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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 00:14:51 2006 UTC vs.
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: attack.C,v 1.13 2006/09/14 00:14:51 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
40 31
41typedef struct att_msg_str 32typedef struct att_msg_str
42{ 33{
43 char *msg1; 34 char *msg1;
44 char *msg2; 35 char *msg2;
50 * its magical benefits. 41 * its magical benefits.
51 */ 42 */
52void 43void
53cancellation (object *op) 44cancellation (object *op)
54{ 45{
55 object *tmp;
56
57 if (op->invisible) 46 if (op->invisible)
58 return; 47 return;
59 48
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 50 {
62 /* Recur through the inventory */ 51 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 54 cancellation (tmp);
66 } 55 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
68 { 57 {
69 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
71 op->magic = 0; 60 op->magic = 0;
61
72 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
76 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
79 }
80 } 69 }
81} 70}
82
83
84 71
85/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 74 * any further action (like destroying the item).
88 */ 75 */
89
90int 76int
91did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
92{ 78{
93 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 80 materialtype_t *mt;
95 81
96 if (op->materialname == NULL) 82 if (op->materialname == NULL)
97 { 83 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material) 85 if (op->materials & mt->material)
101 break; 86 break;
102 }
103 } 87 }
104 else 88 else
105 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90
106 if (mt == NULL) 91 if (mt == NULL)
107 return TRUE; 92 return TRUE;
93
108 roll = rndm (1, 20); 94 roll = rndm (1, 20);
109 95
110 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
141 saves++; 127 saves++;
142 } 128 }
143 129
144 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
145 return TRUE; 131 return TRUE;
132
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 134 return FALSE;
135
148 return TRUE; 136 return TRUE;
149} 137}
150 138
151/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 141 * calling cancellation, etc.)
154 */ 142 */
155
156void 143void
157save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
158{ 145{
159 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
160 { 147 {
161 object *env = op->env; 148 object *env = op->env;
162 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 150 maptile *m = op->map;
164 151
165 op = stop_item (op); 152 op = stop_item (op);
166 if (op == NULL) 153 if (op == NULL)
167 return; 154 return;
168 155
218 } 205 }
219 else 206 else
220 { 207 {
221 if (op->env) 208 if (op->env)
222 { 209 {
223 object *tmp = is_player_inv (op->env); 210 object *tmp = op->in_player ();
224 211
225 if (tmp) 212 if (tmp)
226 esrv_del_item (tmp->contr, op->count); 213 esrv_del_item (tmp->contr, op->count);
227 } 214 }
228 215
229 if (!QUERY_FLAG (op, FLAG_REMOVED)) 216 op->destroy ();
230 remove_ob (op);
231
232 free_object (op);
233 } 217 }
234 218
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 220 if (env)
237 { 221 {
242 else 226 else
243 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map ("burnout", originator);
244 228
245 return; 229 return;
246 } 230 }
231
247 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
248 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) && (RANDOM () & 2))
249 { 234 {
250 object *tmp; 235 object *tmp;
251 archetype *at = find_archetype ("icecube"); 236 archetype *at = archetype::find ("icecube");
252 237
253 if (at == NULL) 238 if (at == NULL)
254 return; 239 return;
240
255 op = stop_item (op); 241 op = stop_item (op);
256 if (op == NULL) 242 if (op == NULL)
257 return; 243 return;
244
258 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
259 { 246 {
260 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
261 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
262 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
265 */ 252 */
266 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
267 tmp->move_slow = 0; 254 tmp->move_slow = 0;
268 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
269 } 256 }
257
270 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 if (!QUERY_FLAG (op, FLAG_REMOVED))
271 remove_ob (op); 259 op->remove ();
260
272 (void) insert_ob_in_ob (op, tmp); 261 insert_ob_in_ob (op, tmp);
273 return; 262 return;
274 } 263 }
275} 264}
276 265
277/* Object op is hitting the map. 266/* Object op is hitting the map.
278 * op is going in direction 'dir' 267 * op is going in direction 'dir'
279 * type is the attacktype of the object. 268 * type is the attacktype of the object.
280 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
281 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
282 */ 271 */
283
284int 272int
285hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
286{ 274{
287 object *tmp, *next;
288 mapstruct *map; 275 maptile *map;
289 sint16 x, y; 276 sint16 x, y;
290 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 277 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
291 278
292 tag_t op_tag, next_tag = 0;
293
294 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (QUERY_FLAG (op, FLAG_FREED))
295 { 280 {
296 LOG (llevError, "BUG: hit_map(): free object\n"); 281 LOG (llevError, "BUG: hit_map(): free object\n");
297 return 0; 282 return 0;
298 } 283 }
309 return 0; 294 return 0;
310 } 295 }
311 296
312 if (op->head) 297 if (op->head)
313 op = op->head; 298 op = op->head;
314
315 op_tag = op->count;
316 299
317 map = op->map; 300 map = op->map;
318 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
319 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
320 303
321 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
322 306
323 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
324 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
325 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
326 return 0; 312 return 0;
327 313
328 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
329 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
330 */ 316 */
331 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
332 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
333 { 320 {
334 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
335 322
336 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
337 * to do any further processing. 324 * to do any further processing.
338 */
339 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
340 return 0;
341
342 type &= ~AT_COUNTERSPELL;
343 }
344
345 if (type & AT_CHAOS)
346 {
347 shuffle_attack (op, 1); /*1 flag tells it to change the face */
348 update_object (op, UP_OBJ_FACE);
349 type &= ~AT_CHAOS;
350 }
351
352 next = get_map_ob (map, x, y);
353 if (next)
354 next_tag = next->count;
355
356 while (next)
357 {
358 if (was_destroyed (next, next_tag))
359 {
360 /* There may still be objects that were above 'next', but there is no
361 * simple way to find out short of copying all object references and
362 * tags into a temporary array before we start processing the first
363 * object. That's why we just abort.
364 *
365 * This happens whenever attack spells (like fire) hit a pile
366 * of objects. This is not a bug - nor an error. The errormessage
367 * below was spamming the logs for absolutely no reason.
368 */ 325 */
369 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
370 break; 327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
371 } 333 {
334 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338 }
372 339
340 /* There may still be objects that were above 'next', but there is no
341 * simple way to find out short of copying all object references and
342 * tags into a temporary array before we start processing the first
343 * object. That's why we just abort on destroy.
344 *
345 * This happens whenever attack spells (like fire) hit a pile
346 * of objects. This is not a bug - nor an error.
347 */
348 for (object *next = ms.bot; next && !next->destroyed (); )
349 {
373 tmp = next; 350 object *tmp = next;
374 next = tmp->above; 351 next = tmp->above;
375
376 if (next)
377 next_tag = next->count;
378
379 if (QUERY_FLAG (tmp, FLAG_FREED))
380 {
381 LOG (llevError, "BUG: hit_map(): found freed object\n");
382 break;
383 }
384 352
385 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386 * For example, 'tmp' was put in an icecube. 354 * For example, 'tmp' was put in an icecube.
387 * This is one of the few cases where on_same_map should not be used. 355 * This is one of the few cases where on_same_map should not be used.
388 */ 356 */
391 359
392 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
393 { 361 {
394 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
395 retflag |= 1; 363 retflag |= 1;
364
396 if (was_destroyed (op, op_tag)) 365 if (op->destroyed ())
397 break; 366 break;
398 } 367 }
399
400 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
401 * NO_PASS set, it is also immune - you can't destroy walls. Note 369 * NO_PASS set, it is also immune - you can't destroy walls. Note
402 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
403 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
404 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
405 * destroyed right now. 373 * destroyed right now.
406 */ 374 */
407 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
408 { 376 {
409 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378
410 if (was_destroyed (op, op_tag)) 379 if (op->destroyed ())
411 break; 380 break;
412 } 381 }
413 } 382 }
414 383
415 return 0; 384 return 0;
418void 387void
419attack_message (int dam, int type, object *op, object *hitter) 388attack_message (int dam, int type, object *op, object *hitter)
420{ 389{
421 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
422 int i, found = 0; 391 int i, found = 0;
423 mapstruct *map; 392 maptile *map;
424 object *next, *tmp; 393 object *next, *tmp;
425 394
426 /* put in a few special messages for some of the common attacktypes 395 /* put in a few special messages for some of the common attacktypes
427 * a player might have. For example, fire, electric, cold, etc 396 * a player might have. For example, fire, electric, cold, etc
428 * [garbled 20010919] 397 * [garbled 20010919]
445 sprintf (buf1, "missed %s", &op->name); 414 sprintf (buf1, "missed %s", &op->name);
446 sprintf (buf2, " misses"); 415 sprintf (buf2, " misses");
447 found++; 416 found++;
448 } 417 }
449 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
450 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
451 { 420 {
452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 421 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
453 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 422 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
454 { 423 {
455 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 424 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
467 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
468 found++; 437 found++;
469 break; 438 break;
470 } 439 }
471 } 440 }
472 else if (hitter->type == PLAYER && IS_LIVE (op)) 441 else if (hitter->type == PLAYER && op->is_alive ())
473 { 442 {
474 if (USING_SKILL (hitter, SK_KARATE)) 443 if (USING_SKILL (hitter, SK_KARATE))
475 { 444 {
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
477 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 446 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
503 found++; 472 found++;
504 break; 473 break;
505 } 474 }
506 } 475 }
507 } 476 }
477
508 if (found) 478 if (found)
509 { 479 {
510 /* done */ 480 /* done */
511 } 481 }
512 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
513 { 483 {
514 sprintf (buf1, "hit"); /* just in case */ 484 sprintf (buf1, "hit"); /* just in case */
515 for (i = 0; i < MAXATTACKMESS; i++) 485 for (i = 0; i < MAXATTACKMESS; i++)
516 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 486 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
517 { 487 {
518 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
519 found++; 489 found++;
520 break; 490 break;
521 } 491 }
522 } 492 }
523 else if (type & AT_DRAIN && IS_LIVE (op)) 493 else if (type & AT_DRAIN && op->is_alive ())
524 { 494 {
525 /* drain is first, because some items have multiple attypes */ 495 /* drain is first, because some items have multiple attypes */
526 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 496 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
527 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 497 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
528 { 498 {
530 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
531 found++; 501 found++;
532 break; 502 break;
533 } 503 }
534 } 504 }
535 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 505 else if (type & AT_ELECTRICITY && op->is_alive ())
536 { 506 {
537 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 507 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
538 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 508 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
539 { 509 {
540 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 510 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
541 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
542 found++; 512 found++;
543 break; 513 break;
544 } 514 }
545 } 515 }
546 else if (type & AT_COLD && IS_LIVE (op)) 516 else if (type & AT_COLD && op->is_alive ())
547 { 517 {
548 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 518 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
549 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 519 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
550 { 520 {
551 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 521 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
628 strcpy (buf1, "hit"); 598 strcpy (buf1, "hit");
629 strcpy (buf2, " hits"); 599 strcpy (buf2, " hits");
630 } 600 }
631 601
632 /* bail out if a monster is casting spells */ 602 /* bail out if a monster is casting spells */
633 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
634 return; 604 return;
635 605
636 /* scale down magic considerably. */ 606 /* scale down magic considerably. */
637 if (type & AT_MAGIC && rndm (0, 5)) 607 if (type & AT_MAGIC && rndm (0, 5))
638 return; 608 return;
639 609
640 /* Did a player hurt another player? Inform both! */ 610 /* Did a player hurt another player? Inform both! */
641 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 611 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642 { 612 {
643 if (get_owner (hitter) != NULL) 613 if (hitter->owner != NULL)
644 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
645 else 615 else
646 { 616 {
647 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
648 if (dam != 0) 618 if (dam != 0)
670 else 640 else
671 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
672 } 642 }
673 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
674 } 644 }
675 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
676 { 646 {
677 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
678 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
679 { 649 {
680 i = 4; 650 i = 4;
681 map = hitter->map; 651 map = hitter->map;
682 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
683 return; 653 return;
654
684 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
685 if (next) 656 if (next)
686 while (next) 657 while (next)
687 { 658 {
688 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689 i *= 3; 660 i *= 3;
690 tmp = next; 661 tmp = next;
691 next = tmp->above; 662 next = tmp->above;
692 } 663 }
664
693 if (i < 0) 665 if (i < 0)
694 return; 666 return;
667
695 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
696 return; 669 return;
697 } 670 }
698 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
699 return; 672 return;
673
700 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
701 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
702 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
703 } 677 }
704} 678}
755attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 729attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
756{ 730{
757 int simple_attack, roll, dam = 0; 731 int simple_attack, roll, dam = 0;
758 uint32 type; 732 uint32 type;
759 shstr op_name; 733 shstr op_name;
760 tag_t op_tag, hitter_tag;
761 734
762 if (get_attack_mode (&op, &hitter, &simple_attack)) 735 if (get_attack_mode (&op, &hitter, &simple_attack))
763 goto error; 736 goto error;
764 737
765 if (hitter->current_weapon) 738 if (hitter->current_weapon)
766 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 739 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767 return RESULT_INT (0); 740 return RESULT_INT (0);
768 741
769 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 742 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770 return RESULT_INT (0); 743 return RESULT_INT (0);
771
772 op_tag = op->count;
773 hitter_tag = hitter->count;
774 744
775 /* 745 /*
776 * A little check to make it more difficult to dance forward and back 746 * A little check to make it more difficult to dance forward and back
777 * to avoid ever being hit by monsters. 747 * to avoid ever being hit by monsters.
778 */ 748 */
783 * which then gets here again. By decreasing the speed before 753 * which then gets here again. By decreasing the speed before
784 * we call process_object, the 'if' statement above will fail. 754 * we call process_object, the 'if' statement above will fail.
785 */ 755 */
786 op->speed_left--; 756 op->speed_left--;
787 process_object (op); 757 process_object (op);
758
788 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
789 goto error; 760 goto error;
790 } 761 }
791 762
792 op_name = op->name; 763 op_name = op->name;
793 764
802 { 773 {
803 int hitdam = base_dam; 774 int hitdam = base_dam;
804 775
805 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
806 { 777 {
807 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
808 { 779 {
809 hitter->casting_time = -1; 780 hitter->casting_time = -1;
810 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); 781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
811 } 782 }
783
812 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
813 { 785 {
814 op->casting_time = -1; 786 op->casting_time = -1;
815 if (op->type == PLAYER) 787 if (op->type == PLAYER)
816 { 788 {
817 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!");
818 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);
819 } 791 }
820 } 792 }
821 } 793 }
794
822 if (!simple_attack) 795 if (!simple_attack)
823 { 796 {
824 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
825 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
826 * -b.t. */ 799 * -b.t. */
827 if (QUERY_FLAG (op, FLAG_SLEEP)) 800 if (QUERY_FLAG (op, FLAG_SLEEP))
828 CLEAR_FLAG (op, FLAG_SLEEP); 801 CLEAR_FLAG (op, FLAG_SLEEP);
829 802
830 /* If the victim can't see the attacker, it may alert others 803 /* If the victim can't see the attacker, it may alert others
831 * for help. */ 804 * for help. */
832 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 805 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
833 npc_call_help (op); 806 npc_call_help (op);
834 807
835 /* if you were hidden and hit by a creature, you are discovered */ 808 /* if you were hidden and hit by a creature, you are discovered */
836 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
837 { 810 {
838 make_visible (op); 811 make_visible (op);
812
839 if (op->type == PLAYER) 813 if (op->type == PLAYER)
840 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 814 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
841 } 815 }
842 816
843 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
844 * when they hit the victim. For things like thrown daggers, 818 * when they hit the victim. For things like thrown daggers,
845 * this sets 'hitter' to the actual dagger, and not the 819 * this sets 'hitter' to the actual dagger, and not the
846 * wrapper object. 820 * wrapper object.
847 */ 821 */
848 thrown_item_effect (hitter, op); 822 thrown_item_effect (hitter, op);
823
849 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 824 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
850 goto leave; 825 goto leave;
851 } 826 }
852 827
853 /* Need to do at least 1 damage, otherwise there is no point 828 /* Need to do at least 1 damage, otherwise there is no point
854 * to go further and it will cause FPE's below. 829 * to go further and it will cause FPE's below.
855 */ 830 */
856 if (hitdam <= 0) 831 if (hitdam <= 0)
857 hitdam = 1; 832 hitdam = 1;
858 833
859 type = hitter->attacktype; 834 type = hitter->attacktype;
835
860 if (!type) 836 if (!type)
861 type = AT_PHYSICAL; 837 type = AT_PHYSICAL;
838
862 /* Handle monsters that hit back */ 839 /* Handle monsters that hit back */
863 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
864 { 841 {
865 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 842 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
866 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 843 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
844
867 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 845 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
846
868 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 847 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
869 goto leave; 848 goto leave;
870 } 849 }
871 850
872 /* In the new attack code, it should handle multiple attack 851 /* In the new attack code, it should handle multiple attack
873 * types in its area, so remove it from here. 852 * types in its area, so remove it from here.
874 */ 853 */
875 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 854 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
855
876 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 856 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
877 goto leave; 857 goto leave;
878 } /* end of if hitter hit op */ 858 } /* end of if hitter hit op */
879 /* if we missed, dam=0 */ 859 /* if we missed, dam=0 */
880 860
881 /*attack_message(dam, type, op, hitter); */ 861 /*attack_message(dam, type, op, hitter); */
891} 871}
892 872
893int 873int
894attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
895{ 875{
896
897 if (hitter->head)
898 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
899 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
900} 879}
901 880
902/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
903 * 882 *
912 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
913 * stick around. 892 * stick around.
914 */ 893 */
915 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
916 { 895 {
917 if (tmp->head != NULL)
918 tmp = tmp->head; 896 tmp = tmp->head_ ();
919 897
920 remove_ob (op); 898 op->remove ();
921 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
922 900
923 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
924 esrv_send_item (tmp, op); 902 esrv_send_item (tmp, op);
925 903
938object * 916object *
939hit_with_arrow (object *op, object *victim) 917hit_with_arrow (object *op, object *victim)
940{ 918{
941 object *container, *hitter; 919 object *container, *hitter;
942 int hit_something = 0; 920 int hit_something = 0;
943 tag_t victim_tag, hitter_tag;
944 sint16 victim_x, victim_y;
945 921
946 /* Disassemble missile */ 922 /* Disassemble missile */
947 if (op->inv) 923 if (op->inv)
948 { 924 {
949 container = op; 925 container = op;
950 hitter = op->inv; 926 hitter = op->inv;
951 remove_ob (hitter); 927 hitter->remove ();
952 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);
953 /* 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
954 * might be called until this THROWN_OBJ is either reassembled or 930 * might be called until this THROWN_OBJ is either reassembled or
955 * 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
956 * THROWN_OBJs. */ 932 * THROWN_OBJs. */
957 } 933 }
958 else 934 else
959 { 935 {
960 container = NULL; 936 container = 0;
961 hitter = op; 937 hitter = op;
962 } 938 }
963 939
964 /* Try to hit victim */ 940 /* Try to hit victim */
965 victim_x = victim->x;
966 victim_y = victim->y;
967 victim_tag = victim->count;
968 hitter_tag = hitter->count;
969
970 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);
971 942
972 /* 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
973 * arrow, move_apply() calls this function, arrow sticks in demon, 944 * arrow, move_apply() calls this function, arrow sticks in demon,
974 * 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
975 * but is no longer on the map. Ugh. (Beware: Such things can happen at 946 * but is no longer on the map. Ugh. (Beware: Such things can happen at
976 * other places as well!) 947 * other places as well!)
977 */ 948 */
978 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 949 if (hitter->destroyed () || hitter->env != NULL)
979 { 950 {
980 if (container) 951 if (container)
981 { 952 {
982 remove_ob (container); 953 container->remove ();
983 free_object (container); 954 container->destroy ();
984 } 955 }
956
985 return NULL; 957 return 0;
986 } 958 }
987 959
988 /* Missile hit victim */ 960 /* Missile hit victim */
989 /* 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
990 * through the target 962 * through the target
991 */ 963 */
992 if (hit_something && op->speed <= 10.0) 964 if (hit_something && op->speed <= 10.0)
993 { 965 {
994 /* Stop arrow */ 966 /* Stop arrow */
995 if (container == NULL) 967 if (!container)
996 { 968 {
997 hitter = fix_stopped_arrow (hitter); 969 hitter = fix_stopped_arrow (hitter);
998 if (hitter == NULL) 970 if (!hitter)
999 return NULL; 971 return 0;
1000 } 972 }
1001 else 973 else
1002 { 974 container->destroy ();
1003 remove_ob (container);
1004 free_object (container);
1005 }
1006 975
1007 /* Try to stick arrow into victim */ 976 /* Try to stick arrow into victim */
1008 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 977 if (!victim->destroyed () && stick_arrow (hitter, victim))
1009 return NULL; 978 return 0;
1010 979
1011 /* Else try to put arrow on victim's map square 980 /* Else try to put arrow on victim's map square
1012 * 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
1013 * space, that is good enough - with the new movement code, 982 * space, that is good enough - with the new movement code,
1014 * there is now the potential for lots of spaces where something 983 * there is now the potential for lots of spaces where something
1015 * 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
1016 * way to handle those otherwise? 985 * way to handle those otherwise?
1017 */ 986 */
1018 if (victim_x != hitter->x || victim_y != hitter->y) 987 if (victim->x != hitter->x || victim->y != hitter->y)
1019 { 988 {
1020 remove_ob (hitter); 989 hitter->remove ();
1021 hitter->x = victim_x; 990 hitter->x = victim->x;
1022 hitter->y = victim_y; 991 hitter->y = victim->y;
1023 insert_ob_in_map (hitter, victim->map, hitter, 0); 992 insert_ob_in_map (hitter, victim->map, hitter, 0);
1024 } 993 }
1025 else 994 else
1026 {
1027 /* Else leave arrow where it is */ 995 /* Else leave arrow where it is */
1028 merge_ob (hitter, NULL); 996 merge_ob (hitter, NULL);
1029 } 997
1030 return NULL; 998 return 0;
1031 } 999 }
1032 1000
1033 if (hit_something && op->speed >= 10.0) 1001 if (hit_something && op->speed >= 10.0)
1034 op->speed -= 1.0; 1002 op->speed -= 1.0;
1035 1003
1036 /* Missile missed victim - reassemble missile */ 1004 /* Missile missed victim - reassemble missile */
1037 if (container) 1005 if (container)
1038 { 1006 {
1039 remove_ob (hitter); 1007 hitter->remove ();
1040 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1041 } 1009 }
1010
1042 return op; 1011 return op;
1043} 1012}
1044
1045 1013
1046void 1014void
1047tear_down_wall (object *op) 1015tear_down_wall (object *op)
1048{ 1016{
1049 int perc = 0; 1017 int perc = 0;
1055 } 1023 }
1056 else if (!GET_ANIM_ID (op)) 1024 else if (!GET_ANIM_ID (op))
1057 { 1025 {
1058 /* Object has been called - no animations, so remove it */ 1026 /* Object has been called - no animations, so remove it */
1059 if (op->stats.hp < 0) 1027 if (op->stats.hp < 0)
1028 op->destroy ();
1060 { 1029
1061 remove_ob (op); /* Should update LOS */
1062 free_object (op);
1063 /* Don't know why this is here - remove_ob should do it for us */
1064 /*update_position(m, x, y); */
1065 }
1066 return; /* no animations, so nothing more to do */ 1030 return; /* no animations, so nothing more to do */
1067 } 1031 }
1032
1068 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1033 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1034
1069 if (perc >= (int) NUM_ANIMATIONS (op)) 1035 if (perc >= (int) NUM_ANIMATIONS (op))
1070 perc = NUM_ANIMATIONS (op) - 1; 1036 perc = NUM_ANIMATIONS (op) - 1;
1071 else if (perc < 1) 1037 else if (perc < 1)
1072 perc = 1; 1038 perc = 1;
1039
1073 SET_ANIMATION (op, perc); 1040 SET_ANIMATION (op, perc);
1074 update_object (op, UP_OBJ_FACE); 1041 update_object (op, UP_OBJ_FACE);
1042
1075 if (perc == NUM_ANIMATIONS (op) - 1) 1043 if (perc == NUM_ANIMATIONS (op) - 1)
1076 { /* Reached the last animation */ 1044 { /* Reached the last animation */
1077 if (op->face == blank_face) 1045 if (op->face == blank_face)
1078 {
1079 /* If the last face is blank, remove the ob */ 1046 /* If the last face is blank, remove the ob */
1080 remove_ob (op); /* Should update LOS */ 1047 op->destroy ();
1081 free_object (op);
1082
1083 /* remove_ob should call update_position for us */
1084 /*update_position(m, x, y); */
1085
1086 }
1087 else 1048 else
1088 { /* The last face was not blank, leave an image */ 1049 { /* The last face was not blank, leave an image */
1089 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1090 update_all_los (op->map, op->x, op->y); 1051 update_all_los (op->map, op->x, op->y);
1091 op->move_block = 0; 1052 op->move_block = 0;
1095} 1056}
1096 1057
1097void 1058void
1098scare_creature (object *target, object *hitter) 1059scare_creature (object *target, object *hitter)
1099{ 1060{
1100 object *owner = get_owner (hitter); 1061 object *owner = hitter->owner;
1101 1062
1102 if (!owner) 1063 if (!owner)
1103 owner = hitter; 1064 owner = hitter;
1104 1065
1105 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1106 if (!target->enemy) 1067 if (!target->enemy)
1107 target->enemy = owner; 1068 target->enemy = owner;
1108} 1069}
1109
1110 1070
1111/* This returns the amount of damage hitter does to op with the 1071/* This returns the amount of damage hitter does to op with the
1112 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1113 * This doesn't damage the player, but returns how much it should 1073 * This doesn't damage the player, but returns how much it should
1114 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1115 * Note - changed for PR code - we now pass the attack number and not 1075 * Note - changed for PR code - we now pass the attack number and not
1116 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1117
1118int 1077int
1119hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1120{ 1079{
1121
1122 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1123 1081
1124 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1125 if (attacknum >= NROFATTACKS) 1083 if (attacknum >= NROFATTACKS)
1126 { 1084 {
1128 return 0; 1086 return 0;
1129 } 1087 }
1130 1088
1131 if (dam < 0) 1089 if (dam < 0)
1132 { 1090 {
1133 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1092 dam, hitter->debug_desc (), op->debug_desc ());
1134 return 0; 1093 return 0;
1135 } 1094 }
1136 1095
1137 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1096 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1138 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1139 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1140 return dam; 1099 return dam;
1141 1100
1142 if (hitter->slaying) 1101 if (hitter->slaying)
1143 { 1102 {
1144 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1145 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1146 { 1105 {
1147 doesnt_slay = 0; 1106 doesnt_slay = 0;
1148 dam *= 3; 1107 dam *= 3;
1149 } 1108 }
1150 } 1109 }
1164 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1165 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1166 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1167 * special processing is needed */ 1126 * special processing is needed */
1168 1127
1169 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1170 return 0; 1131 return 0;
1171 1132
1172 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1173 1134
1174 switch (attacknum) 1135 switch (attacknum)
1175 { 1136 {
1176 case ATNR_PHYSICAL: 1137 case ATNR_PHYSICAL:
1177 /* here also check for diseases */ 1138 /* here also check for diseases */
1178 check_physically_infect (op, hitter); 1139 check_physically_infect (op, hitter);
1179 break; 1140 break;
1180 1141
1181 /* Don't need to do anything for: 1142 /* Don't need to do anything for:
1182 magic, 1143 magic,
1183 fire, 1144 fire,
1184 electricity, 1145 electricity,
1185 cold */ 1146 cold */
1186 1147
1187 case ATNR_CONFUSION: 1148 case ATNR_CONFUSION:
1188 case ATNR_POISON: 1149 case ATNR_POISON:
1189 case ATNR_SLOW: 1150 case ATNR_SLOW:
1190 case ATNR_PARALYZE: 1151 case ATNR_PARALYZE:
1191 case ATNR_FEAR: 1152 case ATNR_FEAR:
1192 case ATNR_CANCELLATION: 1153 case ATNR_CANCELLATION:
1193 case ATNR_DEPLETE: 1154 case ATNR_DEPLETE:
1194 case ATNR_BLIND: 1155 case ATNR_BLIND:
1195 { 1156 {
1196 /* chance for inflicting a special attack depends on the 1157 /* chance for inflicting a special attack depends on the
1197 * difference between attacker's and defender's level 1158 * difference between attacker's and defender's level
1198 */ 1159 */
1199 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1200 1161
1201 /* First, only creatures/players with speed can be affected. 1162 /* First, only creatures/players with speed can be affected.
1202 * Second, just getting hit doesn't mean it always affects 1163 * Second, just getting hit doesn't mean it always affects
1203 * you. Third, you still get a saving through against the 1164 * you. Third, you still get a saving through against the
1204 * effect. 1165 * effect.
1205 */ 1166 */
1206 if (op->speed && 1167 if (op->speed &&
1207 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1208 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1169 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1209 { 1170 {
1210 1171
1211 /* Player has been hit by something */ 1172 /* Player has been hit by something */
1212 if (attacknum == ATNR_CONFUSION) 1173 if (attacknum == ATNR_CONFUSION)
1213 confuse_player (op, hitter, dam); 1174 confuse_player (op, hitter, dam);
1214 else if (attacknum == ATNR_POISON) 1175 else if (attacknum == ATNR_POISON)
1215 poison_player (op, hitter, dam); 1176 poison_player (op, hitter, dam);
1216 else if (attacknum == ATNR_SLOW) 1177 else if (attacknum == ATNR_SLOW)
1217 slow_player (op, hitter, dam); 1178 slow_player (op, hitter, dam);
1218 else if (attacknum == ATNR_PARALYZE) 1179 else if (attacknum == ATNR_PARALYZE)
1219 paralyze_player (op, hitter, dam); 1180 paralyze_player (op, hitter, dam);
1220 else if (attacknum == ATNR_FEAR) 1181 else if (attacknum == ATNR_FEAR)
1221 scare_creature (op, hitter); 1182 scare_creature (op, hitter);
1222 else if (attacknum == ATNR_CANCELLATION) 1183 else if (attacknum == ATNR_CANCELLATION)
1223 cancellation (op); 1184 cancellation (op);
1224 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1225 drain_stat (op); 1186 op->drain_stat ();
1226 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1187 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1227 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1228 } 1189 }
1190
1229 dam = 0; /* These are all effects and don't do real damage */ 1191 dam = 0; /* These are all effects and don't do real damage */
1230 } 1192 }
1231 break; 1193 break;
1194
1232 case ATNR_ACID: 1195 case ATNR_ACID:
1233 { 1196 {
1234 int flag = 0; 1197 int flag = 0;
1235 1198
1236 /* Items only get corroded if you're not on a battleground and 1199 /* Items only get corroded if you're not on a battleground and
1237 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1238 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1201 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1239 { 1202 {
1240 object *tmp;
1241
1242 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1243 { 1204 {
1244 if (tmp->invisible) 1205 if (tmp->invisible)
1245 continue; 1206 continue;
1246 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1247 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1248 continue; 1209 continue;
1249 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1250 continue; 1211 continue;
1251 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1252 continue; 1213 continue;
1253 if (tmp->type == RING || 1214 if (tmp->type == RING
1254 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1255 PR */ 1216 || tmp->type == GIRDLE
1256 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1217 || tmp->type == AMULET
1218 || tmp->type == WAND
1219 || tmp->type == ROD
1220 || tmp->type == HORN)
1257 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1258 1222
1259 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1260 objects */ 1224 objects */
1261 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1262 { 1226 {
1263 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1264 /* Make this more visible */ 1228 /* Make this more visible */
1265 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1266 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1267 flag = 1; 1231 flag = 1;
1268 tmp->magic--; 1232 tmp->magic--;
1269 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1270 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1271 } 1235 }
1272 } 1236 }
1273 if (flag)
1274 fix_player (op); /* Something was corroded */
1275 } 1237
1238 if (flag)
1239 op->update_stats (); /* Something was corroded */
1276 } 1240 }
1241 }
1277 break; 1242 break;
1243
1278 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1279 { 1245 {
1280 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1281 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1282 */ 1248 */
1283 int rate; 1249 int rate;
1284 1250
1285 if (op->resist[ATNR_DRAIN] >= 0) 1251 if (op->resist[ATNR_DRAIN] >= 0)
1286 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1287 else 1253 else
1288 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1289 1255
1290 if (op->stats.exp <= rate) 1256 if (op->stats.exp <= rate)
1291 { 1257 {
1292 if (op->type == GOLEM) 1258 if (op->type == GOLEM)
1293 dam = 999; /* Its force is "sucked" away. 8) */ 1259 dam = 999; /* Its force is "sucked" away. 8) */
1294 else 1260 else
1295 /* If we can't drain, lets try to do physical damage */ 1261 /* If we can't drain, lets try to do physical damage */
1296 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1297 } 1263 }
1298 else 1264 else
1299 { 1265 {
1300 /* Randomly give the hitter some hp */ 1266 /* Randomly give the hitter some hp */
1301 if (hitter->stats.hp < hitter->stats.maxhp && 1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1302 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1268 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1303 hitter->stats.hp++; 1269 hitter->stats.hp++;
1304 1270
1305 /* Can't do drains on battleground spaces. 1271 /* Can't do drains on battleground spaces.
1306 * Move the wiz check up here - before, the hitter wouldn't gain exp 1272 * Move the wiz check up here - before, the hitter wouldn't gain exp
1307 * exp, but the wiz would still lose exp! If drainee is a wiz, 1273 * exp, but the wiz would still lose exp! If drainee is a wiz,
1308 * nothing happens. 1274 * nothing happens.
1309 * Try to credit the owner. We try to display player -> player drain 1275 * Try to credit the owner. We try to display player -> player drain
1310 * attacks, hence all the != PLAYER checks. 1276 * attacks, hence all the != PLAYER checks.
1311 */ 1277 */
1312 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1313 { 1279 {
1314 object *owner = get_owner (hitter); 1280 object *owner = hitter->owner;
1315 1281
1316 if (owner && owner != hitter) 1282 if (owner && owner != hitter)
1317 { 1283 {
1318 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1319 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1320 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1286 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321 } 1287 }
1322 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1323 {
1324 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1326 } 1291
1327 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1328 } 1293 }
1294
1329 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1295 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1330 * drain attack, you won't know that you are actually sucking out EXP, 1296 * drain attack, you won't know that you are actually sucking out EXP,
1331 * as the messages will say you missed 1297 * as the messages will say you missed
1332 */ 1298 */
1333 } 1299 }
1334 } 1300 }
1335 break; 1301 break;
1302
1336 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1337 { 1304 {
1338 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1339 { 1306 {
1340 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1341 object *god = find_god (determine_god (owner)); 1308 object *god = find_god (determine_god (owner));
1342 int div = 1; 1309 int div = 1;
1343 1310
1344 /* if undead are not an enemy of your god, you turn them 1311 /* if undead are not an enemy of your god, you turn them
1345 * at half strength */ 1312 * at half strength */
1346 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1347 div = 2; 1314 div = 2;
1315
1348 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1349 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1350 scare_creature (op, owner); 1318 scare_creature (op, owner);
1351 } 1319 }
1352 else 1320 else
1353 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1354 undead? */ 1322 undead? */
1355 } 1323 }
1356 break; 1324 break;
1325
1357 case ATNR_DEATH: 1326 case ATNR_DEATH:
1358 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1359 break; 1328 break;
1329
1360 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1361 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1362 dam = 0; 1332 dam = 0;
1363 break; 1333 break;
1334
1364 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1365 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1366 dam = 0; 1337 dam = 0;
1367 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1368 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1369 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1370 * does no damage. */ 1341 * does no damage. */
1371 break; 1342 break;
1343
1372 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1373 { 1345 {
1374 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1375 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1376 1349
1377 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1378
1379 /* As with turn undead above, give a bonus on the saving throw */ 1350 /* As with turn undead above, give a bonus on the saving throw */
1380 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1351 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1381 scare_creature (op, owner); 1352 scare_creature (op, owner);
1382 } 1353 }
1383 break; 1354 break;
1355
1384 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1385 { 1357 {
1386 int new_hp; 1358 int new_hp;
1387 1359
1388 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1389 * exp it takes hp. It is geared for players, probably not 1361 * exp it takes hp. It is geared for players, probably not
1390 * much use giving it to monsters 1362 * much use giving it to monsters
1391 * 1363 *
1392 * life stealing doesn't do a lot of damage, but it gives the 1364 * life stealing doesn't do a lot of damage, but it gives the
1393 * damage it does do to the player. Given that, 1365 * damage it does do to the player. Given that,
1394 * it only does 1/10'th normal damage (hence the divide by 1366 * it only does 1/10'th normal damage (hence the divide by
1395 * 1000). 1367 * 1000).
1396 */ 1368 */
1397 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1398 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1399 return 0; 1371 return 0;
1372
1400 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1401 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1402 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1403 else 1376 else
1404 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1405 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1406 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1407 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1408 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1409 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1410 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1411 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1412 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1413 } 1389 }
1414 } 1390 }
1391
1415 return dam; 1392 return dam;
1416} 1393}
1417
1418 1394
1419/* GROS: This code comes from hit_player. It has been made external to 1395/* GROS: This code comes from hit_player. It has been made external to
1420 * allow script procedures to "kill" objects in a combat-like fashion. 1396 * allow script procedures to "kill" objects in a combat-like fashion.
1421 * It was initially used by (kill-object) developed for the Collector's 1397 * It was initially used by (kill-object) developed for the Collector's
1422 * Sword. Note that nothing has been changed from the original version 1398 * Sword. Note that nothing has been changed from the original version
1437 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1438 const char *skill; 1414 const char *skill;
1439 int maxdam = 0; 1415 int maxdam = 0;
1440 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1441 int pk = 0; /* true if op and what controls hitter are both players */ 1417 int pk = 0; /* true if op and what controls hitter are both players */
1442 object *owner = NULL; 1418 object *owner = 0;
1443 object *skop = NULL; 1419 object *skop = 0;
1444 1420
1445 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1446 return -1; 1422 return -1;
1447 1423
1448 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1457 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1458 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1459 1435
1460 if (op->type == DOOR) 1436 if (op->type == DOOR)
1461 { 1437 {
1462 op->speed = 0.1; 1438 op->set_speed (0.1);
1463 update_ob_speed (op);
1464 op->speed_left = -0.05; 1439 op->speed_left = -0.05;
1465 return maxdam; 1440 return maxdam;
1466 } 1441 }
1442
1467 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1468 { 1444 {
1469 remove_friendly_object (op); 1445 op->destroy ();
1470 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1471 {
1472 op->owner->contr->ranges[range_golem] = NULL;
1473 op->owner->contr->golem_count = 0;
1474 }
1475
1476 remove_ob (op);
1477 free_object (op);
1478 return maxdam; 1446 return maxdam;
1479 } 1447 }
1480 1448
1481 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1482 1450
1483 owner = get_owner (hitter); 1451 owner = hitter->owner;
1484 if (owner == NULL) 1452 if (!owner)
1485 owner = hitter; 1453 owner = hitter;
1486 1454
1487 /* is the victim (op) standing on battleground? */ 1455 /* is the victim (op) standing on battleground? */
1488 if (op_on_battleground (op, NULL, NULL)) 1456 if (op_on_battleground (op, NULL, NULL))
1489 battleg = 1; 1457 battleg = 1;
1509 char buf[256]; 1477 char buf[256];
1510 1478
1511 tmv = localtime (&t); 1479 tmv = localtime (&t);
1512 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1480 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1513 1481
1514 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1482 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1515 } 1483 }
1516 1484
1517 /* try to filter some things out - basically, if you are 1485 /* try to filter some things out - basically, if you are
1518 * killing a level 1 creature and your level 20, you 1486 * killing a level 1 creature and your level 20, you
1519 * probably don't want to see that. 1487 * probably don't want to see that.
1520 */ 1488 */
1521 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1489 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1522 { 1490 {
1523 if (owner != hitter) 1491 if (owner != hitter)
1524 {
1525 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1492 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1526 }
1527 else 1493 else
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1530 } 1495
1531 /* Only play sounds for melee kills */ 1496 /* Only play sounds for melee kills */
1532 if (hitter->type == PLAYER) 1497 if (hitter->type == PLAYER)
1533 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1534 } 1499 }
1535 1500
1540 * player that the object belonged to - so if you killed another player 1505 * player that the object belonged to - so if you killed another player
1541 * with spells, pets, whatever, there was no penalty. 1506 * with spells, pets, whatever, there was no penalty.
1542 * Changed to make luck penalty configurable in settings. 1507 * Changed to make luck penalty configurable in settings.
1543 */ 1508 */
1544 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1545 change_luck (owner, -settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1546 1511
1547 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1548 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1549 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1550 */ 1515 */
1551 skill = NULL; 1516 skill = 0;
1517
1552 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1553 skill = hitter->skill; 1519 skill = hitter->skill;
1554 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1555 { 1521 {
1556 skill = owner->chosen_skill->skill;
1557 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1558 } 1524 }
1559 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1560 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1561 else 1527 else
1562 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1563 1529
1564 /* We have the skill we want to credit to - now find the object this goes 1530 /* We have the skill we want to credit to - now find the object this goes
1565 * to. Make sure skop is an actual skill, and not a skill tool! 1531 * to. Make sure skop is an actual skill, and not a skill tool!
1566 */ 1532 */
1567 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1568 { 1534 {
1569 int i; 1535 int i;
1570 1536
1575 break; 1541 break;
1576 } 1542 }
1577 } 1543 }
1578 } /* Was it a player that hit somethign */ 1544 } /* Was it a player that hit somethign */
1579 else 1545 else
1580 {
1581 skill = NULL; 1546 skill = 0;
1582 }
1583 1547
1584 /* Pet (or spell) killed something. */ 1548 /* Pet (or spell) killed something. */
1585 if (owner != hitter) 1549 if (owner != hitter)
1586 {
1587 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1550 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1588 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1551 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1589 }
1590 else 1552 else
1591 {
1592 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1553 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1593 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1554 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1594 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1555 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1595 } 1556
1596 /* These may have been set in the player code section above */ 1557 /* These may have been set in the player code section above */
1597 if (!skop) 1558 if (!skop)
1598 skop = hitter->chosen_skill; 1559 skop = hitter->chosen_skill;
1560
1599 if (!skill && skop) 1561 if (!skill && skop)
1600 skill = skop->skill; 1562 skill = skop->skill;
1601 1563
1602 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1603 1565
1604
1605 /* If you didn't kill yourself, and your not the wizard */ 1566 /* If you didn't kill yourself, and your not the wizard */
1606 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1607 { 1568 {
1608 int exp; 1569 int exp;
1609 1570
1610 /* Really don't give much experience for killing other players */ 1571 /* Really don't give much experience for killing other players */
1611 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1612 if (op->type == PLAYER) 1573 if (op->type == PLAYER)
1613 { 1574 {
1614 if (battleg) 1575 if (battleg)
1615 { 1576 {
1616 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1577 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1634 1595
1635 if (!settings.simple_exp) 1596 if (!settings.simple_exp)
1636 exp = exp / 2; 1597 exp = exp / 2;
1637 1598
1638 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1639 {
1640 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1641 }
1642 else 1601 else
1643 { 1602 {
1644 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1645
1646 player *pl;
1647
1648 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1649 1605
1650#ifdef PARTY_KILL_LOG
1651 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1652#endif 1607
1653 for (pl = first_player; pl != NULL; pl = pl->next) 1608 for_all_players (pl)
1654 {
1655 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1656 { 1610 {
1657 count++; 1611 count++;
1658 shares += (pl->ob->level + 4); 1612 shares += (pl->ob->level + 4);
1659 } 1613 }
1660 } 1614
1661 if (count == 1 || shares > exp) 1615 if (count == 1 || shares > exp || !shares)
1662 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1616 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1663 else 1617 else
1664 { 1618 {
1665 int share = exp / shares, given = 0, nexp; 1619 int share = exp / shares, given = 0, nexp;
1666 1620
1667 for (pl = first_player; pl != NULL; pl = pl->next) 1621 for_all_players (pl)
1668 {
1669 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1670 { 1623 {
1671 nexp = (pl->ob->level + 4) * share; 1624 nexp = (pl->ob->level + 4) * share;
1672 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1673 given += nexp; 1626 given += nexp;
1674 } 1627 }
1675 } 1628
1676 exp -= given; 1629 exp -= given;
1677 /* give any remainder to the player */ 1630 /* give any remainder to the player */
1678 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1631 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1679 } 1632 }
1680 } /* else part of a party */ 1633 } /* else part of a party */
1681
1682 } /* end if person didn't kill himself */ 1634 } /* end if person didn't kill himself */
1683 1635
1684 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1685 { 1637 {
1686 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1638 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1687 { 1639 {
1688 object *owner1 = get_owner (op); 1640 object *owner1 = op->owner;
1689 1641
1690 if (owner1 != NULL && owner1->type == PLAYER) 1642 if (owner1 && owner1->type == PLAYER)
1691 { 1643 {
1692 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1693 /* Maybe we should include the owner that killed this, maybe not */ 1645 /* Maybe we should include the owner that killed this, maybe not */
1694 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1646 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1695 } 1647 }
1696 1648
1697 remove_friendly_object (op); 1649 remove_friendly_object (op);
1698 } 1650 }
1699 1651
1700 remove_ob (op); 1652 op->destroy ();
1701 free_object (op);
1702 } 1653 }
1703 /* Player has been killed! */
1704 else 1654 else
1705 { 1655 {
1656 /* Player has been killed! */
1706 if (owner->type == PLAYER) 1657 if (owner->type == PLAYER)
1707 {
1708 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1709 }
1710 else 1659 else
1711 assign (op->contr->killer, hitter->name); 1660 assign (op->contr->killer, hitter->name);
1712 } 1661 }
1713 1662
1714 /* This was return -1 - that doesn't seem correct - if we return -1, process 1663 /* This was return -1 - that doesn't seem correct - if we return -1, process
1718} 1667}
1719 1668
1720/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1669/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1721 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1722 */ 1671 */
1723
1724int 1672int
1725friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1726{ 1674{
1727 object *owner; 1675 object *owner;
1728 int friendlyfire; 1676 int friendlyfire;
1738 return 0; 1686 return 0;
1739 1687
1740 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1688 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1741 return 1; 1689 return 1;
1742 1690
1743 if ((owner = get_owner (hitter)) != NULL) 1691 if ((owner = hitter->owner) != NULL)
1744 { 1692 {
1745 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1693 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1746 friendlyfire = 2; 1694 friendlyfire = 2;
1747 } 1695 }
1748 1696
1758 * is what is hitting the object, type is the attacktype, and 1706 * is what is hitting the object, type is the attacktype, and
1759 * full_hit is set if monster area does not matter. 1707 * full_hit is set if monster area does not matter.
1760 * dam is base damage - protections/vulnerabilities/slaying matches can 1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1761 * modify it. 1709 * modify it.
1762 */ 1710 */
1763
1764 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1765 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1766
1767int 1713int
1768hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1714hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1769{ 1715{
1770 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1771 int maxattacktype, attacknum; 1717 int maxattacktype, attacknum;
1772 int body_attack = op && op->head; /* Did we hit op's head? */ 1718 int body_attack = op && op->head; /* Did we hit op's head? */
1773 int simple_attack; 1719 int simple_attack;
1774 tag_t op_tag, hitter_tag;
1775 int rtn_kill = 0; 1720 int rtn_kill = 0;
1776 int friendlyfire; 1721 int friendlyfire;
1777 1722
1778 if (get_attack_mode (&op, &hitter, &simple_attack)) 1723 if (get_attack_mode (&op, &hitter, &simple_attack))
1779 return 0; 1724 return 0;
1783 return 0; 1728 return 0;
1784 1729
1785#ifdef PROHIBIT_PLAYERKILL 1730#ifdef PROHIBIT_PLAYERKILL
1786 if (op->type == PLAYER) 1731 if (op->type == PLAYER)
1787 { 1732 {
1788 object *owner = get_owner (hitter); 1733 object *owner = hitter->owner;
1789 1734
1790 if (!owner) 1735 if (!owner)
1791 owner = hitter; 1736 owner = hitter;
1792 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1737
1793 { 1738 if (owner->type == PLAYER
1739 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner)
1794 return 0; 1742 return 0;
1795 }
1796 } 1743 }
1797#endif 1744#endif
1798
1799 op_tag = op->count;
1800 hitter_tag = hitter->count;
1801 1745
1802 if (body_attack) 1746 if (body_attack)
1803 { 1747 {
1804 /* slow and paralyze must hit the head. But we don't want to just 1748 /* slow and paralyze must hit the head. But we don't want to just
1805 * return - we still need to process other attacks the spell still 1749 * return - we still need to process other attacks the spell still
1811 * attack so we don't cancel out things like magic bullet. 1755 * attack so we don't cancel out things like magic bullet.
1812 */ 1756 */
1813 if (type & (AT_PARALYZE | AT_SLOW)) 1757 if (type & (AT_PARALYZE | AT_SLOW))
1814 { 1758 {
1815 type &= ~(AT_PARALYZE | AT_SLOW); 1759 type &= ~(AT_PARALYZE | AT_SLOW);
1760
1816 if (!type || type == AT_MAGIC) 1761 if (!type || type == AT_MAGIC)
1817 return 0; 1762 return 0;
1818 } 1763 }
1819 } 1764 }
1820 1765
1821 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1822 { 1767 {
1823 object *tmp;
1824
1825 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1826 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1827 { 1770 {
1828 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1772
1829 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1830 return 0; 1774 return 0;
1775
1831 break; 1776 break;
1832 } 1777 }
1833 } 1778 }
1834 1779
1835 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1836 { 1781 {
1837 /* FIXME: If a player is killed by a rune in a door, the 1782 /* FIXME: If a player is killed by a rune in a door, the
1838 * was_destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1839 */ 1784 */
1785
1786 /* FIXME: This for example happens when a dead door is on a mover and
1787 gets it's speed_left raised on each mover-tick.
1788 Doors are removed in a kinda funny way by giving them speed and speed_left
1789 and waiting for that to run out.
1790 */
1840 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1791 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1841 return 0; 1792 return 0;
1842 } 1793 }
1843 1794
1844#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1851 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1802 * in case 0>dam>1, we try to "simulate" a float value-effect */
1852 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1853 if (dam >= 100) 1804 if (dam >= 100)
1854 dam /= 100; 1805 dam /= 100;
1855 else 1806 else
1856 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1857 } 1808 }
1858 1809
1859 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1810 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1860 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1811 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1861 */ 1812 */
1881 (hitter->title != NULL 1832 (hitter->title != NULL
1882 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1883 return 0; 1834 return 0;
1884 } 1835 }
1885 1836
1886 maxattacktype = type; /* initialize this to something */ 1837 maxattacktype = type; /* initialise this to something */
1887 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1888 { 1839 {
1889 /* Magic isn't really a true attack type - it gets combined with other 1840 /* Magic isn't really a true attack type - it gets combined with other
1890 * attack types. As such, skip it over. However, if magic is 1841 * attack types. As such, skip it over. However, if magic is
1891 * the only attacktype in the group, then still attack with it 1842 * the only attacktype in the group, then still attack with it
1944 1895
1945 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1946 value-effect */ 1897 value-effect */
1947 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1948 maxdam /= area; 1899 maxdam /= area;
1949 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1950 maxdam++; 1901 maxdam++;
1951 } 1902 }
1952 1903
1953#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1954 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1955#endif 1906#endif
1956 1907
1957 if (get_owner (hitter)) 1908 // for now, only do this for active objects, otherwise they
1909 // keep a refcount for a long time and I see no usefulness
1910 // for an non-active objetc to know its enemy.
1911 if (op->active)
1912 if (hitter->owner)
1958 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1959 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1960 op->enemy = hitter; 1915 op->enemy = hitter;
1961 1916
1962 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1963 { 1918 {
1964 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1965 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1987 1942
1988 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1943 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1989 { 1944 {
1990 if (maxdam) 1945 if (maxdam)
1991 tear_down_wall (op); 1946 tear_down_wall (op);
1947
1992 return maxdam; /* nothing more to do for wall */ 1948 return maxdam; /* nothing more to do for wall */
1993 } 1949 }
1994 1950
1995 /* See if the creature has been killed */ 1951 /* See if the creature has been killed */
1996 rtn_kill = kill_object (op, maxdam, hitter, type); 1952 rtn_kill = kill_object (op, maxdam, hitter, type);
2001 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1957 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2002 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
2003 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
2004 */ 1960 */
2005 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2006 { 1962 hitter->destroy ();
2007 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1963
2008 remove_friendly_object (hitter);
2009 remove_ob (hitter);
2010 free_object (hitter);
2011 }
2012 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
2013 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1965 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2014 { 1966 {
2015 int i; 1967 int i;
2016 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2017 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1969 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2018 object *owner = get_owner (op); 1970 object *owner = op->owner;
2019 1971
2020 if (!op->other_arch) 1972 if (!op->other_arch)
2021 { 1973 {
2022 LOG (llevError, "SPLITTING without other_arch error.\n"); 1974 LOG (llevError, "SPLITTING without other_arch error.\n");
2023 return maxdam; 1975 return maxdam;
2024 } 1976 }
1977
2025 remove_ob (op); 1978 op->remove ();
1979
2026 for (i = 0; i < NROFNEWOBJS (op); i++) 1980 for (i = 0; i < NROFNEWOBJS (op); i++)
2027 { /* This doesn't handle op->more yet */ 1981 { /* This doesn't handle op->more yet */
2028 object *tmp = arch_to_object (op->other_arch); 1982 object *tmp = arch_to_object (op->other_arch);
2029 int j; 1983 int j;
2030 1984
2031 tmp->stats.hp = op->stats.hp; 1985 tmp->stats.hp = op->stats.hp;
1986
2032 if (friendly) 1987 if (friendly)
2033 { 1988 {
2034 SET_FLAG (tmp, FLAG_FRIENDLY);
2035 add_friendly_object (tmp); 1989 add_friendly_object (tmp);
2036 tmp->attack_movement = PETMOVE; 1990 tmp->attack_movement = PETMOVE;
1991
2037 if (owner != NULL) 1992 if (owner)
2038 set_owner (tmp, owner); 1993 tmp->set_owner (owner);
2039 } 1994 }
1995
2040 if (unaggressive) 1996 if (unaggressive)
2041 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1998
2042 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1999 j = find_first_free_spot (tmp, op->map, op->x, op->y);
2000
2043 if (j == -1) /* No spot to put this monster */ 2001 if (j == -1) /* No spot to put this monster */
2044 free_object (tmp); 2002 tmp->destroy ();
2045 else 2003 else
2046 { 2004 {
2047 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 2005 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2048 insert_ob_in_map (tmp, op->map, NULL, 0); 2006 insert_ob_in_map (tmp, op->map, NULL, 0);
2049 } 2007 }
2050 } 2008 }
2051 if (friendly) 2009
2052 remove_friendly_object (op); 2010 op->destroy ();
2053 free_object (op);
2054 } 2011 }
2055 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2056 { 2013 hitter->destroy ();
2057 remove_ob (hitter); 2014
2058 free_object (hitter);
2059 }
2060 return maxdam; 2015 return maxdam;
2061} 2016}
2062 2017
2063 2018
2064void 2019void
2065poison_player (object *op, object *hitter, int dam) 2020poison_player (object *op, object *hitter, int dam)
2066{ 2021{
2067 archetype *at = find_archetype ("poisoning"); 2022 archetype *at = archetype::find ("poisoning");
2068 object *tmp = present_arch_in_ob (at, op); 2023 object *tmp = present_arch_in_ob (at, op);
2069 2024
2070 if (tmp == NULL) 2025 if (tmp == NULL)
2071 { 2026 {
2072 if ((tmp = arch_to_object (at)) == NULL) 2027 if ((tmp = arch_to_object (at)) == NULL)
2085 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2040 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2086 tmp->stats.dam += hitter->level / 2; 2041 tmp->stats.dam += hitter->level / 2;
2087 else 2042 else
2088 tmp->stats.dam = dam; 2043 tmp->stats.dam = dam;
2089 2044
2090 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2045 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2091 if (hitter->skill && hitter->skill != tmp->skill) 2046 if (hitter->skill && hitter->skill != tmp->skill)
2092 { 2047 {
2093 tmp->skill = hitter->skill; 2048 tmp->skill = hitter->skill;
2094 } 2049 }
2095 2050
2101 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2056 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2102 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2057 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2103 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2104 tmp->stats.Int = MAX (-dam / 7, -10); 2059 tmp->stats.Int = MAX (-dam / 7, -10);
2105 SET_FLAG (tmp, FLAG_APPLIED); 2060 SET_FLAG (tmp, FLAG_APPLIED);
2106 fix_player (op); 2061 op->update_stats ();
2107 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2108 } 2063 }
2109 if (hitter->type == PLAYER) 2064 if (hitter->type == PLAYER)
2110 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2111 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2112 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2067 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2113 } 2068 }
2114 tmp->speed_left = 0; 2069 tmp->speed_left = 0;
2115 } 2070 }
2116 else 2071 else
2118} 2073}
2119 2074
2120void 2075void
2121slow_player (object *op, object *hitter, int dam) 2076slow_player (object *op, object *hitter, int dam)
2122{ 2077{
2123 archetype *at = find_archetype ("slowness"); 2078 archetype *at = archetype::find ("slowness");
2124 object *tmp; 2079 object *tmp;
2125 2080
2126 if (at == NULL) 2081 if (at == NULL)
2127 { 2082 {
2128 LOG (llevError, "Can't find slowness archetype.\n"); 2083 LOG (llevError, "Can't find slowness archetype.\n");
2135 } 2090 }
2136 else 2091 else
2137 tmp->stats.food++; 2092 tmp->stats.food++;
2138 SET_FLAG (tmp, FLAG_APPLIED); 2093 SET_FLAG (tmp, FLAG_APPLIED);
2139 tmp->speed_left = 0; 2094 tmp->speed_left = 0;
2140 fix_player (op); 2095 op->update_stats ();
2141} 2096}
2142 2097
2143void 2098void
2144confuse_player (object *op, object *hitter, int dam) 2099confuse_player (object *op, object *hitter, int dam)
2145{ 2100{
2189 */ 2144 */
2190 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2145 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2191 2146
2192 tmp = insert_ob_in_ob (tmp, op); 2147 tmp = insert_ob_in_ob (tmp, op);
2193 change_abil (op, tmp); /* Mostly to display any messages */ 2148 change_abil (op, tmp); /* Mostly to display any messages */
2194 fix_player (op); /* This takes care of some other stuff */ 2149 op->update_stats (); /* This takes care of some other stuff */
2195 2150
2196 if (hitter->owner) 2151 if (hitter->owner)
2197 owner = get_owner (hitter); 2152 owner = hitter->owner;
2198 else 2153 else
2199 owner = hitter; 2154 owner = hitter;
2200 2155
2201 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2156 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2202 } 2157 }
2239 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2240 2195
2241/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2242} 2197}
2243 2198
2244
2245/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2246 * the computed damaged. 2200 * the computed damaged.
2247 */ 2201 */
2248void 2202void
2249deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2266 if (def_lev < 1) 2220 if (def_lev < 1)
2267 { 2221 {
2268 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2269 def_lev = 1; 2223 def_lev = 1;
2270 } 2224 }
2225
2271 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2272 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2273 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2274 2229
2275 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2290 */ 2245 */
2291 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2292 } 2247 }
2293 } 2248 }
2294 else 2249 else
2295 {
2296 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2297 }
2298} 2251}
2299 2252
2300/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2301 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2302 * monster). 2255 * monster).
2348 } 2301 }
2349 2302
2350 /* aimed missiles use the owning object's sight */ 2303 /* aimed missiles use the owning object's sight */
2351 if (is_aimed_missile (hitter)) 2304 if (is_aimed_missile (hitter))
2352 { 2305 {
2353 if ((attacker = get_owner (hitter)) == NULL) 2306 if ((attacker = hitter->owner) == NULL)
2354 attacker = hitter; 2307 attacker = hitter;
2355 /* A player who saves but hasn't quit still could have objects 2308 /* A player who saves but hasn't quit still could have objects
2356 * owned by him - need to handle that case to avoid crashes. 2309 * owned by him - need to handle that case to avoid crashes.
2357 */ 2310 */
2358 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2311 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2406#endif 2359#endif
2407 2360
2408 return adjust; 2361 return adjust;
2409} 2362}
2410 2363
2411
2412/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2413int 2365int
2414is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2415{ 2367{
2416 2368
2422 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2423 return 1; 2375 return 1;
2424 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2425 return 1; 2377 return 1;
2426 } 2378 }
2379
2427 return 0; 2380 return 0;
2428} 2381}

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