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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.15 by root, Thu Sep 14 20:46:10 2006 UTC vs.
Revision 1.67 by root, Mon Jun 4 12:19:09 2007 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: attack.C,v 1.15 2006/09/14 20:46:10 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
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> 25#include <assert.h>
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <material.h> 28#include <material.h>
33#include <skills.h> 29#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
40 32
41typedef struct att_msg_str 33typedef struct att_msg_str
42{ 34{
43 char *msg1; 35 char *msg1;
44 char *msg2; 36 char *msg2;
50 * its magical benefits. 42 * its magical benefits.
51 */ 43 */
52void 44void
53cancellation (object *op) 45cancellation (object *op)
54{ 46{
55 object *tmp;
56
57 if (op->invisible) 47 if (op->invisible)
58 return; 48 return;
59 49
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 50 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 { 51 {
62 /* Recur through the inventory */ 52 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 53 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 54 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 55 cancellation (tmp);
66 } 56 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 57 else if (FABS (op->magic) <= rndm (0, 5))
68 { 58 {
69 /* Nullify this object. This code could probably be more complete */ 59 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 60 /* in what abilities it should cancel */
71 op->magic = 0; 61 op->magic = 0;
62
72 CLEAR_FLAG (op, FLAG_DAMNED); 63 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 64 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
67
76 if (op->env && op->env->type == PLAYER) 68 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op); 69 esrv_send_item (op->env, op);
79 }
80 } 70 }
81} 71}
82
83
84 72
85/* did_make_save_item just checks to make sure the item actually 73/* 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 74 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 75 * any further action (like destroying the item).
88 */ 76 */
89
90int 77int
91did_make_save_item (object *op, int type, object *originator) 78did_make_save_item (object *op, int type, object *originator)
92{ 79{
93 int i, roll, saves = 0, attacks = 0, number; 80 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 81 materialtype_t *mt;
95 82
96 if (op->materialname == NULL) 83 if (op->materialname == NULL)
97 { 84 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material) 86 if (op->materials & mt->material)
101 break; 87 break;
102 }
103 } 88 }
104 else 89 else
105 mt = name_to_material (op->materialname); 90 mt = name_to_material (op->materialname);
91
106 if (mt == NULL) 92 if (mt == NULL)
107 return TRUE; 93 return TRUE;
94
108 roll = rndm (1, 20); 95 roll = rndm (1, 20);
109 96
110 /* the attacktypes have no meaning for object saves 97 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 98 * 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 99 * pure magic is hitting an object, it should save. However, if it
141 saves++; 128 saves++;
142 } 129 }
143 130
144 if (saves == attacks || attacks == 0) 131 if (saves == attacks || attacks == 0)
145 return TRUE; 132 return TRUE;
133
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 134 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 135 return FALSE;
136
148 return TRUE; 137 return TRUE;
149} 138}
150 139
151/* This function calls did_make_save_item. It then performs the 140/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 141 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 142 * calling cancellation, etc.)
154 */ 143 */
155
156void 144void
157save_throw_object (object *op, int type, object *originator) 145save_throw_object (object *op, int type, object *originator)
158{ 146{
159 if (!did_make_save_item (op, type, originator)) 147 if (!did_make_save_item (op, type, originator))
160 { 148 {
161 object *env = op->env; 149 object *env = op->env;
162 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 151 maptile *m = op->map;
164 152
165 op = stop_item (op); 153 op = stop_item (op);
166 if (op == NULL) 154 if (op == NULL)
167 return; 155 return;
168 156
174 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 164 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 { 166 {
179 const char *arch = op->other_arch->name; 167 const char *arch = op->other_arch->archname;
180 168
181 op = decrease_ob_nr (op, 1); 169 op = decrease_ob_nr (op, 1);
182 170
183 if (op) 171 if (op)
184 fix_stopped_item (op, m, originator); 172 fix_stopped_item (op, m, originator);
218 } 206 }
219 else 207 else
220 { 208 {
221 if (op->env) 209 if (op->env)
222 { 210 {
223 object *tmp = is_player_inv (op->env); 211 object *tmp = op->in_player ();
224 212
225 if (tmp) 213 if (tmp)
226 esrv_del_item (tmp->contr, op->count); 214 esrv_del_item (tmp->contr, op->count);
227 } 215 }
228 216
229 if (!QUERY_FLAG (op, FLAG_REMOVED)) 217 op->destroy ();
230 remove_ob (op);
231
232 free_object (op);
233 } 218 }
234 219
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 220 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 221 if (env)
237 { 222 {
247 232
248 /* The value of 50 is arbitrary. */ 233 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 234 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
250 { 235 {
251 object *tmp; 236 object *tmp;
252 archetype *at = find_archetype ("icecube"); 237 archetype *at = archetype::find ("icecube");
253 238
254 if (at == NULL) 239 if (at == NULL)
255 return; 240 return;
256 241
257 op = stop_item (op); 242 op = stop_item (op);
270 tmp->move_slow = 0; 255 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0); 256 insert_ob_in_map (tmp, op->map, originator, 0);
272 } 257 }
273 258
274 if (!QUERY_FLAG (op, FLAG_REMOVED)) 259 if (!QUERY_FLAG (op, FLAG_REMOVED))
275 remove_ob (op); 260 op->remove ();
276 261
277 insert_ob_in_ob (op, tmp); 262 insert_ob_in_ob (op, tmp);
278 return; 263 return;
279 } 264 }
280} 265}
283 * op is going in direction 'dir' 268 * op is going in direction 'dir'
284 * type is the attacktype of the object. 269 * type is the attacktype of the object.
285 * full_hit is set if monster area does not matter. 270 * full_hit is set if monster area does not matter.
286 * returns 1 if it hits something, 0 otherwise. 271 * returns 1 if it hits something, 0 otherwise.
287 */ 272 */
288
289int 273int
290hit_map (object *op, int dir, int type, int full_hit) 274hit_map (object *op, int dir, int type, int full_hit)
291{ 275{
292 object *tmp, *next;
293 mapstruct *map; 276 maptile *map;
294 sint16 x, y; 277 sint16 x, y;
295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 278 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296 279
297 tag_t op_tag, next_tag = 0;
298
299 if (QUERY_FLAG (op, FLAG_FREED)) 280 if (QUERY_FLAG (op, FLAG_FREED))
300 { 281 {
301 LOG (llevError, "BUG: hit_map(): free object\n"); 282 LOG (llevError, "BUG: hit_map(): free object\n");
302 return 0; 283 return 0;
303 } 284 }
304 285
305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
306 { 287 {
307 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
308 return 0; 289 return 0;
309 } 290 }
310 291
311 if (!op->map) 292 if (!op->map)
312 { 293 {
314 return 0; 295 return 0;
315 } 296 }
316 297
317 if (op->head) 298 if (op->head)
318 op = op->head; 299 op = op->head;
319
320 op_tag = op->count;
321 300
322 map = op->map; 301 map = op->map;
323 x = op->x + freearr_x[dir]; 302 x = op->x + freearr_x[dir];
324 y = op->y + freearr_y[dir]; 303 y = op->y + freearr_y[dir];
325 304
326 int mflags = get_map_flags (map, &map, x, y, &x, &y); 305 if (!xy_normalise (map, x, y))
306 return 0;
327 307
328 // elmex: a safe map tile can't be hit! 308 // elmex: a safe map tile can't be hit!
329 // this should prevent most harmful effects on items and players there. 309 // this should prevent most harmful effects on items and players there.
330 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 310 mapspace &ms = map->at (x, y);
311
312 if (ms.flags () & P_SAFE)
331 return 0; 313 return 0;
332 314
333 /* peterm: a few special cases for special attacktypes --counterspell 315 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive 316 * must be out here because it strikes things which are not alive
335 */ 317 */
336 318 if (type & (AT_COUNTERSPELL | AT_CHAOS))
319 {
337 if (type & AT_COUNTERSPELL) 320 if (type & AT_COUNTERSPELL)
338 { 321 {
339 counterspell (op, dir); /* see spell_effect.c */ 322 counterspell (op, dir); /* see spell_effect.c */
340 323
341 /* If the only attacktype is counterspell or magic, don't need 324 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing. 325 * to do any further processing.
343 */
344 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
345 return 0;
346
347 type &= ~AT_COUNTERSPELL;
348 }
349
350 if (type & AT_CHAOS)
351 {
352 shuffle_attack (op, 1); /*1 flag tells it to change the face */
353 update_object (op, UP_OBJ_FACE);
354 type &= ~AT_CHAOS;
355 }
356
357 next = get_map_ob (map, x, y);
358 if (next)
359 next_tag = next->count;
360
361 while (next)
362 {
363 if (was_destroyed (next, next_tag))
364 {
365 /* There may still be objects that were above 'next', but there is no
366 * simple way to find out short of copying all object references and
367 * tags into a temporary array before we start processing the first
368 * object. That's why we just abort.
369 *
370 * This happens whenever attack spells (like fire) hit a pile
371 * of objects. This is not a bug - nor an error. The errormessage
372 * below was spamming the logs for absolutely no reason.
373 */ 326 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 327 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
375 break; 328 return 0;
329
330 type &= ~AT_COUNTERSPELL;
331 }
332
333 if (type & AT_CHAOS)
376 } 334 {
335 shuffle_attack (op, 1); /* flag tells it to change the face */
336 update_object (op, UP_OBJ_FACE);
337 type &= ~AT_CHAOS;
338 }
339 }
377 340
341 /* There may still be objects that were above 'next', but there is no
342 * simple way to find out short of copying all object references and
343 * tags into a temporary array before we start processing the first
344 * object. That's why we just abort on destroy.
345 *
346 * This happens whenever attack spells (like fire) hit a pile
347 * of objects. This is not a bug - nor an error.
348 */
349 for (object *next = ms.bot; next && !next->destroyed (); )
350 {
378 tmp = next; 351 object *tmp = next;
379 next = tmp->above; 352 next = tmp->above;
380
381 if (next)
382 next_tag = next->count;
383
384 if (QUERY_FLAG (tmp, FLAG_FREED))
385 {
386 LOG (llevError, "BUG: hit_map(): found freed object\n");
387 break;
388 }
389 353
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 354 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube. 355 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used. 356 * This is one of the few cases where on_same_map should not be used.
393 */ 357 */
396 360
397 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
398 { 362 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit); 363 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1; 364 retflag |= 1;
365
401 if (was_destroyed (op, op_tag)) 366 if (op->destroyed ())
402 break; 367 break;
403 } 368 }
404
405 /* Here we are potentially destroying an object. If the object has 369 /* Here we are potentially destroying an object. If the object has
406 * NO_PASS set, it is also immune - you can't destroy walls. Note 370 * NO_PASS set, it is also immune - you can't destroy walls. Note
407 * that weak walls have is_alive set, which prevent objects from 371 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement 372 * passing over/through them. We don't care what type of movement
409 * the wall blocks - if it blocks any type of movement, can't be 373 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now. 374 * destroyed right now.
411 */ 375 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 376 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
413 { 377 {
414 save_throw_object (tmp, type, op); 378 save_throw_object (tmp, type, op);
379
415 if (was_destroyed (op, op_tag)) 380 if (op->destroyed ())
416 break; 381 break;
417 } 382 }
418 } 383 }
419 384
420 return 0; 385 return 0;
423void 388void
424attack_message (int dam, int type, object *op, object *hitter) 389attack_message (int dam, int type, object *op, object *hitter)
425{ 390{
426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 391 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 int i, found = 0; 392 int i, found = 0;
428 mapstruct *map; 393 maptile *map;
429 object *next, *tmp; 394 object *next, *tmp;
430 395
431 /* put in a few special messages for some of the common attacktypes 396 /* put in a few special messages for some of the common attacktypes
432 * a player might have. For example, fire, electric, cold, etc 397 * a player might have. For example, fire, electric, cold, etc
433 * [garbled 20010919] 398 * [garbled 20010919]
450 sprintf (buf1, "missed %s", &op->name); 415 sprintf (buf1, "missed %s", &op->name);
451 sprintf (buf2, " misses"); 416 sprintf (buf2, " misses");
452 found++; 417 found++;
453 } 418 }
454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 419 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 420 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
456 { 421 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
458 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 423 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459 { 424 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 425 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
472 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 437 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473 found++; 438 found++;
474 break; 439 break;
475 } 440 }
476 } 441 }
477 else if (hitter->type == PLAYER && IS_LIVE (op)) 442 else if (hitter->type == PLAYER && op->is_alive ())
478 { 443 {
479 if (USING_SKILL (hitter, SK_KARATE)) 444 if (USING_SKILL (hitter, SK_KARATE))
480 { 445 {
481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 446 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
482 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 447 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
508 found++; 473 found++;
509 break; 474 break;
510 } 475 }
511 } 476 }
512 } 477 }
478
513 if (found) 479 if (found)
514 { 480 {
515 /* done */ 481 /* done */
516 } 482 }
517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 483 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
518 { 484 {
519 sprintf (buf1, "hit"); /* just in case */ 485 sprintf (buf1, "hit"); /* just in case */
520 for (i = 0; i < MAXATTACKMESS; i++) 486 for (i = 0; i < MAXATTACKMESS; i++)
521 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 487 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522 { 488 {
523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 489 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524 found++; 490 found++;
525 break; 491 break;
526 } 492 }
527 } 493 }
528 else if (type & AT_DRAIN && IS_LIVE (op)) 494 else if (type & AT_DRAIN && op->is_alive ())
529 { 495 {
530 /* drain is first, because some items have multiple attypes */ 496 /* drain is first, because some items have multiple attypes */
531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 497 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
532 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 498 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533 { 499 {
535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 501 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536 found++; 502 found++;
537 break; 503 break;
538 } 504 }
539 } 505 }
540 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 506 else if (type & AT_ELECTRICITY && op->is_alive ())
541 { 507 {
542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
543 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 509 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544 { 510 {
545 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 511 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 512 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547 found++; 513 found++;
548 break; 514 break;
549 } 515 }
550 } 516 }
551 else if (type & AT_COLD && IS_LIVE (op)) 517 else if (type & AT_COLD && op->is_alive ())
552 { 518 {
553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
554 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 520 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555 { 521 {
556 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 522 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
633 strcpy (buf1, "hit"); 599 strcpy (buf1, "hit");
634 strcpy (buf2, " hits"); 600 strcpy (buf2, " hits");
635 } 601 }
636 602
637 /* bail out if a monster is casting spells */ 603 /* bail out if a monster is casting spells */
638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 604 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
639 return; 605 return;
640 606
641 /* scale down magic considerably. */ 607 /* scale down magic considerably. */
642 if (type & AT_MAGIC && rndm (0, 5)) 608 if (type & AT_MAGIC && rndm (0, 5))
643 return; 609 return;
644 610
645 /* Did a player hurt another player? Inform both! */ 611 /* Did a player hurt another player? Inform both! */
646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 612 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 { 613 {
648 if (get_owner (hitter) != NULL) 614 if (hitter->owner != NULL)
649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 615 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650 else 616 else
651 { 617 {
652 sprintf (buf, "%s%s you.", &hitter->name, buf2); 618 sprintf (buf, "%s%s you.", &hitter->name, buf2);
653 if (dam != 0) 619 if (dam != 0)
675 else 641 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
677 } 643 }
678 new_draw_info (NDI_BLACK, 0, hitter, buf); 644 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 } 645 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
681 { 647 {
682 /* look for stacked spells and start reducing the message chances */ 648 /* look for stacked spells and start reducing the message chances */
683 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 649 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 { 650 {
685 i = 4; 651 i = 4;
686 map = hitter->map; 652 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y)) 653 if (out_of_map (map, hitter->x, hitter->y))
688 return; 654 return;
655
689 next = get_map_ob (map, hitter->x, hitter->y); 656 next = GET_MAP_OB (map, hitter->x, hitter->y);
690 if (next) 657 if (next)
691 while (next) 658 while (next)
692 { 659 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3; 661 i *= 3;
695 tmp = next; 662 tmp = next;
696 next = tmp->above; 663 next = tmp->above;
697 } 664 }
665
698 if (i < 0) 666 if (i < 0)
699 return; 667 return;
668
700 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
701 return; 670 return;
702 } 671 }
703 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
704 return; 673 return;
674
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 } 678 }
709} 679}
727 return 0; 697 return 0;
728 } 698 }
729 if (QUERY_FLAG (*target, FLAG_REMOVED) 699 if (QUERY_FLAG (*target, FLAG_REMOVED)
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
731 { 701 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
733 return 1; 703 return 1;
734 } 704 }
735 *simple_attack = 0; 705 *simple_attack = 0;
736 return 0; 706 return 0;
737} 707}
760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761{ 731{
762 int simple_attack, roll, dam = 0; 732 int simple_attack, roll, dam = 0;
763 uint32 type; 733 uint32 type;
764 shstr op_name; 734 shstr op_name;
765 tag_t op_tag, hitter_tag;
766 735
767 if (get_attack_mode (&op, &hitter, &simple_attack)) 736 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error; 737 goto error;
769 738
770 if (hitter->current_weapon) 739 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 740 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0); 741 return RESULT_INT (0);
773 742
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 743 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0); 744 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779 745
780 /* 746 /*
781 * A little check to make it more difficult to dance forward and back 747 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters. 748 * to avoid ever being hit by monsters.
783 */ 749 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
785 { 751 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an 752 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster, 753 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before 754 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail. 755 * we call process_object, the 'if' statement above will fail.
790 */ 756 */
791 op->speed_left--; 757 --op->speed_left;
792 process_object (op); 758 process_object (op);
759
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
794 goto error; 761 goto error;
795 } 762 }
796 763
797 op_name = op->name; 764 op_name = op->name;
798 765
805 /* See if we hit the creature */ 772 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll) 773 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 { 774 {
808 int hitdam = base_dam; 775 int hitdam = base_dam;
809 776
810 if (settings.casting_time == TRUE)
811 {
812 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
813 {
814 hitter->casting_time = -1;
815 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
816 }
817 if ((op->casting_time > -1) && (hitdam > 0))
818 {
819 op->casting_time = -1;
820 if (op->type == PLAYER)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
823 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
824 }
825 }
826 }
827 if (!simple_attack) 777 if (!simple_attack)
828 { 778 {
829 /* If you hit something, the victim should *always* wake up. 779 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this. 780 * Before, invisible hitters could avoid doing this.
831 * -b.t. */ 781 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP)) 782 if (QUERY_FLAG (op, FLAG_SLEEP))
833 CLEAR_FLAG (op, FLAG_SLEEP); 783 CLEAR_FLAG (op, FLAG_SLEEP);
834 784
835 /* If the victim can't see the attacker, it may alert others 785 /* If the victim can't see the attacker, it may alert others
836 * for help. */ 786 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 787 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
838 npc_call_help (op); 788 npc_call_help (op);
839 789
840 /* if you were hidden and hit by a creature, you are discovered */ 790 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 791 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
842 { 792 {
843 make_visible (op); 793 make_visible (op);
794
844 if (op->type == PLAYER) 795 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
846 } 797 }
847 798
848 /* thrown items (hitter) will have various effects 799 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers, 800 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the 801 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object. 802 * wrapper object.
852 */ 803 */
853 thrown_item_effect (hitter, op); 804 thrown_item_effect (hitter, op);
805
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 806 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave; 807 goto leave;
856 } 808 }
857 809
858 /* Need to do at least 1 damage, otherwise there is no point 810 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below. 811 * to go further and it will cause FPE's below.
860 */ 812 */
861 if (hitdam <= 0) 813 if (hitdam <= 0)
862 hitdam = 1; 814 hitdam = 1;
863 815
864 type = hitter->attacktype; 816 type = hitter->attacktype;
817
865 if (!type) 818 if (!type)
866 type = AT_PHYSICAL; 819 type = AT_PHYSICAL;
820
867 /* Handle monsters that hit back */ 821 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 822 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869 { 823 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 824 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 825 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
826
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 827 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
828
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 829 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
874 goto leave; 830 goto leave;
875 } 831 }
876 832
877 /* In the new attack code, it should handle multiple attack 833 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here. 834 * types in its area, so remove it from here.
879 */ 835 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 836 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
837
881 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 838 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
882 goto leave; 839 goto leave;
883 } /* end of if hitter hit op */ 840 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */ 841 /* if we missed, dam=0 */
885 842
886 /*attack_message(dam, type, op, hitter); */ 843 /*attack_message(dam, type, op, hitter); */
896} 853}
897 854
898int 855int
899attack_ob (object *op, object *hitter) 856attack_ob (object *op, object *hitter)
900{ 857{
901
902 if (hitter->head)
903 hitter = hitter->head; 858 hitter = hitter->head_ ();
859
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 860 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905} 861}
906 862
907/* op is the arrow, tmp is what is stopping the arrow. 863/* op is the arrow, tmp is what is stopping the arrow.
908 * 864 *
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 873 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around. 874 * stick around.
919 */ 875 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0) 876 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 { 877 {
922 if (tmp->head != NULL)
923 tmp = tmp->head; 878 tmp = tmp->head_ ();
924 879
925 remove_ob (op); 880 op->remove ();
926 op = insert_ob_in_ob (op, tmp); 881 op = insert_ob_in_ob (op, tmp);
927 882
928 if (tmp->type == PLAYER) 883 if (tmp->type == PLAYER)
929 esrv_send_item (tmp, op); 884 esrv_send_item (tmp, op);
930 885
943object * 898object *
944hit_with_arrow (object *op, object *victim) 899hit_with_arrow (object *op, object *victim)
945{ 900{
946 object *container, *hitter; 901 object *container, *hitter;
947 int hit_something = 0; 902 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950 903
951 /* Disassemble missile */ 904 /* Disassemble missile */
952 if (op->inv) 905 if (op->inv)
953 { 906 {
954 container = op; 907 container = op;
955 hitter = op->inv; 908 hitter = op->inv;
956 remove_ob (hitter); 909 hitter->remove ();
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 910 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
958 /* Note that we now have an empty THROWN_OBJ on the map. Code that 911 /* Note that we now have an empty THROWN_OBJ on the map. Code that
959 * might be called until this THROWN_OBJ is either reassembled or 912 * might be called until this THROWN_OBJ is either reassembled or
960 * removed at the end of this function must be able to deal with empty 913 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */ 914 * THROWN_OBJs. */
962 } 915 }
963 else 916 else
964 { 917 {
965 container = NULL; 918 container = 0;
966 hitter = op; 919 hitter = op;
967 } 920 }
968 921
969 /* Try to hit victim */ 922 /* Try to hit victim */
970 victim_x = victim->x;
971 victim_y = victim->y;
972 victim_tag = victim->count;
973 hitter_tag = hitter->count;
974
975 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 923 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976 924
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on 925 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon, 926 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists 927 * attack_ob_simple() returns, and we've got an arrow that still exists
980 * but is no longer on the map. Ugh. (Beware: Such things can happen at 928 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!) 929 * other places as well!)
982 */ 930 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 931 if (hitter->destroyed () || hitter->env != NULL)
984 { 932 {
985 if (container) 933 if (container)
986 { 934 {
987 remove_ob (container); 935 container->remove ();
988 free_object (container); 936 container->destroy ();
989 } 937 }
938
990 return NULL; 939 return 0;
991 } 940 }
992 941
993 /* Missile hit victim */ 942 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight 943 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target 944 * through the target
996 */ 945 */
997 if (hit_something && op->speed <= 10.0) 946 if (hit_something && op->speed <= 10.0)
998 { 947 {
999 /* Stop arrow */ 948 /* Stop arrow */
1000 if (container == NULL) 949 if (!container)
1001 { 950 {
1002 hitter = fix_stopped_arrow (hitter); 951 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL) 952 if (!hitter)
1004 return NULL; 953 return 0;
1005 } 954 }
1006 else 955 else
1007 { 956 container->destroy ();
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011 957
1012 /* Try to stick arrow into victim */ 958 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 959 if (!victim->destroyed () && stick_arrow (hitter, victim))
1014 return NULL; 960 return 0;
1015 961
1016 /* Else try to put arrow on victim's map square 962 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this 963 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code, 964 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something 965 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct 966 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise? 967 * way to handle those otherwise?
1022 */ 968 */
1023 if (victim_x != hitter->x || victim_y != hitter->y) 969 if (victim->x != hitter->x || victim->y != hitter->y)
1024 { 970 {
1025 remove_ob (hitter); 971 hitter->remove ();
1026 hitter->x = victim_x; 972 hitter->x = victim->x;
1027 hitter->y = victim_y; 973 hitter->y = victim->y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0); 974 insert_ob_in_map (hitter, victim->map, hitter, 0);
1029 } 975 }
1030 else 976 else
1031 {
1032 /* Else leave arrow where it is */ 977 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL); 978 merge_ob (hitter, NULL);
1034 } 979
1035 return NULL; 980 return 0;
1036 } 981 }
1037 982
1038 if (hit_something && op->speed >= 10.0) 983 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0; 984 op->speed -= 1.0;
1040 985
1041 /* Missile missed victim - reassemble missile */ 986 /* Missile missed victim - reassemble missile */
1042 if (container) 987 if (container)
1043 { 988 {
1044 remove_ob (hitter); 989 hitter->remove ();
1045 insert_ob_in_ob (hitter, container); 990 insert_ob_in_ob (hitter, container);
1046 } 991 }
992
1047 return op; 993 return op;
1048} 994}
1049
1050 995
1051void 996void
1052tear_down_wall (object *op) 997tear_down_wall (object *op)
1053{ 998{
1054 int perc = 0; 999 int perc = 0;
1060 } 1005 }
1061 else if (!GET_ANIM_ID (op)) 1006 else if (!GET_ANIM_ID (op))
1062 { 1007 {
1063 /* Object has been called - no animations, so remove it */ 1008 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0) 1009 if (op->stats.hp < 0)
1010 op->destroy ();
1065 { 1011
1066 remove_ob (op); /* Should update LOS */
1067 free_object (op);
1068 /* Don't know why this is here - remove_ob should do it for us */
1069 /*update_position(m, x, y); */
1070 }
1071 return; /* no animations, so nothing more to do */ 1012 return; /* no animations, so nothing more to do */
1072 } 1013 }
1014
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1015 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1016
1074 if (perc >= (int) NUM_ANIMATIONS (op)) 1017 if (perc >= (int) NUM_ANIMATIONS (op))
1075 perc = NUM_ANIMATIONS (op) - 1; 1018 perc = NUM_ANIMATIONS (op) - 1;
1076 else if (perc < 1) 1019 else if (perc < 1)
1077 perc = 1; 1020 perc = 1;
1021
1078 SET_ANIMATION (op, perc); 1022 SET_ANIMATION (op, perc);
1079 update_object (op, UP_OBJ_FACE); 1023 update_object (op, UP_OBJ_FACE);
1024
1080 if (perc == NUM_ANIMATIONS (op) - 1) 1025 if (perc == NUM_ANIMATIONS (op) - 1)
1081 { /* Reached the last animation */ 1026 { /* Reached the last animation */
1082 if (op->face == blank_face) 1027 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */ 1028 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */ 1029 op->destroy ();
1086 free_object (op);
1087
1088 /* remove_ob should call update_position for us */
1089 /*update_position(m, x, y); */
1090
1091 }
1092 else 1030 else
1093 { /* The last face was not blank, leave an image */ 1031 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1032 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1095 update_all_los (op->map, op->x, op->y); 1033 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0; 1034 op->move_block = 0;
1100} 1038}
1101 1039
1102void 1040void
1103scare_creature (object *target, object *hitter) 1041scare_creature (object *target, object *hitter)
1104{ 1042{
1105 object *owner = get_owner (hitter); 1043 object *owner = hitter->owner;
1106 1044
1107 if (!owner) 1045 if (!owner)
1108 owner = hitter; 1046 owner = hitter;
1109 1047
1110 SET_FLAG (target, FLAG_SCARED); 1048 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy) 1049 if (!target->enemy)
1112 target->enemy = owner; 1050 target->enemy = owner;
1113} 1051}
1114
1115 1052
1116/* This returns the amount of damage hitter does to op with the 1053/* This returns the amount of damage hitter does to op with the
1117 * appropriate attacktype. Only 1 attacktype should be set at a time. 1054 * appropriate attacktype. Only 1 attacktype should be set at a time.
1118 * This doesn't damage the player, but returns how much it should 1055 * This doesn't damage the player, but returns how much it should
1119 * take. However, it will do other effects (paralyzation, slow, etc.) 1056 * take. However, it will do other effects (paralyzation, slow, etc.)
1120 * Note - changed for PR code - we now pass the attack number and not 1057 * Note - changed for PR code - we now pass the attack number and not
1121 * the attacktype. Makes it easier for the PR code. */ 1058 * the attacktype. Makes it easier for the PR code. */
1122
1123int 1059int
1124hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1060hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1125{ 1061{
1126
1127 int doesnt_slay = 1; 1062 int doesnt_slay = 1;
1128 1063
1129 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1064 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1130 if (attacknum >= NROFATTACKS) 1065 if (attacknum >= NROFATTACKS)
1131 { 1066 {
1133 return 0; 1068 return 0;
1134 } 1069 }
1135 1070
1136 if (dam < 0) 1071 if (dam < 0)
1137 { 1072 {
1138 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1073 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1074 dam, hitter->debug_desc (), op->debug_desc ());
1139 return 0; 1075 return 0;
1140 } 1076 }
1141 1077
1142 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1078 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1143 * people can't mess with that or it otherwise get confused. */ 1079 * people can't mess with that or it otherwise get confused. */
1144 if (attacknum == ATNR_INTERNAL) 1080 if (attacknum == ATNR_INTERNAL)
1145 return dam; 1081 return dam;
1146 1082
1147 if (hitter->slaying) 1083 if (hitter->slaying)
1148 { 1084 {
1149 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1085 if ((op->race && strstr (hitter->slaying, op->race))
1150 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1086 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1151 { 1087 {
1152 doesnt_slay = 0; 1088 doesnt_slay = 0;
1153 dam *= 3; 1089 dam *= 3;
1154 } 1090 }
1155 } 1091 }
1169 /* Special hack. By default, if immune to something, you 1105 /* Special hack. By default, if immune to something, you
1170 * shouldn't need to worry. However, acid is an exception, since 1106 * shouldn't need to worry. However, acid is an exception, since
1171 * it can still damage your items. Only include attacktypes if 1107 * it can still damage your items. Only include attacktypes if
1172 * special processing is needed */ 1108 * special processing is needed */
1173 1109
1174 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1110 if (op->resist[attacknum] >= 100
1111 && doesnt_slay
1112 && attacknum != ATNR_ACID)
1175 return 0; 1113 return 0;
1176 1114
1177 /* Keep this in order - makes things easier to find */ 1115 /* Keep this in order - makes things easier to find */
1178 1116
1179 switch (attacknum) 1117 switch (attacknum)
1180 { 1118 {
1181 case ATNR_PHYSICAL: 1119 case ATNR_PHYSICAL:
1182 /* here also check for diseases */ 1120 /* here also check for diseases */
1183 check_physically_infect (op, hitter); 1121 check_physically_infect (op, hitter);
1184 break; 1122 break;
1185 1123
1186 /* Don't need to do anything for: 1124 /* Don't need to do anything for:
1187 magic, 1125 magic,
1188 fire, 1126 fire,
1189 electricity, 1127 electricity,
1190 cold */ 1128 cold */
1191 1129
1192 case ATNR_CONFUSION: 1130 case ATNR_CONFUSION:
1193 case ATNR_POISON: 1131 case ATNR_POISON:
1194 case ATNR_SLOW: 1132 case ATNR_SLOW:
1195 case ATNR_PARALYZE: 1133 case ATNR_PARALYZE:
1196 case ATNR_FEAR: 1134 case ATNR_FEAR:
1197 case ATNR_CANCELLATION: 1135 case ATNR_CANCELLATION:
1198 case ATNR_DEPLETE: 1136 case ATNR_DEPLETE:
1199 case ATNR_BLIND: 1137 case ATNR_BLIND:
1200 { 1138 {
1201 /* chance for inflicting a special attack depends on the 1139 /* chance for inflicting a special attack depends on the
1202 * difference between attacker's and defender's level 1140 * difference between attacker's and defender's level
1203 */ 1141 */
1204 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1142 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1205 1143
1206 /* First, only creatures/players with speed can be affected. 1144 /* First, only creatures/players with speed can be affected.
1207 * Second, just getting hit doesn't mean it always affects 1145 * Second, just getting hit doesn't mean it always affects
1208 * you. Third, you still get a saving through against the 1146 * you. Third, you still get a saving through against the
1209 * effect. 1147 * effect.
1210 */ 1148 */
1211 if (op->speed && 1149 if (op->speed &&
1212 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1150 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1213 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1151 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1214 { 1152 {
1215 1153
1216 /* Player has been hit by something */ 1154 /* Player has been hit by something */
1217 if (attacknum == ATNR_CONFUSION) 1155 if (attacknum == ATNR_CONFUSION)
1218 confuse_player (op, hitter, dam); 1156 confuse_player (op, hitter, dam);
1219 else if (attacknum == ATNR_POISON) 1157 else if (attacknum == ATNR_POISON)
1220 poison_player (op, hitter, dam); 1158 poison_player (op, hitter, dam);
1221 else if (attacknum == ATNR_SLOW) 1159 else if (attacknum == ATNR_SLOW)
1222 slow_player (op, hitter, dam); 1160 slow_player (op, hitter, dam);
1223 else if (attacknum == ATNR_PARALYZE) 1161 else if (attacknum == ATNR_PARALYZE)
1224 paralyze_player (op, hitter, dam); 1162 paralyze_player (op, hitter, dam);
1225 else if (attacknum == ATNR_FEAR) 1163 else if (attacknum == ATNR_FEAR)
1226 scare_creature (op, hitter); 1164 scare_creature (op, hitter);
1227 else if (attacknum == ATNR_CANCELLATION) 1165 else if (attacknum == ATNR_CANCELLATION)
1228 cancellation (op); 1166 cancellation (op);
1229 else if (attacknum == ATNR_DEPLETE) 1167 else if (attacknum == ATNR_DEPLETE)
1230 drain_stat (op); 1168 op->drain_stat ();
1231 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1169 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1232 blind_player (op, hitter, dam); 1170 blind_player (op, hitter, dam);
1233 } 1171 }
1172
1234 dam = 0; /* These are all effects and don't do real damage */ 1173 dam = 0; /* These are all effects and don't do real damage */
1235 } 1174 }
1236 break; 1175 break;
1176
1237 case ATNR_ACID: 1177 case ATNR_ACID:
1238 { 1178 {
1239 int flag = 0; 1179 int flag = 0;
1240 1180
1241 /* Items only get corroded if you're not on a battleground and 1181 /* Items only get corroded if you're not on a battleground and
1242 * if your acid resistance is below 50%. */ 1182 * if your acid resistance is below 50%. */
1243 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1183 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1244 { 1184 {
1245 object *tmp;
1246
1247 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1185 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1248 { 1186 {
1249 if (tmp->invisible) 1187 if (tmp->invisible)
1250 continue; 1188 continue;
1251 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1189 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1252 /* >= 10% acid res. on itmes will protect these */ 1190 /* >= 10% acid res. on items will protect these */
1253 continue; 1191 continue;
1254 if (!(tmp->material & M_IRON)) 1192 if (!(tmp->materials & M_IRON))
1255 continue; 1193 continue;
1256 if (tmp->magic < -4) /* Let's stop at -5 */ 1194 if (tmp->magic < -4) /* Let's stop at -5 */
1257 continue; 1195 continue;
1258 if (tmp->type == RING || 1196 if (tmp->type == RING
1259 /* removed boots and gloves from exclusion list in 1197 /* removed boots and gloves from exclusion list in PR */
1260 PR */ 1198 || tmp->type == GIRDLE
1261 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1199 || tmp->type == AMULET
1200 || tmp->type == WAND
1201 || tmp->type == ROD
1202 || tmp->type == HORN)
1262 continue; /* To avoid some strange effects */ 1203 continue; /* To avoid some strange effects */
1263 1204
1264 /* High damage acid has better chance of corroding 1205 /* High damage acid has better chance of corroding
1265 objects */ 1206 objects */
1266 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1207 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1267 { 1208 {
1268 if (op->type == PLAYER) 1209 if (op->type == PLAYER)
1269 /* Make this more visible */ 1210 /* Make this more visible */
1270 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1211 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1271 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1212 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1272 flag = 1; 1213 flag = 1;
1273 tmp->magic--; 1214 tmp->magic--;
1274 if (op->type == PLAYER) 1215 if (op->type == PLAYER)
1275 esrv_send_item (op, tmp); 1216 esrv_send_item (op, tmp);
1276 } 1217 }
1277 } 1218 }
1278 if (flag)
1279 fix_player (op); /* Something was corroded */
1280 } 1219
1220 if (flag)
1221 op->update_stats (); /* Something was corroded */
1281 } 1222 }
1223 }
1282 break; 1224 break;
1225
1283 case ATNR_DRAIN: 1226 case ATNR_DRAIN:
1284 { 1227 {
1285 /* rate is the proportion of exp drained. High rate means 1228 /* rate is the proportion of exp drained. High rate means
1286 * not much is drained, low rate means a lot is drained. 1229 * not much is drained, low rate means a lot is drained.
1287 */ 1230 */
1288 int rate; 1231 int rate;
1289 1232
1290 if (op->resist[ATNR_DRAIN] >= 0) 1233 if (op->resist[ATNR_DRAIN] >= 0)
1291 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1234 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1292 else 1235 else
1293 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1236 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1294 1237
1295 if (op->stats.exp <= rate) 1238 if (op->stats.exp <= rate)
1296 { 1239 {
1297 if (op->type == GOLEM) 1240 if (op->type == GOLEM)
1298 dam = 999; /* Its force is "sucked" away. 8) */ 1241 dam = 999; /* Its force is "sucked" away. 8) */
1299 else 1242 else
1300 /* If we can't drain, lets try to do physical damage */ 1243 /* If we can't drain, lets try to do physical damage */
1301 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1244 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1302 } 1245 }
1303 else 1246 else
1304 { 1247 {
1305 /* Randomly give the hitter some hp */ 1248 /* Randomly give the hitter some hp */
1306 if (hitter->stats.hp < hitter->stats.maxhp && 1249 if (hitter->stats.hp < hitter->stats.maxhp &&
1307 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1250 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1308 hitter->stats.hp++; 1251 hitter->stats.hp++;
1309 1252
1310 /* Can't do drains on battleground spaces. 1253 /* Can't do drains on battleground spaces.
1311 * Move the wiz check up here - before, the hitter wouldn't gain exp 1254 * Move the wiz check up here - before, the hitter wouldn't gain exp
1312 * exp, but the wiz would still lose exp! If drainee is a wiz, 1255 * exp, but the wiz would still lose exp! If drainee is a wiz,
1313 * nothing happens. 1256 * nothing happens.
1314 * Try to credit the owner. We try to display player -> player drain 1257 * Try to credit the owner. We try to display player -> player drain
1315 * attacks, hence all the != PLAYER checks. 1258 * attacks, hence all the != PLAYER checks.
1316 */ 1259 */
1317 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1260 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1318 { 1261 {
1319 object *owner = get_owner (hitter); 1262 object *owner = hitter->owner;
1320 1263
1321 if (owner && owner != hitter) 1264 if (owner && owner != hitter)
1322 { 1265 {
1323 if (op->type != PLAYER || owner->type != PLAYER) 1266 if (op->type != PLAYER || owner->type != PLAYER)
1324 change_exp (owner, op->stats.exp / (rate * 2), 1267 change_exp (owner, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1268 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1326 } 1269 }
1327 else if (op->type != PLAYER || hitter->type != PLAYER) 1270 else if (op->type != PLAYER || hitter->type != PLAYER)
1328 {
1329 change_exp (hitter, op->stats.exp / (rate * 2), 1271 change_exp (hitter, op->stats.exp / (rate * 2),
1330 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1331 } 1273
1332 change_exp (op, -op->stats.exp / rate, NULL, 0); 1274 change_exp (op, -op->stats.exp / rate, NULL, 0);
1333 } 1275 }
1276
1334 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1277 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1335 * drain attack, you won't know that you are actually sucking out EXP, 1278 * drain attack, you won't know that you are actually sucking out EXP,
1336 * as the messages will say you missed 1279 * as the messages will say you missed
1337 */ 1280 */
1338 } 1281 }
1339 } 1282 }
1340 break; 1283 break;
1284
1341 case ATNR_TURN_UNDEAD: 1285 case ATNR_TURN_UNDEAD:
1342 { 1286 {
1343 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1287 if (QUERY_FLAG (op, FLAG_UNDEAD))
1344 { 1288 {
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1289 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 object *god = find_god (determine_god (owner)); 1290 object *god = find_god (determine_god (owner));
1347 int div = 1; 1291 int div = 1;
1348 1292
1349 /* if undead are not an enemy of your god, you turn them 1293 /* if undead are not an enemy of your god, you turn them
1350 * at half strength */ 1294 * at half strength */
1351 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1295 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1352 div = 2; 1296 div = 2;
1297
1353 /* Give a bonus if you resist turn undead */ 1298 /* Give a bonus if you resist turn undead */
1354 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1299 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1355 scare_creature (op, owner); 1300 scare_creature (op, owner);
1356 } 1301 }
1357 else 1302 else
1358 dam = 0; /* don't damage non undead - should we damage 1303 dam = 0; /* don't damage non undead - should we damage
1359 undead? */ 1304 undead? */
1360 } 1305 }
1361 break; 1306 break;
1307
1362 case ATNR_DEATH: 1308 case ATNR_DEATH:
1363 deathstrike_player (op, hitter, &dam); 1309 deathstrike_player (op, hitter, &dam);
1364 break; 1310 break;
1311
1365 case ATNR_CHAOS: 1312 case ATNR_CHAOS:
1366 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1313 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1367 dam = 0; 1314 dam = 0;
1368 break; 1315 break;
1316
1369 case ATNR_COUNTERSPELL: 1317 case ATNR_COUNTERSPELL:
1370 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1318 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1371 dam = 0; 1319 dam = 0;
1372 /* This should never happen. Counterspell is handled 1320 /* This should never happen. Counterspell is handled
1373 * seperately and filtered out. If this does happen, 1321 * seperately and filtered out. If this does happen,
1374 * Counterspell has no effect on anything but spells, so it 1322 * Counterspell has no effect on anything but spells, so it
1375 * does no damage. */ 1323 * does no damage. */
1376 break; 1324 break;
1325
1377 case ATNR_HOLYWORD: 1326 case ATNR_HOLYWORD:
1378 { 1327 {
1379 /* This has already been handled by hit_player, 1328 /* This has already been handled by hit_player,
1380 * no need to check twice -- DAMN */ 1329 * no need to check twice -- DAMN */
1381 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1330 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1382 1331
1383 /* As with turn undead above, give a bonus on the saving throw */ 1332 /* As with turn undead above, give a bonus on the saving throw */
1384 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1333 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1385 scare_creature (op, owner); 1334 scare_creature (op, owner);
1386 } 1335 }
1387 break; 1336 break;
1337
1388 case ATNR_LIFE_STEALING: 1338 case ATNR_LIFE_STEALING:
1389 { 1339 {
1390 int new_hp; 1340 int new_hp;
1391 1341
1392 /* this is replacement to drain for players, instead of taking 1342 /* this is replacement to drain for players, instead of taking
1393 * exp it takes hp. It is geared for players, probably not 1343 * exp it takes hp. It is geared for players, probably not
1394 * much use giving it to monsters 1344 * much use giving it to monsters
1395 * 1345 *
1396 * life stealing doesn't do a lot of damage, but it gives the 1346 * life stealing doesn't do a lot of damage, but it gives the
1397 * damage it does do to the player. Given that, 1347 * damage it does do to the player. Given that,
1398 * it only does 1/10'th normal damage (hence the divide by 1348 * it only does 1/10'th normal damage (hence the divide by
1399 * 1000). 1349 * 1000).
1400 */ 1350 */
1401 /* You can't steal life from something undead */ 1351 /* You can't steal life from something undead */
1402 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1403 return 0; 1353 return 0;
1354
1404 /* If drain protection is higher than life stealing, use that */ 1355 /* If drain protection is higher than life stealing, use that */
1405 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1356 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1406 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1357 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1407 else 1358 else
1408 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1359 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1360
1409 /* You die at -1 hp, not zero. */ 1361 /* You die at -1 hp, not zero. */
1410 if (dam > (op->stats.hp + 1)) 1362 if (dam > (op->stats.hp + 1))
1411 dam = op->stats.hp + 1; 1363 dam = op->stats.hp + 1;
1364
1412 new_hp = hitter->stats.hp + dam; 1365 new_hp = hitter->stats.hp + dam;
1413 if (new_hp > hitter->stats.maxhp) 1366 if (new_hp > hitter->stats.maxhp)
1414 new_hp = hitter->stats.maxhp; 1367 new_hp = hitter->stats.maxhp;
1368
1415 if (new_hp > hitter->stats.hp) 1369 if (new_hp > hitter->stats.hp)
1416 hitter->stats.hp = new_hp; 1370 hitter->stats.hp = new_hp;
1417 } 1371 }
1418 } 1372 }
1373
1419 return dam; 1374 return dam;
1420} 1375}
1421
1422 1376
1423/* GROS: This code comes from hit_player. It has been made external to 1377/* GROS: This code comes from hit_player. It has been made external to
1424 * allow script procedures to "kill" objects in a combat-like fashion. 1378 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's 1379 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version 1380 * Sword. Note that nothing has been changed from the original version
1441 char buf[MAX_BUF]; 1395 char buf[MAX_BUF];
1442 const char *skill; 1396 const char *skill;
1443 int maxdam = 0; 1397 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */ 1398 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */ 1399 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL; 1400 object *owner = 0;
1447 object *skop = NULL; 1401 object *skop = 0;
1448 1402
1449 if (op->stats.hp >= 0) 1403 if (op->stats.hp >= 0)
1450 return -1; 1404 return -1;
1451 1405
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1406 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1415 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1416 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463 1417
1464 if (op->type == DOOR) 1418 if (op->type == DOOR)
1465 { 1419 {
1466 op->speed = 0.1; 1420 op->set_speed (0.1f);
1467 update_ob_speed (op);
1468 op->speed_left = -0.05; 1421 op->speed_left = -0.05f;
1469 return maxdam; 1422 return maxdam;
1470 } 1423 }
1424
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1425 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472 { 1426 {
1473 remove_friendly_object (op); 1427 op->destroy ();
1474 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1475 {
1476 op->owner->contr->ranges[range_golem] = NULL;
1477 op->owner->contr->golem_count = 0;
1478 }
1479
1480 remove_ob (op);
1481 free_object (op);
1482 return maxdam; 1428 return maxdam;
1483 } 1429 }
1484 1430
1485 /* Now lets start dealing with experience we get for killing something */ 1431 /* Now lets start dealing with experience we get for killing something */
1486 1432
1487 owner = get_owner (hitter); 1433 owner = hitter->owner;
1488 if (owner == NULL) 1434 if (!owner)
1489 owner = hitter; 1435 owner = hitter;
1490 1436
1491 /* is the victim (op) standing on battleground? */ 1437 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL)) 1438 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1; 1439 battleg = 1;
1513 char buf[256]; 1459 char buf[256];
1514 1460
1515 tmv = localtime (&t); 1461 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1462 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517 1463
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1464 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1519 } 1465 }
1520 1466
1521 /* try to filter some things out - basically, if you are 1467 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you 1468 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that. 1469 * probably don't want to see that.
1524 */ 1470 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1471 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 { 1472 {
1527 if (owner != hitter) 1473 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else 1475 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1476 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 } 1477
1535 /* Only play sounds for melee kills */ 1478 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER) 1479 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1480 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1538 } 1481 }
1539 1482
1544 * player that the object belonged to - so if you killed another player 1487 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty. 1488 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings. 1489 * Changed to make luck penalty configurable in settings.
1547 */ 1490 */
1548 if (op->type == PLAYER && owner != op && !battleg) 1491 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty); 1492 owner->change_luck (-settings.pk_luck_penalty);
1550 1493
1551 /* This code below deals with finding the appropriate skill 1494 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should 1495 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill 1496 * probably never really have to look at current_weapon->skill
1554 */ 1497 */
1555 skill = NULL; 1498 skill = 0;
1499
1556 if (hitter->skill && hitter->type != PLAYER) 1500 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill; 1501 skill = hitter->skill;
1558 else if (owner->chosen_skill) 1502 else if (owner->chosen_skill)
1559 { 1503 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill; 1504 skop = owner->chosen_skill;
1505 skill = skop->skill;
1562 } 1506 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1564 skill = owner->current_weapon->skill; 1508 skill = owner->current_weapon->skill;
1565 else 1509 else
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1510 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1567 1511
1568 /* We have the skill we want to credit to - now find the object this goes 1512 /* We have the skill we want to credit to - now find the object this goes
1569 * to. Make sure skop is an actual skill, and not a skill tool! 1513 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */ 1514 */
1571 if ((!skop || skop->type != SKILL) && skill) 1515 if ((!skop || skop->type != SKILL) && skill)
1572 { 1516 {
1573 int i; 1517 int i;
1574 1518
1579 break; 1523 break;
1580 } 1524 }
1581 } 1525 }
1582 } /* Was it a player that hit somethign */ 1526 } /* Was it a player that hit somethign */
1583 else 1527 else
1584 {
1585 skill = NULL; 1528 skill = 0;
1586 }
1587 1529
1588 /* Pet (or spell) killed something. */ 1530 /* Pet (or spell) killed something. */
1589 if (owner != hitter) 1531 if (owner != hitter)
1590 {
1591 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1532 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1592 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1533 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 else 1534 else
1595 {
1596 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1535 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1597 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1536 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1598 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1537 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1599 } 1538
1600 /* These may have been set in the player code section above */ 1539 /* These may have been set in the player code section above */
1601 if (!skop) 1540 if (!skop)
1602 skop = hitter->chosen_skill; 1541 skop = hitter->chosen_skill;
1542
1603 if (!skill && skop) 1543 if (!skill && skop)
1604 skill = skop->skill; 1544 skill = skop->skill;
1605 1545
1606 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1546 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1607 1547
1608
1609 /* If you didn't kill yourself, and your not the wizard */ 1548 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1549 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1611 { 1550 {
1612 int exp; 1551 int exp;
1613 1552
1614 /* Really don't give much experience for killing other players */ 1553 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1554 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER) 1555 if (op->type == PLAYER)
1617 { 1556 {
1618 if (battleg) 1557 if (battleg)
1619 { 1558 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1559 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1638 1577
1639 if (!settings.simple_exp) 1578 if (!settings.simple_exp)
1640 exp = exp / 2; 1579 exp = exp / 2;
1641 1580
1642 if (owner->type != PLAYER || owner->contr->party == NULL) 1581 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0); 1582 change_exp (owner, exp, skill, 0);
1645 }
1646 else 1583 else
1647 { 1584 {
1648 int shares = 0, count = 0; 1585 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party; 1586 partylist *party = owner->contr->party;
1653 1587
1654#ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1588 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656#endif 1589
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1590 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1591 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1592 {
1661 count++; 1593 count++;
1662 shares += (pl->ob->level + 4); 1594 shares += (pl->ob->level + 4);
1663 } 1595 }
1664 } 1596
1665 if (count == 1 || shares > exp) 1597 if (count == 1 || shares > exp || !shares)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1598 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else 1599 else
1668 { 1600 {
1669 int share = exp / shares, given = 0, nexp; 1601 int share = exp / shares, given = 0, nexp;
1670 1602
1671 for (pl = first_player; pl != NULL; pl = pl->next) 1603 for_all_players (pl)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1604 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 { 1605 {
1675 nexp = (pl->ob->level + 4) * share; 1606 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1607 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp; 1608 given += nexp;
1678 } 1609 }
1679 } 1610
1680 exp -= given; 1611 exp -= given;
1681 /* give any remainder to the player */ 1612 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1613 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 } 1614 }
1684 } /* else part of a party */ 1615 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */ 1616 } /* end if person didn't kill himself */
1687 1617
1688 if (op->type != PLAYER) 1618 if (op->type != PLAYER)
1689 { 1619 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1620 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691 { 1621 {
1692 object *owner1 = get_owner (op); 1622 object *owner1 = op->owner;
1693 1623
1694 if (owner1 != NULL && owner1->type == PLAYER) 1624 if (owner1 && owner1->type == PLAYER)
1695 { 1625 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1626 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1697 /* Maybe we should include the owner that killed this, maybe not */ 1627 /* Maybe we should include the owner that killed this, maybe not */
1698 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1628 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1699 } 1629 }
1700 1630
1701 remove_friendly_object (op); 1631 remove_friendly_object (op);
1702 } 1632 }
1703 1633
1704 remove_ob (op); 1634 op->destroy ();
1705 free_object (op);
1706 } 1635 }
1707 /* Player has been killed! */
1708 else 1636 else
1709 { 1637 {
1638 /* Player has been killed! */
1710 if (owner->type == PLAYER) 1639 if (owner->type == PLAYER)
1711 {
1712 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1640 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1713 }
1714 else 1641 else
1715 assign (op->contr->killer, hitter->name); 1642 assign (op->contr->killer, hitter->name);
1716 } 1643 }
1717 1644
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process 1645 /* This was return -1 - that doesn't seem correct - if we return -1, process
1722} 1649}
1723 1650
1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1651/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire 1652 * Returns 0 this is not friendly fire
1726 */ 1653 */
1727
1728int 1654int
1729friendly_fire (object *op, object *hitter) 1655friendly_fire (object *op, object *hitter)
1730{ 1656{
1731 object *owner; 1657 object *owner;
1732 int friendlyfire; 1658 int friendlyfire;
1742 return 0; 1668 return 0;
1743 1669
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1670 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1; 1671 return 1;
1746 1672
1747 if ((owner = get_owner (hitter)) != NULL) 1673 if ((owner = hitter->owner) != NULL)
1748 { 1674 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1675 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2; 1676 friendlyfire = 2;
1751 } 1677 }
1752 1678
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1679 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0; 1680 friendlyfire = 0;
1755 } 1681 }
1682
1756 return friendlyfire; 1683 return friendlyfire;
1757} 1684}
1758 1685
1759 1686
1760/* This isn't used just for players, but in fact most objects. 1687/* This isn't used just for players, but in fact most objects.
1762 * is what is hitting the object, type is the attacktype, and 1689 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter. 1690 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can 1691 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it. 1692 * modify it.
1766 */ 1693 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1694/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1695 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771int 1696int
1772hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1697hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1773{ 1698{
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1699 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1775 int maxattacktype, attacknum; 1700 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */ 1701 int body_attack = op && op->head; /* Did we hit op's head? */
1777 int simple_attack; 1702 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0; 1703 int rtn_kill = 0;
1780 int friendlyfire; 1704 int friendlyfire;
1781 1705
1782 if (get_attack_mode (&op, &hitter, &simple_attack)) 1706 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0; 1707 return 0;
1784 1708
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1709 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1786 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1710 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1787 return 0; 1711 return 0;
1788 1712
1789#ifdef PROHIBIT_PLAYERKILL 1713 // only allow pk for hostile players
1790 if (op->type == PLAYER) 1714 if (op->type == PLAYER)
1791 { 1715 {
1792 object *owner = get_owner (hitter); 1716 object *owner = hitter->owner;
1793 1717
1794 if (!owner) 1718 if (!owner)
1795 owner = hitter; 1719 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1720
1797 { 1721 if (owner->type == PLAYER
1722 && (!op_on_battleground (op, 0, 0)
1723 && (op->contr->peaceful || owner->contr->peaceful))
1724 && op != owner)
1798 return 0; 1725 return 0;
1799 }
1800 } 1726 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805 1727
1806 if (body_attack) 1728 if (body_attack)
1807 { 1729 {
1808 /* slow and paralyze must hit the head. But we don't want to just 1730 /* slow and paralyze must hit the head. But we don't want to just
1809 * return - we still need to process other attacks the spell still 1731 * return - we still need to process other attacks the spell still
1815 * attack so we don't cancel out things like magic bullet. 1737 * attack so we don't cancel out things like magic bullet.
1816 */ 1738 */
1817 if (type & (AT_PARALYZE | AT_SLOW)) 1739 if (type & (AT_PARALYZE | AT_SLOW))
1818 { 1740 {
1819 type &= ~(AT_PARALYZE | AT_SLOW); 1741 type &= ~(AT_PARALYZE | AT_SLOW);
1742
1820 if (!type || type == AT_MAGIC) 1743 if (!type || type == AT_MAGIC)
1821 return 0; 1744 return 0;
1822 } 1745 }
1823 } 1746 }
1824 1747
1825 if (!simple_attack && op->type == DOOR) 1748 if (!simple_attack && op->type == DOOR)
1826 { 1749 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1750 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP) 1751 if (tmp->type == RUNE || tmp->type == TRAP)
1831 { 1752 {
1832 spring_trap (tmp, hitter); 1753 spring_trap (tmp, hitter);
1754
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1755 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1834 return 0; 1756 return 0;
1757
1835 break; 1758 break;
1836 } 1759 }
1837 } 1760 }
1838 1761
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1762 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1840 { 1763 {
1841 /* FIXME: If a player is killed by a rune in a door, the 1764 /* FIXME: If a player is killed by a rune in a door, the
1842 * was_destroyed() check above doesn't return, and might get here. 1765 * destroyed() check above doesn't return, and might get here.
1843 */ 1766 */
1767
1768 /* FIXME: This for example happens when a dead door is on a mover and
1769 gets it's speed_left raised on each mover-tick.
1770 Doors are removed in a kinda funny way by giving them speed and speed_left
1771 and waiting for that to run out.
1772 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1773 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1845 return 0; 1774 return 0;
1846 } 1775 }
1847 1776
1848#ifdef ATTACK_DEBUG 1777#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1778 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1855 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1784 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1785 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100) 1786 if (dam >= 100)
1858 dam /= 100; 1787 dam /= 100;
1859 else 1788 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1789 dam = (dam > rndm (0, 99)) ? 1 : 0;
1861 } 1790 }
1862 1791
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1792 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1864 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1793 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */ 1794 */
1885 (hitter->title != NULL 1814 (hitter->title != NULL
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1815 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1887 return 0; 1816 return 0;
1888 } 1817 }
1889 1818
1890 maxattacktype = type; /* initialize this to something */ 1819 maxattacktype = type; /* initialise this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1820 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1892 { 1821 {
1893 /* Magic isn't really a true attack type - it gets combined with other 1822 /* Magic isn't really a true attack type - it gets combined with other
1894 * attack types. As such, skip it over. However, if magic is 1823 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it 1824 * the only attacktype in the group, then still attack with it
1923 */ 1852 */
1924 friendlyfire = friendly_fire (op, hitter); 1853 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam) 1854 if (friendlyfire && maxdam)
1926 { 1855 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100); 1856 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931 1857
1932#ifdef ATTACK_DEBUG 1858#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1859 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1860 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif 1861#endif
1948 1874
1949 /* basically: maxdam /= area; we try to "simulate" a float 1875 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */ 1876 value-effect */
1951 remainder = 100 * (maxdam % area) / area; 1877 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area; 1878 maxdam /= area;
1953 if (RANDOM () % 100 < remainder) 1879 if (rndm (100) < remainder)
1954 maxdam++; 1880 maxdam++;
1955 } 1881 }
1956 1882
1957#ifdef ATTACK_DEBUG 1883#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959#endif 1885#endif
1960 1886
1961 if (get_owner (hitter)) 1887 // for now, only do this for active objects, otherwise they
1888 // keep a refcount for a long time and I see no usefulness
1889 // for an non-active objetc to know its enemy.
1890 if (op->active)
1891 if (hitter->owner)
1962 op->enemy = hitter->owner; 1892 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1893 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1964 op->enemy = hitter; 1894 op->enemy = hitter;
1965 1895
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1896 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967 { 1897 {
1968 /* The unaggressives look after themselves 8) */ 1898 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1899 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1991 1921
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1922 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993 { 1923 {
1994 if (maxdam) 1924 if (maxdam)
1995 tear_down_wall (op); 1925 tear_down_wall (op);
1926
1996 return maxdam; /* nothing more to do for wall */ 1927 return maxdam; /* nothing more to do for wall */
1997 } 1928 }
1998 1929
1999 /* See if the creature has been killed */ 1930 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type); 1931 rtn_kill = kill_object (op, maxdam, hitter, type);
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1936 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2006 * that before if the player was immune to ghosthit, the monster 1937 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case. 1938 * remained - that is no longer the case.
2008 */ 1939 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1940 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010 { 1941 hitter->destroy ();
2011 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1942
2012 remove_friendly_object (hitter);
2013 remove_ob (hitter);
2014 free_object (hitter);
2015 }
2016 /* Lets handle creatures that are splitting now */ 1943 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1944 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2018 { 1945 {
2019 int i; 1946 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1948 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2022 object *owner = get_owner (op); 1949 object *owner = op->owner;
2023 1950
2024 if (!op->other_arch) 1951 if (!op->other_arch)
2025 { 1952 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n"); 1953 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam; 1954 return maxdam;
2028 } 1955 }
1956
2029 remove_ob (op); 1957 op->remove ();
1958
2030 for (i = 0; i < NROFNEWOBJS (op); i++) 1959 for (i = 0; i < NROFNEWOBJS (op); i++)
2031 { /* This doesn't handle op->more yet */ 1960 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch); 1961 object *tmp = arch_to_object (op->other_arch);
2033 int j; 1962 int j;
2034 1963
2035 tmp->stats.hp = op->stats.hp; 1964 tmp->stats.hp = op->stats.hp;
1965
2036 if (friendly) 1966 if (friendly)
2037 { 1967 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp); 1968 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE; 1969 tmp->attack_movement = PETMOVE;
1970
2041 if (owner != NULL) 1971 if (owner)
2042 set_owner (tmp, owner); 1972 tmp->set_owner (owner);
2043 } 1973 }
1974
2044 if (unaggressive) 1975 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1977
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1978 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1979
2047 if (j == -1) /* No spot to put this monster */ 1980 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp); 1981 tmp->destroy ();
2049 else 1982 else
2050 { 1983 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1984 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052 insert_ob_in_map (tmp, op->map, NULL, 0); 1985 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 } 1986 }
2054 } 1987 }
2055 if (friendly) 1988
2056 remove_friendly_object (op); 1989 op->destroy ();
2057 free_object (op);
2058 } 1990 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 { 1992 hitter->destroy ();
2061 remove_ob (hitter); 1993
2062 free_object (hitter);
2063 }
2064 return maxdam; 1994 return maxdam;
2065} 1995}
2066
2067 1996
2068void 1997void
2069poison_player (object *op, object *hitter, int dam) 1998poison_player (object *op, object *hitter, int dam)
2070{ 1999{
2071 archetype *at = find_archetype ("poisoning"); 2000 archetype *at = archetype::find ("poisoning");
2072 object *tmp = present_arch_in_ob (at, op); 2001 object *tmp = present_arch_in_ob (at, op);
2073 2002
2074 if (tmp == NULL) 2003 if (tmp == NULL)
2075 { 2004 {
2076 if ((tmp = arch_to_object (at)) == NULL) 2005 if ((tmp = arch_to_object (at)) == NULL)
2089 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2018 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090 tmp->stats.dam += hitter->level / 2; 2019 tmp->stats.dam += hitter->level / 2;
2091 else 2020 else
2092 tmp->stats.dam = dam; 2021 tmp->stats.dam = dam;
2093 2022
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2023 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill) 2024 if (hitter->skill && hitter->skill != tmp->skill)
2096 { 2025 {
2097 tmp->skill = hitter->skill; 2026 tmp->skill = hitter->skill;
2098 } 2027 }
2099 2028
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2034 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2035 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2036 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10); 2037 tmp->stats.Int = MAX (-dam / 7, -10);
2109 SET_FLAG (tmp, FLAG_APPLIED); 2038 SET_FLAG (tmp, FLAG_APPLIED);
2110 fix_player (op); 2039 op->update_stats ();
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2040 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2112 } 2041 }
2042
2113 if (hitter->type == PLAYER) 2043 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2044 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2116 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2046 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 } 2047 }
2048
2118 tmp->speed_left = 0; 2049 tmp->speed_left = 0;
2119 } 2050 }
2120 else 2051 else
2121 tmp->stats.food++; 2052 tmp->stats.food++;
2122} 2053}
2123 2054
2124void 2055void
2125slow_player (object *op, object *hitter, int dam) 2056slow_player (object *op, object *hitter, int dam)
2126{ 2057{
2127 archetype *at = find_archetype ("slowness"); 2058 archetype *at = archetype::find ("slowness");
2128 object *tmp; 2059 object *tmp;
2129 2060
2130 if (at == NULL) 2061 if (at == NULL)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n"); 2062 LOG (llevError, "Can't find slowness archetype.\n");
2133 } 2063
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2064 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 { 2065 {
2136 tmp = arch_to_object (at); 2066 tmp = arch_to_object (at);
2137 tmp = insert_ob_in_ob (tmp, op); 2067 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2068 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 } 2069 }
2140 else 2070 else
2141 tmp->stats.food++; 2071 tmp->stats.food++;
2072
2142 SET_FLAG (tmp, FLAG_APPLIED); 2073 SET_FLAG (tmp, FLAG_APPLIED);
2143 tmp->speed_left = 0; 2074 tmp->speed_left = 0;
2144 fix_player (op); 2075 op->update_stats ();
2145} 2076}
2146 2077
2147void 2078void
2148confuse_player (object *op, object *hitter, int dam) 2079confuse_player (object *op, object *hitter, int dam)
2149{ 2080{
2163 tmp->speed = 0.05; 2094 tmp->speed = 0.05;
2164 tmp->subtype = FORCE_CONFUSION; 2095 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2096 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion"; 2097 tmp->name = "confusion";
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099
2168 if (tmp->duration > maxduration) 2100 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration; 2101 tmp->duration = maxduration;
2170 2102
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2103 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2104 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2105
2173 SET_FLAG (op, FLAG_CONFUSED); 2106 SET_FLAG (op, FLAG_CONFUSED);
2174} 2107}
2175 2108
2176void 2109void
2177blind_player (object *op, object *hitter, int dam) 2110blind_player (object *op, object *hitter, int dam)
2193 */ 2126 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2127 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 2128
2196 tmp = insert_ob_in_ob (tmp, op); 2129 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */ 2130 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */ 2131 op->update_stats (); /* This takes care of some other stuff */
2199 2132
2200 if (hitter->owner) 2133 if (hitter->owner)
2201 owner = get_owner (hitter); 2134 owner = hitter->owner;
2202 else 2135 else
2203 owner = hitter; 2136 owner = hitter;
2204 2137
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2138 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206 } 2139 }
2243 op->speed_left = (float) -(FABS (op->speed) * max); 2176 op->speed_left = (float) -(FABS (op->speed) * max);
2244 2177
2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2178/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2246} 2179}
2247 2180
2248
2249/* Attempts to kill 'op'. hitter is the attack object, dam is 2181/* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged. 2182 * the computed damaged.
2251 */ 2183 */
2252void 2184void
2253deathstrike_player (object *op, object *hitter, int *dam) 2185deathstrike_player (object *op, object *hitter, int *dam)
2267 return; 2199 return;
2268 2200
2269 def_lev = op->level; 2201 def_lev = op->level;
2270 if (def_lev < 1) 2202 if (def_lev < 1)
2271 { 2203 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2204 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2273 def_lev = 1; 2205 def_lev = 1;
2274 } 2206 }
2207
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2208 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2209 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */ 2210 atk_lev, def_lev); */
2278 2211
2279 if (atk_lev >= def_lev) 2212 if (atk_lev >= def_lev)
2294 */ 2227 */
2295 *dam *= kill_lev / def_lev; 2228 *dam *= kill_lev / def_lev;
2296 } 2229 }
2297 } 2230 }
2298 else 2231 else
2299 {
2300 *dam = 0; /* no harm done */ 2232 *dam = 0; /* no harm done */
2301 }
2302} 2233}
2303 2234
2304/* thrown_item_effect() - handles any special effects of thrown 2235/* thrown_item_effect() - handles any special effects of thrown
2305 * items (like attacking living creatures--a potion thrown at a 2236 * items (like attacking living creatures--a potion thrown at a
2306 * monster). 2237 * monster).
2335 } 2266 }
2336 } 2267 }
2337} 2268}
2338 2269
2339/* adj_attackroll() - adjustments to attacks by various conditions */ 2270/* adj_attackroll() - adjustments to attacks by various conditions */
2340
2341int 2271int
2342adj_attackroll (object *hitter, object *target) 2272adj_attackroll (object *hitter, object *target)
2343{ 2273{
2344 object *attacker = hitter; 2274 object *attacker = hitter;
2345 int adjust = 0; 2275 int adjust = 0;
2352 } 2282 }
2353 2283
2354 /* aimed missiles use the owning object's sight */ 2284 /* aimed missiles use the owning object's sight */
2355 if (is_aimed_missile (hitter)) 2285 if (is_aimed_missile (hitter))
2356 { 2286 {
2357 if ((attacker = get_owner (hitter)) == NULL) 2287 if ((attacker = hitter->owner) == NULL)
2358 attacker = hitter; 2288 attacker = hitter;
2359 /* A player who saves but hasn't quit still could have objects 2289 /* A player who saves but hasn't quit still could have objects
2360 * owned by him - need to handle that case to avoid crashes. 2290 * owned by him - need to handle that case to avoid crashes.
2361 */ 2291 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2292 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2410#endif 2340#endif
2411 2341
2412 return adjust; 2342 return adjust;
2413} 2343}
2414 2344
2415
2416/* determine if the object is an 'aimed' missile */ 2345/* determine if the object is an 'aimed' missile */
2417int 2346int
2418is_aimed_missile (object *op) 2347is_aimed_missile (object *op)
2419{ 2348{
2420 2349
2421 /* I broke what used to be one big if into a few nested 2350 /* I broke what used to be one big if into a few nested
2422 * ones so that figuring out the logic is at least possible. 2351 * ones so that figuring out the logic is at least possible.
2423 */ 2352 */
2424 if (op && (op->move_type & MOVE_FLYING)) 2353 if (op && (op->move_type & MOVE_FLYING))
2425 {
2426 if (op->type == ARROW || op->type == THROWN_OBJ) 2354 if (op->type == ARROW || op->type == THROWN_OBJ)
2427 return 1; 2355 return 1;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2356 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2429 return 1; 2357 return 1;
2430 } 2358
2431 return 0; 2359 return 0;
2432} 2360}

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