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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.37 by root, Fri Jan 5 22:47:18 2007 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 71
77/* 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
78 * 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
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) 82 if (op->materialname == NULL)
88 { 83 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
90 if (op->material & mt->material) 85 if (op->materials & mt->material)
91 break; 86 break;
92 } 87 }
93 else 88 else
94 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
95 if (mt == NULL) 90
91 if (!mt)
96 return TRUE; 92 return TRUE;
93
97 roll = rndm (1, 20); 94 roll = rndm (1, 20);
98 95
99 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
100 * 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
101 * 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
130 saves++; 127 saves++;
131 } 128 }
132 129
133 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
134 return TRUE; 131 return TRUE;
132
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 134 return FALSE;
135
137 return TRUE; 136 return TRUE;
138} 137}
139 138
140/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 141 * calling cancellation, etc.)
143 */ 142 */
144
145void 143void
146save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
147{ 145{
148 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
149 { 147 {
163 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
165 */ 163 */
166 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))
167 { 165 {
168 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
169 167
170 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
171 169
172 if (op) 170 if (op)
173 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
269 * op is going in direction 'dir' 267 * op is going in direction 'dir'
270 * type is the attacktype of the object. 268 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
273 */ 271 */
274
275int 272int
276hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
277{ 274{
278 maptile *map; 275 maptile *map;
279 sint16 x, y; 276 sint16 x, y;
285 return 0; 282 return 0;
286 } 283 }
287 284
288 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
289 { 286 {
290 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);
291 return 0; 288 return 0;
292 } 289 }
293 290
294 if (!op->map) 291 if (!op->map)
295 { 292 {
302 299
303 map = op->map; 300 map = op->map;
304 x = op->x + freearr_x[dir]; 301 x = op->x + freearr_x[dir];
305 y = op->y + freearr_y[dir]; 302 y = op->y + freearr_y[dir];
306 303
307 int mflags = get_map_flags (map, &map, x, y, &x, &y); 304 if (!xy_normalise (map, x, y))
305 return 0;
308 306
309 // elmex: a safe map tile can't be hit! 307 // elmex: a safe map tile can't be hit!
310 // this should prevent most harmful effects on items and players there. 308 // this should prevent most harmful effects on items and players there.
311 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 309 mapspace &ms = map->at (x, y);
310
311 if (ms.flags () & P_SAFE)
312 return 0; 312 return 0;
313 313
314 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
315 * 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
316 */ 316 */
317 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
318 {
318 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
319 { 320 {
320 counterspell (op, dir); /* see spell_effect.c */ 321 counterspell (op, dir); /* see spell_effect.c */
321 322
322 /* If the only attacktype is counterspell or magic, don't need 323 /* If the only attacktype is counterspell or magic, don't need
323 * to do any further processing. 324 * to do any further processing.
324 */ 325 */
325 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
326 return 0; 327 return 0;
327 328
328 type &= ~AT_COUNTERSPELL; 329 type &= ~AT_COUNTERSPELL;
329 } 330 }
330 331
331 if (type & AT_CHAOS) 332 if (type & AT_CHAOS)
332 { 333 {
333 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /* flag tells it to change the face */
334 update_object (op, UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
335 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
337 }
336 } 338 }
337 339
338 /* There may still be objects that were above 'next', but there is no 340 /* There may still be objects that were above 'next', but there is no
339 * simple way to find out short of copying all object references and 341 * simple way to find out short of copying all object references and
340 * tags into a temporary array before we start processing the first 342 * tags into a temporary array before we start processing the first
341 * object. That's why we just abort on destroy. 343 * object. That's why we just abort on destroy.
342 * 344 *
343 * This happens whenever attack spells (like fire) hit a pile 345 * This happens whenever attack spells (like fire) hit a pile
344 * of objects. This is not a bug - nor an error. 346 * of objects. This is not a bug - nor an error.
345 */ 347 */
346 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 348 for (object *next = ms.bot; next && !next->destroyed (); )
347 { 349 {
348 object *tmp = next; 350 object *tmp = next;
349 next = tmp->above; 351 next = tmp->above;
350 352
351 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 353 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
357 359
358 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 360 if (QUERY_FLAG (tmp, FLAG_ALIVE))
359 { 361 {
360 hit_player (tmp, op->stats.dam, op, type, full_hit); 362 hit_player (tmp, op->stats.dam, op, type, full_hit);
361 retflag |= 1; 363 retflag |= 1;
364
362 if (op->destroyed ()) 365 if (op->destroyed ())
363 break; 366 break;
364 } 367 }
365 /* Here we are potentially destroying an object. If the object has 368 /* Here we are potentially destroying an object. If the object has
366 * 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
367 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
368 * 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
369 * 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
370 * destroyed right now. 373 * destroyed right now.
371 */ 374 */
372 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)
373 { 376 {
374 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
375 378
376 if (op->destroyed ()) 379 if (op->destroyed ())
377 break; 380 break;
610 if (hitter->owner != NULL) 613 if (hitter->owner != NULL)
611 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);
612 else 615 else
613 { 616 {
614 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
615 if (dam != 0) 619 if (dam != 0)
616 { 620 {
617 if (dam < 10) 621 if (dam < 10)
618 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
619 else if (dam < 20) 623 else if (dam < 20)
620 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
621 else 625 else
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
623 } 627 }
624 } 628 }
629
625 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
626 } /* end of player hitting player */ 631 } /* end of player hitting player */
627 632
628 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
629 { 634 {
630 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
631 if (dam != 0) 637 if (dam != 0)
632 { 638 {
633 if (dam < 10) 639 if (dam < 10)
634 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
635 else if (dam < 20) 641 else if (dam < 20)
636 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
637 else 643 else
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
639 } 645 }
646
640 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
641 } 648 }
642 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
643 { 650 {
644 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
646 { 653 {
647 i = 4; 654 i = 4;
648 map = hitter->map; 655 map = hitter->map;
649 if (out_of_map (map, hitter->x, hitter->y)) 656 if (out_of_map (map, hitter->x, hitter->y))
650 return; 657 return;
658
651 next = GET_MAP_OB (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
652 if (next) 660 if (next)
653 while (next) 661 while (next)
654 { 662 {
655 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))
656 i *= 3; 664 i *= 3;
665
657 tmp = next; 666 tmp = next;
658 next = tmp->above; 667 next = tmp->above;
659 } 668 }
669
660 if (i < 0) 670 if (i < 0)
661 return; 671 return;
672
662 if (rndm (0, i) != 0) 673 if (rndm (0, i) != 0)
663 return; 674 return;
664 } 675 }
665 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
666 return; 677 return;
678
667 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
668 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
669 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
670 } 682 }
671} 683}
672 684
673 685
677 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 689 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
678 { 690 {
679 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 691 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
680 return 1; 692 return 1;
681 } 693 }
694
682 if ((*target)->head) 695 if ((*target)->head)
683 *target = (*target)->head; 696 *target = (*target)->head;
697
684 if ((*hitter)->head) 698 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 699 *hitter = (*hitter)->head;
700
686 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env != NULL || (*target)->env != NULL)
687 { 702 {
688 *simple_attack = 1; 703 *simple_attack = 1;
689 return 0; 704 return 0;
690 } 705 }
706
691 if (QUERY_FLAG (*target, FLAG_REMOVED) 707 if (QUERY_FLAG (*target, FLAG_REMOVED)
692 || 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))
693 { 711 {
694 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 ());
695 return 1; 714 return 1;
696 } 715 }
716
697 *simple_attack = 0; 717 *simple_attack = 0;
698 return 0; 718 return 0;
699} 719}
700 720
701static int 721static int
737 757
738 /* 758 /*
739 * 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
740 * to avoid ever being hit by monsters. 760 * to avoid ever being hit by monsters.
741 */ 761 */
742 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)
743 { 763 {
744 /* Decrease speed BEFORE calling process_object. Otherwise, an 764 /* Decrease speed BEFORE calling process_object. Otherwise, an
745 * infinite loop occurs, with process_object calling move_monster, 765 * infinite loop occurs, with process_object calling move_monster,
746 * which then gets here again. By decreasing the speed before 766 * which then gets here again. By decreasing the speed before
747 * we call process_object, the 'if' statement above will fail. 767 * we call process_object, the 'if' statement above will fail.
748 */ 768 */
749 op->speed_left--; 769 --op->speed_left;
750 process_object (op); 770 process_object (op);
751 771
752 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 772 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
753 goto error; 773 goto error;
754 } 774 }
764 /* See if we hit the creature */ 784 /* See if we hit the creature */
765 if (roll == 20 || op->stats.ac >= base_wc - roll) 785 if (roll == 20 || op->stats.ac >= base_wc - roll)
766 { 786 {
767 int hitdam = base_dam; 787 int hitdam = base_dam;
768 788
769 if (settings.casting_time == TRUE)
770 {
771 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
772 {
773 hitter->casting_time = -1;
774 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
775 }
776 if ((op->casting_time > -1) && (hitdam > 0))
777 {
778 op->casting_time = -1;
779 if (op->type == PLAYER)
780 {
781 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
782 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
783 }
784 }
785 }
786 if (!simple_attack) 789 if (!simple_attack)
787 { 790 {
788 /* If you hit something, the victim should *always* wake up. 791 /* If you hit something, the victim should *always* wake up.
789 * Before, invisible hitters could avoid doing this. 792 * Before, invisible hitters could avoid doing this.
790 * -b.t. */ 793 * -b.t. */
798 801
799 /* 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 */
800 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
801 { 804 {
802 make_visible (op); 805 make_visible (op);
806
803 if (op->type == PLAYER) 807 if (op->type == PLAYER)
804 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!");
805 } 809 }
806 810
807 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
861} 865}
862 866
863int 867int
864attack_ob (object *op, object *hitter) 868attack_ob (object *op, object *hitter)
865{ 869{
866
867 if (hitter->head)
868 hitter = hitter->head; 870 hitter = hitter->head_ ();
871
869 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);
870} 873}
871 874
872/* op is the arrow, tmp is what is stopping the arrow. 875/* op is the arrow, tmp is what is stopping the arrow.
873 * 876 *
882 * 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
883 * stick around. 886 * stick around.
884 */ 887 */
885 if (op->weight <= 5000 && tmp->stats.hp >= 0) 888 if (op->weight <= 5000 && tmp->stats.hp >= 0)
886 { 889 {
887 if (tmp->head != NULL)
888 tmp = tmp->head; 890 tmp = tmp->head_ ();
889 891
890 op->remove (); 892 op->remove ();
891 op = insert_ob_in_ob (op, tmp); 893 op = insert_ob_in_ob (op, tmp);
892 894
893 if (tmp->type == PLAYER) 895 if (tmp->type == PLAYER)
1000 insert_ob_in_ob (hitter, container); 1002 insert_ob_in_ob (hitter, container);
1001 } 1003 }
1002 1004
1003 return op; 1005 return op;
1004} 1006}
1005
1006 1007
1007void 1008void
1008tear_down_wall (object *op) 1009tear_down_wall (object *op)
1009{ 1010{
1010 int perc = 0; 1011 int perc = 0;
1059 SET_FLAG (target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1060 if (!target->enemy) 1061 if (!target->enemy)
1061 target->enemy = owner; 1062 target->enemy = owner;
1062} 1063}
1063 1064
1064
1065/* 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
1066 * appropriate attacktype. Only 1 attacktype should be set at a time. 1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1067 * 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
1068 * take. However, it will do other effects (paralyzation, slow, etc.) 1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1069 * 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
1070 * the attacktype. Makes it easier for the PR code. */ 1070 * the attacktype. Makes it easier for the PR code. */
1071
1072int 1071int
1073hit_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)
1074{ 1073{
1075
1076 int doesnt_slay = 1; 1074 int doesnt_slay = 1;
1077 1075
1078 /* 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 */
1079 if (attacknum >= NROFATTACKS) 1077 if (attacknum >= NROFATTACKS)
1080 { 1078 {
1082 return 0; 1080 return 0;
1083 } 1081 }
1084 1082
1085 if (dam < 0) 1083 if (dam < 0)
1086 { 1084 {
1087 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 ());
1088 return 0; 1087 return 0;
1089 } 1088 }
1090 1089
1091 /* 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
1092 * people can't mess with that or it otherwise get confused. */ 1091 * people can't mess with that or it otherwise get confused. */
1093 if (attacknum == ATNR_INTERNAL) 1092 if (attacknum == ATNR_INTERNAL)
1094 return dam; 1093 return dam;
1095 1094
1096 if (hitter->slaying) 1095 if (hitter->slaying)
1097 { 1096 {
1098 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1097 if ((op->race && strstr (hitter->slaying, op->race))
1099 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1100 { 1099 {
1101 doesnt_slay = 0; 1100 doesnt_slay = 0;
1102 dam *= 3; 1101 dam *= 3;
1103 } 1102 }
1104 } 1103 }
1118 /* Special hack. By default, if immune to something, you 1117 /* Special hack. By default, if immune to something, you
1119 * shouldn't need to worry. However, acid is an exception, since 1118 * shouldn't need to worry. However, acid is an exception, since
1120 * it can still damage your items. Only include attacktypes if 1119 * it can still damage your items. Only include attacktypes if
1121 * special processing is needed */ 1120 * special processing is needed */
1122 1121
1123 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1122 if (op->resist[attacknum] >= 100
1123 && doesnt_slay
1124 && attacknum != ATNR_ACID)
1124 return 0; 1125 return 0;
1125 1126
1126 /* Keep this in order - makes things easier to find */ 1127 /* Keep this in order - makes things easier to find */
1127 1128
1128 switch (attacknum) 1129 switch (attacknum)
1129 { 1130 {
1130 case ATNR_PHYSICAL: 1131 case ATNR_PHYSICAL:
1131 /* here also check for diseases */ 1132 /* here also check for diseases */
1132 check_physically_infect (op, hitter); 1133 check_physically_infect (op, hitter);
1133 break; 1134 break;
1134 1135
1135 /* Don't need to do anything for: 1136 /* Don't need to do anything for:
1136 magic, 1137 magic,
1137 fire, 1138 fire,
1138 electricity, 1139 electricity,
1139 cold */ 1140 cold */
1140 1141
1141 case ATNR_CONFUSION: 1142 case ATNR_CONFUSION:
1142 case ATNR_POISON: 1143 case ATNR_POISON:
1143 case ATNR_SLOW: 1144 case ATNR_SLOW:
1144 case ATNR_PARALYZE: 1145 case ATNR_PARALYZE:
1145 case ATNR_FEAR: 1146 case ATNR_FEAR:
1146 case ATNR_CANCELLATION: 1147 case ATNR_CANCELLATION:
1147 case ATNR_DEPLETE: 1148 case ATNR_DEPLETE:
1148 case ATNR_BLIND: 1149 case ATNR_BLIND:
1149 { 1150 {
1150 /* chance for inflicting a special attack depends on the 1151 /* chance for inflicting a special attack depends on the
1151 * difference between attacker's and defender's level 1152 * difference between attacker's and defender's level
1152 */ 1153 */
1153 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1154 1155
1155 /* First, only creatures/players with speed can be affected. 1156 /* First, only creatures/players with speed can be affected.
1156 * Second, just getting hit doesn't mean it always affects 1157 * Second, just getting hit doesn't mean it always affects
1157 * you. Third, you still get a saving through against the 1158 * you. Third, you still get a saving through against the
1158 * effect. 1159 * effect.
1159 */ 1160 */
1160 if (op->speed && 1161 if (op->speed &&
1161 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1162 !(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))
1163 { 1164 {
1164 1165
1165 /* Player has been hit by something */ 1166 /* Player has been hit by something */
1166 if (attacknum == ATNR_CONFUSION) 1167 if (attacknum == ATNR_CONFUSION)
1167 confuse_player (op, hitter, dam); 1168 confuse_player (op, hitter, dam);
1168 else if (attacknum == ATNR_POISON) 1169 else if (attacknum == ATNR_POISON)
1169 poison_player (op, hitter, dam); 1170 poison_player (op, hitter, dam);
1170 else if (attacknum == ATNR_SLOW) 1171 else if (attacknum == ATNR_SLOW)
1171 slow_player (op, hitter, dam); 1172 slow_player (op, hitter, dam);
1172 else if (attacknum == ATNR_PARALYZE) 1173 else if (attacknum == ATNR_PARALYZE)
1173 paralyze_player (op, hitter, dam); 1174 paralyze_player (op, hitter, dam);
1174 else if (attacknum == ATNR_FEAR) 1175 else if (attacknum == ATNR_FEAR)
1175 scare_creature (op, hitter); 1176 scare_creature (op, hitter);
1176 else if (attacknum == ATNR_CANCELLATION) 1177 else if (attacknum == ATNR_CANCELLATION)
1177 cancellation (op); 1178 cancellation (op);
1178 else if (attacknum == ATNR_DEPLETE) 1179 else if (attacknum == ATNR_DEPLETE)
1179 op->drain_stat (); 1180 op->drain_stat ();
1180 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))
1181 blind_player (op, hitter, dam); 1182 blind_player (op, hitter, dam);
1182 } 1183 }
1184
1183 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 */
1184 } 1186 }
1185 break; 1187 break;
1188
1186 case ATNR_ACID: 1189 case ATNR_ACID:
1187 { 1190 {
1188 int flag = 0; 1191 int flag = 0;
1189 1192
1190 /* 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
1191 * if your acid resistance is below 50%. */ 1194 * if your acid resistance is below 50%. */
1192 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))
1193 { 1196 {
1194 object *tmp;
1195
1196 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1197 { 1198 {
1198 if (tmp->invisible) 1199 if (tmp->invisible)
1199 continue; 1200 continue;
1200 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1201 /* >= 10% acid res. on itmes will protect these */ 1202 /* >= 10% acid res. on items will protect these */
1202 continue; 1203 continue;
1203 if (!(tmp->material & M_IRON)) 1204 if (!(tmp->materials & M_IRON))
1204 continue; 1205 continue;
1205 if (tmp->magic < -4) /* Let's stop at -5 */ 1206 if (tmp->magic < -4) /* Let's stop at -5 */
1206 continue; 1207 continue;
1207 if (tmp->type == RING || 1208 if (tmp->type == RING
1208 /* removed boots and gloves from exclusion list in 1209 /* removed boots and gloves from exclusion list in PR */
1209 PR */ 1210 || tmp->type == GIRDLE
1210 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)
1211 continue; /* To avoid some strange effects */ 1215 continue; /* To avoid some strange effects */
1212 1216
1213 /* High damage acid has better chance of corroding 1217 /* High damage acid has better chance of corroding
1214 objects */ 1218 objects */
1215 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)
1216 { 1220 {
1217 if (op->type == PLAYER) 1221 if (op->type == PLAYER)
1218 /* Make this more visible */ 1222 /* Make this more visible */
1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1220 "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));
1221 flag = 1; 1225 flag = 1;
1222 tmp->magic--; 1226 tmp->magic--;
1223 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1224 esrv_send_item (op, tmp); 1228 esrv_send_item (op, tmp);
1225 } 1229 }
1226 } 1230 }
1231
1227 if (flag) 1232 if (flag)
1228 op->update_stats (); /* Something was corroded */ 1233 op->update_stats (); /* Something was corroded */
1229 } 1234 }
1230 } 1235 }
1231 break; 1236 break;
1237
1232 case ATNR_DRAIN: 1238 case ATNR_DRAIN:
1233 { 1239 {
1234 /* rate is the proportion of exp drained. High rate means 1240 /* rate is the proportion of exp drained. High rate means
1235 * not much is drained, low rate means a lot is drained. 1241 * not much is drained, low rate means a lot is drained.
1236 */ 1242 */
1237 int rate; 1243 int rate;
1238 1244
1239 if (op->resist[ATNR_DRAIN] >= 0) 1245 if (op->resist[ATNR_DRAIN] >= 0)
1240 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1246 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1241 else 1247 else
1242 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1248 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1243 1249
1244 if (op->stats.exp <= rate) 1250 if (op->stats.exp <= rate)
1245 { 1251 {
1246 if (op->type == GOLEM) 1252 if (op->type == GOLEM)
1247 dam = 999; /* Its force is "sucked" away. 8) */ 1253 dam = 999; /* Its force is "sucked" away. 8) */
1248 else 1254 else
1249 /* If we can't drain, lets try to do physical damage */ 1255 /* If we can't drain, lets try to do physical damage */
1250 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1256 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1251 } 1257 }
1252 else 1258 else
1253 { 1259 {
1254 /* Randomly give the hitter some hp */ 1260 /* Randomly give the hitter some hp */
1255 if (hitter->stats.hp < hitter->stats.maxhp && 1261 if (hitter->stats.hp < hitter->stats.maxhp &&
1256 (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)
1257 hitter->stats.hp++; 1263 hitter->stats.hp++;
1258 1264
1259 /* Can't do drains on battleground spaces. 1265 /* Can't do drains on battleground spaces.
1260 * 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
1261 * 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,
1262 * nothing happens. 1268 * nothing happens.
1263 * 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
1264 * attacks, hence all the != PLAYER checks. 1270 * attacks, hence all the != PLAYER checks.
1265 */ 1271 */
1266 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))
1267 { 1273 {
1268 object *owner = hitter->owner; 1274 object *owner = hitter->owner;
1269 1275
1270 if (owner && owner != hitter) 1276 if (owner && owner != hitter)
1271 { 1277 {
1272 if (op->type != PLAYER || owner->type != PLAYER) 1278 if (op->type != PLAYER || owner->type != PLAYER)
1273 change_exp (owner, op->stats.exp / (rate * 2), 1279 change_exp (owner, op->stats.exp / (rate * 2),
1274 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);
1275 } 1281 }
1276 else if (op->type != PLAYER || hitter->type != PLAYER) 1282 else if (op->type != PLAYER || hitter->type != PLAYER)
1277 {
1278 change_exp (hitter, op->stats.exp / (rate * 2), 1283 change_exp (hitter, op->stats.exp / (rate * 2),
1279 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1280 } 1285
1281 change_exp (op, -op->stats.exp / rate, NULL, 0); 1286 change_exp (op, -op->stats.exp / rate, NULL, 0);
1282 } 1287 }
1288
1283 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
1284 * 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,
1285 * as the messages will say you missed 1291 * as the messages will say you missed
1286 */ 1292 */
1287 } 1293 }
1288 } 1294 }
1289 break; 1295 break;
1296
1290 case ATNR_TURN_UNDEAD: 1297 case ATNR_TURN_UNDEAD:
1291 { 1298 {
1292 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1299 if (QUERY_FLAG (op, FLAG_UNDEAD))
1293 { 1300 {
1294 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1301 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1295 object *god = find_god (determine_god (owner)); 1302 object *god = find_god (determine_god (owner));
1296 int div = 1; 1303 int div = 1;
1297 1304
1298 /* 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
1299 * at half strength */ 1306 * at half strength */
1300 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1301 div = 2; 1308 div = 2;
1309
1302 /* Give a bonus if you resist turn undead */ 1310 /* Give a bonus if you resist turn undead */
1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1304 scare_creature (op, owner); 1312 scare_creature (op, owner);
1305 } 1313 }
1306 else 1314 else
1307 dam = 0; /* don't damage non undead - should we damage 1315 dam = 0; /* don't damage non undead - should we damage
1308 undead? */ 1316 undead? */
1309 } 1317 }
1310 break; 1318 break;
1319
1311 case ATNR_DEATH: 1320 case ATNR_DEATH:
1312 deathstrike_player (op, hitter, &dam); 1321 deathstrike_player (op, hitter, &dam);
1313 break; 1322 break;
1323
1314 case ATNR_CHAOS: 1324 case ATNR_CHAOS:
1315 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 ());
1316 dam = 0; 1326 dam = 0;
1317 break; 1327 break;
1328
1318 case ATNR_COUNTERSPELL: 1329 case ATNR_COUNTERSPELL:
1319 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 ());
1320 dam = 0; 1331 dam = 0;
1321 /* This should never happen. Counterspell is handled 1332 /* This should never happen. Counterspell is handled
1322 * seperately and filtered out. If this does happen, 1333 * seperately and filtered out. If this does happen,
1323 * Counterspell has no effect on anything but spells, so it 1334 * Counterspell has no effect on anything but spells, so it
1324 * does no damage. */ 1335 * does no damage. */
1325 break; 1336 break;
1337
1326 case ATNR_HOLYWORD: 1338 case ATNR_HOLYWORD:
1327 { 1339 {
1328 /* This has already been handled by hit_player, 1340 /* This has already been handled by hit_player,
1329 * no need to check twice -- DAMN */ 1341 * no need to check twice -- DAMN */
1330 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1342 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1331 1343
1332 /* 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 */
1333 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])
1334 scare_creature (op, owner); 1346 scare_creature (op, owner);
1335 } 1347 }
1336 break; 1348 break;
1349
1337 case ATNR_LIFE_STEALING: 1350 case ATNR_LIFE_STEALING:
1338 { 1351 {
1339 int new_hp; 1352 int new_hp;
1340 1353
1341 /* this is replacement to drain for players, instead of taking 1354 /* this is replacement to drain for players, instead of taking
1342 * exp it takes hp. It is geared for players, probably not 1355 * exp it takes hp. It is geared for players, probably not
1343 * much use giving it to monsters 1356 * much use giving it to monsters
1344 * 1357 *
1345 * 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
1346 * damage it does do to the player. Given that, 1359 * damage it does do to the player. Given that,
1347 * 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
1348 * 1000). 1361 * 1000).
1349 */ 1362 */
1350 /* You can't steal life from something undead */ 1363 /* You can't steal life from something undead */
1351 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1364 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1352 return 0; 1365 return 0;
1366
1353 /* If drain protection is higher than life stealing, use that */ 1367 /* If drain protection is higher than life stealing, use that */
1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1368 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1369 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else 1370 else
1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1371 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1372
1358 /* You die at -1 hp, not zero. */ 1373 /* You die at -1 hp, not zero. */
1359 if (dam > (op->stats.hp + 1)) 1374 if (dam > (op->stats.hp + 1))
1360 dam = op->stats.hp + 1; 1375 dam = op->stats.hp + 1;
1376
1361 new_hp = hitter->stats.hp + dam; 1377 new_hp = hitter->stats.hp + dam;
1362 if (new_hp > hitter->stats.maxhp) 1378 if (new_hp > hitter->stats.maxhp)
1363 new_hp = hitter->stats.maxhp; 1379 new_hp = hitter->stats.maxhp;
1380
1364 if (new_hp > hitter->stats.hp) 1381 if (new_hp > hitter->stats.hp)
1365 hitter->stats.hp = new_hp; 1382 hitter->stats.hp = new_hp;
1366 } 1383 }
1367 } 1384 }
1385
1368 return dam; 1386 return dam;
1369} 1387}
1370
1371 1388
1372/* 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
1373 * allow script procedures to "kill" objects in a combat-like fashion. 1390 * allow script procedures to "kill" objects in a combat-like fashion.
1374 * 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
1375 * Sword. Note that nothing has been changed from the original version 1392 * Sword. Note that nothing has been changed from the original version
1390 char buf[MAX_BUF]; 1407 char buf[MAX_BUF];
1391 const char *skill; 1408 const char *skill;
1392 int maxdam = 0; 1409 int maxdam = 0;
1393 int battleg = 0; /* true if op standing on battleground */ 1410 int battleg = 0; /* true if op standing on battleground */
1394 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 */
1395 object *owner = NULL; 1412 object *owner = 0;
1396 object *skop = NULL; 1413 object *skop = 0;
1397 1414
1398 if (op->stats.hp >= 0) 1415 if (op->stats.hp >= 0)
1399 return -1; 1416 return -1;
1400 1417
1401 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1418 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1410 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1427 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1411 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 */
1412 1429
1413 if (op->type == DOOR) 1430 if (op->type == DOOR)
1414 { 1431 {
1415 op->set_speed (0.1); 1432 op->set_speed (0.1f);
1416 op->speed_left = -0.05; 1433 op->speed_left = -0.05f;
1417 return maxdam; 1434 return maxdam;
1418 } 1435 }
1419 1436
1420 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1421 { 1438 {
1422 remove_friendly_object (op);
1423
1424 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1425 op->owner->contr->ranges[range_golem] = 0;
1426
1427 op->destroy (); 1439 op->destroy ();
1428 return maxdam; 1440 return maxdam;
1429 } 1441 }
1430 1442
1431 /* Now lets start dealing with experience we get for killing something */ 1443 /* Now lets start dealing with experience we get for killing something */
1475 else 1487 else
1476 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));
1477 1489
1478 /* Only play sounds for melee kills */ 1490 /* Only play sounds for melee kills */
1479 if (hitter->type == PLAYER) 1491 if (hitter->type == PLAYER)
1480 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1492 owner->play_sound (sound_find ("player_kills"));
1481 } 1493 }
1482 1494
1483 /* If a player kills another player, not on 1495 /* If a player kills another player, not on
1484 * battleground, the "killer" looses 1 luck. Since this is 1496 * battleground, the "killer" looses 1 luck. Since this is
1485 * not reversible, it's actually quite a pain IMHO. -AV 1497 * not reversible, it's actually quite a pain IMHO. -AV
1490 */ 1502 */
1491 if (op->type == PLAYER && owner != op && !battleg) 1503 if (op->type == PLAYER && owner != op && !battleg)
1492 owner->change_luck (-settings.pk_luck_penalty); 1504 owner->change_luck (-settings.pk_luck_penalty);
1493 1505
1494 /* This code below deals with finding the appropriate skill 1506 /* This code below deals with finding the appropriate skill
1495 * to credit exp to. This is a bit problematic - we should 1507 * to credit exp to. This is a bit problematic - we should
1496 * probably never really have to look at current_weapon->skill 1508 * probably never really have to look at current_weapon->skill
1497 */ 1509 */
1498 skill = 0; 1510 skill = 0;
1499 1511
1500 if (hitter->skill && hitter->type != PLAYER) 1512 if (hitter->skill && hitter->type != PLAYER)
1501 skill = hitter->skill; 1513 skill = hitter->skill;
1502 else if (owner->chosen_skill) 1514 else if (owner->chosen_skill)
1503 { 1515 {
1504 skill = owner->chosen_skill->skill;
1505 skop = owner->chosen_skill; 1516 skop = owner->chosen_skill;
1517 skill = skop->skill;
1506 } 1518 }
1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1508 skill = owner->current_weapon->skill; 1520 skill = owner->current_weapon->skill;
1509 else 1521 else
1510 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");
1511 1523
1512 /* 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
1513 * 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!
1514 */ 1526 */
1515 if ((!skop || skop->type != SKILL) && skill) 1527 if ((!skop || skop->type != SKILL) && skill)
1516 { 1528 {
1517 int i; 1529 int i;
1518 1530
1544 skill = skop->skill; 1556 skill = skop->skill;
1545 1557
1546 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);
1547 1559
1548 /* If you didn't kill yourself, and your not the wizard */ 1560 /* If you didn't kill yourself, and your not the wizard */
1549 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1550 { 1562 {
1551 int exp; 1563 int exp;
1552 1564
1553 /* Really don't give much experience for killing other players */ 1565 /* Really don't give much experience for killing other players */
1554 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1566 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1581 if (owner->type != PLAYER || owner->contr->party == NULL) 1593 if (owner->type != PLAYER || owner->contr->party == NULL)
1582 change_exp (owner, exp, skill, 0); 1594 change_exp (owner, exp, skill, 0);
1583 else 1595 else
1584 { 1596 {
1585 int shares = 0, count = 0; 1597 int shares = 0, count = 0;
1586 player *pl;
1587 partylist *party = owner->contr->party; 1598 partylist *party = owner->contr->party;
1588 1599
1589 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);
1590 1601
1591 for_all_players (pl) 1602 for_all_players (pl)
1622 { 1633 {
1623 object *owner1 = op->owner; 1634 object *owner1 = op->owner;
1624 1635
1625 if (owner1 && owner1->type == PLAYER) 1636 if (owner1 && owner1->type == PLAYER)
1626 { 1637 {
1627 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1638 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1628 /* Maybe we should include the owner that killed this, maybe not */ 1639 /* Maybe we should include the owner that killed this, maybe not */
1629 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);
1630 } 1641 }
1631 1642
1632 remove_friendly_object (op); 1643 remove_friendly_object (op);
1650} 1661}
1651 1662
1652/* 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
1653 * Returns 0 this is not friendly fire 1664 * Returns 0 this is not friendly fire
1654 */ 1665 */
1655
1656int 1666int
1657friendly_fire (object *op, object *hitter) 1667friendly_fire (object *op, object *hitter)
1658{ 1668{
1659 object *owner; 1669 object *owner;
1660 int friendlyfire; 1670 int friendlyfire;
1679 } 1689 }
1680 1690
1681 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)
1682 friendlyfire = 0; 1692 friendlyfire = 0;
1683 } 1693 }
1694
1684 return friendlyfire; 1695 return friendlyfire;
1685} 1696}
1686
1687 1697
1688/* 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.
1689 * 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
1690 * is what is hitting the object, type is the attacktype, and 1700 * is what is hitting the object, type is the attacktype, and
1691 * full_hit is set if monster area does not matter. 1701 * full_hit is set if monster area does not matter.
1692 * dam is base damage - protections/vulnerabilities/slaying matches can 1702 * dam is base damage - protections/vulnerabilities/slaying matches can
1693 * modify it. 1703 * modify it.
1694 */ 1704 */
1695
1696 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1705/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1697 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1706 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1698
1699int 1707int
1700hit_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)
1701{ 1709{
1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1710 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1703 int maxattacktype, attacknum; 1711 int maxattacktype, attacknum;
1711 1719
1712 /* 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 */
1713 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))
1714 return 0; 1722 return 0;
1715 1723
1716#ifdef PROHIBIT_PLAYERKILL 1724 // only allow pk for hostile players
1717 if (op->type == PLAYER) 1725 if (op->type == PLAYER)
1718 { 1726 {
1719 object *owner = hitter->owner; 1727 object *owner = hitter->owner;
1720 1728
1721 if (!owner) 1729 if (!owner)
1722 owner = hitter; 1730 owner = hitter;
1723 1731
1724 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)
1725 return 0; 1736 return 0;
1726 } 1737 }
1727#endif
1728 1738
1729 if (body_attack) 1739 if (body_attack)
1730 { 1740 {
1731 /* 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
1732 * return - we still need to process other attacks the spell still 1742 * return - we still need to process other attacks the spell still
1746 } 1756 }
1747 } 1757 }
1748 1758
1749 if (!simple_attack && op->type == DOOR) 1759 if (!simple_attack && op->type == DOOR)
1750 { 1760 {
1751 object *tmp;
1752
1753 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1761 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP) 1762 if (tmp->type == RUNE || tmp->type == TRAP)
1755 { 1763 {
1756 spring_trap (tmp, hitter); 1764 spring_trap (tmp, hitter);
1757 1765
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1766 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1773 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766 { 1774 {
1767 /* 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
1768 * destroyed() check above doesn't return, and might get here. 1776 * destroyed() check above doesn't return, and might get here.
1769 */ 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 */
1770 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);
1771 return 0; 1785 return 0;
1772 } 1786 }
1773 1787
1774#ifdef ATTACK_DEBUG 1788#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1789 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1781 * 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 */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1796 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100) 1797 if (dam >= 100)
1784 dam /= 100; 1798 dam /= 100;
1785 else 1799 else
1786 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1800 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 } 1801 }
1788 1802
1789 /* 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
1790 * 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
1791 */ 1805 */
1807 if ((!hitter->slaying || 1821 if ((!hitter->slaying ||
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1822 (!(op->race && strstr (hitter->slaying, op->race)) &&
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1823 !(op->name && strstr (hitter->slaying, op->name)))) &&
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1824 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811 (hitter->title != NULL 1825 (hitter->title != NULL
1812 && (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)))
1813 return 0; 1827 return 0;
1814 } 1828 }
1815 1829
1816 maxattacktype = type; /* initialise this to something */ 1830 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1849 */ 1863 */
1850 friendlyfire = friendly_fire (op, hitter); 1864 friendlyfire = friendly_fire (op, hitter);
1851 if (friendlyfire && maxdam) 1865 if (friendlyfire && maxdam)
1852 { 1866 {
1853 maxdam = ((dam * settings.set_friendly_fire) / 100); 1867 maxdam = ((dam * settings.set_friendly_fire) / 100);
1854#ifndef COZY_SERVER
1855 maxdam++;
1856#endif
1857 1868
1858#ifdef ATTACK_DEBUG 1869#ifdef ATTACK_DEBUG
1859 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",
1860 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1871 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1861#endif 1872#endif
1862 } 1873 }
1863 1874
1864 if (!full_hit) 1875 if (!full_hit)
1865 { 1876 {
1866 archetype *at;
1867 int area; 1877 int area;
1868 int remainder; 1878 int remainder;
1869 1879
1870 area = 0; 1880 area = 0;
1871 for (at = op->arch; at != NULL; at = at->more) 1881
1882 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1872 area++; 1883 area++;
1884
1873 assert (area > 0); 1885 assert (area > 0);
1874 1886
1875 /* basically: maxdam /= area; we try to "simulate" a float 1887 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */ 1888 value-effect */
1877 remainder = 100 * (maxdam % area) / area; 1889 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area; 1890 maxdam /= area;
1879 if (RANDOM () % 100 < remainder) 1891 if (rndm (100) < remainder)
1880 maxdam++; 1892 maxdam++;
1881 } 1893 }
1882 1894
1883#ifdef ATTACK_DEBUG 1895#ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1896 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885#endif 1897#endif
1886 1898
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)
1887 if (hitter->owner) 1903 if (hitter->owner)
1888 op->enemy = hitter->owner; 1904 op->enemy = hitter->owner;
1889 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1890 op->enemy = hitter; 1906 op->enemy = hitter;
1891 1907
1892 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1893 { 1909 {
1894 /* The unaggressives look after themselves 8) */ 1910 /* The unaggressives look after themselves 8) */
1895 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1932 /* 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
1933 * that before if the player was immune to ghosthit, the monster 1949 * that before if the player was immune to ghosthit, the monster
1934 * remained - that is no longer the case. 1950 * remained - that is no longer the case.
1935 */ 1951 */
1936 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1937 {
1938 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939 remove_friendly_object (hitter);
1940
1941 hitter->destroy (); 1953 hitter->destroy ();
1942 } 1954
1943 /* Lets handle creatures that are splitting now */ 1955 /* Lets handle creatures that are splitting now */
1944 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))
1945 { 1957 {
1946 int i; 1958 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1954 return maxdam; 1966 return maxdam;
1955 } 1967 }
1956 1968
1957 op->remove (); 1969 op->remove ();
1958 1970
1959 for (i = 0; i < NROFNEWOBJS (op); i++) 1971 for (i = 0; i < op->stats.food; i++)
1960 { /* This doesn't handle op->more yet */ 1972 { /* This doesn't handle op->more yet */
1961 object *tmp = arch_to_object (op->other_arch); 1973 object *tmp = arch_to_object (op->other_arch);
1962 int j; 1974 int j;
1963 1975
1964 tmp->stats.hp = op->stats.hp; 1976 tmp->stats.hp = op->stats.hp;
1965 1977
1966 if (friendly) 1978 if (friendly)
1967 { 1979 {
1968 SET_FLAG (tmp, FLAG_FRIENDLY);
1969 add_friendly_object (tmp); 1980 add_friendly_object (tmp);
1970 tmp->attack_movement = PETMOVE; 1981 tmp->attack_movement = PETMOVE;
1982
1971 if (owner != NULL) 1983 if (owner)
1972 tmp->set_owner (owner); 1984 tmp->set_owner (owner);
1973 } 1985 }
1974 1986
1975 if (unaggressive) 1987 if (unaggressive)
1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 hitter->destroy (); 2004 hitter->destroy ();
1993 2005
1994 return maxdam; 2006 return maxdam;
1995} 2007}
1996
1997 2008
1998void 2009void
1999poison_player (object *op, object *hitter, int dam) 2010poison_player (object *op, object *hitter, int dam)
2000{ 2011{
2001 archetype *at = archetype::find ("poisoning"); 2012 archetype *at = archetype::find ("poisoning");
2037 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2048 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2038 tmp->stats.Int = MAX (-dam / 7, -10); 2049 tmp->stats.Int = MAX (-dam / 7, -10);
2039 SET_FLAG (tmp, FLAG_APPLIED); 2050 SET_FLAG (tmp, FLAG_APPLIED);
2040 op->update_stats (); 2051 op->update_stats ();
2041 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);
2042 } 2054 }
2055
2043 if (hitter->type == PLAYER) 2056 if (hitter->type == PLAYER)
2044 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);
2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2058 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 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);
2047 } 2060 }
2061
2048 tmp->speed_left = 0; 2062 tmp->speed_left = 0;
2049 } 2063 }
2050 else 2064 else
2051 tmp->stats.food++; 2065 tmp->stats.food++;
2052} 2066}
2056{ 2070{
2057 archetype *at = archetype::find ("slowness"); 2071 archetype *at = archetype::find ("slowness");
2058 object *tmp; 2072 object *tmp;
2059 2073
2060 if (at == NULL) 2074 if (at == NULL)
2061 {
2062 LOG (llevError, "Can't find slowness archetype.\n"); 2075 LOG (llevError, "Can't find slowness archetype.\n");
2063 } 2076
2064 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2077 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065 { 2078 {
2066 tmp = arch_to_object (at); 2079 tmp = arch_to_object (at);
2067 tmp = insert_ob_in_ob (tmp, op); 2080 tmp = insert_ob_in_ob (tmp, op);
2068 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!");
2069 } 2082 }
2070 else 2083 else
2071 tmp->stats.food++; 2084 tmp->stats.food++;
2085
2072 SET_FLAG (tmp, FLAG_APPLIED); 2086 SET_FLAG (tmp, FLAG_APPLIED);
2073 tmp->speed_left = 0; 2087 tmp->speed_left = 0;
2074 op->update_stats (); 2088 op->update_stats ();
2075} 2089}
2076 2090
2093 tmp->speed = 0.05; 2107 tmp->speed = 0.05;
2094 tmp->subtype = FORCE_CONFUSION; 2108 tmp->subtype = FORCE_CONFUSION;
2095 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);
2096 tmp->name = "confusion"; 2110 tmp->name = "confusion";
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2111 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112
2098 if (tmp->duration > maxduration) 2113 if (tmp->duration > maxduration)
2099 tmp->duration = maxduration; 2114 tmp->duration = maxduration;
2100 2115
2101 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2116 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2102 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
2103 SET_FLAG (op, FLAG_CONFUSED); 2119 SET_FLAG (op, FLAG_CONFUSED);
2104} 2120}
2105 2121
2106void 2122void
2107blind_player (object *op, object *hitter, int dam) 2123blind_player (object *op, object *hitter, int dam)
2173 op->speed_left = (float) -(FABS (op->speed) * max); 2189 op->speed_left = (float) -(FABS (op->speed) * max);
2174 2190
2175/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2176} 2192}
2177 2193
2178
2179/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2180 * the computed damaged. 2195 * the computed damaged.
2181 */ 2196 */
2182void 2197void
2183deathstrike_player (object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2191 ** field of the deathstriking object */ 2206 ** field of the deathstriking object */
2192 2207
2193 int atk_lev, def_lev, kill_lev; 2208 int atk_lev, def_lev, kill_lev;
2194 2209
2195 if (hitter->slaying) 2210 if (hitter->slaying)
2196 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))))
2197 return; 2212 return;
2198 2213
2199 def_lev = op->level; 2214 def_lev = op->level;
2200 if (def_lev < 1) 2215 if (def_lev < 1)
2201 { 2216 {
2202 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);
2203 def_lev = 1; 2218 def_lev = 1;
2204 } 2219 }
2220
2205 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;
2206 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207 atk_lev, def_lev); */ 2223 atk_lev, def_lev); */
2208 2224
2209 if (atk_lev >= def_lev) 2225 if (atk_lev >= def_lev)
2224 */ 2240 */
2225 *dam *= kill_lev / def_lev; 2241 *dam *= kill_lev / def_lev;
2226 } 2242 }
2227 } 2243 }
2228 else 2244 else
2229 {
2230 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2231 }
2232} 2246}
2233 2247
2234/* thrown_item_effect() - handles any special effects of thrown 2248/* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a 2249 * items (like attacking living creatures--a potion thrown at a
2236 * monster). 2250 * monster).
2265 } 2279 }
2266 } 2280 }
2267} 2281}
2268 2282
2269/* adj_attackroll() - adjustments to attacks by various conditions */ 2283/* adj_attackroll() - adjustments to attacks by various conditions */
2270
2271int 2284int
2272adj_attackroll (object *hitter, object *target) 2285adj_attackroll (object *hitter, object *target)
2273{ 2286{
2274 object *attacker = hitter; 2287 object *attacker = hitter;
2275 int adjust = 0; 2288 int adjust = 0;
2340#endif 2353#endif
2341 2354
2342 return adjust; 2355 return adjust;
2343} 2356}
2344 2357
2345
2346/* determine if the object is an 'aimed' missile */ 2358/* determine if the object is an 'aimed' missile */
2347int 2359int
2348is_aimed_missile (object *op) 2360is_aimed_missile (object *op)
2349{ 2361{
2350 2362
2351 /* 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
2352 * ones so that figuring out the logic is at least possible. 2364 * ones so that figuring out the logic is at least possible.
2353 */ 2365 */
2354 if (op && (op->move_type & MOVE_FLYING)) 2366 if (op && (op->move_type & MOVE_FLYING))
2355 {
2356 if (op->type == ARROW || op->type == THROWN_OBJ) 2367 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1; 2368 return 1;
2358 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))
2359 return 1; 2370 return 1;
2360 } 2371
2361 return 0; 2372 return 0;
2362} 2373}

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