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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
70 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
73 }
74 } 69 }
75} 70}
76
77
78 71
79/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 74 * any further action (like destroying the item).
82 */ 75 */
83
84int 76int
85did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
86{ 78{
87 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 80 materialtype_t *mt;
89 81
90 if (op->materialname == NULL) 82 if (op->materialname == NULL)
91 { 83 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material) 85 if (op->materials & mt->material)
95 break; 86 break;
96 }
97 } 87 }
98 else 88 else
99 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90
100 if (mt == NULL) 91 if (mt == NULL)
101 return TRUE; 92 return TRUE;
93
102 roll = rndm (1, 20); 94 roll = rndm (1, 20);
103 95
104 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
135 saves++; 127 saves++;
136 } 128 }
137 129
138 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
139 return TRUE; 131 return TRUE;
132
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 134 return FALSE;
135
142 return TRUE; 136 return TRUE;
143} 137}
144 138
145/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 141 * calling cancellation, etc.)
148 */ 142 */
149
150void 143void
151save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
152{ 145{
153 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
154 { 147 {
212 } 205 }
213 else 206 else
214 { 207 {
215 if (op->env) 208 if (op->env)
216 { 209 {
217 object *tmp = is_player_inv (op->env); 210 object *tmp = op->in_player ();
218 211
219 if (tmp) 212 if (tmp)
220 esrv_del_item (tmp->contr, op->count); 213 esrv_del_item (tmp->contr, op->count);
221 } 214 }
222 215
223 if (!QUERY_FLAG (op, FLAG_REMOVED)) 216 op->destroy ();
224 remove_ob (op);
225
226 free_object (op);
227 } 217 }
228 218
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 220 if (env)
231 { 221 {
264 tmp->move_slow = 0; 254 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 256 }
267 257
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 259 op->remove ();
270 260
271 insert_ob_in_ob (op, tmp); 261 insert_ob_in_ob (op, tmp);
272 return; 262 return;
273 } 263 }
274} 264}
277 * op is going in direction 'dir' 267 * op is going in direction 'dir'
278 * type is the attacktype of the object. 268 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
281 */ 271 */
282
283int 272int
284hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
285{ 274{
286 object *tmp, *next;
287 maptile *map; 275 maptile *map;
288 sint16 x, y; 276 sint16 x, y;
289 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 */
290 278
291 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (QUERY_FLAG (op, FLAG_FREED))
311 299
312 map = op->map; 300 map = op->map;
313 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
314 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
315 303
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
317 306
318 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
321 return 0; 312 return 0;
322 313
323 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
324 * 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
325 */ 316 */
326 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
327 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
328 { 320 {
329 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
330 322
331 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 324 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 325 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
364 } 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 }
365 339
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 {
366 tmp = next; 350 object *tmp = next;
367 next = tmp->above; 351 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 352
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 354 * For example, 'tmp' was put in an icecube.
377 * 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.
378 */ 356 */
381 359
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 361 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 363 retflag |= 1;
364
386 if (op->destroyed ()) 365 if (op->destroyed ())
387 break; 366 break;
388 } 367 }
389
390 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note 369 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
393 * 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
394 * 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
395 * destroyed right now. 373 * destroyed right now.
396 */ 374 */
397 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)
398 { 376 {
399 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
378
400 if (op->destroyed ()) 379 if (op->destroyed ())
401 break; 380 break;
402 } 381 }
403 } 382 }
404 383
435 sprintf (buf1, "missed %s", &op->name); 414 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 415 sprintf (buf2, " misses");
437 found++; 416 found++;
438 } 417 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 418 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 419 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 420 {
442 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++)
443 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)
444 { 423 {
445 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);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 436 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 437 found++;
459 break; 438 break;
460 } 439 }
461 } 440 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 441 else if (hitter->type == PLAYER && op->is_alive ())
463 { 442 {
464 if (USING_SKILL (hitter, SK_KARATE)) 443 if (USING_SKILL (hitter, SK_KARATE))
465 { 444 {
466 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++)
467 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)
493 found++; 472 found++;
494 break; 473 break;
495 } 474 }
496 } 475 }
497 } 476 }
477
498 if (found) 478 if (found)
499 { 479 {
500 /* done */ 480 /* done */
501 } 481 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 482 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 483 {
504 sprintf (buf1, "hit"); /* just in case */ 484 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 485 for (i = 0; i < MAXATTACKMESS; i++)
506 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)
507 { 487 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 489 found++;
510 break; 490 break;
511 } 491 }
512 } 492 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 493 else if (type & AT_DRAIN && op->is_alive ())
514 { 494 {
515 /* drain is first, because some items have multiple attypes */ 495 /* drain is first, because some items have multiple attypes */
516 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++)
517 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)
518 { 498 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 500 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 501 found++;
522 break; 502 break;
523 } 503 }
524 } 504 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 505 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 506 {
527 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++)
528 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)
529 { 509 {
530 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);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 511 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 512 found++;
533 break; 513 break;
534 } 514 }
535 } 515 }
536 else if (type & AT_COLD && IS_LIVE (op)) 516 else if (type & AT_COLD && op->is_alive ())
537 { 517 {
538 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++)
539 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)
540 { 520 {
541 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);
618 strcpy (buf1, "hit"); 598 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 599 strcpy (buf2, " hits");
620 } 600 }
621 601
622 /* bail out if a monster is casting spells */ 602 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 603 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 604 return;
625 605
626 /* scale down magic considerably. */ 606 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 607 if (type & AT_MAGIC && rndm (0, 5))
628 return; 608 return;
629 609
630 /* Did a player hurt another player? Inform both! */ 610 /* Did a player hurt another player? Inform both! */
631 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)
632 { 612 {
633 if (get_owner (hitter) != NULL) 613 if (hitter->owner != NULL)
634 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);
635 else 615 else
636 { 616 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
638 if (dam != 0) 618 if (dam != 0)
660 else 640 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
662 } 642 }
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 644 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 646 {
667 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 649 {
670 i = 4; 650 i = 4;
671 map = hitter->map; 651 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
673 return; 653 return;
654
674 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 656 if (next)
676 while (next) 657 while (next)
677 { 658 {
678 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))
679 i *= 3; 660 i *= 3;
680 tmp = next; 661 tmp = next;
681 next = tmp->above; 662 next = tmp->above;
682 } 663 }
664
683 if (i < 0) 665 if (i < 0)
684 return; 666 return;
667
685 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
686 return; 669 return;
687 } 670 }
688 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
689 return; 672 return;
673
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 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);
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 677 }
694} 678}
769 * which then gets here again. By decreasing the speed before 753 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 754 * we call process_object, the 'if' statement above will fail.
771 */ 755 */
772 op->speed_left--; 756 op->speed_left--;
773 process_object (op); 757 process_object (op);
758
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 760 goto error;
776 } 761 }
777 762
778 op_name = op->name; 763 op_name = op->name;
788 { 773 {
789 int hitdam = base_dam; 774 int hitdam = base_dam;
790 775
791 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
792 { 777 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
794 { 779 {
795 hitter->casting_time = -1; 780 hitter->casting_time = -1;
796 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!");
797 } 782 }
783
798 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
799 { 785 {
800 op->casting_time = -1; 786 op->casting_time = -1;
801 if (op->type == PLAYER) 787 if (op->type == PLAYER)
802 { 788 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 } 791 }
806 } 792 }
807 } 793 }
794
808 if (!simple_attack) 795 if (!simple_attack)
809 { 796 {
810 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 799 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 800 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 801 CLEAR_FLAG (op, FLAG_SLEEP);
815 802
816 /* 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
817 * for help. */ 804 * for help. */
818 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))
819 npc_call_help (op); 806 npc_call_help (op);
820 807
821 /* 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 */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 810 {
824 make_visible (op); 811 make_visible (op);
812
825 if (op->type == PLAYER) 813 if (op->type == PLAYER)
826 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!");
827 } 815 }
828 816
829 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 818 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 819 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 820 * wrapper object.
833 */ 821 */
834 thrown_item_effect (hitter, op); 822 thrown_item_effect (hitter, op);
823
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 824 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 825 goto leave;
837 } 826 }
838 827
839 /* 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
882} 871}
883 872
884int 873int
885attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
886{ 875{
887
888 if (hitter->head)
889 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
890 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);
891} 879}
892 880
893/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
894 * 882 *
903 * 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
904 * stick around. 892 * stick around.
905 */ 893 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 895 {
908 if (tmp->head != NULL)
909 tmp = tmp->head; 896 tmp = tmp->head_ ();
910 897
911 remove_ob (op); 898 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
913 900
914 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 902 esrv_send_item (tmp, op);
916 903
935 /* Disassemble missile */ 922 /* Disassemble missile */
936 if (op->inv) 923 if (op->inv)
937 { 924 {
938 container = op; 925 container = op;
939 hitter = op->inv; 926 hitter = op->inv;
940 remove_ob (hitter); 927 hitter->remove ();
941 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);
942 /* 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
943 * might be called until this THROWN_OBJ is either reassembled or 930 * might be called until this THROWN_OBJ is either reassembled or
944 * removed at the end of this function must be able to deal with empty 931 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 932 * THROWN_OBJs. */
961 */ 948 */
962 if (hitter->destroyed () || hitter->env != NULL) 949 if (hitter->destroyed () || hitter->env != NULL)
963 { 950 {
964 if (container) 951 if (container)
965 { 952 {
966 remove_ob (container); 953 container->remove ();
967 free_object (container); 954 container->destroy ();
968 } 955 }
969 956
970 return 0; 957 return 0;
971 } 958 }
972 959
982 hitter = fix_stopped_arrow (hitter); 969 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 970 if (!hitter)
984 return 0; 971 return 0;
985 } 972 }
986 else 973 else
987 { 974 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 975
992 /* Try to stick arrow into victim */ 976 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 977 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 978 return 0;
995 979
1000 * 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
1001 * way to handle those otherwise? 985 * way to handle those otherwise?
1002 */ 986 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 987 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 988 {
1005 remove_ob (hitter); 989 hitter->remove ();
1006 hitter->x = victim->x; 990 hitter->x = victim->x;
1007 hitter->y = victim->y; 991 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 992 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 993 }
1010 else 994 else
1018 op->speed -= 1.0; 1002 op->speed -= 1.0;
1019 1003
1020 /* Missile missed victim - reassemble missile */ 1004 /* Missile missed victim - reassemble missile */
1021 if (container) 1005 if (container)
1022 { 1006 {
1023 remove_ob (hitter); 1007 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1025 } 1009 }
1026 1010
1027 return op; 1011 return op;
1028} 1012}
1029
1030 1013
1031void 1014void
1032tear_down_wall (object *op) 1015tear_down_wall (object *op)
1033{ 1016{
1034 int perc = 0; 1017 int perc = 0;
1040 } 1023 }
1041 else if (!GET_ANIM_ID (op)) 1024 else if (!GET_ANIM_ID (op))
1042 { 1025 {
1043 /* Object has been called - no animations, so remove it */ 1026 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1027 if (op->stats.hp < 0)
1028 op->destroy ();
1045 { 1029
1046 remove_ob (op); /* Should update LOS */
1047 free_object (op);
1048 /* Don't know why this is here - remove_ob should do it for us */
1049 /*update_position(m, x, y); */
1050 }
1051 return; /* no animations, so nothing more to do */ 1030 return; /* no animations, so nothing more to do */
1052 } 1031 }
1032
1053 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
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1035 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1036 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1037 else if (perc < 1)
1057 perc = 1; 1038 perc = 1;
1039
1058 SET_ANIMATION (op, perc); 1040 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1041 update_object (op, UP_OBJ_FACE);
1042
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1043 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1044 { /* Reached the last animation */
1062 if (op->face == blank_face) 1045 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1046 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1047 op->destroy ();
1066 free_object (op);
1067
1068 /* remove_ob should call update_position for us */
1069 /*update_position(m, x, y); */
1070
1071 }
1072 else 1048 else
1073 { /* The last face was not blank, leave an image */ 1049 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1051 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1052 op->move_block = 0;
1080} 1056}
1081 1057
1082void 1058void
1083scare_creature (object *target, object *hitter) 1059scare_creature (object *target, object *hitter)
1084{ 1060{
1085 object *owner = get_owner (hitter); 1061 object *owner = hitter->owner;
1086 1062
1087 if (!owner) 1063 if (!owner)
1088 owner = hitter; 1064 owner = hitter;
1089 1065
1090 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1067 if (!target->enemy)
1092 target->enemy = owner; 1068 target->enemy = owner;
1093} 1069}
1094
1095 1070
1096/* 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
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * 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
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * 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
1101 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1077int
1104hit_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)
1105{ 1079{
1106
1107 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1108 1081
1109 /* 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 */
1110 if (attacknum >= NROFATTACKS) 1083 if (attacknum >= NROFATTACKS)
1111 { 1084 {
1113 return 0; 1086 return 0;
1114 } 1087 }
1115 1088
1116 if (dam < 0) 1089 if (dam < 0)
1117 { 1090 {
1118 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 ());
1119 return 0; 1093 return 0;
1120 } 1094 }
1121 1095
1122 /* 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
1123 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1099 return dam;
1126 1100
1127 if (hitter->slaying) 1101 if (hitter->slaying)
1128 { 1102 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1131 { 1105 {
1132 doesnt_slay = 0; 1106 doesnt_slay = 0;
1133 dam *= 3; 1107 dam *= 3;
1134 } 1108 }
1135 } 1109 }
1149 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1126 * special processing is needed */
1153 1127
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1155 return 0; 1131 return 0;
1156 1132
1157 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1158 1134
1159 switch (attacknum) 1135 switch (attacknum)
1160 { 1136 {
1161 case ATNR_PHYSICAL: 1137 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1138 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1139 check_physically_infect (op, hitter);
1164 break; 1140 break;
1165 1141
1166 /* Don't need to do anything for: 1142 /* Don't need to do anything for:
1167 magic, 1143 magic,
1168 fire, 1144 fire,
1169 electricity, 1145 electricity,
1170 cold */ 1146 cold */
1171 1147
1172 case ATNR_CONFUSION: 1148 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1149 case ATNR_POISON:
1174 case ATNR_SLOW: 1150 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1151 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1152 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1153 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1154 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1155 case ATNR_BLIND:
1180 { 1156 {
1181 /* chance for inflicting a special attack depends on the 1157 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1158 * difference between attacker's and defender's level
1183 */ 1159 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1160 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1161
1186 /* First, only creatures/players with speed can be affected. 1162 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1163 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1164 * you. Third, you still get a saving through against the
1189 * effect. 1165 * effect.
1190 */ 1166 */
1191 if (op->speed && 1167 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1168 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1169 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1170 {
1195 1171
1196 /* Player has been hit by something */ 1172 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1173 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1174 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1175 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1176 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1177 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1178 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1179 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1180 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1181 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1182 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1183 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1184 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1186 op->drain_stat ();
1211 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))
1212 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1213 } 1189 }
1190
1214 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 */
1215 } 1192 }
1216 break; 1193 break;
1194
1217 case ATNR_ACID: 1195 case ATNR_ACID:
1218 { 1196 {
1219 int flag = 0; 1197 int flag = 0;
1220 1198
1221 /* 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
1222 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1223 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))
1224 { 1202 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1204 {
1229 if (tmp->invisible) 1205 if (tmp->invisible)
1230 continue; 1206 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1233 continue; 1209 continue;
1234 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1235 continue; 1211 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1213 continue;
1238 if (tmp->type == RING || 1214 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1216 || tmp->type == GIRDLE
1241 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)
1242 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1243 1222
1244 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1245 objects */ 1224 objects */
1246 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)
1247 { 1226 {
1248 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1249 /* Make this more visible */ 1228 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "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));
1252 flag = 1; 1231 flag = 1;
1253 tmp->magic--; 1232 tmp->magic--;
1254 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1256 } 1235 }
1257 } 1236 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 } 1237
1238 if (flag)
1239 op->update_stats (); /* Something was corroded */
1261 } 1240 }
1241 }
1262 break; 1242 break;
1243
1263 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1264 { 1245 {
1265 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1267 */ 1248 */
1268 int rate; 1249 int rate;
1269 1250
1270 if (op->resist[ATNR_DRAIN] >= 0) 1251 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1252 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1253 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1254 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1255
1275 if (op->stats.exp <= rate) 1256 if (op->stats.exp <= rate)
1276 { 1257 {
1277 if (op->type == GOLEM) 1258 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1259 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1260 else
1280 /* If we can't drain, lets try to do physical damage */ 1261 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1262 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1263 }
1283 else 1264 else
1284 { 1265 {
1285 /* Randomly give the hitter some hp */ 1266 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1267 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (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)
1288 hitter->stats.hp++; 1269 hitter->stats.hp++;
1289 1270
1290 /* Can't do drains on battleground spaces. 1271 /* Can't do drains on battleground spaces.
1291 * 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
1292 * 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,
1293 * nothing happens. 1274 * nothing happens.
1294 * 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
1295 * attacks, hence all the != PLAYER checks. 1276 * attacks, hence all the != PLAYER checks.
1296 */ 1277 */
1297 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))
1298 { 1279 {
1299 object *owner = get_owner (hitter); 1280 object *owner = hitter->owner;
1300 1281
1301 if (owner && owner != hitter) 1282 if (owner && owner != hitter)
1302 { 1283 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1305 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);
1306 } 1287 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1291
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1293 }
1294
1314 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
1315 * 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,
1316 * as the messages will say you missed 1297 * as the messages will say you missed
1317 */ 1298 */
1318 } 1299 }
1319 } 1300 }
1320 break; 1301 break;
1302
1321 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1322 { 1304 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1306 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1308 object *god = find_god (determine_god (owner));
1327 int div = 1; 1309 int div = 1;
1328 1310
1329 /* 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
1330 * at half strength */ 1312 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1332 div = 2; 1314 div = 2;
1315
1333 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1334 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1318 scare_creature (op, owner);
1336 } 1319 }
1337 else 1320 else
1338 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1322 undead? */
1340 } 1323 }
1341 break; 1324 break;
1325
1342 case ATNR_DEATH: 1326 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1344 break; 1328 break;
1329
1345 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1346 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 ());
1347 dam = 0; 1332 dam = 0;
1348 break; 1333 break;
1334
1349 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1350 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 ());
1351 dam = 0; 1337 dam = 0;
1352 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1341 * does no damage. */
1356 break; 1342 break;
1343
1357 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1358 { 1345 {
1359 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1349
1363 /* 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 */
1364 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])
1365 scare_creature (op, owner); 1352 scare_creature (op, owner);
1366 } 1353 }
1367 break; 1354 break;
1355
1368 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1369 { 1357 {
1370 int new_hp; 1358 int new_hp;
1371 1359
1372 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1361 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1362 * much use giving it to monsters
1375 * 1363 *
1376 * 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
1377 * damage it does do to the player. Given that, 1365 * damage it does do to the player. Given that,
1378 * 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
1379 * 1000). 1367 * 1000).
1380 */ 1368 */
1381 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1371 return 0;
1372
1384 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1376 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1389 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1392 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1395 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1397 } 1389 }
1398 } 1390 }
1391
1399 return dam; 1392 return dam;
1400} 1393}
1401
1402 1394
1403/* 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
1404 * allow script procedures to "kill" objects in a combat-like fashion. 1396 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * 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
1406 * Sword. Note that nothing has been changed from the original version 1398 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1422 const char *skill; 1414 const char *skill;
1423 int maxdam = 0; 1415 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1425 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 */
1426 object *owner = NULL; 1418 object *owner = 0;
1427 object *skop = NULL; 1419 object *skop = 0;
1428 1420
1429 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1430 return -1; 1422 return -1;
1431 1423
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 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 */
1443 1435
1444 if (op->type == DOOR) 1436 if (op->type == DOOR)
1445 { 1437 {
1446 op->speed = 0.1; 1438 op->set_speed (0.1);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1439 op->speed_left = -0.05;
1449 return maxdam; 1440 return maxdam;
1450 } 1441 }
1451 1442
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1444 {
1454 remove_friendly_object (op); 1445 op->destroy ();
1455
1456 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1457 op->owner->contr->ranges[range_golem] = 0;
1458
1459 remove_ob (op);
1460 free_object (op);
1461 return maxdam; 1446 return maxdam;
1462 } 1447 }
1463 1448
1464 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1465 1450
1466 owner = get_owner (hitter); 1451 owner = hitter->owner;
1467 if (!owner) 1452 if (!owner)
1468 owner = hitter; 1453 owner = hitter;
1469 1454
1470 /* is the victim (op) standing on battleground? */ 1455 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1456 if (op_on_battleground (op, NULL, NULL))
1492 char buf[256]; 1477 char buf[256];
1493 1478
1494 tmv = localtime (&t); 1479 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1480 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1481
1497 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));
1498 } 1483 }
1499 1484
1500 /* try to filter some things out - basically, if you are 1485 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1486 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1487 * probably don't want to see that.
1520 * 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
1521 * with spells, pets, whatever, there was no penalty. 1506 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1507 * Changed to make luck penalty configurable in settings.
1523 */ 1508 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1526 1511
1527 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1530 */ 1515 */
1531 skill = 0; 1516 skill = 0;
1532 1517
1533 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1519 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1536 { 1521 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1539 } 1524 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1542 else 1527 else
1543 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");
1544 1529
1545 /* 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
1546 * 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!
1547 */ 1532 */
1548 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1549 { 1534 {
1550 int i; 1535 int i;
1551 1536
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1616 else 1601 else
1617 { 1602 {
1618 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1621 1605
1622#ifdef PARTY_KILL_LOG
1623 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);
1624#endif 1607
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1608 for_all_players (pl)
1626 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))
1627 { 1610 {
1628 count++; 1611 count++;
1629 shares += (pl->ob->level + 4); 1612 shares += (pl->ob->level + 4);
1630 } 1613 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1616 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1617 else
1635 { 1618 {
1636 int share = exp / shares, given = 0, nexp; 1619 int share = exp / shares, given = 0, nexp;
1637 1620
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1621 for_all_players (pl)
1639 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))
1640 { 1623 {
1641 nexp = (pl->ob->level + 4) * share; 1624 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1626 given += nexp;
1652 1635
1653 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1654 { 1637 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1638 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1639 {
1657 object *owner1 = get_owner (op); 1640 object *owner1 = op->owner;
1658 1641
1659 if (owner1 && owner1->type == PLAYER) 1642 if (owner1 && owner1->type == PLAYER)
1660 { 1643 {
1661 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);
1662 /* Maybe we should include the owner that killed this, maybe not */ 1645 /* Maybe we should include the owner that killed this, maybe not */
1664 } 1647 }
1665 1648
1666 remove_friendly_object (op); 1649 remove_friendly_object (op);
1667 } 1650 }
1668 1651
1669 remove_ob (op); 1652 op->destroy ();
1670 free_object (op);
1671 } 1653 }
1672 else 1654 else
1673 { 1655 {
1674 /* Player has been killed! */ 1656 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1657 if (owner->type == PLAYER)
1685} 1667}
1686 1668
1687/* 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
1688 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1689 */ 1671 */
1690
1691int 1672int
1692friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1693{ 1674{
1694 object *owner; 1675 object *owner;
1695 int friendlyfire; 1676 int friendlyfire;
1705 return 0; 1686 return 0;
1706 1687
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1688 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1689 return 1;
1709 1690
1710 if ((owner = get_owner (hitter)) != NULL) 1691 if ((owner = hitter->owner) != NULL)
1711 { 1692 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1693 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1694 friendlyfire = 2;
1714 } 1695 }
1715 1696
1725 * is what is hitting the object, type is the attacktype, and 1706 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1707 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1708 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1709 * modify it.
1729 */ 1710 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1711/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1712 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1713int
1735hit_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)
1736{ 1715{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1716 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1717 int maxattacktype, attacknum;
1749 return 0; 1728 return 0;
1750 1729
1751#ifdef PROHIBIT_PLAYERKILL 1730#ifdef PROHIBIT_PLAYERKILL
1752 if (op->type == PLAYER) 1731 if (op->type == PLAYER)
1753 { 1732 {
1754 object *owner = get_owner (hitter); 1733 object *owner = hitter->owner;
1755 1734
1756 if (!owner) 1735 if (!owner)
1757 owner = hitter; 1736 owner = hitter;
1758 1737
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1738 if (owner->type == PLAYER
1739 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner)
1760 return 0; 1742 return 0;
1761 } 1743 }
1762#endif 1744#endif
1763 1745
1764 if (body_attack) 1746 if (body_attack)
1781 } 1763 }
1782 } 1764 }
1783 1765
1784 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1785 { 1767 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1770 {
1791 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1772
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1774 return 0;
1775
1794 break; 1776 break;
1795 } 1777 }
1796 } 1778 }
1797 1779
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1781 {
1800 /* 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
1801 * destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1802 */ 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 */
1803 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);
1804 return 0; 1792 return 0;
1805 } 1793 }
1806 1794
1807#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1814 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1802 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1804 if (dam >= 100)
1817 dam /= 100; 1805 dam /= 100;
1818 else 1806 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1808 }
1821 1809
1822 /* 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
1823 * 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
1824 */ 1812 */
1844 (hitter->title != NULL 1832 (hitter->title != NULL
1845 && (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)))
1846 return 0; 1834 return 0;
1847 } 1835 }
1848 1836
1849 maxattacktype = type; /* initialize this to something */ 1837 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1839 {
1852 /* 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
1853 * attack types. As such, skip it over. However, if magic is 1841 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1842 * the only attacktype in the group, then still attack with it
1907 1895
1908 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1897 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1899 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1913 maxdam++; 1901 maxdam++;
1914 } 1902 }
1915 1903
1916#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1906#endif
1919 1907
1920 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)
1921 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1915 op->enemy = hitter;
1924 1916
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1918 {
1927 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1942
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1943 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1944 {
1953 if (maxdam) 1945 if (maxdam)
1954 tear_down_wall (op); 1946 tear_down_wall (op);
1947
1955 return maxdam; /* nothing more to do for wall */ 1948 return maxdam; /* nothing more to do for wall */
1956 } 1949 }
1957 1950
1958 /* See if the creature has been killed */ 1951 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1952 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 /* 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
1965 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
1967 */ 1960 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1962 hitter->destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1963
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
1976 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))
1977 { 1966 {
1978 int i; 1967 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1969 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1970 object *owner = op->owner;
1982 1971
1983 if (!op->other_arch) 1972 if (!op->other_arch)
1984 { 1973 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1974 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1975 return maxdam;
1987 } 1976 }
1977
1988 remove_ob (op); 1978 op->remove ();
1979
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1980 for (i = 0; i < NROFNEWOBJS (op); i++)
1990 { /* This doesn't handle op->more yet */ 1981 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1982 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1983 int j;
1993 1984
1994 tmp->stats.hp = op->stats.hp; 1985 tmp->stats.hp = op->stats.hp;
1986
1995 if (friendly) 1987 if (friendly)
1996 { 1988 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1989 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1990 tmp->attack_movement = PETMOVE;
1991
2000 if (owner != NULL) 1992 if (owner)
2001 set_owner (tmp, owner); 1993 tmp->set_owner (owner);
2002 } 1994 }
1995
2003 if (unaggressive) 1996 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1997 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1998
2005 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
2006 if (j == -1) /* No spot to put this monster */ 2001 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 2002 tmp->destroy ();
2008 else 2003 else
2009 { 2004 {
2010 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];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 2006 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 2007 }
2013 } 2008 }
2014 if (friendly) 2009
2015 remove_friendly_object (op); 2010 op->destroy ();
2016 free_object (op);
2017 } 2011 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 2013 hitter->destroy ();
2020 remove_ob (hitter); 2014
2021 free_object (hitter);
2022 }
2023 return maxdam; 2015 return maxdam;
2024} 2016}
2025 2017
2026 2018
2027void 2019void
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2040 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2041 tmp->stats.dam += hitter->level / 2;
2050 else 2042 else
2051 tmp->stats.dam = dam; 2043 tmp->stats.dam = dam;
2052 2044
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2045 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2046 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2047 {
2056 tmp->skill = hitter->skill; 2048 tmp->skill = hitter->skill;
2057 } 2049 }
2058 2050
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2056 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2057 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2059 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2060 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2061 op->update_stats ();
2070 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.");
2071 } 2063 }
2072 if (hitter->type == PLAYER) 2064 if (hitter->type == PLAYER)
2073 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);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2075 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2067 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2068 }
2077 tmp->speed_left = 0; 2069 tmp->speed_left = 0;
2078 } 2070 }
2079 else 2071 else
2098 } 2090 }
2099 else 2091 else
2100 tmp->stats.food++; 2092 tmp->stats.food++;
2101 SET_FLAG (tmp, FLAG_APPLIED); 2093 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2094 tmp->speed_left = 0;
2103 fix_player (op); 2095 op->update_stats ();
2104} 2096}
2105 2097
2106void 2098void
2107confuse_player (object *op, object *hitter, int dam) 2099confuse_player (object *op, object *hitter, int dam)
2108{ 2100{
2152 */ 2144 */
2153 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;
2154 2146
2155 tmp = insert_ob_in_ob (tmp, op); 2147 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2148 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2149 op->update_stats (); /* This takes care of some other stuff */
2158 2150
2159 if (hitter->owner) 2151 if (hitter->owner)
2160 owner = get_owner (hitter); 2152 owner = hitter->owner;
2161 else 2153 else
2162 owner = hitter; 2154 owner = hitter;
2163 2155
2164 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));
2165 } 2157 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2195
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2197}
2206 2198
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2200 * the computed damaged.
2210 */ 2201 */
2211void 2202void
2212deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2229 if (def_lev < 1) 2220 if (def_lev < 1)
2230 { 2221 {
2231 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);
2232 def_lev = 1; 2223 def_lev = 1;
2233 } 2224 }
2225
2234 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;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2237 2229
2238 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2253 */ 2245 */
2254 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2255 } 2247 }
2256 } 2248 }
2257 else 2249 else
2258 {
2259 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2260 }
2261} 2251}
2262 2252
2263/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2255 * monster).
2311 } 2301 }
2312 2302
2313 /* aimed missiles use the owning object's sight */ 2303 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2304 if (is_aimed_missile (hitter))
2315 { 2305 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2306 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2307 attacker = hitter;
2318 /* 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
2319 * owned by him - need to handle that case to avoid crashes. 2309 * owned by him - need to handle that case to avoid crashes.
2320 */ 2310 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2311 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2369#endif 2359#endif
2370 2360
2371 return adjust; 2361 return adjust;
2372} 2362}
2373 2363
2374
2375/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2376int 2365int
2377is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2378{ 2367{
2379 2368
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2375 return 1;
2387 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))
2388 return 1; 2377 return 1;
2389 } 2378 }
2379
2390 return 0; 2380 return 0;
2391} 2381}

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