ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.38 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
72 esrv_send_item (op->env, op); 73 esrv_send_item (op->env, op);
73 } 74 }
74 } 75 }
75} 76}
76 77
77
78
79/* did_make_save_item just checks to make sure the item actually 78/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 79 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 80 * any further action (like destroying the item).
82 */ 81 */
83
84int 82int
85did_make_save_item (object *op, int type, object *originator) 83did_make_save_item (object *op, int type, object *originator)
86{ 84{
87 int i, roll, saves = 0, attacks = 0, number; 85 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 86 materialtype_t *mt;
89 87
90 if (op->materialname == NULL) 88 if (op->materialname == NULL)
91 { 89 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material) 91 if (op->material & mt->material)
95 break; 92 break;
96 }
97 } 93 }
98 else 94 else
99 mt = name_to_material (op->materialname); 95 mt = name_to_material (op->materialname);
100 if (mt == NULL) 96 if (mt == NULL)
101 return TRUE; 97 return TRUE;
212 } 208 }
213 else 209 else
214 { 210 {
215 if (op->env) 211 if (op->env)
216 { 212 {
217 object *tmp = is_player_inv (op->env); 213 object *tmp = op->in_player ();
218 214
219 if (tmp) 215 if (tmp)
220 esrv_del_item (tmp->contr, op->count); 216 esrv_del_item (tmp->contr, op->count);
221 } 217 }
222 218
223 if (!QUERY_FLAG (op, FLAG_REMOVED)) 219 op->destroy ();
224 remove_ob (op);
225
226 free_object (op);
227 } 220 }
228 221
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 222 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 223 if (env)
231 { 224 {
264 tmp->move_slow = 0; 257 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 258 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 259 }
267 260
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 261 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 262 op->remove ();
270 263
271 insert_ob_in_ob (op, tmp); 264 insert_ob_in_ob (op, tmp);
272 return; 265 return;
273 } 266 }
274} 267}
281 */ 274 */
282 275
283int 276int
284hit_map (object *op, int dir, int type, int full_hit) 277hit_map (object *op, int dir, int type, int full_hit)
285{ 278{
286 object *tmp, *next;
287 maptile *map; 279 maptile *map;
288 sint16 x, y; 280 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 281 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 282
291 if (QUERY_FLAG (op, FLAG_FREED)) 283 if (QUERY_FLAG (op, FLAG_FREED))
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE); 335 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS; 336 type &= ~AT_CHAOS;
345 } 337 }
346 338
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no 339 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and 340 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first 341 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort. 342 * object. That's why we just abort on destroy.
357 * 343 *
358 * This happens whenever attack spells (like fire) hit a pile 344 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage 345 * of objects. This is not a bug - nor an error.
360 * below was spamming the logs for absolutely no reason. 346 */
361 */ 347 for (object *next = map->at (x, y).bot; next && !next->destroyed (); )
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 348 {
363 break;
364 }
365
366 tmp = next; 349 object *tmp = next;
367 next = tmp->above; 350 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 351
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 352 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 353 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 354 * This is one of the few cases where on_same_map should not be used.
378 */ 355 */
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 361 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 362 retflag |= 1;
386 if (op->destroyed ()) 363 if (op->destroyed ())
387 break; 364 break;
388 } 365 }
389
390 /* Here we are potentially destroying an object. If the object has 366 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note 367 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from 368 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 369 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be 370 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 371 * destroyed right now.
396 */ 372 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 373 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
398 { 374 {
399 save_throw_object (tmp, type, op); 375 save_throw_object (tmp, type, op);
376
400 if (op->destroyed ()) 377 if (op->destroyed ())
401 break; 378 break;
402 } 379 }
403 } 380 }
404 381
435 sprintf (buf1, "missed %s", &op->name); 412 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 413 sprintf (buf2, " misses");
437 found++; 414 found++;
438 } 415 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 416 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 417 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 418 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 419 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 420 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 421 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 422 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 434 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 435 found++;
459 break; 436 break;
460 } 437 }
461 } 438 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 439 else if (hitter->type == PLAYER && op->is_alive ())
463 { 440 {
464 if (USING_SKILL (hitter, SK_KARATE)) 441 if (USING_SKILL (hitter, SK_KARATE))
465 { 442 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 443 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 444 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 470 found++;
494 break; 471 break;
495 } 472 }
496 } 473 }
497 } 474 }
475
498 if (found) 476 if (found)
499 { 477 {
500 /* done */ 478 /* done */
501 } 479 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 480 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 481 {
504 sprintf (buf1, "hit"); /* just in case */ 482 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 483 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 484 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 485 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 486 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 487 found++;
510 break; 488 break;
511 } 489 }
512 } 490 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 491 else if (type & AT_DRAIN && op->is_alive ())
514 { 492 {
515 /* drain is first, because some items have multiple attypes */ 493 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 494 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 495 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 496 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 498 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 499 found++;
522 break; 500 break;
523 } 501 }
524 } 502 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 503 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 504 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 505 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 506 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 507 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 508 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 509 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 510 found++;
533 break; 511 break;
534 } 512 }
535 } 513 }
536 else if (type & AT_COLD && IS_LIVE (op)) 514 else if (type & AT_COLD && op->is_alive ())
537 { 515 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 517 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 518 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 519 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
618 strcpy (buf1, "hit"); 596 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 597 strcpy (buf2, " hits");
620 } 598 }
621 599
622 /* bail out if a monster is casting spells */ 600 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 601 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 602 return;
625 603
626 /* scale down magic considerably. */ 604 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 605 if (type & AT_MAGIC && rndm (0, 5))
628 return; 606 return;
629 607
630 /* Did a player hurt another player? Inform both! */ 608 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 609 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 610 {
633 if (get_owner (hitter) != NULL) 611 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 612 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 613 else
636 { 614 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 615 sprintf (buf, "%s%s you.", &hitter->name, buf2);
638 if (dam != 0) 616 if (dam != 0)
660 else 638 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
662 } 640 }
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 641 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 642 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 643 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 644 {
667 /* look for stacked spells and start reducing the message chances */ 645 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 646 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 647 {
670 i = 4; 648 i = 4;
671 map = hitter->map; 649 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 650 if (out_of_map (map, hitter->x, hitter->y))
673 return; 651 return;
674 next = get_map_ob (map, hitter->x, hitter->y); 652 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 653 if (next)
676 while (next) 654 while (next)
677 { 655 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 656 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 657 i *= 3;
769 * which then gets here again. By decreasing the speed before 747 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 748 * we call process_object, the 'if' statement above will fail.
771 */ 749 */
772 op->speed_left--; 750 op->speed_left--;
773 process_object (op); 751 process_object (op);
752
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 753 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 754 goto error;
776 } 755 }
777 756
778 op_name = op->name; 757 op_name = op->name;
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 792 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 793 CLEAR_FLAG (op, FLAG_SLEEP);
815 794
816 /* If the victim can't see the attacker, it may alert others 795 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 796 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 798 npc_call_help (op);
820 799
821 /* if you were hidden and hit by a creature, you are discovered */ 800 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 802 {
830 * when they hit the victim. For things like thrown daggers, 809 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 810 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 811 * wrapper object.
833 */ 812 */
834 thrown_item_effect (hitter, op); 813 thrown_item_effect (hitter, op);
814
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 815 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 816 goto leave;
837 } 817 }
838 818
839 /* Need to do at least 1 damage, otherwise there is no point 819 /* Need to do at least 1 damage, otherwise there is no point
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 886 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 887 {
908 if (tmp->head != NULL) 888 if (tmp->head != NULL)
909 tmp = tmp->head; 889 tmp = tmp->head;
910 890
911 remove_ob (op); 891 op->remove ();
912 op = insert_ob_in_ob (op, tmp); 892 op = insert_ob_in_ob (op, tmp);
913 893
914 if (tmp->type == PLAYER) 894 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op); 895 esrv_send_item (tmp, op);
916 896
935 /* Disassemble missile */ 915 /* Disassemble missile */
936 if (op->inv) 916 if (op->inv)
937 { 917 {
938 container = op; 918 container = op;
939 hitter = op->inv; 919 hitter = op->inv;
940 remove_ob (hitter); 920 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 921 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
942 /* Note that we now have an empty THROWN_OBJ on the map. Code that 922 /* Note that we now have an empty THROWN_OBJ on the map. Code that
943 * might be called until this THROWN_OBJ is either reassembled or 923 * might be called until this THROWN_OBJ is either reassembled or
944 * removed at the end of this function must be able to deal with empty 924 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 925 * THROWN_OBJs. */
961 */ 941 */
962 if (hitter->destroyed () || hitter->env != NULL) 942 if (hitter->destroyed () || hitter->env != NULL)
963 { 943 {
964 if (container) 944 if (container)
965 { 945 {
966 remove_ob (container); 946 container->remove ();
967 free_object (container); 947 container->destroy ();
968 } 948 }
969 949
970 return 0; 950 return 0;
971 } 951 }
972 952
982 hitter = fix_stopped_arrow (hitter); 962 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 963 if (!hitter)
984 return 0; 964 return 0;
985 } 965 }
986 else 966 else
987 { 967 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 968
992 /* Try to stick arrow into victim */ 969 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 970 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 971 return 0;
995 972
1000 * can fly over but not otherwise move over. What is the correct 977 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 978 * way to handle those otherwise?
1002 */ 979 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 980 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 981 {
1005 remove_ob (hitter); 982 hitter->remove ();
1006 hitter->x = victim->x; 983 hitter->x = victim->x;
1007 hitter->y = victim->y; 984 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 985 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 986 }
1010 else 987 else
1018 op->speed -= 1.0; 995 op->speed -= 1.0;
1019 996
1020 /* Missile missed victim - reassemble missile */ 997 /* Missile missed victim - reassemble missile */
1021 if (container) 998 if (container)
1022 { 999 {
1023 remove_ob (hitter); 1000 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1001 insert_ob_in_ob (hitter, container);
1025 } 1002 }
1026 1003
1027 return op; 1004 return op;
1028} 1005}
1040 } 1017 }
1041 else if (!GET_ANIM_ID (op)) 1018 else if (!GET_ANIM_ID (op))
1042 { 1019 {
1043 /* Object has been called - no animations, so remove it */ 1020 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1021 if (op->stats.hp < 0)
1022 op->destroy ();
1045 { 1023
1046 remove_ob (op); /* Should update LOS */
1047 free_object (op);
1048 /* Don't know why this is here - remove_ob should do it for us */
1049 /*update_position(m, x, y); */
1050 }
1051 return; /* no animations, so nothing more to do */ 1024 return; /* no animations, so nothing more to do */
1052 } 1025 }
1026
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1028
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1029 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1030 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1031 else if (perc < 1)
1057 perc = 1; 1032 perc = 1;
1033
1058 SET_ANIMATION (op, perc); 1034 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1035 update_object (op, UP_OBJ_FACE);
1036
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1037 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1038 { /* Reached the last animation */
1062 if (op->face == blank_face) 1039 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1040 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1041 op->destroy ();
1066 free_object (op);
1067
1068 /* remove_ob should call update_position for us */
1069 /*update_position(m, x, y); */
1070
1071 }
1072 else 1042 else
1073 { /* The last face was not blank, leave an image */ 1043 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1045 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1046 op->move_block = 0;
1080} 1050}
1081 1051
1082void 1052void
1083scare_creature (object *target, object *hitter) 1053scare_creature (object *target, object *hitter)
1084{ 1054{
1085 object *owner = get_owner (hitter); 1055 object *owner = hitter->owner;
1086 1056
1087 if (!owner) 1057 if (!owner)
1088 owner = hitter; 1058 owner = hitter;
1089 1059
1090 SET_FLAG (target, FLAG_SCARED); 1060 SET_FLAG (target, FLAG_SCARED);
1205 else if (attacknum == ATNR_FEAR) 1175 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1176 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1177 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1178 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1179 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1180 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1182 blind_player (op, hitter, dam);
1213 } 1183 }
1214 dam = 0; /* These are all effects and don't do real damage */ 1184 dam = 0; /* These are all effects and don't do real damage */
1215 } 1185 }
1254 if (op->type == PLAYER) 1224 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp); 1225 esrv_send_item (op, tmp);
1256 } 1226 }
1257 } 1227 }
1258 if (flag) 1228 if (flag)
1259 fix_player (op); /* Something was corroded */ 1229 op->update_stats (); /* Something was corroded */
1260 } 1230 }
1261 } 1231 }
1262 break; 1232 break;
1263 case ATNR_DRAIN: 1233 case ATNR_DRAIN:
1264 { 1234 {
1294 * Try to credit the owner. We try to display player -> player drain 1264 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1265 * attacks, hence all the != PLAYER checks.
1296 */ 1266 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1267 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1298 { 1268 {
1299 object *owner = get_owner (hitter); 1269 object *owner = hitter->owner;
1300 1270
1301 if (owner && owner != hitter) 1271 if (owner && owner != hitter)
1302 { 1272 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1273 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1274 change_exp (owner, op->stats.exp / (rate * 2),
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1411 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1412 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1413
1444 if (op->type == DOOR) 1414 if (op->type == DOOR)
1445 { 1415 {
1446 op->speed = 0.1; 1416 op->set_speed (0.1);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1417 op->speed_left = -0.05;
1449 return maxdam; 1418 return maxdam;
1450 } 1419 }
1451 1420
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1421 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1422 {
1454 remove_friendly_object (op); 1423 remove_friendly_object (op);
1455 1424
1456 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) 1425 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1457 op->owner->contr->ranges[range_golem] = 0; 1426 op->owner->contr->ranges[range_golem] = 0;
1458 1427
1459 remove_ob (op); 1428 op->destroy ();
1460 free_object (op);
1461 return maxdam; 1429 return maxdam;
1462 } 1430 }
1463 1431
1464 /* Now lets start dealing with experience we get for killing something */ 1432 /* Now lets start dealing with experience we get for killing something */
1465 1433
1466 owner = get_owner (hitter); 1434 owner = hitter->owner;
1467 if (!owner) 1435 if (!owner)
1468 owner = hitter; 1436 owner = hitter;
1469 1437
1470 /* is the victim (op) standing on battleground? */ 1438 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1439 if (op_on_battleground (op, NULL, NULL))
1492 char buf[256]; 1460 char buf[256];
1493 1461
1494 tmv = localtime (&t); 1462 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1463 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1464
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1465 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1466 }
1499 1467
1500 /* try to filter some things out - basically, if you are 1468 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1469 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1470 * probably don't want to see that.
1520 * player that the object belonged to - so if you killed another player 1488 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1489 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1490 * Changed to make luck penalty configurable in settings.
1523 */ 1491 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1492 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1493 owner->change_luck (-settings.pk_luck_penalty);
1526 1494
1527 /* This code below deals with finding the appropriate skill 1495 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1496 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1497 * probably never really have to look at current_weapon->skill
1530 */ 1498 */
1617 { 1585 {
1618 int shares = 0, count = 0; 1586 int shares = 0, count = 0;
1619 player *pl; 1587 player *pl;
1620 partylist *party = owner->contr->party; 1588 partylist *party = owner->contr->party;
1621 1589
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1590 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1591
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1592 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1594 {
1628 count++; 1595 count++;
1629 shares += (pl->ob->level + 4); 1596 shares += (pl->ob->level + 4);
1630 } 1597 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1600 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1601 else
1635 { 1602 {
1636 int share = exp / shares, given = 0, nexp; 1603 int share = exp / shares, given = 0, nexp;
1637 1604
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1605 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1606 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1607 {
1641 nexp = (pl->ob->level + 4) * share; 1608 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1609 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1610 given += nexp;
1652 1619
1653 if (op->type != PLAYER) 1620 if (op->type != PLAYER)
1654 { 1621 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1622 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1623 {
1657 object *owner1 = get_owner (op); 1624 object *owner1 = op->owner;
1658 1625
1659 if (owner1 && owner1->type == PLAYER) 1626 if (owner1 && owner1->type == PLAYER)
1660 { 1627 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1628 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1662 /* Maybe we should include the owner that killed this, maybe not */ 1629 /* Maybe we should include the owner that killed this, maybe not */
1664 } 1631 }
1665 1632
1666 remove_friendly_object (op); 1633 remove_friendly_object (op);
1667 } 1634 }
1668 1635
1669 remove_ob (op); 1636 op->destroy ();
1670 free_object (op);
1671 } 1637 }
1672 else 1638 else
1673 { 1639 {
1674 /* Player has been killed! */ 1640 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1641 if (owner->type == PLAYER)
1705 return 0; 1671 return 0;
1706 1672
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1673 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1674 return 1;
1709 1675
1710 if ((owner = get_owner (hitter)) != NULL) 1676 if ((owner = hitter->owner) != NULL)
1711 { 1677 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1678 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1679 friendlyfire = 2;
1714 } 1680 }
1715 1681
1749 return 0; 1715 return 0;
1750 1716
1751#ifdef PROHIBIT_PLAYERKILL 1717#ifdef PROHIBIT_PLAYERKILL
1752 if (op->type == PLAYER) 1718 if (op->type == PLAYER)
1753 { 1719 {
1754 object *owner = get_owner (hitter); 1720 object *owner = hitter->owner;
1755 1721
1756 if (!owner) 1722 if (!owner)
1757 owner = hitter; 1723 owner = hitter;
1758 1724
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1725 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1787 1753
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1755 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1756 {
1791 spring_trap (tmp, hitter); 1757 spring_trap (tmp, hitter);
1758
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1759 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1760 return 0;
1761
1794 break; 1762 break;
1795 } 1763 }
1796 } 1764 }
1797 1765
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1766 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1844 (hitter->title != NULL 1812 (hitter->title != NULL
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1813 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1846 return 0; 1814 return 0;
1847 } 1815 }
1848 1816
1849 maxattacktype = type; /* initialize this to something */ 1817 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1818 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1819 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1820 /* Magic isn't really a true attack type - it gets combined with other
1853 * attack types. As such, skip it over. However, if magic is 1821 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1822 * the only attacktype in the group, then still attack with it
1915 1883
1916#ifdef ATTACK_DEBUG 1884#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1885 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1886#endif
1919 1887
1920 if (get_owner (hitter)) 1888 if (hitter->owner)
1921 op->enemy = hitter->owner; 1889 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1890 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1891 op->enemy = hitter;
1924 1892
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1893 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1950 1918
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1919 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1920 {
1953 if (maxdam) 1921 if (maxdam)
1954 tear_down_wall (op); 1922 tear_down_wall (op);
1923
1955 return maxdam; /* nothing more to do for wall */ 1924 return maxdam; /* nothing more to do for wall */
1956 } 1925 }
1957 1926
1958 /* See if the creature has been killed */ 1927 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1928 rtn_kill = kill_object (op, maxdam, hitter, type);
1967 */ 1936 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1937 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1938 {
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1939 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1971 remove_friendly_object (hitter); 1940 remove_friendly_object (hitter);
1972 remove_ob (hitter); 1941
1973 free_object (hitter); 1942 hitter->destroy ();
1974 } 1943 }
1975 /* Lets handle creatures that are splitting now */ 1944 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1945 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1946 {
1978 int i; 1947 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1948 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1949 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1950 object *owner = op->owner;
1982 1951
1983 if (!op->other_arch) 1952 if (!op->other_arch)
1984 { 1953 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1954 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1955 return maxdam;
1987 } 1956 }
1957
1988 remove_ob (op); 1958 op->remove ();
1959
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1960 for (i = 0; i < NROFNEWOBJS (op); i++)
1990 { /* This doesn't handle op->more yet */ 1961 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1962 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1963 int j;
1993 1964
1994 tmp->stats.hp = op->stats.hp; 1965 tmp->stats.hp = op->stats.hp;
1966
1995 if (friendly) 1967 if (friendly)
1996 { 1968 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY); 1969 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1970 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1971 tmp->attack_movement = PETMOVE;
2000 if (owner != NULL) 1972 if (owner != NULL)
2001 set_owner (tmp, owner); 1973 tmp->set_owner (owner);
2002 } 1974 }
1975
2003 if (unaggressive) 1976 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1977 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1978
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1979 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1980
2006 if (j == -1) /* No spot to put this monster */ 1981 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1982 tmp->destroy ();
2008 else 1983 else
2009 { 1984 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1985 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1986 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1987 }
2013 } 1988 }
2014 if (friendly) 1989
2015 remove_friendly_object (op); 1990 op->destroy ();
2016 free_object (op);
2017 } 1991 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1992 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1993 hitter->destroy ();
2020 remove_ob (hitter); 1994
2021 free_object (hitter);
2022 }
2023 return maxdam; 1995 return maxdam;
2024} 1996}
2025 1997
2026 1998
2027void 1999void
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2020 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2021 tmp->stats.dam += hitter->level / 2;
2050 else 2022 else
2051 tmp->stats.dam = dam; 2023 tmp->stats.dam = dam;
2052 2024
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2025 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2026 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2027 {
2056 tmp->skill = hitter->skill; 2028 tmp->skill = hitter->skill;
2057 } 2029 }
2058 2030
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2039 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2040 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2041 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2042 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2071 } 2043 }
2072 if (hitter->type == PLAYER) 2044 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2046 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2075 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2047 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2048 }
2077 tmp->speed_left = 0; 2049 tmp->speed_left = 0;
2078 } 2050 }
2079 else 2051 else
2098 } 2070 }
2099 else 2071 else
2100 tmp->stats.food++; 2072 tmp->stats.food++;
2101 SET_FLAG (tmp, FLAG_APPLIED); 2073 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2074 tmp->speed_left = 0;
2103 fix_player (op); 2075 op->update_stats ();
2104} 2076}
2105 2077
2106void 2078void
2107confuse_player (object *op, object *hitter, int dam) 2079confuse_player (object *op, object *hitter, int dam)
2108{ 2080{
2152 */ 2124 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2125 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2126
2155 tmp = insert_ob_in_ob (tmp, op); 2127 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2128 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2129 op->update_stats (); /* This takes care of some other stuff */
2158 2130
2159 if (hitter->owner) 2131 if (hitter->owner)
2160 owner = get_owner (hitter); 2132 owner = hitter->owner;
2161 else 2133 else
2162 owner = hitter; 2134 owner = hitter;
2163 2135
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2136 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2137 }
2311 } 2283 }
2312 2284
2313 /* aimed missiles use the owning object's sight */ 2285 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2286 if (is_aimed_missile (hitter))
2315 { 2287 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2288 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2289 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2290 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2291 * owned by him - need to handle that case to avoid crashes.
2320 */ 2292 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2293 if (QUERY_FLAG (attacker, FLAG_REMOVED))

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines