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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.10 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.45 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: attack.C,v 1.10 2006/09/11 11:46:52 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
50 * its magical benefits. 45 * its magical benefits.
51 */ 46 */
52void 47void
53cancellation (object *op) 48cancellation (object *op)
54{ 49{
55 object *tmp;
56
57 if (op->invisible) 50 if (op->invisible)
58 return; 51 return;
59 52
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 54 {
62 /* Recur through the inventory */ 55 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 58 cancellation (tmp);
66 } 59 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 60 else if (FABS (op->magic) <= rndm (0, 5))
68 { 61 {
69 /* Nullify this object. This code could probably be more complete */ 62 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 63 /* in what abilities it should cancel */
71 op->magic = 0; 64 op->magic = 0;
65
72 CLEAR_FLAG (op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
76 if (op->env && op->env->type == PLAYER) 71 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
79 }
80 } 73 }
81} 74}
82
83
84 75
85/* did_make_save_item just checks to make sure the item actually 76/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 77 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 78 * any further action (like destroying the item).
88 */ 79 */
89
90int 80int
91did_make_save_item (object *op, int type, object *originator) 81did_make_save_item (object *op, int type, object *originator)
92{ 82{
93 int i, roll, saves = 0, attacks = 0, number; 83 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 84 materialtype_t *mt;
95 85
96 if (op->materialname == NULL) 86 if (op->materialname == NULL)
97 { 87 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material) 89 if (op->material & mt->material)
101 break; 90 break;
102 }
103 } 91 }
104 else 92 else
105 mt = name_to_material (op->materialname); 93 mt = name_to_material (op->materialname);
94
106 if (mt == NULL) 95 if (mt == NULL)
107 return TRUE; 96 return TRUE;
97
108 roll = rndm (1, 20); 98 roll = rndm (1, 20);
109 99
110 /* the attacktypes have no meaning for object saves 100 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 101 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 102 * pure magic is hitting an object, it should save. However, if it
150 140
151/* This function calls did_make_save_item. It then performs the 141/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 142 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 143 * calling cancellation, etc.)
154 */ 144 */
155
156void 145void
157save_throw_object (object *op, int type, object *originator) 146save_throw_object (object *op, int type, object *originator)
158{ 147{
159 if (!did_make_save_item (op, type, originator)) 148 if (!did_make_save_item (op, type, originator))
160 { 149 {
161 object *env = op->env; 150 object *env = op->env;
162 int x = op->x, y = op->y; 151 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 152 maptile *m = op->map;
164 153
165 op = stop_item (op); 154 op = stop_item (op);
166 if (op == NULL) 155 if (op == NULL)
167 return; 156 return;
168 157
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 166 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 { 167 {
179 const char *arch = op->other_arch->name; 168 const char *arch = op->other_arch->name;
180 169
181 op = decrease_ob_nr (op, 1); 170 op = decrease_ob_nr (op, 1);
171
182 if (op) 172 if (op)
183 fix_stopped_item (op, m, originator); 173 fix_stopped_item (op, m, originator);
174
184 if ((op = get_archetype (arch)) != NULL) 175 if ((op = get_archetype (arch)) != NULL)
185 { 176 {
186 if (env) 177 if (env)
187 { 178 {
188 op->x = env->x, op->y = env->y; 179 op->x = env->x, op->y = env->y;
194 { 185 {
195 op->x = x, op->y = y; 186 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0); 187 insert_ob_in_map (op, m, originator, 0);
197 } 188 }
198 } 189 }
190
199 return; 191 return;
200 } 192 }
193
201 if (type & AT_CANCELLATION) 194 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 195 { /* Cancellation. */
203 cancellation (op); 196 cancellation (op);
204 fix_stopped_item (op, m, originator); 197 fix_stopped_item (op, m, originator);
205 return; 198 return;
206 } 199 }
200
207 if (op->nrof > 1) 201 if (op->nrof > 1)
208 { 202 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 203 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
204
210 if (op) 205 if (op)
211 fix_stopped_item (op, m, originator); 206 fix_stopped_item (op, m, originator);
212 } 207 }
213 else 208 else
214 { 209 {
215 if (op->env) 210 if (op->env)
216 { 211 {
217 object *tmp = is_player_inv (op->env); 212 object *tmp = op->in_player ();
218 213
219 if (tmp) 214 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count); 215 esrv_del_item (tmp->contr, op->count);
222 }
223 } 216 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 217
225 remove_ob (op); 218 op->destroy ();
226 free_object (op);
227 } 219 }
220
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 221 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 222 if (env)
231 { 223 {
232 op = get_archetype ("burnout"); 224 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y; 225 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 226 insert_ob_in_ob (op, env);
235 } 227 }
236 else 228 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 229 replace_insert_ob_in_map ("burnout", originator);
239 } 230
240 }
241 return; 231 return;
242 } 232 }
233
243 /* The value of 50 is arbitrary. */ 234 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 235 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245 { 236 {
246 object *tmp; 237 object *tmp;
247 archetype *at = find_archetype ("icecube"); 238 archetype *at = archetype::find ("icecube");
248 239
249 if (at == NULL) 240 if (at == NULL)
250 return; 241 return;
242
251 op = stop_item (op); 243 op = stop_item (op);
252 if (op == NULL) 244 if (op == NULL)
253 return; 245 return;
246
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 247 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255 { 248 {
256 tmp = arch_to_object (at); 249 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 250 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 251 /* This was in the old (pre new movement code) -
261 */ 254 */
262 tmp->move_slow_penalty = 0; 255 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 256 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 257 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 258 }
259
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 260 if (!QUERY_FLAG (op, FLAG_REMOVED))
267 remove_ob (op); 261 op->remove ();
262
268 (void) insert_ob_in_ob (op, tmp); 263 insert_ob_in_ob (op, tmp);
269 return; 264 return;
270 } 265 }
271} 266}
272 267
273/* Object op is hitting the map. 268/* Object op is hitting the map.
278 */ 273 */
279 274
280int 275int
281hit_map (object *op, int dir, int type, int full_hit) 276hit_map (object *op, int dir, int type, int full_hit)
282{ 277{
283 object *tmp, *next;
284 mapstruct *map; 278 maptile *map;
285 sint16 x, y; 279 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 280 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 281
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 282 if (QUERY_FLAG (op, FLAG_FREED))
291 { 283 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 284 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 285 return 0;
294 } 286 }
305 return 0; 297 return 0;
306 } 298 }
307 299
308 if (op->head) 300 if (op->head)
309 op = op->head; 301 op = op->head;
310
311 op_tag = op->count;
312 302
313 map = op->map; 303 map = op->map;
314 x = op->x + freearr_x[dir]; 304 x = op->x + freearr_x[dir];
315 y = op->y + freearr_y[dir]; 305 y = op->y + freearr_y[dir];
316 306
317 int mflags = get_map_flags (map, &map, x, y, &x, &y); 307 if (!xy_normalise (map, x, y))
308 return 0;
318 309
319 // elmex: a safe map tile can't be hit! 310 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 311 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 312 mapspace &ms = map->at (x, y);
313
314 if (ms.flags () & P_SAFE)
322 return 0; 315 return 0;
323 316
324 /* peterm: a few special cases for special attacktypes --counterspell 317 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 318 * must be out here because it strikes things which are not alive
326 */ 319 */
327 320 if (type & (AT_COUNTERSPELL | AT_CHAOS))
321 {
328 if (type & AT_COUNTERSPELL) 322 if (type & AT_COUNTERSPELL)
329 { 323 {
330 counterspell (op, dir); /* see spell_effect.c */ 324 counterspell (op, dir); /* see spell_effect.c */
331 325
332 /* If the only attacktype is counterspell or magic, don't need 326 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 327 * to do any further processing.
334 */
335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
337 return 0;
338 }
339 type &= ~AT_COUNTERSPELL;
340 }
341
342 if (type & AT_CHAOS)
343 {
344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
345 update_object (op, UP_OBJ_FACE);
346 type &= ~AT_CHAOS;
347 }
348
349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */ 328 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 329 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 330 return 0;
331
332 type &= ~AT_COUNTERSPELL;
333 }
334
335 if (type & AT_CHAOS)
368 } 336 {
337 shuffle_attack (op, 1); /* flag tells it to change the face */
338 update_object (op, UP_OBJ_FACE);
339 type &= ~AT_CHAOS;
340 }
341 }
342
343 /* There may still be objects that were above 'next', but there is no
344 * simple way to find out short of copying all object references and
345 * tags into a temporary array before we start processing the first
346 * object. That's why we just abort on destroy.
347 *
348 * This happens whenever attack spells (like fire) hit a pile
349 * of objects. This is not a bug - nor an error.
350 */
351 for (object *next = ms.bot; next && !next->destroyed (); )
352 {
369 tmp = next; 353 object *tmp = next;
370 next = tmp->above; 354 next = tmp->above;
371 if (next)
372 next_tag = next->count;
373
374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379 355
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 356 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 357 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 358 * This is one of the few cases where on_same_map should not be used.
383 */ 359 */
386 362
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 363 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 364 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 365 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 366 retflag |= 1;
367
391 if (was_destroyed (op, op_tag)) 368 if (op->destroyed ())
392 break; 369 break;
393 } 370 }
394 /* Here we are potentially destroying an object. If the object has 371 /* Here we are potentially destroying an object. If the object has
395 * NO_PASS set, it is also immune - you can't destroy walls. Note 372 * NO_PASS set, it is also immune - you can't destroy walls. Note
396 * that weak walls have is_alive set, which prevent objects from 373 * that weak walls have is_alive set, which prevent objects from
399 * destroyed right now. 376 * destroyed right now.
400 */ 377 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 378 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
402 { 379 {
403 save_throw_object (tmp, type, op); 380 save_throw_object (tmp, type, op);
381
404 if (was_destroyed (op, op_tag)) 382 if (op->destroyed ())
405 break; 383 break;
406 } 384 }
407 } 385 }
386
408 return 0; 387 return 0;
409} 388}
410 389
411void 390void
412attack_message (int dam, int type, object *op, object *hitter) 391attack_message (int dam, int type, object *op, object *hitter)
413{ 392{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 393 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 394 int i, found = 0;
416 mapstruct *map; 395 maptile *map;
417 object *next, *tmp; 396 object *next, *tmp;
418 397
419 /* put in a few special messages for some of the common attacktypes 398 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 399 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 400 * [garbled 20010919]
438 sprintf (buf1, "missed %s", &op->name); 417 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 418 sprintf (buf2, " misses");
440 found++; 419 found++;
441 } 420 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 421 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 422 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 423 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 424 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 425 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 426 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 427 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 439 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 440 found++;
462 break; 441 break;
463 } 442 }
464 } 443 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 444 else if (hitter->type == PLAYER && op->is_alive ())
466 { 445 {
467 if (USING_SKILL (hitter, SK_KARATE)) 446 if (USING_SKILL (hitter, SK_KARATE))
468 { 447 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 448 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 449 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 475 found++;
497 break; 476 break;
498 } 477 }
499 } 478 }
500 } 479 }
480
501 if (found) 481 if (found)
502 { 482 {
503 /* done */ 483 /* done */
504 } 484 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 485 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 486 {
507 sprintf (buf1, "hit"); /* just in case */ 487 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 488 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 489 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 490 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 491 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 492 found++;
513 break; 493 break;
514 } 494 }
515 } 495 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 496 else if (type & AT_DRAIN && op->is_alive ())
517 { 497 {
518 /* drain is first, because some items have multiple attypes */ 498 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 499 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 500 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 501 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 503 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 504 found++;
525 break; 505 break;
526 } 506 }
527 } 507 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 508 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 509 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 510 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 511 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 512 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 513 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 514 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 515 found++;
536 break; 516 break;
537 } 517 }
538 } 518 }
539 else if (type & AT_COLD && IS_LIVE (op)) 519 else if (type & AT_COLD && op->is_alive ())
540 { 520 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 521 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 522 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 523 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 524 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
621 strcpy (buf1, "hit"); 601 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 602 strcpy (buf2, " hits");
623 } 603 }
624 604
625 /* bail out if a monster is casting spells */ 605 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 606 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 607 return;
628 608
629 /* scale down magic considerably. */ 609 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 610 if (type & AT_MAGIC && rndm (0, 5))
631 return; 611 return;
632 612
633 /* Did a player hurt another player? Inform both! */ 613 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 614 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 615 {
636 if (get_owner (hitter) != NULL) 616 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 617 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 618 else
639 { 619 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 620 sprintf (buf, "%s%s you.", &hitter->name, buf2);
641 if (dam != 0) 621 if (dam != 0)
663 else 643 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
665 } 645 }
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 646 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 647 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 648 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 649 {
670 /* look for stacked spells and start reducing the message chances */ 650 /* look for stacked spells and start reducing the message chances */
671 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 651 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 652 {
673 i = 4; 653 i = 4;
674 map = hitter->map; 654 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 655 if (out_of_map (map, hitter->x, hitter->y))
676 return; 656 return;
677 next = get_map_ob (map, hitter->x, hitter->y); 657 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 658 if (next)
679 while (next) 659 while (next)
680 { 660 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 661 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 662 i *= 3;
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 728attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 729{
750 int simple_attack, roll, dam = 0; 730 int simple_attack, roll, dam = 0;
751 uint32 type; 731 uint32 type;
752 shstr op_name; 732 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 733
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 734 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 735 goto error;
757 736
758 if (hitter->current_weapon) 737 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 738 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 739 return RESULT_INT (0);
761 740
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 741 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 742 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 743
768 /* 744 /*
769 * A little check to make it more difficult to dance forward and back 745 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
771 */ 747 */
776 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
778 */ 754 */
779 op->speed_left--; 755 op->speed_left--;
780 process_object (op); 756 process_object (op);
757
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 759 goto error;
783 } 760 }
784 761
785 op_name = op->name; 762 op_name = op->name;
786 763
798 if (settings.casting_time == TRUE) 775 if (settings.casting_time == TRUE)
799 { 776 {
800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 777 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 { 778 {
802 hitter->casting_time = -1; 779 hitter->casting_time = -1;
803 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); 780 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
804 } 781 }
805 if ((op->casting_time > -1) && (hitdam > 0)) 782 if ((op->casting_time > -1) && (hitdam > 0))
806 { 783 {
807 op->casting_time = -1; 784 op->casting_time = -1;
808 if (op->type == PLAYER) 785 if (op->type == PLAYER)
809 { 786 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); 787 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
811 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 788 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 } 789 }
813 } 790 }
814 } 791 }
815 if (!simple_attack) 792 if (!simple_attack)
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 797 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 798 CLEAR_FLAG (op, FLAG_SLEEP);
822 799
823 /* If the victim can't see the attacker, it may alert others 800 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 801 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 802 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 803 npc_call_help (op);
827 804
828 /* if you were hidden and hit by a creature, you are discovered */ 805 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 806 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 { 807 {
837 * when they hit the victim. For things like thrown daggers, 814 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 815 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 816 * wrapper object.
840 */ 817 */
841 thrown_item_effect (hitter, op); 818 thrown_item_effect (hitter, op);
819
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 820 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 821 goto leave;
844 } 822 }
845 823
846 /* Need to do at least 1 damage, otherwise there is no point 824 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 825 * to go further and it will cause FPE's below.
848 */ 826 */
849 if (hitdam <= 0) 827 if (hitdam <= 0)
850 hitdam = 1; 828 hitdam = 1;
851 829
852 type = hitter->attacktype; 830 type = hitter->attacktype;
831
853 if (!type) 832 if (!type)
854 type = AT_PHYSICAL; 833 type = AT_PHYSICAL;
834
855 /* Handle monsters that hit back */ 835 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 836 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 837 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 838 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 839 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
840
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 841 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
842
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 843 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 844 goto leave;
863 } 845 }
864 846
865 /* In the new attack code, it should handle multiple attack 847 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 848 * types in its area, so remove it from here.
867 */ 849 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 850 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
851
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 852 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 853 goto leave;
871 } /* end of if hitter hit op */ 854 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 855 /* if we missed, dam=0 */
873 856
874 /*attack_message(dam, type, op, hitter); */ 857 /*attack_message(dam, type, op, hitter); */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 891 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 892 {
910 if (tmp->head != NULL) 893 if (tmp->head != NULL)
911 tmp = tmp->head; 894 tmp = tmp->head;
912 895
913 remove_ob (op); 896 op->remove ();
914 op = insert_ob_in_ob (op, tmp); 897 op = insert_ob_in_ob (op, tmp);
915 898
916 if (tmp->type == PLAYER) 899 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op); 900 esrv_send_item (tmp, op);
918 901
931object * 914object *
932hit_with_arrow (object *op, object *victim) 915hit_with_arrow (object *op, object *victim)
933{ 916{
934 object *container, *hitter; 917 object *container, *hitter;
935 int hit_something = 0; 918 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 919
939 /* Disassemble missile */ 920 /* Disassemble missile */
940 if (op->inv) 921 if (op->inv)
941 { 922 {
942 container = op; 923 container = op;
943 hitter = op->inv; 924 hitter = op->inv;
944 remove_ob (hitter); 925 hitter->remove ();
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 926 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
946 /* Note that we now have an empty THROWN_OBJ on the map. Code that 927 /* Note that we now have an empty THROWN_OBJ on the map. Code that
947 * might be called until this THROWN_OBJ is either reassembled or 928 * might be called until this THROWN_OBJ is either reassembled or
948 * removed at the end of this function must be able to deal with empty 929 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 930 * THROWN_OBJs. */
950 } 931 }
951 else 932 else
952 { 933 {
953 container = NULL; 934 container = 0;
954 hitter = op; 935 hitter = op;
955 } 936 }
956 937
957 /* Try to hit victim */ 938 /* Try to hit victim */
958 victim_x = victim->x;
959 victim_y = victim->y;
960 victim_tag = victim->count;
961 hitter_tag = hitter->count;
962
963 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 939 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 940
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 941 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 942 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 943 * attack_ob_simple() returns, and we've got an arrow that still exists
968 * but is no longer on the map. Ugh. (Beware: Such things can happen at 944 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 945 * other places as well!)
970 */ 946 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 947 if (hitter->destroyed () || hitter->env != NULL)
972 { 948 {
973 if (container) 949 if (container)
974 { 950 {
975 remove_ob (container); 951 container->remove ();
976 free_object (container); 952 container->destroy ();
977 } 953 }
954
978 return NULL; 955 return 0;
979 } 956 }
980 957
981 /* Missile hit victim */ 958 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 959 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 960 * through the target
984 */ 961 */
985 if (hit_something && op->speed <= 10.0) 962 if (hit_something && op->speed <= 10.0)
986 { 963 {
987 /* Stop arrow */ 964 /* Stop arrow */
988 if (container == NULL) 965 if (!container)
989 { 966 {
990 hitter = fix_stopped_arrow (hitter); 967 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 968 if (!hitter)
992 return NULL; 969 return 0;
993 } 970 }
994 else 971 else
995 { 972 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 973
1000 /* Try to stick arrow into victim */ 974 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 975 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 976 return 0;
1003 977
1004 /* Else try to put arrow on victim's map square 978 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 979 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 980 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 981 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 982 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 983 * way to handle those otherwise?
1010 */ 984 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 985 if (victim->x != hitter->x || victim->y != hitter->y)
1012 { 986 {
1013 remove_ob (hitter); 987 hitter->remove ();
1014 hitter->x = victim_x; 988 hitter->x = victim->x;
1015 hitter->y = victim_y; 989 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 990 insert_ob_in_map (hitter, victim->map, hitter, 0);
1017 } 991 }
1018 else 992 else
1019 {
1020 /* Else leave arrow where it is */ 993 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 994 merge_ob (hitter, NULL);
1022 } 995
1023 return NULL; 996 return 0;
1024 } 997 }
1025 998
1026 if (hit_something && op->speed >= 10.0) 999 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 1000 op->speed -= 1.0;
1028 1001
1029 /* Missile missed victim - reassemble missile */ 1002 /* Missile missed victim - reassemble missile */
1030 if (container) 1003 if (container)
1031 { 1004 {
1032 remove_ob (hitter); 1005 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 1006 insert_ob_in_ob (hitter, container);
1034 } 1007 }
1008
1035 return op; 1009 return op;
1036} 1010}
1037 1011
1038 1012
1039void 1013void
1048 } 1022 }
1049 else if (!GET_ANIM_ID (op)) 1023 else if (!GET_ANIM_ID (op))
1050 { 1024 {
1051 /* Object has been called - no animations, so remove it */ 1025 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1026 if (op->stats.hp < 0)
1027 op->destroy ();
1053 { 1028
1054 remove_ob (op); /* Should update LOS */
1055 free_object (op);
1056 /* Don't know why this is here - remove_ob should do it for us */
1057 /*update_position(m, x, y); */
1058 }
1059 return; /* no animations, so nothing more to do */ 1029 return; /* no animations, so nothing more to do */
1060 } 1030 }
1031
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1032 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1033
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1034 if (perc >= (int) NUM_ANIMATIONS (op))
1063 perc = NUM_ANIMATIONS (op) - 1; 1035 perc = NUM_ANIMATIONS (op) - 1;
1064 else if (perc < 1) 1036 else if (perc < 1)
1065 perc = 1; 1037 perc = 1;
1038
1066 SET_ANIMATION (op, perc); 1039 SET_ANIMATION (op, perc);
1067 update_object (op, UP_OBJ_FACE); 1040 update_object (op, UP_OBJ_FACE);
1041
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1042 if (perc == NUM_ANIMATIONS (op) - 1)
1069 { /* Reached the last animation */ 1043 { /* Reached the last animation */
1070 if (op->face == blank_face) 1044 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1045 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1046 op->destroy ();
1074 free_object (op);
1075
1076 /* remove_ob should call update_position for us */
1077 /*update_position(m, x, y); */
1078
1079 }
1080 else 1047 else
1081 { /* The last face was not blank, leave an image */ 1048 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1049 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083 update_all_los (op->map, op->x, op->y); 1050 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1051 op->move_block = 0;
1088} 1055}
1089 1056
1090void 1057void
1091scare_creature (object *target, object *hitter) 1058scare_creature (object *target, object *hitter)
1092{ 1059{
1093 object *owner = get_owner (hitter); 1060 object *owner = hitter->owner;
1094 1061
1095 if (!owner) 1062 if (!owner)
1096 owner = hitter; 1063 owner = hitter;
1097 1064
1098 SET_FLAG (target, FLAG_SCARED); 1065 SET_FLAG (target, FLAG_SCARED);
1105 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should 1073 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not 1075 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1110
1111int 1077int
1112hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113{ 1079{
1114
1115 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1116 1081
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1082 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS) 1083 if (attacknum >= NROFATTACKS)
1119 { 1084 {
1164 1129
1165 /* Keep this in order - makes things easier to find */ 1130 /* Keep this in order - makes things easier to find */
1166 1131
1167 switch (attacknum) 1132 switch (attacknum)
1168 { 1133 {
1169 case ATNR_PHYSICAL: 1134 case ATNR_PHYSICAL:
1170 /* here also check for diseases */ 1135 /* here also check for diseases */
1171 check_physically_infect (op, hitter); 1136 check_physically_infect (op, hitter);
1172 break; 1137 break;
1173 1138
1174 /* Don't need to do anything for: 1139 /* Don't need to do anything for:
1175 magic, 1140 magic,
1176 fire, 1141 fire,
1177 electricity, 1142 electricity,
1178 cold */ 1143 cold */
1179 1144
1180 case ATNR_CONFUSION: 1145 case ATNR_CONFUSION:
1181 case ATNR_POISON: 1146 case ATNR_POISON:
1182 case ATNR_SLOW: 1147 case ATNR_SLOW:
1183 case ATNR_PARALYZE: 1148 case ATNR_PARALYZE:
1184 case ATNR_FEAR: 1149 case ATNR_FEAR:
1185 case ATNR_CANCELLATION: 1150 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE: 1151 case ATNR_DEPLETE:
1187 case ATNR_BLIND: 1152 case ATNR_BLIND:
1188 { 1153 {
1189 /* chance for inflicting a special attack depends on the 1154 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level 1155 * difference between attacker's and defender's level
1191 */ 1156 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1157 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 1158
1194 /* First, only creatures/players with speed can be affected. 1159 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects 1160 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the 1161 * you. Third, you still get a saving through against the
1197 * effect. 1162 * effect.
1198 */ 1163 */
1199 if (op->speed && 1164 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1165 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1201 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1166 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 { 1167 {
1203 1168
1204 /* Player has been hit by something */ 1169 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION) 1170 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam); 1171 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON) 1172 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam); 1173 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW) 1174 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam); 1175 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE) 1176 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam); 1177 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR) 1178 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter); 1179 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION) 1180 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op); 1181 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE) 1182 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op); 1183 op->drain_stat ();
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1184 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam); 1185 blind_player (op, hitter, dam);
1221 } 1186 }
1222 dam = 0; /* These are all effects and don't do real damage */ 1187 dam = 0; /* These are all effects and don't do real damage */
1223 } 1188 }
1224 break; 1189 break;
1190
1225 case ATNR_ACID: 1191 case ATNR_ACID:
1226 { 1192 {
1227 int flag = 0; 1193 int flag = 0;
1228 1194
1229 /* Items only get corroded if you're not on a battleground and 1195 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */ 1196 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1197 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 { 1198 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1236 { 1200 {
1237 if (tmp->invisible) 1201 if (tmp->invisible)
1238 continue; 1202 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1203 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */ 1204 /* >= 10% acid res. on items will protect these */
1241 continue; 1205 continue;
1242 if (!(tmp->material & M_IRON)) 1206 if (!(tmp->material & M_IRON))
1243 continue; 1207 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */ 1208 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue; 1209 continue;
1246 if (tmp->type == RING || 1210 if (tmp->type == RING
1247 /* removed boots and gloves from exclusion list in 1211 /* removed boots and gloves from exclusion list in PR */
1248 PR */ 1212 || tmp->type == GIRDLE
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1213 || tmp->type == AMULET
1214 || tmp->type == WAND
1215 || tmp->type == ROD
1216 || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */ 1217 continue; /* To avoid some strange effects */
1251 1218
1252 /* High damage acid has better chance of corroding 1219 /* High damage acid has better chance of corroding
1253 objects */ 1220 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1221 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1255 { 1222 {
1256 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1257 /* Make this more visible */ 1224 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1225 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1226 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1; 1227 flag = 1;
1261 tmp->magic--; 1228 tmp->magic--;
1262 if (op->type == PLAYER) 1229 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp); 1230 esrv_send_item (op, tmp);
1264 } 1231 }
1265 } 1232 }
1266 if (flag)
1267 fix_player (op); /* Something was corroded */
1268 } 1233
1234 if (flag)
1235 op->update_stats (); /* Something was corroded */
1269 } 1236 }
1237 }
1270 break; 1238 break;
1239
1271 case ATNR_DRAIN: 1240 case ATNR_DRAIN:
1272 { 1241 {
1273 /* rate is the proportion of exp drained. High rate means 1242 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained. 1243 * not much is drained, low rate means a lot is drained.
1275 */ 1244 */
1276 int rate; 1245 int rate;
1277 1246
1278 if (op->resist[ATNR_DRAIN] >= 0) 1247 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1248 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else 1249 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1250 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282 1251
1283 if (op->stats.exp <= rate) 1252 if (op->stats.exp <= rate)
1284 { 1253 {
1285 if (op->type == GOLEM) 1254 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */ 1255 dam = 999; /* Its force is "sucked" away. 8) */
1287 else 1256 else
1288 /* If we can't drain, lets try to do physical damage */ 1257 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1258 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 } 1259 }
1291 else 1260 else
1292 { 1261 {
1293 /* Randomly give the hitter some hp */ 1262 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp && 1263 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1264 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++; 1265 hitter->stats.hp++;
1297 1266
1298 /* Can't do drains on battleground spaces. 1267 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp 1268 * Move the wiz check up here - before, the hitter wouldn't gain exp
1300 * exp, but the wiz would still lose exp! If drainee is a wiz, 1269 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens. 1270 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain 1271 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks. 1272 * attacks, hence all the != PLAYER checks.
1304 */ 1273 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1306 { 1275 {
1307 object *owner = get_owner (hitter); 1276 object *owner = hitter->owner;
1308 1277
1309 if (owner && owner != hitter) 1278 if (owner && owner != hitter)
1310 { 1279 {
1311 if (op->type != PLAYER || owner->type != PLAYER) 1280 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2), 1281 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 } 1283 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER) 1284 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 { 1285 {
1317 change_exp (hitter, op->stats.exp / (rate * 2), 1286 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 } 1288 }
1320 change_exp (op, -op->stats.exp / rate, NULL, 0); 1289 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 } 1290 }
1291
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1292 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1323 * drain attack, you won't know that you are actually sucking out EXP, 1293 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed 1294 * as the messages will say you missed
1325 */ 1295 */
1326 } 1296 }
1327 } 1297 }
1328 break; 1298 break;
1299
1329 case ATNR_TURN_UNDEAD: 1300 case ATNR_TURN_UNDEAD:
1330 { 1301 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1302 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 { 1303 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1304 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 object *god = find_god (determine_god (owner)); 1305 object *god = find_god (determine_god (owner));
1335 int div = 1; 1306 int div = 1;
1336 1307
1337 /* if undead are not an enemy of your god, you turn them 1308 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */ 1309 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1310 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1340 div = 2; 1311 div = 2;
1341 /* Give a bonus if you resist turn undead */ 1312 /* Give a bonus if you resist turn undead */
1342 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1313 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner); 1314 scare_creature (op, owner);
1344 } 1315 }
1345 else 1316 else
1346 dam = 0; /* don't damage non undead - should we damage 1317 dam = 0; /* don't damage non undead - should we damage
1347 undead? */ 1318 undead? */
1348 } 1319 }
1349 break; 1320 break;
1321
1350 case ATNR_DEATH: 1322 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam); 1323 deathstrike_player (op, hitter, &dam);
1352 break; 1324 break;
1325
1353 case ATNR_CHAOS: 1326 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1327 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1355 dam = 0; 1328 dam = 0;
1356 break; 1329 break;
1330
1357 case ATNR_COUNTERSPELL: 1331 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1332 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1359 dam = 0; 1333 dam = 0;
1360 /* This should never happen. Counterspell is handled 1334 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen, 1335 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it 1336 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */ 1337 * does no damage. */
1364 break; 1338 break;
1339
1365 case ATNR_HOLYWORD: 1340 case ATNR_HOLYWORD:
1366 { 1341 {
1367 /* This has already been handled by hit_player, 1342 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */ 1343 * no need to check twice -- DAMN */
1344 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1369 1345
1370 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1371
1372 /* As with turn undead above, give a bonus on the saving throw */ 1346 /* As with turn undead above, give a bonus on the saving throw */
1373 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1347 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner); 1348 scare_creature (op, owner);
1375 } 1349 }
1376 break; 1350 break;
1351
1377 case ATNR_LIFE_STEALING: 1352 case ATNR_LIFE_STEALING:
1378 { 1353 {
1379 int new_hp; 1354 int new_hp;
1380 1355
1381 /* this is replacement to drain for players, instead of taking 1356 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not 1357 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters 1358 * much use giving it to monsters
1384 * 1359 *
1385 * life stealing doesn't do a lot of damage, but it gives the 1360 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that, 1361 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by 1362 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000). 1363 * 1000).
1389 */ 1364 */
1390 /* You can't steal life from something undead */ 1365 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1366 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0; 1367 return 0;
1368
1393 /* If drain protection is higher than life stealing, use that */ 1369 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1370 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1371 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else 1372 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1374
1398 /* You die at -1 hp, not zero. */ 1375 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1)) 1376 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1; 1377 dam = op->stats.hp + 1;
1378
1401 new_hp = hitter->stats.hp + dam; 1379 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp) 1380 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp; 1381 new_hp = hitter->stats.maxhp;
1382
1404 if (new_hp > hitter->stats.hp) 1383 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp; 1384 hitter->stats.hp = new_hp;
1406 } 1385 }
1407 } 1386 }
1387
1408 return dam; 1388 return dam;
1409} 1389}
1410
1411 1390
1412/* GROS: This code comes from hit_player. It has been made external to 1391/* GROS: This code comes from hit_player. It has been made external to
1413 * allow script procedures to "kill" objects in a combat-like fashion. 1392 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1393 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1394 * Sword. Note that nothing has been changed from the original version
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1429 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1430 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1431
1453 if (op->type == DOOR) 1432 if (op->type == DOOR)
1454 { 1433 {
1455 op->speed = 0.1; 1434 op->set_speed (0.1);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1435 op->speed_left = -0.05;
1458 return maxdam; 1436 return maxdam;
1459 } 1437 }
1438
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1439 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1440 {
1462 remove_friendly_object (op); 1441 remove_friendly_object (op);
1442
1463 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) 1443 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1464 {
1465 op->owner->contr->ranges[range_golem] = NULL; 1444 op->owner->contr->ranges[range_golem] = 0;
1466 op->owner->contr->golem_count = 0;
1467 }
1468 1445
1469 remove_ob (op); 1446 op->destroy ();
1470 free_object (op);
1471 return maxdam; 1447 return maxdam;
1472 } 1448 }
1473 1449
1474 /* Now lets start dealing with experience we get for killing something */ 1450 /* Now lets start dealing with experience we get for killing something */
1475 1451
1476 owner = get_owner (hitter); 1452 owner = hitter->owner;
1477 if (owner == NULL) 1453 if (!owner)
1478 owner = hitter; 1454 owner = hitter;
1479 1455
1480 /* is the victim (op) standing on battleground? */ 1456 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1457 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1458 battleg = 1;
1502 char buf[256]; 1478 char buf[256];
1503 1479
1504 tmv = localtime (&t); 1480 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1481 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1482
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1483 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1484 }
1509 1485
1510 /* try to filter some things out - basically, if you are 1486 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1487 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1488 * probably don't want to see that.
1513 */ 1489 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1490 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1491 {
1516 if (owner != hitter) 1492 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1493 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1494 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1496
1524 /* Only play sounds for melee kills */ 1497 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1498 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1499 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1527 } 1500 }
1528 1501
1533 * player that the object belonged to - so if you killed another player 1506 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1507 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1508 * Changed to make luck penalty configurable in settings.
1536 */ 1509 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1510 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1511 owner->change_luck (-settings.pk_luck_penalty);
1539 1512
1540 /* This code below deals with finding the appropriate skill 1513 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1514 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1515 * probably never really have to look at current_weapon->skill
1543 */ 1516 */
1544 skill = NULL; 1517 skill = 0;
1518
1545 if (hitter->skill && hitter->type != PLAYER) 1519 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1520 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1521 else if (owner->chosen_skill)
1548 { 1522 {
1549 skill = owner->chosen_skill->skill; 1523 skill = owner->chosen_skill->skill;
1568 break; 1542 break;
1569 } 1543 }
1570 } 1544 }
1571 } /* Was it a player that hit somethign */ 1545 } /* Was it a player that hit somethign */
1572 else 1546 else
1573 {
1574 skill = NULL; 1547 skill = 0;
1575 }
1576 1548
1577 /* Pet (or spell) killed something. */ 1549 /* Pet (or spell) killed something. */
1578 if (owner != hitter) 1550 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1551 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1552 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else 1553 else
1584 {
1585 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1554 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1555 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1556 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 } 1557
1589 /* These may have been set in the player code section above */ 1558 /* These may have been set in the player code section above */
1590 if (!skop) 1559 if (!skop)
1591 skop = hitter->chosen_skill; 1560 skop = hitter->chosen_skill;
1561
1592 if (!skill && skop) 1562 if (!skill && skop)
1593 skill = skop->skill; 1563 skill = skop->skill;
1594 1564
1595 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1565 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596 1566
1597
1598 /* If you didn't kill yourself, and your not the wizard */ 1567 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1568 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1600 { 1569 {
1601 int exp; 1570 int exp;
1602 1571
1603 /* Really don't give much experience for killing other players */ 1572 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1573 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1574 if (op->type == PLAYER)
1606 { 1575 {
1607 if (battleg) 1576 if (battleg)
1608 { 1577 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1578 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1596
1628 if (!settings.simple_exp) 1597 if (!settings.simple_exp)
1629 exp = exp / 2; 1598 exp = exp / 2;
1630 1599
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1600 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1601 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1602 else
1636 { 1603 {
1637 int shares = 0, count = 0; 1604 int shares = 0, count = 0;
1638
1639 player *pl; 1605 player *pl;
1640
1641 partylist *party = owner->contr->party; 1606 partylist *party = owner->contr->party;
1642 1607
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1608 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1609
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1610 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1611 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1612 {
1650 count++; 1613 count++;
1651 shares += (pl->ob->level + 4); 1614 shares += (pl->ob->level + 4);
1652 } 1615 }
1653 } 1616
1654 if (count == 1 || shares > exp) 1617 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1618 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1619 else
1657 { 1620 {
1658 int share = exp / shares, given = 0, nexp; 1621 int share = exp / shares, given = 0, nexp;
1659 1622
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1623 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1624 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1625 {
1664 nexp = (pl->ob->level + 4) * share; 1626 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1627 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1628 given += nexp;
1667 } 1629 }
1668 } 1630
1669 exp -= given; 1631 exp -= given;
1670 /* give any remainder to the player */ 1632 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1633 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1634 }
1673 } /* else part of a party */ 1635 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1636 } /* end if person didn't kill himself */
1676 1637
1677 if (op->type != PLAYER) 1638 if (op->type != PLAYER)
1678 { 1639 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1640 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1641 {
1681 object *owner1 = get_owner (op); 1642 object *owner1 = op->owner;
1682 1643
1683 if (owner1 != NULL && owner1->type == PLAYER) 1644 if (owner1 && owner1->type == PLAYER)
1684 { 1645 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1646 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1686 /* Maybe we should include the owner that killed this, maybe not */ 1647 /* Maybe we should include the owner that killed this, maybe not */
1687 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1648 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1688 } 1649 }
1650
1689 remove_friendly_object (op); 1651 remove_friendly_object (op);
1690 } 1652 }
1691 remove_ob (op); 1653
1692 free_object (op); 1654 op->destroy ();
1693 } 1655 }
1694 /* Player has been killed! */
1695 else 1656 else
1696 { 1657 {
1658 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1659 if (owner->type == PLAYER)
1698 {
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1660 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else 1661 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME); 1662 assign (op->contr->killer, hitter->name);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 } 1663 }
1664
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process 1665 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1666 * continues in the calling function.
1709 */ 1667 */
1710 return maxdam; 1668 return maxdam;
1711} 1669}
1731 return 0; 1689 return 0;
1732 1690
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1691 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1692 return 1;
1735 1693
1736 if ((owner = get_owner (hitter)) != NULL) 1694 if ((owner = hitter->owner) != NULL)
1737 { 1695 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1696 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1697 friendlyfire = 2;
1740 } 1698 }
1741 1699
1751 * is what is hitting the object, type is the attacktype, and 1709 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1710 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1711 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1712 * modify it.
1755 */ 1713 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1714/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1715 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1716int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1717hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1718{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1719 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1720 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1721 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1722 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1723 int rtn_kill = 0;
1769 int friendlyfire; 1724 int friendlyfire;
1770 1725
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1726 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1727 return 0;
1776 return 0; 1731 return 0;
1777 1732
1778#ifdef PROHIBIT_PLAYERKILL 1733#ifdef PROHIBIT_PLAYERKILL
1779 if (op->type == PLAYER) 1734 if (op->type == PLAYER)
1780 { 1735 {
1781 object *owner = get_owner (hitter); 1736 object *owner = hitter->owner;
1782 1737
1783 if (!owner) 1738 if (!owner)
1784 owner = hitter; 1739 owner = hitter;
1740
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1786 {
1787 return 0; 1742 return 0;
1788 }
1789 } 1743 }
1790#endif 1744#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1745
1795 if (body_attack) 1746 if (body_attack)
1796 { 1747 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1748 /* slow and paralyze must hit the head. But we don't want to just
1798 * return - we still need to process other attacks the spell still 1749 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1755 * attack so we don't cancel out things like magic bullet.
1805 */ 1756 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1757 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1758 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1759 type &= ~(AT_PARALYZE | AT_SLOW);
1760
1809 if (!type || type == AT_MAGIC) 1761 if (!type || type == AT_MAGIC)
1810 return 0; 1762 return 0;
1811 } 1763 }
1812 } 1764 }
1813 1765
1814 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1815 { 1767 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1770 {
1821 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1772
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1774 return 0;
1775
1824 break; 1776 break;
1825 } 1777 }
1826 } 1778 }
1827 1779
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1781 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1782 /* FIXME: If a player is killed by a rune in a door, the
1831 * was_destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1832 */ 1784 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1785 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1834 return 0; 1786 return 0;
1835 } 1787 }
1836 1788
1837#ifdef ATTACK_DEBUG 1789#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1790 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1874 (hitter->title != NULL 1826 (hitter->title != NULL
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1827 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1876 return 0; 1828 return 0;
1877 } 1829 }
1878 1830
1879 maxattacktype = type; /* initialize this to something */ 1831 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1832 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1833 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1834 /* Magic isn't really a true attack type - it gets combined with other
1883 * attack types. As such, skip it over. However, if magic is 1835 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1836 * the only attacktype in the group, then still attack with it
1945 1897
1946#ifdef ATTACK_DEBUG 1898#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1899 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1900#endif
1949 1901
1950 if (get_owner (hitter)) 1902 if (hitter->owner)
1951 op->enemy = hitter->owner; 1903 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1904 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1905 op->enemy = hitter;
1954 1906
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1907 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1980 1932
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1933 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1934 {
1983 if (maxdam) 1935 if (maxdam)
1984 tear_down_wall (op); 1936 tear_down_wall (op);
1937
1985 return maxdam; /* nothing more to do for wall */ 1938 return maxdam; /* nothing more to do for wall */
1986 } 1939 }
1987 1940
1988 /* See if the creature has been killed */ 1941 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1942 rtn_kill = kill_object (op, maxdam, hitter, type);
1997 */ 1950 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1951 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1952 {
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1953 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2001 remove_friendly_object (hitter); 1954 remove_friendly_object (hitter);
2002 remove_ob (hitter); 1955
2003 free_object (hitter); 1956 hitter->destroy ();
2004 } 1957 }
2005 /* Lets handle creatures that are splitting now */ 1958 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1959 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1960 {
2008 int i; 1961 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1962 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1963 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1964 object *owner = op->owner;
2012 1965
2013 if (!op->other_arch) 1966 if (!op->other_arch)
2014 { 1967 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1968 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1969 return maxdam;
2017 } 1970 }
1971
2018 remove_ob (op); 1972 op->remove ();
1973
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1974 for (i = 0; i < NROFNEWOBJS (op); i++)
2020 { /* This doesn't handle op->more yet */ 1975 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1976 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1977 int j;
2023 1978
2024 tmp->stats.hp = op->stats.hp; 1979 tmp->stats.hp = op->stats.hp;
1980
2025 if (friendly) 1981 if (friendly)
2026 { 1982 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1983 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1984 tmp->attack_movement = PETMOVE;
1985
2030 if (owner != NULL) 1986 if (owner)
2031 set_owner (tmp, owner); 1987 tmp->set_owner (owner);
2032 } 1988 }
1989
2033 if (unaggressive) 1990 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1991 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1992
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1993 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1994
2036 if (j == -1) /* No spot to put this monster */ 1995 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1996 tmp->destroy ();
2038 else 1997 else
2039 { 1998 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1999 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 2000 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 2001 }
2043 } 2002 }
2044 if (friendly) 2003
2045 remove_friendly_object (op); 2004 op->destroy ();
2046 free_object (op);
2047 } 2005 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2006 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 2007 hitter->destroy ();
2050 remove_ob (hitter); 2008
2051 free_object (hitter);
2052 }
2053 return maxdam; 2009 return maxdam;
2054} 2010}
2055 2011
2056 2012
2057void 2013void
2058poison_player (object *op, object *hitter, int dam) 2014poison_player (object *op, object *hitter, int dam)
2059{ 2015{
2060 archetype *at = find_archetype ("poisoning"); 2016 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 2017 object *tmp = present_arch_in_ob (at, op);
2062 2018
2063 if (tmp == NULL) 2019 if (tmp == NULL)
2064 { 2020 {
2065 if ((tmp = arch_to_object (at)) == NULL) 2021 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2034 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 2035 tmp->stats.dam += hitter->level / 2;
2080 else 2036 else
2081 tmp->stats.dam = dam; 2037 tmp->stats.dam = dam;
2082 2038
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2039 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 2040 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 2041 {
2086 tmp->skill = hitter->skill; 2042 tmp->skill = hitter->skill;
2087 } 2043 }
2088 2044
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2050 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2051 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2052 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 2053 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 2054 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 2055 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2056 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2101 } 2057 }
2102 if (hitter->type == PLAYER) 2058 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2060 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2105 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2061 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 2062 }
2107 tmp->speed_left = 0; 2063 tmp->speed_left = 0;
2108 } 2064 }
2109 else 2065 else
2111} 2067}
2112 2068
2113void 2069void
2114slow_player (object *op, object *hitter, int dam) 2070slow_player (object *op, object *hitter, int dam)
2115{ 2071{
2116 archetype *at = find_archetype ("slowness"); 2072 archetype *at = archetype::find ("slowness");
2117 object *tmp; 2073 object *tmp;
2118 2074
2119 if (at == NULL) 2075 if (at == NULL)
2120 { 2076 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 2077 LOG (llevError, "Can't find slowness archetype.\n");
2128 } 2084 }
2129 else 2085 else
2130 tmp->stats.food++; 2086 tmp->stats.food++;
2131 SET_FLAG (tmp, FLAG_APPLIED); 2087 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 2088 tmp->speed_left = 0;
2133 fix_player (op); 2089 op->update_stats ();
2134} 2090}
2135 2091
2136void 2092void
2137confuse_player (object *op, object *hitter, int dam) 2093confuse_player (object *op, object *hitter, int dam)
2138{ 2094{
2182 */ 2138 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2139 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 2140
2185 tmp = insert_ob_in_ob (tmp, op); 2141 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 2142 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 2143 op->update_stats (); /* This takes care of some other stuff */
2188 2144
2189 if (hitter->owner) 2145 if (hitter->owner)
2190 owner = get_owner (hitter); 2146 owner = hitter->owner;
2191 else 2147 else
2192 owner = hitter; 2148 owner = hitter;
2193 2149
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2150 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 2151 }
2341 } 2297 }
2342 2298
2343 /* aimed missiles use the owning object's sight */ 2299 /* aimed missiles use the owning object's sight */
2344 if (is_aimed_missile (hitter)) 2300 if (is_aimed_missile (hitter))
2345 { 2301 {
2346 if ((attacker = get_owner (hitter)) == NULL) 2302 if ((attacker = hitter->owner) == NULL)
2347 attacker = hitter; 2303 attacker = hitter;
2348 /* A player who saves but hasn't quit still could have objects 2304 /* A player who saves but hasn't quit still could have objects
2349 * owned by him - need to handle that case to avoid crashes. 2305 * owned by him - need to handle that case to avoid crashes.
2350 */ 2306 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2307 if (QUERY_FLAG (attacker, FLAG_REMOVED))

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