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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 00:14:51 2006 UTC vs.
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.13 2006/09/14 00:14:51 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
40 31
41typedef struct att_msg_str 32typedef struct att_msg_str
42{ 33{
43 char *msg1; 34 char *msg1;
44 char *msg2; 35 char *msg2;
50 * its magical benefits. 41 * its magical benefits.
51 */ 42 */
52void 43void
53cancellation (object *op) 44cancellation (object *op)
54{ 45{
55 object *tmp;
56
57 if (op->invisible) 46 if (op->invisible)
58 return; 47 return;
59 48
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 50 {
62 /* Recur through the inventory */ 51 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 54 cancellation (tmp);
66 } 55 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
68 { 57 {
69 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
71 op->magic = 0; 60 op->magic = 0;
61
72 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
76 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
79 }
80 } 69 }
81} 70}
82
83
84 71
85/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 74 * any further action (like destroying the item).
88 */ 75 */
89
90int 76int
91did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
92{ 78{
93 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 80 materialtype_t *mt;
95 81
96 if (op->materialname == NULL) 82 if (op->materialname == NULL)
97 { 83 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material) 85 if (op->materials & mt->material)
101 break; 86 break;
102 }
103 } 87 }
104 else 88 else
105 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
106 if (mt == NULL) 90
91 if (!mt)
107 return TRUE; 92 return TRUE;
93
108 roll = rndm (1, 20); 94 roll = rndm (1, 20);
109 95
110 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
141 saves++; 127 saves++;
142 } 128 }
143 129
144 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
145 return TRUE; 131 return TRUE;
132
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 134 return FALSE;
135
148 return TRUE; 136 return TRUE;
149} 137}
150 138
151/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 141 * calling cancellation, etc.)
154 */ 142 */
155
156void 143void
157save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
158{ 145{
159 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
160 { 147 {
161 object *env = op->env; 148 object *env = op->env;
162 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 150 maptile *m = op->map;
164 151
165 op = stop_item (op); 152 op = stop_item (op);
166 if (op == NULL) 153 if (op == NULL)
167 return; 154 return;
168 155
174 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 163 */
177 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))
178 { 165 {
179 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
180 167
181 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
182
183 if (op)
184 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
185 170
186 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
187 { 172 {
188 if (env) 173 if (env)
189 { 174 {
190 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
191 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
209 return; 194 return;
210 } 195 }
211 196
212 if (op->nrof > 1) 197 if (op->nrof > 1)
213 { 198 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
215
216 if (op)
217 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
218 } 201 }
219 else 202 else
220 { 203 op->destroy ();
221 if (op->env)
222 {
223 object *tmp = is_player_inv (op->env);
224
225 if (tmp)
226 esrv_del_item (tmp->contr, op->count);
227 }
228
229 if (!QUERY_FLAG (op, FLAG_REMOVED))
230 remove_ob (op);
231
232 free_object (op);
233 }
234 204
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 206 if (env)
237 { 207 {
238 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
242 else 212 else
243 replace_insert_ob_in_map ("burnout", originator); 213 replace_insert_ob_in_map ("burnout", originator);
244 214
245 return; 215 return;
246 } 216 }
217
247 /* The value of 50 is arbitrary. */ 218 /* The value of 50 is arbitrary. */
248 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
249 { 220 {
250 object *tmp; 221 object *tmp;
251 archetype *at = find_archetype ("icecube"); 222 archetype *at = archetype::find ("icecube");
252 223
253 if (at == NULL) 224 if (at == NULL)
254 return; 225 return;
226
255 op = stop_item (op); 227 op = stop_item (op);
256 if (op == NULL) 228 if (op == NULL)
257 return; 229 return;
230
258 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
259 { 232 {
260 tmp = arch_to_object (at); 233 tmp = arch_to_object (at);
261 tmp->x = op->x, tmp->y = op->y; 234 tmp->x = op->x, tmp->y = op->y;
262 /* This was in the old (pre new movement code) - 235 /* This was in the old (pre new movement code) -
265 */ 238 */
266 tmp->move_slow_penalty = 0; 239 tmp->move_slow_penalty = 0;
267 tmp->move_slow = 0; 240 tmp->move_slow = 0;
268 insert_ob_in_map (tmp, op->map, originator, 0); 241 insert_ob_in_map (tmp, op->map, originator, 0);
269 } 242 }
243
270 if (!QUERY_FLAG (op, FLAG_REMOVED)) 244 if (!QUERY_FLAG (op, FLAG_REMOVED))
271 remove_ob (op); 245 op->remove ();
246
272 (void) insert_ob_in_ob (op, tmp); 247 insert_ob_in_ob (op, tmp);
273 return; 248 return;
274 } 249 }
275} 250}
276 251
277/* Object op is hitting the map. 252/* Object op is hitting the map.
278 * op is going in direction 'dir' 253 * op is going in direction 'dir'
279 * type is the attacktype of the object. 254 * type is the attacktype of the object.
280 * full_hit is set if monster area does not matter. 255 * full_hit is set if monster area does not matter.
281 * returns 1 if it hits something, 0 otherwise. 256 * returns 1 if it hits something, 0 otherwise.
282 */ 257 */
283
284int 258int
285hit_map (object *op, int dir, int type, int full_hit) 259hit_map (object *op, int dir, int type, int full_hit)
286{ 260{
287 object *tmp, *next;
288 mapstruct *map; 261 maptile *map;
289 sint16 x, y; 262 sint16 x, y;
290 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 263 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
291 264
292 tag_t op_tag, next_tag = 0;
293
294 if (QUERY_FLAG (op, FLAG_FREED)) 265 if (QUERY_FLAG (op, FLAG_FREED))
295 { 266 {
296 LOG (llevError, "BUG: hit_map(): free object\n"); 267 LOG (llevError, "BUG: hit_map(): free object\n");
297 return 0; 268 return 0;
298 } 269 }
299 270
300 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
301 { 272 {
302 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
303 return 0; 274 return 0;
304 } 275 }
305 276
306 if (!op->map) 277 if (!op->map)
307 { 278 {
309 return 0; 280 return 0;
310 } 281 }
311 282
312 if (op->head) 283 if (op->head)
313 op = op->head; 284 op = op->head;
314
315 op_tag = op->count;
316 285
317 map = op->map; 286 map = op->map;
318 x = op->x + freearr_x[dir]; 287 x = op->x + freearr_x[dir];
319 y = op->y + freearr_y[dir]; 288 y = op->y + freearr_y[dir];
320 289
321 int mflags = get_map_flags (map, &map, x, y, &x, &y); 290 if (!xy_normalise (map, x, y))
291 return 0;
322 292
323 // elmex: a safe map tile can't be hit! 293 // elmex: a safe map tile can't be hit!
324 // this should prevent most harmful effects on items and players there. 294 // this should prevent most harmful effects on items and players there.
325 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 295 mapspace &ms = map->at (x, y);
296
297 if (ms.flags () & P_SAFE)
326 return 0; 298 return 0;
327 299
328 /* peterm: a few special cases for special attacktypes --counterspell 300 /* peterm: a few special cases for special attacktypes --counterspell
329 * must be out here because it strikes things which are not alive 301 * must be out here because it strikes things which are not alive
330 */ 302 */
331 303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
304 {
332 if (type & AT_COUNTERSPELL) 305 if (type & AT_COUNTERSPELL)
333 { 306 {
334 counterspell (op, dir); /* see spell_effect.c */ 307 counterspell (op, dir); /* see spell_effect.c */
335 308
336 /* If the only attacktype is counterspell or magic, don't need 309 /* If the only attacktype is counterspell or magic, don't need
337 * to do any further processing. 310 * to do any further processing.
338 */
339 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
340 return 0;
341
342 type &= ~AT_COUNTERSPELL;
343 }
344
345 if (type & AT_CHAOS)
346 {
347 shuffle_attack (op, 1); /*1 flag tells it to change the face */
348 update_object (op, UP_OBJ_FACE);
349 type &= ~AT_CHAOS;
350 }
351
352 next = get_map_ob (map, x, y);
353 if (next)
354 next_tag = next->count;
355
356 while (next)
357 {
358 if (was_destroyed (next, next_tag))
359 {
360 /* There may still be objects that were above 'next', but there is no
361 * simple way to find out short of copying all object references and
362 * tags into a temporary array before we start processing the first
363 * object. That's why we just abort.
364 *
365 * This happens whenever attack spells (like fire) hit a pile
366 * of objects. This is not a bug - nor an error. The errormessage
367 * below was spamming the logs for absolutely no reason.
368 */ 311 */
369 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 312 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
370 break; 313 return 0;
314
315 type &= ~AT_COUNTERSPELL;
316 }
317
318 if (type & AT_CHAOS)
371 } 319 {
320 shuffle_attack (op, 1); /* flag tells it to change the face */
321 update_object (op, UP_OBJ_FACE);
322 type &= ~AT_CHAOS;
323 }
324 }
372 325
326 /* There may still be objects that were above 'next', but there is no
327 * simple way to find out short of copying all object references and
328 * tags into a temporary array before we start processing the first
329 * object. That's why we just abort on destroy.
330 *
331 * This happens whenever attack spells (like fire) hit a pile
332 * of objects. This is not a bug - nor an error.
333 */
334 for (object *next = ms.bot; next && !next->destroyed (); )
335 {
373 tmp = next; 336 object *tmp = next;
374 next = tmp->above; 337 next = tmp->above;
375
376 if (next)
377 next_tag = next->count;
378
379 if (QUERY_FLAG (tmp, FLAG_FREED))
380 {
381 LOG (llevError, "BUG: hit_map(): found freed object\n");
382 break;
383 }
384 338
385 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386 * For example, 'tmp' was put in an icecube. 340 * For example, 'tmp' was put in an icecube.
387 * This is one of the few cases where on_same_map should not be used. 341 * This is one of the few cases where on_same_map should not be used.
388 */ 342 */
391 345
392 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
393 { 347 {
394 hit_player (tmp, op->stats.dam, op, type, full_hit); 348 hit_player (tmp, op->stats.dam, op, type, full_hit);
395 retflag |= 1; 349 retflag |= 1;
350
396 if (was_destroyed (op, op_tag)) 351 if (op->destroyed ())
397 break; 352 break;
398 } 353 }
399
400 /* Here we are potentially destroying an object. If the object has 354 /* Here we are potentially destroying an object. If the object has
401 * NO_PASS set, it is also immune - you can't destroy walls. Note 355 * NO_PASS set, it is also immune - you can't destroy walls. Note
402 * that weak walls have is_alive set, which prevent objects from 356 * that weak walls have is_alive set, which prevent objects from
403 * passing over/through them. We don't care what type of movement 357 * passing over/through them. We don't care what type of movement
404 * the wall blocks - if it blocks any type of movement, can't be 358 * the wall blocks - if it blocks any type of movement, can't be
405 * destroyed right now. 359 * destroyed right now.
406 */ 360 */
407 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 361 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
408 { 362 {
409 save_throw_object (tmp, type, op); 363 save_throw_object (tmp, type, op);
364
410 if (was_destroyed (op, op_tag)) 365 if (op->destroyed ())
411 break; 366 break;
412 } 367 }
413 } 368 }
414 369
415 return 0; 370 return 0;
418void 373void
419attack_message (int dam, int type, object *op, object *hitter) 374attack_message (int dam, int type, object *op, object *hitter)
420{ 375{
421 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
422 int i, found = 0; 377 int i, found = 0;
423 mapstruct *map; 378 maptile *map;
424 object *next, *tmp; 379 object *next, *tmp;
425 380
426 /* put in a few special messages for some of the common attacktypes 381 /* put in a few special messages for some of the common attacktypes
427 * a player might have. For example, fire, electric, cold, etc 382 * a player might have. For example, fire, electric, cold, etc
428 * [garbled 20010919] 383 * [garbled 20010919]
445 sprintf (buf1, "missed %s", &op->name); 400 sprintf (buf1, "missed %s", &op->name);
446 sprintf (buf2, " misses"); 401 sprintf (buf2, " misses");
447 found++; 402 found++;
448 } 403 }
449 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 404 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
450 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 405 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
451 { 406 {
452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 407 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
453 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 408 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
454 { 409 {
455 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 410 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
467 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 422 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
468 found++; 423 found++;
469 break; 424 break;
470 } 425 }
471 } 426 }
472 else if (hitter->type == PLAYER && IS_LIVE (op)) 427 else if (hitter->type == PLAYER && op->is_alive ())
473 { 428 {
474 if (USING_SKILL (hitter, SK_KARATE)) 429 if (USING_SKILL (hitter, SK_KARATE))
475 { 430 {
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 431 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
477 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 432 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
503 found++; 458 found++;
504 break; 459 break;
505 } 460 }
506 } 461 }
507 } 462 }
463
508 if (found) 464 if (found)
509 { 465 {
510 /* done */ 466 /* done */
511 } 467 }
512 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 468 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
513 { 469 {
514 sprintf (buf1, "hit"); /* just in case */ 470 sprintf (buf1, "hit"); /* just in case */
515 for (i = 0; i < MAXATTACKMESS; i++) 471 for (i = 0; i < MAXATTACKMESS; i++)
516 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 472 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
517 { 473 {
518 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 474 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
519 found++; 475 found++;
520 break; 476 break;
521 } 477 }
522 } 478 }
523 else if (type & AT_DRAIN && IS_LIVE (op)) 479 else if (type & AT_DRAIN && op->is_alive ())
524 { 480 {
525 /* drain is first, because some items have multiple attypes */ 481 /* drain is first, because some items have multiple attypes */
526 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 482 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
527 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 483 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
528 { 484 {
530 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 486 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
531 found++; 487 found++;
532 break; 488 break;
533 } 489 }
534 } 490 }
535 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 491 else if (type & AT_ELECTRICITY && op->is_alive ())
536 { 492 {
537 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 493 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
538 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 494 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
539 { 495 {
540 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 496 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
541 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 497 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
542 found++; 498 found++;
543 break; 499 break;
544 } 500 }
545 } 501 }
546 else if (type & AT_COLD && IS_LIVE (op)) 502 else if (type & AT_COLD && op->is_alive ())
547 { 503 {
548 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 504 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
549 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 505 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
550 { 506 {
551 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 507 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
628 strcpy (buf1, "hit"); 584 strcpy (buf1, "hit");
629 strcpy (buf2, " hits"); 585 strcpy (buf2, " hits");
630 } 586 }
631 587
632 /* bail out if a monster is casting spells */ 588 /* bail out if a monster is casting spells */
633 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 589 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
634 return; 590 return;
635 591
636 /* scale down magic considerably. */ 592 /* scale down magic considerably. */
637 if (type & AT_MAGIC && rndm (0, 5)) 593 if (type & AT_MAGIC && rndm (0, 5))
638 return; 594 return;
639 595
640 /* Did a player hurt another player? Inform both! */ 596 /* Did a player hurt another player? Inform both! */
641 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 597 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642 { 598 {
643 if (get_owner (hitter) != NULL) 599 if (hitter->owner != NULL)
644 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
645 else 601 else
646 { 602 {
647 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
648 if (dam != 0) 605 if (dam != 0)
649 { 606 {
650 if (dam < 10) 607 if (dam < 10)
651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
652 else if (dam < 20) 609 else if (dam < 20)
653 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
654 else 611 else
655 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
656 } 613 }
657 } 614 }
615
658 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
659 } /* end of player hitting player */ 617 } /* end of player hitting player */
660 618
661 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
662 { 620 {
663 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
664 if (dam != 0) 623 if (dam != 0)
665 { 624 {
666 if (dam < 10) 625 if (dam < 10)
667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
668 else if (dam < 20) 627 else if (dam < 20)
669 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
670 else 629 else
671 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
672 } 631 }
632
673 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
674 } 634 }
675 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
676 { 636 {
677 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
678 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 638 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
679 { 639 {
680 i = 4; 640 i = 4;
681 map = hitter->map; 641 map = hitter->map;
682 if (out_of_map (map, hitter->x, hitter->y)) 642 if (out_of_map (map, hitter->x, hitter->y))
683 return; 643 return;
644
684 next = get_map_ob (map, hitter->x, hitter->y); 645 next = GET_MAP_OB (map, hitter->x, hitter->y);
685 if (next) 646 if (next)
686 while (next) 647 while (next)
687 { 648 {
688 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689 i *= 3; 650 i *= 3;
651
690 tmp = next; 652 tmp = next;
691 next = tmp->above; 653 next = tmp->above;
692 } 654 }
655
693 if (i < 0) 656 if (i < 0)
694 return; 657 return;
658
695 if (rndm (0, i) != 0) 659 if (rndm (0, i) != 0)
696 return; 660 return;
697 } 661 }
698 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
699 return; 663 return;
664
700 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
701 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
702 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
703 } 668 }
704} 669}
705 670
706 671
710 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
711 { 676 {
712 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
713 return 1; 678 return 1;
714 } 679 }
680
715 if ((*target)->head) 681 if ((*target)->head)
716 *target = (*target)->head; 682 *target = (*target)->head;
683
717 if ((*hitter)->head) 684 if ((*hitter)->head)
718 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
719 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
720 { 688 {
721 *simple_attack = 1; 689 *simple_attack = 1;
722 return 0; 690 return 0;
723 } 691 }
692
724 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
725 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
726 { 697 {
727 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ());
728 return 1; 700 return 1;
729 } 701 }
702
730 *simple_attack = 0; 703 *simple_attack = 0;
731 return 0; 704 return 0;
732} 705}
733 706
734static int 707static int
755attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
756{ 729{
757 int simple_attack, roll, dam = 0; 730 int simple_attack, roll, dam = 0;
758 uint32 type; 731 uint32 type;
759 shstr op_name; 732 shstr op_name;
760 tag_t op_tag, hitter_tag;
761 733
762 if (get_attack_mode (&op, &hitter, &simple_attack)) 734 if (get_attack_mode (&op, &hitter, &simple_attack))
763 goto error; 735 goto error;
764 736
765 if (hitter->current_weapon) 737 if (hitter->current_weapon)
766 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 738 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767 return RESULT_INT (0); 739 return RESULT_INT (0);
768 740
769 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770 return RESULT_INT (0); 742 return RESULT_INT (0);
771
772 op_tag = op->count;
773 hitter_tag = hitter->count;
774 743
775 /* 744 /*
776 * A little check to make it more difficult to dance forward and back 745 * A little check to make it more difficult to dance forward and back
777 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
778 */ 747 */
779 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
780 { 749 {
781 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
782 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
783 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
784 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
785 */ 754 */
786 op->speed_left--; 755 --op->speed_left;
787 process_object (op); 756 process_object (op);
757
788 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
789 goto error; 759 goto error;
790 } 760 }
791 761
792 op_name = op->name; 762 op_name = op->name;
793 763
800 /* See if we hit the creature */ 770 /* See if we hit the creature */
801 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
802 { 772 {
803 int hitdam = base_dam; 773 int hitdam = base_dam;
804 774
805 if (settings.casting_time == TRUE)
806 {
807 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
808 {
809 hitter->casting_time = -1;
810 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
811 }
812 if ((op->casting_time > -1) && (hitdam > 0))
813 {
814 op->casting_time = -1;
815 if (op->type == PLAYER)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
818 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
819 }
820 }
821 }
822 if (!simple_attack) 775 if (!simple_attack)
823 { 776 {
824 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
825 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
826 * -b.t. */ 779 * -b.t. */
827 if (QUERY_FLAG (op, FLAG_SLEEP)) 780 if (QUERY_FLAG (op, FLAG_SLEEP))
828 CLEAR_FLAG (op, FLAG_SLEEP); 781 CLEAR_FLAG (op, FLAG_SLEEP);
829 782
830 /* If the victim can't see the attacker, it may alert others 783 /* If the victim can't see the attacker, it may alert others
831 * for help. */ 784 * for help. */
832 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
833 npc_call_help (op); 786 npc_call_help (op);
834 787
835 /* if you were hidden and hit by a creature, you are discovered */ 788 /* if you were hidden and hit by a creature, you are discovered */
836 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
837 { 790 {
838 make_visible (op); 791 make_visible (op);
792
839 if (op->type == PLAYER) 793 if (op->type == PLAYER)
840 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
841 } 795 }
842 796
843 /* thrown items (hitter) will have various effects 797 /* thrown items (hitter) will have various effects
844 * when they hit the victim. For things like thrown daggers, 798 * when they hit the victim. For things like thrown daggers,
845 * this sets 'hitter' to the actual dagger, and not the 799 * this sets 'hitter' to the actual dagger, and not the
846 * wrapper object. 800 * wrapper object.
847 */ 801 */
848 thrown_item_effect (hitter, op); 802 thrown_item_effect (hitter, op);
803
849 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 804 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
850 goto leave; 805 goto leave;
851 } 806 }
852 807
853 /* Need to do at least 1 damage, otherwise there is no point 808 /* Need to do at least 1 damage, otherwise there is no point
854 * to go further and it will cause FPE's below. 809 * to go further and it will cause FPE's below.
855 */ 810 */
856 if (hitdam <= 0) 811 if (hitdam <= 0)
857 hitdam = 1; 812 hitdam = 1;
858 813
859 type = hitter->attacktype; 814 type = hitter->attacktype;
815
860 if (!type) 816 if (!type)
861 type = AT_PHYSICAL; 817 type = AT_PHYSICAL;
818
862 /* Handle monsters that hit back */ 819 /* Handle monsters that hit back */
863 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
864 { 821 {
865 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 822 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
866 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 823 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
824
867 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 825 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
826
868 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 827 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
869 goto leave; 828 goto leave;
870 } 829 }
871 830
872 /* In the new attack code, it should handle multiple attack 831 /* In the new attack code, it should handle multiple attack
873 * types in its area, so remove it from here. 832 * types in its area, so remove it from here.
874 */ 833 */
875 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 834 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
835
876 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 836 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
877 goto leave; 837 goto leave;
878 } /* end of if hitter hit op */ 838 } /* end of if hitter hit op */
879 /* if we missed, dam=0 */ 839 /* if we missed, dam=0 */
880 840
881 /*attack_message(dam, type, op, hitter); */ 841 /*attack_message(dam, type, op, hitter); */
891} 851}
892 852
893int 853int
894attack_ob (object *op, object *hitter) 854attack_ob (object *op, object *hitter)
895{ 855{
896
897 if (hitter->head)
898 hitter = hitter->head; 856 hitter = hitter->head_ ();
857
899 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 858 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
900} 859}
901 860
902/* op is the arrow, tmp is what is stopping the arrow. 861/* op is the arrow, tmp is what is stopping the arrow.
903 * 862 *
912 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
913 * stick around. 872 * stick around.
914 */ 873 */
915 if (op->weight <= 5000 && tmp->stats.hp >= 0) 874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
916 { 875 {
917 if (tmp->head != NULL)
918 tmp = tmp->head; 876 tmp = tmp->head_ ();
919 877
920 remove_ob (op); 878 op->remove ();
921 op = insert_ob_in_ob (op, tmp); 879 op = insert_ob_in_ob (op, tmp);
922 880
923 if (tmp->type == PLAYER) 881 if (tmp->type == PLAYER)
924 esrv_send_item (tmp, op); 882 esrv_send_item (tmp, op);
925 883
938object * 896object *
939hit_with_arrow (object *op, object *victim) 897hit_with_arrow (object *op, object *victim)
940{ 898{
941 object *container, *hitter; 899 object *container, *hitter;
942 int hit_something = 0; 900 int hit_something = 0;
943 tag_t victim_tag, hitter_tag;
944 sint16 victim_x, victim_y;
945 901
946 /* Disassemble missile */ 902 /* Disassemble missile */
947 if (op->inv) 903 if (op->inv)
948 { 904 {
949 container = op; 905 container = op;
950 hitter = op->inv; 906 hitter = op->inv;
951 remove_ob (hitter); 907 hitter->remove ();
952 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
953 /* Note that we now have an empty THROWN_OBJ on the map. Code that 909 /* Note that we now have an empty THROWN_OBJ on the map. Code that
954 * might be called until this THROWN_OBJ is either reassembled or 910 * might be called until this THROWN_OBJ is either reassembled or
955 * removed at the end of this function must be able to deal with empty 911 * removed at the end of this function must be able to deal with empty
956 * THROWN_OBJs. */ 912 * THROWN_OBJs. */
957 } 913 }
958 else 914 else
959 { 915 {
960 container = NULL; 916 container = 0;
961 hitter = op; 917 hitter = op;
962 } 918 }
963 919
964 /* Try to hit victim */ 920 /* Try to hit victim */
965 victim_x = victim->x;
966 victim_y = victim->y;
967 victim_tag = victim->count;
968 hitter_tag = hitter->count;
969
970 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 921 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
971 922
972 /* Arrow attacks door, rune of summoning is triggered, demon is put on 923 /* Arrow attacks door, rune of summoning is triggered, demon is put on
973 * arrow, move_apply() calls this function, arrow sticks in demon, 924 * arrow, move_apply() calls this function, arrow sticks in demon,
974 * attack_ob_simple() returns, and we've got an arrow that still exists 925 * attack_ob_simple() returns, and we've got an arrow that still exists
975 * but is no longer on the map. Ugh. (Beware: Such things can happen at 926 * but is no longer on the map. Ugh. (Beware: Such things can happen at
976 * other places as well!) 927 * other places as well!)
977 */ 928 */
978 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 929 if (hitter->destroyed () || hitter->env != NULL)
979 { 930 {
980 if (container) 931 if (container)
981 { 932 {
982 remove_ob (container); 933 container->remove ();
983 free_object (container); 934 container->destroy ();
984 } 935 }
936
985 return NULL; 937 return 0;
986 } 938 }
987 939
988 /* Missile hit victim */ 940 /* Missile hit victim */
989 /* if the speed is > 10, then this is a fast moving arrow, we go straight 941 /* if the speed is > 10, then this is a fast moving arrow, we go straight
990 * through the target 942 * through the target
991 */ 943 */
992 if (hit_something && op->speed <= 10.0) 944 if (hit_something && op->speed <= 10.0)
993 { 945 {
994 /* Stop arrow */ 946 /* Stop arrow */
995 if (container == NULL) 947 if (!container)
996 { 948 {
997 hitter = fix_stopped_arrow (hitter); 949 hitter = fix_stopped_arrow (hitter);
998 if (hitter == NULL) 950 if (!hitter)
999 return NULL; 951 return 0;
1000 } 952 }
1001 else 953 else
1002 { 954 container->destroy ();
1003 remove_ob (container);
1004 free_object (container);
1005 }
1006 955
1007 /* Try to stick arrow into victim */ 956 /* Try to stick arrow into victim */
1008 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 957 if (!victim->destroyed () && stick_arrow (hitter, victim))
1009 return NULL; 958 return 0;
1010 959
1011 /* Else try to put arrow on victim's map square 960 /* Else try to put arrow on victim's map square
1012 * remove check for P_WALL here. If the arrow got to this 961 * remove check for P_WALL here. If the arrow got to this
1013 * space, that is good enough - with the new movement code, 962 * space, that is good enough - with the new movement code,
1014 * there is now the potential for lots of spaces where something 963 * there is now the potential for lots of spaces where something
1015 * can fly over but not otherwise move over. What is the correct 964 * can fly over but not otherwise move over. What is the correct
1016 * way to handle those otherwise? 965 * way to handle those otherwise?
1017 */ 966 */
1018 if (victim_x != hitter->x || victim_y != hitter->y) 967 if (victim->x != hitter->x || victim->y != hitter->y)
1019 { 968 {
1020 remove_ob (hitter); 969 hitter->remove ();
1021 hitter->x = victim_x; 970 hitter->x = victim->x;
1022 hitter->y = victim_y; 971 hitter->y = victim->y;
1023 insert_ob_in_map (hitter, victim->map, hitter, 0); 972 insert_ob_in_map (hitter, victim->map, hitter, 0);
1024 } 973 }
1025 else 974 else
1026 {
1027 /* Else leave arrow where it is */ 975 /* Else leave arrow where it is */
1028 merge_ob (hitter, NULL); 976 merge_ob (hitter, NULL);
1029 } 977
1030 return NULL; 978 return 0;
1031 } 979 }
1032 980
1033 if (hit_something && op->speed >= 10.0) 981 if (hit_something && op->speed >= 10.0)
1034 op->speed -= 1.0; 982 op->speed -= 1.0;
1035 983
1036 /* Missile missed victim - reassemble missile */ 984 /* Missile missed victim - reassemble missile */
1037 if (container) 985 if (container)
1038 { 986 {
1039 remove_ob (hitter); 987 hitter->remove ();
1040 insert_ob_in_ob (hitter, container); 988 insert_ob_in_ob (hitter, container);
1041 } 989 }
990
1042 return op; 991 return op;
1043} 992}
1044
1045 993
1046void 994void
1047tear_down_wall (object *op) 995tear_down_wall (object *op)
1048{ 996{
1049 int perc = 0; 997 int perc = 0;
1055 } 1003 }
1056 else if (!GET_ANIM_ID (op)) 1004 else if (!GET_ANIM_ID (op))
1057 { 1005 {
1058 /* Object has been called - no animations, so remove it */ 1006 /* Object has been called - no animations, so remove it */
1059 if (op->stats.hp < 0) 1007 if (op->stats.hp < 0)
1008 op->destroy ();
1060 { 1009
1061 remove_ob (op); /* Should update LOS */
1062 free_object (op);
1063 /* Don't know why this is here - remove_ob should do it for us */
1064 /*update_position(m, x, y); */
1065 }
1066 return; /* no animations, so nothing more to do */ 1010 return; /* no animations, so nothing more to do */
1067 } 1011 }
1012
1068 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1014
1069 if (perc >= (int) NUM_ANIMATIONS (op)) 1015 if (perc >= (int) NUM_ANIMATIONS (op))
1070 perc = NUM_ANIMATIONS (op) - 1; 1016 perc = NUM_ANIMATIONS (op) - 1;
1071 else if (perc < 1) 1017 else if (perc < 1)
1072 perc = 1; 1018 perc = 1;
1019
1073 SET_ANIMATION (op, perc); 1020 SET_ANIMATION (op, perc);
1074 update_object (op, UP_OBJ_FACE); 1021 update_object (op, UP_OBJ_FACE);
1022
1075 if (perc == NUM_ANIMATIONS (op) - 1) 1023 if (perc == NUM_ANIMATIONS (op) - 1)
1076 { /* Reached the last animation */ 1024 { /* Reached the last animation */
1077 if (op->face == blank_face) 1025 if (op->face == blank_face)
1078 {
1079 /* If the last face is blank, remove the ob */ 1026 /* If the last face is blank, remove the ob */
1080 remove_ob (op); /* Should update LOS */ 1027 op->destroy ();
1081 free_object (op);
1082
1083 /* remove_ob should call update_position for us */
1084 /*update_position(m, x, y); */
1085
1086 }
1087 else 1028 else
1088 { /* The last face was not blank, leave an image */ 1029 { /* The last face was not blank, leave an image */
1089 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1090 update_all_los (op->map, op->x, op->y); 1031 update_all_los (op->map, op->x, op->y);
1091 op->move_block = 0; 1032 op->move_block = 0;
1095} 1036}
1096 1037
1097void 1038void
1098scare_creature (object *target, object *hitter) 1039scare_creature (object *target, object *hitter)
1099{ 1040{
1100 object *owner = get_owner (hitter); 1041 object *owner = hitter->owner;
1101 1042
1102 if (!owner) 1043 if (!owner)
1103 owner = hitter; 1044 owner = hitter;
1104 1045
1105 SET_FLAG (target, FLAG_SCARED); 1046 SET_FLAG (target, FLAG_SCARED);
1106 if (!target->enemy) 1047 if (!target->enemy)
1107 target->enemy = owner; 1048 target->enemy = owner;
1108} 1049}
1109
1110 1050
1111/* This returns the amount of damage hitter does to op with the 1051/* This returns the amount of damage hitter does to op with the
1112 * appropriate attacktype. Only 1 attacktype should be set at a time. 1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1113 * This doesn't damage the player, but returns how much it should 1053 * This doesn't damage the player, but returns how much it should
1114 * take. However, it will do other effects (paralyzation, slow, etc.) 1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1115 * Note - changed for PR code - we now pass the attack number and not 1055 * Note - changed for PR code - we now pass the attack number and not
1116 * the attacktype. Makes it easier for the PR code. */ 1056 * the attacktype. Makes it easier for the PR code. */
1117
1118int 1057int
1119hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1058hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1120{ 1059{
1121
1122 int doesnt_slay = 1; 1060 int doesnt_slay = 1;
1123 1061
1124 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1062 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1125 if (attacknum >= NROFATTACKS) 1063 if (attacknum >= NROFATTACKS)
1126 { 1064 {
1128 return 0; 1066 return 0;
1129 } 1067 }
1130 1068
1131 if (dam < 0) 1069 if (dam < 0)
1132 { 1070 {
1133 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1134 return 0; 1073 return 0;
1135 } 1074 }
1136 1075
1137 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1076 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1138 * people can't mess with that or it otherwise get confused. */ 1077 * people can't mess with that or it otherwise get confused. */
1139 if (attacknum == ATNR_INTERNAL) 1078 if (attacknum == ATNR_INTERNAL)
1140 return dam; 1079 return dam;
1141 1080
1142 if (hitter->slaying) 1081 if (hitter->slaying)
1143 { 1082 {
1144 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1083 if ((op->race && strstr (hitter->slaying, op->race))
1145 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1146 { 1085 {
1147 doesnt_slay = 0; 1086 doesnt_slay = 0;
1148 dam *= 3; 1087 dam *= 3;
1149 } 1088 }
1150 } 1089 }
1164 /* Special hack. By default, if immune to something, you 1103 /* Special hack. By default, if immune to something, you
1165 * shouldn't need to worry. However, acid is an exception, since 1104 * shouldn't need to worry. However, acid is an exception, since
1166 * it can still damage your items. Only include attacktypes if 1105 * it can still damage your items. Only include attacktypes if
1167 * special processing is needed */ 1106 * special processing is needed */
1168 1107
1169 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1170 return 0; 1111 return 0;
1171 1112
1172 /* Keep this in order - makes things easier to find */ 1113 /* Keep this in order - makes things easier to find */
1173 1114
1174 switch (attacknum) 1115 switch (attacknum)
1175 { 1116 {
1176 case ATNR_PHYSICAL: 1117 case ATNR_PHYSICAL:
1177 /* here also check for diseases */ 1118 /* here also check for diseases */
1178 check_physically_infect (op, hitter); 1119 check_physically_infect (op, hitter);
1179 break; 1120 break;
1180 1121
1181 /* Don't need to do anything for: 1122 /* Don't need to do anything for:
1182 magic, 1123 magic,
1183 fire, 1124 fire,
1184 electricity, 1125 electricity,
1185 cold */ 1126 cold */
1186 1127
1187 case ATNR_CONFUSION: 1128 case ATNR_CONFUSION:
1188 case ATNR_POISON: 1129 case ATNR_POISON:
1189 case ATNR_SLOW: 1130 case ATNR_SLOW:
1190 case ATNR_PARALYZE: 1131 case ATNR_PARALYZE:
1191 case ATNR_FEAR: 1132 case ATNR_FEAR:
1192 case ATNR_CANCELLATION: 1133 case ATNR_CANCELLATION:
1193 case ATNR_DEPLETE: 1134 case ATNR_DEPLETE:
1194 case ATNR_BLIND: 1135 case ATNR_BLIND:
1195 { 1136 {
1196 /* chance for inflicting a special attack depends on the 1137 /* chance for inflicting a special attack depends on the
1197 * difference between attacker's and defender's level 1138 * difference between attacker's and defender's level
1198 */ 1139 */
1199 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1200 1141
1201 /* First, only creatures/players with speed can be affected. 1142 /* First, only creatures/players with speed can be affected.
1202 * Second, just getting hit doesn't mean it always affects 1143 * Second, just getting hit doesn't mean it always affects
1203 * you. Third, you still get a saving through against the 1144 * you. Third, you still get a saving through against the
1204 * effect. 1145 * effect.
1205 */ 1146 */
1206 if (op->speed && 1147 if (op->speed &&
1207 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1148 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1208 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1149 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1209 { 1150 {
1210 1151
1211 /* Player has been hit by something */ 1152 /* Player has been hit by something */
1212 if (attacknum == ATNR_CONFUSION) 1153 if (attacknum == ATNR_CONFUSION)
1213 confuse_player (op, hitter, dam); 1154 confuse_player (op, hitter, dam);
1214 else if (attacknum == ATNR_POISON) 1155 else if (attacknum == ATNR_POISON)
1215 poison_player (op, hitter, dam); 1156 poison_player (op, hitter, dam);
1216 else if (attacknum == ATNR_SLOW) 1157 else if (attacknum == ATNR_SLOW)
1217 slow_player (op, hitter, dam); 1158 slow_player (op, hitter, dam);
1218 else if (attacknum == ATNR_PARALYZE) 1159 else if (attacknum == ATNR_PARALYZE)
1219 paralyze_player (op, hitter, dam); 1160 paralyze_player (op, hitter, dam);
1220 else if (attacknum == ATNR_FEAR) 1161 else if (attacknum == ATNR_FEAR)
1221 scare_creature (op, hitter); 1162 scare_creature (op, hitter);
1222 else if (attacknum == ATNR_CANCELLATION) 1163 else if (attacknum == ATNR_CANCELLATION)
1223 cancellation (op); 1164 cancellation (op);
1224 else if (attacknum == ATNR_DEPLETE) 1165 else if (attacknum == ATNR_DEPLETE)
1225 drain_stat (op); 1166 op->drain_stat ();
1226 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1167 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1227 blind_player (op, hitter, dam); 1168 blind_player (op, hitter, dam);
1228 } 1169 }
1170
1229 dam = 0; /* These are all effects and don't do real damage */ 1171 dam = 0; /* These are all effects and don't do real damage */
1230 } 1172 }
1231 break; 1173 break;
1174
1232 case ATNR_ACID: 1175 case ATNR_ACID:
1233 { 1176 {
1234 int flag = 0; 1177 int flag = 0;
1235 1178
1236 /* Items only get corroded if you're not on a battleground and 1179 /* Items only get corroded if you're not on a battleground and
1237 * if your acid resistance is below 50%. */ 1180 * if your acid resistance is below 50%. */
1238 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1181 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1239 { 1182 {
1240 object *tmp;
1241
1242 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1243 { 1184 {
1244 if (tmp->invisible) 1185 if (tmp->invisible)
1245 continue; 1186 continue;
1246 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1247 /* >= 10% acid res. on itmes will protect these */ 1188 /* >= 10% acid res. on items will protect these */
1248 continue; 1189 continue;
1249 if (!(tmp->material & M_IRON)) 1190 if (!(tmp->materials & M_IRON))
1250 continue; 1191 continue;
1251 if (tmp->magic < -4) /* Let's stop at -5 */ 1192 if (tmp->magic < -4) /* Let's stop at -5 */
1252 continue; 1193 continue;
1253 if (tmp->type == RING || 1194 if (tmp->type == RING
1254 /* removed boots and gloves from exclusion list in 1195 /* removed boots and gloves from exclusion list in PR */
1255 PR */ 1196 || tmp->type == GIRDLE
1256 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1197 || tmp->type == AMULET
1198 || tmp->type == WAND
1199 || tmp->type == ROD
1200 || tmp->type == HORN)
1257 continue; /* To avoid some strange effects */ 1201 continue; /* To avoid some strange effects */
1258 1202
1259 /* High damage acid has better chance of corroding 1203 /* High damage acid has better chance of corroding
1260 objects */ 1204 objects */
1261 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1262 { 1206 {
1263 if (op->type == PLAYER) 1207 if (op->type == PLAYER)
1264 /* Make this more visible */ 1208 /* Make this more visible */
1265 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1266 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1210 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1267 flag = 1; 1211 flag = 1;
1268 tmp->magic--; 1212 tmp->magic--;
1269 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1270 esrv_send_item (op, tmp); 1214 esrv_send_item (op, tmp);
1271 } 1215 }
1272 } 1216 }
1273 if (flag)
1274 fix_player (op); /* Something was corroded */
1275 } 1217
1218 if (flag)
1219 op->update_stats (); /* Something was corroded */
1276 } 1220 }
1221 }
1277 break; 1222 break;
1223
1278 case ATNR_DRAIN: 1224 case ATNR_DRAIN:
1279 { 1225 {
1280 /* rate is the proportion of exp drained. High rate means 1226 /* rate is the proportion of exp drained. High rate means
1281 * not much is drained, low rate means a lot is drained. 1227 * not much is drained, low rate means a lot is drained.
1282 */ 1228 */
1283 int rate; 1229 int rate;
1284 1230
1285 if (op->resist[ATNR_DRAIN] >= 0) 1231 if (op->resist[ATNR_DRAIN] >= 0)
1286 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1287 else 1233 else
1288 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1289 1235
1290 if (op->stats.exp <= rate) 1236 if (op->stats.exp <= rate)
1291 { 1237 {
1292 if (op->type == GOLEM) 1238 if (op->type == GOLEM)
1293 dam = 999; /* Its force is "sucked" away. 8) */ 1239 dam = 999; /* Its force is "sucked" away. 8) */
1294 else 1240 else
1295 /* If we can't drain, lets try to do physical damage */ 1241 /* If we can't drain, lets try to do physical damage */
1296 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1297 } 1243 }
1298 else 1244 else
1299 { 1245 {
1300 /* Randomly give the hitter some hp */ 1246 /* Randomly give the hitter some hp */
1301 if (hitter->stats.hp < hitter->stats.maxhp && 1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1302 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1248 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1303 hitter->stats.hp++; 1249 hitter->stats.hp++;
1304 1250
1305 /* Can't do drains on battleground spaces. 1251 /* Can't do drains on battleground spaces.
1306 * Move the wiz check up here - before, the hitter wouldn't gain exp 1252 * Move the wiz check up here - before, the hitter wouldn't gain exp
1307 * exp, but the wiz would still lose exp! If drainee is a wiz, 1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1308 * nothing happens. 1254 * nothing happens.
1309 * Try to credit the owner. We try to display player -> player drain 1255 * Try to credit the owner. We try to display player -> player drain
1310 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1311 */ 1257 */
1312 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1313 { 1259 {
1314 object *owner = get_owner (hitter); 1260 object *owner = hitter->owner;
1315 1261
1316 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1317 { 1263 {
1318 if (op->type != PLAYER || owner->type != PLAYER) 1264 if (op->type != PLAYER || owner->type != PLAYER)
1319 change_exp (owner, op->stats.exp / (rate * 2), 1265 change_exp (owner, op->stats.exp / (rate * 2),
1320 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1266 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321 } 1267 }
1322 else if (op->type != PLAYER || hitter->type != PLAYER) 1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1323 {
1324 change_exp (hitter, op->stats.exp / (rate * 2), 1269 change_exp (hitter, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1326 } 1271
1327 change_exp (op, -op->stats.exp / rate, NULL, 0); 1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1328 } 1273 }
1274
1329 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1275 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1330 * drain attack, you won't know that you are actually sucking out EXP, 1276 * drain attack, you won't know that you are actually sucking out EXP,
1331 * as the messages will say you missed 1277 * as the messages will say you missed
1332 */ 1278 */
1333 } 1279 }
1334 } 1280 }
1335 break; 1281 break;
1282
1336 case ATNR_TURN_UNDEAD: 1283 case ATNR_TURN_UNDEAD:
1337 { 1284 {
1338 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1339 { 1286 {
1340 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1341 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1342 int div = 1; 1289 int div = 1;
1343 1290
1344 /* if undead are not an enemy of your god, you turn them 1291 /* if undead are not an enemy of your god, you turn them
1345 * at half strength */ 1292 * at half strength */
1346 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1347 div = 2; 1294 div = 2;
1295
1348 /* Give a bonus if you resist turn undead */ 1296 /* Give a bonus if you resist turn undead */
1349 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1350 scare_creature (op, owner); 1298 scare_creature (op, owner);
1351 } 1299 }
1352 else 1300 else
1353 dam = 0; /* don't damage non undead - should we damage 1301 dam = 0; /* don't damage non undead - should we damage
1354 undead? */ 1302 undead? */
1355 } 1303 }
1356 break; 1304 break;
1305
1357 case ATNR_DEATH: 1306 case ATNR_DEATH:
1358 deathstrike_player (op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1359 break; 1308 break;
1309
1360 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1361 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1362 dam = 0; 1312 dam = 0;
1363 break; 1313 break;
1314
1364 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1365 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1366 dam = 0; 1317 dam = 0;
1367 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1368 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1369 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1370 * does no damage. */ 1321 * does no damage. */
1371 break; 1322 break;
1323
1372 case ATNR_HOLYWORD: 1324 case ATNR_HOLYWORD:
1373 { 1325 {
1374 /* This has already been handled by hit_player, 1326 /* This has already been handled by hit_player,
1375 * no need to check twice -- DAMN */ 1327 * no need to check twice -- DAMN */
1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1376 1329
1377 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1378
1379 /* As with turn undead above, give a bonus on the saving throw */ 1330 /* As with turn undead above, give a bonus on the saving throw */
1380 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1331 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1381 scare_creature (op, owner); 1332 scare_creature (op, owner);
1382 } 1333 }
1383 break; 1334 break;
1335
1384 case ATNR_LIFE_STEALING: 1336 case ATNR_LIFE_STEALING:
1385 { 1337 {
1386 int new_hp; 1338 int new_hp;
1387 1339
1388 /* this is replacement to drain for players, instead of taking 1340 /* this is replacement to drain for players, instead of taking
1389 * exp it takes hp. It is geared for players, probably not 1341 * exp it takes hp. It is geared for players, probably not
1390 * much use giving it to monsters 1342 * much use giving it to monsters
1391 * 1343 *
1392 * life stealing doesn't do a lot of damage, but it gives the 1344 * life stealing doesn't do a lot of damage, but it gives the
1393 * damage it does do to the player. Given that, 1345 * damage it does do to the player. Given that,
1394 * it only does 1/10'th normal damage (hence the divide by 1346 * it only does 1/10'th normal damage (hence the divide by
1395 * 1000). 1347 * 1000).
1396 */ 1348 */
1397 /* You can't steal life from something undead */ 1349 /* You can't steal life from something undead */
1398 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1399 return 0; 1351 return 0;
1352
1400 /* If drain protection is higher than life stealing, use that */ 1353 /* If drain protection is higher than life stealing, use that */
1401 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1402 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1403 else 1356 else
1404 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1405 /* You die at -1 hp, not zero. */ 1359 /* You die at -1 hp, not zero. */
1406 if (dam > (op->stats.hp + 1)) 1360 if (dam > (op->stats.hp + 1))
1407 dam = op->stats.hp + 1; 1361 dam = op->stats.hp + 1;
1362
1408 new_hp = hitter->stats.hp + dam; 1363 new_hp = hitter->stats.hp + dam;
1409 if (new_hp > hitter->stats.maxhp) 1364 if (new_hp > hitter->stats.maxhp)
1410 new_hp = hitter->stats.maxhp; 1365 new_hp = hitter->stats.maxhp;
1366
1411 if (new_hp > hitter->stats.hp) 1367 if (new_hp > hitter->stats.hp)
1412 hitter->stats.hp = new_hp; 1368 hitter->stats.hp = new_hp;
1413 } 1369 }
1414 } 1370 }
1371
1415 return dam; 1372 return dam;
1416} 1373}
1417
1418 1374
1419/* GROS: This code comes from hit_player. It has been made external to 1375/* GROS: This code comes from hit_player. It has been made external to
1420 * allow script procedures to "kill" objects in a combat-like fashion. 1376 * allow script procedures to "kill" objects in a combat-like fashion.
1421 * It was initially used by (kill-object) developed for the Collector's 1377 * It was initially used by (kill-object) developed for the Collector's
1422 * Sword. Note that nothing has been changed from the original version 1378 * Sword. Note that nothing has been changed from the original version
1437 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1438 const char *skill; 1394 const char *skill;
1439 int maxdam = 0; 1395 int maxdam = 0;
1440 int battleg = 0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1441 int pk = 0; /* true if op and what controls hitter are both players */ 1397 int pk = 0; /* true if op and what controls hitter are both players */
1442 object *owner = NULL; 1398 object *owner = 0;
1443 object *skop = NULL; 1399 object *skop = 0;
1444 1400
1445 if (op->stats.hp >= 0) 1401 if (op->stats.hp >= 0)
1446 return -1; 1402 return -1;
1447 1403
1448 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1457 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1458 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1459 1415
1460 if (op->type == DOOR) 1416 if (op->type == DOOR)
1461 { 1417 {
1462 op->speed = 0.1; 1418 op->set_speed (0.1f);
1463 update_ob_speed (op);
1464 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1465 return maxdam; 1420 return maxdam;
1466 } 1421 }
1422
1467 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1468 { 1424 {
1469 remove_friendly_object (op); 1425 op->destroy ();
1470 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1471 {
1472 op->owner->contr->ranges[range_golem] = NULL;
1473 op->owner->contr->golem_count = 0;
1474 }
1475
1476 remove_ob (op);
1477 free_object (op);
1478 return maxdam; 1426 return maxdam;
1479 } 1427 }
1480 1428
1481 /* Now lets start dealing with experience we get for killing something */ 1429 /* Now lets start dealing with experience we get for killing something */
1482 1430
1483 owner = get_owner (hitter); 1431 owner = hitter->owner;
1484 if (owner == NULL) 1432 if (!owner)
1485 owner = hitter; 1433 owner = hitter;
1486 1434
1487 /* is the victim (op) standing on battleground? */ 1435 /* is the victim (op) standing on battleground? */
1488 if (op_on_battleground (op, NULL, NULL)) 1436 if (op_on_battleground (op, NULL, NULL))
1489 battleg = 1; 1437 battleg = 1;
1509 char buf[256]; 1457 char buf[256];
1510 1458
1511 tmv = localtime (&t); 1459 tmv = localtime (&t);
1512 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1460 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1513 1461
1514 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1462 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1515 } 1463 }
1516 1464
1517 /* try to filter some things out - basically, if you are 1465 /* try to filter some things out - basically, if you are
1518 * killing a level 1 creature and your level 20, you 1466 * killing a level 1 creature and your level 20, you
1519 * probably don't want to see that. 1467 * probably don't want to see that.
1520 */ 1468 */
1521 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1469 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1522 { 1470 {
1523 if (owner != hitter) 1471 if (owner != hitter)
1524 {
1525 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1472 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1526 }
1527 else 1473 else
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1530 } 1475
1531 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1532 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1533 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1534 } 1479 }
1535 1480
1536 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1537 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1538 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1540 * player that the object belonged to - so if you killed another player 1485 * player that the object belonged to - so if you killed another player
1541 * with spells, pets, whatever, there was no penalty. 1486 * with spells, pets, whatever, there was no penalty.
1542 * Changed to make luck penalty configurable in settings. 1487 * Changed to make luck penalty configurable in settings.
1543 */ 1488 */
1544 if (op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1545 change_luck (owner, -settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1546 1491
1547 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1548 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1549 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1550 */ 1495 */
1551 skill = NULL; 1496 skill = 0;
1497
1552 if (hitter->skill && hitter->type != PLAYER) 1498 if (hitter->skill && hitter->type != PLAYER)
1553 skill = hitter->skill; 1499 skill = hitter->skill;
1554 else if (owner->chosen_skill) 1500 else if (owner->chosen_skill)
1555 { 1501 {
1556 skill = owner->chosen_skill->skill;
1557 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1558 } 1504 }
1559 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1560 skill = owner->current_weapon->skill; 1506 skill = owner->current_weapon->skill;
1561 else 1507 else
1562 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1563 1509
1564 /* We have the skill we want to credit to - now find the object this goes 1510 /* We have the skill we want to credit to - now find the object this goes
1565 * to. Make sure skop is an actual skill, and not a skill tool! 1511 * to. Make sure skop is an actual skill, and not a skill tool!
1566 */ 1512 */
1567 if ((!skop || skop->type != SKILL) && skill) 1513 if ((!skop || skop->type != SKILL) && skill)
1568 { 1514 {
1569 int i; 1515 int i;
1570 1516
1575 break; 1521 break;
1576 } 1522 }
1577 } 1523 }
1578 } /* Was it a player that hit somethign */ 1524 } /* Was it a player that hit somethign */
1579 else 1525 else
1580 {
1581 skill = NULL; 1526 skill = 0;
1582 }
1583 1527
1584 /* Pet (or spell) killed something. */ 1528 /* Pet (or spell) killed something. */
1585 if (owner != hitter) 1529 if (owner != hitter)
1586 {
1587 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1588 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1589 }
1590 else 1532 else
1591 {
1592 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1533 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1593 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1594 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1595 } 1536
1596 /* These may have been set in the player code section above */ 1537 /* These may have been set in the player code section above */
1597 if (!skop) 1538 if (!skop)
1598 skop = hitter->chosen_skill; 1539 skop = hitter->chosen_skill;
1540
1599 if (!skill && skop) 1541 if (!skill && skop)
1600 skill = skop->skill; 1542 skill = skop->skill;
1601 1543
1602 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1603 1545
1604
1605 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1606 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1607 { 1548 {
1608 int exp; 1549 int exp;
1609 1550
1610 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1611 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1612 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1613 { 1554 {
1614 if (battleg) 1555 if (battleg)
1615 { 1556 {
1616 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1634 1575
1635 if (!settings.simple_exp) 1576 if (!settings.simple_exp)
1636 exp = exp / 2; 1577 exp = exp / 2;
1637 1578
1638 if (owner->type != PLAYER || owner->contr->party == NULL) 1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1639 {
1640 change_exp (owner, exp, skill, 0); 1580 change_exp (owner, exp, skill, 0);
1641 }
1642 else 1581 else
1643 { 1582 {
1644 int shares = 0, count = 0; 1583 int shares = 0, count = 0;
1645
1646 player *pl;
1647
1648 partylist *party = owner->contr->party; 1584 partylist *party = owner->contr->party;
1649 1585
1650#ifdef PARTY_KILL_LOG
1651 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1586 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1652#endif 1587
1653 for (pl = first_player; pl != NULL; pl = pl->next) 1588 for_all_players (pl)
1654 {
1655 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1589 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1656 { 1590 {
1657 count++; 1591 count++;
1658 shares += (pl->ob->level + 4); 1592 shares += (pl->ob->level + 4);
1659 } 1593 }
1660 } 1594
1661 if (count == 1 || shares > exp) 1595 if (count == 1 || shares > exp || !shares)
1662 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1596 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1663 else 1597 else
1664 { 1598 {
1665 int share = exp / shares, given = 0, nexp; 1599 int share = exp / shares, given = 0, nexp;
1666 1600
1667 for (pl = first_player; pl != NULL; pl = pl->next) 1601 for_all_players (pl)
1668 {
1669 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1602 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1670 { 1603 {
1671 nexp = (pl->ob->level + 4) * share; 1604 nexp = (pl->ob->level + 4) * share;
1672 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1605 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1673 given += nexp; 1606 given += nexp;
1674 } 1607 }
1675 } 1608
1676 exp -= given; 1609 exp -= given;
1677 /* give any remainder to the player */ 1610 /* give any remainder to the player */
1678 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1611 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1679 } 1612 }
1680 } /* else part of a party */ 1613 } /* else part of a party */
1681
1682 } /* end if person didn't kill himself */ 1614 } /* end if person didn't kill himself */
1683 1615
1684 if (op->type != PLAYER) 1616 if (op->type != PLAYER)
1685 { 1617 {
1686 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1618 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1687 { 1619 {
1688 object *owner1 = get_owner (op); 1620 object *owner1 = op->owner;
1689 1621
1690 if (owner1 != NULL && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1691 { 1623 {
1692 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1693 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* Maybe we should include the owner that killed this, maybe not */
1694 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1695 } 1627 }
1696 1628
1697 remove_friendly_object (op); 1629 remove_friendly_object (op);
1698 } 1630 }
1699 1631
1700 remove_ob (op); 1632 op->destroy ();
1701 free_object (op);
1702 } 1633 }
1703 /* Player has been killed! */
1704 else 1634 else
1705 { 1635 {
1636 /* Player has been killed! */
1706 if (owner->type == PLAYER) 1637 if (owner->type == PLAYER)
1707 {
1708 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1638 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1709 }
1710 else 1639 else
1711 assign (op->contr->killer, hitter->name); 1640 assign (op->contr->killer, hitter->name);
1712 } 1641 }
1713 1642
1714 /* This was return -1 - that doesn't seem correct - if we return -1, process 1643 /* This was return -1 - that doesn't seem correct - if we return -1, process
1718} 1647}
1719 1648
1720/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1649/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1721 * Returns 0 this is not friendly fire 1650 * Returns 0 this is not friendly fire
1722 */ 1651 */
1723
1724int 1652int
1725friendly_fire (object *op, object *hitter) 1653friendly_fire (object *op, object *hitter)
1726{ 1654{
1727 object *owner; 1655 object *owner;
1728 int friendlyfire; 1656 int friendlyfire;
1738 return 0; 1666 return 0;
1739 1667
1740 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1668 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1741 return 1; 1669 return 1;
1742 1670
1743 if ((owner = get_owner (hitter)) != NULL) 1671 if ((owner = hitter->owner) != NULL)
1744 { 1672 {
1745 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1673 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1746 friendlyfire = 2; 1674 friendlyfire = 2;
1747 } 1675 }
1748 1676
1749 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1750 friendlyfire = 0; 1678 friendlyfire = 0;
1751 } 1679 }
1680
1752 return friendlyfire; 1681 return friendlyfire;
1753} 1682}
1754
1755 1683
1756/* This isn't used just for players, but in fact most objects. 1684/* This isn't used just for players, but in fact most objects.
1757 * op is the object to be hit, dam is the amount of damage, hitter 1685 * op is the object to be hit, dam is the amount of damage, hitter
1758 * is what is hitting the object, type is the attacktype, and 1686 * is what is hitting the object, type is the attacktype, and
1759 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1760 * dam is base damage - protections/vulnerabilities/slaying matches can 1688 * dam is base damage - protections/vulnerabilities/slaying matches can
1761 * modify it. 1689 * modify it.
1762 */ 1690 */
1763
1764 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1765 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1766
1767int 1693int
1768hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1694hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1769{ 1695{
1770 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1771 int maxattacktype, attacknum; 1697 int maxattacktype, attacknum;
1772 int body_attack = op && op->head; /* Did we hit op's head? */ 1698 int body_attack = op && op->head; /* Did we hit op's head? */
1773 int simple_attack; 1699 int simple_attack;
1774 tag_t op_tag, hitter_tag;
1775 int rtn_kill = 0; 1700 int rtn_kill = 0;
1776 int friendlyfire; 1701 int friendlyfire;
1777 1702
1778 if (get_attack_mode (&op, &hitter, &simple_attack)) 1703 if (get_attack_mode (&op, &hitter, &simple_attack))
1779 return 0; 1704 return 0;
1780 1705
1781 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1782 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1783 return 0; 1708 return 0;
1784 1709
1785#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1786 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1787 { 1712 {
1788 object *owner = get_owner (hitter); 1713 object *owner = hitter->owner;
1789 1714
1790 if (!owner) 1715 if (!owner)
1791 owner = hitter; 1716 owner = hitter;
1792 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1717
1793 { 1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1794 return 0; 1722 return 0;
1795 }
1796 } 1723 }
1797#endif
1798
1799 op_tag = op->count;
1800 hitter_tag = hitter->count;
1801 1724
1802 if (body_attack) 1725 if (body_attack)
1803 { 1726 {
1804 /* slow and paralyze must hit the head. But we don't want to just 1727 /* slow and paralyze must hit the head. But we don't want to just
1805 * return - we still need to process other attacks the spell still 1728 * return - we still need to process other attacks the spell still
1811 * attack so we don't cancel out things like magic bullet. 1734 * attack so we don't cancel out things like magic bullet.
1812 */ 1735 */
1813 if (type & (AT_PARALYZE | AT_SLOW)) 1736 if (type & (AT_PARALYZE | AT_SLOW))
1814 { 1737 {
1815 type &= ~(AT_PARALYZE | AT_SLOW); 1738 type &= ~(AT_PARALYZE | AT_SLOW);
1739
1816 if (!type || type == AT_MAGIC) 1740 if (!type || type == AT_MAGIC)
1817 return 0; 1741 return 0;
1818 } 1742 }
1819 } 1743 }
1820 1744
1821 if (!simple_attack && op->type == DOOR) 1745 if (!simple_attack && op->type == DOOR)
1822 { 1746 {
1823 object *tmp;
1824
1825 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1826 if (tmp->type == RUNE || tmp->type == TRAP) 1748 if (tmp->type == RUNE || tmp->type == TRAP)
1827 { 1749 {
1828 spring_trap (tmp, hitter); 1750 spring_trap (tmp, hitter);
1751
1829 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1752 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1830 return 0; 1753 return 0;
1754
1831 break; 1755 break;
1832 } 1756 }
1833 } 1757 }
1834 1758
1835 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1836 { 1760 {
1837 /* FIXME: If a player is killed by a rune in a door, the 1761 /* FIXME: If a player is killed by a rune in a door, the
1838 * was_destroyed() check above doesn't return, and might get here. 1762 * destroyed() check above doesn't return, and might get here.
1839 */ 1763 */
1764
1765 /* FIXME: This for example happens when a dead door is on a mover and
1766 gets it's speed_left raised on each mover-tick.
1767 Doors are removed in a kinda funny way by giving them speed and speed_left
1768 and waiting for that to run out.
1769 */
1840 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1770 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1841 return 0; 1771 return 0;
1842 } 1772 }
1843 1773
1844#ifdef ATTACK_DEBUG 1774#ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1851 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1781 * in case 0>dam>1, we try to "simulate" a float value-effect */
1852 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1853 if (dam >= 100) 1783 if (dam >= 100)
1854 dam /= 100; 1784 dam /= 100;
1855 else 1785 else
1856 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1857 } 1787 }
1858 1788
1859 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1789 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1860 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1790 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1861 */ 1791 */
1877 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1878 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1879 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1880 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1881 (hitter->title != NULL 1811 (hitter->title != NULL
1882 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1883 return 0; 1813 return 0;
1884 } 1814 }
1885 1815
1886 maxattacktype = type; /* initialize this to something */ 1816 maxattacktype = type; /* initialise this to something */
1887 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1888 { 1818 {
1889 /* Magic isn't really a true attack type - it gets combined with other 1819 /* Magic isn't really a true attack type - it gets combined with other
1890 * attack types. As such, skip it over. However, if magic is 1820 * attack types. As such, skip it over. However, if magic is
1891 * the only attacktype in the group, then still attack with it 1821 * the only attacktype in the group, then still attack with it
1919 */ 1849 */
1920 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1921 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1922 { 1852 {
1923 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1924#ifndef COZY_SERVER
1925 maxdam++;
1926#endif
1927 1854
1928#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1929 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1930 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1931#endif 1858#endif
1932 } 1859 }
1933 1860
1934 if (!full_hit) 1861 if (!full_hit)
1935 { 1862 {
1936 archetype *at;
1937 int area; 1863 int area;
1938 int remainder; 1864 int remainder;
1939 1865
1940 area = 0; 1866 area = 0;
1941 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1942 area++; 1869 area++;
1870
1943 assert (area > 0); 1871 assert (area > 0);
1944 1872
1945 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1946 value-effect */ 1874 value-effect */
1947 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1948 maxdam /= area; 1876 maxdam /= area;
1949 if (RANDOM () % 100 < remainder) 1877 if (rndm (100) < remainder)
1950 maxdam++; 1878 maxdam++;
1951 } 1879 }
1952 1880
1953#ifdef ATTACK_DEBUG 1881#ifdef ATTACK_DEBUG
1954 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1955#endif 1883#endif
1956 1884
1957 if (get_owner (hitter)) 1885 // for now, only do this for active objects, otherwise they
1886 // keep a refcount for a long time and I see no usefulness
1887 // for an non-active objetc to know its enemy.
1888 if (op->active)
1889 if (hitter->owner)
1958 op->enemy = hitter->owner; 1890 op->enemy = hitter->owner;
1959 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1960 op->enemy = hitter; 1892 op->enemy = hitter;
1961 1893
1962 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1963 { 1895 {
1964 /* The unaggressives look after themselves 8) */ 1896 /* The unaggressives look after themselves 8) */
1965 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1987 1919
1988 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1989 { 1921 {
1990 if (maxdam) 1922 if (maxdam)
1991 tear_down_wall (op); 1923 tear_down_wall (op);
1924
1992 return maxdam; /* nothing more to do for wall */ 1925 return maxdam; /* nothing more to do for wall */
1993 } 1926 }
1994 1927
1995 /* See if the creature has been killed */ 1928 /* See if the creature has been killed */
1996 rtn_kill = kill_object (op, maxdam, hitter, type); 1929 rtn_kill = kill_object (op, maxdam, hitter, type);
2001 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2002 * that before if the player was immune to ghosthit, the monster 1935 * that before if the player was immune to ghosthit, the monster
2003 * remained - that is no longer the case. 1936 * remained - that is no longer the case.
2004 */ 1937 */
2005 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2006 { 1939 hitter->destroy ();
2007 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1940
2008 remove_friendly_object (hitter);
2009 remove_ob (hitter);
2010 free_object (hitter);
2011 }
2012 /* Lets handle creatures that are splitting now */ 1941 /* Lets handle creatures that are splitting now */
2013 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2014 { 1943 {
2015 int i; 1944 int i;
2016 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2017 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2018 object *owner = get_owner (op); 1947 object *owner = op->owner;
2019 1948
2020 if (!op->other_arch) 1949 if (!op->other_arch)
2021 { 1950 {
2022 LOG (llevError, "SPLITTING without other_arch error.\n"); 1951 LOG (llevError, "SPLITTING without other_arch error.\n");
2023 return maxdam; 1952 return maxdam;
2024 } 1953 }
1954
2025 remove_ob (op); 1955 op->remove ();
2026 for (i = 0; i < NROFNEWOBJS (op); i++) 1956
1957 for (i = 0; i < op->stats.food; i++)
2027 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
2028 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
2029 int j; 1960 int j;
2030 1961
2031 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
1963
2032 if (friendly) 1964 if (friendly)
2033 { 1965 {
2034 SET_FLAG (tmp, FLAG_FRIENDLY);
2035 add_friendly_object (tmp); 1966 add_friendly_object (tmp);
2036 tmp->attack_movement = PETMOVE; 1967 tmp->attack_movement = PETMOVE;
1968
2037 if (owner != NULL) 1969 if (owner)
2038 set_owner (tmp, owner); 1970 tmp->set_owner (owner);
2039 } 1971 }
1972
2040 if (unaggressive) 1973 if (unaggressive)
2041 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1975
2042 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1976 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1977
2043 if (j == -1) /* No spot to put this monster */ 1978 if (j == -1) /* No spot to put this monster */
2044 free_object (tmp); 1979 tmp->destroy ();
2045 else 1980 else
2046 { 1981 {
2047 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1982 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2048 insert_ob_in_map (tmp, op->map, NULL, 0); 1983 insert_ob_in_map (tmp, op->map, NULL, 0);
2049 } 1984 }
2050 } 1985 }
2051 if (friendly) 1986
2052 remove_friendly_object (op); 1987 op->destroy ();
2053 free_object (op);
2054 } 1988 }
2055 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2056 { 1990 hitter->destroy ();
2057 remove_ob (hitter); 1991
2058 free_object (hitter);
2059 }
2060 return maxdam; 1992 return maxdam;
2061} 1993}
2062
2063 1994
2064void 1995void
2065poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2066{ 1997{
2067 archetype *at = find_archetype ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2068 object *tmp = present_arch_in_ob (at, op); 1999 object *tmp = present_arch_in_ob (at, op);
2069 2000
2070 if (tmp == NULL) 2001 if (tmp == NULL)
2071 { 2002 {
2072 if ((tmp = arch_to_object (at)) == NULL) 2003 if ((tmp = arch_to_object (at)) == NULL)
2085 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2016 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2086 tmp->stats.dam += hitter->level / 2; 2017 tmp->stats.dam += hitter->level / 2;
2087 else 2018 else
2088 tmp->stats.dam = dam; 2019 tmp->stats.dam = dam;
2089 2020
2090 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2091 if (hitter->skill && hitter->skill != tmp->skill) 2022 if (hitter->skill && hitter->skill != tmp->skill)
2092 { 2023 {
2093 tmp->skill = hitter->skill; 2024 tmp->skill = hitter->skill;
2094 } 2025 }
2095 2026
2101 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2102 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2103 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2104 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2105 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2106 fix_player (op); 2037 op->update_stats ();
2107 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
2108 } 2040 }
2041
2109 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2110 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2111 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2112 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2113 } 2046 }
2047
2114 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2115 } 2049 }
2116 else 2050 else
2117 tmp->stats.food++; 2051 tmp->stats.food++;
2118} 2052}
2119 2053
2120void 2054void
2121slow_player (object *op, object *hitter, int dam) 2055slow_player (object *op, object *hitter, int dam)
2122{ 2056{
2123 archetype *at = find_archetype ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2124 object *tmp; 2058 object *tmp;
2125 2059
2126 if (at == NULL) 2060 if (at == NULL)
2127 {
2128 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2129 } 2062
2130 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2131 { 2064 {
2132 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2133 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2134 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2135 } 2068 }
2136 else 2069 else
2137 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2138 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2139 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2140 fix_player (op); 2074 op->update_stats ();
2141} 2075}
2142 2076
2143void 2077void
2144confuse_player (object *op, object *hitter, int dam) 2078confuse_player (object *op, object *hitter, int dam)
2145{ 2079{
2159 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2160 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2161 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2162 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2163 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2164 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2165 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2166 2101
2167 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2168 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2169 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2170} 2106}
2171 2107
2172void 2108void
2173blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2189 */ 2125 */
2190 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2126 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2191 2127
2192 tmp = insert_ob_in_ob (tmp, op); 2128 tmp = insert_ob_in_ob (tmp, op);
2193 change_abil (op, tmp); /* Mostly to display any messages */ 2129 change_abil (op, tmp); /* Mostly to display any messages */
2194 fix_player (op); /* This takes care of some other stuff */ 2130 op->update_stats (); /* This takes care of some other stuff */
2195 2131
2196 if (hitter->owner) 2132 if (hitter->owner)
2197 owner = get_owner (hitter); 2133 owner = hitter->owner;
2198 else 2134 else
2199 owner = hitter; 2135 owner = hitter;
2200 2136
2201 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2137 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2202 } 2138 }
2239 op->speed_left = (float) -(FABS (op->speed) * max); 2175 op->speed_left = (float) -(FABS (op->speed) * max);
2240 2176
2241/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2242} 2178}
2243 2179
2244
2245/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2246 * the computed damaged. 2181 * the computed damaged.
2247 */ 2182 */
2248void 2183void
2249deathstrike_player (object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2257 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2258 2193
2259 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2260 2195
2261 if (hitter->slaying) 2196 if (hitter->slaying)
2262 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2263 return; 2198 return;
2264 2199
2265 def_lev = op->level; 2200 def_lev = op->level;
2266 if (def_lev < 1) 2201 if (def_lev < 1)
2267 { 2202 {
2268 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2269 def_lev = 1; 2204 def_lev = 1;
2270 } 2205 }
2206
2271 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2272 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2273 atk_lev, def_lev); */ 2209 atk_lev, def_lev); */
2274 2210
2275 if (atk_lev >= def_lev) 2211 if (atk_lev >= def_lev)
2290 */ 2226 */
2291 *dam *= kill_lev / def_lev; 2227 *dam *= kill_lev / def_lev;
2292 } 2228 }
2293 } 2229 }
2294 else 2230 else
2295 {
2296 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2297 }
2298} 2232}
2299 2233
2300/* thrown_item_effect() - handles any special effects of thrown 2234/* thrown_item_effect() - handles any special effects of thrown
2301 * items (like attacking living creatures--a potion thrown at a 2235 * items (like attacking living creatures--a potion thrown at a
2302 * monster). 2236 * monster).
2331 } 2265 }
2332 } 2266 }
2333} 2267}
2334 2268
2335/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2336
2337int 2270int
2338adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2339{ 2272{
2340 object *attacker = hitter; 2273 object *attacker = hitter;
2341 int adjust = 0; 2274 int adjust = 0;
2348 } 2281 }
2349 2282
2350 /* aimed missiles use the owning object's sight */ 2283 /* aimed missiles use the owning object's sight */
2351 if (is_aimed_missile (hitter)) 2284 if (is_aimed_missile (hitter))
2352 { 2285 {
2353 if ((attacker = get_owner (hitter)) == NULL) 2286 if ((attacker = hitter->owner) == NULL)
2354 attacker = hitter; 2287 attacker = hitter;
2355 /* A player who saves but hasn't quit still could have objects 2288 /* A player who saves but hasn't quit still could have objects
2356 * owned by him - need to handle that case to avoid crashes. 2289 * owned by him - need to handle that case to avoid crashes.
2357 */ 2290 */
2358 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2291 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2406#endif 2339#endif
2407 2340
2408 return adjust; 2341 return adjust;
2409} 2342}
2410 2343
2411
2412/* determine if the object is an 'aimed' missile */ 2344/* determine if the object is an 'aimed' missile */
2413int 2345int
2414is_aimed_missile (object *op) 2346is_aimed_missile (object *op)
2415{ 2347{
2416 2348
2417 /* I broke what used to be one big if into a few nested 2349 /* I broke what used to be one big if into a few nested
2418 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2419 */ 2351 */
2420 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2421 {
2422 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2423 return 1; 2354 return 1;
2424 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2425 return 1; 2356 return 1;
2426 } 2357
2427 return 0; 2358 return 0;
2428} 2359}

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