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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.39 by root, Mon Jan 8 01:19:03 2007 UTC vs.
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 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 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
45 * its magical benefits. 41 * its magical benefits.
46 */ 42 */
47void 43void
48cancellation (object *op) 44cancellation (object *op)
49{ 45{
50 object *tmp;
51
52 if (op->invisible) 46 if (op->invisible)
53 return; 47 return;
54 48
55 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)
56 { 50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp); 54 cancellation (tmp);
61 } 55 }
62 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
63 { 57 {
64 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
66 op->magic = 0; 60 op->magic = 0;
61
67 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
71 if (op->env && op->env->type == PLAYER) 66
72 { 67 if (object *pl = op->visible_to ())
73 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
74 }
75 } 69 }
76} 70}
77 71
78/* 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
79 * 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
83did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
84{ 78{
85 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
86 materialtype_t *mt; 80 materialtype_t *mt;
87 81
88 if (op->materialname == NULL) 82 if (!op->materialname)
89 { 83 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
91 if (op->material & mt->material) 85 if (op->materials & mt->material)
92 break; 86 break;
93 } 87 }
94 else 88 else
95 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
96 if (mt == NULL) 90
91 if (!mt)
97 return TRUE; 92 return TRUE;
93
98 roll = rndm (1, 20); 94 roll = rndm (1, 20);
99 95
100 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
101 * 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
102 * 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
108 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 108
113 if (type == 0) 109 if (type == 0) return TRUE;
114 return TRUE; 110
115 if (roll == 20) 111 if (roll == 20) return TRUE;
116 return TRUE; 112 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 113
120 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
121 { 115 {
122 i = 1 << number; 116 i = 1 << number;
117
123 if (!(i & type)) 118 if (!(i & type))
124 continue; 119 continue;
120
125 attacks++; 121 attacks++;
126 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
127 saves++; 123 saves++;
128 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)
129 saves++; 125 saves++;
131 saves++; 127 saves++;
132 } 128 }
133 129
134 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
135 return TRUE; 131 return TRUE;
132
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 134 return FALSE;
135
138 return TRUE; 136 return TRUE;
139} 137}
140 138
141/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
143 * calling cancellation, etc.) 141 * calling cancellation, etc.)
144 */ 142 */
145
146void 143void
147save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
148{ 145{
149 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
150 { 147 {
155 op = stop_item (op); 152 op = stop_item (op);
156 if (op == NULL) 153 if (op == NULL)
157 return; 154 return;
158 155
159 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
160 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
161 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
162 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
163 * (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
164 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
165 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
166 */ 163 */
167 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))
168 { 165 {
169 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
170 167
171 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
172
173 if (op)
174 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
175 170
176 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
177 { 172 {
178 if (env) 173 if (env)
179 { 174 env->insert (op);
180 op->x = env->x, op->y = env->y;
181 insert_ob_in_ob (op, env);
182 if (env->contr)
183 esrv_send_item (env, op);
184 }
185 else 175 else
186 {
187 op->x = x, op->y = y;
188 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
189 }
190 } 177 }
191 178
192 return; 179 return;
193 } 180 }
194 181
199 return; 186 return;
200 } 187 }
201 188
202 if (op->nrof > 1) 189 if (op->nrof > 1)
203 { 190 {
204 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
205
206 if (op)
207 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
208 } 193 }
209 else 194 else
210 { 195 {
196 // drop everything to the ground, if possible
211 if (op->env) 197 while (op->inv)
212 { 198 op->inv->insert_at (originator);
213 object *tmp = op->in_player ();
214
215 if (tmp)
216 esrv_del_item (tmp->contr, op->count);
217 }
218 199
219 op->destroy (); 200 op->destroy ();
220 } 201 }
221 202
222 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
223 if (env) 204 if (env)
224 { 205 {
225 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
226 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
227 insert_ob_in_ob (op, env); 208 env->insert (op);
228 } 209 }
229 else 210 else
230 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
231 212
232 return; 213 return;
233 } 214 }
234 215
235 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
236 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))
237 { 218 {
238 object *tmp;
239 archetype *at = archetype::find ("icecube"); 219 archetype *at = archetype::find (shstr_icecube);
240 220
241 if (at == NULL) 221 if (at == NULL)
242 return; 222 return;
243 223
244 op = stop_item (op); 224 op = stop_item (op);
245 if (op == NULL) 225 if (op == NULL)
246 return; 226 return;
247 227
248 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)
249 { 230 {
250 tmp = arch_to_object (at); 231 tmp = arch_to_object (at);
251 tmp->x = op->x, tmp->y = op->y; 232 tmp->x = op->x, tmp->y = op->y;
252 /* This was in the old (pre new movement code) - 233 /* This was in the old (pre new movement code) -
253 * icecubes have slow_move set to 1 - don't want 234 * icecubes have slow_move set to 1 - don't want
256 tmp->move_slow_penalty = 0; 237 tmp->move_slow_penalty = 0;
257 tmp->move_slow = 0; 238 tmp->move_slow = 0;
258 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
259 } 240 }
260 241
261 if (!QUERY_FLAG (op, FLAG_REMOVED)) 242 tmp->insert (op);
262 op->remove ();
263
264 insert_ob_in_ob (op, tmp);
265 return; 243 return;
266 } 244 }
267} 245}
268 246
269/* Object op is hitting the map. 247/* Object op is hitting the map.
270 * op is going in direction 'dir' 248 * op is going in direction 'dir'
271 * type is the attacktype of the object. 249 * type is the attacktype of the object.
272 * full_hit is set if monster area does not matter. 250 * full_hit is set if monster area does not matter.
273 * returns 1 if it hits something, 0 otherwise. 251 * returns 1 if it hits something, 0 otherwise.
274 */ 252 */
275
276int 253int
277hit_map (object *op, int dir, int type, int full_hit) 254hit_map (object *op, int dir, int type, int full_hit)
278{ 255{
279 maptile *map; 256 maptile *map;
280 sint16 x, y; 257 sint16 x, y;
286 return 0; 263 return 0;
287 } 264 }
288 265
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 { 267 {
291 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);
292 return 0; 269 return 0;
293 } 270 }
294 271
295 if (!op->map) 272 if (!op->map)
296 { 273 {
299 } 276 }
300 277
301 if (op->head) 278 if (op->head)
302 op = op->head; 279 op = op->head;
303 280
304 map = op->map; 281 mapxy pos (op);
305 x = op->x + freearr_x[dir]; 282 pos.move (dir);
306 y = op->y + freearr_y[dir];
307 283
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 284 if (!pos.normalise ())
285 return 0;
309 286
310 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 289 mapspace &ms = pos.ms ();
290
291 if (ms.flags () & P_SAFE)
313 return 0; 292 return 0;
314 293
315 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
316 * 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
317 */ 296 */
318 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 {
319 if (type & AT_COUNTERSPELL) 299 if (type & AT_COUNTERSPELL)
320 { 300 {
321 counterspell (op, dir); /* see spell_effect.c */ 301 counterspell (op, dir); /* see spell_effect.c */
322 302
323 /* If the only attacktype is counterspell or magic, don't need 303 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 304 * to do any further processing.
325 */ 305 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 306 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0; 307 return 0;
328 308
329 type &= ~AT_COUNTERSPELL; 309 type &= ~AT_COUNTERSPELL;
330 } 310 }
331 311
332 if (type & AT_CHAOS) 312 if (type & AT_CHAOS)
333 { 313 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 314 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE); 315 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS; 316 type &= ~AT_CHAOS;
317 }
337 } 318 }
338 319
339 /* There may still be objects that were above 'next', but there is no 320 /* There may still be objects that were above 'next', but there is no
340 * simple way to find out short of copying all object references and 321 * simple way to find out short of copying all object references and
341 * tags into a temporary array before we start processing the first 322 * tags into a temporary array before we start processing the first
342 * object. That's why we just abort on destroy. 323 * object. That's why we just abort on destroy.
343 * 324 *
344 * This happens whenever attack spells (like fire) hit a pile 325 * This happens whenever attack spells (like fire) hit a pile
345 * of objects. This is not a bug - nor an error. 326 * of objects. This is not a bug - nor an error.
346 */ 327 */
347 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 328 for (object *next = ms.bot; next && !next->destroyed (); )
348 { 329 {
349 object *tmp = next; 330 object *tmp = next;
350 next = tmp->above; 331 next = tmp->above;
351 332
352 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
353 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
354 * 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.
355 */ 336 */
356 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
357 continue; 338 continue;
358 339
359 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
360 { 341 {
361 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
362 retflag |= 1; 343 retflag |= 1;
344
363 if (op->destroyed ()) 345 if (op->destroyed ())
364 break; 346 break;
365 } 347 }
366 /* Here we are potentially destroying an object. If the object has 348 /* Here we are potentially destroying an object. If the object has
367 * 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
368 * that weak walls have is_alive set, which prevent objects from 350 * that weak walls have is_alive set, which prevent objects from
369 * 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
370 * 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
371 * destroyed right now. 353 * destroyed right now.
372 */ 354 */
373 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)
374 { 356 {
375 save_throw_object (tmp, type, op); 357 save_throw_object (tmp, type, op);
376 358
377 if (op->destroyed ()) 359 if (op->destroyed ())
378 break; 360 break;
537 { 519 {
538 int mtype; 520 int mtype;
539 521
540 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
541 { 523 {
542 case WEAP_HIT: 524 case WEAP_HIT:
543 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
544 break; 526 break;
545 case WEAP_SLASH: 527 case WEAP_SLASH:
546 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
547 break; 529 break;
548 case WEAP_PIERCE: 530 case WEAP_PIERCE:
549 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
550 break; 532 break;
551 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
552 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
553 break; 535 break;
554 case WEAP_SLICE: 536 case WEAP_SLICE:
555 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
556 break; 538 break;
557 case WEAP_STAB: 539 case WEAP_STAB:
558 mtype = ATM_STAB; 540 mtype = ATM_STAB;
559 break; 541 break;
560 case WEAP_WHIP: 542 case WEAP_WHIP:
561 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
562 break; 544 break;
563 case WEAP_CRUSH: 545 case WEAP_CRUSH:
564 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
565 break; 547 break;
566 case WEAP_BLUD: 548 case WEAP_BLUD:
567 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
568 break; 550 break;
569 default: 551 default:
570 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
571 break; 553 break;
572 } 554 }
555
573 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++)
574 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)
575 { 558 {
576 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);
577 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
611 if (hitter->owner != NULL) 594 if (hitter->owner != NULL)
612 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);
613 else 596 else
614 { 597 {
615 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
616 if (dam != 0) 600 if (dam != 0)
617 { 601 {
618 if (dam < 10) 602 if (dam < 10)
619 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
620 else if (dam < 20) 604 else if (dam < 20)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
622 else 606 else
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
624 } 608 }
625 } 609 }
610
626 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
627 } /* end of player hitting player */ 612 } /* end of player hitting player */
628 613
629 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
630 { 615 {
631 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
632 if (dam != 0) 618 if (dam != 0)
633 { 619 {
634 if (dam < 10) 620 if (dam < 10)
635 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
636 else if (dam < 20) 622 else if (dam < 20)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
638 else 624 else
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
640 } 626 }
627
641 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
642 } 629 }
643 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
644 { 631 {
645 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
647 { 634 {
648 i = 4; 635 i = 4;
649 map = hitter->map; 636 map = hitter->map;
650 if (out_of_map (map, hitter->x, hitter->y)) 637 if (out_of_map (map, hitter->x, hitter->y))
651 return; 638 return;
639
652 next = GET_MAP_OB (map, hitter->x, hitter->y); 640 next = GET_MAP_OB (map, hitter->x, hitter->y);
653 if (next) 641 if (next)
654 while (next) 642 while (next)
655 { 643 {
656 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))
657 i *= 3; 645 i *= 3;
646
658 tmp = next; 647 tmp = next;
659 next = tmp->above; 648 next = tmp->above;
660 } 649 }
650
661 if (i < 0) 651 if (i < 0)
662 return; 652 return;
653
663 if (rndm (0, i) != 0) 654 if (rndm (0, i) != 0)
664 return; 655 return;
665 } 656 }
666 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
667 return; 658 return;
659
668 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
669 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
670 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
671 } 663 }
672} 664}
673 665
674 666
678 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
679 { 671 {
680 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
681 return 1; 673 return 1;
682 } 674 }
675
683 if ((*target)->head) 676 if ((*target)->head)
684 *target = (*target)->head; 677 *target = (*target)->head;
678
685 if ((*hitter)->head) 679 if ((*hitter)->head)
686 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
688 { 686 {
689 *simple_attack = 1; 687 *simple_attack = 1;
690 return 0; 688 return 0;
691 } 689 }
690
692 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
693 || 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))
694 { 695 {
695 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 ());
696 return 1; 698 return 1;
697 } 699 }
700
698 *simple_attack = 0; 701 *simple_attack = 0;
699 return 0; 702 return 0;
700} 703}
701 704
702static int 705static int
738 741
739 /* 742 /*
740 * 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
741 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
742 */ 745 */
743 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)
744 { 747 {
745 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
746 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
747 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
748 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
749 */ 752 */
750 op->speed_left--; 753 --op->speed_left;
751 process_object (op); 754 process_object (op);
752 755
753 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
754 goto error; 757 goto error;
755 } 758 }
765 /* See if we hit the creature */ 768 /* See if we hit the creature */
766 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
767 { 770 {
768 int hitdam = base_dam; 771 int hitdam = base_dam;
769 772
770 if (settings.casting_time == TRUE)
771 {
772 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
773 {
774 hitter->casting_time = -1;
775 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
776 }
777 if ((op->casting_time > -1) && (hitdam > 0))
778 {
779 op->casting_time = -1;
780 if (op->type == PLAYER)
781 {
782 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
783 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
784 }
785 }
786 }
787 if (!simple_attack) 773 if (!simple_attack)
788 { 774 {
789 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
791 * -b.t. */ 777 * -b.t. */
799 785
800 /* 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 */
801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
802 { 788 {
803 make_visible (op); 789 make_visible (op);
790
804 if (op->type == PLAYER) 791 if (op->type == PLAYER)
805 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!");
806 } 793 }
807 794
808 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
862} 849}
863 850
864int 851int
865attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
866{ 853{
867
868 if (hitter->head)
869 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
870 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);
871} 857}
872 858
873/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
874 * 860 *
883 * 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
884 * stick around. 870 * stick around.
885 */ 871 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 { 873 {
888 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
889 tmp = tmp->head;
890
891 op->remove ();
892 op = insert_ob_in_ob (op, tmp);
893
894 if (tmp->type == PLAYER)
895 esrv_send_item (tmp, op);
896
897 return 1; 875 return 1;
898 } 876 }
899 else 877 else
900 return 0; 878 return 0;
901} 879}
1001 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
1002 } 980 }
1003 981
1004 return op; 982 return op;
1005} 983}
1006
1007 984
1008void 985void
1009tear_down_wall (object *op) 986tear_down_wall (object *op)
1010{ 987{
1011 int perc = 0; 988 int perc = 0;
1060 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1038 if (!target->enemy)
1062 target->enemy = owner; 1039 target->enemy = owner;
1063} 1040}
1064 1041
1065
1066/* 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
1067 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1068 * 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
1069 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1070 * 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
1071 * the attacktype. Makes it easier for the PR code. */ 1047 * the attacktype. Makes it easier for the PR code. */
1072
1073int 1048int
1074hit_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)
1075{ 1050{
1076
1077 int doesnt_slay = 1; 1051 int doesnt_slay = 1;
1078 1052
1079 /* 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 */
1080 if (attacknum >= NROFATTACKS) 1054 if (attacknum >= NROFATTACKS)
1081 { 1055 {
1083 return 0; 1057 return 0;
1084 } 1058 }
1085 1059
1086 if (dam < 0) 1060 if (dam < 0)
1087 { 1061 {
1088 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 ());
1089 return 0; 1064 return 0;
1090 } 1065 }
1091 1066
1092 /* 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
1093 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1094 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1095 return dam; 1070 return dam;
1096 1071
1097 if (hitter->slaying) 1072 if (hitter->slaying)
1098 { 1073 {
1099 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1100 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1101 { 1076 {
1102 doesnt_slay = 0; 1077 doesnt_slay = 0;
1103 dam *= 3; 1078 dam *= 3;
1104 } 1079 }
1105 } 1080 }
1119 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1120 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1121 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1122 * special processing is needed */ 1097 * special processing is needed */
1123 1098
1124 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1125 return 0; 1102 return 0;
1126 1103
1127 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1128 1105
1129 switch (attacknum) 1106 switch (attacknum)
1130 { 1107 {
1131 case ATNR_PHYSICAL: 1108 case ATNR_PHYSICAL:
1132 /* here also check for diseases */ 1109 /* here also check for diseases */
1133 check_physically_infect (op, hitter); 1110 check_physically_infect (op, hitter);
1134 break; 1111 break;
1135 1112
1136 /* Don't need to do anything for: 1113 /* Don't need to do anything for:
1137 magic, 1114 magic,
1138 fire, 1115 fire,
1139 electricity, 1116 electricity,
1140 cold */ 1117 cold */
1141 1118
1142 case ATNR_CONFUSION: 1119 case ATNR_CONFUSION:
1143 case ATNR_POISON: 1120 case ATNR_POISON:
1144 case ATNR_SLOW: 1121 case ATNR_SLOW:
1145 case ATNR_PARALYZE: 1122 case ATNR_PARALYZE:
1146 case ATNR_FEAR: 1123 case ATNR_FEAR:
1147 case ATNR_CANCELLATION: 1124 case ATNR_CANCELLATION:
1148 case ATNR_DEPLETE: 1125 case ATNR_DEPLETE:
1149 case ATNR_BLIND: 1126 case ATNR_BLIND:
1150 { 1127 {
1151 /* chance for inflicting a special attack depends on the 1128 /* chance for inflicting a special attack depends on the
1152 * difference between attacker's and defender's level 1129 * difference between attacker's and defender's level
1153 */ 1130 */
1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155 1132
1156 /* First, only creatures/players with speed can be affected. 1133 /* First, only creatures/players with speed can be affected.
1157 * Second, just getting hit doesn't mean it always affects 1134 * Second, just getting hit doesn't mean it always affects
1158 * you. Third, you still get a saving through against the 1135 * you. Third, you still get a saving through against the
1159 * effect. 1136 * effect.
1160 */ 1137 */
1161 if (op->speed && 1138 if (op->speed &&
1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1163 !(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))
1164 { 1141 {
1165 1142
1166 /* Player has been hit by something */ 1143 /* Player has been hit by something */
1167 if (attacknum == ATNR_CONFUSION) 1144 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam); 1145 confuse_player (op, hitter, dam);
1169 else if (attacknum == ATNR_POISON) 1146 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam); 1147 poison_player (op, hitter, dam);
1171 else if (attacknum == ATNR_SLOW) 1148 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam); 1149 slow_player (op, hitter, dam);
1173 else if (attacknum == ATNR_PARALYZE) 1150 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam); 1151 paralyze_player (op, hitter, dam);
1175 else if (attacknum == ATNR_FEAR) 1152 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter); 1153 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION) 1154 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op); 1155 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat (); 1157 op->drain_stat ();
1181 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))
1182 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1183 } 1160 }
1161
1184 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 */
1185 } 1163 }
1186 break; 1164 break;
1165
1187 case ATNR_ACID: 1166 case ATNR_ACID:
1188 { 1167 {
1189 int flag = 0; 1168 int flag = 0;
1190 1169
1191 /* 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
1192 * if your acid resistance is below 50%. */ 1171 * if your acid resistance is below 50%. */
1193 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))
1194 { 1173 {
1195 object *tmp;
1196
1197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 { 1175 {
1199 if (tmp->invisible) 1176 if (tmp->invisible)
1200 continue; 1177 continue;
1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 /* >= 10% acid res. on itmes will protect these */ 1179 /* >= 10% acid res. on items will protect these */
1203 continue; 1180 continue;
1204 if (!(tmp->material & M_IRON)) 1181 if (!(tmp->materials & M_IRON))
1205 continue; 1182 continue;
1206 if (tmp->magic < -4) /* Let's stop at -5 */ 1183 if (tmp->magic < -4) /* Let's stop at -5 */
1207 continue; 1184 continue;
1208 if (tmp->type == RING || 1185 if (tmp->type == RING
1209 /* removed boots and gloves from exclusion list in 1186 /* removed boots and gloves from exclusion list in PR */
1210 PR */ 1187 || tmp->type == GIRDLE
1211 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)
1212 continue; /* To avoid some strange effects */ 1192 continue; /* To avoid some strange effects */
1213 1193
1214 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1215 objects */ 1195 objects */
1216 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 ())
1217 { 1202 {
1218 if (op->type == PLAYER)
1219 /* Make this more visible */ 1203 /* Make this more visible */
1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1221 "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));
1222 flag = 1; 1206
1223 tmp->magic--; 1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1224 if (op->type == PLAYER)
1225 esrv_send_item (op, tmp);
1226 } 1208 }
1227 } 1209 }
1210 }
1211
1228 if (flag) 1212 if (flag)
1229 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1230 } 1214 }
1231 } 1215 }
1232 break; 1216 break;
1217
1233 case ATNR_DRAIN: 1218 case ATNR_DRAIN:
1234 { 1219 {
1235 /* rate is the proportion of exp drained. High rate means 1220 /* rate is the proportion of exp drained. High rate means
1236 * not much is drained, low rate means a lot is drained. 1221 * not much is drained, low rate means a lot is drained.
1237 */ 1222 */
1238 int rate; 1223 int rate;
1239 1224
1240 if (op->resist[ATNR_DRAIN] >= 0) 1225 if (op->resist[ATNR_DRAIN] >= 0)
1241 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1242 else 1227 else
1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1244 1229
1245 if (op->stats.exp <= rate) 1230 if (op->stats.exp <= rate)
1246 { 1231 {
1247 if (op->type == GOLEM) 1232 if (op->type == GOLEM)
1248 dam = 999; /* Its force is "sucked" away. 8) */ 1233 dam = 999; /* Its force is "sucked" away. 8) */
1249 else 1234 else
1250 /* If we can't drain, lets try to do physical damage */ 1235 /* If we can't drain, lets try to do physical damage */
1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1252 } 1237 }
1253 else 1238 else
1254 { 1239 {
1255 /* Randomly give the hitter some hp */ 1240 /* Randomly give the hitter some hp */
1256 if (hitter->stats.hp < hitter->stats.maxhp && 1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1257 (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)
1258 hitter->stats.hp++; 1243 hitter->stats.hp++;
1259 1244
1260 /* Can't do drains on battleground spaces. 1245 /* Can't do drains on battleground spaces.
1261 * 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
1262 * 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,
1263 * nothing happens. 1248 * nothing happens.
1264 * 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
1265 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1266 */ 1251 */
1267 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))
1268 { 1253 {
1269 object *owner = hitter->owner; 1254 object *owner = hitter->owner;
1270 1255
1271 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1272 { 1257 {
1273 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1274 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1275 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);
1276 } 1261 }
1277 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1278 {
1279 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281 } 1265
1282 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1283 } 1267 }
1268
1284 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
1285 * 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,
1286 * as the messages will say you missed 1271 * as the messages will say you missed
1287 */ 1272 */
1288 } 1273 }
1289 } 1274 }
1290 break; 1275 break;
1276
1291 case ATNR_TURN_UNDEAD: 1277 case ATNR_TURN_UNDEAD:
1292 { 1278 {
1293 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1294 { 1280 {
1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1296 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1297 int div = 1; 1283 int div = 1;
1298 1284
1299 /* 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
1300 * at half strength */ 1286 * at half strength */
1301 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1302 div = 2; 1288 div = 2;
1289
1303 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1304 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)))
1305 scare_creature (op, owner); 1292 scare_creature (op, owner);
1306 } 1293 }
1307 else 1294 else
1308 dam = 0; /* don't damage non undead - should we damage 1295 dam = 0; /* don't damage non undead - should we damage
1309 undead? */ 1296 undead? */
1310 } 1297 }
1311 break; 1298 break;
1299
1312 case ATNR_DEATH: 1300 case ATNR_DEATH:
1313 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1314 break; 1302 break;
1303
1315 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1316 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 ());
1317 dam = 0; 1306 dam = 0;
1318 break; 1307 break;
1308
1319 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1320 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 ());
1321 dam = 0; 1311 dam = 0;
1322 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1323 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1324 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1325 * does no damage. */ 1315 * does no damage. */
1326 break; 1316 break;
1317
1327 case ATNR_HOLYWORD: 1318 case ATNR_HOLYWORD:
1328 { 1319 {
1329 /* This has already been handled by hit_player, 1320 /* This has already been handled by hit_player,
1330 * no need to check twice -- DAMN */ 1321 * no need to check twice -- DAMN */
1331 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1332 1323
1333 /* 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 */
1334 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])
1335 scare_creature (op, owner); 1326 scare_creature (op, owner);
1336 } 1327 }
1337 break; 1328 break;
1329
1338 case ATNR_LIFE_STEALING: 1330 case ATNR_LIFE_STEALING:
1339 { 1331 {
1340 int new_hp; 1332 int new_hp;
1341 1333
1342 /* this is replacement to drain for players, instead of taking 1334 /* this is replacement to drain for players, instead of taking
1343 * exp it takes hp. It is geared for players, probably not 1335 * exp it takes hp. It is geared for players, probably not
1344 * much use giving it to monsters 1336 * much use giving it to monsters
1345 * 1337 *
1346 * 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
1347 * damage it does do to the player. Given that, 1339 * damage it does do to the player. Given that,
1348 * 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
1349 * 1000). 1341 * 1000).
1350 */ 1342 */
1351 /* You can't steal life from something undead */ 1343 /* You can't steal life from something undead */
1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0; 1345 return 0;
1346
1354 /* If drain protection is higher than life stealing, use that */ 1347 /* If drain protection is higher than life stealing, use that */
1355 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1356 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1357 else 1350 else
1358 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1359 /* You die at -1 hp, not zero. */ 1353 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1)) 1354 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1; 1355 dam = op->stats.hp + 1;
1356
1362 new_hp = hitter->stats.hp + dam; 1357 new_hp = hitter->stats.hp + dam;
1363 if (new_hp > hitter->stats.maxhp) 1358 if (new_hp > hitter->stats.maxhp)
1364 new_hp = hitter->stats.maxhp; 1359 new_hp = hitter->stats.maxhp;
1360
1365 if (new_hp > hitter->stats.hp) 1361 if (new_hp > hitter->stats.hp)
1366 hitter->stats.hp = new_hp; 1362 hitter->stats.hp = new_hp;
1367 } 1363 }
1368 } 1364 }
1365
1369 return dam; 1366 return dam;
1370} 1367}
1371
1372 1368
1373/* 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
1374 * allow script procedures to "kill" objects in a combat-like fashion. 1370 * allow script procedures to "kill" objects in a combat-like fashion.
1375 * 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
1376 * Sword. Note that nothing has been changed from the original version 1372 * Sword. Note that nothing has been changed from the original version
1391 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1392 const char *skill; 1388 const char *skill;
1393 int maxdam = 0; 1389 int maxdam = 0;
1394 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1395 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 */
1396 object *owner = NULL; 1392 object *owner = 0;
1397 object *skop = NULL; 1393 object *skop = 0;
1398 1394
1399 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1400 return -1; 1396 return -1;
1401 1397
1402 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1411 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1412 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 */
1413 1409
1414 if (op->type == DOOR) 1410 if (op->type == DOOR)
1415 { 1411 {
1416 op->set_speed (0.1); 1412 op->set_speed (0.1f);
1417 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1418 return maxdam; 1414 return maxdam;
1419 } 1415 }
1420 1416
1421 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1422 { 1418 {
1423 remove_friendly_object (op);
1424
1425 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1426 op->owner->contr->ranges[range_golem] = 0;
1427
1428 op->destroy (); 1419 op->destroy ();
1429 return maxdam; 1420 return maxdam;
1430 } 1421 }
1431 1422
1432 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1444 pk = 1; 1435 pk = 1;
1445 1436
1446 /* Player killed something */ 1437 /* Player killed something */
1447 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1448 { 1439 {
1449 Log_Kill (owner->name,
1450 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1451
1452 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1453 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1454 * ip address is included. 1442 * ip address is included.
1455 */ 1443 */
1456 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1476 else 1464 else
1477 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));
1478 1466
1479 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1480 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1481 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1482 } 1470 }
1483 1471
1484 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1485 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1486 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1491 */ 1479 */
1492 if (op->type == PLAYER && owner != op && !battleg) 1480 if (op->type == PLAYER && owner != op && !battleg)
1493 owner->change_luck (-settings.pk_luck_penalty); 1481 owner->change_luck (-settings.pk_luck_penalty);
1494 1482
1495 /* This code below deals with finding the appropriate skill 1483 /* This code below deals with finding the appropriate skill
1496 * to credit exp to. This is a bit problematic - we should 1484 * to credit exp to. This is a bit problematic - we should
1497 * probably never really have to look at current_weapon->skill 1485 * probably never really have to look at current_weapon->skill
1498 */ 1486 */
1499 skill = 0; 1487 skill = 0;
1500 1488
1501 if (hitter->skill && hitter->type != PLAYER) 1489 if (hitter->skill && hitter->type != PLAYER)
1502 skill = hitter->skill; 1490 skill = hitter->skill;
1503 else if (owner->chosen_skill) 1491 else if (owner->chosen_skill)
1504 { 1492 {
1505 skill = owner->chosen_skill->skill;
1506 skop = owner->chosen_skill; 1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1507 } 1495 }
1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1509 skill = owner->current_weapon->skill; 1497 skill = owner->current_weapon->skill;
1510 else 1498 else
1511 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");
1512 1500
1513 /* 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
1514 * 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!
1515 */ 1503 */
1516 if ((!skop || skop->type != SKILL) && skill) 1504 if ((!skop || skop->type != SKILL) && skill)
1517 { 1505 {
1518 int i; 1506 int i;
1519 1507
1545 skill = skop->skill; 1533 skill = skop->skill;
1546 1534
1547 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);
1548 1536
1549 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1550 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1551 { 1539 {
1552 int exp; 1540 int exp;
1553 1541
1554 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1555 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1582 if (owner->type != PLAYER || owner->contr->party == NULL) 1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1583 change_exp (owner, exp, skill, 0); 1571 change_exp (owner, exp, skill, 0);
1584 else 1572 else
1585 { 1573 {
1586 int shares = 0, count = 0; 1574 int shares = 0, count = 0;
1587 player *pl;
1588 partylist *party = owner->contr->party; 1575 partylist *party = owner->contr->party;
1589 1576
1590 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);
1591 1578
1592 for_all_players (pl) 1579 for_all_players (pl)
1623 { 1610 {
1624 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1625 1612
1626 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1627 { 1614 {
1628 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1629 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1630 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);
1631 } 1618 }
1632 1619
1633 remove_friendly_object (op); 1620 remove_friendly_object (op);
1634 } 1621 }
1635 1622
1636 op->destroy (); 1623 op->destroy ();
1637 } 1624 }
1638 else 1625 else
1639 {
1640 /* Player has been killed! */ 1626 /* Player has been killed! */
1641 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1643 else
1644 assign (op->contr->killer, hitter->name);
1645 }
1646 1628
1647 /* 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
1648 * continues in the calling function. 1630 * continues in the calling function.
1649 */ 1631 */
1650 return maxdam; 1632 return maxdam;
1651} 1633}
1652 1634
1653/* 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
1654 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1655 */ 1637 */
1656
1657int 1638int
1658friendly_fire (object *op, object *hitter) 1639friendly_fire (object *op, object *hitter)
1659{ 1640{
1660 object *owner; 1641 object *owner;
1661 int friendlyfire; 1642 int friendlyfire;
1680 } 1661 }
1681 1662
1682 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)
1683 friendlyfire = 0; 1664 friendlyfire = 0;
1684 } 1665 }
1666
1685 return friendlyfire; 1667 return friendlyfire;
1686} 1668}
1687
1688 1669
1689/* 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.
1690 * 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
1691 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1692 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1693 * dam is base damage - protections/vulnerabilities/slaying matches can 1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1694 * modify it. 1675 * modify it.
1695 */ 1676 */
1696
1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699
1700int 1679int
1701hit_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)
1702{ 1681{
1703 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1704 int maxattacktype, attacknum; 1683 int maxattacktype, attacknum;
1712 1691
1713 /* 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 */
1714 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))
1715 return 0; 1694 return 0;
1716 1695
1717#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1718 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1719 { 1698 {
1720 object *owner = hitter->owner; 1699 object *owner = hitter->owner;
1721 1700
1722 if (!owner) 1701 if (!owner)
1723 owner = hitter; 1702 owner = hitter;
1724 1703
1725 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1726 return 0; 1708 return 0;
1727 } 1709 }
1728#endif
1729 1710
1730 if (body_attack) 1711 if (body_attack)
1731 { 1712 {
1732 /* 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
1733 * return - we still need to process other attacks the spell still 1714 * return - we still need to process other attacks the spell still
1747 } 1728 }
1748 } 1729 }
1749 1730
1750 if (!simple_attack && op->type == DOOR) 1731 if (!simple_attack && op->type == DOOR)
1751 { 1732 {
1752 object *tmp;
1753
1754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1755 if (tmp->type == RUNE || tmp->type == TRAP) 1734 if (tmp->type == RUNE || tmp->type == TRAP)
1756 { 1735 {
1757 spring_trap (tmp, hitter); 1736 spring_trap (tmp, hitter);
1758 1737
1759 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1766 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1767 { 1746 {
1768 /* 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
1769 * destroyed() check above doesn't return, and might get here. 1748 * destroyed() check above doesn't return, and might get here.
1770 */ 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 */
1771 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);
1772 return 0; 1757 return 0;
1773 } 1758 }
1774 1759
1775#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1776 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 * 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 */
1783 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1784 if (dam >= 100) 1769 if (dam >= 100)
1785 dam /= 100; 1770 dam /= 100;
1786 else 1771 else
1787 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1788 } 1773 }
1789 1774
1790 /* 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
1791 * 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
1792 */ 1777 */
1808 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1809 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1810 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1811 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1812 (hitter->title != NULL 1797 (hitter->title != NULL
1813 && (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)))
1814 return 0; 1799 return 0;
1815 } 1800 }
1816 1801
1817 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1818 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1850 */ 1835 */
1851 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1852 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1853 { 1838 {
1854 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1855#ifndef COZY_SERVER
1856 maxdam++;
1857#endif
1858 1840
1859#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1860 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",
1861 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862#endif 1844#endif
1863 } 1845 }
1864 1846
1865 if (!full_hit) 1847 if (!full_hit)
1866 { 1848 {
1867 archetype *at;
1868 int area; 1849 int area;
1869 int remainder; 1850 int remainder;
1870 1851
1871 area = 0; 1852 area = 0;
1872 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1873 area++; 1855 area++;
1856
1874 assert (area > 0); 1857 assert (area > 0);
1875 1858
1876 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1877 value-effect */ 1860 value-effect */
1878 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1879 maxdam /= area; 1862 maxdam /= area;
1880 if (RANDOM () % 100 < remainder) 1863 if (rndm (100) < remainder)
1881 maxdam++; 1864 maxdam++;
1882 } 1865 }
1883 1866
1884#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1885 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1886#endif 1869#endif
1887 1870
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)
1888 if (hitter->owner) 1875 if (hitter->owner)
1889 op->enemy = hitter->owner; 1876 op->enemy = hitter->owner;
1890 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1891 op->enemy = hitter; 1878 op->enemy = hitter;
1892 1879
1893 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1894 { 1881 {
1895 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1896 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1933 /* 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
1934 * that before if the player was immune to ghosthit, the monster 1921 * that before if the player was immune to ghosthit, the monster
1935 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1936 */ 1923 */
1937 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1938 {
1939 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1940 remove_friendly_object (hitter);
1941
1942 hitter->destroy (); 1925 hitter->destroy ();
1943 } 1926
1944 /* Lets handle creatures that are splitting now */ 1927 /* Lets handle creatures that are splitting now */
1945 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))
1946 { 1929 {
1947 int i; 1930 int i;
1948 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1955 return maxdam; 1938 return maxdam;
1956 } 1939 }
1957 1940
1958 op->remove (); 1941 op->remove ();
1959 1942
1960 for (i = 0; i < NROFNEWOBJS (op); i++) 1943 for (i = 0; i < op->stats.food; i++)
1961 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1962 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1963 int j; 1946 int j;
1964 1947
1965 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
1992 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1993 hitter->destroy (); 1976 hitter->destroy ();
1994 1977
1995 return maxdam; 1978 return maxdam;
1996} 1979}
1997
1998 1980
1999void 1981void
2000poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2001{ 1983{
2002 archetype *at = archetype::find ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2039 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2040 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2041 op->update_stats (); 2023 op->update_stats ();
2042 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);
2043 } 2026 }
2027
2044 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2045 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);
2046 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2047 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);
2048 } 2032 }
2033
2049 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2050 } 2035 }
2051 else 2036 else
2052 tmp->stats.food++; 2037 tmp->stats.food++;
2053} 2038}
2057{ 2042{
2058 archetype *at = archetype::find ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2059 object *tmp; 2044 object *tmp;
2060 2045
2061 if (at == NULL) 2046 if (at == NULL)
2062 {
2063 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2064 } 2048
2065 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2066 { 2050 {
2067 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2068 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2069 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!");
2070 } 2054 }
2071 else 2055 else
2072 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2073 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2074 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2075 op->update_stats (); 2060 op->update_stats ();
2076} 2061}
2077 2062
2094 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2095 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2096 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);
2097 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2099 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2101 2087
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103 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
2104 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2105} 2092}
2106 2093
2107void 2094void
2108blind_player (object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
2174 op->speed_left = (float) -(FABS (op->speed) * max); 2161 op->speed_left = (float) -(FABS (op->speed) * max);
2175 2162
2176/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2177} 2164}
2178 2165
2179
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 2167 * the computed damaged.
2182 */ 2168 */
2183void 2169void
2184deathstrike_player (object *op, object *hitter, int *dam) 2170deathstrike_player (object *op, object *hitter, int *dam)
2192 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2193 2179
2194 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2195 2181
2196 if (hitter->slaying) 2182 if (hitter->slaying)
2197 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))))
2198 return; 2184 return;
2199 2185
2200 def_lev = op->level; 2186 def_lev = op->level;
2201 if (def_lev < 1) 2187 if (def_lev < 1)
2202 { 2188 {
2203 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);
2204 def_lev = 1; 2190 def_lev = 1;
2205 } 2191 }
2192
2206 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;
2207 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2208 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2209 2196
2210 if (atk_lev >= def_lev) 2197 if (atk_lev >= def_lev)
2225 */ 2212 */
2226 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2227 } 2214 }
2228 } 2215 }
2229 else 2216 else
2230 {
2231 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2232 }
2233} 2218}
2234 2219
2235/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2236 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2237 * monster). 2222 * monster).
2266 } 2251 }
2267 } 2252 }
2268} 2253}
2269 2254
2270/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2271
2272int 2256int
2273adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2274{ 2258{
2275 object *attacker = hitter; 2259 object *attacker = hitter;
2276 int adjust = 0; 2260 int adjust = 0;
2341#endif 2325#endif
2342 2326
2343 return adjust; 2327 return adjust;
2344} 2328}
2345 2329
2346
2347/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2348int 2331int
2349is_aimed_missile (object *op) 2332is_aimed_missile (object *op)
2350{ 2333{
2351 2334
2352 /* 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
2353 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2354 */ 2337 */
2355 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2356 {
2357 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2358 return 1; 2340 return 1;
2359 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))
2360 return 1; 2342 return 1;
2361 } 2343
2362 return 0; 2344 return 0;
2363} 2345}

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