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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.27 by root, Wed Dec 13 03:28:42 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 71
77/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
78 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
85 materialtype_t *mt; 80 materialtype_t *mt;
86 81
87 if (op->materialname == NULL) 82 if (op->materialname == NULL)
88 { 83 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
90 if (op->material & mt->material) 85 if (op->materials & mt->material)
91 break; 86 break;
92 } 87 }
93 else 88 else
94 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
95 if (mt == NULL) 90
91 if (!mt)
96 return TRUE; 92 return TRUE;
93
97 roll = rndm (1, 20); 94 roll = rndm (1, 20);
98 95
99 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
100 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
101 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
130 saves++; 127 saves++;
131 } 128 }
132 129
133 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
134 return TRUE; 131 return TRUE;
132
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 134 return FALSE;
135
137 return TRUE; 136 return TRUE;
138} 137}
139 138
140/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 141 * calling cancellation, etc.)
143 */ 142 */
144
145void 143void
146save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
147{ 145{
148 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
149 { 147 {
163 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
165 */ 163 */
166 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
167 { 165 {
168 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
169 167
170 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
171
172 if (op)
173 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
174 170
175 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
176 { 172 {
177 if (env) 173 if (env)
178 { 174 {
179 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
180 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
198 return; 194 return;
199 } 195 }
200 196
201 if (op->nrof > 1) 197 if (op->nrof > 1)
202 { 198 {
203 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
204
205 if (op)
206 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
207 } 201 }
208 else 202 else
209 {
210 if (op->env)
211 {
212 object *tmp = is_player_inv (op->env);
213
214 if (tmp)
215 esrv_del_item (tmp->contr, op->count);
216 }
217
218 op->destroy (); 203 op->destroy ();
219 }
220 204
221 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
222 if (env) 206 if (env)
223 { 207 {
224 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
269 * op is going in direction 'dir' 253 * op is going in direction 'dir'
270 * type is the attacktype of the object. 254 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 255 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 256 * returns 1 if it hits something, 0 otherwise.
273 */ 257 */
274
275int 258int
276hit_map (object *op, int dir, int type, int full_hit) 259hit_map (object *op, int dir, int type, int full_hit)
277{ 260{
278 object *tmp, *next;
279 maptile *map; 261 maptile *map;
280 sint16 x, y; 262 sint16 x, y;
281 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 */
282 264
283 if (QUERY_FLAG (op, FLAG_FREED)) 265 if (QUERY_FLAG (op, FLAG_FREED))
286 return 0; 268 return 0;
287 } 269 }
288 270
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 { 272 {
291 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);
292 return 0; 274 return 0;
293 } 275 }
294 276
295 if (!op->map) 277 if (!op->map)
296 { 278 {
303 285
304 map = op->map; 286 map = op->map;
305 x = op->x + freearr_x[dir]; 287 x = op->x + freearr_x[dir];
306 y = op->y + freearr_y[dir]; 288 y = op->y + freearr_y[dir];
307 289
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 290 if (!xy_normalise (map, x, y))
291 return 0;
309 292
310 // elmex: a safe map tile can't be hit! 293 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 294 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 295 mapspace &ms = map->at (x, y);
296
297 if (ms.flags () & P_SAFE)
313 return 0; 298 return 0;
314 299
315 /* peterm: a few special cases for special attacktypes --counterspell 300 /* peterm: a few special cases for special attacktypes --counterspell
316 * 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
317 */ 302 */
318 303 if (type & (AT_COUNTERSPELL | AT_CHAOS))
304 {
319 if (type & AT_COUNTERSPELL) 305 if (type & AT_COUNTERSPELL)
320 { 306 {
321 counterspell (op, dir); /* see spell_effect.c */ 307 counterspell (op, dir); /* see spell_effect.c */
322 308
323 /* If the only attacktype is counterspell or magic, don't need 309 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 310 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338
339 next = get_map_ob (map, x, y);
340
341 while (next)
342 {
343 if (next->destroyed ())
344 {
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error. The errormessage
352 * below was spamming the logs for absolutely no reason.
353 */ 311 */
354 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 312 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
355 break; 313 return 0;
314
315 type &= ~AT_COUNTERSPELL;
316 }
317
318 if (type & AT_CHAOS)
356 } 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 }
357 325
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 {
358 tmp = next; 336 object *tmp = next;
359 next = tmp->above; 337 next = tmp->above;
360
361 if (tmp->destroyed ())
362 {
363 LOG (llevError, "BUG: hit_map(): found freed object\n");
364 break;
365 }
366 338
367 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368 * For example, 'tmp' was put in an icecube. 340 * For example, 'tmp' was put in an icecube.
369 * 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.
370 */ 342 */
373 345
374 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
375 { 347 {
376 hit_player (tmp, op->stats.dam, op, type, full_hit); 348 hit_player (tmp, op->stats.dam, op, type, full_hit);
377 retflag |= 1; 349 retflag |= 1;
350
378 if (op->destroyed ()) 351 if (op->destroyed ())
379 break; 352 break;
380 } 353 }
381
382 /* Here we are potentially destroying an object. If the object has 354 /* Here we are potentially destroying an object. If the object has
383 * 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
384 * that weak walls have is_alive set, which prevent objects from 356 * that weak walls have is_alive set, which prevent objects from
385 * 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
386 * 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
387 * destroyed right now. 359 * destroyed right now.
388 */ 360 */
389 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)
390 { 362 {
391 save_throw_object (tmp, type, op); 363 save_throw_object (tmp, type, op);
364
392 if (op->destroyed ()) 365 if (op->destroyed ())
393 break; 366 break;
394 } 367 }
395 } 368 }
396 369
427 sprintf (buf1, "missed %s", &op->name); 400 sprintf (buf1, "missed %s", &op->name);
428 sprintf (buf2, " misses"); 401 sprintf (buf2, " misses");
429 found++; 402 found++;
430 } 403 }
431 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 404 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
432 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 405 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
433 { 406 {
434 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++)
435 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)
436 { 409 {
437 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);
449 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 422 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
450 found++; 423 found++;
451 break; 424 break;
452 } 425 }
453 } 426 }
454 else if (hitter->type == PLAYER && IS_LIVE (op)) 427 else if (hitter->type == PLAYER && op->is_alive ())
455 { 428 {
456 if (USING_SKILL (hitter, SK_KARATE)) 429 if (USING_SKILL (hitter, SK_KARATE))
457 { 430 {
458 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++)
459 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)
485 found++; 458 found++;
486 break; 459 break;
487 } 460 }
488 } 461 }
489 } 462 }
463
490 if (found) 464 if (found)
491 { 465 {
492 /* done */ 466 /* done */
493 } 467 }
494 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 468 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
495 { 469 {
496 sprintf (buf1, "hit"); /* just in case */ 470 sprintf (buf1, "hit"); /* just in case */
497 for (i = 0; i < MAXATTACKMESS; i++) 471 for (i = 0; i < MAXATTACKMESS; i++)
498 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)
499 { 473 {
500 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 474 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
501 found++; 475 found++;
502 break; 476 break;
503 } 477 }
504 } 478 }
505 else if (type & AT_DRAIN && IS_LIVE (op)) 479 else if (type & AT_DRAIN && op->is_alive ())
506 { 480 {
507 /* drain is first, because some items have multiple attypes */ 481 /* drain is first, because some items have multiple attypes */
508 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++)
509 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)
510 { 484 {
512 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 486 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
513 found++; 487 found++;
514 break; 488 break;
515 } 489 }
516 } 490 }
517 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 491 else if (type & AT_ELECTRICITY && op->is_alive ())
518 { 492 {
519 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++)
520 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)
521 { 495 {
522 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);
523 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 497 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
524 found++; 498 found++;
525 break; 499 break;
526 } 500 }
527 } 501 }
528 else if (type & AT_COLD && IS_LIVE (op)) 502 else if (type & AT_COLD && op->is_alive ())
529 { 503 {
530 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++)
531 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)
532 { 506 {
533 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);
625 if (hitter->owner != NULL) 599 if (hitter->owner != NULL)
626 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);
627 else 601 else
628 { 602 {
629 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
630 if (dam != 0) 605 if (dam != 0)
631 { 606 {
632 if (dam < 10) 607 if (dam < 10)
633 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
634 else if (dam < 20) 609 else if (dam < 20)
635 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
636 else 611 else
637 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
638 } 613 }
639 } 614 }
615
640 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
641 } /* end of player hitting player */ 617 } /* end of player hitting player */
642 618
643 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
644 { 620 {
645 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
646 if (dam != 0) 623 if (dam != 0)
647 { 624 {
648 if (dam < 10) 625 if (dam < 10)
649 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
650 else if (dam < 20) 627 else if (dam < 20)
651 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
652 else 629 else
653 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
654 } 631 }
632
655 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
656 } 634 }
657 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
658 { 636 {
659 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
661 { 639 {
662 i = 4; 640 i = 4;
663 map = hitter->map; 641 map = hitter->map;
664 if (out_of_map (map, hitter->x, hitter->y)) 642 if (out_of_map (map, hitter->x, hitter->y))
665 return; 643 return;
644
666 next = get_map_ob (map, hitter->x, hitter->y); 645 next = GET_MAP_OB (map, hitter->x, hitter->y);
667 if (next) 646 if (next)
668 while (next) 647 while (next)
669 { 648 {
670 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))
671 i *= 3; 650 i *= 3;
651
672 tmp = next; 652 tmp = next;
673 next = tmp->above; 653 next = tmp->above;
674 } 654 }
655
675 if (i < 0) 656 if (i < 0)
676 return; 657 return;
658
677 if (rndm (0, i) != 0) 659 if (rndm (0, i) != 0)
678 return; 660 return;
679 } 661 }
680 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
681 return; 663 return;
664
682 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
683 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
684 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
685 } 668 }
686} 669}
687 670
688 671
692 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
693 { 676 {
694 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
695 return 1; 678 return 1;
696 } 679 }
680
697 if ((*target)->head) 681 if ((*target)->head)
698 *target = (*target)->head; 682 *target = (*target)->head;
683
699 if ((*hitter)->head) 684 if ((*hitter)->head)
700 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
701 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
702 { 688 {
703 *simple_attack = 1; 689 *simple_attack = 1;
704 return 0; 690 return 0;
705 } 691 }
692
706 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
707 || 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))
708 { 697 {
709 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 ());
710 return 1; 700 return 1;
711 } 701 }
702
712 *simple_attack = 0; 703 *simple_attack = 0;
713 return 0; 704 return 0;
714} 705}
715 706
716static int 707static int
752 743
753 /* 744 /*
754 * 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
755 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
756 */ 747 */
757 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)
758 { 749 {
759 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
760 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
761 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
762 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
763 */ 754 */
764 op->speed_left--; 755 --op->speed_left;
765 process_object (op); 756 process_object (op);
766 757
767 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
768 goto error; 759 goto error;
769 } 760 }
779 /* See if we hit the creature */ 770 /* See if we hit the creature */
780 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
781 { 772 {
782 int hitdam = base_dam; 773 int hitdam = base_dam;
783 774
784 if (settings.casting_time == TRUE)
785 {
786 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
787 {
788 hitter->casting_time = -1;
789 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
790 }
791 if ((op->casting_time > -1) && (hitdam > 0))
792 {
793 op->casting_time = -1;
794 if (op->type == PLAYER)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
797 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
798 }
799 }
800 }
801 if (!simple_attack) 775 if (!simple_attack)
802 { 776 {
803 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
804 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
805 * -b.t. */ 779 * -b.t. */
813 787
814 /* 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 */
815 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
816 { 790 {
817 make_visible (op); 791 make_visible (op);
792
818 if (op->type == PLAYER) 793 if (op->type == PLAYER)
819 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!");
820 } 795 }
821 796
822 /* thrown items (hitter) will have various effects 797 /* thrown items (hitter) will have various effects
876} 851}
877 852
878int 853int
879attack_ob (object *op, object *hitter) 854attack_ob (object *op, object *hitter)
880{ 855{
881
882 if (hitter->head)
883 hitter = hitter->head; 856 hitter = hitter->head_ ();
857
884 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);
885} 859}
886 860
887/* op is the arrow, tmp is what is stopping the arrow. 861/* op is the arrow, tmp is what is stopping the arrow.
888 * 862 *
897 * 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
898 * stick around. 872 * stick around.
899 */ 873 */
900 if (op->weight <= 5000 && tmp->stats.hp >= 0) 874 if (op->weight <= 5000 && tmp->stats.hp >= 0)
901 { 875 {
902 if (tmp->head != NULL)
903 tmp = tmp->head; 876 tmp = tmp->head_ ();
904 877
905 op->remove (); 878 op->remove ();
906 op = insert_ob_in_ob (op, tmp); 879 op = insert_ob_in_ob (op, tmp);
907 880
908 if (tmp->type == PLAYER) 881 if (tmp->type == PLAYER)
1015 insert_ob_in_ob (hitter, container); 988 insert_ob_in_ob (hitter, container);
1016 } 989 }
1017 990
1018 return op; 991 return op;
1019} 992}
1020
1021 993
1022void 994void
1023tear_down_wall (object *op) 995tear_down_wall (object *op)
1024{ 996{
1025 int perc = 0; 997 int perc = 0;
1074 SET_FLAG (target, FLAG_SCARED); 1046 SET_FLAG (target, FLAG_SCARED);
1075 if (!target->enemy) 1047 if (!target->enemy)
1076 target->enemy = owner; 1048 target->enemy = owner;
1077} 1049}
1078 1050
1079
1080/* 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
1081 * appropriate attacktype. Only 1 attacktype should be set at a time. 1052 * appropriate attacktype. Only 1 attacktype should be set at a time.
1082 * 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
1083 * take. However, it will do other effects (paralyzation, slow, etc.) 1054 * take. However, it will do other effects (paralyzation, slow, etc.)
1084 * 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
1085 * the attacktype. Makes it easier for the PR code. */ 1056 * the attacktype. Makes it easier for the PR code. */
1086
1087int 1057int
1088hit_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)
1089{ 1059{
1090
1091 int doesnt_slay = 1; 1060 int doesnt_slay = 1;
1092 1061
1093 /* 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 */
1094 if (attacknum >= NROFATTACKS) 1063 if (attacknum >= NROFATTACKS)
1095 { 1064 {
1097 return 0; 1066 return 0;
1098 } 1067 }
1099 1068
1100 if (dam < 0) 1069 if (dam < 0)
1101 { 1070 {
1102 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 ());
1103 return 0; 1073 return 0;
1104 } 1074 }
1105 1075
1106 /* 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
1107 * people can't mess with that or it otherwise get confused. */ 1077 * people can't mess with that or it otherwise get confused. */
1108 if (attacknum == ATNR_INTERNAL) 1078 if (attacknum == ATNR_INTERNAL)
1109 return dam; 1079 return dam;
1110 1080
1111 if (hitter->slaying) 1081 if (hitter->slaying)
1112 { 1082 {
1113 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1083 if ((op->race && strstr (hitter->slaying, op->race))
1114 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1115 { 1085 {
1116 doesnt_slay = 0; 1086 doesnt_slay = 0;
1117 dam *= 3; 1087 dam *= 3;
1118 } 1088 }
1119 } 1089 }
1133 /* Special hack. By default, if immune to something, you 1103 /* Special hack. By default, if immune to something, you
1134 * shouldn't need to worry. However, acid is an exception, since 1104 * shouldn't need to worry. However, acid is an exception, since
1135 * it can still damage your items. Only include attacktypes if 1105 * it can still damage your items. Only include attacktypes if
1136 * special processing is needed */ 1106 * special processing is needed */
1137 1107
1138 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1108 if (op->resist[attacknum] >= 100
1109 && doesnt_slay
1110 && attacknum != ATNR_ACID)
1139 return 0; 1111 return 0;
1140 1112
1141 /* Keep this in order - makes things easier to find */ 1113 /* Keep this in order - makes things easier to find */
1142 1114
1143 switch (attacknum) 1115 switch (attacknum)
1144 { 1116 {
1145 case ATNR_PHYSICAL: 1117 case ATNR_PHYSICAL:
1146 /* here also check for diseases */ 1118 /* here also check for diseases */
1147 check_physically_infect (op, hitter); 1119 check_physically_infect (op, hitter);
1148 break; 1120 break;
1149 1121
1150 /* Don't need to do anything for: 1122 /* Don't need to do anything for:
1151 magic, 1123 magic,
1152 fire, 1124 fire,
1153 electricity, 1125 electricity,
1154 cold */ 1126 cold */
1155 1127
1156 case ATNR_CONFUSION: 1128 case ATNR_CONFUSION:
1157 case ATNR_POISON: 1129 case ATNR_POISON:
1158 case ATNR_SLOW: 1130 case ATNR_SLOW:
1159 case ATNR_PARALYZE: 1131 case ATNR_PARALYZE:
1160 case ATNR_FEAR: 1132 case ATNR_FEAR:
1161 case ATNR_CANCELLATION: 1133 case ATNR_CANCELLATION:
1162 case ATNR_DEPLETE: 1134 case ATNR_DEPLETE:
1163 case ATNR_BLIND: 1135 case ATNR_BLIND:
1164 { 1136 {
1165 /* chance for inflicting a special attack depends on the 1137 /* chance for inflicting a special attack depends on the
1166 * difference between attacker's and defender's level 1138 * difference between attacker's and defender's level
1167 */ 1139 */
1168 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1140 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1169 1141
1170 /* First, only creatures/players with speed can be affected. 1142 /* First, only creatures/players with speed can be affected.
1171 * Second, just getting hit doesn't mean it always affects 1143 * Second, just getting hit doesn't mean it always affects
1172 * you. Third, you still get a saving through against the 1144 * you. Third, you still get a saving through against the
1173 * effect. 1145 * effect.
1174 */ 1146 */
1175 if (op->speed && 1147 if (op->speed &&
1176 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1148 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1177 !(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))
1178 { 1150 {
1179 1151
1180 /* Player has been hit by something */ 1152 /* Player has been hit by something */
1181 if (attacknum == ATNR_CONFUSION) 1153 if (attacknum == ATNR_CONFUSION)
1182 confuse_player (op, hitter, dam); 1154 confuse_player (op, hitter, dam);
1183 else if (attacknum == ATNR_POISON) 1155 else if (attacknum == ATNR_POISON)
1184 poison_player (op, hitter, dam); 1156 poison_player (op, hitter, dam);
1185 else if (attacknum == ATNR_SLOW) 1157 else if (attacknum == ATNR_SLOW)
1186 slow_player (op, hitter, dam); 1158 slow_player (op, hitter, dam);
1187 else if (attacknum == ATNR_PARALYZE) 1159 else if (attacknum == ATNR_PARALYZE)
1188 paralyze_player (op, hitter, dam); 1160 paralyze_player (op, hitter, dam);
1189 else if (attacknum == ATNR_FEAR) 1161 else if (attacknum == ATNR_FEAR)
1190 scare_creature (op, hitter); 1162 scare_creature (op, hitter);
1191 else if (attacknum == ATNR_CANCELLATION) 1163 else if (attacknum == ATNR_CANCELLATION)
1192 cancellation (op); 1164 cancellation (op);
1193 else if (attacknum == ATNR_DEPLETE) 1165 else if (attacknum == ATNR_DEPLETE)
1194 drain_stat (op); 1166 op->drain_stat ();
1195 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))
1196 blind_player (op, hitter, dam); 1168 blind_player (op, hitter, dam);
1197 } 1169 }
1170
1198 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 */
1199 } 1172 }
1200 break; 1173 break;
1174
1201 case ATNR_ACID: 1175 case ATNR_ACID:
1202 { 1176 {
1203 int flag = 0; 1177 int flag = 0;
1204 1178
1205 /* 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
1206 * if your acid resistance is below 50%. */ 1180 * if your acid resistance is below 50%. */
1207 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))
1208 { 1182 {
1209 object *tmp;
1210
1211 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1212 { 1184 {
1213 if (tmp->invisible) 1185 if (tmp->invisible)
1214 continue; 1186 continue;
1215 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1187 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1216 /* >= 10% acid res. on itmes will protect these */ 1188 /* >= 10% acid res. on items will protect these */
1217 continue; 1189 continue;
1218 if (!(tmp->material & M_IRON)) 1190 if (!(tmp->materials & M_IRON))
1219 continue; 1191 continue;
1220 if (tmp->magic < -4) /* Let's stop at -5 */ 1192 if (tmp->magic < -4) /* Let's stop at -5 */
1221 continue; 1193 continue;
1222 if (tmp->type == RING || 1194 if (tmp->type == RING
1223 /* removed boots and gloves from exclusion list in 1195 /* removed boots and gloves from exclusion list in PR */
1224 PR */ 1196 || tmp->type == GIRDLE
1225 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)
1226 continue; /* To avoid some strange effects */ 1201 continue; /* To avoid some strange effects */
1227 1202
1228 /* High damage acid has better chance of corroding 1203 /* High damage acid has better chance of corroding
1229 objects */ 1204 objects */
1230 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)
1231 { 1206 {
1232 if (op->type == PLAYER) 1207 if (op->type == PLAYER)
1233 /* Make this more visible */ 1208 /* Make this more visible */
1234 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1235 "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));
1236 flag = 1; 1211 flag = 1;
1237 tmp->magic--; 1212 tmp->magic--;
1238 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1239 esrv_send_item (op, tmp); 1214 esrv_send_item (op, tmp);
1240 } 1215 }
1241 } 1216 }
1242 if (flag)
1243 fix_player (op); /* Something was corroded */
1244 } 1217
1218 if (flag)
1219 op->update_stats (); /* Something was corroded */
1245 } 1220 }
1221 }
1246 break; 1222 break;
1223
1247 case ATNR_DRAIN: 1224 case ATNR_DRAIN:
1248 { 1225 {
1249 /* rate is the proportion of exp drained. High rate means 1226 /* rate is the proportion of exp drained. High rate means
1250 * not much is drained, low rate means a lot is drained. 1227 * not much is drained, low rate means a lot is drained.
1251 */ 1228 */
1252 int rate; 1229 int rate;
1253 1230
1254 if (op->resist[ATNR_DRAIN] >= 0) 1231 if (op->resist[ATNR_DRAIN] >= 0)
1255 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1232 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1256 else 1233 else
1257 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1234 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1258 1235
1259 if (op->stats.exp <= rate) 1236 if (op->stats.exp <= rate)
1260 { 1237 {
1261 if (op->type == GOLEM) 1238 if (op->type == GOLEM)
1262 dam = 999; /* Its force is "sucked" away. 8) */ 1239 dam = 999; /* Its force is "sucked" away. 8) */
1263 else 1240 else
1264 /* If we can't drain, lets try to do physical damage */ 1241 /* If we can't drain, lets try to do physical damage */
1265 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1242 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1266 } 1243 }
1267 else 1244 else
1268 { 1245 {
1269 /* Randomly give the hitter some hp */ 1246 /* Randomly give the hitter some hp */
1270 if (hitter->stats.hp < hitter->stats.maxhp && 1247 if (hitter->stats.hp < hitter->stats.maxhp &&
1271 (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)
1272 hitter->stats.hp++; 1249 hitter->stats.hp++;
1273 1250
1274 /* Can't do drains on battleground spaces. 1251 /* Can't do drains on battleground spaces.
1275 * 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
1276 * 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,
1277 * nothing happens. 1254 * nothing happens.
1278 * 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
1279 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1280 */ 1257 */
1281 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))
1282 { 1259 {
1283 object *owner = hitter->owner; 1260 object *owner = hitter->owner;
1284 1261
1285 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1286 { 1263 {
1287 if (op->type != PLAYER || owner->type != PLAYER) 1264 if (op->type != PLAYER || owner->type != PLAYER)
1288 change_exp (owner, op->stats.exp / (rate * 2), 1265 change_exp (owner, op->stats.exp / (rate * 2),
1289 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);
1290 } 1267 }
1291 else if (op->type != PLAYER || hitter->type != PLAYER) 1268 else if (op->type != PLAYER || hitter->type != PLAYER)
1292 {
1293 change_exp (hitter, op->stats.exp / (rate * 2), 1269 change_exp (hitter, op->stats.exp / (rate * 2),
1294 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1295 } 1271
1296 change_exp (op, -op->stats.exp / rate, NULL, 0); 1272 change_exp (op, -op->stats.exp / rate, NULL, 0);
1297 } 1273 }
1274
1298 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
1299 * 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,
1300 * as the messages will say you missed 1277 * as the messages will say you missed
1301 */ 1278 */
1302 } 1279 }
1303 } 1280 }
1304 break; 1281 break;
1282
1305 case ATNR_TURN_UNDEAD: 1283 case ATNR_TURN_UNDEAD:
1306 { 1284 {
1307 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1285 if (QUERY_FLAG (op, FLAG_UNDEAD))
1308 { 1286 {
1309 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1287 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1310 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1311 int div = 1; 1289 int div = 1;
1312 1290
1313 /* 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
1314 * at half strength */ 1292 * at half strength */
1315 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1316 div = 2; 1294 div = 2;
1295
1317 /* Give a bonus if you resist turn undead */ 1296 /* Give a bonus if you resist turn undead */
1318 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)))
1319 scare_creature (op, owner); 1298 scare_creature (op, owner);
1320 } 1299 }
1321 else 1300 else
1322 dam = 0; /* don't damage non undead - should we damage 1301 dam = 0; /* don't damage non undead - should we damage
1323 undead? */ 1302 undead? */
1324 } 1303 }
1325 break; 1304 break;
1305
1326 case ATNR_DEATH: 1306 case ATNR_DEATH:
1327 deathstrike_player (op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1328 break; 1308 break;
1309
1329 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1330 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 ());
1331 dam = 0; 1312 dam = 0;
1332 break; 1313 break;
1314
1333 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1334 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 ());
1335 dam = 0; 1317 dam = 0;
1336 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1321 * does no damage. */
1340 break; 1322 break;
1323
1341 case ATNR_HOLYWORD: 1324 case ATNR_HOLYWORD:
1342 { 1325 {
1343 /* This has already been handled by hit_player, 1326 /* This has already been handled by hit_player,
1344 * no need to check twice -- DAMN */ 1327 * no need to check twice -- DAMN */
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1328 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 1329
1347 /* 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 */
1348 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])
1349 scare_creature (op, owner); 1332 scare_creature (op, owner);
1350 } 1333 }
1351 break; 1334 break;
1335
1352 case ATNR_LIFE_STEALING: 1336 case ATNR_LIFE_STEALING:
1353 { 1337 {
1354 int new_hp; 1338 int new_hp;
1355 1339
1356 /* this is replacement to drain for players, instead of taking 1340 /* this is replacement to drain for players, instead of taking
1357 * exp it takes hp. It is geared for players, probably not 1341 * exp it takes hp. It is geared for players, probably not
1358 * much use giving it to monsters 1342 * much use giving it to monsters
1359 * 1343 *
1360 * 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
1361 * damage it does do to the player. Given that, 1345 * damage it does do to the player. Given that,
1362 * 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
1363 * 1000). 1347 * 1000).
1364 */ 1348 */
1365 /* You can't steal life from something undead */ 1349 /* You can't steal life from something undead */
1366 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1350 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1367 return 0; 1351 return 0;
1352
1368 /* If drain protection is higher than life stealing, use that */ 1353 /* If drain protection is higher than life stealing, use that */
1369 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1370 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1371 else 1356 else
1372 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358
1373 /* You die at -1 hp, not zero. */ 1359 /* You die at -1 hp, not zero. */
1374 if (dam > (op->stats.hp + 1)) 1360 if (dam > (op->stats.hp + 1))
1375 dam = op->stats.hp + 1; 1361 dam = op->stats.hp + 1;
1362
1376 new_hp = hitter->stats.hp + dam; 1363 new_hp = hitter->stats.hp + dam;
1377 if (new_hp > hitter->stats.maxhp) 1364 if (new_hp > hitter->stats.maxhp)
1378 new_hp = hitter->stats.maxhp; 1365 new_hp = hitter->stats.maxhp;
1366
1379 if (new_hp > hitter->stats.hp) 1367 if (new_hp > hitter->stats.hp)
1380 hitter->stats.hp = new_hp; 1368 hitter->stats.hp = new_hp;
1381 } 1369 }
1382 } 1370 }
1371
1383 return dam; 1372 return dam;
1384} 1373}
1385
1386 1374
1387/* 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
1388 * allow script procedures to "kill" objects in a combat-like fashion. 1376 * allow script procedures to "kill" objects in a combat-like fashion.
1389 * 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
1390 * Sword. Note that nothing has been changed from the original version 1378 * Sword. Note that nothing has been changed from the original version
1405 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1406 const char *skill; 1394 const char *skill;
1407 int maxdam = 0; 1395 int maxdam = 0;
1408 int battleg = 0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1409 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 */
1410 object *owner = NULL; 1398 object *owner = 0;
1411 object *skop = NULL; 1399 object *skop = 0;
1412 1400
1413 if (op->stats.hp >= 0) 1401 if (op->stats.hp >= 0)
1414 return -1; 1402 return -1;
1415 1403
1416 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1426 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 */
1427 1415
1428 if (op->type == DOOR) 1416 if (op->type == DOOR)
1429 { 1417 {
1430 op->speed = 0.1; 1418 op->set_speed (0.1f);
1431 update_ob_speed (op);
1432 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1433 return maxdam; 1420 return maxdam;
1434 } 1421 }
1435 1422
1436 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1437 { 1424 {
1438 remove_friendly_object (op);
1439
1440 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1441 op->owner->contr->ranges[range_golem] = 0;
1442
1443 op->destroy (); 1425 op->destroy ();
1444 return maxdam; 1426 return maxdam;
1445 } 1427 }
1446 1428
1447 /* Now lets start dealing with experience we get for killing something */ 1429 /* Now lets start dealing with experience we get for killing something */
1475 char buf[256]; 1457 char buf[256];
1476 1458
1477 tmv = localtime (&t); 1459 tmv = localtime (&t);
1478 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1460 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1479 1461
1480 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));
1481 } 1463 }
1482 1464
1483 /* try to filter some things out - basically, if you are 1465 /* try to filter some things out - basically, if you are
1484 * killing a level 1 creature and your level 20, you 1466 * killing a level 1 creature and your level 20, you
1485 * probably don't want to see that. 1467 * probably don't want to see that.
1491 else 1473 else
1492 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));
1493 1475
1494 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1495 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1496 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1497 } 1479 }
1498 1480
1499 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1500 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1501 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1503 * 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
1504 * with spells, pets, whatever, there was no penalty. 1486 * with spells, pets, whatever, there was no penalty.
1505 * Changed to make luck penalty configurable in settings. 1487 * Changed to make luck penalty configurable in settings.
1506 */ 1488 */
1507 if (op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1508 change_luck (owner, -settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1509 1491
1510 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1511 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1512 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1513 */ 1495 */
1514 skill = 0; 1496 skill = 0;
1515 1497
1516 if (hitter->skill && hitter->type != PLAYER) 1498 if (hitter->skill && hitter->type != PLAYER)
1517 skill = hitter->skill; 1499 skill = hitter->skill;
1518 else if (owner->chosen_skill) 1500 else if (owner->chosen_skill)
1519 { 1501 {
1520 skill = owner->chosen_skill->skill;
1521 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1522 } 1504 }
1523 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1524 skill = owner->current_weapon->skill; 1506 skill = owner->current_weapon->skill;
1525 else 1507 else
1526 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");
1527 1509
1528 /* 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
1529 * 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!
1530 */ 1512 */
1531 if ((!skop || skop->type != SKILL) && skill) 1513 if ((!skop || skop->type != SKILL) && skill)
1532 { 1514 {
1533 int i; 1515 int i;
1534 1516
1560 skill = skop->skill; 1542 skill = skop->skill;
1561 1543
1562 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);
1563 1545
1564 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1565 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1566 { 1548 {
1567 int exp; 1549 int exp;
1568 1550
1569 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1570 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1597 if (owner->type != PLAYER || owner->contr->party == NULL) 1579 if (owner->type != PLAYER || owner->contr->party == NULL)
1598 change_exp (owner, exp, skill, 0); 1580 change_exp (owner, exp, skill, 0);
1599 else 1581 else
1600 { 1582 {
1601 int shares = 0, count = 0; 1583 int shares = 0, count = 0;
1602 player *pl;
1603 partylist *party = owner->contr->party; 1584 partylist *party = owner->contr->party;
1604 1585
1605#ifdef PARTY_KILL_LOG
1606 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);
1607#endif 1587
1608 for (pl = first_player; pl != NULL; pl = pl->next) 1588 for_all_players (pl)
1609 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))
1610 { 1590 {
1611 count++; 1591 count++;
1612 shares += (pl->ob->level + 4); 1592 shares += (pl->ob->level + 4);
1613 } 1593 }
1616 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1596 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617 else 1597 else
1618 { 1598 {
1619 int share = exp / shares, given = 0, nexp; 1599 int share = exp / shares, given = 0, nexp;
1620 1600
1621 for (pl = first_player; pl != NULL; pl = pl->next) 1601 for_all_players (pl)
1622 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))
1623 { 1603 {
1624 nexp = (pl->ob->level + 4) * share; 1604 nexp = (pl->ob->level + 4) * share;
1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1605 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626 given += nexp; 1606 given += nexp;
1639 { 1619 {
1640 object *owner1 = op->owner; 1620 object *owner1 = op->owner;
1641 1621
1642 if (owner1 && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1643 { 1623 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1645 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* Maybe we should include the owner that killed this, maybe not */
1646 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);
1647 } 1627 }
1648 1628
1649 remove_friendly_object (op); 1629 remove_friendly_object (op);
1667} 1647}
1668 1648
1669/* 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
1670 * Returns 0 this is not friendly fire 1650 * Returns 0 this is not friendly fire
1671 */ 1651 */
1672
1673int 1652int
1674friendly_fire (object *op, object *hitter) 1653friendly_fire (object *op, object *hitter)
1675{ 1654{
1676 object *owner; 1655 object *owner;
1677 int friendlyfire; 1656 int friendlyfire;
1696 } 1675 }
1697 1676
1698 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)
1699 friendlyfire = 0; 1678 friendlyfire = 0;
1700 } 1679 }
1680
1701 return friendlyfire; 1681 return friendlyfire;
1702} 1682}
1703
1704 1683
1705/* 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.
1706 * 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
1707 * is what is hitting the object, type is the attacktype, and 1686 * is what is hitting the object, type is the attacktype, and
1708 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1709 * dam is base damage - protections/vulnerabilities/slaying matches can 1688 * dam is base damage - protections/vulnerabilities/slaying matches can
1710 * modify it. 1689 * modify it.
1711 */ 1690 */
1712
1713 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1691/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1714 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1692 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1715
1716int 1693int
1717hit_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)
1718{ 1695{
1719 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1696 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1720 int maxattacktype, attacknum; 1697 int maxattacktype, attacknum;
1728 1705
1729 /* 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 */
1730 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))
1731 return 0; 1708 return 0;
1732 1709
1733#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1734 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1735 { 1712 {
1736 object *owner = hitter->owner; 1713 object *owner = hitter->owner;
1737 1714
1738 if (!owner) 1715 if (!owner)
1739 owner = hitter; 1716 owner = hitter;
1740 1717
1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1718 if (owner->type == PLAYER
1719 && (!op_on_battleground (op, 0, 0)
1720 && (op->contr->peaceful || owner->contr->peaceful))
1721 && op != owner)
1742 return 0; 1722 return 0;
1743 } 1723 }
1744#endif
1745 1724
1746 if (body_attack) 1725 if (body_attack)
1747 { 1726 {
1748 /* 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
1749 * return - we still need to process other attacks the spell still 1728 * return - we still need to process other attacks the spell still
1763 } 1742 }
1764 } 1743 }
1765 1744
1766 if (!simple_attack && op->type == DOOR) 1745 if (!simple_attack && op->type == DOOR)
1767 { 1746 {
1768 object *tmp;
1769
1770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1747 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (tmp->type == RUNE || tmp->type == TRAP) 1748 if (tmp->type == RUNE || tmp->type == TRAP)
1772 { 1749 {
1773 spring_trap (tmp, hitter); 1750 spring_trap (tmp, hitter);
1774 1751
1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1752 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1759 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1760 {
1784 /* 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
1785 * destroyed() check above doesn't return, and might get here. 1762 * destroyed() check above doesn't return, and might get here.
1786 */ 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 */
1787 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);
1788 return 0; 1771 return 0;
1789 } 1772 }
1790 1773
1791#ifdef ATTACK_DEBUG 1774#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1798 * 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 */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1782 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100) 1783 if (dam >= 100)
1801 dam /= 100; 1784 dam /= 100;
1802 else 1785 else
1803 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1786 dam = (dam > rndm (0, 99)) ? 1 : 0;
1804 } 1787 }
1805 1788
1806 /* 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
1807 * 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
1808 */ 1791 */
1824 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1825 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1826 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1828 (hitter->title != NULL 1811 (hitter->title != NULL
1829 && (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)))
1830 return 0; 1813 return 0;
1831 } 1814 }
1832 1815
1833 maxattacktype = type; /* initialize this to something */ 1816 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835 { 1818 {
1836 /* 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
1837 * attack types. As such, skip it over. However, if magic is 1820 * attack types. As such, skip it over. However, if magic is
1838 * the only attacktype in the group, then still attack with it 1821 * the only attacktype in the group, then still attack with it
1866 */ 1849 */
1867 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1869 { 1852 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874 1854
1875#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1876 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",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif 1858#endif
1879 } 1859 }
1880 1860
1881 if (!full_hit) 1861 if (!full_hit)
1882 { 1862 {
1883 archetype *at;
1884 int area; 1863 int area;
1885 int remainder; 1864 int remainder;
1886 1865
1887 area = 0; 1866 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1889 area++; 1869 area++;
1870
1890 assert (area > 0); 1871 assert (area > 0);
1891 1872
1892 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */ 1874 value-effect */
1894 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1895 maxdam /= area; 1876 maxdam /= area;
1896 if (RANDOM () % 100 < remainder) 1877 if (rndm (100) < remainder)
1897 maxdam++; 1878 maxdam++;
1898 } 1879 }
1899 1880
1900#ifdef ATTACK_DEBUG 1881#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1882 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1883#endif
1903 1884
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)
1904 if (hitter->owner) 1889 if (hitter->owner)
1905 op->enemy = hitter->owner; 1890 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1891 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1892 op->enemy = hitter;
1908 1893
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1894 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 { 1895 {
1911 /* The unaggressives look after themselves 8) */ 1896 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1897 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1949 /* 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
1950 * that before if the player was immune to ghosthit, the monster 1935 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1936 * remained - that is no longer the case.
1952 */ 1937 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1939 hitter->destroy ();
1959 } 1940
1960 /* Lets handle creatures that are splitting now */ 1941 /* Lets handle creatures that are splitting now */
1961 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))
1962 { 1943 {
1963 int i; 1944 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1971 return maxdam; 1952 return maxdam;
1972 } 1953 }
1973 1954
1974 op->remove (); 1955 op->remove ();
1975 1956
1976 for (i = 0; i < NROFNEWOBJS (op); i++) 1957 for (i = 0; i < op->stats.food; i++)
1977 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
1978 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
1979 int j; 1960 int j;
1980 1961
1981 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
1982 1963
1983 if (friendly) 1964 if (friendly)
1984 { 1965 {
1985 SET_FLAG (tmp, FLAG_FRIENDLY);
1986 add_friendly_object (tmp); 1966 add_friendly_object (tmp);
1987 tmp->attack_movement = PETMOVE; 1967 tmp->attack_movement = PETMOVE;
1968
1988 if (owner != NULL) 1969 if (owner)
1989 tmp->set_owner (owner); 1970 tmp->set_owner (owner);
1990 } 1971 }
1991 1972
1992 if (unaggressive) 1973 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1974 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy (); 1990 hitter->destroy ();
2010 1991
2011 return maxdam; 1992 return maxdam;
2012} 1993}
2013
2014 1994
2015void 1995void
2016poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2017{ 1997{
2018 archetype *at = archetype::find ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2032 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2033 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2057 fix_player (op); 2037 op->update_stats ();
2058 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);
2059 } 2040 }
2041
2060 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2061 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);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 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);
2064 } 2046 }
2047
2065 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2066 } 2049 }
2067 else 2050 else
2068 tmp->stats.food++; 2051 tmp->stats.food++;
2069} 2052}
2073{ 2056{
2074 archetype *at = archetype::find ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2075 object *tmp; 2058 object *tmp;
2076 2059
2077 if (at == NULL) 2060 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2080 } 2062
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 { 2064 {
2083 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2085 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!");
2086 } 2068 }
2087 else 2069 else
2088 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2089 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2091 fix_player (op); 2074 op->update_stats ();
2092} 2075}
2093 2076
2094void 2077void
2095confuse_player (object *op, object *hitter, int dam) 2078confuse_player (object *op, object *hitter, int dam)
2096{ 2079{
2110 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2112 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);
2113 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2115 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2117 2101
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 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
2120 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2121} 2106}
2122 2107
2123void 2108void
2124blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2140 */ 2125 */
2141 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;
2142 2127
2143 tmp = insert_ob_in_ob (tmp, op); 2128 tmp = insert_ob_in_ob (tmp, op);
2144 change_abil (op, tmp); /* Mostly to display any messages */ 2129 change_abil (op, tmp); /* Mostly to display any messages */
2145 fix_player (op); /* This takes care of some other stuff */ 2130 op->update_stats (); /* This takes care of some other stuff */
2146 2131
2147 if (hitter->owner) 2132 if (hitter->owner)
2148 owner = hitter->owner; 2133 owner = hitter->owner;
2149 else 2134 else
2150 owner = hitter; 2135 owner = hitter;
2190 op->speed_left = (float) -(FABS (op->speed) * max); 2175 op->speed_left = (float) -(FABS (op->speed) * max);
2191 2176
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193} 2178}
2194 2179
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 2181 * the computed damaged.
2198 */ 2182 */
2199void 2183void
2200deathstrike_player (object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2208 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2209 2193
2210 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2211 2195
2212 if (hitter->slaying) 2196 if (hitter->slaying)
2213 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))))
2214 return; 2198 return;
2215 2199
2216 def_lev = op->level; 2200 def_lev = op->level;
2217 if (def_lev < 1) 2201 if (def_lev < 1)
2218 { 2202 {
2219 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);
2220 def_lev = 1; 2204 def_lev = 1;
2221 } 2205 }
2206
2222 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;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 2209 atk_lev, def_lev); */
2225 2210
2226 if (atk_lev >= def_lev) 2211 if (atk_lev >= def_lev)
2241 */ 2226 */
2242 *dam *= kill_lev / def_lev; 2227 *dam *= kill_lev / def_lev;
2243 } 2228 }
2244 } 2229 }
2245 else 2230 else
2246 {
2247 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2248 }
2249} 2232}
2250 2233
2251/* thrown_item_effect() - handles any special effects of thrown 2234/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a 2235 * items (like attacking living creatures--a potion thrown at a
2253 * monster). 2236 * monster).
2282 } 2265 }
2283 } 2266 }
2284} 2267}
2285 2268
2286/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288int 2270int
2289adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2290{ 2272{
2291 object *attacker = hitter; 2273 object *attacker = hitter;
2292 int adjust = 0; 2274 int adjust = 0;
2357#endif 2339#endif
2358 2340
2359 return adjust; 2341 return adjust;
2360} 2342}
2361 2343
2362
2363/* determine if the object is an 'aimed' missile */ 2344/* determine if the object is an 'aimed' missile */
2364int 2345int
2365is_aimed_missile (object *op) 2346is_aimed_missile (object *op)
2366{ 2347{
2367 2348
2368 /* 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
2369 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2370 */ 2351 */
2371 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2354 return 1;
2375 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))
2376 return 1; 2356 return 1;
2377 } 2357
2378 return 0; 2358 return 0;
2379} 2359}

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