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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.89 by root, Fri Aug 29 06:47:15 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76 66
77 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
78 71
79/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 74 * any further action (like destroying the item).
82 */ 75 */
83
84int 76int
85did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
86{ 78{
87 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 80 materialtype_t *mt;
89 81
90 if (op->materialname == NULL) 82 if (!op->materialname)
91 { 83 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
93 {
94 if (op->material & mt->material) 85 if (op->materials & mt->material)
95 break; 86 break;
96 }
97 } 87 }
98 else 88 else
99 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
100 if (mt == NULL) 90
91 if (!mt)
101 return TRUE; 92 return TRUE;
93
102 roll = rndm (1, 20); 94 roll = rndm (1, 20);
103 95
104 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
112 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 108
117 if (type == 0) 109 if (type == 0) return TRUE;
118 return TRUE; 110
119 if (roll == 20) 111 if (roll == 20) return TRUE;
120 return TRUE; 112 if (roll == 1) return FALSE;
121 if (roll == 1)
122 return FALSE;
123 113
124 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
125 { 115 {
126 i = 1 << number; 116 i = 1 << number;
117
127 if (!(i & type)) 118 if (!(i & type))
128 continue; 119 continue;
120
129 attacks++; 121 attacks++;
130 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
131 saves++; 123 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 125 saves++;
135 saves++; 127 saves++;
136 } 128 }
137 129
138 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
139 return TRUE; 131 return TRUE;
132
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 134 return FALSE;
135
142 return TRUE; 136 return TRUE;
143} 137}
144 138
145/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 141 * calling cancellation, etc.)
148 */ 142 */
149
150void 143void
151save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
152{ 145{
153 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
154 { 147 {
155 object *env = op->env; 148 object *env = op->env;
156 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
157 maptile *m = op->map; 150 maptile *m = op->map;
158 151
159 op = stop_item (op); 152 op = stop_item (op);
160 if (op == NULL) 153 if (!op)
161 return; 154 return;
162 155
163 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 163 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172 { 165 {
173 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
174 167
175 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
176
177 if (op)
178 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
179 170
180 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
181 { 172 {
182 if (env) 173 if (env)
183 { 174 env->insert (op);
184 op->x = env->x, op->y = env->y;
185 insert_ob_in_ob (op, env);
186 if (env->contr)
187 esrv_send_item (env, op);
188 }
189 else 175 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
193 }
194 } 177 }
195 178
196 return; 179 return;
197 } 180 }
198 181
203 return; 186 return;
204 } 187 }
205 188
206 if (op->nrof > 1) 189 if (op->nrof > 1)
207 { 190 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
212 } 193 }
213 else 194 else
214 { 195 {
215 if (op->env) 196 // drop everything to the ground, if possible
216 { 197 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 198 op->destroy ();
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 } 199 }
228 200
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 202 if (env)
231 { 203 {
232 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 206 env->insert (op);
235 } 207 }
236 else 208 else
237 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
238 210
239 return; 211 return;
240 } 212 }
241 213
242 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
244 { 216 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
247 218
248 if (at == NULL) 219 if (at == NULL)
249 return; 220 return;
250 221
251 op = stop_item (op); 222 op = stop_item (op);
252 if (op == NULL) 223 if (op == NULL)
253 return; 224 return;
254 225
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
256 { 228 {
257 tmp = arch_to_object (at); 229 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
263 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 236 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 238 }
267 239
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 241 return;
273 } 242 }
274} 243}
275 244
276/* Object op is hitting the map. 245/* Object op is hitting the map.
277 * op is going in direction 'dir' 246 * op is going in direction 'dir'
278 * type is the attacktype of the object. 247 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
281 */ 250 */
282
283int 251int
284hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, int type, int full_hit)
285{ 253{
286 object *tmp, *next;
287 maptile *map; 254 maptile *map;
288 sint16 x, y; 255 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 256 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 257
291 if (QUERY_FLAG (op, FLAG_FREED)) 258 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 261 return 0;
295 } 262 }
296 263
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 265 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 266 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 267 return 0;
301 } 268 }
302 269
303 if (!op->map) 270 if (!op->map)
304 { 271 {
307 } 274 }
308 275
309 if (op->head) 276 if (op->head)
310 op = op->head; 277 op = op->head;
311 278
312 map = op->map; 279 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 280 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 281
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 282 if (!pos.normalise ())
283 return 0;
317 284
318 // elmex: a safe map tile can't be hit! 285 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 286 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 287 mapspace &ms = pos.ms ();
288
289 if (ms.flags () & P_SAFE)
321 return 0; 290 return 0;
322 291
323 /* peterm: a few special cases for special attacktypes --counterspell 292 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 293 * must be out here because it strikes things which are not alive
325 */ 294 */
326 295 if (type & (AT_COUNTERSPELL | AT_CHAOS))
296 {
327 if (type & AT_COUNTERSPELL) 297 if (type & AT_COUNTERSPELL)
328 { 298 {
329 counterspell (op, dir); /* see spell_effect.c */ 299 counterspell (op, dir); /* see spell_effect.c */
330 300
331 /* If the only attacktype is counterspell or magic, don't need 301 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 302 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
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
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 303 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 304 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 305 return 0;
306
307 type &= ~AT_COUNTERSPELL;
308 }
309
310 if (type & AT_CHAOS)
364 } 311 {
312 shuffle_attack (op, 1); /* flag tells it to change the face */
313 update_object (op, UP_OBJ_FACE);
314 type &= ~AT_CHAOS;
315 }
316 }
365 317
318 /* There may still be objects that were above 'next', but there is no
319 * simple way to find out short of copying all object references and
320 * tags into a temporary array before we start processing the first
321 * object. That's why we just abort on destroy.
322 *
323 * This happens whenever attack spells (like fire) hit a pile
324 * of objects. This is not a bug - nor an error.
325 */
326 for (object *next = ms.bot; next && !next->destroyed (); )
327 {
366 tmp = next; 328 object *tmp = next;
367 next = tmp->above; 329 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 330
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 331 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 332 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 333 * This is one of the few cases where on_same_map should not be used.
378 */ 334 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 336 continue;
381 337
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 338 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 339 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 340 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 341 retflag |= 1;
342
386 if (op->destroyed ()) 343 if (op->destroyed ())
387 break; 344 break;
388 } 345 }
389
390 /* Here we are potentially destroying an object. If the object has 346 /* 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 347 * 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 348 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 349 * 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 350 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 351 * destroyed right now.
396 */ 352 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 353 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 354 {
399 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356
400 if (op->destroyed ()) 357 if (op->destroyed ())
401 break; 358 break;
402 } 359 }
403 } 360 }
404 361
435 sprintf (buf1, "missed %s", &op->name); 392 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 393 sprintf (buf2, " misses");
437 found++; 394 found++;
438 } 395 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 396 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 397 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 398 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 399 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) 400 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 401 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 402 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); 414 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 415 found++;
459 break; 416 break;
460 } 417 }
461 } 418 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 419 else if (hitter->type == PLAYER && op->is_alive ())
463 { 420 {
464 if (USING_SKILL (hitter, SK_KARATE)) 421 if (USING_SKILL (hitter, SK_KARATE))
465 { 422 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 423 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) 424 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 450 found++;
494 break; 451 break;
495 } 452 }
496 } 453 }
497 } 454 }
455
498 if (found) 456 if (found)
499 { 457 {
500 /* done */ 458 /* done */
501 } 459 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 460 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 461 {
504 sprintf (buf1, "hit"); /* just in case */ 462 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 463 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 464 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 465 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 467 found++;
510 break; 468 break;
511 } 469 }
512 } 470 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 471 else if (type & AT_DRAIN && op->is_alive ())
514 { 472 {
515 /* drain is first, because some items have multiple attypes */ 473 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 474 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) 475 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 476 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 479 found++;
522 break; 480 break;
523 } 481 }
524 } 482 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 483 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 484 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 485 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) 486 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 487 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 488 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); 489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 490 found++;
533 break; 491 break;
534 } 492 }
535 } 493 }
536 else if (type & AT_COLD && IS_LIVE (op)) 494 else if (type & AT_COLD && op->is_alive ())
537 { 495 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 496 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) 497 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 498 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 499 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
559 { 517 {
560 int mtype; 518 int mtype;
561 519
562 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
563 { 521 {
564 case WEAP_HIT: 522 case WEAP_HIT:
565 mtype = ATM_BASIC; 523 mtype = ATM_BASIC;
566 break; 524 break;
567 case WEAP_SLASH: 525 case WEAP_SLASH:
568 mtype = ATM_SLASH; 526 mtype = ATM_SLASH;
569 break; 527 break;
570 case WEAP_PIERCE: 528 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 529 mtype = ATM_PIERCE;
572 break; 530 break;
573 case WEAP_CLEAVE: 531 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 532 mtype = ATM_CLEAVE;
575 break; 533 break;
576 case WEAP_SLICE: 534 case WEAP_SLICE:
577 mtype = ATM_SLICE; 535 mtype = ATM_SLICE;
578 break; 536 break;
579 case WEAP_STAB: 537 case WEAP_STAB:
580 mtype = ATM_STAB; 538 mtype = ATM_STAB;
581 break; 539 break;
582 case WEAP_WHIP: 540 case WEAP_WHIP:
583 mtype = ATM_WHIP; 541 mtype = ATM_WHIP;
584 break; 542 break;
585 case WEAP_CRUSH: 543 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 544 mtype = ATM_CRUSH;
587 break; 545 break;
588 case WEAP_BLUD: 546 case WEAP_BLUD:
589 mtype = ATM_BLUD; 547 mtype = ATM_BLUD;
590 break; 548 break;
591 default: 549 default:
592 mtype = ATM_BASIC; 550 mtype = ATM_BASIC;
593 break; 551 break;
594 } 552 }
553
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 554 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 555 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 556 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 557 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599 strcpy (buf2, attack_mess[mtype][i].buf3); 558 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 577 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 578 strcpy (buf2, " hits");
620 } 579 }
621 580
622 /* bail out if a monster is casting spells */ 581 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 582 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 583 return;
625 584
626 /* scale down magic considerably. */ 585 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 586 if (type & AT_MAGIC && rndm (0, 5))
628 return; 587 return;
629 588
630 /* Did a player hurt another player? Inform both! */ 589 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 590 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 591 {
633 if (get_owner (hitter) != NULL) 592 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 593 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 594 else
636 { 595 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 596 sprintf (buf, "%s%s you.", &hitter->name, buf2);
597
638 if (dam != 0) 598 if (dam != 0)
639 { 599 {
640 if (dam < 10) 600 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 601 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 602 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 604 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 606 }
647 } 607 }
608
648 new_draw_info (NDI_BLACK, 0, op, buf); 609 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 610 } /* end of player hitting player */
650 611
651 if (hitter->type == PLAYER) 612 if (hitter->type == PLAYER)
652 { 613 {
653 sprintf (buf, "You %s.", buf1); 614 sprintf (buf, "You %s.", buf1);
615
654 if (dam != 0) 616 if (dam != 0)
655 { 617 {
656 if (dam < 10) 618 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 619 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 620 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 621 op->play_sound (sound_find ("player_hits2"));
660 else 622 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 623 op->play_sound (sound_find ("player_hits3"));
662 } 624 }
625
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 626 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 627 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 628 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 629 {
667 /* look for stacked spells and start reducing the message chances */ 630 /* 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)) 631 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 632 {
670 i = 4; 633 i = 4;
671 map = hitter->map; 634 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 635 if (out_of_map (map, hitter->x, hitter->y))
673 return; 636 return;
637
674 next = get_map_ob (map, hitter->x, hitter->y); 638 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 639 if (next)
676 while (next) 640 while (next)
677 { 641 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 642 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 643 i *= 3;
644
680 tmp = next; 645 tmp = next;
681 next = tmp->above; 646 next = tmp->above;
682 } 647 }
648
683 if (i < 0) 649 if (i < 0)
684 return; 650 return;
651
685 if (rndm (0, i) != 0) 652 if (rndm (0, i) != 0)
686 return; 653 return;
687 } 654 }
688 else if (rndm (0, 5) != 0) 655 else if (rndm (0, 5) != 0)
689 return; 656 return;
657
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 658 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 659 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 661 }
694} 662}
695 663
696 664
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 669 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 670 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 671 return 1;
704 } 672 }
673
705 if ((*target)->head) 674 if ((*target)->head)
706 *target = (*target)->head; 675 *target = (*target)->head;
676
707 if ((*hitter)->head) 677 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head;
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
710 { 684 {
711 *simple_attack = 1; 685 *simple_attack = 1;
712 return 0; 686 return 0;
713 } 687 }
688
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
716 { 693 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 696 return 1;
719 } 697 }
698
720 *simple_attack = 0; 699 *simple_attack = 0;
721 return 0; 700 return 0;
722} 701}
723 702
724static int 703static int
760 739
761 /* 740 /*
762 * A little check to make it more difficult to dance forward and back 741 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 742 * to avoid ever being hit by monsters.
764 */ 743 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 745 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 746 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 747 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 748 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 749 * we call process_object, the 'if' statement above will fail.
771 */ 750 */
772 op->speed_left--; 751 --op->speed_left;
773 process_object (op); 752 process_object (op);
753
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 754 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 755 goto error;
776 } 756 }
777 757
778 op_name = op->name; 758 op_name = op->name;
786 /* See if we hit the creature */ 766 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 767 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 768 {
789 int hitdam = base_dam; 769 int hitdam = base_dam;
790 770
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack) 771 if (!simple_attack)
809 { 772 {
810 /* If you hit something, the victim should *always* wake up. 773 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 774 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 775 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 776 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 777 CLEAR_FLAG (op, FLAG_SLEEP);
815 778
816 /* If the victim can't see the attacker, it may alert others 779 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 780 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 782 npc_call_help (op);
820 783
821 /* if you were hidden and hit by a creature, you are discovered */ 784 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 786 {
824 make_visible (op); 787 make_visible (op);
788
825 if (op->type == PLAYER) 789 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 791 }
828 792
829 /* thrown items (hitter) will have various effects 793 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 794 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 795 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 796 * wrapper object.
833 */ 797 */
834 thrown_item_effect (hitter, op); 798 thrown_item_effect (hitter, op);
799
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 800 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 801 goto leave;
837 } 802 }
838 803
839 /* Need to do at least 1 damage, otherwise there is no point 804 /* Need to do at least 1 damage, otherwise there is no point
882} 847}
883 848
884int 849int
885attack_ob (object *op, object *hitter) 850attack_ob (object *op, object *hitter)
886{ 851{
887
888 if (hitter->head)
889 hitter = hitter->head; 852 hitter = hitter->head_ ();
853
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 854 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 855}
892 856
893/* op is the arrow, tmp is what is stopping the arrow. 857/* op is the arrow, tmp is what is stopping the arrow.
894 * 858 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 867 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 868 * stick around.
905 */ 869 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 870 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 871 {
908 if (tmp->head != NULL) 872 tmp->head_ ()->insert (op);
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1; 873 return 1;
918 } 874 }
919 else 875 else
920 return 0; 876 return 0;
921} 877}
935 /* Disassemble missile */ 891 /* Disassemble missile */
936 if (op->inv) 892 if (op->inv)
937 { 893 {
938 container = op; 894 container = op;
939 hitter = op->inv; 895 hitter = op->inv;
940 remove_ob (hitter); 896 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 897 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 898 /* 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 899 * 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 900 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 901 * THROWN_OBJs. */
961 */ 917 */
962 if (hitter->destroyed () || hitter->env != NULL) 918 if (hitter->destroyed () || hitter->env != NULL)
963 { 919 {
964 if (container) 920 if (container)
965 { 921 {
966 remove_ob (container); 922 container->remove ();
967 free_object (container); 923 container->destroy ();
968 } 924 }
969 925
970 return 0; 926 return 0;
971 } 927 }
972 928
982 hitter = fix_stopped_arrow (hitter); 938 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 939 if (!hitter)
984 return 0; 940 return 0;
985 } 941 }
986 else 942 else
987 { 943 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 944
992 /* Try to stick arrow into victim */ 945 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 946 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 947 return 0;
995 948
1000 * can fly over but not otherwise move over. What is the correct 953 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 954 * way to handle those otherwise?
1002 */ 955 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 956 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 957 {
1005 remove_ob (hitter); 958 hitter->remove ();
1006 hitter->x = victim->x; 959 hitter->x = victim->x;
1007 hitter->y = victim->y; 960 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 962 }
1010 else 963 else
1018 op->speed -= 1.0; 971 op->speed -= 1.0;
1019 972
1020 /* Missile missed victim - reassemble missile */ 973 /* Missile missed victim - reassemble missile */
1021 if (container) 974 if (container)
1022 { 975 {
1023 remove_ob (hitter); 976 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 977 insert_ob_in_ob (hitter, container);
1025 } 978 }
1026 979
1027 return op; 980 return op;
1028} 981}
1029
1030 982
1031void 983void
1032tear_down_wall (object *op) 984tear_down_wall (object *op)
1033{ 985{
1034 int perc = 0; 986 int perc = 0;
1040 } 992 }
1041 else if (!GET_ANIM_ID (op)) 993 else if (!GET_ANIM_ID (op))
1042 { 994 {
1043 /* Object has been called - no animations, so remove it */ 995 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 996 if (op->stats.hp < 0)
997 op->destroy ();
1045 { 998
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 */ 999 return; /* no animations, so nothing more to do */
1052 } 1000 }
1001
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1002 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1003
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1004 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1005 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1006 else if (perc < 1)
1057 perc = 1; 1007 perc = 1;
1008
1058 SET_ANIMATION (op, perc); 1009 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1010 update_object (op, UP_OBJ_FACE);
1011
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1012 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1013 { /* Reached the last animation */
1062 if (op->face == blank_face) 1014 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1015 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1016 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 1017 else
1073 { /* The last face was not blank, leave an image */ 1018 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1019 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1020 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1021 op->move_block = 0;
1080} 1025}
1081 1026
1082void 1027void
1083scare_creature (object *target, object *hitter) 1028scare_creature (object *target, object *hitter)
1084{ 1029{
1085 object *owner = get_owner (hitter); 1030 object *owner = hitter->owner;
1086 1031
1087 if (!owner) 1032 if (!owner)
1088 owner = hitter; 1033 owner = hitter;
1089 1034
1090 SET_FLAG (target, FLAG_SCARED); 1035 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1036 if (!target->enemy)
1092 target->enemy = owner; 1037 target->enemy = owner;
1093} 1038}
1094
1095 1039
1096/* This returns the amount of damage hitter does to op with the 1040/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1041 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1042 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1043 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1044 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1045 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1046int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1047hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1048{
1106
1107 int doesnt_slay = 1; 1049 int doesnt_slay = 1;
1108 1050
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1051 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1052 if (attacknum >= NROFATTACKS)
1111 { 1053 {
1113 return 0; 1055 return 0;
1114 } 1056 }
1115 1057
1116 if (dam < 0) 1058 if (dam < 0)
1117 { 1059 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1060 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1061 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1062 return 0;
1120 } 1063 }
1121 1064
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1065 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1123 * people can't mess with that or it otherwise get confused. */ 1066 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1067 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1068 return dam;
1126 1069
1127 if (hitter->slaying) 1070 if (hitter->slaying)
1128 { 1071 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1072 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1073 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1074 {
1132 doesnt_slay = 0; 1075 doesnt_slay = 0;
1133 dam *= 3; 1076 dam *= 3;
1134 } 1077 }
1135 } 1078 }
1149 /* Special hack. By default, if immune to something, you 1092 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1093 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1094 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1095 * special processing is needed */
1153 1096
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1097 if (op->resist[attacknum] >= 100
1098 && doesnt_slay
1099 && attacknum != ATNR_ACID)
1155 return 0; 1100 return 0;
1156 1101
1157 /* Keep this in order - makes things easier to find */ 1102 /* Keep this in order - makes things easier to find */
1158 1103
1159 switch (attacknum) 1104 switch (attacknum)
1160 { 1105 {
1161 case ATNR_PHYSICAL: 1106 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1107 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1108 check_physically_infect (op, hitter);
1164 break; 1109 break;
1165 1110
1166 /* Don't need to do anything for: 1111 /* Don't need to do anything for:
1167 magic, 1112 magic,
1168 fire, 1113 fire,
1169 electricity, 1114 electricity,
1170 cold */ 1115 cold */
1171 1116
1172 case ATNR_CONFUSION: 1117 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1118 case ATNR_POISON:
1174 case ATNR_SLOW: 1119 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1120 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1121 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1122 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1123 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1124 case ATNR_BLIND:
1180 { 1125 {
1181 /* chance for inflicting a special attack depends on the 1126 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1127 * difference between attacker's and defender's level
1183 */ 1128 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1129 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1130
1186 /* First, only creatures/players with speed can be affected. 1131 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1132 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1133 * you. Third, you still get a saving through against the
1189 * effect. 1134 * effect.
1190 */ 1135 */
1191 if (op->speed && 1136 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1137 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1138 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1139 {
1195 1140
1196 /* Player has been hit by something */ 1141 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1142 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1143 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1144 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1145 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1146 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1147 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1148 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1149 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1150 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1151 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1152 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1153 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1154 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1155 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1156 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1157 blind_player (op, hitter, dam);
1213 } 1158 }
1159
1214 dam = 0; /* These are all effects and don't do real damage */ 1160 dam = 0; /* These are all effects and don't do real damage */
1215 } 1161 }
1216 break; 1162 break;
1163
1217 case ATNR_ACID: 1164 case ATNR_ACID:
1218 { 1165 {
1219 int flag = 0; 1166 int flag = 0;
1220 1167
1221 /* Items only get corroded if you're not on a battleground and 1168 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1169 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1170 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1171 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1172 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1173 {
1229 if (tmp->invisible) 1174 if (tmp->invisible)
1230 continue; 1175 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1176 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1177 /* >= 10% acid res. on items will protect these */
1233 continue; 1178 continue;
1234 if (!(tmp->material & M_IRON)) 1179 if (!(tmp->materials & M_IRON))
1235 continue; 1180 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1181 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1182 continue;
1238 if (tmp->type == RING || 1183 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1184 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1185 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 || tmp->type == AMULET
1187 || tmp->type == WAND
1188 || tmp->type == ROD
1189 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1190 continue; /* To avoid some strange effects */
1243 1191
1244 /* High damage acid has better chance of corroding 1192 /* High damage acid has better chance of corroding
1245 objects */ 1193 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1194 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1195 {
1196 flag = 1;
1197 tmp->magic--;
1198
1199 if (object *pl = tmp->visible_to ())
1247 { 1200 {
1248 if (op->type == PLAYER)
1249 /* Make this more visible */ 1201 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1202 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1203 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1204
1253 tmp->magic--; 1205 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1254 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp);
1256 } 1206 }
1257 } 1207 }
1258 if (flag) 1208 }
1259 fix_player (op); /* Something was corroded */
1260 } 1209
1210 if (flag)
1211 op->update_stats (); /* Something was corroded */
1261 } 1212 }
1213 }
1262 break; 1214 break;
1215
1263 case ATNR_DRAIN: 1216 case ATNR_DRAIN:
1264 { 1217 {
1265 /* rate is the proportion of exp drained. High rate means 1218 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1219 * not much is drained, low rate means a lot is drained.
1267 */ 1220 */
1268 int rate; 1221 int rate;
1269 1222
1270 if (op->resist[ATNR_DRAIN] >= 0) 1223 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1224 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1225 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1226 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1227
1275 if (op->stats.exp <= rate) 1228 if (op->stats.exp <= rate)
1276 { 1229 {
1277 if (op->type == GOLEM) 1230 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1231 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1232 else
1280 /* If we can't drain, lets try to do physical damage */ 1233 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1234 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1235 }
1283 else 1236 else
1284 { 1237 {
1285 /* Randomly give the hitter some hp */ 1238 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1239 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1240 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1241 hitter->stats.hp++;
1289 1242
1290 /* Can't do drains on battleground spaces. 1243 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1244 * Move the wiz check up here - before, the hitter wouldn't gain exp
1292 * exp, but the wiz would still lose exp! If drainee is a wiz, 1245 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1246 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1247 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1248 * attacks, hence all the != PLAYER checks.
1296 */ 1249 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1250 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1251 {
1299 object *owner = get_owner (hitter); 1252 object *owner = hitter->owner;
1300 1253
1301 if (owner && owner != hitter) 1254 if (owner && owner != hitter)
1302 { 1255 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1256 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1257 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1258 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1259 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1260 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1261 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1262 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1263
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1264 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1265 }
1266
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1267 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1315 * drain attack, you won't know that you are actually sucking out EXP, 1268 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1269 * as the messages will say you missed
1317 */ 1270 */
1318 } 1271 }
1319 } 1272 }
1320 break; 1273 break;
1274
1321 case ATNR_TURN_UNDEAD: 1275 case ATNR_TURN_UNDEAD:
1322 { 1276 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1277 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1278 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1279 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1280 object *god = find_god (determine_god (owner));
1327 int div = 1; 1281 int div = 1;
1328 1282
1329 /* if undead are not an enemy of your god, you turn them 1283 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1284 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1285 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1332 div = 2; 1286 div = 2;
1287
1333 /* Give a bonus if you resist turn undead */ 1288 /* Give a bonus if you resist turn undead */
1334 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1289 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1290 scare_creature (op, owner);
1336 } 1291 }
1337 else 1292 else
1338 dam = 0; /* don't damage non undead - should we damage 1293 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1294 undead? */
1340 } 1295 }
1341 break; 1296 break;
1297
1342 case ATNR_DEATH: 1298 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1299 deathstrike_player (op, hitter, &dam);
1344 break; 1300 break;
1301
1345 case ATNR_CHAOS: 1302 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1303 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1304 dam = 0;
1348 break; 1305 break;
1306
1349 case ATNR_COUNTERSPELL: 1307 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1308 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1309 dam = 0;
1352 /* This should never happen. Counterspell is handled 1310 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1311 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1312 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1313 * does no damage. */
1356 break; 1314 break;
1315
1357 case ATNR_HOLYWORD: 1316 case ATNR_HOLYWORD:
1358 { 1317 {
1359 /* This has already been handled by hit_player, 1318 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1319 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1320 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1321
1363 /* As with turn undead above, give a bonus on the saving throw */ 1322 /* As with turn undead above, give a bonus on the saving throw */
1364 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1323 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1324 scare_creature (op, owner);
1366 } 1325 }
1367 break; 1326 break;
1327
1368 case ATNR_LIFE_STEALING: 1328 case ATNR_LIFE_STEALING:
1369 { 1329 {
1370 int new_hp; 1330 int new_hp;
1371 1331
1372 /* this is replacement to drain for players, instead of taking 1332 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1333 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1334 * much use giving it to monsters
1375 * 1335 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1336 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1337 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1338 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1339 * 1000).
1380 */ 1340 */
1381 /* You can't steal life from something undead */ 1341 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1342 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1343 return 0;
1344
1384 /* If drain protection is higher than life stealing, use that */ 1345 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1346 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1347 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1348 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1350
1389 /* You die at -1 hp, not zero. */ 1351 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1352 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1353 dam = op->stats.hp + 1;
1354
1392 new_hp = hitter->stats.hp + dam; 1355 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1356 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1357 new_hp = hitter->stats.maxhp;
1358
1395 if (new_hp > hitter->stats.hp) 1359 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1360 hitter->stats.hp = new_hp;
1397 } 1361 }
1398 } 1362 }
1363
1399 return dam; 1364 return dam;
1400} 1365}
1401
1402 1366
1403/* GROS: This code comes from hit_player. It has been made external to 1367/* GROS: This code comes from hit_player. It has been made external to
1404 * allow script procedures to "kill" objects in a combat-like fashion. 1368 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1369 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1370 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1385 char buf[MAX_BUF];
1422 const char *skill; 1386 const char *skill;
1423 int maxdam = 0; 1387 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1388 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1389 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1390 object *owner = 0;
1427 object *skop = NULL; 1391 object *skop = 0;
1428 1392
1429 if (op->stats.hp >= 0) 1393 if (op->stats.hp >= 0)
1430 return -1; 1394 return -1;
1431 1395
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1396 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1405 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1406 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1407
1444 if (op->type == DOOR) 1408 if (op->type == DOOR)
1445 { 1409 {
1446 op->speed = 0.1; 1410 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1411 op->speed_left = -0.05f;
1449 return maxdam; 1412 return maxdam;
1450 } 1413 }
1451 1414
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1415 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1416 {
1454 remove_friendly_object (op); 1417 op->destroy ();
1455
1456 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1457 op->owner->contr->ranges[range_golem] = 0;
1458
1459 remove_ob (op);
1460 free_object (op);
1461 return maxdam; 1418 return maxdam;
1462 } 1419 }
1463 1420
1464 /* Now lets start dealing with experience we get for killing something */ 1421 /* Now lets start dealing with experience we get for killing something */
1465 1422
1466 owner = get_owner (hitter); 1423 owner = hitter->owner;
1467 if (!owner) 1424 if (!owner)
1468 owner = hitter; 1425 owner = hitter;
1469 1426
1470 /* is the victim (op) standing on battleground? */ 1427 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1428 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1433 pk = 1;
1477 1434
1478 /* Player killed something */ 1435 /* Player killed something */
1479 if (owner->type == PLAYER) 1436 if (owner->type == PLAYER)
1480 { 1437 {
1481 Log_Kill (owner->name,
1482 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1483
1484 /* Log players killing other players - makes it easier to detect 1438 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1439 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1440 * ip address is included.
1487 */ 1441 */
1488 if (op->type == PLAYER && !battleg) 1442 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1446 char buf[256];
1493 1447
1494 tmv = localtime (&t); 1448 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1449 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1450
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1451 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1452 }
1499 1453
1500 /* try to filter some things out - basically, if you are 1454 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1455 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1456 * probably don't want to see that.
1508 else 1462 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1463 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1464
1511 /* Only play sounds for melee kills */ 1465 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1466 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1467 owner->play_sound (sound_find ("player_kills"));
1514 } 1468 }
1515 1469
1516 /* If a player kills another player, not on 1470 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1471 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1472 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1474 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1475 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1476 * Changed to make luck penalty configurable in settings.
1523 */ 1477 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1478 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1479 owner->change_luck (-settings.pk_luck_penalty);
1526 1480
1527 /* This code below deals with finding the appropriate skill 1481 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1482 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1483 * probably never really have to look at current_weapon->skill
1530 */ 1484 */
1531 skill = 0; 1485 skill = 0;
1532 1486
1533 if (hitter->skill && hitter->type != PLAYER) 1487 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1488 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1489 else if (owner->chosen_skill)
1536 { 1490 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1491 skop = owner->chosen_skill;
1492 skill = skop->skill;
1539 } 1493 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1494 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1541 skill = owner->current_weapon->skill; 1495 skill = owner->current_weapon->skill;
1542 else 1496 else
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1497 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1544 1498
1545 /* We have the skill we want to credit to - now find the object this goes 1499 /* We have the skill we want to credit to - now find the object this goes
1546 * to. Make sure skop is an actual skill, and not a skill tool! 1500 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1501 */
1548 if ((!skop || skop->type != SKILL) && skill) 1502 if ((!skop || skop->type != SKILL) && skill)
1549 { 1503 {
1550 int i; 1504 int i;
1551 1505
1559 } /* Was it a player that hit somethign */ 1513 } /* Was it a player that hit somethign */
1560 else 1514 else
1561 skill = 0; 1515 skill = 0;
1562 1516
1563 /* Pet (or spell) killed something. */ 1517 /* Pet (or spell) killed something. */
1518 if (op->type == PLAYER)
1519 {
1564 if (owner != hitter) 1520 if (owner != hitter)
1565 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1566 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1567 else 1523 else
1568 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1569 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1570 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 new_draw_info (NDI_ALL, 0, NULL, buf);
1529 }
1571 1530
1572 /* These may have been set in the player code section above */ 1531 /* These may have been set in the player code section above */
1573 if (!skop) 1532 if (!skop)
1574 skop = hitter->chosen_skill; 1533 skop = hitter->chosen_skill;
1575 1534
1576 if (!skill && skop) 1535 if (!skill && skop)
1577 skill = skop->skill; 1536 skill = skop->skill;
1578 1537
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580
1581 /* If you didn't kill yourself, and your not the wizard */ 1538 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1539 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1540 {
1584 int exp; 1541 int exp;
1585 1542
1586 /* Really don't give much experience for killing other players */ 1543 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1544 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1571 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1572 change_exp (owner, exp, skill, 0);
1616 else 1573 else
1617 { 1574 {
1618 int shares = 0, count = 0; 1575 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1576 partylist *party = owner->contr->party;
1621 1577
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1578 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1579
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1580 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1581 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1582 {
1628 count++; 1583 count++;
1629 shares += (pl->ob->level + 4); 1584 shares += (pl->ob->level + 4);
1630 } 1585 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1588 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1589 else
1635 { 1590 {
1636 int share = exp / shares, given = 0, nexp; 1591 int share = exp / shares, given = 0, nexp;
1637 1592
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1593 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1594 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1595 {
1641 nexp = (pl->ob->level + 4) * share; 1596 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1597 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1598 given += nexp;
1652 1607
1653 if (op->type != PLAYER) 1608 if (op->type != PLAYER)
1654 { 1609 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1610 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1611 {
1657 object *owner1 = get_owner (op); 1612 object *owner1 = op->owner;
1658 1613
1659 if (owner1 && owner1->type == PLAYER) 1614 if (owner1 && owner1->type == PLAYER)
1660 { 1615 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1616 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1617 /* Maybe we should include the owner that killed this, maybe not */
1663 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1618 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1664 } 1619 }
1665 1620
1666 remove_friendly_object (op); 1621 remove_friendly_object (op);
1667 } 1622 }
1668 1623
1669 remove_ob (op); 1624 op->destroy ();
1670 free_object (op);
1671 } 1625 }
1672 else 1626 else
1673 {
1674 /* Player has been killed! */ 1627 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1628 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1676 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1677 else
1678 assign (op->contr->killer, hitter->name);
1679 }
1680 1629
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1630 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1631 * continues in the calling function.
1683 */ 1632 */
1684 return maxdam; 1633 return maxdam;
1685} 1634}
1686 1635
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1636/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1637 * Returns 0 this is not friendly fire
1689 */ 1638 */
1690
1691int 1639int
1692friendly_fire (object *op, object *hitter) 1640friendly_fire (object *op, object *hitter)
1693{ 1641{
1694 object *owner; 1642 object *owner;
1695 int friendlyfire; 1643 int friendlyfire;
1705 return 0; 1653 return 0;
1706 1654
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1655 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1656 return 1;
1709 1657
1710 if ((owner = get_owner (hitter)) != NULL) 1658 if ((owner = hitter->owner) != NULL)
1711 { 1659 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1660 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1661 friendlyfire = 2;
1714 } 1662 }
1715 1663
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1664 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1665 friendlyfire = 0;
1718 } 1666 }
1667
1719 return friendlyfire; 1668 return friendlyfire;
1720} 1669}
1721
1722 1670
1723/* This isn't used just for players, but in fact most objects. 1671/* This isn't used just for players, but in fact most objects.
1724 * op is the object to be hit, dam is the amount of damage, hitter 1672 * op is the object to be hit, dam is the amount of damage, hitter
1725 * is what is hitting the object, type is the attacktype, and 1673 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1674 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1675 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1676 * modify it.
1729 */ 1677 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1678/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1679 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1680int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1681hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1682{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1683 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1684 int maxattacktype, attacknum;
1746 1692
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1693 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1748 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1694 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1695 return 0;
1750 1696
1751#ifdef PROHIBIT_PLAYERKILL 1697 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1753 { 1699 {
1754 object *owner = get_owner (hitter); 1700 object *owner = hitter->owner;
1755 1701
1756 if (!owner) 1702 if (!owner)
1757 owner = hitter; 1703 owner = hitter;
1758 1704
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1705 if (owner->type == PLAYER
1706 && (!op_on_battleground (op, 0, 0)
1707 && (op->contr->peaceful || owner->contr->peaceful))
1708 && op != owner)
1760 return 0; 1709 return 0;
1761 } 1710 }
1762#endif
1763 1711
1764 if (body_attack) 1712 if (body_attack)
1765 { 1713 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1714 /* slow and paralyze must hit the head. But we don't want to just
1767 * return - we still need to process other attacks the spell still 1715 * return - we still need to process other attacks the spell still
1781 } 1729 }
1782 } 1730 }
1783 1731
1784 if (!simple_attack && op->type == DOOR) 1732 if (!simple_attack && op->type == DOOR)
1785 { 1733 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1734 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1735 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1736 {
1791 spring_trap (tmp, hitter); 1737 spring_trap (tmp, hitter);
1738
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1739 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1740 return 0;
1741
1794 break; 1742 break;
1795 } 1743 }
1796 } 1744 }
1797 1745
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1746 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1747 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1748 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1749 * destroyed() check above doesn't return, and might get here.
1802 */ 1750 */
1751
1752 /* FIXME: This for example happens when a dead door is on a mover and
1753 gets it's speed_left raised on each mover-tick.
1754 Doors are removed in a kinda funny way by giving them speed and speed_left
1755 and waiting for that to run out.
1756 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1757 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1758 return 0;
1805 } 1759 }
1806 1760
1807#ifdef ATTACK_DEBUG 1761#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1762 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1814 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1768 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1769 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1770 if (dam >= 100)
1817 dam /= 100; 1771 dam /= 100;
1818 else 1772 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1773 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1774 }
1821 1775
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1776 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1823 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1777 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1778 */
1840 if ((!hitter->slaying || 1794 if ((!hitter->slaying ||
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1795 (!(op->race && strstr (hitter->slaying, op->race)) &&
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1796 !(op->name && strstr (hitter->slaying, op->name)))) &&
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1797 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1844 (hitter->title != NULL 1798 (hitter->title != NULL
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1799 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1846 return 0; 1800 return 0;
1847 } 1801 }
1848 1802
1849 maxattacktype = type; /* initialize this to something */ 1803 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1804 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1805 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1806 /* 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 1807 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1808 * the only attacktype in the group, then still attack with it
1882 */ 1836 */
1883 friendlyfire = friendly_fire (op, hitter); 1837 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1838 if (friendlyfire && maxdam)
1885 { 1839 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1840 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1841
1891#ifdef ATTACK_DEBUG 1842#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1843 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1844 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1845#endif
1895 } 1846 }
1896 1847
1897 if (!full_hit) 1848 if (!full_hit)
1898 { 1849 {
1899 archetype *at;
1900 int area; 1850 int area;
1901 int remainder; 1851 int remainder;
1902 1852
1903 area = 0; 1853 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1854
1855 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1856 area++;
1857
1906 assert (area > 0); 1858 assert (area > 0);
1907 1859
1908 /* basically: maxdam /= area; we try to "simulate" a float 1860 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1861 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1862 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1863 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1864 if (rndm (100) < remainder)
1913 maxdam++; 1865 maxdam++;
1914 } 1866 }
1915 1867
1916#ifdef ATTACK_DEBUG 1868#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1869 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1870#endif
1919 1871
1920 if (get_owner (hitter)) 1872 // for now, only do this for active objects, otherwise they
1873 // keep a refcount for a long time and I see no usefulness
1874 // for an non-active objetc to know its enemy.
1875 if (op->active)
1876 if (hitter->owner)
1921 op->enemy = hitter->owner; 1877 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1878 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1879 op->enemy = hitter;
1924 1880
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1881 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1882 {
1927 /* The unaggressives look after themselves 8) */ 1883 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1884 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1906
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1907 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1908 {
1953 if (maxdam) 1909 if (maxdam)
1954 tear_down_wall (op); 1910 tear_down_wall (op);
1911
1955 return maxdam; /* nothing more to do for wall */ 1912 return maxdam; /* nothing more to do for wall */
1956 } 1913 }
1957 1914
1958 /* See if the creature has been killed */ 1915 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1916 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1921 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1965 * that before if the player was immune to ghosthit, the monster 1922 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1923 * remained - that is no longer the case.
1967 */ 1924 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1925 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1926 hitter->destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1927
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1928 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1929 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1930 {
1978 int i; 1931 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1932 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1933 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1934 object *owner = op->owner;
1982 1935
1983 if (!op->other_arch) 1936 if (!op->other_arch)
1984 { 1937 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1938 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1939 return maxdam;
1987 } 1940 }
1941
1988 remove_ob (op); 1942 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1943
1944 for (i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1945 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1946 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1947 int j;
1993 1948
1994 tmp->stats.hp = op->stats.hp; 1949 tmp->stats.hp = op->stats.hp;
1950
1995 if (friendly) 1951 if (friendly)
1996 { 1952 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1953 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1954 tmp->attack_movement = PETMOVE;
1955
2000 if (owner != NULL) 1956 if (owner)
2001 set_owner (tmp, owner); 1957 tmp->set_owner (owner);
2002 } 1958 }
1959
2003 if (unaggressive) 1960 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1961 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1962
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1963 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1964
2006 if (j == -1) /* No spot to put this monster */ 1965 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1966 tmp->destroy ();
2008 else 1967 else
2009 { 1968 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1969 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1970 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1971 }
2013 } 1972 }
2014 if (friendly) 1973
2015 remove_friendly_object (op); 1974 op->destroy ();
2016 free_object (op);
2017 } 1975 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1976 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1977 hitter->destroy ();
2020 remove_ob (hitter); 1978
2021 free_object (hitter);
2022 }
2023 return maxdam; 1979 return maxdam;
2024} 1980}
2025
2026 1981
2027void 1982void
2028poison_player (object *op, object *hitter, int dam) 1983poison_player (object *op, object *hitter, int dam)
2029{ 1984{
2030 archetype *at = archetype::find ("poisoning"); 1985 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2003 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 2004 tmp->stats.dam += hitter->level / 2;
2050 else 2005 else
2051 tmp->stats.dam = dam; 2006 tmp->stats.dam = dam;
2052 2007
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2008 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 2009 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 2010 {
2056 tmp->skill = hitter->skill; 2011 tmp->skill = hitter->skill;
2057 } 2012 }
2058 2013
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2019 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2020 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2021 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 2022 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 2023 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 2024 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2025 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2026 op->play_sound (tmp->sound);
2071 } 2027 }
2028
2072 if (hitter->type == PLAYER) 2029 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2030 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2031 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); 2032 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 2033 }
2034
2077 tmp->speed_left = 0; 2035 tmp->speed_left = 0;
2078 } 2036 }
2079 else 2037 else
2080 tmp->stats.food++; 2038 tmp->stats.food++;
2081} 2039}
2085{ 2043{
2086 archetype *at = archetype::find ("slowness"); 2044 archetype *at = archetype::find ("slowness");
2087 object *tmp; 2045 object *tmp;
2088 2046
2089 if (at == NULL) 2047 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 2048 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 2049
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2050 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 2051 {
2095 tmp = arch_to_object (at); 2052 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 2053 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2054 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 2055 }
2099 else 2056 else
2100 tmp->stats.food++; 2057 tmp->stats.food++;
2058
2101 SET_FLAG (tmp, FLAG_APPLIED); 2059 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 2060 tmp->speed_left = 0;
2103 fix_player (op); 2061 op->update_stats ();
2104} 2062}
2105 2063
2106void 2064void
2107confuse_player (object *op, object *hitter, int dam) 2065confuse_player (object *op, object *hitter, int dam)
2108{ 2066{
2122 tmp->speed = 0.05; 2080 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 2081 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2082 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 2083 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2084 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2085
2127 if (tmp->duration > maxduration) 2086 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 2087 tmp->duration = maxduration;
2129 2088
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2089 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2090 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2091
2132 SET_FLAG (op, FLAG_CONFUSED); 2092 SET_FLAG (op, FLAG_CONFUSED);
2133} 2093}
2134 2094
2135void 2095void
2136blind_player (object *op, object *hitter, int dam) 2096blind_player (object *op, object *hitter, int dam)
2152 */ 2112 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2113 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 2114
2155 tmp = insert_ob_in_ob (tmp, op); 2115 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 2116 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 2117 op->update_stats (); /* This takes care of some other stuff */
2158 2118
2159 if (hitter->owner) 2119 if (hitter->owner)
2160 owner = get_owner (hitter); 2120 owner = hitter->owner;
2161 else 2121 else
2162 owner = hitter; 2122 owner = hitter;
2163 2123
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2124 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 2125 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 2162 op->speed_left = (float) -(FABS (op->speed) * max);
2203 2163
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2164/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 2165}
2206 2166
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 2167/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 2168 * the computed damaged.
2210 */ 2169 */
2211void 2170void
2212deathstrike_player (object *op, object *hitter, int *dam) 2171deathstrike_player (object *op, object *hitter, int *dam)
2220 ** field of the deathstriking object */ 2179 ** field of the deathstriking object */
2221 2180
2222 int atk_lev, def_lev, kill_lev; 2181 int atk_lev, def_lev, kill_lev;
2223 2182
2224 if (hitter->slaying) 2183 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2184 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2226 return; 2185 return;
2227 2186
2228 def_lev = op->level; 2187 def_lev = op->level;
2229 if (def_lev < 1) 2188 if (def_lev < 1)
2230 { 2189 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2190 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2232 def_lev = 1; 2191 def_lev = 1;
2233 } 2192 }
2193
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2194 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2195 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 2196 atk_lev, def_lev); */
2237 2197
2238 if (atk_lev >= def_lev) 2198 if (atk_lev >= def_lev)
2253 */ 2213 */
2254 *dam *= kill_lev / def_lev; 2214 *dam *= kill_lev / def_lev;
2255 } 2215 }
2256 } 2216 }
2257 else 2217 else
2258 {
2259 *dam = 0; /* no harm done */ 2218 *dam = 0; /* no harm done */
2260 }
2261} 2219}
2262 2220
2263/* thrown_item_effect() - handles any special effects of thrown 2221/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a 2222 * items (like attacking living creatures--a potion thrown at a
2265 * monster). 2223 * monster).
2294 } 2252 }
2295 } 2253 }
2296} 2254}
2297 2255
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2256/* adj_attackroll() - adjustments to attacks by various conditions */
2299
2300int 2257int
2301adj_attackroll (object *hitter, object *target) 2258adj_attackroll (object *hitter, object *target)
2302{ 2259{
2303 object *attacker = hitter; 2260 object *attacker = hitter;
2304 int adjust = 0; 2261 int adjust = 0;
2311 } 2268 }
2312 2269
2313 /* aimed missiles use the owning object's sight */ 2270 /* aimed missiles use the owning object's sight */
2314 if (is_aimed_missile (hitter)) 2271 if (is_aimed_missile (hitter))
2315 { 2272 {
2316 if ((attacker = get_owner (hitter)) == NULL) 2273 if ((attacker = hitter->owner) == NULL)
2317 attacker = hitter; 2274 attacker = hitter;
2318 /* A player who saves but hasn't quit still could have objects 2275 /* A player who saves but hasn't quit still could have objects
2319 * owned by him - need to handle that case to avoid crashes. 2276 * owned by him - need to handle that case to avoid crashes.
2320 */ 2277 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2278 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2369#endif 2326#endif
2370 2327
2371 return adjust; 2328 return adjust;
2372} 2329}
2373 2330
2374
2375/* determine if the object is an 'aimed' missile */ 2331/* determine if the object is an 'aimed' missile */
2376int 2332int
2377is_aimed_missile (object *op) 2333is_aimed_missile (object *op)
2378{ 2334{
2379 2335
2380 /* I broke what used to be one big if into a few nested 2336 /* I broke what used to be one big if into a few nested
2381 * ones so that figuring out the logic is at least possible. 2337 * ones so that figuring out the logic is at least possible.
2382 */ 2338 */
2383 if (op && (op->move_type & MOVE_FLYING)) 2339 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ) 2340 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2341 return 1;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2342 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2388 return 1; 2343 return 1;
2389 } 2344
2390 return 0; 2345 return 0;
2391} 2346}

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