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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.40 by root, Sun Jan 14 22:06:05 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 90
97 if (mt == NULL) 91 if (!mt)
98 return TRUE; 92 return TRUE;
99 93
100 roll = rndm (1, 20); 94 roll = rndm (1, 20);
101 95
102 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
110 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
111 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
112 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
113 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
114 108
115 if (type == 0) 109 if (type == 0) return TRUE;
116 return TRUE; 110
117 if (roll == 20) 111 if (roll == 20) return TRUE;
118 return TRUE; 112 if (roll == 1) return FALSE;
119 if (roll == 1)
120 return FALSE;
121 113
122 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
123 { 115 {
124 i = 1 << number; 116 i = 1 << number;
117
125 if (!(i & type)) 118 if (!(i & type))
126 continue; 119 continue;
120
127 attacks++; 121 attacks++;
128 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
129 saves++; 123 saves++;
130 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)
131 saves++; 125 saves++;
133 saves++; 127 saves++;
134 } 128 }
135 129
136 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
137 return TRUE; 131 return TRUE;
132
138 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
139 return FALSE; 134 return FALSE;
135
140 return TRUE; 136 return TRUE;
141} 137}
142 138
143/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 141 * calling cancellation, etc.)
146 */ 142 */
147
148void 143void
149save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
150{ 145{
151 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
152 { 147 {
157 op = stop_item (op); 152 op = stop_item (op);
158 if (op == NULL) 153 if (op == NULL)
159 return; 154 return;
160 155
161 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
162 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
163 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
164 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
165 * (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
166 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
167 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
168 */ 163 */
169 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))
170 { 165 {
171 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
172 167
173 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
174
175 if (op)
176 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
177 170
178 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
179 { 172 {
180 if (env) 173 if (env)
181 { 174 env->insert (op);
182 op->x = env->x, op->y = env->y;
183 insert_ob_in_ob (op, env);
184 if (env->contr)
185 esrv_send_item (env, op);
186 }
187 else 175 else
188 {
189 op->x = x, op->y = y;
190 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
191 }
192 } 177 }
193 178
194 return; 179 return;
195 } 180 }
196 181
201 return; 186 return;
202 } 187 }
203 188
204 if (op->nrof > 1) 189 if (op->nrof > 1)
205 { 190 {
206 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
207
208 if (op)
209 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
210 } 193 }
211 else 194 else
212 { 195 {
196 // drop everything to the ground, if possible
213 if (op->env) 197 while (op->inv)
214 { 198 op->inv->insert_at (originator);
215 object *tmp = op->in_player ();
216
217 if (tmp)
218 esrv_del_item (tmp->contr, op->count);
219 }
220 199
221 op->destroy (); 200 op->destroy ();
222 } 201 }
223 202
224 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
225 if (env) 204 if (env)
226 { 205 {
227 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
228 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
229 insert_ob_in_ob (op, env); 208 env->insert (op);
230 } 209 }
231 else 210 else
232 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
233 212
234 return; 213 return;
235 } 214 }
236 215
237 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
238 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))
239 { 218 {
240 object *tmp;
241 archetype *at = archetype::find ("icecube"); 219 archetype *at = archetype::find (shstr_icecube);
242 220
243 if (at == NULL) 221 if (at == NULL)
244 return; 222 return;
245 223
246 op = stop_item (op); 224 op = stop_item (op);
247 if (op == NULL) 225 if (op == NULL)
248 return; 226 return;
249 227
250 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)
251 { 230 {
252 tmp = arch_to_object (at); 231 tmp = arch_to_object (at);
253 tmp->x = op->x, tmp->y = op->y; 232 tmp->x = op->x, tmp->y = op->y;
254 /* This was in the old (pre new movement code) - 233 /* This was in the old (pre new movement code) -
255 * icecubes have slow_move set to 1 - don't want 234 * icecubes have slow_move set to 1 - don't want
258 tmp->move_slow_penalty = 0; 237 tmp->move_slow_penalty = 0;
259 tmp->move_slow = 0; 238 tmp->move_slow = 0;
260 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
261 } 240 }
262 241
263 if (!QUERY_FLAG (op, FLAG_REMOVED)) 242 tmp->insert (op);
264 op->remove ();
265
266 insert_ob_in_ob (op, tmp);
267 return; 243 return;
268 } 244 }
269} 245}
270 246
271/* Object op is hitting the map. 247/* Object op is hitting the map.
272 * op is going in direction 'dir' 248 * op is going in direction 'dir'
273 * type is the attacktype of the object. 249 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter. 250 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise. 251 * returns 1 if it hits something, 0 otherwise.
276 */ 252 */
277
278int 253int
279hit_map (object *op, int dir, int type, int full_hit) 254hit_map (object *op, int dir, int type, int full_hit)
280{ 255{
281 maptile *map; 256 maptile *map;
282 sint16 x, y; 257 sint16 x, y;
288 return 0; 263 return 0;
289 } 264 }
290 265
291 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
292 { 267 {
293 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);
294 return 0; 269 return 0;
295 } 270 }
296 271
297 if (!op->map) 272 if (!op->map)
298 { 273 {
301 } 276 }
302 277
303 if (op->head) 278 if (op->head)
304 op = op->head; 279 op = op->head;
305 280
306 map = op->map; 281 mapxy pos (op);
307 x = op->x + freearr_x[dir]; 282 pos.move (dir);
308 y = op->y + freearr_y[dir];
309 283
310 int mflags = get_map_flags (map, &map, x, y, &x, &y); 284 if (!pos.normalise ())
285 return 0;
311 286
312 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
314 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 289 mapspace &ms = pos.ms ();
290
291 if (ms.flags () & P_SAFE)
315 return 0; 292 return 0;
316 293
317 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
318 * 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
319 */ 296 */
320 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 {
321 if (type & AT_COUNTERSPELL) 299 if (type & AT_COUNTERSPELL)
322 { 300 {
323 counterspell (op, dir); /* see spell_effect.c */ 301 counterspell (op, dir); /* see spell_effect.c */
324 302
325 /* If the only attacktype is counterspell or magic, don't need 303 /* If the only attacktype is counterspell or magic, don't need
326 * to do any further processing. 304 * to do any further processing.
327 */ 305 */
328 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 306 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
329 return 0; 307 return 0;
330 308
331 type &= ~AT_COUNTERSPELL; 309 type &= ~AT_COUNTERSPELL;
332 } 310 }
333 311
334 if (type & AT_CHAOS) 312 if (type & AT_CHAOS)
335 { 313 {
336 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 314 shuffle_attack (op, 1); /* flag tells it to change the face */
337 update_object (op, UP_OBJ_FACE); 315 update_object (op, UP_OBJ_FACE);
338 type &= ~AT_CHAOS; 316 type &= ~AT_CHAOS;
317 }
339 } 318 }
340 319
341 /* 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
342 * 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
343 * tags into a temporary array before we start processing the first 322 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy. 323 * object. That's why we just abort on destroy.
345 * 324 *
346 * This happens whenever attack spells (like fire) hit a pile 325 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error. 326 * of objects. This is not a bug - nor an error.
348 */ 327 */
349 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 328 for (object *next = ms.bot; next && !next->destroyed (); )
350 { 329 {
351 object *tmp = next; 330 object *tmp = next;
352 next = tmp->above; 331 next = tmp->above;
353 332
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
356 * 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.
357 */ 336 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
359 continue; 338 continue;
360 339
361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
362 { 341 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
364 retflag |= 1; 343 retflag |= 1;
344
365 if (op->destroyed ()) 345 if (op->destroyed ())
366 break; 346 break;
367 } 347 }
368 /* Here we are potentially destroying an object. If the object has 348 /* Here we are potentially destroying an object. If the object has
369 * 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
370 * that weak walls have is_alive set, which prevent objects from 350 * that weak walls have is_alive set, which prevent objects from
371 * 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
372 * 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
373 * destroyed right now. 353 * destroyed right now.
374 */ 354 */
375 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)
376 { 356 {
377 save_throw_object (tmp, type, op); 357 save_throw_object (tmp, type, op);
378 358
379 if (op->destroyed ()) 359 if (op->destroyed ())
380 break; 360 break;
539 { 519 {
540 int mtype; 520 int mtype;
541 521
542 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
543 { 523 {
544 case WEAP_HIT: 524 case WEAP_HIT:
545 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
546 break; 526 break;
547 case WEAP_SLASH: 527 case WEAP_SLASH:
548 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
549 break; 529 break;
550 case WEAP_PIERCE: 530 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
552 break; 532 break;
553 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
555 break; 535 break;
556 case WEAP_SLICE: 536 case WEAP_SLICE:
557 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
558 break; 538 break;
559 case WEAP_STAB: 539 case WEAP_STAB:
560 mtype = ATM_STAB; 540 mtype = ATM_STAB;
561 break; 541 break;
562 case WEAP_WHIP: 542 case WEAP_WHIP:
563 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
564 break; 544 break;
565 case WEAP_CRUSH: 545 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
567 break; 547 break;
568 case WEAP_BLUD: 548 case WEAP_BLUD:
569 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
570 break; 550 break;
571 default: 551 default:
572 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
573 break; 553 break;
574 } 554 }
555
575 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++)
576 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)
577 { 558 {
578 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);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
613 if (hitter->owner != NULL) 594 if (hitter->owner != NULL)
614 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);
615 else 596 else
616 { 597 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
618 if (dam != 0) 600 if (dam != 0)
619 { 601 {
620 if (dam < 10) 602 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 604 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 606 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 608 }
627 } 609 }
610
628 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 612 } /* end of player hitting player */
630 613
631 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
632 { 615 {
633 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
634 if (dam != 0) 618 if (dam != 0)
635 { 619 {
636 if (dam < 10) 620 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 622 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
640 else 624 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
642 } 626 }
627
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 629 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 631 {
647 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
649 { 634 {
650 i = 4; 635 i = 4;
651 map = hitter->map; 636 map = hitter->map;
652 if (out_of_map (map, hitter->x, hitter->y)) 637 if (out_of_map (map, hitter->x, hitter->y))
653 return; 638 return;
639
654 next = GET_MAP_OB (map, hitter->x, hitter->y); 640 next = GET_MAP_OB (map, hitter->x, hitter->y);
655 if (next) 641 if (next)
656 while (next) 642 while (next)
657 { 643 {
658 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))
659 i *= 3; 645 i *= 3;
646
660 tmp = next; 647 tmp = next;
661 next = tmp->above; 648 next = tmp->above;
662 } 649 }
650
663 if (i < 0) 651 if (i < 0)
664 return; 652 return;
653
665 if (rndm (0, i) != 0) 654 if (rndm (0, i) != 0)
666 return; 655 return;
667 } 656 }
668 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
669 return; 658 return;
659
670 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
671 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
672 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
673 } 663 }
674} 664}
675 665
676 666
680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
681 { 671 {
682 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
683 return 1; 673 return 1;
684 } 674 }
675
685 if ((*target)->head) 676 if ((*target)->head)
686 *target = (*target)->head; 677 *target = (*target)->head;
678
687 if ((*hitter)->head) 679 if ((*hitter)->head)
688 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
689 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
690 { 686 {
691 *simple_attack = 1; 687 *simple_attack = 1;
692 return 0; 688 return 0;
693 } 689 }
690
694 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
695 || 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))
696 { 695 {
697 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 ());
698 return 1; 698 return 1;
699 } 699 }
700
700 *simple_attack = 0; 701 *simple_attack = 0;
701 return 0; 702 return 0;
702} 703}
703 704
704static int 705static int
740 741
741 /* 742 /*
742 * 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
743 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
744 */ 745 */
745 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)
746 { 747 {
747 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
748 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
749 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
750 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
751 */ 752 */
752 op->speed_left--; 753 --op->speed_left;
753 process_object (op); 754 process_object (op);
754 755
755 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
756 goto error; 757 goto error;
757 } 758 }
767 /* See if we hit the creature */ 768 /* See if we hit the creature */
768 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
769 { 770 {
770 int hitdam = base_dam; 771 int hitdam = base_dam;
771 772
772 if (settings.casting_time == TRUE)
773 {
774 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
775 {
776 hitter->casting_time = -1;
777 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
778 }
779 if ((op->casting_time > -1) && (hitdam > 0))
780 {
781 op->casting_time = -1;
782 if (op->type == PLAYER)
783 {
784 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
785 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
786 }
787 }
788 }
789 if (!simple_attack) 773 if (!simple_attack)
790 { 774 {
791 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
792 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
793 * -b.t. */ 777 * -b.t. */
801 785
802 /* 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 */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
804 { 788 {
805 make_visible (op); 789 make_visible (op);
790
806 if (op->type == PLAYER) 791 if (op->type == PLAYER)
807 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!");
808 } 793 }
809 794
810 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
864} 849}
865 850
866int 851int
867attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
868{ 853{
869
870 if (hitter->head)
871 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
872 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);
873} 857}
874 858
875/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
876 * 860 *
885 * 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
886 * stick around. 870 * stick around.
887 */ 871 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 { 873 {
890 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
891 tmp = tmp->head;
892
893 op->remove ();
894 op = insert_ob_in_ob (op, tmp);
895
896 if (tmp->type == PLAYER)
897 esrv_send_item (tmp, op);
898
899 return 1; 875 return 1;
900 } 876 }
901 else 877 else
902 return 0; 878 return 0;
903} 879}
1003 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
1004 } 980 }
1005 981
1006 return op; 982 return op;
1007} 983}
1008
1009 984
1010void 985void
1011tear_down_wall (object *op) 986tear_down_wall (object *op)
1012{ 987{
1013 int perc = 0; 988 int perc = 0;
1062 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1063 if (!target->enemy) 1038 if (!target->enemy)
1064 target->enemy = owner; 1039 target->enemy = owner;
1065} 1040}
1066 1041
1067
1068/* 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
1069 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1070 * 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
1071 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1072 * 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
1073 * the attacktype. Makes it easier for the PR code. */ 1047 * the attacktype. Makes it easier for the PR code. */
1074
1075int 1048int
1076hit_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)
1077{ 1050{
1078 int doesnt_slay = 1; 1051 int doesnt_slay = 1;
1079 1052
1084 return 0; 1057 return 0;
1085 } 1058 }
1086 1059
1087 if (dam < 0) 1060 if (dam < 0)
1088 { 1061 {
1089 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 ());
1090 return 0; 1064 return 0;
1091 } 1065 }
1092 1066
1093 /* 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
1094 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1095 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1096 return dam; 1070 return dam;
1097 1071
1098 if (hitter->slaying) 1072 if (hitter->slaying)
1099 { 1073 {
1100 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1101 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1102 { 1076 {
1103 doesnt_slay = 0; 1077 doesnt_slay = 0;
1104 dam *= 3; 1078 dam *= 3;
1105 } 1079 }
1106 } 1080 }
1120 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1121 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1122 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1123 * special processing is needed */ 1097 * special processing is needed */
1124 1098
1125 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1126 return 0; 1102 return 0;
1127 1103
1128 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1129 1105
1130 switch (attacknum) 1106 switch (attacknum)
1180 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1181 op->drain_stat (); 1157 op->drain_stat ();
1182 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))
1183 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1184 } 1160 }
1161
1185 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 */
1186 } 1163 }
1187 break; 1164 break;
1165
1188 case ATNR_ACID: 1166 case ATNR_ACID:
1189 { 1167 {
1190 int flag = 0; 1168 int flag = 0;
1191 1169
1192 /* 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
1193 * if your acid resistance is below 50%. */ 1171 * if your acid resistance is below 50%. */
1194 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))
1195 { 1173 {
1196 object *tmp;
1197
1198 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 { 1175 {
1200 if (tmp->invisible) 1176 if (tmp->invisible)
1201 continue; 1177 continue;
1202 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1203 /* >= 10% acid res. on itmes will protect these */ 1179 /* >= 10% acid res. on items will protect these */
1204 continue; 1180 continue;
1205 if (!(tmp->material & M_IRON)) 1181 if (!(tmp->materials & M_IRON))
1206 continue; 1182 continue;
1207 if (tmp->magic < -4) /* Let's stop at -5 */ 1183 if (tmp->magic < -4) /* Let's stop at -5 */
1208 continue; 1184 continue;
1209 if (tmp->type == RING || 1185 if (tmp->type == RING
1210 /* removed boots and gloves from exclusion list in 1186 /* removed boots and gloves from exclusion list in PR */
1211 PR */ 1187 || tmp->type == GIRDLE
1212 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)
1213 continue; /* To avoid some strange effects */ 1192 continue; /* To avoid some strange effects */
1214 1193
1215 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1216 objects */ 1195 objects */
1217 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)
1218 { 1197 {
1219 if (op->type == PLAYER)
1220 /* Make this more visible */
1221 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1222 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1223 flag = 1; 1198 flag = 1;
1224 tmp->magic--; 1199 tmp->magic--;
1225 if (op->type == PLAYER) 1200
1226 esrv_send_item (op, tmp); 1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1227 } 1209 }
1228 } 1210 }
1211
1229 if (flag) 1212 if (flag)
1230 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1231 } 1214 }
1232 } 1215 }
1233 break; 1216 break;
1217
1234 case ATNR_DRAIN: 1218 case ATNR_DRAIN:
1235 { 1219 {
1236 /* rate is the proportion of exp drained. High rate means 1220 /* rate is the proportion of exp drained. High rate means
1237 * not much is drained, low rate means a lot is drained. 1221 * not much is drained, low rate means a lot is drained.
1238 */ 1222 */
1263 * 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,
1264 * nothing happens. 1248 * nothing happens.
1265 * 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
1266 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1267 */ 1251 */
1268 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))
1269 { 1253 {
1270 object *owner = hitter->owner; 1254 object *owner = hitter->owner;
1271 1255
1272 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1273 { 1257 {
1274 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1275 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1276 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);
1277 } 1261 }
1278 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1279 {
1280 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1281 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1282 } 1265
1283 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1284 } 1267 }
1268
1285 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
1286 * 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,
1287 * as the messages will say you missed 1271 * as the messages will say you missed
1288 */ 1272 */
1289 } 1273 }
1290 } 1274 }
1291 break; 1275 break;
1276
1292 case ATNR_TURN_UNDEAD: 1277 case ATNR_TURN_UNDEAD:
1293 { 1278 {
1294 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1295 { 1280 {
1296 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1297 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1298 int div = 1; 1283 int div = 1;
1299 1284
1300 /* 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
1301 * at half strength */ 1286 * at half strength */
1302 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1303 div = 2; 1288 div = 2;
1289
1304 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1305 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)))
1306 scare_creature (op, owner); 1292 scare_creature (op, owner);
1307 } 1293 }
1308 else 1294 else
1309 dam = 0; /* don't damage non undead - should we damage 1295 dam = 0; /* don't damage non undead - should we damage
1310 undead? */ 1296 undead? */
1311 } 1297 }
1312 break; 1298 break;
1299
1313 case ATNR_DEATH: 1300 case ATNR_DEATH:
1314 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1315 break; 1302 break;
1303
1316 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1317 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1318 dam = 0; 1306 dam = 0;
1319 break; 1307 break;
1308
1320 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1321 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1322 dam = 0; 1311 dam = 0;
1323 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1324 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1325 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1326 * does no damage. */ 1315 * does no damage. */
1327 break; 1316 break;
1317
1328 case ATNR_HOLYWORD: 1318 case ATNR_HOLYWORD:
1329 { 1319 {
1330 /* This has already been handled by hit_player, 1320 /* This has already been handled by hit_player,
1331 * no need to check twice -- DAMN */ 1321 * no need to check twice -- DAMN */
1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 /* 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 */
1335 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])
1336 scare_creature (op, owner); 1326 scare_creature (op, owner);
1337 } 1327 }
1338 break; 1328 break;
1329
1339 case ATNR_LIFE_STEALING: 1330 case ATNR_LIFE_STEALING:
1340 { 1331 {
1341 int new_hp; 1332 int new_hp;
1342 1333
1343 /* this is replacement to drain for players, instead of taking 1334 /* this is replacement to drain for players, instead of taking
1350 * 1000). 1341 * 1000).
1351 */ 1342 */
1352 /* You can't steal life from something undead */ 1343 /* You can't steal life from something undead */
1353 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1354 return 0; 1345 return 0;
1346
1355 /* If drain protection is higher than life stealing, use that */ 1347 /* If drain protection is higher than life stealing, use that */
1356 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1357 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1358 else 1350 else
1359 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1360 /* You die at -1 hp, not zero. */ 1353 /* You die at -1 hp, not zero. */
1361 if (dam > (op->stats.hp + 1)) 1354 if (dam > (op->stats.hp + 1))
1362 dam = op->stats.hp + 1; 1355 dam = op->stats.hp + 1;
1356
1363 new_hp = hitter->stats.hp + dam; 1357 new_hp = hitter->stats.hp + dam;
1364 if (new_hp > hitter->stats.maxhp) 1358 if (new_hp > hitter->stats.maxhp)
1365 new_hp = hitter->stats.maxhp; 1359 new_hp = hitter->stats.maxhp;
1360
1366 if (new_hp > hitter->stats.hp) 1361 if (new_hp > hitter->stats.hp)
1367 hitter->stats.hp = new_hp; 1362 hitter->stats.hp = new_hp;
1368 } 1363 }
1369 } 1364 }
1370 1365
1392 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1393 const char *skill; 1388 const char *skill;
1394 int maxdam = 0; 1389 int maxdam = 0;
1395 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1396 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 */
1397 object *owner = NULL; 1392 object *owner = 0;
1398 object *skop = NULL; 1393 object *skop = 0;
1399 1394
1400 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1401 return -1; 1396 return -1;
1402 1397
1403 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1412 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1413 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 */
1414 1409
1415 if (op->type == DOOR) 1410 if (op->type == DOOR)
1416 { 1411 {
1417 op->set_speed (0.1); 1412 op->set_speed (0.1f);
1418 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1419 return maxdam; 1414 return maxdam;
1420 } 1415 }
1421 1416
1422 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1423 { 1418 {
1424 remove_friendly_object (op);
1425
1426 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1427 op->owner->contr->ranges[range_golem] = 0;
1428
1429 op->destroy (); 1419 op->destroy ();
1430 return maxdam; 1420 return maxdam;
1431 } 1421 }
1432 1422
1433 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1445 pk = 1; 1435 pk = 1;
1446 1436
1447 /* Player killed something */ 1437 /* Player killed something */
1448 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1449 { 1439 {
1450 Log_Kill (owner->name,
1451 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1452
1453 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1454 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1455 * ip address is included. 1442 * ip address is included.
1456 */ 1443 */
1457 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1477 else 1464 else
1478 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));
1479 1466
1480 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1481 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1482 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1483 } 1470 }
1484 1471
1485 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1486 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1487 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1492 */ 1479 */
1493 if (op->type == PLAYER && owner != op && !battleg) 1480 if (op->type == PLAYER && owner != op && !battleg)
1494 owner->change_luck (-settings.pk_luck_penalty); 1481 owner->change_luck (-settings.pk_luck_penalty);
1495 1482
1496 /* This code below deals with finding the appropriate skill 1483 /* This code below deals with finding the appropriate skill
1497 * to credit exp to. This is a bit problematic - we should 1484 * to credit exp to. This is a bit problematic - we should
1498 * probably never really have to look at current_weapon->skill 1485 * probably never really have to look at current_weapon->skill
1499 */ 1486 */
1500 skill = 0; 1487 skill = 0;
1501 1488
1502 if (hitter->skill && hitter->type != PLAYER) 1489 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill; 1490 skill = hitter->skill;
1504 else if (owner->chosen_skill) 1491 else if (owner->chosen_skill)
1505 { 1492 {
1506 skill = owner->chosen_skill->skill;
1507 skop = owner->chosen_skill; 1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1508 } 1495 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1510 skill = owner->current_weapon->skill; 1497 skill = owner->current_weapon->skill;
1511 else 1498 else
1512 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");
1513 1500
1514 /* 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
1515 * 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!
1516 */ 1503 */
1517 if ((!skop || skop->type != SKILL) && skill) 1504 if ((!skop || skop->type != SKILL) && skill)
1518 { 1505 {
1519 int i; 1506 int i;
1520 1507
1546 skill = skop->skill; 1533 skill = skop->skill;
1547 1534
1548 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);
1549 1536
1550 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1551 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1539 {
1553 int exp; 1540 int exp;
1554 1541
1555 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1583 if (owner->type != PLAYER || owner->contr->party == NULL) 1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1584 change_exp (owner, exp, skill, 0); 1571 change_exp (owner, exp, skill, 0);
1585 else 1572 else
1586 { 1573 {
1587 int shares = 0, count = 0; 1574 int shares = 0, count = 0;
1588 player *pl;
1589 partylist *party = owner->contr->party; 1575 partylist *party = owner->contr->party;
1590 1576
1591 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);
1592 1578
1593 for_all_players (pl) 1579 for_all_players (pl)
1624 { 1610 {
1625 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1626 1612
1627 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1628 { 1614 {
1629 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1630 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1631 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);
1632 } 1618 }
1633 1619
1634 remove_friendly_object (op); 1620 remove_friendly_object (op);
1635 } 1621 }
1636 1622
1637 op->destroy (); 1623 op->destroy ();
1638 } 1624 }
1639 else 1625 else
1640 {
1641 /* Player has been killed! */ 1626 /* Player has been killed! */
1642 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1643 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1644 else
1645 assign (op->contr->killer, hitter->name);
1646 }
1647 1628
1648 /* 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
1649 * continues in the calling function. 1630 * continues in the calling function.
1650 */ 1631 */
1651 return maxdam; 1632 return maxdam;
1652} 1633}
1653 1634
1654/* 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
1655 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1656 */ 1637 */
1657
1658int 1638int
1659friendly_fire (object *op, object *hitter) 1639friendly_fire (object *op, object *hitter)
1660{ 1640{
1661 object *owner; 1641 object *owner;
1662 int friendlyfire; 1642 int friendlyfire;
1681 } 1661 }
1682 1662
1683 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)
1684 friendlyfire = 0; 1664 friendlyfire = 0;
1685 } 1665 }
1666
1686 return friendlyfire; 1667 return friendlyfire;
1687} 1668}
1688
1689 1669
1690/* 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.
1691 * 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
1692 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1693 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1711 1691
1712 /* 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 */
1713 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))
1714 return 0; 1694 return 0;
1715 1695
1716#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1717 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1718 { 1698 {
1719 object *owner = hitter->owner; 1699 object *owner = hitter->owner;
1720 1700
1721 if (!owner) 1701 if (!owner)
1722 owner = hitter; 1702 owner = hitter;
1723 1703
1724 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)
1725 return 0; 1708 return 0;
1726 } 1709 }
1727#endif
1728 1710
1729 if (body_attack) 1711 if (body_attack)
1730 { 1712 {
1731 /* 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
1732 * return - we still need to process other attacks the spell still 1714 * return - we still need to process other attacks the spell still
1746 } 1728 }
1747 } 1729 }
1748 1730
1749 if (!simple_attack && op->type == DOOR) 1731 if (!simple_attack && op->type == DOOR)
1750 { 1732 {
1751 object *tmp;
1752
1753 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP) 1734 if (tmp->type == RUNE || tmp->type == TRAP)
1755 { 1735 {
1756 spring_trap (tmp, hitter); 1736 spring_trap (tmp, hitter);
1757 1737
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1766 { 1746 {
1767 /* 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
1768 * destroyed() check above doesn't return, and might get here. 1748 * destroyed() check above doesn't return, and might get here.
1769 */ 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 */
1770 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);
1771 return 0; 1757 return 0;
1772 } 1758 }
1773 1759
1774#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1781 * 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 */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100) 1769 if (dam >= 100)
1784 dam /= 100; 1770 dam /= 100;
1785 else 1771 else
1786 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 } 1773 }
1788 1774
1789 /* 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
1790 * 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
1791 */ 1777 */
1807 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1811 (hitter->title != NULL 1797 (hitter->title != NULL
1812 && (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)))
1813 return 0; 1799 return 0;
1814 } 1800 }
1815 1801
1816 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1849 */ 1835 */
1850 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1851 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1852 { 1838 {
1853 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1854#ifndef COZY_SERVER
1855 maxdam++;
1856#endif
1857 1840
1858#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1859 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",
1860 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1861#endif 1844#endif
1862 } 1845 }
1863 1846
1864 if (!full_hit) 1847 if (!full_hit)
1865 { 1848 {
1866 archetype *at;
1867 int area; 1849 int area;
1868 int remainder; 1850 int remainder;
1869 1851
1870 area = 0; 1852 area = 0;
1871 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1872 area++; 1855 area++;
1856
1873 assert (area > 0); 1857 assert (area > 0);
1874 1858
1875 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */ 1860 value-effect */
1877 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area; 1862 maxdam /= area;
1879 if (RANDOM () % 100 < remainder) 1863 if (rndm (100) < remainder)
1880 maxdam++; 1864 maxdam++;
1881 } 1865 }
1882 1866
1883#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885#endif 1869#endif
1886 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)
1887 if (hitter->owner) 1875 if (hitter->owner)
1888 op->enemy = hitter->owner; 1876 op->enemy = hitter->owner;
1889 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1890 op->enemy = hitter; 1878 op->enemy = hitter;
1891 1879
1892 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1893 { 1881 {
1894 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1895 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1932 /* 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
1933 * that before if the player was immune to ghosthit, the monster 1921 * that before if the player was immune to ghosthit, the monster
1934 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1935 */ 1923 */
1936 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1937 {
1938 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939 remove_friendly_object (hitter);
1940
1941 hitter->destroy (); 1925 hitter->destroy ();
1942 } 1926
1943 /* Lets handle creatures that are splitting now */ 1927 /* Lets handle creatures that are splitting now */
1944 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))
1945 { 1929 {
1946 int i; 1930 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1954 return maxdam; 1938 return maxdam;
1955 } 1939 }
1956 1940
1957 op->remove (); 1941 op->remove ();
1958 1942
1959 for (i = 0; i < NROFNEWOBJS (op); i++) 1943 for (i = 0; i < op->stats.food; i++)
1960 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1961 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1962 int j; 1946 int j;
1963 1947
1964 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 hitter->destroy (); 1976 hitter->destroy ();
1993 1977
1994 return maxdam; 1978 return maxdam;
1995} 1979}
1996
1997 1980
1998void 1981void
1999poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2000{ 1983{
2001 archetype *at = archetype::find ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2037 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2038 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2039 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2040 op->update_stats (); 2023 op->update_stats ();
2041 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);
2042 } 2026 }
2027
2043 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2044 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);
2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 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);
2047 } 2032 }
2033
2048 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2049 } 2035 }
2050 else 2036 else
2051 tmp->stats.food++; 2037 tmp->stats.food++;
2052} 2038}
2056{ 2042{
2057 archetype *at = archetype::find ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2058 object *tmp; 2044 object *tmp;
2059 2045
2060 if (at == NULL) 2046 if (at == NULL)
2061 {
2062 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2063 } 2048
2064 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065 { 2050 {
2066 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2067 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2068 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!");
2069 } 2054 }
2070 else 2055 else
2071 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2072 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2073 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2074 op->update_stats (); 2060 op->update_stats ();
2075} 2061}
2076 2062
2093 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2094 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2095 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);
2096 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2098 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2099 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2100 2087
2101 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2102 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
2103 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2104} 2092}
2105 2093
2106void 2094void
2107blind_player (object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
2173 op->speed_left = (float) -(FABS (op->speed) * max); 2161 op->speed_left = (float) -(FABS (op->speed) * max);
2174 2162
2175/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2176} 2164}
2177 2165
2178
2179/* Attempts to kill 'op'. hitter is the attack object, dam is 2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2180 * the computed damaged. 2167 * the computed damaged.
2181 */ 2168 */
2182void 2169void
2183deathstrike_player (object *op, object *hitter, int *dam) 2170deathstrike_player (object *op, object *hitter, int *dam)
2191 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2192 2179
2193 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2194 2181
2195 if (hitter->slaying) 2182 if (hitter->slaying)
2196 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))))
2197 return; 2184 return;
2198 2185
2199 def_lev = op->level; 2186 def_lev = op->level;
2200 if (def_lev < 1) 2187 if (def_lev < 1)
2201 { 2188 {
2202 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);
2203 def_lev = 1; 2190 def_lev = 1;
2204 } 2191 }
2192
2205 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;
2206 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2208 2196
2209 if (atk_lev >= def_lev) 2197 if (atk_lev >= def_lev)
2224 */ 2212 */
2225 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2226 } 2214 }
2227 } 2215 }
2228 else 2216 else
2229 {
2230 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2231 }
2232} 2218}
2233 2219
2234/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2236 * monster). 2222 * monster).
2265 } 2251 }
2266 } 2252 }
2267} 2253}
2268 2254
2269/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2270
2271int 2256int
2272adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2273{ 2258{
2274 object *attacker = hitter; 2259 object *attacker = hitter;
2275 int adjust = 0; 2260 int adjust = 0;
2340#endif 2325#endif
2341 2326
2342 return adjust; 2327 return adjust;
2343} 2328}
2344 2329
2345
2346/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2347int 2331int
2348is_aimed_missile (object *op) 2332is_aimed_missile (object *op)
2349{ 2333{
2350 2334
2351 /* 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
2352 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2353 */ 2337 */
2354 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2355 {
2356 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1; 2340 return 1;
2358 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))
2359 return 1; 2342 return 1;
2360 } 2343
2361 return 0; 2344 return 0;
2362} 2345}

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