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

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.17 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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>
44 * its magical benefits. 45 * its magical benefits.
45 */ 46 */
46void 47void
47cancellation (object *op) 48cancellation (object *op)
48{ 49{
49 object *tmp;
50
51 if (op->invisible) 50 if (op->invisible)
52 return; 51 return;
53 52
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 54 {
56 /* Recur through the inventory */ 55 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 58 cancellation (tmp);
60 } 59 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 60 else if (FABS (op->magic) <= rndm (0, 5))
62 { 61 {
63 /* Nullify this object. This code could probably be more complete */ 62 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 63 /* in what abilities it should cancel */
65 op->magic = 0; 64 op->magic = 0;
65
66 CLEAR_FLAG (op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
70 if (op->env && op->env->type == PLAYER) 71 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
73 }
74 } 73 }
75} 74}
76
77
78 75
79/* did_make_save_item just checks to make sure the item actually 76/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 77 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 78 * any further action (like destroying the item).
82 */ 79 */
83
84int 80int
85did_make_save_item (object *op, int type, object *originator) 81did_make_save_item (object *op, int type, object *originator)
86{ 82{
87 int i, roll, saves = 0, attacks = 0, number; 83 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 84 materialtype_t *mt;
89 85
90 if (op->materialname == NULL) 86 if (op->materialname == NULL)
91 { 87 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material) 89 if (op->material & mt->material)
95 break; 90 break;
96 }
97 } 91 }
98 else 92 else
99 mt = name_to_material (op->materialname); 93 mt = name_to_material (op->materialname);
94
100 if (mt == NULL) 95 if (mt == NULL)
101 return TRUE; 96 return TRUE;
97
102 roll = rndm (1, 20); 98 roll = rndm (1, 20);
103 99
104 /* the attacktypes have no meaning for object saves 100 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 101 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 102 * pure magic is hitting an object, it should save. However, if it
135 saves++; 131 saves++;
136 } 132 }
137 133
138 if (saves == attacks || attacks == 0) 134 if (saves == attacks || attacks == 0)
139 return TRUE; 135 return TRUE;
136
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 137 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 138 return FALSE;
139
142 return TRUE; 140 return TRUE;
143} 141}
144 142
145/* This function calls did_make_save_item. It then performs the 143/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 144 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 145 * calling cancellation, etc.)
148 */ 146 */
149
150void 147void
151save_throw_object (object *op, int type, object *originator) 148save_throw_object (object *op, int type, object *originator)
152{ 149{
153 if (!did_make_save_item (op, type, originator)) 150 if (!did_make_save_item (op, type, originator))
154 { 151 {
155 object *env = op->env; 152 object *env = op->env;
156 int x = op->x, y = op->y; 153 int x = op->x, y = op->y;
157 mapstruct *m = op->map; 154 maptile *m = op->map;
158 155
159 op = stop_item (op); 156 op = stop_item (op);
160 if (op == NULL) 157 if (op == NULL)
161 return; 158 return;
162 159
212 } 209 }
213 else 210 else
214 { 211 {
215 if (op->env) 212 if (op->env)
216 { 213 {
217 object *tmp = is_player_inv (op->env); 214 object *tmp = op->in_player ();
218 215
219 if (tmp) 216 if (tmp)
220 esrv_del_item (tmp->contr, op->count); 217 esrv_del_item (tmp->contr, op->count);
221 } 218 }
222 219
223 if (!QUERY_FLAG (op, FLAG_REMOVED)) 220 op->destroy ();
224 remove_ob (op);
225
226 free_object (op);
227 } 221 }
228 222
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 223 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 224 if (env)
231 { 225 {
264 tmp->move_slow = 0; 258 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 259 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 260 }
267 261
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 262 if (!QUERY_FLAG (op, FLAG_REMOVED))
269 remove_ob (op); 263 op->remove ();
270 264
271 insert_ob_in_ob (op, tmp); 265 insert_ob_in_ob (op, tmp);
272 return; 266 return;
273 } 267 }
274} 268}
281 */ 275 */
282 276
283int 277int
284hit_map (object *op, int dir, int type, int full_hit) 278hit_map (object *op, int dir, int type, int full_hit)
285{ 279{
286 object *tmp, *next;
287 mapstruct *map; 280 maptile *map;
288 sint16 x, y; 281 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 283
291 tag_t op_tag, next_tag = 0;
292
293 if (QUERY_FLAG (op, FLAG_FREED)) 284 if (QUERY_FLAG (op, FLAG_FREED))
294 { 285 {
295 LOG (llevError, "BUG: hit_map(): free object\n"); 286 LOG (llevError, "BUG: hit_map(): free object\n");
296 return 0; 287 return 0;
297 } 288 }
308 return 0; 299 return 0;
309 } 300 }
310 301
311 if (op->head) 302 if (op->head)
312 op = op->head; 303 op = op->head;
313
314 op_tag = op->count;
315 304
316 map = op->map; 305 map = op->map;
317 x = op->x + freearr_x[dir]; 306 x = op->x + freearr_x[dir];
318 y = op->y + freearr_y[dir]; 307 y = op->y + freearr_y[dir];
319 308
320 int mflags = get_map_flags (map, &map, x, y, &x, &y); 309 if (!xy_normalise (map, x, y))
310 return 0;
321 311
322 // elmex: a safe map tile can't be hit! 312 // elmex: a safe map tile can't be hit!
323 // this should prevent most harmful effects on items and players there. 313 // this should prevent most harmful effects on items and players there.
324 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 314 mapspace &ms = map->at (x, y);
315
316 if (ms.flags () & P_SAFE)
325 return 0; 317 return 0;
326 318
327 /* peterm: a few special cases for special attacktypes --counterspell 319 /* peterm: a few special cases for special attacktypes --counterspell
328 * must be out here because it strikes things which are not alive 320 * must be out here because it strikes things which are not alive
329 */ 321 */
330 322 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 {
331 if (type & AT_COUNTERSPELL) 324 if (type & AT_COUNTERSPELL)
332 { 325 {
333 counterspell (op, dir); /* see spell_effect.c */ 326 counterspell (op, dir); /* see spell_effect.c */
334 327
335 /* If the only attacktype is counterspell or magic, don't need 328 /* If the only attacktype is counterspell or magic, don't need
336 * to do any further processing. 329 * to do any further processing.
337 */
338 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
339 return 0;
340
341 type &= ~AT_COUNTERSPELL;
342 }
343
344 if (type & AT_CHAOS)
345 {
346 shuffle_attack (op, 1); /*1 flag tells it to change the face */
347 update_object (op, UP_OBJ_FACE);
348 type &= ~AT_CHAOS;
349 }
350
351 next = get_map_ob (map, x, y);
352 if (next)
353 next_tag = next->count;
354
355 while (next)
356 {
357 if (was_destroyed (next, next_tag))
358 {
359 /* There may still be objects that were above 'next', but there is no
360 * simple way to find out short of copying all object references and
361 * tags into a temporary array before we start processing the first
362 * object. That's why we just abort.
363 *
364 * This happens whenever attack spells (like fire) hit a pile
365 * of objects. This is not a bug - nor an error. The errormessage
366 * below was spamming the logs for absolutely no reason.
367 */ 330 */
368 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 331 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
369 break; 332 return 0;
333
334 type &= ~AT_COUNTERSPELL;
335 }
336
337 if (type & AT_CHAOS)
370 } 338 {
339 shuffle_attack (op, 1); /* flag tells it to change the face */
340 update_object (op, UP_OBJ_FACE);
341 type &= ~AT_CHAOS;
342 }
343 }
371 344
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort on destroy.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error.
352 */
353 for (object *next = ms.bot; next && !next->destroyed (); )
354 {
372 tmp = next; 355 object *tmp = next;
373 next = tmp->above; 356 next = tmp->above;
374
375 if (next)
376 next_tag = next->count;
377
378 if (QUERY_FLAG (tmp, FLAG_FREED))
379 {
380 LOG (llevError, "BUG: hit_map(): found freed object\n");
381 break;
382 }
383 357
384 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 358 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
385 * For example, 'tmp' was put in an icecube. 359 * For example, 'tmp' was put in an icecube.
386 * This is one of the few cases where on_same_map should not be used. 360 * This is one of the few cases where on_same_map should not be used.
387 */ 361 */
390 364
391 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 365 if (QUERY_FLAG (tmp, FLAG_ALIVE))
392 { 366 {
393 hit_player (tmp, op->stats.dam, op, type, full_hit); 367 hit_player (tmp, op->stats.dam, op, type, full_hit);
394 retflag |= 1; 368 retflag |= 1;
369
395 if (was_destroyed (op, op_tag)) 370 if (op->destroyed ())
396 break; 371 break;
397 } 372 }
398
399 /* Here we are potentially destroying an object. If the object has 373 /* Here we are potentially destroying an object. If the object has
400 * NO_PASS set, it is also immune - you can't destroy walls. Note 374 * NO_PASS set, it is also immune - you can't destroy walls. Note
401 * that weak walls have is_alive set, which prevent objects from 375 * that weak walls have is_alive set, which prevent objects from
402 * passing over/through them. We don't care what type of movement 376 * passing over/through them. We don't care what type of movement
403 * the wall blocks - if it blocks any type of movement, can't be 377 * the wall blocks - if it blocks any type of movement, can't be
404 * destroyed right now. 378 * destroyed right now.
405 */ 379 */
406 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
407 { 381 {
408 save_throw_object (tmp, type, op); 382 save_throw_object (tmp, type, op);
383
409 if (was_destroyed (op, op_tag)) 384 if (op->destroyed ())
410 break; 385 break;
411 } 386 }
412 } 387 }
413 388
414 return 0; 389 return 0;
417void 392void
418attack_message (int dam, int type, object *op, object *hitter) 393attack_message (int dam, int type, object *op, object *hitter)
419{ 394{
420 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
421 int i, found = 0; 396 int i, found = 0;
422 mapstruct *map; 397 maptile *map;
423 object *next, *tmp; 398 object *next, *tmp;
424 399
425 /* put in a few special messages for some of the common attacktypes 400 /* put in a few special messages for some of the common attacktypes
426 * a player might have. For example, fire, electric, cold, etc 401 * a player might have. For example, fire, electric, cold, etc
427 * [garbled 20010919] 402 * [garbled 20010919]
444 sprintf (buf1, "missed %s", &op->name); 419 sprintf (buf1, "missed %s", &op->name);
445 sprintf (buf2, " misses"); 420 sprintf (buf2, " misses");
446 found++; 421 found++;
447 } 422 }
448 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 423 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
449 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 424 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
450 { 425 {
451 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 426 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
452 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 427 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
453 { 428 {
454 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 429 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
466 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 441 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
467 found++; 442 found++;
468 break; 443 break;
469 } 444 }
470 } 445 }
471 else if (hitter->type == PLAYER && IS_LIVE (op)) 446 else if (hitter->type == PLAYER && op->is_alive ())
472 { 447 {
473 if (USING_SKILL (hitter, SK_KARATE)) 448 if (USING_SKILL (hitter, SK_KARATE))
474 { 449 {
475 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
476 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 451 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
502 found++; 477 found++;
503 break; 478 break;
504 } 479 }
505 } 480 }
506 } 481 }
482
507 if (found) 483 if (found)
508 { 484 {
509 /* done */ 485 /* done */
510 } 486 }
511 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 487 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
512 { 488 {
513 sprintf (buf1, "hit"); /* just in case */ 489 sprintf (buf1, "hit"); /* just in case */
514 for (i = 0; i < MAXATTACKMESS; i++) 490 for (i = 0; i < MAXATTACKMESS; i++)
515 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 491 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
516 { 492 {
517 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 493 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
518 found++; 494 found++;
519 break; 495 break;
520 } 496 }
521 } 497 }
522 else if (type & AT_DRAIN && IS_LIVE (op)) 498 else if (type & AT_DRAIN && op->is_alive ())
523 { 499 {
524 /* drain is first, because some items have multiple attypes */ 500 /* drain is first, because some items have multiple attypes */
525 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
526 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 502 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
527 { 503 {
529 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 505 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
530 found++; 506 found++;
531 break; 507 break;
532 } 508 }
533 } 509 }
534 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 510 else if (type & AT_ELECTRICITY && op->is_alive ())
535 { 511 {
536 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
537 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 513 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
538 { 514 {
539 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 515 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 516 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
541 found++; 517 found++;
542 break; 518 break;
543 } 519 }
544 } 520 }
545 else if (type & AT_COLD && IS_LIVE (op)) 521 else if (type & AT_COLD && op->is_alive ())
546 { 522 {
547 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 523 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
548 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 524 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
549 { 525 {
550 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 526 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
627 strcpy (buf1, "hit"); 603 strcpy (buf1, "hit");
628 strcpy (buf2, " hits"); 604 strcpy (buf2, " hits");
629 } 605 }
630 606
631 /* bail out if a monster is casting spells */ 607 /* bail out if a monster is casting spells */
632 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 608 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
633 return; 609 return;
634 610
635 /* scale down magic considerably. */ 611 /* scale down magic considerably. */
636 if (type & AT_MAGIC && rndm (0, 5)) 612 if (type & AT_MAGIC && rndm (0, 5))
637 return; 613 return;
638 614
639 /* Did a player hurt another player? Inform both! */ 615 /* Did a player hurt another player? Inform both! */
640 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 616 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
641 { 617 {
642 if (get_owner (hitter) != NULL) 618 if (hitter->owner != NULL)
643 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
644 else 620 else
645 { 621 {
646 sprintf (buf, "%s%s you.", &hitter->name, buf2); 622 sprintf (buf, "%s%s you.", &hitter->name, buf2);
647 if (dam != 0) 623 if (dam != 0)
669 else 645 else
670 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
671 } 647 }
672 new_draw_info (NDI_BLACK, 0, hitter, buf); 648 new_draw_info (NDI_BLACK, 0, hitter, buf);
673 } 649 }
674 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
675 { 651 {
676 /* look for stacked spells and start reducing the message chances */ 652 /* look for stacked spells and start reducing the message chances */
677 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 653 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
678 { 654 {
679 i = 4; 655 i = 4;
680 map = hitter->map; 656 map = hitter->map;
681 if (out_of_map (map, hitter->x, hitter->y)) 657 if (out_of_map (map, hitter->x, hitter->y))
682 return; 658 return;
683 next = get_map_ob (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
684 if (next) 660 if (next)
685 while (next) 661 while (next)
686 { 662 {
687 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
688 i *= 3; 664 i *= 3;
754attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
755{ 731{
756 int simple_attack, roll, dam = 0; 732 int simple_attack, roll, dam = 0;
757 uint32 type; 733 uint32 type;
758 shstr op_name; 734 shstr op_name;
759 tag_t op_tag, hitter_tag;
760 735
761 if (get_attack_mode (&op, &hitter, &simple_attack)) 736 if (get_attack_mode (&op, &hitter, &simple_attack))
762 goto error; 737 goto error;
763 738
764 if (hitter->current_weapon) 739 if (hitter->current_weapon)
765 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 740 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
766 return RESULT_INT (0); 741 return RESULT_INT (0);
767 742
768 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 743 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
769 return RESULT_INT (0); 744 return RESULT_INT (0);
770
771 op_tag = op->count;
772 hitter_tag = hitter->count;
773 745
774 /* 746 /*
775 * A little check to make it more difficult to dance forward and back 747 * A little check to make it more difficult to dance forward and back
776 * to avoid ever being hit by monsters. 748 * to avoid ever being hit by monsters.
777 */ 749 */
782 * which then gets here again. By decreasing the speed before 754 * which then gets here again. By decreasing the speed before
783 * we call process_object, the 'if' statement above will fail. 755 * we call process_object, the 'if' statement above will fail.
784 */ 756 */
785 op->speed_left--; 757 op->speed_left--;
786 process_object (op); 758 process_object (op);
759
787 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
788 goto error; 761 goto error;
789 } 762 }
790 763
791 op_name = op->name; 764 op_name = op->name;
792 765
804 if (settings.casting_time == TRUE) 777 if (settings.casting_time == TRUE)
805 { 778 {
806 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
807 { 780 {
808 hitter->casting_time = -1; 781 hitter->casting_time = -1;
809 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); 782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
810 } 783 }
811 if ((op->casting_time > -1) && (hitdam > 0)) 784 if ((op->casting_time > -1) && (hitdam > 0))
812 { 785 {
813 op->casting_time = -1; 786 op->casting_time = -1;
814 if (op->type == PLAYER) 787 if (op->type == PLAYER)
815 { 788 {
816 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
817 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
818 } 791 }
819 } 792 }
820 } 793 }
821 if (!simple_attack) 794 if (!simple_attack)
826 if (QUERY_FLAG (op, FLAG_SLEEP)) 799 if (QUERY_FLAG (op, FLAG_SLEEP))
827 CLEAR_FLAG (op, FLAG_SLEEP); 800 CLEAR_FLAG (op, FLAG_SLEEP);
828 801
829 /* If the victim can't see the attacker, it may alert others 802 /* If the victim can't see the attacker, it may alert others
830 * for help. */ 803 * for help. */
831 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
832 npc_call_help (op); 805 npc_call_help (op);
833 806
834 /* if you were hidden and hit by a creature, you are discovered */ 807 /* if you were hidden and hit by a creature, you are discovered */
835 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
836 { 809 {
843 * when they hit the victim. For things like thrown daggers, 816 * when they hit the victim. For things like thrown daggers,
844 * this sets 'hitter' to the actual dagger, and not the 817 * this sets 'hitter' to the actual dagger, and not the
845 * wrapper object. 818 * wrapper object.
846 */ 819 */
847 thrown_item_effect (hitter, op); 820 thrown_item_effect (hitter, op);
821
848 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 822 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
849 goto leave; 823 goto leave;
850 } 824 }
851 825
852 /* Need to do at least 1 damage, otherwise there is no point 826 /* Need to do at least 1 damage, otherwise there is no point
853 * to go further and it will cause FPE's below. 827 * to go further and it will cause FPE's below.
854 */ 828 */
855 if (hitdam <= 0) 829 if (hitdam <= 0)
856 hitdam = 1; 830 hitdam = 1;
857 831
858 type = hitter->attacktype; 832 type = hitter->attacktype;
833
859 if (!type) 834 if (!type)
860 type = AT_PHYSICAL; 835 type = AT_PHYSICAL;
836
861 /* Handle monsters that hit back */ 837 /* Handle monsters that hit back */
862 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
863 { 839 {
864 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 840 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
865 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 841 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
842
866 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 843 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
844
867 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 845 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
868 goto leave; 846 goto leave;
869 } 847 }
870 848
871 /* In the new attack code, it should handle multiple attack 849 /* In the new attack code, it should handle multiple attack
872 * types in its area, so remove it from here. 850 * types in its area, so remove it from here.
873 */ 851 */
874 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 852 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
853
875 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 854 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
876 goto leave; 855 goto leave;
877 } /* end of if hitter hit op */ 856 } /* end of if hitter hit op */
878 /* if we missed, dam=0 */ 857 /* if we missed, dam=0 */
879 858
880 /*attack_message(dam, type, op, hitter); */ 859 /*attack_message(dam, type, op, hitter); */
914 if (op->weight <= 5000 && tmp->stats.hp >= 0) 893 if (op->weight <= 5000 && tmp->stats.hp >= 0)
915 { 894 {
916 if (tmp->head != NULL) 895 if (tmp->head != NULL)
917 tmp = tmp->head; 896 tmp = tmp->head;
918 897
919 remove_ob (op); 898 op->remove ();
920 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
921 900
922 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
923 esrv_send_item (tmp, op); 902 esrv_send_item (tmp, op);
924 903
937object * 916object *
938hit_with_arrow (object *op, object *victim) 917hit_with_arrow (object *op, object *victim)
939{ 918{
940 object *container, *hitter; 919 object *container, *hitter;
941 int hit_something = 0; 920 int hit_something = 0;
942 tag_t victim_tag, hitter_tag;
943 sint16 victim_x, victim_y;
944 921
945 /* Disassemble missile */ 922 /* Disassemble missile */
946 if (op->inv) 923 if (op->inv)
947 { 924 {
948 container = op; 925 container = op;
949 hitter = op->inv; 926 hitter = op->inv;
950 remove_ob (hitter); 927 hitter->remove ();
951 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
952 /* Note that we now have an empty THROWN_OBJ on the map. Code that 929 /* Note that we now have an empty THROWN_OBJ on the map. Code that
953 * might be called until this THROWN_OBJ is either reassembled or 930 * might be called until this THROWN_OBJ is either reassembled or
954 * removed at the end of this function must be able to deal with empty 931 * removed at the end of this function must be able to deal with empty
955 * THROWN_OBJs. */ 932 * THROWN_OBJs. */
956 } 933 }
957 else 934 else
958 { 935 {
959 container = NULL; 936 container = 0;
960 hitter = op; 937 hitter = op;
961 } 938 }
962 939
963 /* Try to hit victim */ 940 /* Try to hit victim */
964 victim_x = victim->x;
965 victim_y = victim->y;
966 victim_tag = victim->count;
967 hitter_tag = hitter->count;
968
969 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 941 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
970 942
971 /* Arrow attacks door, rune of summoning is triggered, demon is put on 943 /* Arrow attacks door, rune of summoning is triggered, demon is put on
972 * arrow, move_apply() calls this function, arrow sticks in demon, 944 * arrow, move_apply() calls this function, arrow sticks in demon,
973 * attack_ob_simple() returns, and we've got an arrow that still exists 945 * attack_ob_simple() returns, and we've got an arrow that still exists
974 * but is no longer on the map. Ugh. (Beware: Such things can happen at 946 * but is no longer on the map. Ugh. (Beware: Such things can happen at
975 * other places as well!) 947 * other places as well!)
976 */ 948 */
977 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 949 if (hitter->destroyed () || hitter->env != NULL)
978 { 950 {
979 if (container) 951 if (container)
980 { 952 {
981 remove_ob (container); 953 container->remove ();
982 free_object (container); 954 container->destroy ();
983 } 955 }
956
984 return NULL; 957 return 0;
985 } 958 }
986 959
987 /* Missile hit victim */ 960 /* Missile hit victim */
988 /* if the speed is > 10, then this is a fast moving arrow, we go straight 961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
989 * through the target 962 * through the target
990 */ 963 */
991 if (hit_something && op->speed <= 10.0) 964 if (hit_something && op->speed <= 10.0)
992 { 965 {
993 /* Stop arrow */ 966 /* Stop arrow */
994 if (container == NULL) 967 if (!container)
995 { 968 {
996 hitter = fix_stopped_arrow (hitter); 969 hitter = fix_stopped_arrow (hitter);
997 if (hitter == NULL) 970 if (!hitter)
998 return NULL; 971 return 0;
999 } 972 }
1000 else 973 else
1001 { 974 container->destroy ();
1002 remove_ob (container);
1003 free_object (container);
1004 }
1005 975
1006 /* Try to stick arrow into victim */ 976 /* Try to stick arrow into victim */
1007 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 977 if (!victim->destroyed () && stick_arrow (hitter, victim))
1008 return NULL; 978 return 0;
1009 979
1010 /* Else try to put arrow on victim's map square 980 /* Else try to put arrow on victim's map square
1011 * remove check for P_WALL here. If the arrow got to this 981 * remove check for P_WALL here. If the arrow got to this
1012 * space, that is good enough - with the new movement code, 982 * space, that is good enough - with the new movement code,
1013 * there is now the potential for lots of spaces where something 983 * there is now the potential for lots of spaces where something
1014 * can fly over but not otherwise move over. What is the correct 984 * can fly over but not otherwise move over. What is the correct
1015 * way to handle those otherwise? 985 * way to handle those otherwise?
1016 */ 986 */
1017 if (victim_x != hitter->x || victim_y != hitter->y) 987 if (victim->x != hitter->x || victim->y != hitter->y)
1018 { 988 {
1019 remove_ob (hitter); 989 hitter->remove ();
1020 hitter->x = victim_x; 990 hitter->x = victim->x;
1021 hitter->y = victim_y; 991 hitter->y = victim->y;
1022 insert_ob_in_map (hitter, victim->map, hitter, 0); 992 insert_ob_in_map (hitter, victim->map, hitter, 0);
1023 } 993 }
1024 else 994 else
1025 {
1026 /* Else leave arrow where it is */ 995 /* Else leave arrow where it is */
1027 merge_ob (hitter, NULL); 996 merge_ob (hitter, NULL);
1028 } 997
1029 return NULL; 998 return 0;
1030 } 999 }
1031 1000
1032 if (hit_something && op->speed >= 10.0) 1001 if (hit_something && op->speed >= 10.0)
1033 op->speed -= 1.0; 1002 op->speed -= 1.0;
1034 1003
1035 /* Missile missed victim - reassemble missile */ 1004 /* Missile missed victim - reassemble missile */
1036 if (container) 1005 if (container)
1037 { 1006 {
1038 remove_ob (hitter); 1007 hitter->remove ();
1039 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1040 } 1009 }
1010
1041 return op; 1011 return op;
1042} 1012}
1043 1013
1044 1014
1045void 1015void
1054 } 1024 }
1055 else if (!GET_ANIM_ID (op)) 1025 else if (!GET_ANIM_ID (op))
1056 { 1026 {
1057 /* Object has been called - no animations, so remove it */ 1027 /* Object has been called - no animations, so remove it */
1058 if (op->stats.hp < 0) 1028 if (op->stats.hp < 0)
1029 op->destroy ();
1059 { 1030
1060 remove_ob (op); /* Should update LOS */
1061 free_object (op);
1062 /* Don't know why this is here - remove_ob should do it for us */
1063 /*update_position(m, x, y); */
1064 }
1065 return; /* no animations, so nothing more to do */ 1031 return; /* no animations, so nothing more to do */
1066 } 1032 }
1033
1067 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1035
1068 if (perc >= (int) NUM_ANIMATIONS (op)) 1036 if (perc >= (int) NUM_ANIMATIONS (op))
1069 perc = NUM_ANIMATIONS (op) - 1; 1037 perc = NUM_ANIMATIONS (op) - 1;
1070 else if (perc < 1) 1038 else if (perc < 1)
1071 perc = 1; 1039 perc = 1;
1040
1072 SET_ANIMATION (op, perc); 1041 SET_ANIMATION (op, perc);
1073 update_object (op, UP_OBJ_FACE); 1042 update_object (op, UP_OBJ_FACE);
1043
1074 if (perc == NUM_ANIMATIONS (op) - 1) 1044 if (perc == NUM_ANIMATIONS (op) - 1)
1075 { /* Reached the last animation */ 1045 { /* Reached the last animation */
1076 if (op->face == blank_face) 1046 if (op->face == blank_face)
1077 {
1078 /* If the last face is blank, remove the ob */ 1047 /* If the last face is blank, remove the ob */
1079 remove_ob (op); /* Should update LOS */ 1048 op->destroy ();
1080 free_object (op);
1081
1082 /* remove_ob should call update_position for us */
1083 /*update_position(m, x, y); */
1084
1085 }
1086 else 1049 else
1087 { /* The last face was not blank, leave an image */ 1050 { /* The last face was not blank, leave an image */
1088 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1089 update_all_los (op->map, op->x, op->y); 1052 update_all_los (op->map, op->x, op->y);
1090 op->move_block = 0; 1053 op->move_block = 0;
1094} 1057}
1095 1058
1096void 1059void
1097scare_creature (object *target, object *hitter) 1060scare_creature (object *target, object *hitter)
1098{ 1061{
1099 object *owner = get_owner (hitter); 1062 object *owner = hitter->owner;
1100 1063
1101 if (!owner) 1064 if (!owner)
1102 owner = hitter; 1065 owner = hitter;
1103 1066
1104 SET_FLAG (target, FLAG_SCARED); 1067 SET_FLAG (target, FLAG_SCARED);
1111 * appropriate attacktype. Only 1 attacktype should be set at a time. 1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1112 * This doesn't damage the player, but returns how much it should 1075 * This doesn't damage the player, but returns how much it should
1113 * take. However, it will do other effects (paralyzation, slow, etc.) 1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1114 * Note - changed for PR code - we now pass the attack number and not 1077 * Note - changed for PR code - we now pass the attack number and not
1115 * the attacktype. Makes it easier for the PR code. */ 1078 * the attacktype. Makes it easier for the PR code. */
1116
1117int 1079int
1118hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1080hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1119{ 1081{
1120
1121 int doesnt_slay = 1; 1082 int doesnt_slay = 1;
1122 1083
1123 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1124 if (attacknum >= NROFATTACKS) 1085 if (attacknum >= NROFATTACKS)
1125 { 1086 {
1127 return 0; 1088 return 0;
1128 } 1089 }
1129 1090
1130 if (dam < 0) 1091 if (dam < 0)
1131 { 1092 {
1132 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1133 return 0; 1094 return 0;
1134 } 1095 }
1135 1096
1136 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1137 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1170 1131
1171 /* Keep this in order - makes things easier to find */ 1132 /* Keep this in order - makes things easier to find */
1172 1133
1173 switch (attacknum) 1134 switch (attacknum)
1174 { 1135 {
1175 case ATNR_PHYSICAL: 1136 case ATNR_PHYSICAL:
1176 /* here also check for diseases */ 1137 /* here also check for diseases */
1177 check_physically_infect (op, hitter); 1138 check_physically_infect (op, hitter);
1178 break; 1139 break;
1179 1140
1180 /* Don't need to do anything for: 1141 /* Don't need to do anything for:
1181 magic, 1142 magic,
1182 fire, 1143 fire,
1183 electricity, 1144 electricity,
1184 cold */ 1145 cold */
1185 1146
1186 case ATNR_CONFUSION: 1147 case ATNR_CONFUSION:
1187 case ATNR_POISON: 1148 case ATNR_POISON:
1188 case ATNR_SLOW: 1149 case ATNR_SLOW:
1189 case ATNR_PARALYZE: 1150 case ATNR_PARALYZE:
1190 case ATNR_FEAR: 1151 case ATNR_FEAR:
1191 case ATNR_CANCELLATION: 1152 case ATNR_CANCELLATION:
1192 case ATNR_DEPLETE: 1153 case ATNR_DEPLETE:
1193 case ATNR_BLIND: 1154 case ATNR_BLIND:
1194 { 1155 {
1195 /* chance for inflicting a special attack depends on the 1156 /* chance for inflicting a special attack depends on the
1196 * difference between attacker's and defender's level 1157 * difference between attacker's and defender's level
1197 */ 1158 */
1198 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1199 1160
1200 /* First, only creatures/players with speed can be affected. 1161 /* First, only creatures/players with speed can be affected.
1201 * Second, just getting hit doesn't mean it always affects 1162 * Second, just getting hit doesn't mean it always affects
1202 * you. Third, you still get a saving through against the 1163 * you. Third, you still get a saving through against the
1203 * effect. 1164 * effect.
1204 */ 1165 */
1205 if (op->speed && 1166 if (op->speed &&
1206 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1207 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1208 { 1169 {
1209 1170
1210 /* Player has been hit by something */ 1171 /* Player has been hit by something */
1211 if (attacknum == ATNR_CONFUSION) 1172 if (attacknum == ATNR_CONFUSION)
1212 confuse_player (op, hitter, dam); 1173 confuse_player (op, hitter, dam);
1213 else if (attacknum == ATNR_POISON) 1174 else if (attacknum == ATNR_POISON)
1214 poison_player (op, hitter, dam); 1175 poison_player (op, hitter, dam);
1215 else if (attacknum == ATNR_SLOW) 1176 else if (attacknum == ATNR_SLOW)
1216 slow_player (op, hitter, dam); 1177 slow_player (op, hitter, dam);
1217 else if (attacknum == ATNR_PARALYZE) 1178 else if (attacknum == ATNR_PARALYZE)
1218 paralyze_player (op, hitter, dam); 1179 paralyze_player (op, hitter, dam);
1219 else if (attacknum == ATNR_FEAR) 1180 else if (attacknum == ATNR_FEAR)
1220 scare_creature (op, hitter); 1181 scare_creature (op, hitter);
1221 else if (attacknum == ATNR_CANCELLATION) 1182 else if (attacknum == ATNR_CANCELLATION)
1222 cancellation (op); 1183 cancellation (op);
1223 else if (attacknum == ATNR_DEPLETE) 1184 else if (attacknum == ATNR_DEPLETE)
1224 drain_stat (op); 1185 op->drain_stat ();
1225 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1226 blind_player (op, hitter, dam); 1187 blind_player (op, hitter, dam);
1227 } 1188 }
1228 dam = 0; /* These are all effects and don't do real damage */ 1189 dam = 0; /* These are all effects and don't do real damage */
1229 } 1190 }
1230 break; 1191 break;
1192
1231 case ATNR_ACID: 1193 case ATNR_ACID:
1232 { 1194 {
1233 int flag = 0; 1195 int flag = 0;
1234 1196
1235 /* Items only get corroded if you're not on a battleground and 1197 /* Items only get corroded if you're not on a battleground and
1236 * if your acid resistance is below 50%. */ 1198 * if your acid resistance is below 50%. */
1237 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1238 { 1200 {
1239 object *tmp;
1240
1241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1242 { 1202 {
1243 if (tmp->invisible) 1203 if (tmp->invisible)
1244 continue; 1204 continue;
1245 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1246 /* >= 10% acid res. on itmes will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1247 continue; 1207 continue;
1248 if (!(tmp->material & M_IRON)) 1208 if (!(tmp->material & M_IRON))
1249 continue; 1209 continue;
1250 if (tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1251 continue; 1211 continue;
1252 if (tmp->type == RING || 1212 if (tmp->type == RING
1253 /* removed boots and gloves from exclusion list in 1213 /* removed boots and gloves from exclusion list in PR */
1254 PR */ 1214 || tmp->type == GIRDLE
1255 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1215 || tmp->type == AMULET
1216 || tmp->type == WAND
1217 || tmp->type == ROD
1218 || tmp->type == HORN)
1256 continue; /* To avoid some strange effects */ 1219 continue; /* To avoid some strange effects */
1257 1220
1258 /* High damage acid has better chance of corroding 1221 /* High damage acid has better chance of corroding
1259 objects */ 1222 objects */
1260 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1261 { 1224 {
1262 if (op->type == PLAYER) 1225 if (op->type == PLAYER)
1263 /* Make this more visible */ 1226 /* Make this more visible */
1264 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1265 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1266 flag = 1; 1229 flag = 1;
1267 tmp->magic--; 1230 tmp->magic--;
1268 if (op->type == PLAYER) 1231 if (op->type == PLAYER)
1269 esrv_send_item (op, tmp); 1232 esrv_send_item (op, tmp);
1270 } 1233 }
1271 } 1234 }
1272 if (flag)
1273 fix_player (op); /* Something was corroded */
1274 } 1235
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1275 } 1238 }
1239 }
1276 break; 1240 break;
1241
1277 case ATNR_DRAIN: 1242 case ATNR_DRAIN:
1278 { 1243 {
1279 /* rate is the proportion of exp drained. High rate means 1244 /* rate is the proportion of exp drained. High rate means
1280 * not much is drained, low rate means a lot is drained. 1245 * not much is drained, low rate means a lot is drained.
1281 */ 1246 */
1282 int rate; 1247 int rate;
1283 1248
1284 if (op->resist[ATNR_DRAIN] >= 0) 1249 if (op->resist[ATNR_DRAIN] >= 0)
1285 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1286 else 1251 else
1287 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1288 1253
1289 if (op->stats.exp <= rate) 1254 if (op->stats.exp <= rate)
1290 { 1255 {
1291 if (op->type == GOLEM) 1256 if (op->type == GOLEM)
1292 dam = 999; /* Its force is "sucked" away. 8) */ 1257 dam = 999; /* Its force is "sucked" away. 8) */
1293 else 1258 else
1294 /* If we can't drain, lets try to do physical damage */ 1259 /* If we can't drain, lets try to do physical damage */
1295 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1296 } 1261 }
1297 else 1262 else
1298 { 1263 {
1299 /* Randomly give the hitter some hp */ 1264 /* Randomly give the hitter some hp */
1300 if (hitter->stats.hp < hitter->stats.maxhp && 1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1301 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1302 hitter->stats.hp++; 1267 hitter->stats.hp++;
1303 1268
1304 /* Can't do drains on battleground spaces. 1269 /* Can't do drains on battleground spaces.
1305 * Move the wiz check up here - before, the hitter wouldn't gain exp 1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1306 * exp, but the wiz would still lose exp! If drainee is a wiz, 1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1307 * nothing happens. 1272 * nothing happens.
1308 * Try to credit the owner. We try to display player -> player drain 1273 * Try to credit the owner. We try to display player -> player drain
1309 * attacks, hence all the != PLAYER checks. 1274 * attacks, hence all the != PLAYER checks.
1310 */ 1275 */
1311 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1312 { 1277 {
1313 object *owner = get_owner (hitter); 1278 object *owner = hitter->owner;
1314 1279
1315 if (owner && owner != hitter) 1280 if (owner && owner != hitter)
1316 { 1281 {
1317 if (op->type != PLAYER || owner->type != PLAYER) 1282 if (op->type != PLAYER || owner->type != PLAYER)
1318 change_exp (owner, op->stats.exp / (rate * 2), 1283 change_exp (owner, op->stats.exp / (rate * 2),
1319 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1320 } 1285 }
1321 else if (op->type != PLAYER || hitter->type != PLAYER) 1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1322 { 1287 {
1323 change_exp (hitter, op->stats.exp / (rate * 2), 1288 change_exp (hitter, op->stats.exp / (rate * 2),
1324 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1325 } 1290 }
1326 change_exp (op, -op->stats.exp / rate, NULL, 0); 1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1327 } 1292 }
1293
1328 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1329 * drain attack, you won't know that you are actually sucking out EXP, 1295 * drain attack, you won't know that you are actually sucking out EXP,
1330 * as the messages will say you missed 1296 * as the messages will say you missed
1331 */ 1297 */
1332 } 1298 }
1333 } 1299 }
1334 break; 1300 break;
1301
1335 case ATNR_TURN_UNDEAD: 1302 case ATNR_TURN_UNDEAD:
1336 { 1303 {
1337 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1338 { 1305 {
1339 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 object *god = find_god (determine_god (owner)); 1307 object *god = find_god (determine_god (owner));
1341 int div = 1; 1308 int div = 1;
1342 1309
1343 /* if undead are not an enemy of your god, you turn them 1310 /* if undead are not an enemy of your god, you turn them
1344 * at half strength */ 1311 * at half strength */
1345 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1346 div = 2; 1313 div = 2;
1347 /* Give a bonus if you resist turn undead */ 1314 /* Give a bonus if you resist turn undead */
1348 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1349 scare_creature (op, owner); 1316 scare_creature (op, owner);
1350 } 1317 }
1351 else 1318 else
1352 dam = 0; /* don't damage non undead - should we damage 1319 dam = 0; /* don't damage non undead - should we damage
1353 undead? */ 1320 undead? */
1354 } 1321 }
1355 break; 1322 break;
1323
1356 case ATNR_DEATH: 1324 case ATNR_DEATH:
1357 deathstrike_player (op, hitter, &dam); 1325 deathstrike_player (op, hitter, &dam);
1358 break; 1326 break;
1327
1359 case ATNR_CHAOS: 1328 case ATNR_CHAOS:
1360 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1361 dam = 0; 1330 dam = 0;
1362 break; 1331 break;
1332
1363 case ATNR_COUNTERSPELL: 1333 case ATNR_COUNTERSPELL:
1364 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1365 dam = 0; 1335 dam = 0;
1366 /* This should never happen. Counterspell is handled 1336 /* This should never happen. Counterspell is handled
1367 * seperately and filtered out. If this does happen, 1337 * seperately and filtered out. If this does happen,
1368 * Counterspell has no effect on anything but spells, so it 1338 * Counterspell has no effect on anything but spells, so it
1369 * does no damage. */ 1339 * does no damage. */
1370 break; 1340 break;
1341
1371 case ATNR_HOLYWORD: 1342 case ATNR_HOLYWORD:
1372 { 1343 {
1373 /* This has already been handled by hit_player, 1344 /* This has already been handled by hit_player,
1374 * no need to check twice -- DAMN */ 1345 * no need to check twice -- DAMN */
1375 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1376 1347
1377 /* As with turn undead above, give a bonus on the saving throw */ 1348 /* As with turn undead above, give a bonus on the saving throw */
1378 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1379 scare_creature (op, owner); 1350 scare_creature (op, owner);
1380 } 1351 }
1381 break; 1352 break;
1353
1382 case ATNR_LIFE_STEALING: 1354 case ATNR_LIFE_STEALING:
1383 { 1355 {
1384 int new_hp; 1356 int new_hp;
1385 1357
1386 /* this is replacement to drain for players, instead of taking 1358 /* this is replacement to drain for players, instead of taking
1387 * exp it takes hp. It is geared for players, probably not 1359 * exp it takes hp. It is geared for players, probably not
1388 * much use giving it to monsters 1360 * much use giving it to monsters
1389 * 1361 *
1390 * life stealing doesn't do a lot of damage, but it gives the 1362 * life stealing doesn't do a lot of damage, but it gives the
1391 * damage it does do to the player. Given that, 1363 * damage it does do to the player. Given that,
1392 * it only does 1/10'th normal damage (hence the divide by 1364 * it only does 1/10'th normal damage (hence the divide by
1393 * 1000). 1365 * 1000).
1394 */ 1366 */
1395 /* You can't steal life from something undead */ 1367 /* You can't steal life from something undead */
1396 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1397 return 0; 1369 return 0;
1370
1398 /* If drain protection is higher than life stealing, use that */ 1371 /* If drain protection is higher than life stealing, use that */
1399 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1400 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1401 else 1374 else
1402 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1403 /* You die at -1 hp, not zero. */ 1377 /* You die at -1 hp, not zero. */
1404 if (dam > (op->stats.hp + 1)) 1378 if (dam > (op->stats.hp + 1))
1405 dam = op->stats.hp + 1; 1379 dam = op->stats.hp + 1;
1380
1406 new_hp = hitter->stats.hp + dam; 1381 new_hp = hitter->stats.hp + dam;
1407 if (new_hp > hitter->stats.maxhp) 1382 if (new_hp > hitter->stats.maxhp)
1408 new_hp = hitter->stats.maxhp; 1383 new_hp = hitter->stats.maxhp;
1384
1409 if (new_hp > hitter->stats.hp) 1385 if (new_hp > hitter->stats.hp)
1410 hitter->stats.hp = new_hp; 1386 hitter->stats.hp = new_hp;
1411 } 1387 }
1412 } 1388 }
1389
1413 return dam; 1390 return dam;
1414} 1391}
1415
1416 1392
1417/* GROS: This code comes from hit_player. It has been made external to 1393/* GROS: This code comes from hit_player. It has been made external to
1418 * allow script procedures to "kill" objects in a combat-like fashion. 1394 * allow script procedures to "kill" objects in a combat-like fashion.
1419 * It was initially used by (kill-object) developed for the Collector's 1395 * It was initially used by (kill-object) developed for the Collector's
1420 * Sword. Note that nothing has been changed from the original version 1396 * Sword. Note that nothing has been changed from the original version
1455 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1456 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1457 1433
1458 if (op->type == DOOR) 1434 if (op->type == DOOR)
1459 { 1435 {
1460 op->speed = 0.1; 1436 op->set_speed (0.1);
1461 update_ob_speed (op);
1462 op->speed_left = -0.05; 1437 op->speed_left = -0.05;
1463 return maxdam; 1438 return maxdam;
1464 } 1439 }
1440
1465 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1466 { 1442 {
1467 remove_friendly_object (op); 1443 remove_friendly_object (op);
1444
1468 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) 1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1469 {
1470 op->owner->contr->ranges[range_golem] = NULL; 1446 op->owner->contr->ranges[range_golem] = 0;
1471 op->owner->contr->golem_count = 0;
1472 }
1473 1447
1474 remove_ob (op); 1448 op->destroy ();
1475 free_object (op);
1476 return maxdam; 1449 return maxdam;
1477 } 1450 }
1478 1451
1479 /* Now lets start dealing with experience we get for killing something */ 1452 /* Now lets start dealing with experience we get for killing something */
1480 1453
1481 owner = get_owner (hitter); 1454 owner = hitter->owner;
1482 if (owner == NULL) 1455 if (!owner)
1483 owner = hitter; 1456 owner = hitter;
1484 1457
1485 /* is the victim (op) standing on battleground? */ 1458 /* is the victim (op) standing on battleground? */
1486 if (op_on_battleground (op, NULL, NULL)) 1459 if (op_on_battleground (op, NULL, NULL))
1487 battleg = 1; 1460 battleg = 1;
1507 char buf[256]; 1480 char buf[256];
1508 1481
1509 tmv = localtime (&t); 1482 tmv = localtime (&t);
1510 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1483 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1511 1484
1512 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1485 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1513 } 1486 }
1514 1487
1515 /* try to filter some things out - basically, if you are 1488 /* try to filter some things out - basically, if you are
1516 * killing a level 1 creature and your level 20, you 1489 * killing a level 1 creature and your level 20, you
1517 * probably don't want to see that. 1490 * probably don't want to see that.
1518 */ 1491 */
1519 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1492 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1520 { 1493 {
1521 if (owner != hitter) 1494 if (owner != hitter)
1522 {
1523 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1495 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1524 }
1525 else 1496 else
1526 {
1527 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1528 } 1498
1529 /* Only play sounds for melee kills */ 1499 /* Only play sounds for melee kills */
1530 if (hitter->type == PLAYER) 1500 if (hitter->type == PLAYER)
1531 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS);
1532 } 1502 }
1533 1503
1538 * player that the object belonged to - so if you killed another player 1508 * player that the object belonged to - so if you killed another player
1539 * with spells, pets, whatever, there was no penalty. 1509 * with spells, pets, whatever, there was no penalty.
1540 * Changed to make luck penalty configurable in settings. 1510 * Changed to make luck penalty configurable in settings.
1541 */ 1511 */
1542 if (op->type == PLAYER && owner != op && !battleg) 1512 if (op->type == PLAYER && owner != op && !battleg)
1543 change_luck (owner, -settings.pk_luck_penalty); 1513 owner->change_luck (-settings.pk_luck_penalty);
1544 1514
1545 /* This code below deals with finding the appropriate skill 1515 /* This code below deals with finding the appropriate skill
1546 * to credit exp to. This is a bit problematic - we should 1516 * to credit exp to. This is a bit problematic - we should
1547 * probably never really have to look at current_weapon->skill 1517 * probably never really have to look at current_weapon->skill
1548 */ 1518 */
1549 skill = NULL; 1519 skill = 0;
1520
1550 if (hitter->skill && hitter->type != PLAYER) 1521 if (hitter->skill && hitter->type != PLAYER)
1551 skill = hitter->skill; 1522 skill = hitter->skill;
1552 else if (owner->chosen_skill) 1523 else if (owner->chosen_skill)
1553 { 1524 {
1554 skill = owner->chosen_skill->skill; 1525 skill = owner->chosen_skill->skill;
1573 break; 1544 break;
1574 } 1545 }
1575 } 1546 }
1576 } /* Was it a player that hit somethign */ 1547 } /* Was it a player that hit somethign */
1577 else 1548 else
1578 {
1579 skill = NULL; 1549 skill = 0;
1580 }
1581 1550
1582 /* Pet (or spell) killed something. */ 1551 /* Pet (or spell) killed something. */
1583 if (owner != hitter) 1552 if (owner != hitter)
1584 {
1585 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1586 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1587 }
1588 else 1555 else
1589 {
1590 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, 1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1591 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1592 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 } 1559
1594 /* These may have been set in the player code section above */ 1560 /* These may have been set in the player code section above */
1595 if (!skop) 1561 if (!skop)
1596 skop = hitter->chosen_skill; 1562 skop = hitter->chosen_skill;
1563
1597 if (!skill && skop) 1564 if (!skill && skop)
1598 skill = skop->skill; 1565 skill = skop->skill;
1599 1566
1600 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1601 1568
1602
1603 /* If you didn't kill yourself, and your not the wizard */ 1569 /* If you didn't kill yourself, and your not the wizard */
1604 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1605 { 1571 {
1606 int exp; 1572 int exp;
1607 1573
1608 /* Really don't give much experience for killing other players */ 1574 /* Really don't give much experience for killing other players */
1609 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1610 if (op->type == PLAYER) 1576 if (op->type == PLAYER)
1611 { 1577 {
1612 if (battleg) 1578 if (battleg)
1613 { 1579 {
1614 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1632 1598
1633 if (!settings.simple_exp) 1599 if (!settings.simple_exp)
1634 exp = exp / 2; 1600 exp = exp / 2;
1635 1601
1636 if (owner->type != PLAYER || owner->contr->party == NULL) 1602 if (owner->type != PLAYER || owner->contr->party == NULL)
1637 {
1638 change_exp (owner, exp, skill, 0); 1603 change_exp (owner, exp, skill, 0);
1639 }
1640 else 1604 else
1641 { 1605 {
1642 int shares = 0, count = 0; 1606 int shares = 0, count = 0;
1643
1644 player *pl; 1607 player *pl;
1645
1646 partylist *party = owner->contr->party; 1608 partylist *party = owner->contr->party;
1647 1609
1648#ifdef PARTY_KILL_LOG
1649 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1610 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1650#endif 1611
1651 for (pl = first_player; pl != NULL; pl = pl->next) 1612 for_all_players (pl)
1652 {
1653 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1613 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1654 { 1614 {
1655 count++; 1615 count++;
1656 shares += (pl->ob->level + 4); 1616 shares += (pl->ob->level + 4);
1657 } 1617 }
1658 } 1618
1659 if (count == 1 || shares > exp) 1619 if (count == 1 || shares > exp || !shares)
1660 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1620 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1661 else 1621 else
1662 { 1622 {
1663 int share = exp / shares, given = 0, nexp; 1623 int share = exp / shares, given = 0, nexp;
1664 1624
1665 for (pl = first_player; pl != NULL; pl = pl->next) 1625 for_all_players (pl)
1666 {
1667 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1668 { 1627 {
1669 nexp = (pl->ob->level + 4) * share; 1628 nexp = (pl->ob->level + 4) * share;
1670 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1629 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1671 given += nexp; 1630 given += nexp;
1672 } 1631 }
1673 } 1632
1674 exp -= given; 1633 exp -= given;
1675 /* give any remainder to the player */ 1634 /* give any remainder to the player */
1676 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1635 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1677 } 1636 }
1678 } /* else part of a party */ 1637 } /* else part of a party */
1679
1680 } /* end if person didn't kill himself */ 1638 } /* end if person didn't kill himself */
1681 1639
1682 if (op->type != PLAYER) 1640 if (op->type != PLAYER)
1683 { 1641 {
1684 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1642 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1685 { 1643 {
1686 object *owner1 = get_owner (op); 1644 object *owner1 = op->owner;
1687 1645
1688 if (owner1 != NULL && owner1->type == PLAYER) 1646 if (owner1 && owner1->type == PLAYER)
1689 { 1647 {
1690 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1691 /* Maybe we should include the owner that killed this, maybe not */ 1649 /* Maybe we should include the owner that killed this, maybe not */
1692 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1650 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1693 } 1651 }
1694 1652
1695 remove_friendly_object (op); 1653 remove_friendly_object (op);
1696 } 1654 }
1697 1655
1698 remove_ob (op); 1656 op->destroy ();
1699 free_object (op);
1700 } 1657 }
1701 /* Player has been killed! */
1702 else 1658 else
1703 { 1659 {
1660 /* Player has been killed! */
1704 if (owner->type == PLAYER) 1661 if (owner->type == PLAYER)
1705 {
1706 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1662 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1707 }
1708 else 1663 else
1709 assign (op->contr->killer, hitter->name); 1664 assign (op->contr->killer, hitter->name);
1710 } 1665 }
1711 1666
1712 /* This was return -1 - that doesn't seem correct - if we return -1, process 1667 /* This was return -1 - that doesn't seem correct - if we return -1, process
1736 return 0; 1691 return 0;
1737 1692
1738 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1693 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1739 return 1; 1694 return 1;
1740 1695
1741 if ((owner = get_owner (hitter)) != NULL) 1696 if ((owner = hitter->owner) != NULL)
1742 { 1697 {
1743 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1698 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1744 friendlyfire = 2; 1699 friendlyfire = 2;
1745 } 1700 }
1746 1701
1756 * is what is hitting the object, type is the attacktype, and 1711 * is what is hitting the object, type is the attacktype, and
1757 * full_hit is set if monster area does not matter. 1712 * full_hit is set if monster area does not matter.
1758 * dam is base damage - protections/vulnerabilities/slaying matches can 1713 * dam is base damage - protections/vulnerabilities/slaying matches can
1759 * modify it. 1714 * modify it.
1760 */ 1715 */
1761
1762 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1716/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1763 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1764
1765int 1718int
1766hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1719hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1767{ 1720{
1768 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1769 int maxattacktype, attacknum; 1722 int maxattacktype, attacknum;
1770 int body_attack = op && op->head; /* Did we hit op's head? */ 1723 int body_attack = op && op->head; /* Did we hit op's head? */
1771 int simple_attack; 1724 int simple_attack;
1772 tag_t op_tag, hitter_tag;
1773 int rtn_kill = 0; 1725 int rtn_kill = 0;
1774 int friendlyfire; 1726 int friendlyfire;
1775 1727
1776 if (get_attack_mode (&op, &hitter, &simple_attack)) 1728 if (get_attack_mode (&op, &hitter, &simple_attack))
1777 return 0; 1729 return 0;
1781 return 0; 1733 return 0;
1782 1734
1783#ifdef PROHIBIT_PLAYERKILL 1735#ifdef PROHIBIT_PLAYERKILL
1784 if (op->type == PLAYER) 1736 if (op->type == PLAYER)
1785 { 1737 {
1786 object *owner = get_owner (hitter); 1738 object *owner = hitter->owner;
1787 1739
1788 if (!owner) 1740 if (!owner)
1789 owner = hitter; 1741 owner = hitter;
1742
1790 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1791 {
1792 return 0; 1744 return 0;
1793 }
1794 } 1745 }
1795#endif 1746#endif
1796
1797 op_tag = op->count;
1798 hitter_tag = hitter->count;
1799 1747
1800 if (body_attack) 1748 if (body_attack)
1801 { 1749 {
1802 /* slow and paralyze must hit the head. But we don't want to just 1750 /* slow and paralyze must hit the head. But we don't want to just
1803 * return - we still need to process other attacks the spell still 1751 * return - we still need to process other attacks the spell still
1809 * attack so we don't cancel out things like magic bullet. 1757 * attack so we don't cancel out things like magic bullet.
1810 */ 1758 */
1811 if (type & (AT_PARALYZE | AT_SLOW)) 1759 if (type & (AT_PARALYZE | AT_SLOW))
1812 { 1760 {
1813 type &= ~(AT_PARALYZE | AT_SLOW); 1761 type &= ~(AT_PARALYZE | AT_SLOW);
1762
1814 if (!type || type == AT_MAGIC) 1763 if (!type || type == AT_MAGIC)
1815 return 0; 1764 return 0;
1816 } 1765 }
1817 } 1766 }
1818 1767
1819 if (!simple_attack && op->type == DOOR) 1768 if (!simple_attack && op->type == DOOR)
1820 { 1769 {
1821 object *tmp;
1822
1823 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1770 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1824 if (tmp->type == RUNE || tmp->type == TRAP) 1771 if (tmp->type == RUNE || tmp->type == TRAP)
1825 { 1772 {
1826 spring_trap (tmp, hitter); 1773 spring_trap (tmp, hitter);
1774
1827 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1828 return 0; 1776 return 0;
1777
1829 break; 1778 break;
1830 } 1779 }
1831 } 1780 }
1832 1781
1833 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1834 { 1783 {
1835 /* FIXME: If a player is killed by a rune in a door, the 1784 /* FIXME: If a player is killed by a rune in a door, the
1836 * was_destroyed() check above doesn't return, and might get here. 1785 * destroyed() check above doesn't return, and might get here.
1837 */ 1786 */
1838 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1839 return 0; 1788 return 0;
1840 } 1789 }
1841 1790
1842#ifdef ATTACK_DEBUG 1791#ifdef ATTACK_DEBUG
1843 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1849 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1850 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1851 if (dam >= 100) 1800 if (dam >= 100)
1852 dam /= 100; 1801 dam /= 100;
1853 else 1802 else
1854 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1803 dam = (dam > rndm (0, 99)) ? 1 : 0;
1855 } 1804 }
1856 1805
1857 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1858 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1859 */ 1808 */
1879 (hitter->title != NULL 1828 (hitter->title != NULL
1880 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1881 return 0; 1830 return 0;
1882 } 1831 }
1883 1832
1884 maxattacktype = type; /* initialize this to something */ 1833 maxattacktype = type; /* initialise this to something */
1885 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1886 { 1835 {
1887 /* Magic isn't really a true attack type - it gets combined with other 1836 /* Magic isn't really a true attack type - it gets combined with other
1888 * attack types. As such, skip it over. However, if magic is 1837 * attack types. As such, skip it over. However, if magic is
1889 * the only attacktype in the group, then still attack with it 1838 * the only attacktype in the group, then still attack with it
1942 1891
1943 /* basically: maxdam /= area; we try to "simulate" a float 1892 /* basically: maxdam /= area; we try to "simulate" a float
1944 value-effect */ 1893 value-effect */
1945 remainder = 100 * (maxdam % area) / area; 1894 remainder = 100 * (maxdam % area) / area;
1946 maxdam /= area; 1895 maxdam /= area;
1947 if (RANDOM () % 100 < remainder) 1896 if (rndm (100) < remainder)
1948 maxdam++; 1897 maxdam++;
1949 } 1898 }
1950 1899
1951#ifdef ATTACK_DEBUG 1900#ifdef ATTACK_DEBUG
1952 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1953#endif 1902#endif
1954 1903
1955 if (get_owner (hitter)) 1904 if (hitter->owner)
1956 op->enemy = hitter->owner; 1905 op->enemy = hitter->owner;
1957 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1958 op->enemy = hitter; 1907 op->enemy = hitter;
1959 1908
1960 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1985 1934
1986 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1935 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1987 { 1936 {
1988 if (maxdam) 1937 if (maxdam)
1989 tear_down_wall (op); 1938 tear_down_wall (op);
1939
1990 return maxdam; /* nothing more to do for wall */ 1940 return maxdam; /* nothing more to do for wall */
1991 } 1941 }
1992 1942
1993 /* See if the creature has been killed */ 1943 /* See if the creature has been killed */
1994 rtn_kill = kill_object (op, maxdam, hitter, type); 1944 rtn_kill = kill_object (op, maxdam, hitter, type);
2002 */ 1952 */
2003 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2004 { 1954 {
2005 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2006 remove_friendly_object (hitter); 1956 remove_friendly_object (hitter);
2007 remove_ob (hitter); 1957
2008 free_object (hitter); 1958 hitter->destroy ();
2009 } 1959 }
2010 /* Lets handle creatures that are splitting now */ 1960 /* Lets handle creatures that are splitting now */
2011 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2012 { 1962 {
2013 int i; 1963 int i;
2014 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2015 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2016 object *owner = get_owner (op); 1966 object *owner = op->owner;
2017 1967
2018 if (!op->other_arch) 1968 if (!op->other_arch)
2019 { 1969 {
2020 LOG (llevError, "SPLITTING without other_arch error.\n"); 1970 LOG (llevError, "SPLITTING without other_arch error.\n");
2021 return maxdam; 1971 return maxdam;
2022 } 1972 }
1973
2023 remove_ob (op); 1974 op->remove ();
1975
2024 for (i = 0; i < NROFNEWOBJS (op); i++) 1976 for (i = 0; i < NROFNEWOBJS (op); i++)
2025 { /* This doesn't handle op->more yet */ 1977 { /* This doesn't handle op->more yet */
2026 object *tmp = arch_to_object (op->other_arch); 1978 object *tmp = arch_to_object (op->other_arch);
2027 int j; 1979 int j;
2028 1980
2029 tmp->stats.hp = op->stats.hp; 1981 tmp->stats.hp = op->stats.hp;
1982
2030 if (friendly) 1983 if (friendly)
2031 { 1984 {
2032 SET_FLAG (tmp, FLAG_FRIENDLY);
2033 add_friendly_object (tmp); 1985 add_friendly_object (tmp);
2034 tmp->attack_movement = PETMOVE; 1986 tmp->attack_movement = PETMOVE;
1987
2035 if (owner != NULL) 1988 if (owner)
2036 set_owner (tmp, owner); 1989 tmp->set_owner (owner);
2037 } 1990 }
1991
2038 if (unaggressive) 1992 if (unaggressive)
2039 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994
2040 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1995 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996
2041 if (j == -1) /* No spot to put this monster */ 1997 if (j == -1) /* No spot to put this monster */
2042 free_object (tmp); 1998 tmp->destroy ();
2043 else 1999 else
2044 { 2000 {
2045 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 2001 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2046 insert_ob_in_map (tmp, op->map, NULL, 0); 2002 insert_ob_in_map (tmp, op->map, NULL, 0);
2047 } 2003 }
2048 } 2004 }
2049 if (friendly) 2005
2050 remove_friendly_object (op); 2006 op->destroy ();
2051 free_object (op);
2052 } 2007 }
2053 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2054 { 2009 hitter->destroy ();
2055 remove_ob (hitter); 2010
2056 free_object (hitter);
2057 }
2058 return maxdam; 2011 return maxdam;
2059} 2012}
2060 2013
2061 2014
2062void 2015void
2083 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2084 tmp->stats.dam += hitter->level / 2; 2037 tmp->stats.dam += hitter->level / 2;
2085 else 2038 else
2086 tmp->stats.dam = dam; 2039 tmp->stats.dam = dam;
2087 2040
2088 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2089 if (hitter->skill && hitter->skill != tmp->skill) 2042 if (hitter->skill && hitter->skill != tmp->skill)
2090 { 2043 {
2091 tmp->skill = hitter->skill; 2044 tmp->skill = hitter->skill;
2092 } 2045 }
2093 2046
2099 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2100 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2101 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2102 tmp->stats.Int = MAX (-dam / 7, -10); 2055 tmp->stats.Int = MAX (-dam / 7, -10);
2103 SET_FLAG (tmp, FLAG_APPLIED); 2056 SET_FLAG (tmp, FLAG_APPLIED);
2104 fix_player (op); 2057 op->update_stats ();
2105 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2106 } 2059 }
2107 if (hitter->type == PLAYER) 2060 if (hitter->type == PLAYER)
2108 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2109 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2110 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2111 } 2064 }
2112 tmp->speed_left = 0; 2065 tmp->speed_left = 0;
2113 } 2066 }
2114 else 2067 else
2133 } 2086 }
2134 else 2087 else
2135 tmp->stats.food++; 2088 tmp->stats.food++;
2136 SET_FLAG (tmp, FLAG_APPLIED); 2089 SET_FLAG (tmp, FLAG_APPLIED);
2137 tmp->speed_left = 0; 2090 tmp->speed_left = 0;
2138 fix_player (op); 2091 op->update_stats ();
2139} 2092}
2140 2093
2141void 2094void
2142confuse_player (object *op, object *hitter, int dam) 2095confuse_player (object *op, object *hitter, int dam)
2143{ 2096{
2187 */ 2140 */
2188 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2189 2142
2190 tmp = insert_ob_in_ob (tmp, op); 2143 tmp = insert_ob_in_ob (tmp, op);
2191 change_abil (op, tmp); /* Mostly to display any messages */ 2144 change_abil (op, tmp); /* Mostly to display any messages */
2192 fix_player (op); /* This takes care of some other stuff */ 2145 op->update_stats (); /* This takes care of some other stuff */
2193 2146
2194 if (hitter->owner) 2147 if (hitter->owner)
2195 owner = get_owner (hitter); 2148 owner = hitter->owner;
2196 else 2149 else
2197 owner = hitter; 2150 owner = hitter;
2198 2151
2199 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2200 } 2153 }
2346 } 2299 }
2347 2300
2348 /* aimed missiles use the owning object's sight */ 2301 /* aimed missiles use the owning object's sight */
2349 if (is_aimed_missile (hitter)) 2302 if (is_aimed_missile (hitter))
2350 { 2303 {
2351 if ((attacker = get_owner (hitter)) == NULL) 2304 if ((attacker = hitter->owner) == NULL)
2352 attacker = hitter; 2305 attacker = hitter;
2353 /* A player who saves but hasn't quit still could have objects 2306 /* A player who saves but hasn't quit still could have objects
2354 * owned by him - need to handle that case to avoid crashes. 2307 * owned by him - need to handle that case to avoid crashes.
2355 */ 2308 */
2356 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines