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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.17 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
70 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
73 }
74 } 69 }
75} 70}
76
77
78 71
79/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 74 * any further action (like destroying the item).
82 */ 75 */
83
84int 76int
85did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
86{ 78{
87 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 80 materialtype_t *mt;
89 81
90 if (op->materialname == NULL) 82 if (op->materialname == NULL)
91 { 83 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material) 85 if (op->materials & mt->material)
95 break; 86 break;
96 }
97 } 87 }
98 else 88 else
99 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
100 if (mt == NULL) 90
91 if (!mt)
101 return TRUE; 92 return TRUE;
93
102 roll = rndm (1, 20); 94 roll = rndm (1, 20);
103 95
104 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
135 saves++; 127 saves++;
136 } 128 }
137 129
138 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
139 return TRUE; 131 return TRUE;
132
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 134 return FALSE;
135
142 return TRUE; 136 return TRUE;
143} 137}
144 138
145/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 141 * calling cancellation, etc.)
148 */ 142 */
149
150void 143void
151save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
152{ 145{
153 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
154 { 147 {
155 object *env = op->env; 148 object *env = op->env;
156 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
157 mapstruct *m = op->map; 150 maptile *m = op->map;
158 151
159 op = stop_item (op); 152 op = stop_item (op);
160 if (op == NULL) 153 if (op == NULL)
161 return; 154 return;
162 155
168 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 163 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172 { 165 {
173 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
174 167
175 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
176
177 if (op)
178 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
179 170
180 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
181 { 172 {
182 if (env) 173 if (env)
183 { 174 {
184 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
185 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
203 return; 194 return;
204 } 195 }
205 196
206 if (op->nrof > 1) 197 if (op->nrof > 1)
207 { 198 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
212 } 201 }
213 else 202 else
214 { 203 op->destroy ();
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 }
228 204
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 206 if (env)
231 { 207 {
232 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
264 tmp->move_slow = 0; 240 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 241 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 242 }
267 243
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 244 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 245 op->remove ();
270 246
271 insert_ob_in_ob (op, tmp); 247 insert_ob_in_ob (op, tmp);
272 return; 248 return;
273 } 249 }
274} 250}
277 * op is going in direction 'dir' 253 * op is going in direction 'dir'
278 * type is the attacktype of the object. 254 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 255 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 256 * returns 1 if it hits something, 0 otherwise.
281 */ 257 */
282
283int 258int
284hit_map (object *op, int dir, int type, int full_hit) 259hit_map (object *op, int dir, int type, int full_hit)
285{ 260{
286 object *tmp, *next;
287 mapstruct *map; 261 maptile *map;
288 sint16 x, y; 262 sint16 x, y;
289 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 */
290 264
291 tag_t op_tag, next_tag = 0;
292
293 if (QUERY_FLAG (op, FLAG_FREED)) 265 if (QUERY_FLAG (op, FLAG_FREED))
294 { 266 {
295 LOG (llevError, "BUG: hit_map(): free object\n"); 267 LOG (llevError, "BUG: hit_map(): free object\n");
296 return 0; 268 return 0;
297 } 269 }
298 270
299 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
300 { 272 {
301 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);
302 return 0; 274 return 0;
303 } 275 }
304 276
305 if (!op->map) 277 if (!op->map)
306 { 278 {
308 return 0; 280 return 0;
309 } 281 }
310 282
311 if (op->head) 283 if (op->head)
312 op = op->head; 284 op = op->head;
313
314 op_tag = op->count;
315 285
316 map = op->map; 286 map = op->map;
317 x = op->x + freearr_x[dir]; 287 x = op->x + freearr_x[dir];
318 y = op->y + freearr_y[dir]; 288 y = op->y + freearr_y[dir];
319 289
320 int mflags = get_map_flags (map, &map, x, y, &x, &y); 290 if (!xy_normalise (map, x, y))
291 return 0;
321 292
322 // elmex: a safe map tile can't be hit! 293 // elmex: a safe map tile can't be hit!
323 // this should prevent most harmful effects on items and players there. 294 // this should prevent most harmful effects on items and players there.
324 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 295 mapspace &ms = map->at (x, y);
296
297 if (ms.flags () & P_SAFE)
325 return 0; 298 return 0;
326 299
327 /* peterm: a few special cases for special attacktypes --counterspell 300 /* peterm: a few special cases for special attacktypes --counterspell
328 * 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
329 */ 302 */
330 303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
304 {
331 if (type & AT_COUNTERSPELL) 305 if (type & AT_COUNTERSPELL)
332 { 306 {
333 counterspell (op, dir); /* see spell_effect.c */ 307 counterspell (op, dir); /* see spell_effect.c */
334 308
335 /* If the only attacktype is counterspell or magic, don't need 309 /* If the only attacktype is counterspell or magic, don't need
336 * to do any further processing. 310 * to do any further processing.
337 */
338 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
339 return 0;
340
341 type &= ~AT_COUNTERSPELL;
342 }
343
344 if (type & AT_CHAOS)
345 {
346 shuffle_attack (op, 1); /*1 flag tells it to change the face */
347 update_object (op, UP_OBJ_FACE);
348 type &= ~AT_CHAOS;
349 }
350
351 next = get_map_ob (map, x, y);
352 if (next)
353 next_tag = next->count;
354
355 while (next)
356 {
357 if (was_destroyed (next, next_tag))
358 {
359 /* There may still be objects that were above 'next', but there is no
360 * simple way to find out short of copying all object references and
361 * tags into a temporary array before we start processing the first
362 * object. That's why we just abort.
363 *
364 * This happens whenever attack spells (like fire) hit a pile
365 * of objects. This is not a bug - nor an error. The errormessage
366 * below was spamming the logs for absolutely no reason.
367 */ 311 */
368 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 312 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
369 break; 313 return 0;
314
315 type &= ~AT_COUNTERSPELL;
316 }
317
318 if (type & AT_CHAOS)
370 } 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 }
371 325
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 {
372 tmp = next; 336 object *tmp = next;
373 next = tmp->above; 337 next = tmp->above;
374
375 if (next)
376 next_tag = next->count;
377
378 if (QUERY_FLAG (tmp, FLAG_FREED))
379 {
380 LOG (llevError, "BUG: hit_map(): found freed object\n");
381 break;
382 }
383 338
384 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
385 * For example, 'tmp' was put in an icecube. 340 * For example, 'tmp' was put in an icecube.
386 * 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.
387 */ 342 */
390 345
391 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
392 { 347 {
393 hit_player (tmp, op->stats.dam, op, type, full_hit); 348 hit_player (tmp, op->stats.dam, op, type, full_hit);
394 retflag |= 1; 349 retflag |= 1;
350
395 if (was_destroyed (op, op_tag)) 351 if (op->destroyed ())
396 break; 352 break;
397 } 353 }
398
399 /* Here we are potentially destroying an object. If the object has 354 /* Here we are potentially destroying an object. If the object has
400 * 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
401 * that weak walls have is_alive set, which prevent objects from 356 * that weak walls have is_alive set, which prevent objects from
402 * 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
403 * 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
404 * destroyed right now. 359 * destroyed right now.
405 */ 360 */
406 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)
407 { 362 {
408 save_throw_object (tmp, type, op); 363 save_throw_object (tmp, type, op);
364
409 if (was_destroyed (op, op_tag)) 365 if (op->destroyed ())
410 break; 366 break;
411 } 367 }
412 } 368 }
413 369
414 return 0; 370 return 0;
417void 373void
418attack_message (int dam, int type, object *op, object *hitter) 374attack_message (int dam, int type, object *op, object *hitter)
419{ 375{
420 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
421 int i, found = 0; 377 int i, found = 0;
422 mapstruct *map; 378 maptile *map;
423 object *next, *tmp; 379 object *next, *tmp;
424 380
425 /* 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
426 * a player might have. For example, fire, electric, cold, etc 382 * a player might have. For example, fire, electric, cold, etc
427 * [garbled 20010919] 383 * [garbled 20010919]
444 sprintf (buf1, "missed %s", &op->name); 400 sprintf (buf1, "missed %s", &op->name);
445 sprintf (buf2, " misses"); 401 sprintf (buf2, " misses");
446 found++; 402 found++;
447 } 403 }
448 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 404 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
449 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 405 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
450 { 406 {
451 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++)
452 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)
453 { 409 {
454 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);
466 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 422 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
467 found++; 423 found++;
468 break; 424 break;
469 } 425 }
470 } 426 }
471 else if (hitter->type == PLAYER && IS_LIVE (op)) 427 else if (hitter->type == PLAYER && op->is_alive ())
472 { 428 {
473 if (USING_SKILL (hitter, SK_KARATE)) 429 if (USING_SKILL (hitter, SK_KARATE))
474 { 430 {
475 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++)
476 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)
502 found++; 458 found++;
503 break; 459 break;
504 } 460 }
505 } 461 }
506 } 462 }
463
507 if (found) 464 if (found)
508 { 465 {
509 /* done */ 466 /* done */
510 } 467 }
511 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 468 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
512 { 469 {
513 sprintf (buf1, "hit"); /* just in case */ 470 sprintf (buf1, "hit"); /* just in case */
514 for (i = 0; i < MAXATTACKMESS; i++) 471 for (i = 0; i < MAXATTACKMESS; i++)
515 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)
516 { 473 {
517 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 474 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
518 found++; 475 found++;
519 break; 476 break;
520 } 477 }
521 } 478 }
522 else if (type & AT_DRAIN && IS_LIVE (op)) 479 else if (type & AT_DRAIN && op->is_alive ())
523 { 480 {
524 /* drain is first, because some items have multiple attypes */ 481 /* drain is first, because some items have multiple attypes */
525 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++)
526 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)
527 { 484 {
529 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 486 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
530 found++; 487 found++;
531 break; 488 break;
532 } 489 }
533 } 490 }
534 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 491 else if (type & AT_ELECTRICITY && op->is_alive ())
535 { 492 {
536 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++)
537 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)
538 { 495 {
539 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);
540 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 497 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
541 found++; 498 found++;
542 break; 499 break;
543 } 500 }
544 } 501 }
545 else if (type & AT_COLD && IS_LIVE (op)) 502 else if (type & AT_COLD && op->is_alive ())
546 { 503 {
547 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++)
548 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)
549 { 506 {
550 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);
627 strcpy (buf1, "hit"); 584 strcpy (buf1, "hit");
628 strcpy (buf2, " hits"); 585 strcpy (buf2, " hits");
629 } 586 }
630 587
631 /* bail out if a monster is casting spells */ 588 /* bail out if a monster is casting spells */
632 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 589 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
633 return; 590 return;
634 591
635 /* scale down magic considerably. */ 592 /* scale down magic considerably. */
636 if (type & AT_MAGIC && rndm (0, 5)) 593 if (type & AT_MAGIC && rndm (0, 5))
637 return; 594 return;
638 595
639 /* Did a player hurt another player? Inform both! */ 596 /* Did a player hurt another player? Inform both! */
640 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)
641 { 598 {
642 if (get_owner (hitter) != NULL) 599 if (hitter->owner != NULL)
643 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);
644 else 601 else
645 { 602 {
646 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
647 if (dam != 0) 605 if (dam != 0)
648 { 606 {
649 if (dam < 10) 607 if (dam < 10)
650 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
651 else if (dam < 20) 609 else if (dam < 20)
652 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
653 else 611 else
654 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
655 } 613 }
656 } 614 }
615
657 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
658 } /* end of player hitting player */ 617 } /* end of player hitting player */
659 618
660 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
661 { 620 {
662 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
663 if (dam != 0) 623 if (dam != 0)
664 { 624 {
665 if (dam < 10) 625 if (dam < 10)
666 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
667 else if (dam < 20) 627 else if (dam < 20)
668 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
669 else 629 else
670 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
671 } 631 }
632
672 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
673 } 634 }
674 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
675 { 636 {
676 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
677 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))
678 { 639 {
679 i = 4; 640 i = 4;
680 map = hitter->map; 641 map = hitter->map;
681 if (out_of_map (map, hitter->x, hitter->y)) 642 if (out_of_map (map, hitter->x, hitter->y))
682 return; 643 return;
644
683 next = get_map_ob (map, hitter->x, hitter->y); 645 next = GET_MAP_OB (map, hitter->x, hitter->y);
684 if (next) 646 if (next)
685 while (next) 647 while (next)
686 { 648 {
687 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))
688 i *= 3; 650 i *= 3;
651
689 tmp = next; 652 tmp = next;
690 next = tmp->above; 653 next = tmp->above;
691 } 654 }
655
692 if (i < 0) 656 if (i < 0)
693 return; 657 return;
658
694 if (rndm (0, i) != 0) 659 if (rndm (0, i) != 0)
695 return; 660 return;
696 } 661 }
697 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
698 return; 663 return;
664
699 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
700 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
701 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
702 } 668 }
703} 669}
704 670
705 671
709 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
710 { 676 {
711 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
712 return 1; 678 return 1;
713 } 679 }
680
714 if ((*target)->head) 681 if ((*target)->head)
715 *target = (*target)->head; 682 *target = (*target)->head;
683
716 if ((*hitter)->head) 684 if ((*hitter)->head)
717 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
718 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
719 { 688 {
720 *simple_attack = 1; 689 *simple_attack = 1;
721 return 0; 690 return 0;
722 } 691 }
692
723 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
724 || 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))
725 { 697 {
726 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 ());
727 return 1; 700 return 1;
728 } 701 }
702
729 *simple_attack = 0; 703 *simple_attack = 0;
730 return 0; 704 return 0;
731} 705}
732 706
733static int 707static int
754attack_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)
755{ 729{
756 int simple_attack, roll, dam = 0; 730 int simple_attack, roll, dam = 0;
757 uint32 type; 731 uint32 type;
758 shstr op_name; 732 shstr op_name;
759 tag_t op_tag, hitter_tag;
760 733
761 if (get_attack_mode (&op, &hitter, &simple_attack)) 734 if (get_attack_mode (&op, &hitter, &simple_attack))
762 goto error; 735 goto error;
763 736
764 if (hitter->current_weapon) 737 if (hitter->current_weapon)
765 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)))
766 return RESULT_INT (0); 739 return RESULT_INT (0);
767 740
768 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
769 return RESULT_INT (0); 742 return RESULT_INT (0);
770
771 op_tag = op->count;
772 hitter_tag = hitter->count;
773 743
774 /* 744 /*
775 * 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
776 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
777 */ 747 */
778 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)
779 { 749 {
780 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
781 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
782 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
783 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
784 */ 754 */
785 op->speed_left--; 755 --op->speed_left;
786 process_object (op); 756 process_object (op);
757
787 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))
788 goto error; 759 goto error;
789 } 760 }
790 761
791 op_name = op->name; 762 op_name = op->name;
792 763
799 /* See if we hit the creature */ 770 /* See if we hit the creature */
800 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
801 { 772 {
802 int hitdam = base_dam; 773 int hitdam = base_dam;
803 774
804 if (settings.casting_time == TRUE)
805 {
806 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
807 {
808 hitter->casting_time = -1;
809 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
810 }
811 if ((op->casting_time > -1) && (hitdam > 0))
812 {
813 op->casting_time = -1;
814 if (op->type == PLAYER)
815 {
816 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
817 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
818 }
819 }
820 }
821 if (!simple_attack) 775 if (!simple_attack)
822 { 776 {
823 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
824 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
825 * -b.t. */ 779 * -b.t. */
826 if (QUERY_FLAG (op, FLAG_SLEEP)) 780 if (QUERY_FLAG (op, FLAG_SLEEP))
827 CLEAR_FLAG (op, FLAG_SLEEP); 781 CLEAR_FLAG (op, FLAG_SLEEP);
828 782
829 /* 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
830 * for help. */ 784 * for help. */
831 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))
832 npc_call_help (op); 786 npc_call_help (op);
833 787
834 /* 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 */
835 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
836 { 790 {
837 make_visible (op); 791 make_visible (op);
792
838 if (op->type == PLAYER) 793 if (op->type == PLAYER)
839 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!");
840 } 795 }
841 796
842 /* thrown items (hitter) will have various effects 797 /* thrown items (hitter) will have various effects
843 * when they hit the victim. For things like thrown daggers, 798 * when they hit the victim. For things like thrown daggers,
844 * this sets 'hitter' to the actual dagger, and not the 799 * this sets 'hitter' to the actual dagger, and not the
845 * wrapper object. 800 * wrapper object.
846 */ 801 */
847 thrown_item_effect (hitter, op); 802 thrown_item_effect (hitter, op);
803
848 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))
849 goto leave; 805 goto leave;
850 } 806 }
851 807
852 /* 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
853 * to go further and it will cause FPE's below. 809 * to go further and it will cause FPE's below.
854 */ 810 */
855 if (hitdam <= 0) 811 if (hitdam <= 0)
856 hitdam = 1; 812 hitdam = 1;
857 813
858 type = hitter->attacktype; 814 type = hitter->attacktype;
815
859 if (!type) 816 if (!type)
860 type = AT_PHYSICAL; 817 type = AT_PHYSICAL;
818
861 /* Handle monsters that hit back */ 819 /* Handle monsters that hit back */
862 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))
863 { 821 {
864 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 822 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
865 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
866 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
867 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))
868 goto leave; 828 goto leave;
869 } 829 }
870 830
871 /* In the new attack code, it should handle multiple attack 831 /* In the new attack code, it should handle multiple attack
872 * types in its area, so remove it from here. 832 * types in its area, so remove it from here.
873 */ 833 */
874 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
875 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))
876 goto leave; 837 goto leave;
877 } /* end of if hitter hit op */ 838 } /* end of if hitter hit op */
878 /* if we missed, dam=0 */ 839 /* if we missed, dam=0 */
879 840
880 /*attack_message(dam, type, op, hitter); */ 841 /*attack_message(dam, type, op, hitter); */
890} 851}
891 852
892int 853int
893attack_ob (object *op, object *hitter) 854attack_ob (object *op, object *hitter)
894{ 855{
895
896 if (hitter->head)
897 hitter = hitter->head; 856 hitter = hitter->head_ ();
857
898 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);
899} 859}
900 860
901/* op is the arrow, tmp is what is stopping the arrow. 861/* op is the arrow, tmp is what is stopping the arrow.
902 * 862 *
911 * 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
912 * stick around. 872 * stick around.
913 */ 873 */
914 if (op->weight <= 5000 && tmp->stats.hp >= 0) 874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
915 { 875 {
916 if (tmp->head != NULL)
917 tmp = tmp->head; 876 tmp = tmp->head_ ();
918 877
919 remove_ob (op); 878 op->remove ();
920 op = insert_ob_in_ob (op, tmp); 879 op = insert_ob_in_ob (op, tmp);
921 880
922 if (tmp->type == PLAYER) 881 if (tmp->type == PLAYER)
923 esrv_send_item (tmp, op); 882 esrv_send_item (tmp, op);
924 883
937object * 896object *
938hit_with_arrow (object *op, object *victim) 897hit_with_arrow (object *op, object *victim)
939{ 898{
940 object *container, *hitter; 899 object *container, *hitter;
941 int hit_something = 0; 900 int hit_something = 0;
942 tag_t victim_tag, hitter_tag;
943 sint16 victim_x, victim_y;
944 901
945 /* Disassemble missile */ 902 /* Disassemble missile */
946 if (op->inv) 903 if (op->inv)
947 { 904 {
948 container = op; 905 container = op;
949 hitter = op->inv; 906 hitter = op->inv;
950 remove_ob (hitter); 907 hitter->remove ();
951 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);
952 /* 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
953 * might be called until this THROWN_OBJ is either reassembled or 910 * might be called until this THROWN_OBJ is either reassembled or
954 * 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
955 * THROWN_OBJs. */ 912 * THROWN_OBJs. */
956 } 913 }
957 else 914 else
958 { 915 {
959 container = NULL; 916 container = 0;
960 hitter = op; 917 hitter = op;
961 } 918 }
962 919
963 /* Try to hit victim */ 920 /* Try to hit victim */
964 victim_x = victim->x;
965 victim_y = victim->y;
966 victim_tag = victim->count;
967 hitter_tag = hitter->count;
968
969 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);
970 922
971 /* 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
972 * arrow, move_apply() calls this function, arrow sticks in demon, 924 * arrow, move_apply() calls this function, arrow sticks in demon,
973 * 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
974 * 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
975 * other places as well!) 927 * other places as well!)
976 */ 928 */
977 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 929 if (hitter->destroyed () || hitter->env != NULL)
978 { 930 {
979 if (container) 931 if (container)
980 { 932 {
981 remove_ob (container); 933 container->remove ();
982 free_object (container); 934 container->destroy ();
983 } 935 }
936
984 return NULL; 937 return 0;
985 } 938 }
986 939
987 /* Missile hit victim */ 940 /* Missile hit victim */
988 /* 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
989 * through the target 942 * through the target
990 */ 943 */
991 if (hit_something && op->speed <= 10.0) 944 if (hit_something && op->speed <= 10.0)
992 { 945 {
993 /* Stop arrow */ 946 /* Stop arrow */
994 if (container == NULL) 947 if (!container)
995 { 948 {
996 hitter = fix_stopped_arrow (hitter); 949 hitter = fix_stopped_arrow (hitter);
997 if (hitter == NULL) 950 if (!hitter)
998 return NULL; 951 return 0;
999 } 952 }
1000 else 953 else
1001 { 954 container->destroy ();
1002 remove_ob (container);
1003 free_object (container);
1004 }
1005 955
1006 /* Try to stick arrow into victim */ 956 /* Try to stick arrow into victim */
1007 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 957 if (!victim->destroyed () && stick_arrow (hitter, victim))
1008 return NULL; 958 return 0;
1009 959
1010 /* Else try to put arrow on victim's map square 960 /* Else try to put arrow on victim's map square
1011 * 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
1012 * space, that is good enough - with the new movement code, 962 * space, that is good enough - with the new movement code,
1013 * there is now the potential for lots of spaces where something 963 * there is now the potential for lots of spaces where something
1014 * 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
1015 * way to handle those otherwise? 965 * way to handle those otherwise?
1016 */ 966 */
1017 if (victim_x != hitter->x || victim_y != hitter->y) 967 if (victim->x != hitter->x || victim->y != hitter->y)
1018 { 968 {
1019 remove_ob (hitter); 969 hitter->remove ();
1020 hitter->x = victim_x; 970 hitter->x = victim->x;
1021 hitter->y = victim_y; 971 hitter->y = victim->y;
1022 insert_ob_in_map (hitter, victim->map, hitter, 0); 972 insert_ob_in_map (hitter, victim->map, hitter, 0);
1023 } 973 }
1024 else 974 else
1025 {
1026 /* Else leave arrow where it is */ 975 /* Else leave arrow where it is */
1027 merge_ob (hitter, NULL); 976 merge_ob (hitter, NULL);
1028 } 977
1029 return NULL; 978 return 0;
1030 } 979 }
1031 980
1032 if (hit_something && op->speed >= 10.0) 981 if (hit_something && op->speed >= 10.0)
1033 op->speed -= 1.0; 982 op->speed -= 1.0;
1034 983
1035 /* Missile missed victim - reassemble missile */ 984 /* Missile missed victim - reassemble missile */
1036 if (container) 985 if (container)
1037 { 986 {
1038 remove_ob (hitter); 987 hitter->remove ();
1039 insert_ob_in_ob (hitter, container); 988 insert_ob_in_ob (hitter, container);
1040 } 989 }
990
1041 return op; 991 return op;
1042} 992}
1043
1044 993
1045void 994void
1046tear_down_wall (object *op) 995tear_down_wall (object *op)
1047{ 996{
1048 int perc = 0; 997 int perc = 0;
1054 } 1003 }
1055 else if (!GET_ANIM_ID (op)) 1004 else if (!GET_ANIM_ID (op))
1056 { 1005 {
1057 /* Object has been called - no animations, so remove it */ 1006 /* Object has been called - no animations, so remove it */
1058 if (op->stats.hp < 0) 1007 if (op->stats.hp < 0)
1008 op->destroy ();
1059 { 1009
1060 remove_ob (op); /* Should update LOS */
1061 free_object (op);
1062 /* Don't know why this is here - remove_ob should do it for us */
1063 /*update_position(m, x, y); */
1064 }
1065 return; /* no animations, so nothing more to do */ 1010 return; /* no animations, so nothing more to do */
1066 } 1011 }
1012
1067 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
1068 if (perc >= (int) NUM_ANIMATIONS (op)) 1015 if (perc >= (int) NUM_ANIMATIONS (op))
1069 perc = NUM_ANIMATIONS (op) - 1; 1016 perc = NUM_ANIMATIONS (op) - 1;
1070 else if (perc < 1) 1017 else if (perc < 1)
1071 perc = 1; 1018 perc = 1;
1019
1072 SET_ANIMATION (op, perc); 1020 SET_ANIMATION (op, perc);
1073 update_object (op, UP_OBJ_FACE); 1021 update_object (op, UP_OBJ_FACE);
1022
1074 if (perc == NUM_ANIMATIONS (op) - 1) 1023 if (perc == NUM_ANIMATIONS (op) - 1)
1075 { /* Reached the last animation */ 1024 { /* Reached the last animation */
1076 if (op->face == blank_face) 1025 if (op->face == blank_face)
1077 {
1078 /* If the last face is blank, remove the ob */ 1026 /* If the last face is blank, remove the ob */
1079 remove_ob (op); /* Should update LOS */ 1027 op->destroy ();
1080 free_object (op);
1081
1082 /* remove_ob should call update_position for us */
1083 /*update_position(m, x, y); */
1084
1085 }
1086 else 1028 else
1087 { /* The last face was not blank, leave an image */ 1029 { /* The last face was not blank, leave an image */
1088 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1089 update_all_los (op->map, op->x, op->y); 1031 update_all_los (op->map, op->x, op->y);
1090 op->move_block = 0; 1032 op->move_block = 0;
1094} 1036}
1095 1037
1096void 1038void
1097scare_creature (object *target, object *hitter) 1039scare_creature (object *target, object *hitter)
1098{ 1040{
1099 object *owner = get_owner (hitter); 1041 object *owner = hitter->owner;
1100 1042
1101 if (!owner) 1043 if (!owner)
1102 owner = hitter; 1044 owner = hitter;
1103 1045
1104 SET_FLAG (target, FLAG_SCARED); 1046 SET_FLAG (target, FLAG_SCARED);
1105 if (!target->enemy) 1047 if (!target->enemy)
1106 target->enemy = owner; 1048 target->enemy = owner;
1107} 1049}
1108
1109 1050
1110/* 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
1111 * appropriate attacktype. Only 1 attacktype should be set at a time. 1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1112 * 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
1113 * take. However, it will do other effects (paralyzation, slow, etc.) 1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1114 * 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
1115 * the attacktype. Makes it easier for the PR code. */ 1056 * the attacktype. Makes it easier for the PR code. */
1116
1117int 1057int
1118hit_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)
1119{ 1059{
1120
1121 int doesnt_slay = 1; 1060 int doesnt_slay = 1;
1122 1061
1123 /* 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 */
1124 if (attacknum >= NROFATTACKS) 1063 if (attacknum >= NROFATTACKS)
1125 { 1064 {
1127 return 0; 1066 return 0;
1128 } 1067 }
1129 1068
1130 if (dam < 0) 1069 if (dam < 0)
1131 { 1070 {
1132 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 ());
1133 return 0; 1073 return 0;
1134 } 1074 }
1135 1075
1136 /* 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
1137 * people can't mess with that or it otherwise get confused. */ 1077 * people can't mess with that or it otherwise get confused. */
1138 if (attacknum == ATNR_INTERNAL) 1078 if (attacknum == ATNR_INTERNAL)
1139 return dam; 1079 return dam;
1140 1080
1141 if (hitter->slaying) 1081 if (hitter->slaying)
1142 { 1082 {
1143 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1083 if ((op->race && strstr (hitter->slaying, op->race))
1144 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1145 { 1085 {
1146 doesnt_slay = 0; 1086 doesnt_slay = 0;
1147 dam *= 3; 1087 dam *= 3;
1148 } 1088 }
1149 } 1089 }
1163 /* Special hack. By default, if immune to something, you 1103 /* Special hack. By default, if immune to something, you
1164 * shouldn't need to worry. However, acid is an exception, since 1104 * shouldn't need to worry. However, acid is an exception, since
1165 * it can still damage your items. Only include attacktypes if 1105 * it can still damage your items. Only include attacktypes if
1166 * special processing is needed */ 1106 * special processing is needed */
1167 1107
1168 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1169 return 0; 1111 return 0;
1170 1112
1171 /* Keep this in order - makes things easier to find */ 1113 /* Keep this in order - makes things easier to find */
1172 1114
1173 switch (attacknum) 1115 switch (attacknum)
1174 { 1116 {
1175 case ATNR_PHYSICAL: 1117 case ATNR_PHYSICAL:
1176 /* here also check for diseases */ 1118 /* here also check for diseases */
1177 check_physically_infect (op, hitter); 1119 check_physically_infect (op, hitter);
1178 break; 1120 break;
1179 1121
1180 /* Don't need to do anything for: 1122 /* Don't need to do anything for:
1181 magic, 1123 magic,
1182 fire, 1124 fire,
1183 electricity, 1125 electricity,
1184 cold */ 1126 cold */
1185 1127
1186 case ATNR_CONFUSION: 1128 case ATNR_CONFUSION:
1187 case ATNR_POISON: 1129 case ATNR_POISON:
1188 case ATNR_SLOW: 1130 case ATNR_SLOW:
1189 case ATNR_PARALYZE: 1131 case ATNR_PARALYZE:
1190 case ATNR_FEAR: 1132 case ATNR_FEAR:
1191 case ATNR_CANCELLATION: 1133 case ATNR_CANCELLATION:
1192 case ATNR_DEPLETE: 1134 case ATNR_DEPLETE:
1193 case ATNR_BLIND: 1135 case ATNR_BLIND:
1194 { 1136 {
1195 /* chance for inflicting a special attack depends on the 1137 /* chance for inflicting a special attack depends on the
1196 * difference between attacker's and defender's level 1138 * difference between attacker's and defender's level
1197 */ 1139 */
1198 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1199 1141
1200 /* First, only creatures/players with speed can be affected. 1142 /* First, only creatures/players with speed can be affected.
1201 * Second, just getting hit doesn't mean it always affects 1143 * Second, just getting hit doesn't mean it always affects
1202 * you. Third, you still get a saving through against the 1144 * you. Third, you still get a saving through against the
1203 * effect. 1145 * effect.
1204 */ 1146 */
1205 if (op->speed && 1147 if (op->speed &&
1206 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1148 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1207 !(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))
1208 { 1150 {
1209 1151
1210 /* Player has been hit by something */ 1152 /* Player has been hit by something */
1211 if (attacknum == ATNR_CONFUSION) 1153 if (attacknum == ATNR_CONFUSION)
1212 confuse_player (op, hitter, dam); 1154 confuse_player (op, hitter, dam);
1213 else if (attacknum == ATNR_POISON) 1155 else if (attacknum == ATNR_POISON)
1214 poison_player (op, hitter, dam); 1156 poison_player (op, hitter, dam);
1215 else if (attacknum == ATNR_SLOW) 1157 else if (attacknum == ATNR_SLOW)
1216 slow_player (op, hitter, dam); 1158 slow_player (op, hitter, dam);
1217 else if (attacknum == ATNR_PARALYZE) 1159 else if (attacknum == ATNR_PARALYZE)
1218 paralyze_player (op, hitter, dam); 1160 paralyze_player (op, hitter, dam);
1219 else if (attacknum == ATNR_FEAR) 1161 else if (attacknum == ATNR_FEAR)
1220 scare_creature (op, hitter); 1162 scare_creature (op, hitter);
1221 else if (attacknum == ATNR_CANCELLATION) 1163 else if (attacknum == ATNR_CANCELLATION)
1222 cancellation (op); 1164 cancellation (op);
1223 else if (attacknum == ATNR_DEPLETE) 1165 else if (attacknum == ATNR_DEPLETE)
1224 drain_stat (op); 1166 op->drain_stat ();
1225 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))
1226 blind_player (op, hitter, dam); 1168 blind_player (op, hitter, dam);
1227 } 1169 }
1170
1228 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 */
1229 } 1172 }
1230 break; 1173 break;
1174
1231 case ATNR_ACID: 1175 case ATNR_ACID:
1232 { 1176 {
1233 int flag = 0; 1177 int flag = 0;
1234 1178
1235 /* 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
1236 * if your acid resistance is below 50%. */ 1180 * if your acid resistance is below 50%. */
1237 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))
1238 { 1182 {
1239 object *tmp;
1240
1241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1242 { 1184 {
1243 if (tmp->invisible) 1185 if (tmp->invisible)
1244 continue; 1186 continue;
1245 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1246 /* >= 10% acid res. on itmes will protect these */ 1188 /* >= 10% acid res. on items will protect these */
1247 continue; 1189 continue;
1248 if (!(tmp->material & M_IRON)) 1190 if (!(tmp->materials & M_IRON))
1249 continue; 1191 continue;
1250 if (tmp->magic < -4) /* Let's stop at -5 */ 1192 if (tmp->magic < -4) /* Let's stop at -5 */
1251 continue; 1193 continue;
1252 if (tmp->type == RING || 1194 if (tmp->type == RING
1253 /* removed boots and gloves from exclusion list in 1195 /* removed boots and gloves from exclusion list in PR */
1254 PR */ 1196 || tmp->type == GIRDLE
1255 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)
1256 continue; /* To avoid some strange effects */ 1201 continue; /* To avoid some strange effects */
1257 1202
1258 /* High damage acid has better chance of corroding 1203 /* High damage acid has better chance of corroding
1259 objects */ 1204 objects */
1260 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)
1261 { 1206 {
1262 if (op->type == PLAYER) 1207 if (op->type == PLAYER)
1263 /* Make this more visible */ 1208 /* Make this more visible */
1264 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1265 "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));
1266 flag = 1; 1211 flag = 1;
1267 tmp->magic--; 1212 tmp->magic--;
1268 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1269 esrv_send_item (op, tmp); 1214 esrv_send_item (op, tmp);
1270 } 1215 }
1271 } 1216 }
1272 if (flag)
1273 fix_player (op); /* Something was corroded */
1274 } 1217
1218 if (flag)
1219 op->update_stats (); /* Something was corroded */
1275 } 1220 }
1221 }
1276 break; 1222 break;
1223
1277 case ATNR_DRAIN: 1224 case ATNR_DRAIN:
1278 { 1225 {
1279 /* rate is the proportion of exp drained. High rate means 1226 /* rate is the proportion of exp drained. High rate means
1280 * not much is drained, low rate means a lot is drained. 1227 * not much is drained, low rate means a lot is drained.
1281 */ 1228 */
1282 int rate; 1229 int rate;
1283 1230
1284 if (op->resist[ATNR_DRAIN] >= 0) 1231 if (op->resist[ATNR_DRAIN] >= 0)
1285 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1286 else 1233 else
1287 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1288 1235
1289 if (op->stats.exp <= rate) 1236 if (op->stats.exp <= rate)
1290 { 1237 {
1291 if (op->type == GOLEM) 1238 if (op->type == GOLEM)
1292 dam = 999; /* Its force is "sucked" away. 8) */ 1239 dam = 999; /* Its force is "sucked" away. 8) */
1293 else 1240 else
1294 /* If we can't drain, lets try to do physical damage */ 1241 /* If we can't drain, lets try to do physical damage */
1295 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1296 } 1243 }
1297 else 1244 else
1298 { 1245 {
1299 /* Randomly give the hitter some hp */ 1246 /* Randomly give the hitter some hp */
1300 if (hitter->stats.hp < hitter->stats.maxhp && 1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1301 (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)
1302 hitter->stats.hp++; 1249 hitter->stats.hp++;
1303 1250
1304 /* Can't do drains on battleground spaces. 1251 /* Can't do drains on battleground spaces.
1305 * 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
1306 * 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,
1307 * nothing happens. 1254 * nothing happens.
1308 * 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
1309 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1310 */ 1257 */
1311 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))
1312 { 1259 {
1313 object *owner = get_owner (hitter); 1260 object *owner = hitter->owner;
1314 1261
1315 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1316 { 1263 {
1317 if (op->type != PLAYER || owner->type != PLAYER) 1264 if (op->type != PLAYER || owner->type != PLAYER)
1318 change_exp (owner, op->stats.exp / (rate * 2), 1265 change_exp (owner, op->stats.exp / (rate * 2),
1319 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);
1320 } 1267 }
1321 else if (op->type != PLAYER || hitter->type != PLAYER) 1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1322 {
1323 change_exp (hitter, op->stats.exp / (rate * 2), 1269 change_exp (hitter, op->stats.exp / (rate * 2),
1324 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1325 } 1271
1326 change_exp (op, -op->stats.exp / rate, NULL, 0); 1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1327 } 1273 }
1274
1328 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
1329 * 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,
1330 * as the messages will say you missed 1277 * as the messages will say you missed
1331 */ 1278 */
1332 } 1279 }
1333 } 1280 }
1334 break; 1281 break;
1282
1335 case ATNR_TURN_UNDEAD: 1283 case ATNR_TURN_UNDEAD:
1336 { 1284 {
1337 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1338 { 1286 {
1339 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1341 int div = 1; 1289 int div = 1;
1342 1290
1343 /* 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
1344 * at half strength */ 1292 * at half strength */
1345 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1346 div = 2; 1294 div = 2;
1295
1347 /* Give a bonus if you resist turn undead */ 1296 /* Give a bonus if you resist turn undead */
1348 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)))
1349 scare_creature (op, owner); 1298 scare_creature (op, owner);
1350 } 1299 }
1351 else 1300 else
1352 dam = 0; /* don't damage non undead - should we damage 1301 dam = 0; /* don't damage non undead - should we damage
1353 undead? */ 1302 undead? */
1354 } 1303 }
1355 break; 1304 break;
1305
1356 case ATNR_DEATH: 1306 case ATNR_DEATH:
1357 deathstrike_player (op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1358 break; 1308 break;
1309
1359 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1360 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 ());
1361 dam = 0; 1312 dam = 0;
1362 break; 1313 break;
1314
1363 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1364 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 ());
1365 dam = 0; 1317 dam = 0;
1366 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1367 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1368 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1369 * does no damage. */ 1321 * does no damage. */
1370 break; 1322 break;
1323
1371 case ATNR_HOLYWORD: 1324 case ATNR_HOLYWORD:
1372 { 1325 {
1373 /* This has already been handled by hit_player, 1326 /* This has already been handled by hit_player,
1374 * no need to check twice -- DAMN */ 1327 * no need to check twice -- DAMN */
1375 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1376 1329
1377 /* 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 */
1378 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])
1379 scare_creature (op, owner); 1332 scare_creature (op, owner);
1380 } 1333 }
1381 break; 1334 break;
1335
1382 case ATNR_LIFE_STEALING: 1336 case ATNR_LIFE_STEALING:
1383 { 1337 {
1384 int new_hp; 1338 int new_hp;
1385 1339
1386 /* this is replacement to drain for players, instead of taking 1340 /* this is replacement to drain for players, instead of taking
1387 * exp it takes hp. It is geared for players, probably not 1341 * exp it takes hp. It is geared for players, probably not
1388 * much use giving it to monsters 1342 * much use giving it to monsters
1389 * 1343 *
1390 * 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
1391 * damage it does do to the player. Given that, 1345 * damage it does do to the player. Given that,
1392 * 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
1393 * 1000). 1347 * 1000).
1394 */ 1348 */
1395 /* You can't steal life from something undead */ 1349 /* You can't steal life from something undead */
1396 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1397 return 0; 1351 return 0;
1352
1398 /* If drain protection is higher than life stealing, use that */ 1353 /* If drain protection is higher than life stealing, use that */
1399 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1400 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1401 else 1356 else
1402 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1403 /* You die at -1 hp, not zero. */ 1359 /* You die at -1 hp, not zero. */
1404 if (dam > (op->stats.hp + 1)) 1360 if (dam > (op->stats.hp + 1))
1405 dam = op->stats.hp + 1; 1361 dam = op->stats.hp + 1;
1362
1406 new_hp = hitter->stats.hp + dam; 1363 new_hp = hitter->stats.hp + dam;
1407 if (new_hp > hitter->stats.maxhp) 1364 if (new_hp > hitter->stats.maxhp)
1408 new_hp = hitter->stats.maxhp; 1365 new_hp = hitter->stats.maxhp;
1366
1409 if (new_hp > hitter->stats.hp) 1367 if (new_hp > hitter->stats.hp)
1410 hitter->stats.hp = new_hp; 1368 hitter->stats.hp = new_hp;
1411 } 1369 }
1412 } 1370 }
1371
1413 return dam; 1372 return dam;
1414} 1373}
1415
1416 1374
1417/* 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
1418 * allow script procedures to "kill" objects in a combat-like fashion. 1376 * allow script procedures to "kill" objects in a combat-like fashion.
1419 * 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
1420 * Sword. Note that nothing has been changed from the original version 1378 * Sword. Note that nothing has been changed from the original version
1435 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1436 const char *skill; 1394 const char *skill;
1437 int maxdam = 0; 1395 int maxdam = 0;
1438 int battleg = 0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1439 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 */
1440 object *owner = NULL; 1398 object *owner = 0;
1441 object *skop = NULL; 1399 object *skop = 0;
1442 1400
1443 if (op->stats.hp >= 0) 1401 if (op->stats.hp >= 0)
1444 return -1; 1402 return -1;
1445 1403
1446 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1455 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1456 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 */
1457 1415
1458 if (op->type == DOOR) 1416 if (op->type == DOOR)
1459 { 1417 {
1460 op->speed = 0.1; 1418 op->set_speed (0.1f);
1461 update_ob_speed (op);
1462 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1463 return maxdam; 1420 return maxdam;
1464 } 1421 }
1422
1465 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1466 { 1424 {
1467 remove_friendly_object (op); 1425 op->destroy ();
1468 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1469 {
1470 op->owner->contr->ranges[range_golem] = NULL;
1471 op->owner->contr->golem_count = 0;
1472 }
1473
1474 remove_ob (op);
1475 free_object (op);
1476 return maxdam; 1426 return maxdam;
1477 } 1427 }
1478 1428
1479 /* Now lets start dealing with experience we get for killing something */ 1429 /* Now lets start dealing with experience we get for killing something */
1480 1430
1481 owner = get_owner (hitter); 1431 owner = hitter->owner;
1482 if (owner == NULL) 1432 if (!owner)
1483 owner = hitter; 1433 owner = hitter;
1484 1434
1485 /* is the victim (op) standing on battleground? */ 1435 /* is the victim (op) standing on battleground? */
1486 if (op_on_battleground (op, NULL, NULL)) 1436 if (op_on_battleground (op, NULL, NULL))
1487 battleg = 1; 1437 battleg = 1;
1507 char buf[256]; 1457 char buf[256];
1508 1458
1509 tmv = localtime (&t); 1459 tmv = localtime (&t);
1510 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1460 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1511 1461
1512 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));
1513 } 1463 }
1514 1464
1515 /* try to filter some things out - basically, if you are 1465 /* try to filter some things out - basically, if you are
1516 * killing a level 1 creature and your level 20, you 1466 * killing a level 1 creature and your level 20, you
1517 * probably don't want to see that. 1467 * probably don't want to see that.
1518 */ 1468 */
1519 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1469 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1520 { 1470 {
1521 if (owner != hitter) 1471 if (owner != hitter)
1522 {
1523 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));
1524 }
1525 else 1473 else
1526 {
1527 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));
1528 } 1475
1529 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1530 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1531 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1532 } 1479 }
1533 1480
1534 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1535 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1536 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1538 * 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
1539 * with spells, pets, whatever, there was no penalty. 1486 * with spells, pets, whatever, there was no penalty.
1540 * Changed to make luck penalty configurable in settings. 1487 * Changed to make luck penalty configurable in settings.
1541 */ 1488 */
1542 if (op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1543 change_luck (owner, -settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1544 1491
1545 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1546 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1547 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1548 */ 1495 */
1549 skill = NULL; 1496 skill = 0;
1497
1550 if (hitter->skill && hitter->type != PLAYER) 1498 if (hitter->skill && hitter->type != PLAYER)
1551 skill = hitter->skill; 1499 skill = hitter->skill;
1552 else if (owner->chosen_skill) 1500 else if (owner->chosen_skill)
1553 { 1501 {
1554 skill = owner->chosen_skill->skill;
1555 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1556 } 1504 }
1557 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1558 skill = owner->current_weapon->skill; 1506 skill = owner->current_weapon->skill;
1559 else 1507 else
1560 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");
1561 1509
1562 /* 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
1563 * 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!
1564 */ 1512 */
1565 if ((!skop || skop->type != SKILL) && skill) 1513 if ((!skop || skop->type != SKILL) && skill)
1566 { 1514 {
1567 int i; 1515 int i;
1568 1516
1573 break; 1521 break;
1574 } 1522 }
1575 } 1523 }
1576 } /* Was it a player that hit somethign */ 1524 } /* Was it a player that hit somethign */
1577 else 1525 else
1578 {
1579 skill = NULL; 1526 skill = 0;
1580 }
1581 1527
1582 /* Pet (or spell) killed something. */ 1528 /* Pet (or spell) killed something. */
1583 if (owner != hitter) 1529 if (owner != hitter)
1584 {
1585 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1586 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1587 }
1588 else 1532 else
1589 {
1590 (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,
1591 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1592 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 } 1536
1594 /* These may have been set in the player code section above */ 1537 /* These may have been set in the player code section above */
1595 if (!skop) 1538 if (!skop)
1596 skop = hitter->chosen_skill; 1539 skop = hitter->chosen_skill;
1540
1597 if (!skill && skop) 1541 if (!skill && skop)
1598 skill = skop->skill; 1542 skill = skop->skill;
1599 1543
1600 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);
1601 1545
1602
1603 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1604 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1605 { 1548 {
1606 int exp; 1549 int exp;
1607 1550
1608 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1609 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1610 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1611 { 1554 {
1612 if (battleg) 1555 if (battleg)
1613 { 1556 {
1614 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1557 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1632 1575
1633 if (!settings.simple_exp) 1576 if (!settings.simple_exp)
1634 exp = exp / 2; 1577 exp = exp / 2;
1635 1578
1636 if (owner->type != PLAYER || owner->contr->party == NULL) 1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1637 {
1638 change_exp (owner, exp, skill, 0); 1580 change_exp (owner, exp, skill, 0);
1639 }
1640 else 1581 else
1641 { 1582 {
1642 int shares = 0, count = 0; 1583 int shares = 0, count = 0;
1643
1644 player *pl;
1645
1646 partylist *party = owner->contr->party; 1584 partylist *party = owner->contr->party;
1647 1585
1648#ifdef PARTY_KILL_LOG
1649 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);
1650#endif 1587
1651 for (pl = first_player; pl != NULL; pl = pl->next) 1588 for_all_players (pl)
1652 {
1653 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))
1654 { 1590 {
1655 count++; 1591 count++;
1656 shares += (pl->ob->level + 4); 1592 shares += (pl->ob->level + 4);
1657 } 1593 }
1658 } 1594
1659 if (count == 1 || shares > exp) 1595 if (count == 1 || shares > exp || !shares)
1660 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1596 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1661 else 1597 else
1662 { 1598 {
1663 int share = exp / shares, given = 0, nexp; 1599 int share = exp / shares, given = 0, nexp;
1664 1600
1665 for (pl = first_player; pl != NULL; pl = pl->next) 1601 for_all_players (pl)
1666 {
1667 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))
1668 { 1603 {
1669 nexp = (pl->ob->level + 4) * share; 1604 nexp = (pl->ob->level + 4) * share;
1670 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1605 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1671 given += nexp; 1606 given += nexp;
1672 } 1607 }
1673 } 1608
1674 exp -= given; 1609 exp -= given;
1675 /* give any remainder to the player */ 1610 /* give any remainder to the player */
1676 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1611 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1677 } 1612 }
1678 } /* else part of a party */ 1613 } /* else part of a party */
1679
1680 } /* end if person didn't kill himself */ 1614 } /* end if person didn't kill himself */
1681 1615
1682 if (op->type != PLAYER) 1616 if (op->type != PLAYER)
1683 { 1617 {
1684 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1618 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1685 { 1619 {
1686 object *owner1 = get_owner (op); 1620 object *owner1 = op->owner;
1687 1621
1688 if (owner1 != NULL && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1689 { 1623 {
1690 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1691 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* Maybe we should include the owner that killed this, maybe not */
1692 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);
1693 } 1627 }
1694 1628
1695 remove_friendly_object (op); 1629 remove_friendly_object (op);
1696 } 1630 }
1697 1631
1698 remove_ob (op); 1632 op->destroy ();
1699 free_object (op);
1700 } 1633 }
1701 /* Player has been killed! */
1702 else 1634 else
1703 { 1635 {
1636 /* Player has been killed! */
1704 if (owner->type == PLAYER) 1637 if (owner->type == PLAYER)
1705 {
1706 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);
1707 }
1708 else 1639 else
1709 assign (op->contr->killer, hitter->name); 1640 assign (op->contr->killer, hitter->name);
1710 } 1641 }
1711 1642
1712 /* 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
1716} 1647}
1717 1648
1718/* 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
1719 * Returns 0 this is not friendly fire 1650 * Returns 0 this is not friendly fire
1720 */ 1651 */
1721
1722int 1652int
1723friendly_fire (object *op, object *hitter) 1653friendly_fire (object *op, object *hitter)
1724{ 1654{
1725 object *owner; 1655 object *owner;
1726 int friendlyfire; 1656 int friendlyfire;
1736 return 0; 1666 return 0;
1737 1667
1738 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1668 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1739 return 1; 1669 return 1;
1740 1670
1741 if ((owner = get_owner (hitter)) != NULL) 1671 if ((owner = hitter->owner) != NULL)
1742 { 1672 {
1743 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1673 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1744 friendlyfire = 2; 1674 friendlyfire = 2;
1745 } 1675 }
1746 1676
1747 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)
1748 friendlyfire = 0; 1678 friendlyfire = 0;
1749 } 1679 }
1680
1750 return friendlyfire; 1681 return friendlyfire;
1751} 1682}
1752
1753 1683
1754/* 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.
1755 * 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
1756 * is what is hitting the object, type is the attacktype, and 1686 * is what is hitting the object, type is the attacktype, and
1757 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1758 * dam is base damage - protections/vulnerabilities/slaying matches can 1688 * dam is base damage - protections/vulnerabilities/slaying matches can
1759 * modify it. 1689 * modify it.
1760 */ 1690 */
1761
1762 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1763 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1764
1765int 1693int
1766hit_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)
1767{ 1695{
1768 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1769 int maxattacktype, attacknum; 1697 int maxattacktype, attacknum;
1770 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? */
1771 int simple_attack; 1699 int simple_attack;
1772 tag_t op_tag, hitter_tag;
1773 int rtn_kill = 0; 1700 int rtn_kill = 0;
1774 int friendlyfire; 1701 int friendlyfire;
1775 1702
1776 if (get_attack_mode (&op, &hitter, &simple_attack)) 1703 if (get_attack_mode (&op, &hitter, &simple_attack))
1777 return 0; 1704 return 0;
1778 1705
1779 /* 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 */
1780 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))
1781 return 0; 1708 return 0;
1782 1709
1783#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1784 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1785 { 1712 {
1786 object *owner = get_owner (hitter); 1713 object *owner = hitter->owner;
1787 1714
1788 if (!owner) 1715 if (!owner)
1789 owner = hitter; 1716 owner = hitter;
1790 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1717
1791 { 1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1792 return 0; 1722 return 0;
1793 }
1794 } 1723 }
1795#endif
1796
1797 op_tag = op->count;
1798 hitter_tag = hitter->count;
1799 1724
1800 if (body_attack) 1725 if (body_attack)
1801 { 1726 {
1802 /* 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
1803 * return - we still need to process other attacks the spell still 1728 * return - we still need to process other attacks the spell still
1809 * attack so we don't cancel out things like magic bullet. 1734 * attack so we don't cancel out things like magic bullet.
1810 */ 1735 */
1811 if (type & (AT_PARALYZE | AT_SLOW)) 1736 if (type & (AT_PARALYZE | AT_SLOW))
1812 { 1737 {
1813 type &= ~(AT_PARALYZE | AT_SLOW); 1738 type &= ~(AT_PARALYZE | AT_SLOW);
1739
1814 if (!type || type == AT_MAGIC) 1740 if (!type || type == AT_MAGIC)
1815 return 0; 1741 return 0;
1816 } 1742 }
1817 } 1743 }
1818 1744
1819 if (!simple_attack && op->type == DOOR) 1745 if (!simple_attack && op->type == DOOR)
1820 { 1746 {
1821 object *tmp;
1822
1823 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1824 if (tmp->type == RUNE || tmp->type == TRAP) 1748 if (tmp->type == RUNE || tmp->type == TRAP)
1825 { 1749 {
1826 spring_trap (tmp, hitter); 1750 spring_trap (tmp, hitter);
1751
1827 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))
1828 return 0; 1753 return 0;
1754
1829 break; 1755 break;
1830 } 1756 }
1831 } 1757 }
1832 1758
1833 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1834 { 1760 {
1835 /* 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
1836 * was_destroyed() check above doesn't return, and might get here. 1762 * destroyed() check above doesn't return, and might get here.
1837 */ 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 */
1838 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);
1839 return 0; 1771 return 0;
1840 } 1772 }
1841 1773
1842#ifdef ATTACK_DEBUG 1774#ifdef ATTACK_DEBUG
1843 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1849 * 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 */
1850 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1851 if (dam >= 100) 1783 if (dam >= 100)
1852 dam /= 100; 1784 dam /= 100;
1853 else 1785 else
1854 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1855 } 1787 }
1856 1788
1857 /* 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
1858 * 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
1859 */ 1791 */
1875 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1876 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1877 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1878 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1879 (hitter->title != NULL 1811 (hitter->title != NULL
1880 && (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)))
1881 return 0; 1813 return 0;
1882 } 1814 }
1883 1815
1884 maxattacktype = type; /* initialize this to something */ 1816 maxattacktype = type; /* initialise this to something */
1885 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1886 { 1818 {
1887 /* 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
1888 * attack types. As such, skip it over. However, if magic is 1820 * attack types. As such, skip it over. However, if magic is
1889 * the only attacktype in the group, then still attack with it 1821 * the only attacktype in the group, then still attack with it
1917 */ 1849 */
1918 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1919 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1920 { 1852 {
1921 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1922#ifndef COZY_SERVER
1923 maxdam++;
1924#endif
1925 1854
1926#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1927 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",
1928 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1929#endif 1858#endif
1930 } 1859 }
1931 1860
1932 if (!full_hit) 1861 if (!full_hit)
1933 { 1862 {
1934 archetype *at;
1935 int area; 1863 int area;
1936 int remainder; 1864 int remainder;
1937 1865
1938 area = 0; 1866 area = 0;
1939 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1940 area++; 1869 area++;
1870
1941 assert (area > 0); 1871 assert (area > 0);
1942 1872
1943 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1944 value-effect */ 1874 value-effect */
1945 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1946 maxdam /= area; 1876 maxdam /= area;
1947 if (RANDOM () % 100 < remainder) 1877 if (rndm (100) < remainder)
1948 maxdam++; 1878 maxdam++;
1949 } 1879 }
1950 1880
1951#ifdef ATTACK_DEBUG 1881#ifdef ATTACK_DEBUG
1952 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1953#endif 1883#endif
1954 1884
1955 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)
1956 op->enemy = hitter->owner; 1890 op->enemy = hitter->owner;
1957 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1958 op->enemy = hitter; 1892 op->enemy = hitter;
1959 1893
1960 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1961 { 1895 {
1962 /* The unaggressives look after themselves 8) */ 1896 /* The unaggressives look after themselves 8) */
1963 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1985 1919
1986 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1920 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1987 { 1921 {
1988 if (maxdam) 1922 if (maxdam)
1989 tear_down_wall (op); 1923 tear_down_wall (op);
1924
1990 return maxdam; /* nothing more to do for wall */ 1925 return maxdam; /* nothing more to do for wall */
1991 } 1926 }
1992 1927
1993 /* See if the creature has been killed */ 1928 /* See if the creature has been killed */
1994 rtn_kill = kill_object (op, maxdam, hitter, type); 1929 rtn_kill = kill_object (op, maxdam, hitter, type);
1999 /* 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
2000 * that before if the player was immune to ghosthit, the monster 1935 * that before if the player was immune to ghosthit, the monster
2001 * remained - that is no longer the case. 1936 * remained - that is no longer the case.
2002 */ 1937 */
2003 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2004 { 1939 hitter->destroy ();
2005 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1940
2006 remove_friendly_object (hitter);
2007 remove_ob (hitter);
2008 free_object (hitter);
2009 }
2010 /* Lets handle creatures that are splitting now */ 1941 /* Lets handle creatures that are splitting now */
2011 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))
2012 { 1943 {
2013 int i; 1944 int i;
2014 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2015 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1946 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2016 object *owner = get_owner (op); 1947 object *owner = op->owner;
2017 1948
2018 if (!op->other_arch) 1949 if (!op->other_arch)
2019 { 1950 {
2020 LOG (llevError, "SPLITTING without other_arch error.\n"); 1951 LOG (llevError, "SPLITTING without other_arch error.\n");
2021 return maxdam; 1952 return maxdam;
2022 } 1953 }
1954
2023 remove_ob (op); 1955 op->remove ();
2024 for (i = 0; i < NROFNEWOBJS (op); i++) 1956
1957 for (i = 0; i < op->stats.food; i++)
2025 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
2026 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
2027 int j; 1960 int j;
2028 1961
2029 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
1963
2030 if (friendly) 1964 if (friendly)
2031 { 1965 {
2032 SET_FLAG (tmp, FLAG_FRIENDLY);
2033 add_friendly_object (tmp); 1966 add_friendly_object (tmp);
2034 tmp->attack_movement = PETMOVE; 1967 tmp->attack_movement = PETMOVE;
1968
2035 if (owner != NULL) 1969 if (owner)
2036 set_owner (tmp, owner); 1970 tmp->set_owner (owner);
2037 } 1971 }
1972
2038 if (unaggressive) 1973 if (unaggressive)
2039 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1975
2040 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
2041 if (j == -1) /* No spot to put this monster */ 1978 if (j == -1) /* No spot to put this monster */
2042 free_object (tmp); 1979 tmp->destroy ();
2043 else 1980 else
2044 { 1981 {
2045 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];
2046 insert_ob_in_map (tmp, op->map, NULL, 0); 1983 insert_ob_in_map (tmp, op->map, NULL, 0);
2047 } 1984 }
2048 } 1985 }
2049 if (friendly) 1986
2050 remove_friendly_object (op); 1987 op->destroy ();
2051 free_object (op);
2052 } 1988 }
2053 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2054 { 1990 hitter->destroy ();
2055 remove_ob (hitter); 1991
2056 free_object (hitter);
2057 }
2058 return maxdam; 1992 return maxdam;
2059} 1993}
2060
2061 1994
2062void 1995void
2063poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2064{ 1997{
2065 archetype *at = archetype::find ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2083 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2016 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2084 tmp->stats.dam += hitter->level / 2; 2017 tmp->stats.dam += hitter->level / 2;
2085 else 2018 else
2086 tmp->stats.dam = dam; 2019 tmp->stats.dam = dam;
2087 2020
2088 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2021 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2089 if (hitter->skill && hitter->skill != tmp->skill) 2022 if (hitter->skill && hitter->skill != tmp->skill)
2090 { 2023 {
2091 tmp->skill = hitter->skill; 2024 tmp->skill = hitter->skill;
2092 } 2025 }
2093 2026
2099 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2100 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2101 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2102 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2103 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2104 fix_player (op); 2037 op->update_stats ();
2105 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);
2106 } 2040 }
2041
2107 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2108 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);
2109 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2110 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);
2111 } 2046 }
2047
2112 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2113 } 2049 }
2114 else 2050 else
2115 tmp->stats.food++; 2051 tmp->stats.food++;
2116} 2052}
2120{ 2056{
2121 archetype *at = archetype::find ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2122 object *tmp; 2058 object *tmp;
2123 2059
2124 if (at == NULL) 2060 if (at == NULL)
2125 {
2126 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2127 } 2062
2128 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2129 { 2064 {
2130 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2131 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2132 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!");
2133 } 2068 }
2134 else 2069 else
2135 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2136 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2137 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2138 fix_player (op); 2074 op->update_stats ();
2139} 2075}
2140 2076
2141void 2077void
2142confuse_player (object *op, object *hitter, int dam) 2078confuse_player (object *op, object *hitter, int dam)
2143{ 2079{
2157 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2158 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2159 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);
2160 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2161 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2162 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2163 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2164 2101
2165 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2166 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
2167 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2168} 2106}
2169 2107
2170void 2108void
2171blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2187 */ 2125 */
2188 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;
2189 2127
2190 tmp = insert_ob_in_ob (tmp, op); 2128 tmp = insert_ob_in_ob (tmp, op);
2191 change_abil (op, tmp); /* Mostly to display any messages */ 2129 change_abil (op, tmp); /* Mostly to display any messages */
2192 fix_player (op); /* This takes care of some other stuff */ 2130 op->update_stats (); /* This takes care of some other stuff */
2193 2131
2194 if (hitter->owner) 2132 if (hitter->owner)
2195 owner = get_owner (hitter); 2133 owner = hitter->owner;
2196 else 2134 else
2197 owner = hitter; 2135 owner = hitter;
2198 2136
2199 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));
2200 } 2138 }
2237 op->speed_left = (float) -(FABS (op->speed) * max); 2175 op->speed_left = (float) -(FABS (op->speed) * max);
2238 2176
2239/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2240} 2178}
2241 2179
2242
2243/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2244 * the computed damaged. 2181 * the computed damaged.
2245 */ 2182 */
2246void 2183void
2247deathstrike_player (object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2255 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2256 2193
2257 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2258 2195
2259 if (hitter->slaying) 2196 if (hitter->slaying)
2260 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))))
2261 return; 2198 return;
2262 2199
2263 def_lev = op->level; 2200 def_lev = op->level;
2264 if (def_lev < 1) 2201 if (def_lev < 1)
2265 { 2202 {
2266 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);
2267 def_lev = 1; 2204 def_lev = 1;
2268 } 2205 }
2206
2269 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;
2270 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2271 atk_lev, def_lev); */ 2209 atk_lev, def_lev); */
2272 2210
2273 if (atk_lev >= def_lev) 2211 if (atk_lev >= def_lev)
2288 */ 2226 */
2289 *dam *= kill_lev / def_lev; 2227 *dam *= kill_lev / def_lev;
2290 } 2228 }
2291 } 2229 }
2292 else 2230 else
2293 {
2294 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2295 }
2296} 2232}
2297 2233
2298/* thrown_item_effect() - handles any special effects of thrown 2234/* thrown_item_effect() - handles any special effects of thrown
2299 * items (like attacking living creatures--a potion thrown at a 2235 * items (like attacking living creatures--a potion thrown at a
2300 * monster). 2236 * monster).
2329 } 2265 }
2330 } 2266 }
2331} 2267}
2332 2268
2333/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2334
2335int 2270int
2336adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2337{ 2272{
2338 object *attacker = hitter; 2273 object *attacker = hitter;
2339 int adjust = 0; 2274 int adjust = 0;
2346 } 2281 }
2347 2282
2348 /* aimed missiles use the owning object's sight */ 2283 /* aimed missiles use the owning object's sight */
2349 if (is_aimed_missile (hitter)) 2284 if (is_aimed_missile (hitter))
2350 { 2285 {
2351 if ((attacker = get_owner (hitter)) == NULL) 2286 if ((attacker = hitter->owner) == NULL)
2352 attacker = hitter; 2287 attacker = hitter;
2353 /* 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
2354 * owned by him - need to handle that case to avoid crashes. 2289 * owned by him - need to handle that case to avoid crashes.
2355 */ 2290 */
2356 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2291 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2404#endif 2339#endif
2405 2340
2406 return adjust; 2341 return adjust;
2407} 2342}
2408 2343
2409
2410/* determine if the object is an 'aimed' missile */ 2344/* determine if the object is an 'aimed' missile */
2411int 2345int
2412is_aimed_missile (object *op) 2346is_aimed_missile (object *op)
2413{ 2347{
2414 2348
2415 /* 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
2416 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2417 */ 2351 */
2418 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2419 {
2420 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2421 return 1; 2354 return 1;
2422 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))
2423 return 1; 2356 return 1;
2424 } 2357
2425 return 0; 2358 return 0;
2426} 2359}

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