else
1287 { 1263 {
1288 /* Randomly give the hitter some hp */ 1264 /* Randomly give the hitter some hp */
1289 if (hitter->stats.hp < hitter->stats.maxhp && 1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1290 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1291 hitter->stats.hp++; 1267 hitter->stats.hp++;
1292 1268
1293 /* Can't do drains on battleground spaces. 1269 /* Can't do drains on battleground spaces.
1294 * Move the wiz check up here - before, the hitter wouldn't gain exp 1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1295 * exp, but the wiz would still lose exp! If drainee is a wiz, 1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1296 * nothing happens. 1272 * nothing happens.
1297 * Try to credit the owner. We try to display player -> player drain 1273 * Try to credit the owner. We try to display player -> player drain
1298 * attacks, hence all the != PLAYER checks. 1274 * attacks, hence all the != PLAYER checks.
1299 */ 1275 */
1300 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1301 { 1277 {
1302 object *owner = get_owner (hitter); 1278 object *owner = hitter->owner;
1303 1279
1304 if (owner && owner != hitter) 1280 if (owner && owner != hitter)
1305 { 1281 {
1306 if (op->type != PLAYER || owner->type != PLAYER) 1282 if (op->type != PLAYER || owner->type != PLAYER)
1307 change_exp (owner, op->stats.exp / (rate * 2), 1283 change_exp (owner, op->stats.exp / (rate * 2),
1308 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1309 } 1285 }
1310 else if (op->type != PLAYER || hitter->type != PLAYER) 1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1311 { 1287 {
1312 change_exp (hitter, op->stats.exp / (rate * 2), 1288 change_exp (hitter, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1314 } 1290 }
1315 change_exp (op, -op->stats.exp / rate, NULL, 0); 1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1316 } 1292 }
1293
1317 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1318 * drain attack, you won't know that you are actually sucking out EXP, 1295 * drain attack, you won't know that you are actually sucking out EXP,
1319 * as the messages will say you missed 1296 * as the messages will say you missed
1320 */ 1297 */
1321 } 1298 }
1322 } 1299 }
1323 break; 1300 break;
1301
1324 case ATNR_TURN_UNDEAD: 1302 case ATNR_TURN_UNDEAD:
1325 { 1303 {
1326 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1327 { 1305 {
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1329 object *god = find_god (determine_god (owner)); 1307 object *god = find_god (determine_god (owner));
1330 int div = 1; 1308 int div = 1;
1331 1309
1332 /* if undead are not an enemy of your god, you turn them 1310 /* if undead are not an enemy of your god, you turn them
1333 * at half strength */ 1311 * at half strength */
1334 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1335 div = 2; 1313 div = 2;
1336 /* Give a bonus if you resist turn undead */ 1314 /* Give a bonus if you resist turn undead */
1337 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1338 scare_creature (op, owner); 1316 scare_creature (op, owner);
1339 } 1317 }
1340 else 1318 else
1341 dam = 0; /* don't damage non undead - should we damage 1319 dam = 0; /* don't damage non undead - should we damage
1342 undead? */ 1320 undead? */
1343 } 1321 }
1344 break; 1322 break;
1323
1345 case ATNR_DEATH: 1324 case ATNR_DEATH:
1346 deathstrike_player (op, hitter, &dam); 1325 deathstrike_player (op, hitter, &dam);
1347 break; 1326 break;
1327
1348 case ATNR_CHAOS: 1328 case ATNR_CHAOS:
1349 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1350 dam = 0; 1330 dam = 0;
1351 break; 1331 break;
1332
1352 case ATNR_COUNTERSPELL: 1333 case ATNR_COUNTERSPELL:
1353 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1354 dam = 0; 1335 dam = 0;
1355 /* This should never happen. Counterspell is handled 1336 /* This should never happen. Counterspell is handled
1356 * seperately and filtered out. If this does happen, 1337 * seperately and filtered out. If this does happen,
1357 * Counterspell has no effect on anything but spells, so it 1338 * Counterspell has no effect on anything but spells, so it
1358 * does no damage. */ 1339 * does no damage. */
1359 break; 1340 break;
1341
1360 case ATNR_HOLYWORD: 1342 case ATNR_HOLYWORD:
1361 { 1343 {
1362 /* This has already been handled by hit_player, 1344 /* This has already been handled by hit_player,
1363 * no need to check twice -- DAMN */ 1345 * no need to check twice -- DAMN */
1364 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1365 1347
1366 /* As with turn undead above, give a bonus on the saving throw */ 1348 /* As with turn undead above, give a bonus on the saving throw */
1367 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1368 scare_creature (op, owner); 1350 scare_creature (op, owner);
1369 } 1351 }
1370 break; 1352 break;
1353
1371 case ATNR_LIFE_STEALING: 1354 case ATNR_LIFE_STEALING:
1372 { 1355 {
1373 int new_hp; 1356 int new_hp;
1374 1357
1375 /* this is replacement to drain for players, instead of taking 1358 /* this is replacement to drain for players, instead of taking
1376 * exp it takes hp. It is geared for players, probably not 1359 * exp it takes hp. It is geared for players, probably not
1377 * much use giving it to monsters 1360 * much use giving it to monsters
1378 * 1361 *
1379 * life stealing doesn't do a lot of damage, but it gives the 1362 * life stealing doesn't do a lot of damage, but it gives the
1380 * damage it does do to the player. Given that, 1363 * damage it does do to the player. Given that,
1381 * it only does 1/10'th normal damage (hence the divide by 1364 * it only does 1/10'th normal damage (hence the divide by
1382 * 1000). 1365 * 1000).
1383 */ 1366 */
1384 /* You can't steal life from something undead */ 1367 /* You can't steal life from something undead */
1385 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1386 return 0; 1369 return 0;
1370
1387 /* If drain protection is higher than life stealing, use that */ 1371 /* If drain protection is higher than life stealing, use that */
1388 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1389 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1390 else 1374 else
1391 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1392 /* You die at -1 hp, not zero. */ 1377 /* You die at -1 hp, not zero. */
1393 if (dam > (op->stats.hp + 1)) 1378 if (dam > (op->stats.hp + 1))
1394 dam = op->stats.hp + 1; 1379 dam = op->stats.hp + 1;
1380
1395 new_hp = hitter->stats.hp + dam; 1381 new_hp = hitter->stats.hp + dam;
1396 if (new_hp > hitter->stats.maxhp) 1382 if (new_hp > hitter->stats.maxhp)
1397 new_hp = hitter->stats.maxhp; 1383 new_hp = hitter->stats.maxhp;
1384
1398 if (new_hp > hitter->stats.hp) 1385 if (new_hp > hitter->stats.hp)
1399 hitter->stats.hp = new_hp; 1386 hitter->stats.hp = new_hp;
1400 } 1387 }
1401 } 1388 }
1389
1402 return dam; 1390 return dam;
1403} 1391}
1404
1405 1392
1406/* GROS: This code comes from hit_player. It has been made external to 1393/* GROS: This code comes from hit_player. It has been made external to
1407 * allow script procedures to "kill" objects in a combat-like fashion. 1394 * allow script procedures to "kill" objects in a combat-like fashion.
1408 * It was initially used by (kill-object) developed for the Collector's 1395 * It was initially used by (kill-object) developed for the Collector's
1409 * Sword. Note that nothing has been changed from the original version 1396 * Sword. Note that nothing has been changed from the original version
1444 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1445 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1446 1433
1447 if (op->type == DOOR) 1434 if (op->type == DOOR)
1448 { 1435 {
1449 op->speed = 0.1; 1436 op->set_speed (0.1);
1450 update_ob_speed (op);
1451 op->speed_left = -0.05; 1437 op->speed_left = -0.05;
1452 return maxdam; 1438 return maxdam;
1453 } 1439 }
1440
1454 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1455 { 1442 {
1456 remove_friendly_object (op); 1443 remove_friendly_object (op);
1444
1457 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) 1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1458 {
1459 op->owner->contr->ranges[range_golem] = NULL; 1446 op->owner->contr->ranges[range_golem] = 0;
1460 op->owner->contr->golem_count = 0;
1461 }
1462 1447
1463 remove_ob (op); 1448 op->destroy ();
1464 free_object (op);
1465 return maxdam; 1449 return maxdam;
1466 } 1450 }
1467 1451
1468 /* Now lets start dealing with experience we get for killing something */ 1452 /* Now lets start dealing with experience we get for killing something */
1469 1453
1470 owner = get_owner (hitter); 1454 owner = hitter->owner;
1471 if (owner == NULL) 1455 if (!owner)
1472 owner = hitter; 1456 owner = hitter;
1473 1457
1474 /* is the victim (op) standing on battleground? */ 1458 /* is the victim (op) standing on battleground? */
1475 if (op_on_battleground (op, NULL, NULL)) 1459 if (op_on_battleground (op, NULL, NULL))
1476 battleg = 1; 1460 battleg = 1;
1496 char buf[256]; 1480 char buf[256];
1497 1481
1498 tmv = localtime (&t); 1482 tmv = localtime (&t);
1499 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1483 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1500 1484
1501 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1485 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1502 } 1486 }
1503 1487
1504 /* try to filter some things out - basically, if you are 1488 /* try to filter some things out - basically, if you are
1505 * killing a level 1 creature and your level 20, you 1489 * killing a level 1 creature and your level 20, you
1506 * probably don't want to see that. 1490 * probably don't want to see that.
1507 */ 1491 */
1508 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1492 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1509 { 1493 {
1510 if (owner != hitter) 1494 if (owner != hitter)
1511 {
1512 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1513 }
1514 else 1496 else
1515 {
1516 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1517 } 1498
1518 /* Only play sounds for melee kills */ 1499 /* Only play sounds for melee kills */
1519 if (hitter->type == PLAYER) 1500 if (hitter->type == PLAYER)
1520 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1521 } 1502 }
1522 1503
1527 * player that the object belonged to - so if you killed another player 1508 * player that the object belonged to - so if you killed another player
1528 * with spells, pets, whatever, there was no penalty. 1509 * with spells, pets, whatever, there was no penalty.
1529 * Changed to make luck penalty configurable in settings. 1510 * Changed to make luck penalty configurable in settings.
1530 */ 1511 */
1531 if (op->type == PLAYER && owner != op && !battleg) 1512 if (op->type == PLAYER && owner != op && !battleg)
1532 change_luck (owner, -settings.pk_luck_penalty); 1513 owner->change_luck (-settings.pk_luck_penalty);
1533 1514
1534 /* This code below deals with finding the appropriate skill 1515 /* This code below deals with finding the appropriate skill
1535 * to credit exp to. This is a bit problematic - we should 1516 * to credit exp to. This is a bit problematic - we should
1536 * probably never really have to look at current_weapon->skill 1517 * probably never really have to look at current_weapon->skill
1537 */ 1518 */
1538 skill = NULL; 1519 skill = 0;
1520
1539 if (hitter->skill && hitter->type != PLAYER) 1521 if (hitter->skill && hitter->type != PLAYER)
1540 skill = hitter->skill; 1522 skill = hitter->skill;
1541 else if (owner->chosen_skill) 1523 else if (owner->chosen_skill)
1542 { 1524 {
1543 skill = owner->chosen_skill->skill; 1525 skill = owner->chosen_skill->skill;
1562 break; 1544 break;
1563 } 1545 }
1564 } 1546 }
1565 } /* Was it a player that hit somethign */ 1547 } /* Was it a player that hit somethign */
1566 else 1548 else
1567 {
1568 skill = NULL; 1549 skill = 0;
1569 }
1570 1550
1571 /* Pet (or spell) killed something. */ 1551 /* Pet (or spell) killed something. */
1572 if (owner != hitter) 1552 if (owner != hitter)
1573 {
1574 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1575 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1576 }
1577 else 1555 else
1578 {
1579 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1580 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1581 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 } 1559
1583 /* These may have been set in the player code section above */ 1560 /* These may have been set in the player code section above */
1584 if (!skop) 1561 if (!skop)
1585 skop = hitter->chosen_skill; 1562 skop = hitter->chosen_skill;
1563
1586 if (!skill && skop) 1564 if (!skill && skop)
1587 skill = skop->skill; 1565 skill = skop->skill;
1588 1566
1589 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1590 1568
1591
1592 /* If you didn't kill yourself, and your not the wizard */ 1569 /* If you didn't kill yourself, and your not the wizard */
1593 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1594 { 1571 {
1595 int exp; 1572 int exp;
1596 1573
1597 /* Really don't give much experience for killing other players */ 1574 /* Really don't give much experience for killing other players */
1598 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1599 if (op->type == PLAYER) 1576 if (op->type == PLAYER)
1600 { 1577 {
1601 if (battleg) 1578 if (battleg)
1602 { 1579 {
1603 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 1598
1622 if (!settings.simple_exp) 1599 if (!settings.simple_exp)
1623 exp = exp / 2; 1600 exp = exp / 2;
1624 1601
1625 if (owner->type != PLAYER || owner->contr->party == NULL) 1602 if (owner->type != PLAYER || owner->contr->party == NULL)
1626 {
1627 change_exp (owner, exp, skill, 0); 1603 change_exp (owner, exp, skill, 0);
1628 }
1629 else 1604 else
1630 { 1605 {
1631 int shares = 0, count = 0; 1606 int shares = 0, count = 0;
1632
1633 player *pl; 1607 player *pl;
1634
1635 partylist *party = owner->contr->party; 1608 partylist *party = owner->contr->party;
1636 1609
1637#ifdef PARTY_KILL_LOG
1638 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1610 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1639#endif 1611
1640 for (pl = first_player; pl != NULL; pl = pl->next) 1612 for_all_players (pl)
1641 {
1642 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1613 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1643 { 1614 {
1644 count++; 1615 count++;
1645 shares += (pl->ob->level + 4); 1616 shares += (pl->ob->level + 4);
1646 } 1617 }
1647 } 1618
1648 if (count == 1 || shares > exp) 1619 if (count == 1 || shares > exp || !shares)
1649 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1620 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1650 else 1621 else
1651 { 1622 {
1652 int share = exp / shares, given = 0, nexp; 1623 int share = exp / shares, given = 0, nexp;
1653 1624
1654 for (pl = first_player; pl != NULL; pl = pl->next) 1625 for_all_players (pl)
1655 {
1656 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1657 { 1627 {
1658 nexp = (pl->ob->level + 4) * share; 1628 nexp = (pl->ob->level + 4) * share;
1659 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1629 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1660 given += nexp; 1630 given += nexp;
1661 } 1631 }
1662 } 1632
1663 exp -= given; 1633 exp -= given;
1664 /* give any remainder to the player */ 1634 /* give any remainder to the player */
1665 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1635 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1666 } 1636 }
1667 } /* else part of a party */ 1637 } /* else part of a party */
1668
1669 } /* end if person didn't kill himself */ 1638 } /* end if person didn't kill himself */
1670 1639
1671 if (op->type != PLAYER) 1640 if (op->type != PLAYER)
1672 { 1641 {
1673 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1642 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1674 { 1643 {
1675 object *owner1 = get_owner (op); 1644 object *owner1 = op->owner;
1676 1645
1677 if (owner1 != NULL && owner1->type == PLAYER) 1646 if (owner1 && owner1->type == PLAYER)
1678 { 1647 {
1679 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1680 /* Maybe we should include the owner that killed this, maybe not */ 1649 /* Maybe we should include the owner that killed this, maybe not */
1681 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1650 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1682 } 1651 }
1683 1652
1684 remove_friendly_object (op); 1653 remove_friendly_object (op);
1685 } 1654 }
1686 1655
1687 remove_ob (op); 1656 op->destroy ();
1688 free_object (op);
1689 } 1657 }
1690 /* Player has been killed! */
1691 else 1658 else
1692 { 1659 {
1660 /* Player has been killed! */
1693 if (owner->type == PLAYER) 1661 if (owner->type == PLAYER)
1694 {
1695 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1662 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1696 }
1697 else 1663 else
1698 assign (op->contr->killer, hitter->name); 1664 assign (op->contr->killer, hitter->name);
1699 } 1665 }
1700 1666
1701 /* This was return -1 - that doesn't seem correct - if we return -1, process 1667 /* This was return -1 - that doesn't seem correct - if we return -1, process
1725 return 0; 1691 return 0;
1726 1692
1727 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1693 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1728 return 1; 1694 return 1;
1729 1695
1730 if ((owner = get_owner (hitter)) != NULL) 1696 if ((owner = hitter->owner) != NULL)
1731 { 1697 {
1732 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1698 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1733 friendlyfire = 2; 1699 friendlyfire = 2;
1734 } 1700 }
1735 1701
1745 * is what is hitting the object, type is the attacktype, and 1711 * is what is hitting the object, type is the attacktype, and
1746 * full_hit is set if monster area does not matter. 1712 * full_hit is set if monster area does not matter.
1747 * dam is base damage - protections/vulnerabilities/slaying matches can 1713 * dam is base damage - protections/vulnerabilities/slaying matches can
1748 * modify it. 1714 * modify it.
1749 */ 1715 */
1750
1751 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1716/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1752 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1753
1754int 1718int
1755hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1719hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1756{ 1720{
1757 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1758 int maxattacktype, attacknum; 1722 int maxattacktype, attacknum;
1769 return 0; 1733 return 0;
1770 1734
1771#ifdef PROHIBIT_PLAYERKILL 1735#ifdef PROHIBIT_PLAYERKILL
1772 if (op->type == PLAYER) 1736 if (op->type == PLAYER)
1773 { 1737 {
1774 object *owner = get_owner (hitter); 1738 object *owner = hitter->owner;
1775 1739
1776 if (!owner) 1740 if (!owner)
1777 owner = hitter; 1741 owner = hitter;
1778 1742
1779 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1801 } 1765 }
1802 } 1766 }
1803 1767
1804 if (!simple_attack && op->type == DOOR) 1768 if (!simple_attack && op->type == DOOR)
1805 { 1769 {
1806 object *tmp;
1807
1808 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1770 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1809 if (tmp->type == RUNE || tmp->type == TRAP) 1771 if (tmp->type == RUNE || tmp->type == TRAP)
1810 { 1772 {
1811 spring_trap (tmp, hitter); 1773 spring_trap (tmp, hitter);
1774
1812 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1813 return 0; 1776 return 0;
1777
1814 break; 1778 break;
1815 } 1779 }
1816 } 1780 }
1817 1781
1818 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1819 { 1783 {
1820 /* FIXME: If a player is killed by a rune in a door, the 1784 /* FIXME: If a player is killed by a rune in a door, the
1821 * destroyed() check above doesn't return, and might get here. 1785 * destroyed() check above doesn't return, and might get here.
1822 */ 1786 */
1823 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1824 return 0; 1788 return 0;
1825 } 1789 }
1826 1790
1827#ifdef ATTACK_DEBUG 1791#ifdef ATTACK_DEBUG
1828 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1834 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1835 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1836 if (dam >= 100) 1800 if (dam >= 100)
1837 dam /= 100; 1801 dam /= 100;
1838 else 1802 else
1839 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1803 dam = (dam > rndm (0, 99)) ? 1 : 0;
1840 } 1804 }
1841 1805
1842 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1843 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1844 */ 1808 */
1864 (hitter->title != NULL 1828 (hitter->title != NULL
1865 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1866 return 0; 1830 return 0;
1867 } 1831 }
1868 1832
1869 maxattacktype = type; /* initialize this to something */ 1833 maxattacktype = type; /* initialise this to something */
1870 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1871 { 1835 {
1872 /* Magic isn't really a true attack type - it gets combined with other 1836 /* Magic isn't really a true attack type - it gets combined with other
1873 * attack types. As such, skip it over. However, if magic is 1837 * attack types. As such, skip it over. However, if magic is
1874 * the only attacktype in the group, then still attack with it 1838 * the only attacktype in the group, then still attack with it
1927 1891
1928 /* basically: maxdam /= area; we try to "simulate" a float 1892 /* basically: maxdam /= area; we try to "simulate" a float
1929 value-effect */ 1893 value-effect */
1930 remainder = 100 * (maxdam % area) / area; 1894 remainder = 100 * (maxdam % area) / area;
1931 maxdam /= area; 1895 maxdam /= area;
1932 if (RANDOM () % 100 < remainder) 1896 if (rndm (100) < remainder)
1933 maxdam++; 1897 maxdam++;
1934 } 1898 }
1935 1899
1936#ifdef ATTACK_DEBUG 1900#ifdef ATTACK_DEBUG
1937 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1938#endif 1902#endif
1939 1903
1940 if (get_owner (hitter)) 1904 if (hitter->owner)
1941 op->enemy = hitter->owner; 1905 op->enemy = hitter->owner;
1942 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1943 op->enemy = hitter; 1907 op->enemy = hitter;
1944 1908
1945 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1970 1934
1971 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1935 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1972 { 1936 {
1973 if (maxdam) 1937 if (maxdam)
1974 tear_down_wall (op); 1938 tear_down_wall (op);
1939
1975 return maxdam; /* nothing more to do for wall */ 1940 return maxdam; /* nothing more to do for wall */
1976 } 1941 }
1977 1942
1978 /* See if the creature has been killed */ 1943 /* See if the creature has been killed */
1979 rtn_kill = kill_object (op, maxdam, hitter, type); 1944 rtn_kill = kill_object (op, maxdam, hitter, type);
1987 */ 1952 */
1988 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1989 { 1954 {
1990 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1991 remove_friendly_object (hitter); 1956 remove_friendly_object (hitter);
1992 remove_ob (hitter); 1957
1993 free_object (hitter); 1958 hitter->destroy ();
1994 } 1959 }
1995 /* Lets handle creatures that are splitting now */ 1960 /* Lets handle creatures that are splitting now */
1996 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1997 { 1962 {
1998 int i; 1963 int i;
1999 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2000 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2001 object *owner = get_owner (op); 1966 object *owner = op->owner;
2002 1967
2003 if (!op->other_arch) 1968 if (!op->other_arch)
2004 { 1969 {
2005 LOG (llevError, "SPLITTING without other_arch error.\n"); 1970 LOG (llevError, "SPLITTING without other_arch error.\n");
2006 return maxdam; 1971 return maxdam;
2007 } 1972 }
1973
2008 remove_ob (op); 1974 op->remove ();
1975
2009 for (i = 0; i < NROFNEWOBJS (op); i++) 1976 for (i = 0; i < NROFNEWOBJS (op); i++)
2010 { /* This doesn't handle op->more yet */ 1977 { /* This doesn't handle op->more yet */
2011 object *tmp = arch_to_object (op->other_arch); 1978 object *tmp = arch_to_object (op->other_arch);
2012 int j; 1979 int j;
2013 1980
2014 tmp->stats.hp = op->stats.hp; 1981 tmp->stats.hp = op->stats.hp;
1982
2015 if (friendly) 1983 if (friendly)
2016 { 1984 {
2017 SET_FLAG (tmp, FLAG_FRIENDLY);
2018 add_friendly_object (tmp); 1985 add_friendly_object (tmp);
2019 tmp->attack_movement = PETMOVE; 1986 tmp->attack_movement = PETMOVE;
1987
2020 if (owner != NULL) 1988 if (owner)
2021 set_owner (tmp, owner); 1989 tmp->set_owner (owner);
2022 } 1990 }
1991
2023 if (unaggressive) 1992 if (unaggressive)
2024 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994
2025 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1995 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996
2026 if (j == -1) /* No spot to put this monster */ 1997 if (j == -1) /* No spot to put this monster */
2027 free_object (tmp); 1998 tmp->destroy ();
2028 else 1999 else
2029 { 2000 {
2030 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 2001 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2031 insert_ob_in_map (tmp, op->map, NULL, 0); 2002 insert_ob_in_map (tmp, op->map, NULL, 0);
2032 } 2003 }
2033 } 2004 }
2034 if (friendly) 2005
2035 remove_friendly_object (op); 2006 op->destroy ();
2036 free_object (op);
2037 } 2007 }
2038 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2039 { 2009 hitter->destroy ();
2040 remove_ob (hitter); 2010
2041 free_object (hitter);
2042 }
2043 return maxdam; 2011 return maxdam;
2044} 2012}
2045 2013
2046 2014
2047void 2015void
2068 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2069 tmp->stats.dam += hitter->level / 2; 2037 tmp->stats.dam += hitter->level / 2;
2070 else 2038 else
2071 tmp->stats.dam = dam; 2039 tmp->stats.dam = dam;
2072 2040
2073 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2074 if (hitter->skill && hitter->skill != tmp->skill) 2042 if (hitter->skill && hitter->skill != tmp->skill)
2075 { 2043 {
2076 tmp->skill = hitter->skill; 2044 tmp->skill = hitter->skill;
2077 } 2045 }
2078 2046
2084 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2085 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2086 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2087 tmp->stats.Int = MAX (-dam / 7, -10); 2055 tmp->stats.Int = MAX (-dam / 7, -10);
2088 SET_FLAG (tmp, FLAG_APPLIED); 2056 SET_FLAG (tmp, FLAG_APPLIED);
2089 fix_player (op); 2057 op->update_stats ();
2090 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2091 } 2059 }
2092 if (hitter->type == PLAYER) 2060 if (hitter->type == PLAYER)
2093 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2094 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2095 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2096 } 2064 }
2097 tmp->speed_left = 0; 2065 tmp->speed_left = 0;
2098 } 2066 }
2099 else 2067 else
2118 } 2086 }
2119 else 2087 else
2120 tmp->stats.food++; 2088 tmp->stats.food++;
2121 SET_FLAG (tmp, FLAG_APPLIED); 2089 SET_FLAG (tmp, FLAG_APPLIED);
2122 tmp->speed_left = 0; 2090 tmp->speed_left = 0;
2123 fix_player (op); 2091 op->update_stats ();
2124} 2092}
2125 2093
2126void 2094void
2127confuse_player (object *op, object *hitter, int dam) 2095confuse_player (object *op, object *hitter, int dam)
2128{ 2096{
2172 */ 2140 */
2173 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2174 2142
2175 tmp = insert_ob_in_ob (tmp, op); 2143 tmp = insert_ob_in_ob (tmp, op);
2176 change_abil (op, tmp); /* Mostly to display any messages */ 2144 change_abil (op, tmp); /* Mostly to display any messages */
2177 fix_player (op); /* This takes care of some other stuff */ 2145 op->update_stats (); /* This takes care of some other stuff */
2178 2146
2179 if (hitter->owner) 2147 if (hitter->owner)
2180 owner = get_owner (hitter); 2148 owner = hitter->owner;
2181 else 2149 else
2182 owner = hitter; 2150 owner = hitter;
2183 2151
2184 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2185 } 2153 }
2331 } 2299 }
2332 2300
2333 /* aimed missiles use the owning object's sight */ 2301 /* aimed missiles use the owning object's sight */
2334 if (is_aimed_missile (hitter)) 2302 if (is_aimed_missile (hitter))
2335 { 2303 {
2336 if ((attacker = get_owner (hitter)) == NULL) 2304 if ((attacker = hitter->owner) == NULL)
2337 attacker = hitter; 2305 attacker = hitter;
2338 /* A player who saves but hasn't quit still could have objects 2306 /* A player who saves but hasn't quit still could have objects
2339 * owned by him - need to handle that case to avoid crashes. 2307 * owned by him - need to handle that case to avoid crashes.
2340 */ 2308 */
2341 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))

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