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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.14 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.14 2006/09/14 17:10:25 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
40 31
41typedef struct att_msg_str 32typedef struct att_msg_str
42{ 33{
43 char *msg1; 34 char *msg1;
44 char *msg2; 35 char *msg2;
50 * its magical benefits. 41 * its magical benefits.
51 */ 42 */
52void 43void
53cancellation (object *op) 44cancellation (object *op)
54{ 45{
55 object *tmp;
56
57 if (op->invisible) 46 if (op->invisible)
58 return; 47 return;
59 48
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 50 {
62 /* Recur through the inventory */ 51 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 54 cancellation (tmp);
66 } 55 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
68 { 57 {
69 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
71 op->magic = 0; 60 op->magic = 0;
61
72 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81}
82 66
83 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
84 71
85/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 74 * any further action (like destroying the item).
88 */ 75 */
89
90int 76int
91did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
92{ 78{
93 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 80 materialtype_t *mt;
95 81
96 if (op->materialname == NULL) 82 if (!op->materialname)
97 { 83 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
99 {
100 if (op->material & mt->material) 85 if (op->materials & mt->material)
101 break; 86 break;
102 }
103 } 87 }
104 else 88 else
105 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
106 if (mt == NULL) 90
91 if (!mt)
107 return TRUE; 92 return TRUE;
93
108 roll = rndm (1, 20); 94 roll = rndm (1, 20);
109 95
110 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
118 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 108
123 if (type == 0) 109 if (type == 0) return TRUE;
124 return TRUE; 110
125 if (roll == 20) 111 if (roll == 20) return TRUE;
126 return TRUE; 112 if (roll == 1) return FALSE;
127 if (roll == 1)
128 return FALSE;
129 113
130 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
131 { 115 {
132 i = 1 << number; 116 i = 1 << number;
117
133 if (!(i & type)) 118 if (!(i & type))
134 continue; 119 continue;
120
135 attacks++; 121 attacks++;
136 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
137 saves++; 123 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 125 saves++;
141 saves++; 127 saves++;
142 } 128 }
143 129
144 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
145 return TRUE; 131 return TRUE;
132
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 134 return FALSE;
135
148 return TRUE; 136 return TRUE;
149} 137}
150 138
151/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 141 * calling cancellation, etc.)
154 */ 142 */
155
156void 143void
157save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
158{ 145{
159 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
160 { 147 {
161 object *env = op->env; 148 object *env = op->env;
162 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 150 maptile *m = op->map;
164 151
165 op = stop_item (op); 152 op = stop_item (op);
166 if (op == NULL) 153 if (op == NULL)
167 return; 154 return;
168 155
169 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 163 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 { 165 {
179 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
180 167
181 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
182
183 if (op)
184 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
185 170
186 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
187 { 172 {
188 if (env) 173 if (env)
189 { 174 env->insert (op);
190 op->x = env->x, op->y = env->y;
191 insert_ob_in_ob (op, env);
192 if (env->contr)
193 esrv_send_item (env, op);
194 }
195 else 175 else
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
199 }
200 } 177 }
201 178
202 return; 179 return;
203 } 180 }
204 181
209 return; 186 return;
210 } 187 }
211 188
212 if (op->nrof > 1) 189 if (op->nrof > 1)
213 { 190 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
215
216 if (op)
217 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
218 } 193 }
219 else 194 else
220 { 195 {
196 // drop everything to the ground, if possible
221 if (op->env) 197 while (op->inv)
222 { 198 op->inv->insert_at (originator);
223 object *tmp = is_player_inv (op->env);
224 199
225 if (tmp) 200 op->destroy ();
226 esrv_del_item (tmp->contr, op->count);
227 }
228
229 if (!QUERY_FLAG (op, FLAG_REMOVED))
230 remove_ob (op);
231
232 free_object (op);
233 } 201 }
234 202
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 204 if (env)
237 { 205 {
238 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
239 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env); 208 env->insert (op);
241 } 209 }
242 else 210 else
243 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
244 212
245 return; 213 return;
246 } 214 }
215
247 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
248 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
249 { 218 {
250 object *tmp;
251 archetype *at = find_archetype ("icecube"); 219 archetype *at = archetype::find (shstr_icecube);
252 220
253 if (at == NULL) 221 if (at == NULL)
254 return; 222 return;
223
255 op = stop_item (op); 224 op = stop_item (op);
256 if (op == NULL) 225 if (op == NULL)
257 return; 226 return;
227
258 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 228 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp)
259 { 230 {
260 tmp = arch_to_object (at); 231 tmp = arch_to_object (at);
261 tmp->x = op->x, tmp->y = op->y; 232 tmp->x = op->x, tmp->y = op->y;
262 /* This was in the old (pre new movement code) - 233 /* This was in the old (pre new movement code) -
263 * icecubes have slow_move set to 1 - don't want 234 * icecubes have slow_move set to 1 - don't want
265 */ 236 */
266 tmp->move_slow_penalty = 0; 237 tmp->move_slow_penalty = 0;
267 tmp->move_slow = 0; 238 tmp->move_slow = 0;
268 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
269 } 240 }
270 if (!QUERY_FLAG (op, FLAG_REMOVED)) 241
271 remove_ob (op); 242 tmp->insert (op);
272 (void) insert_ob_in_ob (op, tmp);
273 return; 243 return;
274 } 244 }
275} 245}
276 246
277/* Object op is hitting the map. 247/* Object op is hitting the map.
278 * op is going in direction 'dir' 248 * op is going in direction 'dir'
279 * type is the attacktype of the object. 249 * type is the attacktype of the object.
280 * full_hit is set if monster area does not matter. 250 * full_hit is set if monster area does not matter.
281 * returns 1 if it hits something, 0 otherwise. 251 * returns 1 if it hits something, 0 otherwise.
282 */ 252 */
283
284int 253int
285hit_map (object *op, int dir, int type, int full_hit) 254hit_map (object *op, int dir, int type, int full_hit)
286{ 255{
287 object *tmp, *next;
288 mapstruct *map; 256 maptile *map;
289 sint16 x, y; 257 sint16 x, y;
290 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 258 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
291 259
292 tag_t op_tag, next_tag = 0;
293
294 if (QUERY_FLAG (op, FLAG_FREED)) 260 if (QUERY_FLAG (op, FLAG_FREED))
295 { 261 {
296 LOG (llevError, "BUG: hit_map(): free object\n"); 262 LOG (llevError, "BUG: hit_map(): free object\n");
297 return 0; 263 return 0;
298 } 264 }
299 265
300 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
301 { 267 {
302 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 268 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
303 return 0; 269 return 0;
304 } 270 }
305 271
306 if (!op->map) 272 if (!op->map)
307 { 273 {
310 } 276 }
311 277
312 if (op->head) 278 if (op->head)
313 op = op->head; 279 op = op->head;
314 280
315 op_tag = op->count; 281 mapxy pos (op);
282 pos.move (dir);
316 283
317 map = op->map; 284 if (!pos.normalise ())
318 x = op->x + freearr_x[dir]; 285 return 0;
319 y = op->y + freearr_y[dir];
320
321 int mflags = get_map_flags (map, &map, x, y, &x, &y);
322 286
323 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
324 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
325 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 289 mapspace &ms = pos.ms ();
290
291 if (ms.flags () & P_SAFE)
326 return 0; 292 return 0;
327 293
328 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
329 * must be out here because it strikes things which are not alive 295 * must be out here because it strikes things which are not alive
330 */ 296 */
331 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 {
332 if (type & AT_COUNTERSPELL) 299 if (type & AT_COUNTERSPELL)
333 { 300 {
334 counterspell (op, dir); /* see spell_effect.c */ 301 counterspell (op, dir); /* see spell_effect.c */
335 302
336 /* If the only attacktype is counterspell or magic, don't need 303 /* If the only attacktype is counterspell or magic, don't need
337 * to do any further processing. 304 * to do any further processing.
338 */
339 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
340 return 0;
341
342 type &= ~AT_COUNTERSPELL;
343 }
344
345 if (type & AT_CHAOS)
346 {
347 shuffle_attack (op, 1); /*1 flag tells it to change the face */
348 update_object (op, UP_OBJ_FACE);
349 type &= ~AT_CHAOS;
350 }
351
352 next = get_map_ob (map, x, y);
353 if (next)
354 next_tag = next->count;
355
356 while (next)
357 {
358 if (was_destroyed (next, next_tag))
359 {
360 /* There may still be objects that were above 'next', but there is no
361 * simple way to find out short of copying all object references and
362 * tags into a temporary array before we start processing the first
363 * object. That's why we just abort.
364 *
365 * This happens whenever attack spells (like fire) hit a pile
366 * of objects. This is not a bug - nor an error. The errormessage
367 * below was spamming the logs for absolutely no reason.
368 */ 305 */
369 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 306 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
370 break; 307 return 0;
308
309 type &= ~AT_COUNTERSPELL;
310 }
311
312 if (type & AT_CHAOS)
371 } 313 {
314 shuffle_attack (op, 1); /* flag tells it to change the face */
315 update_object (op, UP_OBJ_FACE);
316 type &= ~AT_CHAOS;
317 }
318 }
372 319
320 /* There may still be objects that were above 'next', but there is no
321 * simple way to find out short of copying all object references and
322 * tags into a temporary array before we start processing the first
323 * object. That's why we just abort on destroy.
324 *
325 * This happens whenever attack spells (like fire) hit a pile
326 * of objects. This is not a bug - nor an error.
327 */
328 for (object *next = ms.bot; next && !next->destroyed (); )
329 {
373 tmp = next; 330 object *tmp = next;
374 next = tmp->above; 331 next = tmp->above;
375
376 if (next)
377 next_tag = next->count;
378
379 if (QUERY_FLAG (tmp, FLAG_FREED))
380 {
381 LOG (llevError, "BUG: hit_map(): found freed object\n");
382 break;
383 }
384 332
385 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
387 * This is one of the few cases where on_same_map should not be used. 335 * This is one of the few cases where on_same_map should not be used.
388 */ 336 */
389 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
390 continue; 338 continue;
391 339
392 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
393 { 341 {
394 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
395 retflag |= 1; 343 retflag |= 1;
344
396 if (was_destroyed (op, op_tag)) 345 if (op->destroyed ())
397 break; 346 break;
398 } 347 }
399
400 /* Here we are potentially destroying an object. If the object has 348 /* Here we are potentially destroying an object. If the object has
401 * NO_PASS set, it is also immune - you can't destroy walls. Note 349 * NO_PASS set, it is also immune - you can't destroy walls. Note
402 * that weak walls have is_alive set, which prevent objects from 350 * that weak walls have is_alive set, which prevent objects from
403 * passing over/through them. We don't care what type of movement 351 * passing over/through them. We don't care what type of movement
404 * the wall blocks - if it blocks any type of movement, can't be 352 * the wall blocks - if it blocks any type of movement, can't be
405 * destroyed right now. 353 * destroyed right now.
406 */ 354 */
407 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 355 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
408 { 356 {
409 save_throw_object (tmp, type, op); 357 save_throw_object (tmp, type, op);
358
410 if (was_destroyed (op, op_tag)) 359 if (op->destroyed ())
411 break; 360 break;
412 } 361 }
413 } 362 }
414 363
415 return 0; 364 return 0;
418void 367void
419attack_message (int dam, int type, object *op, object *hitter) 368attack_message (int dam, int type, object *op, object *hitter)
420{ 369{
421 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
422 int i, found = 0; 371 int i, found = 0;
423 mapstruct *map; 372 maptile *map;
424 object *next, *tmp; 373 object *next, *tmp;
425 374
426 /* put in a few special messages for some of the common attacktypes 375 /* put in a few special messages for some of the common attacktypes
427 * a player might have. For example, fire, electric, cold, etc 376 * a player might have. For example, fire, electric, cold, etc
428 * [garbled 20010919] 377 * [garbled 20010919]
445 sprintf (buf1, "missed %s", &op->name); 394 sprintf (buf1, "missed %s", &op->name);
446 sprintf (buf2, " misses"); 395 sprintf (buf2, " misses");
447 found++; 396 found++;
448 } 397 }
449 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 398 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
450 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 399 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
451 { 400 {
452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 401 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
453 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 402 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
454 { 403 {
455 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 404 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
467 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 416 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
468 found++; 417 found++;
469 break; 418 break;
470 } 419 }
471 } 420 }
472 else if (hitter->type == PLAYER && IS_LIVE (op)) 421 else if (hitter->type == PLAYER && op->is_alive ())
473 { 422 {
474 if (USING_SKILL (hitter, SK_KARATE)) 423 if (USING_SKILL (hitter, SK_KARATE))
475 { 424 {
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 425 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
477 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 426 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
503 found++; 452 found++;
504 break; 453 break;
505 } 454 }
506 } 455 }
507 } 456 }
457
508 if (found) 458 if (found)
509 { 459 {
510 /* done */ 460 /* done */
511 } 461 }
512 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 462 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
513 { 463 {
514 sprintf (buf1, "hit"); /* just in case */ 464 sprintf (buf1, "hit"); /* just in case */
515 for (i = 0; i < MAXATTACKMESS; i++) 465 for (i = 0; i < MAXATTACKMESS; i++)
516 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 466 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
517 { 467 {
518 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 468 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
519 found++; 469 found++;
520 break; 470 break;
521 } 471 }
522 } 472 }
523 else if (type & AT_DRAIN && IS_LIVE (op)) 473 else if (type & AT_DRAIN && op->is_alive ())
524 { 474 {
525 /* drain is first, because some items have multiple attypes */ 475 /* drain is first, because some items have multiple attypes */
526 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
527 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 477 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
528 { 478 {
530 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 480 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
531 found++; 481 found++;
532 break; 482 break;
533 } 483 }
534 } 484 }
535 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 485 else if (type & AT_ELECTRICITY && op->is_alive ())
536 { 486 {
537 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
538 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 488 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
539 { 489 {
540 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 490 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
541 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 491 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
542 found++; 492 found++;
543 break; 493 break;
544 } 494 }
545 } 495 }
546 else if (type & AT_COLD && IS_LIVE (op)) 496 else if (type & AT_COLD && op->is_alive ())
547 { 497 {
548 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
549 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 499 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
550 { 500 {
551 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 501 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
569 { 519 {
570 int mtype; 520 int mtype;
571 521
572 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
573 { 523 {
574 case WEAP_HIT: 524 case WEAP_HIT:
575 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
576 break; 526 break;
577 case WEAP_SLASH: 527 case WEAP_SLASH:
578 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
579 break; 529 break;
580 case WEAP_PIERCE: 530 case WEAP_PIERCE:
581 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
582 break; 532 break;
583 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
584 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
585 break; 535 break;
586 case WEAP_SLICE: 536 case WEAP_SLICE:
587 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
588 break; 538 break;
589 case WEAP_STAB: 539 case WEAP_STAB:
590 mtype = ATM_STAB; 540 mtype = ATM_STAB;
591 break; 541 break;
592 case WEAP_WHIP: 542 case WEAP_WHIP:
593 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
594 break; 544 break;
595 case WEAP_CRUSH: 545 case WEAP_CRUSH:
596 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
597 break; 547 break;
598 case WEAP_BLUD: 548 case WEAP_BLUD:
599 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
600 break; 550 break;
601 default: 551 default:
602 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
603 break; 553 break;
604 } 554 }
555
605 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
606 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
607 { 558 {
608 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 559 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
609 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
628 strcpy (buf1, "hit"); 579 strcpy (buf1, "hit");
629 strcpy (buf2, " hits"); 580 strcpy (buf2, " hits");
630 } 581 }
631 582
632 /* bail out if a monster is casting spells */ 583 /* bail out if a monster is casting spells */
633 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 584 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
634 return; 585 return;
635 586
636 /* scale down magic considerably. */ 587 /* scale down magic considerably. */
637 if (type & AT_MAGIC && rndm (0, 5)) 588 if (type & AT_MAGIC && rndm (0, 5))
638 return; 589 return;
639 590
640 /* Did a player hurt another player? Inform both! */ 591 /* Did a player hurt another player? Inform both! */
641 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 592 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642 { 593 {
643 if (get_owner (hitter) != NULL) 594 if (hitter->owner != NULL)
644 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 595 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
645 else 596 else
646 { 597 {
647 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
648 if (dam != 0) 600 if (dam != 0)
649 { 601 {
650 if (dam < 10) 602 if (dam < 10)
651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
652 else if (dam < 20) 604 else if (dam < 20)
653 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
654 else 606 else
655 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
656 } 608 }
657 } 609 }
610
658 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
659 } /* end of player hitting player */ 612 } /* end of player hitting player */
660 613
661 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
662 { 615 {
663 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
664 if (dam != 0) 618 if (dam != 0)
665 { 619 {
666 if (dam < 10) 620 if (dam < 10)
667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
668 else if (dam < 20) 622 else if (dam < 20)
669 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
670 else 624 else
671 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
672 } 626 }
627
673 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
674 } 629 }
675 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
676 { 631 {
677 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
678 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 633 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
679 { 634 {
680 i = 4; 635 i = 4;
681 map = hitter->map; 636 map = hitter->map;
682 if (out_of_map (map, hitter->x, hitter->y)) 637 if (out_of_map (map, hitter->x, hitter->y))
683 return; 638 return;
639
684 next = get_map_ob (map, hitter->x, hitter->y); 640 next = GET_MAP_OB (map, hitter->x, hitter->y);
685 if (next) 641 if (next)
686 while (next) 642 while (next)
687 { 643 {
688 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 644 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689 i *= 3; 645 i *= 3;
646
690 tmp = next; 647 tmp = next;
691 next = tmp->above; 648 next = tmp->above;
692 } 649 }
650
693 if (i < 0) 651 if (i < 0)
694 return; 652 return;
653
695 if (rndm (0, i) != 0) 654 if (rndm (0, i) != 0)
696 return; 655 return;
697 } 656 }
698 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
699 return; 658 return;
659
700 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
701 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
702 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
703 } 663 }
704} 664}
705 665
706 666
710 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
711 { 671 {
712 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
713 return 1; 673 return 1;
714 } 674 }
675
715 if ((*target)->head) 676 if ((*target)->head)
716 *target = (*target)->head; 677 *target = (*target)->head;
678
717 if ((*hitter)->head) 679 if ((*hitter)->head)
718 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
719 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
720 { 686 {
721 *simple_attack = 1; 687 *simple_attack = 1;
722 return 0; 688 return 0;
723 } 689 }
690
724 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
725 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
726 { 695 {
727 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
728 return 1; 698 return 1;
729 } 699 }
700
730 *simple_attack = 0; 701 *simple_attack = 0;
731 return 0; 702 return 0;
732} 703}
733 704
734static int 705static int
755attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 726attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
756{ 727{
757 int simple_attack, roll, dam = 0; 728 int simple_attack, roll, dam = 0;
758 uint32 type; 729 uint32 type;
759 shstr op_name; 730 shstr op_name;
760 tag_t op_tag, hitter_tag;
761 731
762 if (get_attack_mode (&op, &hitter, &simple_attack)) 732 if (get_attack_mode (&op, &hitter, &simple_attack))
763 goto error; 733 goto error;
764 734
765 if (hitter->current_weapon) 735 if (hitter->current_weapon)
766 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 736 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767 return RESULT_INT (0); 737 return RESULT_INT (0);
768 738
769 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 739 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770 return RESULT_INT (0); 740 return RESULT_INT (0);
771
772 op_tag = op->count;
773 hitter_tag = hitter->count;
774 741
775 /* 742 /*
776 * A little check to make it more difficult to dance forward and back 743 * A little check to make it more difficult to dance forward and back
777 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
778 */ 745 */
779 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
780 { 747 {
781 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
782 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
783 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
784 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
785 */ 752 */
786 op->speed_left--; 753 --op->speed_left;
787 process_object (op); 754 process_object (op);
755
788 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
789 goto error; 757 goto error;
790 } 758 }
791 759
792 op_name = op->name; 760 op_name = op->name;
793 761
800 /* See if we hit the creature */ 768 /* See if we hit the creature */
801 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
802 { 770 {
803 int hitdam = base_dam; 771 int hitdam = base_dam;
804 772
805 if (settings.casting_time == TRUE)
806 {
807 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
808 {
809 hitter->casting_time = -1;
810 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
811 }
812 if ((op->casting_time > -1) && (hitdam > 0))
813 {
814 op->casting_time = -1;
815 if (op->type == PLAYER)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
818 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
819 }
820 }
821 }
822 if (!simple_attack) 773 if (!simple_attack)
823 { 774 {
824 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
825 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
826 * -b.t. */ 777 * -b.t. */
827 if (QUERY_FLAG (op, FLAG_SLEEP)) 778 if (QUERY_FLAG (op, FLAG_SLEEP))
828 CLEAR_FLAG (op, FLAG_SLEEP); 779 CLEAR_FLAG (op, FLAG_SLEEP);
829 780
830 /* If the victim can't see the attacker, it may alert others 781 /* If the victim can't see the attacker, it may alert others
831 * for help. */ 782 * for help. */
832 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
833 npc_call_help (op); 784 npc_call_help (op);
834 785
835 /* if you were hidden and hit by a creature, you are discovered */ 786 /* if you were hidden and hit by a creature, you are discovered */
836 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
837 { 788 {
838 make_visible (op); 789 make_visible (op);
790
839 if (op->type == PLAYER) 791 if (op->type == PLAYER)
840 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
841 } 793 }
842 794
843 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
844 * when they hit the victim. For things like thrown daggers, 796 * when they hit the victim. For things like thrown daggers,
845 * this sets 'hitter' to the actual dagger, and not the 797 * this sets 'hitter' to the actual dagger, and not the
846 * wrapper object. 798 * wrapper object.
847 */ 799 */
848 thrown_item_effect (hitter, op); 800 thrown_item_effect (hitter, op);
801
849 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 802 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
850 goto leave; 803 goto leave;
851 } 804 }
852 805
853 /* Need to do at least 1 damage, otherwise there is no point 806 /* Need to do at least 1 damage, otherwise there is no point
854 * to go further and it will cause FPE's below. 807 * to go further and it will cause FPE's below.
855 */ 808 */
856 if (hitdam <= 0) 809 if (hitdam <= 0)
857 hitdam = 1; 810 hitdam = 1;
858 811
859 type = hitter->attacktype; 812 type = hitter->attacktype;
813
860 if (!type) 814 if (!type)
861 type = AT_PHYSICAL; 815 type = AT_PHYSICAL;
816
862 /* Handle monsters that hit back */ 817 /* Handle monsters that hit back */
863 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 818 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
864 { 819 {
865 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 820 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
866 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 821 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
822
867 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 823 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
824
868 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 825 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
869 goto leave; 826 goto leave;
870 } 827 }
871 828
872 /* In the new attack code, it should handle multiple attack 829 /* In the new attack code, it should handle multiple attack
873 * types in its area, so remove it from here. 830 * types in its area, so remove it from here.
874 */ 831 */
875 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 832 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
833
876 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 834 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
877 goto leave; 835 goto leave;
878 } /* end of if hitter hit op */ 836 } /* end of if hitter hit op */
879 /* if we missed, dam=0 */ 837 /* if we missed, dam=0 */
880 838
881 /*attack_message(dam, type, op, hitter); */ 839 /*attack_message(dam, type, op, hitter); */
891} 849}
892 850
893int 851int
894attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
895{ 853{
896
897 if (hitter->head)
898 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
899 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
900} 857}
901 858
902/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
903 * 860 *
912 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
913 * stick around. 870 * stick around.
914 */ 871 */
915 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
916 { 873 {
917 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
918 tmp = tmp->head;
919
920 remove_ob (op);
921 op = insert_ob_in_ob (op, tmp);
922
923 if (tmp->type == PLAYER)
924 esrv_send_item (tmp, op);
925
926 return 1; 875 return 1;
927 } 876 }
928 else 877 else
929 return 0; 878 return 0;
930} 879}
938object * 887object *
939hit_with_arrow (object *op, object *victim) 888hit_with_arrow (object *op, object *victim)
940{ 889{
941 object *container, *hitter; 890 object *container, *hitter;
942 int hit_something = 0; 891 int hit_something = 0;
943 tag_t victim_tag, hitter_tag;
944 sint16 victim_x, victim_y;
945 892
946 /* Disassemble missile */ 893 /* Disassemble missile */
947 if (op->inv) 894 if (op->inv)
948 { 895 {
949 container = op; 896 container = op;
950 hitter = op->inv; 897 hitter = op->inv;
951 remove_ob (hitter); 898 hitter->remove ();
952 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
953 /* Note that we now have an empty THROWN_OBJ on the map. Code that 900 /* Note that we now have an empty THROWN_OBJ on the map. Code that
954 * might be called until this THROWN_OBJ is either reassembled or 901 * might be called until this THROWN_OBJ is either reassembled or
955 * removed at the end of this function must be able to deal with empty 902 * removed at the end of this function must be able to deal with empty
956 * THROWN_OBJs. */ 903 * THROWN_OBJs. */
957 } 904 }
958 else 905 else
959 { 906 {
960 container = NULL; 907 container = 0;
961 hitter = op; 908 hitter = op;
962 } 909 }
963 910
964 /* Try to hit victim */ 911 /* Try to hit victim */
965 victim_x = victim->x;
966 victim_y = victim->y;
967 victim_tag = victim->count;
968 hitter_tag = hitter->count;
969
970 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 912 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
971 913
972 /* Arrow attacks door, rune of summoning is triggered, demon is put on 914 /* Arrow attacks door, rune of summoning is triggered, demon is put on
973 * arrow, move_apply() calls this function, arrow sticks in demon, 915 * arrow, move_apply() calls this function, arrow sticks in demon,
974 * attack_ob_simple() returns, and we've got an arrow that still exists 916 * attack_ob_simple() returns, and we've got an arrow that still exists
975 * but is no longer on the map. Ugh. (Beware: Such things can happen at 917 * but is no longer on the map. Ugh. (Beware: Such things can happen at
976 * other places as well!) 918 * other places as well!)
977 */ 919 */
978 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 920 if (hitter->destroyed () || hitter->env != NULL)
979 { 921 {
980 if (container) 922 if (container)
981 { 923 {
982 remove_ob (container); 924 container->remove ();
983 free_object (container); 925 container->destroy ();
984 } 926 }
927
985 return NULL; 928 return 0;
986 } 929 }
987 930
988 /* Missile hit victim */ 931 /* Missile hit victim */
989 /* if the speed is > 10, then this is a fast moving arrow, we go straight 932 /* if the speed is > 10, then this is a fast moving arrow, we go straight
990 * through the target 933 * through the target
991 */ 934 */
992 if (hit_something && op->speed <= 10.0) 935 if (hit_something && op->speed <= 10.0)
993 { 936 {
994 /* Stop arrow */ 937 /* Stop arrow */
995 if (container == NULL) 938 if (!container)
996 { 939 {
997 hitter = fix_stopped_arrow (hitter); 940 hitter = fix_stopped_arrow (hitter);
998 if (hitter == NULL) 941 if (!hitter)
999 return NULL; 942 return 0;
1000 } 943 }
1001 else 944 else
1002 { 945 container->destroy ();
1003 remove_ob (container);
1004 free_object (container);
1005 }
1006 946
1007 /* Try to stick arrow into victim */ 947 /* Try to stick arrow into victim */
1008 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 948 if (!victim->destroyed () && stick_arrow (hitter, victim))
1009 return NULL; 949 return 0;
1010 950
1011 /* Else try to put arrow on victim's map square 951 /* Else try to put arrow on victim's map square
1012 * remove check for P_WALL here. If the arrow got to this 952 * remove check for P_WALL here. If the arrow got to this
1013 * space, that is good enough - with the new movement code, 953 * space, that is good enough - with the new movement code,
1014 * there is now the potential for lots of spaces where something 954 * there is now the potential for lots of spaces where something
1015 * can fly over but not otherwise move over. What is the correct 955 * can fly over but not otherwise move over. What is the correct
1016 * way to handle those otherwise? 956 * way to handle those otherwise?
1017 */ 957 */
1018 if (victim_x != hitter->x || victim_y != hitter->y) 958 if (victim->x != hitter->x || victim->y != hitter->y)
1019 { 959 {
1020 remove_ob (hitter); 960 hitter->remove ();
1021 hitter->x = victim_x; 961 hitter->x = victim->x;
1022 hitter->y = victim_y; 962 hitter->y = victim->y;
1023 insert_ob_in_map (hitter, victim->map, hitter, 0); 963 insert_ob_in_map (hitter, victim->map, hitter, 0);
1024 } 964 }
1025 else 965 else
1026 {
1027 /* Else leave arrow where it is */ 966 /* Else leave arrow where it is */
1028 merge_ob (hitter, NULL); 967 merge_ob (hitter, NULL);
1029 } 968
1030 return NULL; 969 return 0;
1031 } 970 }
1032 971
1033 if (hit_something && op->speed >= 10.0) 972 if (hit_something && op->speed >= 10.0)
1034 op->speed -= 1.0; 973 op->speed -= 1.0;
1035 974
1036 /* Missile missed victim - reassemble missile */ 975 /* Missile missed victim - reassemble missile */
1037 if (container) 976 if (container)
1038 { 977 {
1039 remove_ob (hitter); 978 hitter->remove ();
1040 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
1041 } 980 }
981
1042 return op; 982 return op;
1043} 983}
1044
1045 984
1046void 985void
1047tear_down_wall (object *op) 986tear_down_wall (object *op)
1048{ 987{
1049 int perc = 0; 988 int perc = 0;
1055 } 994 }
1056 else if (!GET_ANIM_ID (op)) 995 else if (!GET_ANIM_ID (op))
1057 { 996 {
1058 /* Object has been called - no animations, so remove it */ 997 /* Object has been called - no animations, so remove it */
1059 if (op->stats.hp < 0) 998 if (op->stats.hp < 0)
999 op->destroy ();
1060 { 1000
1061 remove_ob (op); /* Should update LOS */
1062 free_object (op);
1063 /* Don't know why this is here - remove_ob should do it for us */
1064 /*update_position(m, x, y); */
1065 }
1066 return; /* no animations, so nothing more to do */ 1001 return; /* no animations, so nothing more to do */
1067 } 1002 }
1003
1068 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1005
1069 if (perc >= (int) NUM_ANIMATIONS (op)) 1006 if (perc >= (int) NUM_ANIMATIONS (op))
1070 perc = NUM_ANIMATIONS (op) - 1; 1007 perc = NUM_ANIMATIONS (op) - 1;
1071 else if (perc < 1) 1008 else if (perc < 1)
1072 perc = 1; 1009 perc = 1;
1010
1073 SET_ANIMATION (op, perc); 1011 SET_ANIMATION (op, perc);
1074 update_object (op, UP_OBJ_FACE); 1012 update_object (op, UP_OBJ_FACE);
1013
1075 if (perc == NUM_ANIMATIONS (op) - 1) 1014 if (perc == NUM_ANIMATIONS (op) - 1)
1076 { /* Reached the last animation */ 1015 { /* Reached the last animation */
1077 if (op->face == blank_face) 1016 if (op->face == blank_face)
1078 {
1079 /* If the last face is blank, remove the ob */ 1017 /* If the last face is blank, remove the ob */
1080 remove_ob (op); /* Should update LOS */ 1018 op->destroy ();
1081 free_object (op);
1082
1083 /* remove_ob should call update_position for us */
1084 /*update_position(m, x, y); */
1085
1086 }
1087 else 1019 else
1088 { /* The last face was not blank, leave an image */ 1020 { /* The last face was not blank, leave an image */
1089 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1090 update_all_los (op->map, op->x, op->y); 1022 update_all_los (op->map, op->x, op->y);
1091 op->move_block = 0; 1023 op->move_block = 0;
1095} 1027}
1096 1028
1097void 1029void
1098scare_creature (object *target, object *hitter) 1030scare_creature (object *target, object *hitter)
1099{ 1031{
1100 object *owner = get_owner (hitter); 1032 object *owner = hitter->owner;
1101 1033
1102 if (!owner) 1034 if (!owner)
1103 owner = hitter; 1035 owner = hitter;
1104 1036
1105 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1106 if (!target->enemy) 1038 if (!target->enemy)
1107 target->enemy = owner; 1039 target->enemy = owner;
1108} 1040}
1109
1110 1041
1111/* This returns the amount of damage hitter does to op with the 1042/* This returns the amount of damage hitter does to op with the
1112 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1113 * This doesn't damage the player, but returns how much it should 1044 * This doesn't damage the player, but returns how much it should
1114 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1115 * Note - changed for PR code - we now pass the attack number and not 1046 * Note - changed for PR code - we now pass the attack number and not
1116 * the attacktype. Makes it easier for the PR code. */ 1047 * the attacktype. Makes it easier for the PR code. */
1117
1118int 1048int
1119hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1049hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1120{ 1050{
1121
1122 int doesnt_slay = 1; 1051 int doesnt_slay = 1;
1123 1052
1124 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1125 if (attacknum >= NROFATTACKS) 1054 if (attacknum >= NROFATTACKS)
1126 { 1055 {
1128 return 0; 1057 return 0;
1129 } 1058 }
1130 1059
1131 if (dam < 0) 1060 if (dam < 0)
1132 { 1061 {
1133 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1134 return 0; 1064 return 0;
1135 } 1065 }
1136 1066
1137 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1138 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1139 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1140 return dam; 1070 return dam;
1141 1071
1142 if (hitter->slaying) 1072 if (hitter->slaying)
1143 { 1073 {
1144 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1145 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1146 { 1076 {
1147 doesnt_slay = 0; 1077 doesnt_slay = 0;
1148 dam *= 3; 1078 dam *= 3;
1149 } 1079 }
1150 } 1080 }
1164 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1165 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1166 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1167 * special processing is needed */ 1097 * special processing is needed */
1168 1098
1169 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1170 return 0; 1102 return 0;
1171 1103
1172 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1173 1105
1174 switch (attacknum) 1106 switch (attacknum)
1175 { 1107 {
1176 case ATNR_PHYSICAL: 1108 case ATNR_PHYSICAL:
1177 /* here also check for diseases */ 1109 /* here also check for diseases */
1178 check_physically_infect (op, hitter); 1110 check_physically_infect (op, hitter);
1179 break; 1111 break;
1180 1112
1181 /* Don't need to do anything for: 1113 /* Don't need to do anything for:
1182 magic, 1114 magic,
1183 fire, 1115 fire,
1184 electricity, 1116 electricity,
1185 cold */ 1117 cold */
1186 1118
1187 case ATNR_CONFUSION: 1119 case ATNR_CONFUSION:
1188 case ATNR_POISON: 1120 case ATNR_POISON:
1189 case ATNR_SLOW: 1121 case ATNR_SLOW:
1190 case ATNR_PARALYZE: 1122 case ATNR_PARALYZE:
1191 case ATNR_FEAR: 1123 case ATNR_FEAR:
1192 case ATNR_CANCELLATION: 1124 case ATNR_CANCELLATION:
1193 case ATNR_DEPLETE: 1125 case ATNR_DEPLETE:
1194 case ATNR_BLIND: 1126 case ATNR_BLIND:
1195 { 1127 {
1196 /* chance for inflicting a special attack depends on the 1128 /* chance for inflicting a special attack depends on the
1197 * difference between attacker's and defender's level 1129 * difference between attacker's and defender's level
1198 */ 1130 */
1199 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1200 1132
1201 /* First, only creatures/players with speed can be affected. 1133 /* First, only creatures/players with speed can be affected.
1202 * Second, just getting hit doesn't mean it always affects 1134 * Second, just getting hit doesn't mean it always affects
1203 * you. Third, you still get a saving through against the 1135 * you. Third, you still get a saving through against the
1204 * effect. 1136 * effect.
1205 */ 1137 */
1206 if (op->speed && 1138 if (op->speed &&
1207 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1208 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1209 { 1141 {
1210 1142
1211 /* Player has been hit by something */ 1143 /* Player has been hit by something */
1212 if (attacknum == ATNR_CONFUSION) 1144 if (attacknum == ATNR_CONFUSION)
1213 confuse_player (op, hitter, dam); 1145 confuse_player (op, hitter, dam);
1214 else if (attacknum == ATNR_POISON) 1146 else if (attacknum == ATNR_POISON)
1215 poison_player (op, hitter, dam); 1147 poison_player (op, hitter, dam);
1216 else if (attacknum == ATNR_SLOW) 1148 else if (attacknum == ATNR_SLOW)
1217 slow_player (op, hitter, dam); 1149 slow_player (op, hitter, dam);
1218 else if (attacknum == ATNR_PARALYZE) 1150 else if (attacknum == ATNR_PARALYZE)
1219 paralyze_player (op, hitter, dam); 1151 paralyze_player (op, hitter, dam);
1220 else if (attacknum == ATNR_FEAR) 1152 else if (attacknum == ATNR_FEAR)
1221 scare_creature (op, hitter); 1153 scare_creature (op, hitter);
1222 else if (attacknum == ATNR_CANCELLATION) 1154 else if (attacknum == ATNR_CANCELLATION)
1223 cancellation (op); 1155 cancellation (op);
1224 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1225 drain_stat (op); 1157 op->drain_stat ();
1226 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1227 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1228 } 1160 }
1161
1229 dam = 0; /* These are all effects and don't do real damage */ 1162 dam = 0; /* These are all effects and don't do real damage */
1230 } 1163 }
1231 break; 1164 break;
1165
1232 case ATNR_ACID: 1166 case ATNR_ACID:
1233 { 1167 {
1234 int flag = 0; 1168 int flag = 0;
1235 1169
1236 /* Items only get corroded if you're not on a battleground and 1170 /* Items only get corroded if you're not on a battleground and
1237 * if your acid resistance is below 50%. */ 1171 * if your acid resistance is below 50%. */
1238 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1239 { 1173 {
1240 object *tmp;
1241
1242 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1243 { 1175 {
1244 if (tmp->invisible) 1176 if (tmp->invisible)
1245 continue; 1177 continue;
1246 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1247 /* >= 10% acid res. on itmes will protect these */ 1179 /* >= 10% acid res. on items will protect these */
1248 continue; 1180 continue;
1249 if (!(tmp->material & M_IRON)) 1181 if (!(tmp->materials & M_IRON))
1250 continue; 1182 continue;
1251 if (tmp->magic < -4) /* Let's stop at -5 */ 1183 if (tmp->magic < -4) /* Let's stop at -5 */
1252 continue; 1184 continue;
1253 if (tmp->type == RING || 1185 if (tmp->type == RING
1254 /* removed boots and gloves from exclusion list in 1186 /* removed boots and gloves from exclusion list in PR */
1255 PR */ 1187 || tmp->type == GIRDLE
1256 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1188 || tmp->type == AMULET
1189 || tmp->type == WAND
1190 || tmp->type == ROD
1191 || tmp->type == HORN)
1257 continue; /* To avoid some strange effects */ 1192 continue; /* To avoid some strange effects */
1258 1193
1259 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1260 objects */ 1195 objects */
1261 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1262 { 1202 {
1263 if (op->type == PLAYER)
1264 /* Make this more visible */ 1203 /* Make this more visible */
1265 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1266 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1267 flag = 1; 1206
1268 tmp->magic--; 1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1269 if (op->type == PLAYER)
1270 esrv_send_item (op, tmp);
1271 } 1208 }
1272 } 1209 }
1273 if (flag) 1210 }
1274 fix_player (op); /* Something was corroded */
1275 } 1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1276 } 1214 }
1215 }
1277 break; 1216 break;
1217
1278 case ATNR_DRAIN: 1218 case ATNR_DRAIN:
1279 { 1219 {
1280 /* rate is the proportion of exp drained. High rate means 1220 /* rate is the proportion of exp drained. High rate means
1281 * not much is drained, low rate means a lot is drained. 1221 * not much is drained, low rate means a lot is drained.
1282 */ 1222 */
1283 int rate; 1223 int rate;
1284 1224
1285 if (op->resist[ATNR_DRAIN] >= 0) 1225 if (op->resist[ATNR_DRAIN] >= 0)
1286 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1287 else 1227 else
1288 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1289 1229
1290 if (op->stats.exp <= rate) 1230 if (op->stats.exp <= rate)
1291 { 1231 {
1292 if (op->type == GOLEM) 1232 if (op->type == GOLEM)
1293 dam = 999; /* Its force is "sucked" away. 8) */ 1233 dam = 999; /* Its force is "sucked" away. 8) */
1294 else 1234 else
1295 /* If we can't drain, lets try to do physical damage */ 1235 /* If we can't drain, lets try to do physical damage */
1296 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1297 } 1237 }
1298 else 1238 else
1299 { 1239 {
1300 /* Randomly give the hitter some hp */ 1240 /* Randomly give the hitter some hp */
1301 if (hitter->stats.hp < hitter->stats.maxhp && 1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1302 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1303 hitter->stats.hp++; 1243 hitter->stats.hp++;
1304 1244
1305 /* Can't do drains on battleground spaces. 1245 /* Can't do drains on battleground spaces.
1306 * Move the wiz check up here - before, the hitter wouldn't gain exp 1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1307 * exp, but the wiz would still lose exp! If drainee is a wiz, 1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1308 * nothing happens. 1248 * nothing happens.
1309 * Try to credit the owner. We try to display player -> player drain 1249 * Try to credit the owner. We try to display player -> player drain
1310 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1311 */ 1251 */
1312 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1313 { 1253 {
1314 object *owner = get_owner (hitter); 1254 object *owner = hitter->owner;
1315 1255
1316 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1317 { 1257 {
1318 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1319 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1320 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321 } 1261 }
1322 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1323 {
1324 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1326 } 1265
1327 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1328 } 1267 }
1268
1329 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1330 * drain attack, you won't know that you are actually sucking out EXP, 1270 * drain attack, you won't know that you are actually sucking out EXP,
1331 * as the messages will say you missed 1271 * as the messages will say you missed
1332 */ 1272 */
1333 } 1273 }
1334 } 1274 }
1335 break; 1275 break;
1276
1336 case ATNR_TURN_UNDEAD: 1277 case ATNR_TURN_UNDEAD:
1337 { 1278 {
1338 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1339 { 1280 {
1340 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1341 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1342 int div = 1; 1283 int div = 1;
1343 1284
1344 /* if undead are not an enemy of your god, you turn them 1285 /* if undead are not an enemy of your god, you turn them
1345 * at half strength */ 1286 * at half strength */
1346 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1347 div = 2; 1288 div = 2;
1289
1348 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1349 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1350 scare_creature (op, owner); 1292 scare_creature (op, owner);
1351 } 1293 }
1352 else 1294 else
1353 dam = 0; /* don't damage non undead - should we damage 1295 dam = 0; /* don't damage non undead - should we damage
1354 undead? */ 1296 undead? */
1355 } 1297 }
1356 break; 1298 break;
1299
1357 case ATNR_DEATH: 1300 case ATNR_DEATH:
1358 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1359 break; 1302 break;
1303
1360 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1361 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1362 dam = 0; 1306 dam = 0;
1363 break; 1307 break;
1308
1364 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1365 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1366 dam = 0; 1311 dam = 0;
1367 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1368 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1369 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1370 * does no damage. */ 1315 * does no damage. */
1371 break; 1316 break;
1317
1372 case ATNR_HOLYWORD: 1318 case ATNR_HOLYWORD:
1373 { 1319 {
1374 /* This has already been handled by hit_player, 1320 /* This has already been handled by hit_player,
1375 * no need to check twice -- DAMN */ 1321 * no need to check twice -- DAMN */
1376 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1377 1323
1378 /* As with turn undead above, give a bonus on the saving throw */ 1324 /* As with turn undead above, give a bonus on the saving throw */
1379 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1380 scare_creature (op, owner); 1326 scare_creature (op, owner);
1381 } 1327 }
1382 break; 1328 break;
1329
1383 case ATNR_LIFE_STEALING: 1330 case ATNR_LIFE_STEALING:
1384 { 1331 {
1385 int new_hp; 1332 int new_hp;
1386 1333
1387 /* this is replacement to drain for players, instead of taking 1334 /* this is replacement to drain for players, instead of taking
1388 * exp it takes hp. It is geared for players, probably not 1335 * exp it takes hp. It is geared for players, probably not
1389 * much use giving it to monsters 1336 * much use giving it to monsters
1390 * 1337 *
1391 * life stealing doesn't do a lot of damage, but it gives the 1338 * life stealing doesn't do a lot of damage, but it gives the
1392 * damage it does do to the player. Given that, 1339 * damage it does do to the player. Given that,
1393 * it only does 1/10'th normal damage (hence the divide by 1340 * it only does 1/10'th normal damage (hence the divide by
1394 * 1000). 1341 * 1000).
1395 */ 1342 */
1396 /* You can't steal life from something undead */ 1343 /* You can't steal life from something undead */
1397 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1398 return 0; 1345 return 0;
1346
1399 /* If drain protection is higher than life stealing, use that */ 1347 /* If drain protection is higher than life stealing, use that */
1400 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1401 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1402 else 1350 else
1403 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1404 /* You die at -1 hp, not zero. */ 1353 /* You die at -1 hp, not zero. */
1405 if (dam > (op->stats.hp + 1)) 1354 if (dam > (op->stats.hp + 1))
1406 dam = op->stats.hp + 1; 1355 dam = op->stats.hp + 1;
1356
1407 new_hp = hitter->stats.hp + dam; 1357 new_hp = hitter->stats.hp + dam;
1408 if (new_hp > hitter->stats.maxhp) 1358 if (new_hp > hitter->stats.maxhp)
1409 new_hp = hitter->stats.maxhp; 1359 new_hp = hitter->stats.maxhp;
1360
1410 if (new_hp > hitter->stats.hp) 1361 if (new_hp > hitter->stats.hp)
1411 hitter->stats.hp = new_hp; 1362 hitter->stats.hp = new_hp;
1412 } 1363 }
1413 } 1364 }
1365
1414 return dam; 1366 return dam;
1415} 1367}
1416
1417 1368
1418/* GROS: This code comes from hit_player. It has been made external to 1369/* GROS: This code comes from hit_player. It has been made external to
1419 * allow script procedures to "kill" objects in a combat-like fashion. 1370 * allow script procedures to "kill" objects in a combat-like fashion.
1420 * It was initially used by (kill-object) developed for the Collector's 1371 * It was initially used by (kill-object) developed for the Collector's
1421 * Sword. Note that nothing has been changed from the original version 1372 * Sword. Note that nothing has been changed from the original version
1436 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1437 const char *skill; 1388 const char *skill;
1438 int maxdam = 0; 1389 int maxdam = 0;
1439 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1440 int pk = 0; /* true if op and what controls hitter are both players */ 1391 int pk = 0; /* true if op and what controls hitter are both players */
1441 object *owner = NULL; 1392 object *owner = 0;
1442 object *skop = NULL; 1393 object *skop = 0;
1443 1394
1444 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1445 return -1; 1396 return -1;
1446 1397
1447 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1456 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1457 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1458 1409
1459 if (op->type == DOOR) 1410 if (op->type == DOOR)
1460 { 1411 {
1461 op->speed = 0.1; 1412 op->set_speed (0.1f);
1462 update_ob_speed (op);
1463 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1464 return maxdam; 1414 return maxdam;
1465 } 1415 }
1416
1466 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1467 { 1418 {
1468 remove_friendly_object (op); 1419 op->destroy ();
1469 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1470 {
1471 op->owner->contr->ranges[range_golem] = NULL;
1472 op->owner->contr->golem_count = 0;
1473 }
1474
1475 remove_ob (op);
1476 free_object (op);
1477 return maxdam; 1420 return maxdam;
1478 } 1421 }
1479 1422
1480 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1481 1424
1482 owner = get_owner (hitter); 1425 owner = hitter->owner;
1483 if (owner == NULL) 1426 if (!owner)
1484 owner = hitter; 1427 owner = hitter;
1485 1428
1486 /* is the victim (op) standing on battleground? */ 1429 /* is the victim (op) standing on battleground? */
1487 if (op_on_battleground (op, NULL, NULL)) 1430 if (op_on_battleground (op, NULL, NULL))
1488 battleg = 1; 1431 battleg = 1;
1492 pk = 1; 1435 pk = 1;
1493 1436
1494 /* Player killed something */ 1437 /* Player killed something */
1495 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1496 { 1439 {
1497 Log_Kill (owner->name,
1498 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1499
1500 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1501 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1502 * ip address is included. 1442 * ip address is included.
1503 */ 1443 */
1504 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1508 char buf[256]; 1448 char buf[256];
1509 1449
1510 tmv = localtime (&t); 1450 tmv = localtime (&t);
1511 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1451 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1512 1452
1513 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1453 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1514 } 1454 }
1515 1455
1516 /* try to filter some things out - basically, if you are 1456 /* try to filter some things out - basically, if you are
1517 * killing a level 1 creature and your level 20, you 1457 * killing a level 1 creature and your level 20, you
1518 * probably don't want to see that. 1458 * probably don't want to see that.
1519 */ 1459 */
1520 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1460 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1521 { 1461 {
1522 if (owner != hitter) 1462 if (owner != hitter)
1523 {
1524 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1463 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1525 }
1526 else 1464 else
1527 {
1528 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1529 } 1466
1530 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1531 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1532 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1533 } 1470 }
1534 1471
1535 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1536 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1537 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1539 * player that the object belonged to - so if you killed another player 1476 * player that the object belonged to - so if you killed another player
1540 * with spells, pets, whatever, there was no penalty. 1477 * with spells, pets, whatever, there was no penalty.
1541 * Changed to make luck penalty configurable in settings. 1478 * Changed to make luck penalty configurable in settings.
1542 */ 1479 */
1543 if (op->type == PLAYER && owner != op && !battleg) 1480 if (op->type == PLAYER && owner != op && !battleg)
1544 change_luck (owner, -settings.pk_luck_penalty); 1481 owner->change_luck (-settings.pk_luck_penalty);
1545 1482
1546 /* This code below deals with finding the appropriate skill 1483 /* This code below deals with finding the appropriate skill
1547 * to credit exp to. This is a bit problematic - we should 1484 * to credit exp to. This is a bit problematic - we should
1548 * probably never really have to look at current_weapon->skill 1485 * probably never really have to look at current_weapon->skill
1549 */ 1486 */
1550 skill = NULL; 1487 skill = 0;
1488
1551 if (hitter->skill && hitter->type != PLAYER) 1489 if (hitter->skill && hitter->type != PLAYER)
1552 skill = hitter->skill; 1490 skill = hitter->skill;
1553 else if (owner->chosen_skill) 1491 else if (owner->chosen_skill)
1554 { 1492 {
1555 skill = owner->chosen_skill->skill;
1556 skop = owner->chosen_skill; 1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1557 } 1495 }
1558 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1559 skill = owner->current_weapon->skill; 1497 skill = owner->current_weapon->skill;
1560 else 1498 else
1561 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1562 1500
1563 /* We have the skill we want to credit to - now find the object this goes 1501 /* We have the skill we want to credit to - now find the object this goes
1564 * to. Make sure skop is an actual skill, and not a skill tool! 1502 * to. Make sure skop is an actual skill, and not a skill tool!
1565 */ 1503 */
1566 if ((!skop || skop->type != SKILL) && skill) 1504 if ((!skop || skop->type != SKILL) && skill)
1567 { 1505 {
1568 int i; 1506 int i;
1569 1507
1574 break; 1512 break;
1575 } 1513 }
1576 } 1514 }
1577 } /* Was it a player that hit somethign */ 1515 } /* Was it a player that hit somethign */
1578 else 1516 else
1579 {
1580 skill = NULL; 1517 skill = 0;
1581 }
1582 1518
1583 /* Pet (or spell) killed something. */ 1519 /* Pet (or spell) killed something. */
1584 if (owner != hitter) 1520 if (owner != hitter)
1585 {
1586 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1587 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 }
1589 else 1523 else
1590 {
1591 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1592 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1593 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1594 } 1527
1595 /* These may have been set in the player code section above */ 1528 /* These may have been set in the player code section above */
1596 if (!skop) 1529 if (!skop)
1597 skop = hitter->chosen_skill; 1530 skop = hitter->chosen_skill;
1531
1598 if (!skill && skop) 1532 if (!skill && skop)
1599 skill = skop->skill; 1533 skill = skop->skill;
1600 1534
1601 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1602 1536
1603
1604 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1605 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1606 { 1539 {
1607 int exp; 1540 int exp;
1608 1541
1609 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1610 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1611 if (op->type == PLAYER) 1544 if (op->type == PLAYER)
1612 { 1545 {
1613 if (battleg) 1546 if (battleg)
1614 { 1547 {
1615 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1548 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1633 1566
1634 if (!settings.simple_exp) 1567 if (!settings.simple_exp)
1635 exp = exp / 2; 1568 exp = exp / 2;
1636 1569
1637 if (owner->type != PLAYER || owner->contr->party == NULL) 1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1638 {
1639 change_exp (owner, exp, skill, 0); 1571 change_exp (owner, exp, skill, 0);
1640 }
1641 else 1572 else
1642 { 1573 {
1643 int shares = 0, count = 0; 1574 int shares = 0, count = 0;
1644
1645 player *pl;
1646
1647 partylist *party = owner->contr->party; 1575 partylist *party = owner->contr->party;
1648 1576
1649#ifdef PARTY_KILL_LOG
1650 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1651#endif 1578
1652 for (pl = first_player; pl != NULL; pl = pl->next) 1579 for_all_players (pl)
1653 {
1654 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1580 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1655 { 1581 {
1656 count++; 1582 count++;
1657 shares += (pl->ob->level + 4); 1583 shares += (pl->ob->level + 4);
1658 } 1584 }
1659 } 1585
1660 if (count == 1 || shares > exp) 1586 if (count == 1 || shares > exp || !shares)
1661 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1587 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1662 else 1588 else
1663 { 1589 {
1664 int share = exp / shares, given = 0, nexp; 1590 int share = exp / shares, given = 0, nexp;
1665 1591
1666 for (pl = first_player; pl != NULL; pl = pl->next) 1592 for_all_players (pl)
1667 {
1668 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1669 { 1594 {
1670 nexp = (pl->ob->level + 4) * share; 1595 nexp = (pl->ob->level + 4) * share;
1671 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1596 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1672 given += nexp; 1597 given += nexp;
1673 } 1598 }
1674 } 1599
1675 exp -= given; 1600 exp -= given;
1676 /* give any remainder to the player */ 1601 /* give any remainder to the player */
1677 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1602 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1678 } 1603 }
1679 } /* else part of a party */ 1604 } /* else part of a party */
1680
1681 } /* end if person didn't kill himself */ 1605 } /* end if person didn't kill himself */
1682 1606
1683 if (op->type != PLAYER) 1607 if (op->type != PLAYER)
1684 { 1608 {
1685 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1609 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1686 { 1610 {
1687 object *owner1 = get_owner (op); 1611 object *owner1 = op->owner;
1688 1612
1689 if (owner1 != NULL && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1690 { 1614 {
1691 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1692 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1693 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1694 } 1618 }
1695 1619
1696 remove_friendly_object (op); 1620 remove_friendly_object (op);
1697 } 1621 }
1698 1622
1699 remove_ob (op); 1623 op->destroy ();
1700 free_object (op);
1701 } 1624 }
1702 /* Player has been killed! */
1703 else 1625 else
1704 { 1626 /* Player has been killed! */
1705 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1706 {
1707 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1708 }
1709 else
1710 assign (op->contr->killer, hitter->name);
1711 }
1712 1628
1713 /* This was return -1 - that doesn't seem correct - if we return -1, process 1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1714 * continues in the calling function. 1630 * continues in the calling function.
1715 */ 1631 */
1716 return maxdam; 1632 return maxdam;
1717} 1633}
1718 1634
1719/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1635/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1720 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1721 */ 1637 */
1722
1723int 1638int
1724friendly_fire (object *op, object *hitter) 1639friendly_fire (object *op, object *hitter)
1725{ 1640{
1726 object *owner; 1641 object *owner;
1727 int friendlyfire; 1642 int friendlyfire;
1737 return 0; 1652 return 0;
1738 1653
1739 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1654 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1740 return 1; 1655 return 1;
1741 1656
1742 if ((owner = get_owner (hitter)) != NULL) 1657 if ((owner = hitter->owner) != NULL)
1743 { 1658 {
1744 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1659 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1745 friendlyfire = 2; 1660 friendlyfire = 2;
1746 } 1661 }
1747 1662
1748 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1749 friendlyfire = 0; 1664 friendlyfire = 0;
1750 } 1665 }
1666
1751 return friendlyfire; 1667 return friendlyfire;
1752} 1668}
1753
1754 1669
1755/* This isn't used just for players, but in fact most objects. 1670/* This isn't used just for players, but in fact most objects.
1756 * op is the object to be hit, dam is the amount of damage, hitter 1671 * op is the object to be hit, dam is the amount of damage, hitter
1757 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1758 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1759 * dam is base damage - protections/vulnerabilities/slaying matches can 1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1760 * modify it. 1675 * modify it.
1761 */ 1676 */
1762
1763 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1764 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1765
1766int 1679int
1767hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1680hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1768{ 1681{
1769 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1770 int maxattacktype, attacknum; 1683 int maxattacktype, attacknum;
1771 int body_attack = op && op->head; /* Did we hit op's head? */ 1684 int body_attack = op && op->head; /* Did we hit op's head? */
1772 int simple_attack; 1685 int simple_attack;
1773 tag_t op_tag, hitter_tag;
1774 int rtn_kill = 0; 1686 int rtn_kill = 0;
1775 int friendlyfire; 1687 int friendlyfire;
1776 1688
1777 if (get_attack_mode (&op, &hitter, &simple_attack)) 1689 if (get_attack_mode (&op, &hitter, &simple_attack))
1778 return 0; 1690 return 0;
1779 1691
1780 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1692 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1781 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1782 return 0; 1694 return 0;
1783 1695
1784#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1785 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1786 { 1698 {
1787 object *owner = get_owner (hitter); 1699 object *owner = hitter->owner;
1788 1700
1789 if (!owner) 1701 if (!owner)
1790 owner = hitter; 1702 owner = hitter;
1791 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1703
1792 { 1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1793 return 0; 1708 return 0;
1794 }
1795 } 1709 }
1796#endif
1797
1798 op_tag = op->count;
1799 hitter_tag = hitter->count;
1800 1710
1801 if (body_attack) 1711 if (body_attack)
1802 { 1712 {
1803 /* slow and paralyze must hit the head. But we don't want to just 1713 /* slow and paralyze must hit the head. But we don't want to just
1804 * return - we still need to process other attacks the spell still 1714 * return - we still need to process other attacks the spell still
1810 * attack so we don't cancel out things like magic bullet. 1720 * attack so we don't cancel out things like magic bullet.
1811 */ 1721 */
1812 if (type & (AT_PARALYZE | AT_SLOW)) 1722 if (type & (AT_PARALYZE | AT_SLOW))
1813 { 1723 {
1814 type &= ~(AT_PARALYZE | AT_SLOW); 1724 type &= ~(AT_PARALYZE | AT_SLOW);
1725
1815 if (!type || type == AT_MAGIC) 1726 if (!type || type == AT_MAGIC)
1816 return 0; 1727 return 0;
1817 } 1728 }
1818 } 1729 }
1819 1730
1820 if (!simple_attack && op->type == DOOR) 1731 if (!simple_attack && op->type == DOOR)
1821 { 1732 {
1822 object *tmp;
1823
1824 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1825 if (tmp->type == RUNE || tmp->type == TRAP) 1734 if (tmp->type == RUNE || tmp->type == TRAP)
1826 { 1735 {
1827 spring_trap (tmp, hitter); 1736 spring_trap (tmp, hitter);
1737
1828 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1829 return 0; 1739 return 0;
1740
1830 break; 1741 break;
1831 } 1742 }
1832 } 1743 }
1833 1744
1834 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1835 { 1746 {
1836 /* FIXME: If a player is killed by a rune in a door, the 1747 /* FIXME: If a player is killed by a rune in a door, the
1837 * was_destroyed() check above doesn't return, and might get here. 1748 * destroyed() check above doesn't return, and might get here.
1838 */ 1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1839 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1840 return 0; 1757 return 0;
1841 } 1758 }
1842 1759
1843#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1844 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1850 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1767 * in case 0>dam>1, we try to "simulate" a float value-effect */
1851 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1852 if (dam >= 100) 1769 if (dam >= 100)
1853 dam /= 100; 1770 dam /= 100;
1854 else 1771 else
1855 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1856 } 1773 }
1857 1774
1858 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1775 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1859 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1776 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1860 */ 1777 */
1876 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1877 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1878 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1879 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1880 (hitter->title != NULL 1797 (hitter->title != NULL
1881 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1882 return 0; 1799 return 0;
1883 } 1800 }
1884 1801
1885 maxattacktype = type; /* initialize this to something */ 1802 maxattacktype = type; /* initialise this to something */
1886 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1887 { 1804 {
1888 /* Magic isn't really a true attack type - it gets combined with other 1805 /* Magic isn't really a true attack type - it gets combined with other
1889 * attack types. As such, skip it over. However, if magic is 1806 * attack types. As such, skip it over. However, if magic is
1890 * the only attacktype in the group, then still attack with it 1807 * the only attacktype in the group, then still attack with it
1918 */ 1835 */
1919 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1920 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1921 { 1838 {
1922 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1923#ifndef COZY_SERVER
1924 maxdam++;
1925#endif
1926 1840
1927#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1928 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1929 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1930#endif 1844#endif
1931 } 1845 }
1932 1846
1933 if (!full_hit) 1847 if (!full_hit)
1934 { 1848 {
1935 archetype *at;
1936 int area; 1849 int area;
1937 int remainder; 1850 int remainder;
1938 1851
1939 area = 0; 1852 area = 0;
1940 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1941 area++; 1855 area++;
1856
1942 assert (area > 0); 1857 assert (area > 0);
1943 1858
1944 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1945 value-effect */ 1860 value-effect */
1946 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1947 maxdam /= area; 1862 maxdam /= area;
1948 if (RANDOM () % 100 < remainder) 1863 if (rndm (100) < remainder)
1949 maxdam++; 1864 maxdam++;
1950 } 1865 }
1951 1866
1952#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1953 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1954#endif 1869#endif
1955 1870
1956 if (get_owner (hitter)) 1871 // for now, only do this for active objects, otherwise they
1872 // keep a refcount for a long time and I see no usefulness
1873 // for an non-active objetc to know its enemy.
1874 if (op->active)
1875 if (hitter->owner)
1957 op->enemy = hitter->owner; 1876 op->enemy = hitter->owner;
1958 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1959 op->enemy = hitter; 1878 op->enemy = hitter;
1960 1879
1961 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1962 { 1881 {
1963 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1964 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1986 1905
1987 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1906 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1988 { 1907 {
1989 if (maxdam) 1908 if (maxdam)
1990 tear_down_wall (op); 1909 tear_down_wall (op);
1910
1991 return maxdam; /* nothing more to do for wall */ 1911 return maxdam; /* nothing more to do for wall */
1992 } 1912 }
1993 1913
1994 /* See if the creature has been killed */ 1914 /* See if the creature has been killed */
1995 rtn_kill = kill_object (op, maxdam, hitter, type); 1915 rtn_kill = kill_object (op, maxdam, hitter, type);
2000 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2001 * that before if the player was immune to ghosthit, the monster 1921 * that before if the player was immune to ghosthit, the monster
2002 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
2003 */ 1923 */
2004 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2005 { 1925 hitter->destroy ();
2006 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1926
2007 remove_friendly_object (hitter);
2008 remove_ob (hitter);
2009 free_object (hitter);
2010 }
2011 /* Lets handle creatures that are splitting now */ 1927 /* Lets handle creatures that are splitting now */
2012 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2013 { 1929 {
2014 int i; 1930 int i;
2015 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2016 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1932 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2017 object *owner = get_owner (op); 1933 object *owner = op->owner;
2018 1934
2019 if (!op->other_arch) 1935 if (!op->other_arch)
2020 { 1936 {
2021 LOG (llevError, "SPLITTING without other_arch error.\n"); 1937 LOG (llevError, "SPLITTING without other_arch error.\n");
2022 return maxdam; 1938 return maxdam;
2023 } 1939 }
1940
2024 remove_ob (op); 1941 op->remove ();
2025 for (i = 0; i < NROFNEWOBJS (op); i++) 1942
1943 for (i = 0; i < op->stats.food; i++)
2026 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
2027 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
2028 int j; 1946 int j;
2029 1947
2030 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
1949
2031 if (friendly) 1950 if (friendly)
2032 { 1951 {
2033 SET_FLAG (tmp, FLAG_FRIENDLY);
2034 add_friendly_object (tmp); 1952 add_friendly_object (tmp);
2035 tmp->attack_movement = PETMOVE; 1953 tmp->attack_movement = PETMOVE;
1954
2036 if (owner != NULL) 1955 if (owner)
2037 set_owner (tmp, owner); 1956 tmp->set_owner (owner);
2038 } 1957 }
1958
2039 if (unaggressive) 1959 if (unaggressive)
2040 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1961
2041 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1962 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1963
2042 if (j == -1) /* No spot to put this monster */ 1964 if (j == -1) /* No spot to put this monster */
2043 free_object (tmp); 1965 tmp->destroy ();
2044 else 1966 else
2045 { 1967 {
2046 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2047 insert_ob_in_map (tmp, op->map, NULL, 0); 1969 insert_ob_in_map (tmp, op->map, NULL, 0);
2048 } 1970 }
2049 } 1971 }
2050 if (friendly) 1972
2051 remove_friendly_object (op); 1973 op->destroy ();
2052 free_object (op);
2053 } 1974 }
2054 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2055 { 1976 hitter->destroy ();
2056 remove_ob (hitter); 1977
2057 free_object (hitter);
2058 }
2059 return maxdam; 1978 return maxdam;
2060} 1979}
2061
2062 1980
2063void 1981void
2064poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2065{ 1983{
2066 archetype *at = find_archetype ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2067 object *tmp = present_arch_in_ob (at, op); 1985 object *tmp = present_arch_in_ob (at, op);
2068 1986
2069 if (tmp == NULL) 1987 if (tmp == NULL)
2070 { 1988 {
2071 if ((tmp = arch_to_object (at)) == NULL) 1989 if ((tmp = arch_to_object (at)) == NULL)
2084 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2002 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2085 tmp->stats.dam += hitter->level / 2; 2003 tmp->stats.dam += hitter->level / 2;
2086 else 2004 else
2087 tmp->stats.dam = dam; 2005 tmp->stats.dam = dam;
2088 2006
2089 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2007 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2090 if (hitter->skill && hitter->skill != tmp->skill) 2008 if (hitter->skill && hitter->skill != tmp->skill)
2091 { 2009 {
2092 tmp->skill = hitter->skill; 2010 tmp->skill = hitter->skill;
2093 } 2011 }
2094 2012
2100 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2101 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2102 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2103 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2104 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2105 fix_player (op); 2023 op->update_stats ();
2106 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
2107 } 2026 }
2027
2108 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2109 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2110 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2111 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2112 } 2032 }
2033
2113 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2114 } 2035 }
2115 else 2036 else
2116 tmp->stats.food++; 2037 tmp->stats.food++;
2117} 2038}
2118 2039
2119void 2040void
2120slow_player (object *op, object *hitter, int dam) 2041slow_player (object *op, object *hitter, int dam)
2121{ 2042{
2122 archetype *at = find_archetype ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2123 object *tmp; 2044 object *tmp;
2124 2045
2125 if (at == NULL) 2046 if (at == NULL)
2126 {
2127 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2128 } 2048
2129 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2130 { 2050 {
2131 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2132 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2133 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2134 } 2054 }
2135 else 2055 else
2136 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2137 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2138 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2139 fix_player (op); 2060 op->update_stats ();
2140} 2061}
2141 2062
2142void 2063void
2143confuse_player (object *op, object *hitter, int dam) 2064confuse_player (object *op, object *hitter, int dam)
2144{ 2065{
2158 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2159 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2160 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2161 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2162 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2163 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2164 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2165 2087
2166 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2167 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090
2168 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2169} 2092}
2170 2093
2171void 2094void
2172blind_player (object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
2188 */ 2111 */
2189 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2190 2113
2191 tmp = insert_ob_in_ob (tmp, op); 2114 tmp = insert_ob_in_ob (tmp, op);
2192 change_abil (op, tmp); /* Mostly to display any messages */ 2115 change_abil (op, tmp); /* Mostly to display any messages */
2193 fix_player (op); /* This takes care of some other stuff */ 2116 op->update_stats (); /* This takes care of some other stuff */
2194 2117
2195 if (hitter->owner) 2118 if (hitter->owner)
2196 owner = get_owner (hitter); 2119 owner = hitter->owner;
2197 else 2120 else
2198 owner = hitter; 2121 owner = hitter;
2199 2122
2200 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2123 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2201 } 2124 }
2238 op->speed_left = (float) -(FABS (op->speed) * max); 2161 op->speed_left = (float) -(FABS (op->speed) * max);
2239 2162
2240/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2241} 2164}
2242 2165
2243
2244/* Attempts to kill 'op'. hitter is the attack object, dam is 2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2245 * the computed damaged. 2167 * the computed damaged.
2246 */ 2168 */
2247void 2169void
2248deathstrike_player (object *op, object *hitter, int *dam) 2170deathstrike_player (object *op, object *hitter, int *dam)
2256 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2257 2179
2258 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2259 2181
2260 if (hitter->slaying) 2182 if (hitter->slaying)
2261 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2262 return; 2184 return;
2263 2185
2264 def_lev = op->level; 2186 def_lev = op->level;
2265 if (def_lev < 1) 2187 if (def_lev < 1)
2266 { 2188 {
2267 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2268 def_lev = 1; 2190 def_lev = 1;
2269 } 2191 }
2192
2270 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2271 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2272 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2273 2196
2274 if (atk_lev >= def_lev) 2197 if (atk_lev >= def_lev)
2289 */ 2212 */
2290 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2291 } 2214 }
2292 } 2215 }
2293 else 2216 else
2294 {
2295 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2296 }
2297} 2218}
2298 2219
2299/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2300 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2301 * monster). 2222 * monster).
2330 } 2251 }
2331 } 2252 }
2332} 2253}
2333 2254
2334/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2335
2336int 2256int
2337adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2338{ 2258{
2339 object *attacker = hitter; 2259 object *attacker = hitter;
2340 int adjust = 0; 2260 int adjust = 0;
2347 } 2267 }
2348 2268
2349 /* aimed missiles use the owning object's sight */ 2269 /* aimed missiles use the owning object's sight */
2350 if (is_aimed_missile (hitter)) 2270 if (is_aimed_missile (hitter))
2351 { 2271 {
2352 if ((attacker = get_owner (hitter)) == NULL) 2272 if ((attacker = hitter->owner) == NULL)
2353 attacker = hitter; 2273 attacker = hitter;
2354 /* A player who saves but hasn't quit still could have objects 2274 /* A player who saves but hasn't quit still could have objects
2355 * owned by him - need to handle that case to avoid crashes. 2275 * owned by him - need to handle that case to avoid crashes.
2356 */ 2276 */
2357 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2405#endif 2325#endif
2406 2326
2407 return adjust; 2327 return adjust;
2408} 2328}
2409 2329
2410
2411/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2412int 2331int
2413is_aimed_missile (object *op) 2332is_aimed_missile (object *op)
2414{ 2333{
2415 2334
2416 /* I broke what used to be one big if into a few nested 2335 /* I broke what used to be one big if into a few nested
2417 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2418 */ 2337 */
2419 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2420 {
2421 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2422 return 1; 2340 return 1;
2423 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2424 return 1; 2342 return 1;
2425 } 2343
2426 return 0; 2344 return 0;
2427} 2345}

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