… | |
… | |
286 | object *tmp, *next; |
286 | object *tmp, *next; |
287 | mapstruct *map; |
287 | mapstruct *map; |
288 | sint16 x, y; |
288 | sint16 x, y; |
289 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
289 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
290 | |
290 | |
291 | tag_t op_tag, next_tag = 0; |
|
|
292 | |
|
|
293 | if (QUERY_FLAG (op, FLAG_FREED)) |
291 | if (QUERY_FLAG (op, FLAG_FREED)) |
294 | { |
292 | { |
295 | LOG (llevError, "BUG: hit_map(): free object\n"); |
293 | LOG (llevError, "BUG: hit_map(): free object\n"); |
296 | return 0; |
294 | return 0; |
297 | } |
295 | } |
… | |
… | |
308 | return 0; |
306 | return 0; |
309 | } |
307 | } |
310 | |
308 | |
311 | if (op->head) |
309 | if (op->head) |
312 | op = op->head; |
310 | op = op->head; |
313 | |
|
|
314 | op_tag = op->count; |
|
|
315 | |
311 | |
316 | map = op->map; |
312 | map = op->map; |
317 | x = op->x + freearr_x[dir]; |
313 | x = op->x + freearr_x[dir]; |
318 | y = op->y + freearr_y[dir]; |
314 | y = op->y + freearr_y[dir]; |
319 | |
315 | |
… | |
… | |
347 | update_object (op, UP_OBJ_FACE); |
343 | update_object (op, UP_OBJ_FACE); |
348 | type &= ~AT_CHAOS; |
344 | type &= ~AT_CHAOS; |
349 | } |
345 | } |
350 | |
346 | |
351 | next = get_map_ob (map, x, y); |
347 | next = get_map_ob (map, x, y); |
352 | if (next) |
|
|
353 | next_tag = next->count; |
|
|
354 | |
348 | |
355 | while (next) |
349 | while (next) |
356 | { |
350 | { |
357 | if (was_destroyed (next, next_tag)) |
351 | if (next->destroyed ()) |
358 | { |
352 | { |
359 | /* There may still be objects that were above 'next', but there is no |
353 | /* There may still be objects that were above 'next', but there is no |
360 | * simple way to find out short of copying all object references and |
354 | * simple way to find out short of copying all object references and |
361 | * tags into a temporary array before we start processing the first |
355 | * tags into a temporary array before we start processing the first |
362 | * object. That's why we just abort. |
356 | * object. That's why we just abort. |
… | |
… | |
370 | } |
364 | } |
371 | |
365 | |
372 | tmp = next; |
366 | tmp = next; |
373 | next = tmp->above; |
367 | next = tmp->above; |
374 | |
368 | |
375 | if (next) |
369 | if (tmp->destroyed ()) |
376 | next_tag = next->count; |
|
|
377 | |
|
|
378 | if (QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
379 | { |
370 | { |
380 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
371 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
381 | break; |
372 | break; |
382 | } |
373 | } |
383 | |
374 | |
… | |
… | |
390 | |
381 | |
391 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
382 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
392 | { |
383 | { |
393 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
384 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
394 | retflag |= 1; |
385 | retflag |= 1; |
395 | if (was_destroyed (op, op_tag)) |
386 | if (op->destroyed ()) |
396 | break; |
387 | break; |
397 | } |
388 | } |
398 | |
389 | |
399 | /* Here we are potentially destroying an object. If the object has |
390 | /* Here we are potentially destroying an object. If the object has |
400 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
391 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
… | |
… | |
404 | * destroyed right now. |
395 | * destroyed right now. |
405 | */ |
396 | */ |
406 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
397 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
407 | { |
398 | { |
408 | save_throw_object (tmp, type, op); |
399 | save_throw_object (tmp, type, op); |
409 | if (was_destroyed (op, op_tag)) |
400 | if (op->destroyed ()) |
410 | break; |
401 | break; |
411 | } |
402 | } |
412 | } |
403 | } |
413 | |
404 | |
414 | return 0; |
405 | return 0; |
… | |
… | |
754 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
745 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
755 | { |
746 | { |
756 | int simple_attack, roll, dam = 0; |
747 | int simple_attack, roll, dam = 0; |
757 | uint32 type; |
748 | uint32 type; |
758 | shstr op_name; |
749 | shstr op_name; |
759 | tag_t op_tag, hitter_tag; |
|
|
760 | |
750 | |
761 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
751 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
762 | goto error; |
752 | goto error; |
763 | |
753 | |
764 | if (hitter->current_weapon) |
754 | if (hitter->current_weapon) |
765 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
755 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
766 | return RESULT_INT (0); |
756 | return RESULT_INT (0); |
767 | |
757 | |
768 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
758 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
769 | return RESULT_INT (0); |
759 | return RESULT_INT (0); |
770 | |
|
|
771 | op_tag = op->count; |
|
|
772 | hitter_tag = hitter->count; |
|
|
773 | |
760 | |
774 | /* |
761 | /* |
775 | * A little check to make it more difficult to dance forward and back |
762 | * A little check to make it more difficult to dance forward and back |
776 | * to avoid ever being hit by monsters. |
763 | * to avoid ever being hit by monsters. |
777 | */ |
764 | */ |
… | |
… | |
782 | * which then gets here again. By decreasing the speed before |
769 | * which then gets here again. By decreasing the speed before |
783 | * we call process_object, the 'if' statement above will fail. |
770 | * we call process_object, the 'if' statement above will fail. |
784 | */ |
771 | */ |
785 | op->speed_left--; |
772 | op->speed_left--; |
786 | process_object (op); |
773 | process_object (op); |
787 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
774 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
788 | goto error; |
775 | goto error; |
789 | } |
776 | } |
790 | |
777 | |
791 | op_name = op->name; |
778 | op_name = op->name; |
792 | |
779 | |
… | |
… | |
843 | * when they hit the victim. For things like thrown daggers, |
830 | * when they hit the victim. For things like thrown daggers, |
844 | * this sets 'hitter' to the actual dagger, and not the |
831 | * this sets 'hitter' to the actual dagger, and not the |
845 | * wrapper object. |
832 | * wrapper object. |
846 | */ |
833 | */ |
847 | thrown_item_effect (hitter, op); |
834 | thrown_item_effect (hitter, op); |
848 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
835 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
849 | goto leave; |
836 | goto leave; |
850 | } |
837 | } |
851 | |
838 | |
852 | /* Need to do at least 1 damage, otherwise there is no point |
839 | /* Need to do at least 1 damage, otherwise there is no point |
853 | * to go further and it will cause FPE's below. |
840 | * to go further and it will cause FPE's below. |
854 | */ |
841 | */ |
855 | if (hitdam <= 0) |
842 | if (hitdam <= 0) |
856 | hitdam = 1; |
843 | hitdam = 1; |
857 | |
844 | |
858 | type = hitter->attacktype; |
845 | type = hitter->attacktype; |
|
|
846 | |
859 | if (!type) |
847 | if (!type) |
860 | type = AT_PHYSICAL; |
848 | type = AT_PHYSICAL; |
|
|
849 | |
861 | /* Handle monsters that hit back */ |
850 | /* Handle monsters that hit back */ |
862 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
851 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
863 | { |
852 | { |
864 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
853 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
865 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
854 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
855 | |
866 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
856 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
857 | |
867 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
858 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
868 | goto leave; |
859 | goto leave; |
869 | } |
860 | } |
870 | |
861 | |
871 | /* In the new attack code, it should handle multiple attack |
862 | /* In the new attack code, it should handle multiple attack |
872 | * types in its area, so remove it from here. |
863 | * types in its area, so remove it from here. |
873 | */ |
864 | */ |
874 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
865 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
866 | |
875 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
867 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
876 | goto leave; |
868 | goto leave; |
877 | } /* end of if hitter hit op */ |
869 | } /* end of if hitter hit op */ |
878 | /* if we missed, dam=0 */ |
870 | /* if we missed, dam=0 */ |
879 | |
871 | |
880 | /*attack_message(dam, type, op, hitter); */ |
872 | /*attack_message(dam, type, op, hitter); */ |
… | |
… | |
937 | object * |
929 | object * |
938 | hit_with_arrow (object *op, object *victim) |
930 | hit_with_arrow (object *op, object *victim) |
939 | { |
931 | { |
940 | object *container, *hitter; |
932 | object *container, *hitter; |
941 | int hit_something = 0; |
933 | int hit_something = 0; |
942 | tag_t victim_tag, hitter_tag; |
|
|
943 | sint16 victim_x, victim_y; |
934 | sint16 victim_x, victim_y; |
944 | |
935 | |
945 | /* Disassemble missile */ |
936 | /* Disassemble missile */ |
946 | if (op->inv) |
937 | if (op->inv) |
947 | { |
938 | { |
… | |
… | |
961 | } |
952 | } |
962 | |
953 | |
963 | /* Try to hit victim */ |
954 | /* Try to hit victim */ |
964 | victim_x = victim->x; |
955 | victim_x = victim->x; |
965 | victim_y = victim->y; |
956 | victim_y = victim->y; |
966 | victim_tag = victim->count; |
|
|
967 | hitter_tag = hitter->count; |
|
|
968 | |
957 | |
969 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
958 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
970 | |
959 | |
971 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
960 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
972 | * arrow, move_apply() calls this function, arrow sticks in demon, |
961 | * arrow, move_apply() calls this function, arrow sticks in demon, |
973 | * attack_ob_simple() returns, and we've got an arrow that still exists |
962 | * attack_ob_simple() returns, and we've got an arrow that still exists |
974 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
963 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
975 | * other places as well!) |
964 | * other places as well!) |
976 | */ |
965 | */ |
977 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
966 | if (hitter->destroyed () || hitter->env != NULL) |
978 | { |
967 | { |
979 | if (container) |
968 | if (container) |
980 | { |
969 | { |
981 | remove_ob (container); |
970 | remove_ob (container); |
982 | free_object (container); |
971 | free_object (container); |
… | |
… | |
1002 | remove_ob (container); |
991 | remove_ob (container); |
1003 | free_object (container); |
992 | free_object (container); |
1004 | } |
993 | } |
1005 | |
994 | |
1006 | /* Try to stick arrow into victim */ |
995 | /* Try to stick arrow into victim */ |
1007 | if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
996 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1008 | return NULL; |
997 | return NULL; |
1009 | |
998 | |
1010 | /* Else try to put arrow on victim's map square |
999 | /* Else try to put arrow on victim's map square |
1011 | * remove check for P_WALL here. If the arrow got to this |
1000 | * remove check for P_WALL here. If the arrow got to this |
1012 | * space, that is good enough - with the new movement code, |
1001 | * space, that is good enough - with the new movement code, |
… | |
… | |
1767 | { |
1756 | { |
1768 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1757 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1769 | int maxattacktype, attacknum; |
1758 | int maxattacktype, attacknum; |
1770 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1759 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1771 | int simple_attack; |
1760 | int simple_attack; |
1772 | tag_t op_tag, hitter_tag; |
|
|
1773 | int rtn_kill = 0; |
1761 | int rtn_kill = 0; |
1774 | int friendlyfire; |
1762 | int friendlyfire; |
1775 | |
1763 | |
1776 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1764 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1777 | return 0; |
1765 | return 0; |
… | |
… | |
1785 | { |
1773 | { |
1786 | object *owner = get_owner (hitter); |
1774 | object *owner = get_owner (hitter); |
1787 | |
1775 | |
1788 | if (!owner) |
1776 | if (!owner) |
1789 | owner = hitter; |
1777 | owner = hitter; |
|
|
1778 | |
1790 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1779 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1791 | { |
|
|
1792 | return 0; |
1780 | return 0; |
1793 | } |
|
|
1794 | } |
1781 | } |
1795 | #endif |
1782 | #endif |
1796 | |
|
|
1797 | op_tag = op->count; |
|
|
1798 | hitter_tag = hitter->count; |
|
|
1799 | |
1783 | |
1800 | if (body_attack) |
1784 | if (body_attack) |
1801 | { |
1785 | { |
1802 | /* slow and paralyze must hit the head. But we don't want to just |
1786 | /* slow and paralyze must hit the head. But we don't want to just |
1803 | * return - we still need to process other attacks the spell still |
1787 | * return - we still need to process other attacks the spell still |
… | |
… | |
1809 | * attack so we don't cancel out things like magic bullet. |
1793 | * attack so we don't cancel out things like magic bullet. |
1810 | */ |
1794 | */ |
1811 | if (type & (AT_PARALYZE | AT_SLOW)) |
1795 | if (type & (AT_PARALYZE | AT_SLOW)) |
1812 | { |
1796 | { |
1813 | type &= ~(AT_PARALYZE | AT_SLOW); |
1797 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1798 | |
1814 | if (!type || type == AT_MAGIC) |
1799 | if (!type || type == AT_MAGIC) |
1815 | return 0; |
1800 | return 0; |
1816 | } |
1801 | } |
1817 | } |
1802 | } |
1818 | |
1803 | |
… | |
… | |
1822 | |
1807 | |
1823 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1808 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1824 | if (tmp->type == RUNE || tmp->type == TRAP) |
1809 | if (tmp->type == RUNE || tmp->type == TRAP) |
1825 | { |
1810 | { |
1826 | spring_trap (tmp, hitter); |
1811 | spring_trap (tmp, hitter); |
1827 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1812 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1828 | return 0; |
1813 | return 0; |
1829 | break; |
1814 | break; |
1830 | } |
1815 | } |
1831 | } |
1816 | } |
1832 | |
1817 | |
1833 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1818 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1834 | { |
1819 | { |
1835 | /* FIXME: If a player is killed by a rune in a door, the |
1820 | /* FIXME: If a player is killed by a rune in a door, the |
1836 | * was_destroyed() check above doesn't return, and might get here. |
1821 | * destroyed() check above doesn't return, and might get here. |
1837 | */ |
1822 | */ |
1838 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1823 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1839 | return 0; |
1824 | return 0; |
1840 | } |
1825 | } |
1841 | |
1826 | |