ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.22 by root, Fri Sep 29 11:53:09 2006 UTC vs.
Revision 1.78 by root, Mon Oct 22 03:11:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 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);
100 if (mt == NULL) 90
91 if (!mt)
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 {
168 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 163 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172 { 165 {
173 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
174 167
175 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
176 169
177 if (op) 170 if (op)
178 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
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))
294 return 0; 282 return 0;
295 } 283 }
296 284
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 286 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 288 return 0;
301 } 289 }
302 290
303 if (!op->map) 291 if (!op->map)
304 { 292 {
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);
618
638 if (dam != 0) 619 if (dam != 0)
639 { 620 {
640 if (dam < 10) 621 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 623 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 625 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 627 }
647 } 628 }
629
648 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 631 } /* end of player hitting player */
650 632
651 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
652 { 634 {
653 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
654 if (dam != 0) 637 if (dam != 0)
655 { 638 {
656 if (dam < 10) 639 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 641 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
660 else 643 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
662 } 645 }
646
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 648 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 650 {
667 /* look for stacked spells and start reducing the message chances */ 651 /* 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)) 652 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 653 {
670 i = 4; 654 i = 4;
671 map = hitter->map; 655 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
673 return; 657 return;
658
674 next = get_map_ob (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 660 if (next)
676 while (next) 661 while (next)
677 { 662 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 664 i *= 3;
665
680 tmp = next; 666 tmp = next;
681 next = tmp->above; 667 next = tmp->above;
682 } 668 }
669
683 if (i < 0) 670 if (i < 0)
684 return; 671 return;
672
685 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
686 return; 674 return;
687 } 675 }
688 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
689 return; 677 return;
678
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 682 }
694} 683}
695 684
696 685
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 690 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 692 return 1;
704 } 693 }
694
705 if ((*target)->head) 695 if ((*target)->head)
706 *target = (*target)->head; 696 *target = (*target)->head;
697
707 if ((*hitter)->head) 698 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
710 { 702 {
711 *simple_attack = 1; 703 *simple_attack = 1;
712 return 0; 704 return 0;
713 } 705 }
706
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 708 || QUERY_FLAG (*hitter, FLAG_REMOVED)
709 || !(*hitter)->map
710 || !on_same_map (*hitter, *target))
716 { 711 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 712 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
713 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 714 return 1;
719 } 715 }
716
720 *simple_attack = 0; 717 *simple_attack = 0;
721 return 0; 718 return 0;
722} 719}
723 720
724static int 721static int
760 757
761 /* 758 /*
762 * A little check to make it more difficult to dance forward and back 759 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 760 * to avoid ever being hit by monsters.
764 */ 761 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 762 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 763 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 764 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 765 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 766 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 767 * we call process_object, the 'if' statement above will fail.
771 */ 768 */
772 op->speed_left--; 769 --op->speed_left;
773 process_object (op); 770 process_object (op);
771
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 773 goto error;
776 } 774 }
777 775
778 op_name = op->name; 776 op_name = op->name;
786 /* See if we hit the creature */ 784 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 785 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 786 {
789 int hitdam = base_dam; 787 int hitdam = base_dam;
790 788
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 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);
805 }
806 }
807 }
808 if (!simple_attack) 789 if (!simple_attack)
809 { 790 {
810 /* If you hit something, the victim should *always* wake up. 791 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 792 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 793 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 794 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 795 CLEAR_FLAG (op, FLAG_SLEEP);
815 796
816 /* If the victim can't see the attacker, it may alert others 797 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 798 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 800 npc_call_help (op);
820 801
821 /* if you were hidden and hit by a creature, you are discovered */ 802 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 804 {
824 make_visible (op); 805 make_visible (op);
806
825 if (op->type == PLAYER) 807 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 809 }
828 810
829 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 812 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 813 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 814 * wrapper object.
833 */ 815 */
834 thrown_item_effect (hitter, op); 816 thrown_item_effect (hitter, op);
817
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 818 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 819 goto leave;
837 } 820 }
838 821
839 /* Need to do at least 1 damage, otherwise there is no point 822 /* Need to do at least 1 damage, otherwise there is no point
882} 865}
883 866
884int 867int
885attack_ob (object *op, object *hitter) 868attack_ob (object *op, object *hitter)
886{ 869{
887
888 if (hitter->head)
889 hitter = hitter->head; 870 hitter = hitter->head_ ();
871
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 872 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 873}
892 874
893/* op is the arrow, tmp is what is stopping the arrow. 875/* op is the arrow, tmp is what is stopping the arrow.
894 * 876 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 886 * stick around.
905 */ 887 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 889 {
908 if (tmp->head != NULL)
909 tmp = tmp->head; 890 tmp = tmp->head_ ();
910 891
911 remove_ob (op); 892 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 893 op = insert_ob_in_ob (op, tmp);
913 894
914 if (tmp->type == PLAYER) 895 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 896 esrv_send_item (tmp, op);
916 897
935 /* Disassemble missile */ 916 /* Disassemble missile */
936 if (op->inv) 917 if (op->inv)
937 { 918 {
938 container = op; 919 container = op;
939 hitter = op->inv; 920 hitter = op->inv;
940 remove_ob (hitter); 921 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 922 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 923 /* 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 924 * 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 925 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 926 * THROWN_OBJs. */
961 */ 942 */
962 if (hitter->destroyed () || hitter->env != NULL) 943 if (hitter->destroyed () || hitter->env != NULL)
963 { 944 {
964 if (container) 945 if (container)
965 { 946 {
966 remove_ob (container); 947 container->remove ();
967 free_object (container); 948 container->destroy ();
968 } 949 }
969 950
970 return 0; 951 return 0;
971 } 952 }
972 953
982 hitter = fix_stopped_arrow (hitter); 963 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 964 if (!hitter)
984 return 0; 965 return 0;
985 } 966 }
986 else 967 else
987 { 968 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 969
992 /* Try to stick arrow into victim */ 970 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 971 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 972 return 0;
995 973
1000 * can fly over but not otherwise move over. What is the correct 978 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 979 * way to handle those otherwise?
1002 */ 980 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 981 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 982 {
1005 remove_ob (hitter); 983 hitter->remove ();
1006 hitter->x = victim->x; 984 hitter->x = victim->x;
1007 hitter->y = victim->y; 985 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 986 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 987 }
1010 else 988 else
1018 op->speed -= 1.0; 996 op->speed -= 1.0;
1019 997
1020 /* Missile missed victim - reassemble missile */ 998 /* Missile missed victim - reassemble missile */
1021 if (container) 999 if (container)
1022 { 1000 {
1023 remove_ob (hitter); 1001 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1025 } 1003 }
1026 1004
1027 return op; 1005 return op;
1028} 1006}
1029
1030 1007
1031void 1008void
1032tear_down_wall (object *op) 1009tear_down_wall (object *op)
1033{ 1010{
1034 int perc = 0; 1011 int perc = 0;
1040 } 1017 }
1041 else if (!GET_ANIM_ID (op)) 1018 else if (!GET_ANIM_ID (op))
1042 { 1019 {
1043 /* Object has been called - no animations, so remove it */ 1020 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1021 if (op->stats.hp < 0)
1022 op->destroy ();
1045 { 1023
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 */ 1024 return; /* no animations, so nothing more to do */
1052 } 1025 }
1026
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1028
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1029 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1030 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1031 else if (perc < 1)
1057 perc = 1; 1032 perc = 1;
1033
1058 SET_ANIMATION (op, perc); 1034 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1035 update_object (op, UP_OBJ_FACE);
1036
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1037 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1038 { /* Reached the last animation */
1062 if (op->face == blank_face) 1039 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1040 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1041 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 1042 else
1073 { /* The last face was not blank, leave an image */ 1043 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1045 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1046 op->move_block = 0;
1080} 1050}
1081 1051
1082void 1052void
1083scare_creature (object *target, object *hitter) 1053scare_creature (object *target, object *hitter)
1084{ 1054{
1085 object *owner = get_owner (hitter); 1055 object *owner = hitter->owner;
1086 1056
1087 if (!owner) 1057 if (!owner)
1088 owner = hitter; 1058 owner = hitter;
1089 1059
1090 SET_FLAG (target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1061 if (!target->enemy)
1092 target->enemy = owner; 1062 target->enemy = owner;
1093} 1063}
1094
1095 1064
1096/* This returns the amount of damage hitter does to op with the 1065/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1067 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1069 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1070 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1071int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1072hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1073{
1106
1107 int doesnt_slay = 1; 1074 int doesnt_slay = 1;
1108 1075
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1076 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1077 if (attacknum >= NROFATTACKS)
1111 { 1078 {
1113 return 0; 1080 return 0;
1114 } 1081 }
1115 1082
1116 if (dam < 0) 1083 if (dam < 0)
1117 { 1084 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1085 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1086 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1087 return 0;
1120 } 1088 }
1121 1089
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1090 /* 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. */ 1091 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1092 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1093 return dam;
1126 1094
1127 if (hitter->slaying) 1095 if (hitter->slaying)
1128 { 1096 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1097 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1099 {
1132 doesnt_slay = 0; 1100 doesnt_slay = 0;
1133 dam *= 3; 1101 dam *= 3;
1134 } 1102 }
1135 } 1103 }
1149 /* Special hack. By default, if immune to something, you 1117 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1118 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1119 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1120 * special processing is needed */
1153 1121
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1155 return 0; 1125 return 0;
1156 1126
1157 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1158 1128
1159 switch (attacknum) 1129 switch (attacknum)
1160 { 1130 {
1161 case ATNR_PHYSICAL: 1131 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1132 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1133 check_physically_infect (op, hitter);
1164 break; 1134 break;
1165 1135
1166 /* Don't need to do anything for: 1136 /* Don't need to do anything for:
1167 magic, 1137 magic,
1168 fire, 1138 fire,
1169 electricity, 1139 electricity,
1170 cold */ 1140 cold */
1171 1141
1172 case ATNR_CONFUSION: 1142 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1143 case ATNR_POISON:
1174 case ATNR_SLOW: 1144 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1145 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1146 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1147 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1148 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1149 case ATNR_BLIND:
1180 { 1150 {
1181 /* chance for inflicting a special attack depends on the 1151 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1152 * difference between attacker's and defender's level
1183 */ 1153 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1155
1186 /* First, only creatures/players with speed can be affected. 1156 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1157 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1158 * you. Third, you still get a saving through against the
1189 * effect. 1159 * effect.
1190 */ 1160 */
1191 if (op->speed && 1161 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1162 (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)) 1163 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1164 {
1195 1165
1196 /* Player has been hit by something */ 1166 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1167 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1168 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1169 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1170 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1171 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1172 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1173 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1174 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1175 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1176 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1177 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1178 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1179 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1180 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1182 blind_player (op, hitter, dam);
1213 } 1183 }
1184
1214 dam = 0; /* These are all effects and don't do real damage */ 1185 dam = 0; /* These are all effects and don't do real damage */
1215 } 1186 }
1216 break; 1187 break;
1188
1217 case ATNR_ACID: 1189 case ATNR_ACID:
1218 { 1190 {
1219 int flag = 0; 1191 int flag = 0;
1220 1192
1221 /* Items only get corroded if you're not on a battleground and 1193 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1194 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1195 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1196 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1198 {
1229 if (tmp->invisible) 1199 if (tmp->invisible)
1230 continue; 1200 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1202 /* >= 10% acid res. on items will protect these */
1233 continue; 1203 continue;
1234 if (!(tmp->material & M_IRON)) 1204 if (!(tmp->materials & M_IRON))
1235 continue; 1205 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1206 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1207 continue;
1238 if (tmp->type == RING || 1208 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1209 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1210 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1211 || tmp->type == AMULET
1212 || tmp->type == WAND
1213 || tmp->type == ROD
1214 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1215 continue; /* To avoid some strange effects */
1243 1216
1244 /* High damage acid has better chance of corroding 1217 /* High damage acid has better chance of corroding
1245 objects */ 1218 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 { 1220 {
1248 if (op->type == PLAYER) 1221 if (op->type == PLAYER)
1249 /* Make this more visible */ 1222 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1224 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1225 flag = 1;
1253 tmp->magic--; 1226 tmp->magic--;
1254 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp); 1228 esrv_send_item (op, tmp);
1256 } 1229 }
1257 } 1230 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 } 1231
1232 if (flag)
1233 op->update_stats (); /* Something was corroded */
1261 } 1234 }
1235 }
1262 break; 1236 break;
1237
1263 case ATNR_DRAIN: 1238 case ATNR_DRAIN:
1264 { 1239 {
1265 /* rate is the proportion of exp drained. High rate means 1240 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1241 * not much is drained, low rate means a lot is drained.
1267 */ 1242 */
1268 int rate; 1243 int rate;
1269 1244
1270 if (op->resist[ATNR_DRAIN] >= 0) 1245 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1246 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1247 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1248 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1249
1275 if (op->stats.exp <= rate) 1250 if (op->stats.exp <= rate)
1276 { 1251 {
1277 if (op->type == GOLEM) 1252 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1253 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1254 else
1280 /* If we can't drain, lets try to do physical damage */ 1255 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1256 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1257 }
1283 else 1258 else
1284 { 1259 {
1285 /* Randomly give the hitter some hp */ 1260 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1261 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1262 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1263 hitter->stats.hp++;
1289 1264
1290 /* Can't do drains on battleground spaces. 1265 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1266 * 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, 1267 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1268 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1269 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1270 * attacks, hence all the != PLAYER checks.
1296 */ 1271 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1272 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1273 {
1299 object *owner = get_owner (hitter); 1274 object *owner = hitter->owner;
1300 1275
1301 if (owner && owner != hitter) 1276 if (owner && owner != hitter)
1302 { 1277 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1278 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1279 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1281 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1283 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1285
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1287 }
1288
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1289 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, 1290 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1291 * as the messages will say you missed
1317 */ 1292 */
1318 } 1293 }
1319 } 1294 }
1320 break; 1295 break;
1296
1321 case ATNR_TURN_UNDEAD: 1297 case ATNR_TURN_UNDEAD:
1322 { 1298 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1299 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1300 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1301 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1302 object *god = find_god (determine_god (owner));
1327 int div = 1; 1303 int div = 1;
1328 1304
1329 /* if undead are not an enemy of your god, you turn them 1305 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1306 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1332 div = 2; 1308 div = 2;
1309
1333 /* Give a bonus if you resist turn undead */ 1310 /* 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))) 1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1312 scare_creature (op, owner);
1336 } 1313 }
1337 else 1314 else
1338 dam = 0; /* don't damage non undead - should we damage 1315 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1316 undead? */
1340 } 1317 }
1341 break; 1318 break;
1319
1342 case ATNR_DEATH: 1320 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1321 deathstrike_player (op, hitter, &dam);
1344 break; 1322 break;
1323
1345 case ATNR_CHAOS: 1324 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1325 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1326 dam = 0;
1348 break; 1327 break;
1328
1349 case ATNR_COUNTERSPELL: 1329 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1330 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1331 dam = 0;
1352 /* This should never happen. Counterspell is handled 1332 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1333 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1334 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1335 * does no damage. */
1356 break; 1336 break;
1337
1357 case ATNR_HOLYWORD: 1338 case ATNR_HOLYWORD:
1358 { 1339 {
1359 /* This has already been handled by hit_player, 1340 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1341 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1342 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1343
1363 /* As with turn undead above, give a bonus on the saving throw */ 1344 /* 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]) 1345 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1346 scare_creature (op, owner);
1366 } 1347 }
1367 break; 1348 break;
1349
1368 case ATNR_LIFE_STEALING: 1350 case ATNR_LIFE_STEALING:
1369 { 1351 {
1370 int new_hp; 1352 int new_hp;
1371 1353
1372 /* this is replacement to drain for players, instead of taking 1354 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1355 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1356 * much use giving it to monsters
1375 * 1357 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1358 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1359 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1360 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1361 * 1000).
1380 */ 1362 */
1381 /* You can't steal life from something undead */ 1363 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1364 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1365 return 0;
1366
1384 /* If drain protection is higher than life stealing, use that */ 1367 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1368 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1369 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1370 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1371 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372
1389 /* You die at -1 hp, not zero. */ 1373 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1374 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1375 dam = op->stats.hp + 1;
1376
1392 new_hp = hitter->stats.hp + dam; 1377 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1378 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1379 new_hp = hitter->stats.maxhp;
1380
1395 if (new_hp > hitter->stats.hp) 1381 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1382 hitter->stats.hp = new_hp;
1397 } 1383 }
1398 } 1384 }
1385
1399 return dam; 1386 return dam;
1400} 1387}
1401
1402 1388
1403/* GROS: This code comes from hit_player. It has been made external to 1389/* 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. 1390 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1391 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1392 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1407 char buf[MAX_BUF];
1422 const char *skill; 1408 const char *skill;
1423 int maxdam = 0; 1409 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1410 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1411 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1412 object *owner = 0;
1427 object *skop = NULL; 1413 object *skop = 0;
1428 1414
1429 if (op->stats.hp >= 0) 1415 if (op->stats.hp >= 0)
1430 return -1; 1416 return -1;
1431 1417
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1428 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1429
1444 if (op->type == DOOR) 1430 if (op->type == DOOR)
1445 { 1431 {
1446 op->speed = 0.1; 1432 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1433 op->speed_left = -0.05f;
1449 return maxdam; 1434 return maxdam;
1450 } 1435 }
1451 1436
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1438 {
1454 remove_friendly_object (op); 1439 op->destroy ();
1455 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1456 {
1457 op->owner->contr->ranges[range_golem] = 0;
1458 op->owner->contr->golem_count = 0;
1459 }
1460
1461 remove_ob (op);
1462 free_object (op);
1463 return maxdam; 1440 return maxdam;
1464 } 1441 }
1465 1442
1466 /* Now lets start dealing with experience we get for killing something */ 1443 /* Now lets start dealing with experience we get for killing something */
1467 1444
1468 owner = get_owner (hitter); 1445 owner = hitter->owner;
1469 if (!owner) 1446 if (!owner)
1470 owner = hitter; 1447 owner = hitter;
1471 1448
1472 /* is the victim (op) standing on battleground? */ 1449 /* is the victim (op) standing on battleground? */
1473 if (op_on_battleground (op, NULL, NULL)) 1450 if (op_on_battleground (op, NULL, NULL))
1494 char buf[256]; 1471 char buf[256];
1495 1472
1496 tmv = localtime (&t); 1473 tmv = localtime (&t);
1497 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1474 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1498 1475
1499 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1476 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1500 } 1477 }
1501 1478
1502 /* try to filter some things out - basically, if you are 1479 /* try to filter some things out - basically, if you are
1503 * killing a level 1 creature and your level 20, you 1480 * killing a level 1 creature and your level 20, you
1504 * probably don't want to see that. 1481 * probably don't want to see that.
1510 else 1487 else
1511 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1488 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1512 1489
1513 /* Only play sounds for melee kills */ 1490 /* Only play sounds for melee kills */
1514 if (hitter->type == PLAYER) 1491 if (hitter->type == PLAYER)
1515 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1492 owner->play_sound (sound_find ("player_kills"));
1516 } 1493 }
1517 1494
1518 /* If a player kills another player, not on 1495 /* If a player kills another player, not on
1519 * battleground, the "killer" looses 1 luck. Since this is 1496 * battleground, the "killer" looses 1 luck. Since this is
1520 * not reversible, it's actually quite a pain IMHO. -AV 1497 * not reversible, it's actually quite a pain IMHO. -AV
1522 * player that the object belonged to - so if you killed another player 1499 * player that the object belonged to - so if you killed another player
1523 * with spells, pets, whatever, there was no penalty. 1500 * with spells, pets, whatever, there was no penalty.
1524 * Changed to make luck penalty configurable in settings. 1501 * Changed to make luck penalty configurable in settings.
1525 */ 1502 */
1526 if (op->type == PLAYER && owner != op && !battleg) 1503 if (op->type == PLAYER && owner != op && !battleg)
1527 change_luck (owner, -settings.pk_luck_penalty); 1504 owner->change_luck (-settings.pk_luck_penalty);
1528 1505
1529 /* This code below deals with finding the appropriate skill 1506 /* This code below deals with finding the appropriate skill
1530 * to credit exp to. This is a bit problematic - we should 1507 * to credit exp to. This is a bit problematic - we should
1531 * probably never really have to look at current_weapon->skill 1508 * probably never really have to look at current_weapon->skill
1532 */ 1509 */
1533 skill = 0; 1510 skill = 0;
1534 1511
1535 if (hitter->skill && hitter->type != PLAYER) 1512 if (hitter->skill && hitter->type != PLAYER)
1536 skill = hitter->skill; 1513 skill = hitter->skill;
1537 else if (owner->chosen_skill) 1514 else if (owner->chosen_skill)
1538 { 1515 {
1539 skill = owner->chosen_skill->skill;
1540 skop = owner->chosen_skill; 1516 skop = owner->chosen_skill;
1517 skill = skop->skill;
1541 } 1518 }
1542 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1543 skill = owner->current_weapon->skill; 1520 skill = owner->current_weapon->skill;
1544 else 1521 else
1545 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1546 1523
1547 /* We have the skill we want to credit to - now find the object this goes 1524 /* We have the skill we want to credit to - now find the object this goes
1548 * to. Make sure skop is an actual skill, and not a skill tool! 1525 * to. Make sure skop is an actual skill, and not a skill tool!
1549 */ 1526 */
1550 if ((!skop || skop->type != SKILL) && skill) 1527 if ((!skop || skop->type != SKILL) && skill)
1551 { 1528 {
1552 int i; 1529 int i;
1553 1530
1579 skill = skop->skill; 1556 skill = skop->skill;
1580 1557
1581 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1582 1559
1583 /* If you didn't kill yourself, and your not the wizard */ 1560 /* If you didn't kill yourself, and your not the wizard */
1584 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1585 { 1562 {
1586 int exp; 1563 int exp;
1587 1564
1588 /* Really don't give much experience for killing other players */ 1565 /* Really don't give much experience for killing other players */
1589 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1612 1589
1613 if (!settings.simple_exp) 1590 if (!settings.simple_exp)
1614 exp = exp / 2; 1591 exp = exp / 2;
1615 1592
1616 if (owner->type != PLAYER || owner->contr->party == NULL) 1593 if (owner->type != PLAYER || owner->contr->party == NULL)
1617 {
1618 change_exp (owner, exp, skill, 0); 1594 change_exp (owner, exp, skill, 0);
1619 }
1620 else 1595 else
1621 { 1596 {
1622 int shares = 0, count = 0; 1597 int shares = 0, count = 0;
1623 player *pl;
1624 partylist *party = owner->contr->party; 1598 partylist *party = owner->contr->party;
1625 1599
1626#ifdef PARTY_KILL_LOG
1627 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1600 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1628#endif 1601
1629 for (pl = first_player; pl != NULL; pl = pl->next) 1602 for_all_players (pl)
1630 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1603 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1631 { 1604 {
1632 count++; 1605 count++;
1633 shares += (pl->ob->level + 4); 1606 shares += (pl->ob->level + 4);
1634 } 1607 }
1635 1608
1636 if (count == 1 || shares > exp) 1609 if (count == 1 || shares > exp || !shares)
1637 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1610 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1638 else 1611 else
1639 { 1612 {
1640 int share = exp / shares, given = 0, nexp; 1613 int share = exp / shares, given = 0, nexp;
1641 1614
1642 for (pl = first_player; pl != NULL; pl = pl->next) 1615 for_all_players (pl)
1643 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1616 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1644 { 1617 {
1645 nexp = (pl->ob->level + 4) * share; 1618 nexp = (pl->ob->level + 4) * share;
1646 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1619 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1647 given += nexp; 1620 given += nexp;
1656 1629
1657 if (op->type != PLAYER) 1630 if (op->type != PLAYER)
1658 { 1631 {
1659 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1632 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1660 { 1633 {
1661 object *owner1 = get_owner (op); 1634 object *owner1 = op->owner;
1662 1635
1663 if (owner1 && owner1->type == PLAYER) 1636 if (owner1 && owner1->type == PLAYER)
1664 { 1637 {
1665 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1666 /* Maybe we should include the owner that killed this, maybe not */ 1639 /* Maybe we should include the owner that killed this, maybe not */
1667 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1668 } 1641 }
1669 1642
1670 remove_friendly_object (op); 1643 remove_friendly_object (op);
1671 } 1644 }
1672 1645
1673 remove_ob (op); 1646 op->destroy ();
1674 free_object (op);
1675 } 1647 }
1676 else 1648 else
1677 { 1649 {
1678 /* Player has been killed! */ 1650 /* Player has been killed! */
1679 if (owner->type == PLAYER) 1651 if (owner->type == PLAYER)
1689} 1661}
1690 1662
1691/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1663/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1692 * Returns 0 this is not friendly fire 1664 * Returns 0 this is not friendly fire
1693 */ 1665 */
1694
1695int 1666int
1696friendly_fire (object *op, object *hitter) 1667friendly_fire (object *op, object *hitter)
1697{ 1668{
1698 object *owner; 1669 object *owner;
1699 int friendlyfire; 1670 int friendlyfire;
1709 return 0; 1680 return 0;
1710 1681
1711 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1682 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1712 return 1; 1683 return 1;
1713 1684
1714 if ((owner = get_owner (hitter)) != NULL) 1685 if ((owner = hitter->owner) != NULL)
1715 { 1686 {
1716 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1687 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1717 friendlyfire = 2; 1688 friendlyfire = 2;
1718 } 1689 }
1719 1690
1720 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1691 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1721 friendlyfire = 0; 1692 friendlyfire = 0;
1722 } 1693 }
1694
1723 return friendlyfire; 1695 return friendlyfire;
1724} 1696}
1725
1726 1697
1727/* This isn't used just for players, but in fact most objects. 1698/* This isn't used just for players, but in fact most objects.
1728 * op is the object to be hit, dam is the amount of damage, hitter 1699 * op is the object to be hit, dam is the amount of damage, hitter
1729 * is what is hitting the object, type is the attacktype, and 1700 * is what is hitting the object, type is the attacktype, and
1730 * full_hit is set if monster area does not matter. 1701 * full_hit is set if monster area does not matter.
1731 * dam is base damage - protections/vulnerabilities/slaying matches can 1702 * dam is base damage - protections/vulnerabilities/slaying matches can
1732 * modify it. 1703 * modify it.
1733 */ 1704 */
1734
1735 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1705/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1736 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1706 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1737
1738int 1707int
1739hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1708hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1740{ 1709{
1741 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1710 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1742 int maxattacktype, attacknum; 1711 int maxattacktype, attacknum;
1750 1719
1751 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1720 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1752 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1721 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1753 return 0; 1722 return 0;
1754 1723
1755#ifdef PROHIBIT_PLAYERKILL 1724 // only allow pk for hostile players
1756 if (op->type == PLAYER) 1725 if (op->type == PLAYER)
1757 { 1726 {
1758 object *owner = get_owner (hitter); 1727 object *owner = hitter->owner;
1759 1728
1760 if (!owner) 1729 if (!owner)
1761 owner = hitter; 1730 owner = hitter;
1762 1731
1763 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1732 if (owner->type == PLAYER
1733 && (!op_on_battleground (op, 0, 0)
1734 && (op->contr->peaceful || owner->contr->peaceful))
1735 && op != owner)
1764 return 0; 1736 return 0;
1765 } 1737 }
1766#endif
1767 1738
1768 if (body_attack) 1739 if (body_attack)
1769 { 1740 {
1770 /* slow and paralyze must hit the head. But we don't want to just 1741 /* slow and paralyze must hit the head. But we don't want to just
1771 * return - we still need to process other attacks the spell still 1742 * return - we still need to process other attacks the spell still
1785 } 1756 }
1786 } 1757 }
1787 1758
1788 if (!simple_attack && op->type == DOOR) 1759 if (!simple_attack && op->type == DOOR)
1789 { 1760 {
1790 object *tmp;
1791
1792 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1761 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1793 if (tmp->type == RUNE || tmp->type == TRAP) 1762 if (tmp->type == RUNE || tmp->type == TRAP)
1794 { 1763 {
1795 spring_trap (tmp, hitter); 1764 spring_trap (tmp, hitter);
1765
1796 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1766 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1797 return 0; 1767 return 0;
1768
1798 break; 1769 break;
1799 } 1770 }
1800 } 1771 }
1801 1772
1802 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1803 { 1774 {
1804 /* FIXME: If a player is killed by a rune in a door, the 1775 /* FIXME: If a player is killed by a rune in a door, the
1805 * destroyed() check above doesn't return, and might get here. 1776 * destroyed() check above doesn't return, and might get here.
1806 */ 1777 */
1778
1779 /* FIXME: This for example happens when a dead door is on a mover and
1780 gets it's speed_left raised on each mover-tick.
1781 Doors are removed in a kinda funny way by giving them speed and speed_left
1782 and waiting for that to run out.
1783 */
1807 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1784 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1808 return 0; 1785 return 0;
1809 } 1786 }
1810 1787
1811#ifdef ATTACK_DEBUG 1788#ifdef ATTACK_DEBUG
1812 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1789 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1818 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1795 * in case 0>dam>1, we try to "simulate" a float value-effect */
1819 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1796 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1820 if (dam >= 100) 1797 if (dam >= 100)
1821 dam /= 100; 1798 dam /= 100;
1822 else 1799 else
1823 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1800 dam = (dam > rndm (0, 99)) ? 1 : 0;
1824 } 1801 }
1825 1802
1826 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1803 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1827 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1804 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1828 */ 1805 */
1844 if ((!hitter->slaying || 1821 if ((!hitter->slaying ||
1845 (!(op->race && strstr (hitter->slaying, op->race)) && 1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1846 !(op->name && strstr (hitter->slaying, op->name)))) && 1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1847 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1848 (hitter->title != NULL 1825 (hitter->title != NULL
1849 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1850 return 0; 1827 return 0;
1851 } 1828 }
1852 1829
1853 maxattacktype = type; /* initialize this to something */ 1830 maxattacktype = type; /* initialise this to something */
1854 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1855 { 1832 {
1856 /* Magic isn't really a true attack type - it gets combined with other 1833 /* Magic isn't really a true attack type - it gets combined with other
1857 * attack types. As such, skip it over. However, if magic is 1834 * attack types. As such, skip it over. However, if magic is
1858 * the only attacktype in the group, then still attack with it 1835 * the only attacktype in the group, then still attack with it
1886 */ 1863 */
1887 friendlyfire = friendly_fire (op, hitter); 1864 friendlyfire = friendly_fire (op, hitter);
1888 if (friendlyfire && maxdam) 1865 if (friendlyfire && maxdam)
1889 { 1866 {
1890 maxdam = ((dam * settings.set_friendly_fire) / 100); 1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1891#ifndef COZY_SERVER
1892 maxdam++;
1893#endif
1894 1868
1895#ifdef ATTACK_DEBUG 1869#ifdef ATTACK_DEBUG
1896 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1870 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1897 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1898#endif 1872#endif
1899 } 1873 }
1900 1874
1901 if (!full_hit) 1875 if (!full_hit)
1902 { 1876 {
1903 archetype *at;
1904 int area; 1877 int area;
1905 int remainder; 1878 int remainder;
1906 1879
1907 area = 0; 1880 area = 0;
1908 for (at = op->arch; at != NULL; at = at->more) 1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1909 area++; 1883 area++;
1884
1910 assert (area > 0); 1885 assert (area > 0);
1911 1886
1912 /* basically: maxdam /= area; we try to "simulate" a float 1887 /* basically: maxdam /= area; we try to "simulate" a float
1913 value-effect */ 1888 value-effect */
1914 remainder = 100 * (maxdam % area) / area; 1889 remainder = 100 * (maxdam % area) / area;
1915 maxdam /= area; 1890 maxdam /= area;
1916 if (RANDOM () % 100 < remainder) 1891 if (rndm (100) < remainder)
1917 maxdam++; 1892 maxdam++;
1918 } 1893 }
1919 1894
1920#ifdef ATTACK_DEBUG 1895#ifdef ATTACK_DEBUG
1921 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1922#endif 1897#endif
1923 1898
1924 if (get_owner (hitter)) 1899 // for now, only do this for active objects, otherwise they
1900 // keep a refcount for a long time and I see no usefulness
1901 // for an non-active objetc to know its enemy.
1902 if (op->active)
1903 if (hitter->owner)
1925 op->enemy = hitter->owner; 1904 op->enemy = hitter->owner;
1926 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1927 op->enemy = hitter; 1906 op->enemy = hitter;
1928 1907
1929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1930 { 1909 {
1931 /* The unaggressives look after themselves 8) */ 1910 /* The unaggressives look after themselves 8) */
1932 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1954 1933
1955 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1956 { 1935 {
1957 if (maxdam) 1936 if (maxdam)
1958 tear_down_wall (op); 1937 tear_down_wall (op);
1938
1959 return maxdam; /* nothing more to do for wall */ 1939 return maxdam; /* nothing more to do for wall */
1960 } 1940 }
1961 1941
1962 /* See if the creature has been killed */ 1942 /* See if the creature has been killed */
1963 rtn_kill = kill_object (op, maxdam, hitter, type); 1943 rtn_kill = kill_object (op, maxdam, hitter, type);
1968 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1969 * that before if the player was immune to ghosthit, the monster 1949 * that before if the player was immune to ghosthit, the monster
1970 * remained - that is no longer the case. 1950 * remained - that is no longer the case.
1971 */ 1951 */
1972 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1973 { 1953 hitter->destroy ();
1974 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1954
1975 remove_friendly_object (hitter);
1976 remove_ob (hitter);
1977 free_object (hitter);
1978 }
1979 /* Lets handle creatures that are splitting now */ 1955 /* Lets handle creatures that are splitting now */
1980 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1981 { 1957 {
1982 int i; 1958 int i;
1983 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1984 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1960 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1985 object *owner = get_owner (op); 1961 object *owner = op->owner;
1986 1962
1987 if (!op->other_arch) 1963 if (!op->other_arch)
1988 { 1964 {
1989 LOG (llevError, "SPLITTING without other_arch error.\n"); 1965 LOG (llevError, "SPLITTING without other_arch error.\n");
1990 return maxdam; 1966 return maxdam;
1991 } 1967 }
1968
1992 remove_ob (op); 1969 op->remove ();
1993 for (i = 0; i < NROFNEWOBJS (op); i++) 1970
1971 for (i = 0; i < op->stats.food; i++)
1994 { /* This doesn't handle op->more yet */ 1972 { /* This doesn't handle op->more yet */
1995 object *tmp = arch_to_object (op->other_arch); 1973 object *tmp = arch_to_object (op->other_arch);
1996 int j; 1974 int j;
1997 1975
1998 tmp->stats.hp = op->stats.hp; 1976 tmp->stats.hp = op->stats.hp;
1977
1999 if (friendly) 1978 if (friendly)
2000 { 1979 {
2001 SET_FLAG (tmp, FLAG_FRIENDLY);
2002 add_friendly_object (tmp); 1980 add_friendly_object (tmp);
2003 tmp->attack_movement = PETMOVE; 1981 tmp->attack_movement = PETMOVE;
1982
2004 if (owner != NULL) 1983 if (owner)
2005 set_owner (tmp, owner); 1984 tmp->set_owner (owner);
2006 } 1985 }
1986
2007 if (unaggressive) 1987 if (unaggressive)
2008 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1989
2009 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1990 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991
2010 if (j == -1) /* No spot to put this monster */ 1992 if (j == -1) /* No spot to put this monster */
2011 free_object (tmp); 1993 tmp->destroy ();
2012 else 1994 else
2013 { 1995 {
2014 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1996 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2015 insert_ob_in_map (tmp, op->map, NULL, 0); 1997 insert_ob_in_map (tmp, op->map, NULL, 0);
2016 } 1998 }
2017 } 1999 }
2018 if (friendly) 2000
2019 remove_friendly_object (op); 2001 op->destroy ();
2020 free_object (op);
2021 } 2002 }
2022 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2023 { 2004 hitter->destroy ();
2024 remove_ob (hitter); 2005
2025 free_object (hitter);
2026 }
2027 return maxdam; 2006 return maxdam;
2028} 2007}
2029
2030 2008
2031void 2009void
2032poison_player (object *op, object *hitter, int dam) 2010poison_player (object *op, object *hitter, int dam)
2033{ 2011{
2034 archetype *at = archetype::find ("poisoning"); 2012 archetype *at = archetype::find ("poisoning");
2052 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2030 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2053 tmp->stats.dam += hitter->level / 2; 2031 tmp->stats.dam += hitter->level / 2;
2054 else 2032 else
2055 tmp->stats.dam = dam; 2033 tmp->stats.dam = dam;
2056 2034
2057 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2035 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2058 if (hitter->skill && hitter->skill != tmp->skill) 2036 if (hitter->skill && hitter->skill != tmp->skill)
2059 { 2037 {
2060 tmp->skill = hitter->skill; 2038 tmp->skill = hitter->skill;
2061 } 2039 }
2062 2040
2068 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2046 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2069 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2047 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2070 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2071 tmp->stats.Int = MAX (-dam / 7, -10); 2049 tmp->stats.Int = MAX (-dam / 7, -10);
2072 SET_FLAG (tmp, FLAG_APPLIED); 2050 SET_FLAG (tmp, FLAG_APPLIED);
2073 fix_player (op); 2051 op->update_stats ();
2074 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2052 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2053 op->play_sound (tmp->sound);
2075 } 2054 }
2055
2076 if (hitter->type == PLAYER) 2056 if (hitter->type == PLAYER)
2077 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2057 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2078 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2079 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2080 } 2060 }
2061
2081 tmp->speed_left = 0; 2062 tmp->speed_left = 0;
2082 } 2063 }
2083 else 2064 else
2084 tmp->stats.food++; 2065 tmp->stats.food++;
2085} 2066}
2089{ 2070{
2090 archetype *at = archetype::find ("slowness"); 2071 archetype *at = archetype::find ("slowness");
2091 object *tmp; 2072 object *tmp;
2092 2073
2093 if (at == NULL) 2074 if (at == NULL)
2094 {
2095 LOG (llevError, "Can't find slowness archetype.\n"); 2075 LOG (llevError, "Can't find slowness archetype.\n");
2096 } 2076
2097 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2098 { 2078 {
2099 tmp = arch_to_object (at); 2079 tmp = arch_to_object (at);
2100 tmp = insert_ob_in_ob (tmp, op); 2080 tmp = insert_ob_in_ob (tmp, op);
2101 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2081 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2102 } 2082 }
2103 else 2083 else
2104 tmp->stats.food++; 2084 tmp->stats.food++;
2085
2105 SET_FLAG (tmp, FLAG_APPLIED); 2086 SET_FLAG (tmp, FLAG_APPLIED);
2106 tmp->speed_left = 0; 2087 tmp->speed_left = 0;
2107 fix_player (op); 2088 op->update_stats ();
2108} 2089}
2109 2090
2110void 2091void
2111confuse_player (object *op, object *hitter, int dam) 2092confuse_player (object *op, object *hitter, int dam)
2112{ 2093{
2126 tmp->speed = 0.05; 2107 tmp->speed = 0.05;
2127 tmp->subtype = FORCE_CONFUSION; 2108 tmp->subtype = FORCE_CONFUSION;
2128 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2109 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2129 tmp->name = "confusion"; 2110 tmp->name = "confusion";
2130 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
2131 if (tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
2132 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
2133 2115
2134 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2135 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2117 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2118
2136 SET_FLAG (op, FLAG_CONFUSED); 2119 SET_FLAG (op, FLAG_CONFUSED);
2137} 2120}
2138 2121
2139void 2122void
2140blind_player (object *op, object *hitter, int dam) 2123blind_player (object *op, object *hitter, int dam)
2156 */ 2139 */
2157 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2158 2141
2159 tmp = insert_ob_in_ob (tmp, op); 2142 tmp = insert_ob_in_ob (tmp, op);
2160 change_abil (op, tmp); /* Mostly to display any messages */ 2143 change_abil (op, tmp); /* Mostly to display any messages */
2161 fix_player (op); /* This takes care of some other stuff */ 2144 op->update_stats (); /* This takes care of some other stuff */
2162 2145
2163 if (hitter->owner) 2146 if (hitter->owner)
2164 owner = get_owner (hitter); 2147 owner = hitter->owner;
2165 else 2148 else
2166 owner = hitter; 2149 owner = hitter;
2167 2150
2168 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2169 } 2152 }
2206 op->speed_left = (float) -(FABS (op->speed) * max); 2189 op->speed_left = (float) -(FABS (op->speed) * max);
2207 2190
2208/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2209} 2192}
2210 2193
2211
2212/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2213 * the computed damaged. 2195 * the computed damaged.
2214 */ 2196 */
2215void 2197void
2216deathstrike_player (object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2224 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2225 2207
2226 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2227 2209
2228 if (hitter->slaying) 2210 if (hitter->slaying)
2229 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2230 return; 2212 return;
2231 2213
2232 def_lev = op->level; 2214 def_lev = op->level;
2233 if (def_lev < 1) 2215 if (def_lev < 1)
2234 { 2216 {
2235 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2236 def_lev = 1; 2218 def_lev = 1;
2237 } 2219 }
2220
2238 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2239 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2240 atk_lev, def_lev); */ 2223 atk_lev, def_lev); */
2241 2224
2242 if (atk_lev >= def_lev) 2225 if (atk_lev >= def_lev)
2257 */ 2240 */
2258 *dam *= kill_lev / def_lev; 2241 *dam *= kill_lev / def_lev;
2259 } 2242 }
2260 } 2243 }
2261 else 2244 else
2262 {
2263 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2264 }
2265} 2246}
2266 2247
2267/* thrown_item_effect() - handles any special effects of thrown 2248/* thrown_item_effect() - handles any special effects of thrown
2268 * items (like attacking living creatures--a potion thrown at a 2249 * items (like attacking living creatures--a potion thrown at a
2269 * monster). 2250 * monster).
2298 } 2279 }
2299 } 2280 }
2300} 2281}
2301 2282
2302/* adj_attackroll() - adjustments to attacks by various conditions */ 2283/* adj_attackroll() - adjustments to attacks by various conditions */
2303
2304int 2284int
2305adj_attackroll (object *hitter, object *target) 2285adj_attackroll (object *hitter, object *target)
2306{ 2286{
2307 object *attacker = hitter; 2287 object *attacker = hitter;
2308 int adjust = 0; 2288 int adjust = 0;
2315 } 2295 }
2316 2296
2317 /* aimed missiles use the owning object's sight */ 2297 /* aimed missiles use the owning object's sight */
2318 if (is_aimed_missile (hitter)) 2298 if (is_aimed_missile (hitter))
2319 { 2299 {
2320 if ((attacker = get_owner (hitter)) == NULL) 2300 if ((attacker = hitter->owner) == NULL)
2321 attacker = hitter; 2301 attacker = hitter;
2322 /* A player who saves but hasn't quit still could have objects 2302 /* A player who saves but hasn't quit still could have objects
2323 * owned by him - need to handle that case to avoid crashes. 2303 * owned by him - need to handle that case to avoid crashes.
2324 */ 2304 */
2325 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2305 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2373#endif 2353#endif
2374 2354
2375 return adjust; 2355 return adjust;
2376} 2356}
2377 2357
2378
2379/* determine if the object is an 'aimed' missile */ 2358/* determine if the object is an 'aimed' missile */
2380int 2359int
2381is_aimed_missile (object *op) 2360is_aimed_missile (object *op)
2382{ 2361{
2383 2362
2384 /* I broke what used to be one big if into a few nested 2363 /* I broke what used to be one big if into a few nested
2385 * ones so that figuring out the logic is at least possible. 2364 * ones so that figuring out the logic is at least possible.
2386 */ 2365 */
2387 if (op && (op->move_type & MOVE_FLYING)) 2366 if (op && (op->move_type & MOVE_FLYING))
2388 {
2389 if (op->type == ARROW || op->type == THROWN_OBJ) 2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2390 return 1; 2368 return 1;
2391 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2369 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2392 return 1; 2370 return 1;
2393 } 2371
2394 return 0; 2372 return 0;
2395} 2373}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines