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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.75 by root, Mon Aug 27 05:10:51 2007 UTC vs.
Revision 1.113 by root, Thu Nov 5 14:27:47 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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 <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
62 CLEAR_FLAG (op, FLAG_DAMNED); 63 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 64 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 67
67 if (op->env && op->env->type == PLAYER) 68 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 69 esrv_update_item (UPD_FLAGS, pl, op);
69 } 70 }
70} 71}
71 72
72/* did_make_save_item just checks to make sure the item actually 73/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 74 * made its saving throw based on the tables. It does not take
77did_make_save_item (object *op, int type, object *originator) 78did_make_save_item (object *op, int type, object *originator)
78{ 79{
79 int i, roll, saves = 0, attacks = 0, number; 80 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 81 materialtype_t *mt;
81 82
82 if (op->materialname == NULL) 83 if (!op->materialname)
83 { 84 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt; mt = mt->next)
85 if (op->materials & mt->material) 86 if (op->materials & mt->material)
86 break; 87 break;
87 } 88 }
88 else 89 else
89 mt = name_to_material (op->materialname); 90 mt = name_to_material (op->materialname);
104 if (type != AT_MAGIC) 105 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 109
109 if (type == 0) 110 if (type == 0) return TRUE;
110 return TRUE; 111
111 if (roll == 20) 112 if (roll == 20) return TRUE;
112 return TRUE; 113 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 114
116 for (number = 0; number < NROFATTACKS; number++) 115 for (number = 0; number < NROFATTACKS; number++)
117 { 116 {
118 i = 1 << number; 117 i = 1 << number;
118
119 if (!(i & type)) 119 if (!(i & type))
120 continue; 120 continue;
121
121 attacks++; 122 attacks++;
122 if (op->resist[number] == 100) 123 if (op->resist[number] == 100)
123 saves++; 124 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 126 saves++;
148 object *env = op->env; 149 object *env = op->env;
149 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
150 maptile *m = op->map; 151 maptile *m = op->map;
151 152
152 op = stop_item (op); 153 op = stop_item (op);
153 if (op == NULL) 154 if (!op)
154 return; 155 return;
155 156
156 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 164 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
165 { 169 ))
166 const char *arch = op->other_arch->archname; 170 {
167 171 switch (op->type)
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 { 172 {
175 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
176 { 182 {
177 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
178 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
179 if (env->contr) 190 if (env)
180 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
181 } 195 }
182 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 196 }
188
189 return; 197 return;
190 } 198 }
191 199
192 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 201 { /* Cancellation. */
196 return; 204 return;
197 } 205 }
198 206
199 if (op->nrof > 1) 207 if (op->nrof > 1)
200 { 208 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 209 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
205 } 211 }
206 else 212 else
207 { 213 {
208 if (op->env) 214 // drop everything to the ground, if possible
209 { 215 op->insert_at (originator);
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 216 op->drop_and_destroy ();
217 } 217 }
218 218
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 220 if (env)
221 { 221 {
222 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 224 env->insert (op);
225 } 225 }
226 else 226 else
227 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
228 228
229 return; 229 return;
230 } 230 }
231 231
232 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 { 234 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
237 236
238 if (at == NULL) 237 if (at == NULL)
239 return; 238 return;
240 239
241 op = stop_item (op); 240 op = stop_item (op);
242 if (op == NULL) 241 if (op == NULL)
243 return; 242 return;
244 243
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
246 { 246 {
247 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 254 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 256 }
257 257
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 259 return;
263 } 260 }
264} 261}
265 262
266/* Object op is hitting the map. 263/* Object op is hitting the map.
295 } 292 }
296 293
297 if (op->head) 294 if (op->head)
298 op = op->head; 295 op = op->head;
299 296
300 map = op->map; 297 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 298 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 299
304 if (!xy_normalise (map, x, y)) 300 if (!pos.normalise ())
305 return 0; 301 return 0;
306 302
307 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 305 mapspace &ms = pos.ms ();
310 306
311 if (ms.flags () & P_SAFE) 307 if (ms.flags () & P_SAFE)
312 return 0; 308 return 0;
313 309
314 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
352 348
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
356 */ 352 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 354 continue;
359 355
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 { 357 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
394 390
395 /* put in a few special messages for some of the common attacktypes 391 /* put in a few special messages for some of the common attacktypes
396 * a player might have. For example, fire, electric, cold, etc 392 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919] 393 * [garbled 20010919]
398 */ 394 */
399
400 if (dam == 9998 && op->type == DOOR) 395 if (dam == 9998 && op->type == DOOR)
401 { 396 {
402 sprintf (buf1, "unlock %s", &op->name); 397 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks"); 398 sprintf (buf2, " unlocks");
404 found++; 399 found++;
405 } 400 }
406 if (dam < 0) 401 else if (dam < 0)
407 { 402 {
408 sprintf (buf1, "hit %s", &op->name); 403 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits"); 404 sprintf (buf2, " hits");
410 found++; 405 found++;
411 } 406 }
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++; 529 found++;
535 break; 530 break;
536 } 531 }
537 } 532 }
538 else if (hitter->current_weapon != NULL) 533 else if (hitter->current_weapon)
539 { 534 {
540 int mtype; 535 int mtype;
541 536
542 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
543 { 538 {
544 case WEAP_HIT: 539 case WEAP_HIT:
545 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
546 break; 541 break;
547 case WEAP_SLASH: 542 case WEAP_SLASH:
548 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
549 break; 544 break;
550 case WEAP_PIERCE: 545 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
552 break; 547 break;
553 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
555 break; 550 break;
556 case WEAP_SLICE: 551 case WEAP_SLICE:
557 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
558 break; 553 break;
559 case WEAP_STAB: 554 case WEAP_STAB:
560 mtype = ATM_STAB; 555 mtype = ATM_STAB;
561 break; 556 break;
562 case WEAP_WHIP: 557 case WEAP_WHIP:
563 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
564 break; 559 break;
565 case WEAP_CRUSH: 560 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
567 break; 562 break;
568 case WEAP_BLUD: 563 case WEAP_BLUD:
569 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
570 break; 565 break;
571 default: 566 default:
572 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
573 break; 568 break;
574 } 569 }
570
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 573 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
680 op->play_sound (sound_find ("player_hits4")); 676 op->play_sound (sound_find ("player_hits4"));
681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
682 } 678 }
683} 679}
684 680
685
686static int 681static int
687get_attack_mode (object **target, object **hitter, int *simple_attack) 682get_attack_mode (object **target, object **hitter, int *simple_attack)
688{ 683{
689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
690 { 685 {
691 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
692 return 1; 687 return 1;
693 } 688 }
694 if ((*target)->head) 689
695 *target = (*target)->head; 690 *target = (*target)->head_ ();
696 if ((*hitter)->head)
697 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head_ ();
692
693 if ((*target)->type == LOCKED_DOOR)
694 return 1; // locked doors cannot be hit
695
698 if ((*hitter)->env != NULL || (*target)->env != NULL) 696 if ((*hitter)->env || (*target)->env)
699 { 697 {
700 *simple_attack = 1; 698 *simple_attack = 1;
701 return 0; 699 return 0;
702 } 700 }
701
703 if (QUERY_FLAG (*target, FLAG_REMOVED) 702 if (QUERY_FLAG (*target, FLAG_REMOVED)
704 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 703 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704 || !(*hitter)->map
705 || !on_same_map (*hitter, *target))
705 { 706 {
706 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name); 707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ());
707 return 1; 709 return 1;
708 } 710 }
711
709 *simple_attack = 0; 712 *simple_attack = 0;
710 return 0; 713 return 0;
711} 714}
712 715
713static int 716static int
714abort_attack (object *target, object *hitter, int simple_attack) 717abort_attack (object *target, object *hitter, int simple_attack)
715{ 718{
716
717/* Check if target and hitter are still in a relation similar to the one 719 /* Check if target and hitter are still in a relation similar to the one
718 * determined by get_attack_mode(). Returns true if the relation has changed. 720 * determined by get_attack_mode(). Returns true if the relation has changed.
719 */ 721 */
720 int new_mode; 722 int new_mode;
721 723
722 if (hitter->env == target || target->env == hitter) 724 if (hitter->env == target || target->env == hitter)
723 new_mode = 1; 725 new_mode = 1;
724 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
725 return 1; 728 return 1;
726 else 729 else
727 new_mode = 0; 730 new_mode = 0;
731
728 return new_mode != simple_attack; 732 return new_mode != simple_attack;
729} 733}
730 734
731static void thrown_item_effect (object *, object *); 735static void thrown_item_effect (object *, object *);
732 736
790 * for help. */ 794 * for help. */
791 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 795 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
792 npc_call_help (op); 796 npc_call_help (op);
793 797
794 /* if you were hidden and hit by a creature, you are discovered */ 798 /* if you were hidden and hit by a creature, you are discovered */
795 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 799 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
796 { 800 {
797 make_visible (op); 801 make_visible (op);
798 802
799 if (op->type == PLAYER) 803 if (op->type == PLAYER)
800 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 804 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
801 } 805 }
802 806
803 /* thrown items (hitter) will have various effects 807 /* thrown items (hitter) will have various effects
804 * when they hit the victim. For things like thrown daggers, 808 * when they hit the victim. For things like thrown daggers,
805 * this sets 'hitter' to the actual dagger, and not the 809 * this sets 'hitter' to the actual dagger, and not the
817 if (hitdam <= 0) 821 if (hitdam <= 0)
818 hitdam = 1; 822 hitdam = 1;
819 823
820 type = hitter->attacktype; 824 type = hitter->attacktype;
821 825
826 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
827 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
828 * This check is important for the most simple monsters out there in the
829 * game content (maps, archs). For example orcs: They would have
830 * no attacktype at all.
831 *
832 * Some time in the future someone should just go into the game data
833 * and fix every monster out there ;-/ Until then we will kill some
834 * more trees in the african rain forests with this check.
835 */
822 if (!type) 836 if (!type)
823 type = AT_PHYSICAL; 837 type = AT_PHYSICAL;
824 838
825 /* Handle monsters that hit back */ 839 /* Handle monsters that hit back */
826 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))
877 * 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
878 * stick around. 892 * stick around.
879 */ 893 */
880 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
881 { 895 {
882 tmp = tmp->head_ (); 896 tmp->head_ ()->insert (op);
883
884 op->remove ();
885 op = insert_ob_in_ob (op, tmp);
886
887 if (tmp->type == PLAYER)
888 esrv_send_item (tmp, op);
889
890 return 1; 897 return 1;
891 } 898 }
892 else 899 else
893 return 0; 900 return 0;
894} 901}
908 /* Disassemble missile */ 915 /* Disassemble missile */
909 if (op->inv) 916 if (op->inv)
910 { 917 {
911 container = op; 918 container = op;
912 hitter = op->inv; 919 hitter = op->inv;
913 hitter->remove ();
914 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 920 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
915 /* Note that we now have an empty THROWN_OBJ on the map. Code that 921 /* Note that we now have an empty THROWN_OBJ on the map. Code that
916 * might be called until this THROWN_OBJ is either reassembled or 922 * might be called until this THROWN_OBJ is either reassembled or
917 * removed at the end of this function must be able to deal with empty 923 * removed at the end of this function must be able to deal with empty
918 * THROWN_OBJs. */ 924 * THROWN_OBJs. */
919 } 925 }
933 * other places as well!) 939 * other places as well!)
934 */ 940 */
935 if (hitter->destroyed () || hitter->env != NULL) 941 if (hitter->destroyed () || hitter->env != NULL)
936 { 942 {
937 if (container) 943 if (container)
938 {
939 container->remove ();
940 container->destroy (); 944 container->destroy ();
941 }
942 945
943 return 0; 946 return 0;
944 } 947 }
945 948
946 /* Missile hit victim */ 949 /* Missile hit victim */
970 * can fly over but not otherwise move over. What is the correct 973 * can fly over but not otherwise move over. What is the correct
971 * way to handle those otherwise? 974 * way to handle those otherwise?
972 */ 975 */
973 if (victim->x != hitter->x || victim->y != hitter->y) 976 if (victim->x != hitter->x || victim->y != hitter->y)
974 { 977 {
978 if (victim->destroyed ())
979 hitter->destroy ();
980 else
981 {
975 hitter->remove (); 982 hitter->remove ();
976 hitter->x = victim->x; 983 hitter->x = victim->x;
977 hitter->y = victim->y; 984 hitter->y = victim->y;
978 insert_ob_in_map (hitter, victim->map, hitter, 0); 985 insert_ob_in_map (hitter, victim->map, hitter, 0);
986 }
979 } 987 }
980 else 988 else
981 /* Else leave arrow where it is */ 989 /* Else leave arrow where it is */
982 merge_ob (hitter, NULL); 990 merge_ob (hitter, NULL);
983 991
998} 1006}
999 1007
1000void 1008void
1001tear_down_wall (object *op) 1009tear_down_wall (object *op)
1002{ 1010{
1003 int perc = 0;
1004
1005 if (!op->stats.maxhp) 1011 if (!op->stats.maxhp)
1006 {
1007 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1012 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1008 perc = 1; 1013 else if (!op->has_anim ())
1009 }
1010 else if (!GET_ANIM_ID (op))
1011 { 1014 {
1012 /* Object has been called - no animations, so remove it */ 1015 /* Object has been called - no animations, so remove it */
1013 if (op->stats.hp < 0) 1016 if (op->stats.hp < 0)
1014 op->destroy (); 1017 op->destroy ();
1015 1018
1016 return; /* no animations, so nothing more to do */ 1019 return; /* no animations, so nothing more to do */
1017 } 1020 }
1018 1021
1019 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1022 // we use frames 1..num-2 as intermediate frames, so
1023 // the last frame is used only when hp < 0.
1024 int perc = clamp (
1025 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1026 0, op->anim_frames () - 1
1027 );
1020 1028
1021 if (perc >= (int) NUM_ANIMATIONS (op)) 1029 op->set_anim_frame (perc);
1022 perc = NUM_ANIMATIONS (op) - 1;
1023 else if (perc < 1)
1024 perc = 1;
1025
1026 SET_ANIMATION (op, perc);
1027 update_object (op, UP_OBJ_FACE); 1030 update_object (op, UP_OBJ_FACE);
1028 1031
1029 if (perc == NUM_ANIMATIONS (op) - 1) 1032 if (op->stats.hp < 0)
1030 { /* Reached the last animation */ 1033 { /* Reached the last animation */
1031 if (op->face == blank_face) 1034 if (op->face == blank_face)
1032 /* If the last face is blank, remove the ob */ 1035 /* If the last face is blank, remove the ob */
1033 op->destroy (); 1036 op->destroy ();
1034 else 1037 else
1035 { /* The last face was not blank, leave an image */ 1038 { /* The last face was not blank, leave an image */
1036 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1039 op->flag [FLAG_BLOCKSVIEW] = false;
1037 update_all_los (op->map, op->x, op->y); 1040 update_all_los (op->map, op->x, op->y);
1038 op->move_block = 0; 1041 op->move_block = 0;
1039 CLEAR_FLAG (op, FLAG_ALIVE); 1042 op->flag [FLAG_ALIVE] = false;
1040 } 1043 }
1041 } 1044 }
1042} 1045}
1043 1046
1044void 1047void
1045scare_creature (object *target, object *hitter) 1048scare_creature (object *target, object *hitter)
1046{ 1049{
1047 object *owner = hitter->owner; 1050 target->flag [FLAG_SCARED] = true;
1048 1051
1049 if (!owner)
1050 owner = hitter;
1051
1052 SET_FLAG (target, FLAG_SCARED);
1053 if (!target->enemy) 1052 if (!target->enemy)
1054 target->enemy = owner; 1053 target->enemy = hitter->outer_owner ();
1055} 1054}
1056 1055
1057/* This returns the amount of damage hitter does to op with the 1056/* This returns the amount of damage hitter does to op with the
1058 * appropriate attacktype. Only 1 attacktype should be set at a time. 1057 * appropriate attacktype. Only 1 attacktype should be set at a time.
1059 * This doesn't damage the player, but returns how much it should 1058 * This doesn't damage the player, but returns how much it should
1084 if (attacknum == ATNR_INTERNAL) 1083 if (attacknum == ATNR_INTERNAL)
1085 return dam; 1084 return dam;
1086 1085
1087 if (hitter->slaying) 1086 if (hitter->slaying)
1088 { 1087 {
1089 if ((op->race && strstr (hitter->slaying, op->race)) 1088 if ((op->race && hitter->slaying.contains (op->race))
1090 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 1089 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1091 { 1090 {
1092 doesnt_slay = 0; 1091 doesnt_slay = 0;
1093 dam *= 3; 1092 dam *= 3;
1094 } 1093 }
1095 } 1094 }
1208 1207
1209 /* High damage acid has better chance of corroding 1208 /* High damage acid has better chance of corroding
1210 objects */ 1209 objects */
1211 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1210 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1212 { 1211 {
1213 if (op->type == PLAYER)
1214 /* Make this more visible */
1215 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1216 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1217 flag = 1; 1212 flag = 1;
1218 tmp->magic--; 1213 tmp->magic--;
1219 if (op->type == PLAYER) 1214
1220 esrv_send_item (op, tmp); 1215 if (object *pl = tmp->visible_to ())
1216 {
1217 /* Make this more visible */
1218 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1219 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1220
1221 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1222 }
1221 } 1223 }
1222 } 1224 }
1223 1225
1224 if (flag) 1226 if (flag)
1225 op->update_stats (); /* Something was corroded */ 1227 op->update_stats (); /* Something was corroded */
1294 object *god = find_god (determine_god (owner)); 1296 object *god = find_god (determine_god (owner));
1295 int div = 1; 1297 int div = 1;
1296 1298
1297 /* if undead are not an enemy of your god, you turn them 1299 /* if undead are not an enemy of your god, you turn them
1298 * at half strength */ 1300 * at half strength */
1299 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 1301 if (!god || !god->slaying.contains (shstr_undead))
1300 div = 2; 1302 div = 2;
1301 1303
1302 /* Give a bonus if you resist turn undead */ 1304 /* Give a bonus if you resist turn undead */
1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1305 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1304 scare_creature (op, owner); 1306 scare_creature (op, owner);
1395 */ 1397 */
1396int 1398int
1397kill_object (object *op, int dam, object *hitter, int type) 1399kill_object (object *op, int dam, object *hitter, int type)
1398{ 1400{
1399 char buf[MAX_BUF]; 1401 char buf[MAX_BUF];
1400 const char *skill; 1402 shstr skill;
1401 int maxdam = 0; 1403 int maxdam = 0;
1402 int battleg = 0; /* true if op standing on battleground */ 1404 int battleg = 0; /* true if op standing on battleground */
1403 int pk = 0; /* true if op and what controls hitter are both players */ 1405 int pk = 0; /* true if op and what controls hitter are both players */
1404 object *owner = 0; 1406 object *owner = 0;
1405 object *skop = 0; 1407 object *skop = 0;
1426 return maxdam; 1428 return maxdam;
1427 } 1429 }
1428 1430
1429 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1431 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1430 { 1432 {
1431 op->destroy (); 1433 op->drop_and_destroy ();
1432 return maxdam; 1434 return maxdam;
1433 } 1435 }
1434 1436
1435 /* Now lets start dealing with experience we get for killing something */ 1437 /* Now lets start dealing with experience we get for killing something */
1436 1438
1437 owner = hitter->owner; 1439 owner = hitter->outer_owner ();
1438 if (!owner) 1440 if (!owner)
1439 owner = hitter; 1441 owner = hitter;
1440 1442
1441 /* is the victim (op) standing on battleground? */ 1443 /* is the victim (op) standing on battleground? */
1442 if (op_on_battleground (op, NULL, NULL)) 1444 if (op_on_battleground (op, NULL, NULL))
1447 pk = 1; 1449 pk = 1;
1448 1450
1449 /* Player killed something */ 1451 /* Player killed something */
1450 if (owner->type == PLAYER) 1452 if (owner->type == PLAYER)
1451 { 1453 {
1452 Log_Kill (owner->name,
1453 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1454
1455 /* Log players killing other players - makes it easier to detect 1454 /* Log players killing other players - makes it easier to detect
1456 * and filter out malicious player killers - that is why the 1455 * and filter out malicious player killers - that is why the
1457 * ip address is included. 1456 * ip address is included.
1458 */ 1457 */
1459 if (op->type == PLAYER && !battleg) 1458 if (op->type == PLAYER && !battleg)
1497 1496
1498 /* This code below deals with finding the appropriate skill 1497 /* This code below deals with finding the appropriate skill
1499 * to credit exp to. This is a bit problematic - we should 1498 * to credit exp to. This is a bit problematic - we should
1500 * probably never really have to look at current_weapon->skill 1499 * probably never really have to look at current_weapon->skill
1501 */ 1500 */
1502 skill = 0;
1503
1504 if (hitter->skill && hitter->type != PLAYER) 1501 if (hitter->skill && hitter->type != PLAYER)
1505 skill = hitter->skill; 1502 skill = hitter->skill;
1506 else if (owner->chosen_skill) 1503 else if (owner->chosen_skill)
1507 { 1504 {
1508 skop = owner->chosen_skill; 1505 skop = owner->chosen_skill;
1509 skill = skop->skill; 1506 skill = skop->skill;
1510 } 1507 }
1511 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1512 skill = owner->current_weapon->skill; 1509 skill = owner->current_weapon->skill;
1513 else 1510 else
1511 {
1514 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1512 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1513 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1514 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1515 skill = 0;
1516 }
1515 1517
1516 /* We have the skill we want to credit to - now find the object this goes 1518 /* We have the skill we want to credit to - now find the object this goes
1517 * to. Make sure skop is an actual skill, and not a skill tool! 1519 * to. Make sure skop is an actual skill, and not a skill tool!
1518 */ 1520 */
1519 if ((!skop || skop->type != SKILL) && skill) 1521 skop = owner->contr->find_skill (skill);
1520 {
1521 int i;
1522
1523 for (i = 0; i < NUM_SKILLS; i++)
1524 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1525 {
1526 skop = owner->contr->last_skill_ob[i];
1527 break;
1528 }
1529 }
1530 } /* Was it a player that hit somethign */ 1522 } /* Was it a player that hit somethign */
1531 else 1523 else
1532 skill = 0; 1524 skill = 0;
1533 1525
1534 /* Pet (or spell) killed something. */
1535 if (owner != hitter)
1536 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1537 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538 else
1539 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1540 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1541 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542
1543 /* These may have been set in the player code section above */ 1526 /* These may have been set in the player code section above */
1544 if (!skop) 1527 if (!skop)
1545 skop = hitter->chosen_skill; 1528 skop = hitter->chosen_skill;
1546 1529
1547 if (!skill && skop) 1530 if (!skill && skop)
1548 skill = skop->skill; 1531 skill = skop->skill;
1549
1550 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1551 1532
1552 /* If you didn't kill yourself, and your not the wizard */ 1533 /* If you didn't kill yourself, and your not the wizard */
1553 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1534 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1554 { 1535 {
1555 int exp; 1536 int exp;
1627 1608
1628 if (owner1 && owner1->type == PLAYER) 1609 if (owner1 && owner1->type == PLAYER)
1629 { 1610 {
1630 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1611 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1631 /* Maybe we should include the owner that killed this, maybe not */ 1612 /* Maybe we should include the owner that killed this, maybe not */
1632 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1613 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1633 } 1614 }
1634 1615
1635 remove_friendly_object (op); 1616 remove_friendly_object (op);
1636 } 1617 }
1637 1618
1638 op->destroy (); 1619 op->drop_and_destroy ();
1639 } 1620 }
1640 else 1621 else
1641 {
1642 /* Player has been killed! */ 1622 /* Player has been killed! */
1643 if (owner->type == PLAYER) 1623 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1644 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1645 else
1646 assign (op->contr->killer, hitter->name);
1647 }
1648 1624
1649 /* This was return -1 - that doesn't seem correct - if we return -1, process 1625 /* This was return -1 - that doesn't seem correct - if we return -1, process
1650 * continues in the calling function. 1626 * continues in the calling function.
1651 */ 1627 */
1652 return maxdam; 1628 return maxdam;
1808 */ 1784 */
1809 if (type & AT_HOLYWORD) 1785 if (type & AT_HOLYWORD)
1810 { 1786 {
1811 object *god; 1787 object *god;
1812 1788
1813 if ((!hitter->slaying || 1789 if ((!hitter->slaying
1814 (!(op->race && strstr (hitter->slaying, op->race)) && 1790 || (!(op->race && hitter->slaying.contains (op->race))
1815 !(op->name && strstr (hitter->slaying, op->name)))) && 1791 && !(op->name && hitter->slaying.contains (op->name))))
1816 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1792 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1817 (hitter->title != NULL 1793 || (hitter->title
1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1794 && (god = find_god (determine_god (hitter))) != NULL
1795 && god->race.contains (shstr_undead))))
1819 return 0; 1796 return 0;
1820 } 1797 }
1821 1798
1822 maxattacktype = type; /* initialise this to something */ 1799 maxattacktype = type; /* initialise this to something */
1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1800 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1934 /* See if the creature has been killed */ 1911 /* See if the creature has been killed */
1935 rtn_kill = kill_object (op, maxdam, hitter, type); 1912 rtn_kill = kill_object (op, maxdam, hitter, type);
1936 if (rtn_kill != -1) 1913 if (rtn_kill != -1)
1937 return rtn_kill; 1914 return rtn_kill;
1938 1915
1939
1940 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1916 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1941 * that before if the player was immune to ghosthit, the monster 1917 * that before if the player was immune to ghosthit, the monster
1942 * remained - that is no longer the case. 1918 * remained - that is no longer the case.
1943 */ 1919 */
1944 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1920 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1945 hitter->destroy (); 1921 hitter->drop_and_destroy ();
1946
1947 /* Lets handle creatures that are splitting now */ 1922 /* Lets handle creatures that are splitting now */
1948 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1923 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1949 { 1924 {
1950 int i; 1925 int i;
1951 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1926 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1958 return maxdam; 1933 return maxdam;
1959 } 1934 }
1960 1935
1961 op->remove (); 1936 op->remove ();
1962 1937
1963 for (i = 0; i < NROFNEWOBJS (op); i++) 1938 for (i = 0; i < op->stats.food; i++)
1964 { /* This doesn't handle op->more yet */ 1939 { /* This doesn't handle op->more yet */
1965 object *tmp = arch_to_object (op->other_arch); 1940 object *tmp = arch_to_object (op->other_arch);
1966 int j; 1941 int j;
1967 1942
1968 tmp->stats.hp = op->stats.hp; 1943 tmp->stats.hp = op->stats.hp;
1991 } 1966 }
1992 1967
1993 op->destroy (); 1968 op->destroy ();
1994 } 1969 }
1995 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1970 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1996 hitter->destroy (); 1971 hitter->drop_and_destroy ();
1997 1972
1998 return maxdam; 1973 return maxdam;
1999} 1974}
2000 1975
2001void 1976void
2198 ** field of the deathstriking object */ 2173 ** field of the deathstriking object */
2199 2174
2200 int atk_lev, def_lev, kill_lev; 2175 int atk_lev, def_lev, kill_lev;
2201 2176
2202 if (hitter->slaying) 2177 if (hitter->slaying)
2203 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 2178 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2179 || (op->race && hitter->slaying.contains (op->race))))
2204 return; 2180 return;
2205 2181
2206 def_lev = op->level; 2182 def_lev = op->level;
2207 if (def_lev < 1) 2183 if (def_lev < 1)
2208 { 2184 {
2209 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2185 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2210 def_lev = 1; 2186 def_lev = 1;
2211 } 2187 }
2212 2188
2213 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2189 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2214 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2190 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2307 { 2283 {
2308 /* target is unseen */ 2284 /* target is unseen */
2309 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2285 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2310 adjust -= 10; 2286 adjust -= 10;
2311 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2287 /* dark map penalty for the hitter (lacks infravision if we got here). */
2312 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2288 else if (!stand_in_light (target))
2313 adjust -= target->map->darkness; 2289 adjust -= target->map->darklevel ();
2314 } 2290 }
2315 2291
2316 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2292 if (QUERY_FLAG (attacker, FLAG_SCARED))
2317 adjust -= 3; 2293 adjust -= 3;
2318 2294

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