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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.31 by root, Thu Dec 21 23:37:05 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 75
77/* 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
78 * 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
90 if (op->material & mt->material) 89 if (op->material & mt->material)
91 break; 90 break;
92 } 91 }
93 else 92 else
94 mt = name_to_material (op->materialname); 93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL) 95 if (mt == NULL)
96 return TRUE; 96 return TRUE;
97
97 roll = rndm (1, 20); 98 roll = rndm (1, 20);
98 99
99 /* the attacktypes have no meaning for object saves 100 /* the attacktypes have no meaning for object saves
100 * 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
101 * 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
130 saves++; 131 saves++;
131 } 132 }
132 133
133 if (saves == attacks || attacks == 0) 134 if (saves == attacks || attacks == 0)
134 return TRUE; 135 return TRUE;
136
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 137 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 138 return FALSE;
139
137 return TRUE; 140 return TRUE;
138} 141}
139 142
140/* This function calls did_make_save_item. It then performs the 143/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 144 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 145 * calling cancellation, etc.)
143 */ 146 */
144
145void 147void
146save_throw_object (object *op, int type, object *originator) 148save_throw_object (object *op, int type, object *originator)
147{ 149{
148 if (!did_make_save_item (op, type, originator)) 150 if (!did_make_save_item (op, type, originator))
149 { 151 {
273 */ 275 */
274 276
275int 277int
276hit_map (object *op, int dir, int type, int full_hit) 278hit_map (object *op, int dir, int type, int full_hit)
277{ 279{
278 object *tmp, *next;
279 maptile *map; 280 maptile *map;
280 sint16 x, y; 281 sint16 x, y;
281 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 */
282 283
283 if (QUERY_FLAG (op, FLAG_FREED)) 284 if (QUERY_FLAG (op, FLAG_FREED))
303 304
304 map = op->map; 305 map = op->map;
305 x = op->x + freearr_x[dir]; 306 x = op->x + freearr_x[dir];
306 y = op->y + freearr_y[dir]; 307 y = op->y + freearr_y[dir];
307 308
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 309 if (!xy_normalise (map, x, y))
310 return 0;
309 311
310 // elmex: a safe map tile can't be hit! 312 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 313 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 314 mapspace &ms = map->at (x, y);
315
316 if (ms.flags () & P_SAFE)
313 return 0; 317 return 0;
314 318
315 /* peterm: a few special cases for special attacktypes --counterspell 319 /* peterm: a few special cases for special attacktypes --counterspell
316 * 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
317 */ 321 */
318 322 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 {
319 if (type & AT_COUNTERSPELL) 324 if (type & AT_COUNTERSPELL)
320 { 325 {
321 counterspell (op, dir); /* see spell_effect.c */ 326 counterspell (op, dir); /* see spell_effect.c */
322 327
323 /* If the only attacktype is counterspell or magic, don't need 328 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 329 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338
339 next = GET_MAP_OB (map, x, y);
340
341 while (next)
342 {
343 if (next->destroyed ())
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.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error. The errormessage
352 * below was spamming the logs for absolutely no reason.
353 */ 330 */
354 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 331 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
355 break; 332 return 0;
333
334 type &= ~AT_COUNTERSPELL;
335 }
336
337 if (type & AT_CHAOS)
356 } 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 }
357 344
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 {
358 tmp = next; 355 object *tmp = next;
359 next = tmp->above; 356 next = tmp->above;
360
361 if (tmp->destroyed ())
362 {
363 LOG (llevError, "BUG: hit_map(): found freed object\n");
364 break;
365 }
366 357
367 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 358 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368 * For example, 'tmp' was put in an icecube. 359 * For example, 'tmp' was put in an icecube.
369 * 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.
370 */ 361 */
373 364
374 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 365 if (QUERY_FLAG (tmp, FLAG_ALIVE))
375 { 366 {
376 hit_player (tmp, op->stats.dam, op, type, full_hit); 367 hit_player (tmp, op->stats.dam, op, type, full_hit);
377 retflag |= 1; 368 retflag |= 1;
369
378 if (op->destroyed ()) 370 if (op->destroyed ())
379 break; 371 break;
380 } 372 }
381
382 /* Here we are potentially destroying an object. If the object has 373 /* Here we are potentially destroying an object. If the object has
383 * 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
384 * that weak walls have is_alive set, which prevent objects from 375 * that weak walls have is_alive set, which prevent objects from
385 * 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
386 * 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
387 * destroyed right now. 378 * destroyed right now.
388 */ 379 */
389 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)
390 { 381 {
391 save_throw_object (tmp, type, op); 382 save_throw_object (tmp, type, op);
383
392 if (op->destroyed ()) 384 if (op->destroyed ())
393 break; 385 break;
394 } 386 }
395 } 387 }
396 388
785 if (settings.casting_time == TRUE) 777 if (settings.casting_time == TRUE)
786 { 778 {
787 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
788 { 780 {
789 hitter->casting_time = -1; 781 hitter->casting_time = -1;
790 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!");
791 } 783 }
792 if ((op->casting_time > -1) && (hitdam > 0)) 784 if ((op->casting_time > -1) && (hitdam > 0))
793 { 785 {
794 op->casting_time = -1; 786 op->casting_time = -1;
795 if (op->type == PLAYER) 787 if (op->type == PLAYER)
796 { 788 {
797 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!");
798 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);
799 } 791 }
800 } 792 }
801 } 793 }
802 if (!simple_attack) 794 if (!simple_attack)
1082 * appropriate attacktype. Only 1 attacktype should be set at a time. 1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1083 * 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
1084 * take. However, it will do other effects (paralyzation, slow, etc.) 1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1085 * 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
1086 * the attacktype. Makes it easier for the PR code. */ 1078 * the attacktype. Makes it easier for the PR code. */
1087
1088int 1079int
1089hit_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)
1090{ 1081{
1091
1092 int doesnt_slay = 1; 1082 int doesnt_slay = 1;
1093 1083
1094 /* 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 */
1095 if (attacknum >= NROFATTACKS) 1085 if (attacknum >= NROFATTACKS)
1096 { 1086 {
1098 return 0; 1088 return 0;
1099 } 1089 }
1100 1090
1101 if (dam < 0) 1091 if (dam < 0)
1102 { 1092 {
1103 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 ());
1104 return 0; 1094 return 0;
1105 } 1095 }
1106 1096
1107 /* 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
1108 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1141 1131
1142 /* Keep this in order - makes things easier to find */ 1132 /* Keep this in order - makes things easier to find */
1143 1133
1144 switch (attacknum) 1134 switch (attacknum)
1145 { 1135 {
1146 case ATNR_PHYSICAL: 1136 case ATNR_PHYSICAL:
1147 /* here also check for diseases */ 1137 /* here also check for diseases */
1148 check_physically_infect (op, hitter); 1138 check_physically_infect (op, hitter);
1149 break; 1139 break;
1150 1140
1151 /* Don't need to do anything for: 1141 /* Don't need to do anything for:
1152 magic, 1142 magic,
1153 fire, 1143 fire,
1154 electricity, 1144 electricity,
1155 cold */ 1145 cold */
1156 1146
1157 case ATNR_CONFUSION: 1147 case ATNR_CONFUSION:
1158 case ATNR_POISON: 1148 case ATNR_POISON:
1159 case ATNR_SLOW: 1149 case ATNR_SLOW:
1160 case ATNR_PARALYZE: 1150 case ATNR_PARALYZE:
1161 case ATNR_FEAR: 1151 case ATNR_FEAR:
1162 case ATNR_CANCELLATION: 1152 case ATNR_CANCELLATION:
1163 case ATNR_DEPLETE: 1153 case ATNR_DEPLETE:
1164 case ATNR_BLIND: 1154 case ATNR_BLIND:
1165 { 1155 {
1166 /* chance for inflicting a special attack depends on the 1156 /* chance for inflicting a special attack depends on the
1167 * difference between attacker's and defender's level 1157 * difference between attacker's and defender's level
1168 */ 1158 */
1169 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1170 1160
1171 /* First, only creatures/players with speed can be affected. 1161 /* First, only creatures/players with speed can be affected.
1172 * Second, just getting hit doesn't mean it always affects 1162 * Second, just getting hit doesn't mean it always affects
1173 * you. Third, you still get a saving through against the 1163 * you. Third, you still get a saving through against the
1174 * effect. 1164 * effect.
1175 */ 1165 */
1176 if (op->speed && 1166 if (op->speed &&
1177 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1178 !(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))
1179 { 1169 {
1180 1170
1181 /* Player has been hit by something */ 1171 /* Player has been hit by something */
1182 if (attacknum == ATNR_CONFUSION) 1172 if (attacknum == ATNR_CONFUSION)
1183 confuse_player (op, hitter, dam); 1173 confuse_player (op, hitter, dam);
1184 else if (attacknum == ATNR_POISON) 1174 else if (attacknum == ATNR_POISON)
1185 poison_player (op, hitter, dam); 1175 poison_player (op, hitter, dam);
1186 else if (attacknum == ATNR_SLOW) 1176 else if (attacknum == ATNR_SLOW)
1187 slow_player (op, hitter, dam); 1177 slow_player (op, hitter, dam);
1188 else if (attacknum == ATNR_PARALYZE) 1178 else if (attacknum == ATNR_PARALYZE)
1189 paralyze_player (op, hitter, dam); 1179 paralyze_player (op, hitter, dam);
1190 else if (attacknum == ATNR_FEAR) 1180 else if (attacknum == ATNR_FEAR)
1191 scare_creature (op, hitter); 1181 scare_creature (op, hitter);
1192 else if (attacknum == ATNR_CANCELLATION) 1182 else if (attacknum == ATNR_CANCELLATION)
1193 cancellation (op); 1183 cancellation (op);
1194 else if (attacknum == ATNR_DEPLETE) 1184 else if (attacknum == ATNR_DEPLETE)
1195 drain_stat (op); 1185 op->drain_stat ();
1196 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))
1197 blind_player (op, hitter, dam); 1187 blind_player (op, hitter, dam);
1198 } 1188 }
1199 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 */
1200 } 1190 }
1201 break; 1191 break;
1192
1202 case ATNR_ACID: 1193 case ATNR_ACID:
1203 { 1194 {
1204 int flag = 0; 1195 int flag = 0;
1205 1196
1206 /* 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
1207 * if your acid resistance is below 50%. */ 1198 * if your acid resistance is below 50%. */
1208 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))
1209 { 1200 {
1210 object *tmp;
1211
1212 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1213 { 1202 {
1214 if (tmp->invisible) 1203 if (tmp->invisible)
1215 continue; 1204 continue;
1216 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1217 /* >= 10% acid res. on itmes will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1218 continue; 1207 continue;
1219 if (!(tmp->material & M_IRON)) 1208 if (!(tmp->material & M_IRON))
1220 continue; 1209 continue;
1221 if (tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1222 continue; 1211 continue;
1223 if (tmp->type == RING || 1212 if (tmp->type == RING
1224 /* removed boots and gloves from exclusion list in 1213 /* removed boots and gloves from exclusion list in PR */
1225 PR */ 1214 || tmp->type == GIRDLE
1226 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)
1227 continue; /* To avoid some strange effects */ 1219 continue; /* To avoid some strange effects */
1228 1220
1229 /* High damage acid has better chance of corroding 1221 /* High damage acid has better chance of corroding
1230 objects */ 1222 objects */
1231 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)
1232 { 1224 {
1233 if (op->type == PLAYER) 1225 if (op->type == PLAYER)
1234 /* Make this more visible */ 1226 /* Make this more visible */
1235 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1236 "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));
1237 flag = 1; 1229 flag = 1;
1238 tmp->magic--; 1230 tmp->magic--;
1239 if (op->type == PLAYER) 1231 if (op->type == PLAYER)
1240 esrv_send_item (op, tmp); 1232 esrv_send_item (op, tmp);
1241 } 1233 }
1242 } 1234 }
1243 if (flag)
1244 fix_player (op); /* Something was corroded */
1245 } 1235
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1246 } 1238 }
1239 }
1247 break; 1240 break;
1241
1248 case ATNR_DRAIN: 1242 case ATNR_DRAIN:
1249 { 1243 {
1250 /* rate is the proportion of exp drained. High rate means 1244 /* rate is the proportion of exp drained. High rate means
1251 * not much is drained, low rate means a lot is drained. 1245 * not much is drained, low rate means a lot is drained.
1252 */ 1246 */
1253 int rate; 1247 int rate;
1254 1248
1255 if (op->resist[ATNR_DRAIN] >= 0) 1249 if (op->resist[ATNR_DRAIN] >= 0)
1256 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1257 else 1251 else
1258 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1259 1253
1260 if (op->stats.exp <= rate) 1254 if (op->stats.exp <= rate)
1261 { 1255 {
1262 if (op->type == GOLEM) 1256 if (op->type == GOLEM)
1263 dam = 999; /* Its force is "sucked" away. 8) */ 1257 dam = 999; /* Its force is "sucked" away. 8) */
1264 else 1258 else
1265 /* If we can't drain, lets try to do physical damage */ 1259 /* If we can't drain, lets try to do physical damage */
1266 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1267 } 1261 }
1268 else 1262 else
1269 { 1263 {
1270 /* Randomly give the hitter some hp */ 1264 /* Randomly give the hitter some hp */
1271 if (hitter->stats.hp < hitter->stats.maxhp && 1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1272 (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)
1273 hitter->stats.hp++; 1267 hitter->stats.hp++;
1274 1268
1275 /* Can't do drains on battleground spaces. 1269 /* Can't do drains on battleground spaces.
1276 * 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
1277 * 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,
1278 * nothing happens. 1272 * nothing happens.
1279 * 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
1280 * attacks, hence all the != PLAYER checks. 1274 * attacks, hence all the != PLAYER checks.
1281 */ 1275 */
1282 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))
1283 { 1277 {
1284 object *owner = hitter->owner; 1278 object *owner = hitter->owner;
1285 1279
1286 if (owner && owner != hitter) 1280 if (owner && owner != hitter)
1287 { 1281 {
1288 if (op->type != PLAYER || owner->type != PLAYER) 1282 if (op->type != PLAYER || owner->type != PLAYER)
1289 change_exp (owner, op->stats.exp / (rate * 2), 1283 change_exp (owner, op->stats.exp / (rate * 2),
1290 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);
1291 } 1285 }
1292 else if (op->type != PLAYER || hitter->type != PLAYER) 1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1293 { 1287 {
1294 change_exp (hitter, op->stats.exp / (rate * 2), 1288 change_exp (hitter, op->stats.exp / (rate * 2),
1295 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1296 } 1290 }
1297 change_exp (op, -op->stats.exp / rate, NULL, 0); 1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1298 } 1292 }
1293
1299 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
1300 * 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,
1301 * as the messages will say you missed 1296 * as the messages will say you missed
1302 */ 1297 */
1303 } 1298 }
1304 } 1299 }
1305 break; 1300 break;
1301
1306 case ATNR_TURN_UNDEAD: 1302 case ATNR_TURN_UNDEAD:
1307 { 1303 {
1308 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1309 { 1305 {
1310 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1311 object *god = find_god (determine_god (owner)); 1307 object *god = find_god (determine_god (owner));
1312 int div = 1; 1308 int div = 1;
1313 1309
1314 /* 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
1315 * at half strength */ 1311 * at half strength */
1316 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1317 div = 2; 1313 div = 2;
1318 /* Give a bonus if you resist turn undead */ 1314 /* Give a bonus if you resist turn undead */
1319 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)))
1320 scare_creature (op, owner); 1316 scare_creature (op, owner);
1321 } 1317 }
1322 else 1318 else
1323 dam = 0; /* don't damage non undead - should we damage 1319 dam = 0; /* don't damage non undead - should we damage
1324 undead? */ 1320 undead? */
1325 } 1321 }
1326 break; 1322 break;
1323
1327 case ATNR_DEATH: 1324 case ATNR_DEATH:
1328 deathstrike_player (op, hitter, &dam); 1325 deathstrike_player (op, hitter, &dam);
1329 break; 1326 break;
1327
1330 case ATNR_CHAOS: 1328 case ATNR_CHAOS:
1331 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 ());
1332 dam = 0; 1330 dam = 0;
1333 break; 1331 break;
1332
1334 case ATNR_COUNTERSPELL: 1333 case ATNR_COUNTERSPELL:
1335 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 ());
1336 dam = 0; 1335 dam = 0;
1337 /* This should never happen. Counterspell is handled 1336 /* This should never happen. Counterspell is handled
1338 * seperately and filtered out. If this does happen, 1337 * seperately and filtered out. If this does happen,
1339 * Counterspell has no effect on anything but spells, so it 1338 * Counterspell has no effect on anything but spells, so it
1340 * does no damage. */ 1339 * does no damage. */
1341 break; 1340 break;
1341
1342 case ATNR_HOLYWORD: 1342 case ATNR_HOLYWORD:
1343 { 1343 {
1344 /* This has already been handled by hit_player, 1344 /* This has already been handled by hit_player,
1345 * no need to check twice -- DAMN */ 1345 * no need to check twice -- DAMN */
1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347 1347
1348 /* 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 */
1349 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])
1350 scare_creature (op, owner); 1350 scare_creature (op, owner);
1351 } 1351 }
1352 break; 1352 break;
1353
1353 case ATNR_LIFE_STEALING: 1354 case ATNR_LIFE_STEALING:
1354 { 1355 {
1355 int new_hp; 1356 int new_hp;
1356 1357
1357 /* this is replacement to drain for players, instead of taking 1358 /* this is replacement to drain for players, instead of taking
1358 * exp it takes hp. It is geared for players, probably not 1359 * exp it takes hp. It is geared for players, probably not
1359 * much use giving it to monsters 1360 * much use giving it to monsters
1360 * 1361 *
1361 * 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
1362 * damage it does do to the player. Given that, 1363 * damage it does do to the player. Given that,
1363 * 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
1364 * 1000). 1365 * 1000).
1365 */ 1366 */
1366 /* You can't steal life from something undead */ 1367 /* You can't steal life from something undead */
1367 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1368 return 0; 1369 return 0;
1370
1369 /* If drain protection is higher than life stealing, use that */ 1371 /* If drain protection is higher than life stealing, use that */
1370 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1371 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1372 else 1374 else
1373 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1374 /* You die at -1 hp, not zero. */ 1377 /* You die at -1 hp, not zero. */
1375 if (dam > (op->stats.hp + 1)) 1378 if (dam > (op->stats.hp + 1))
1376 dam = op->stats.hp + 1; 1379 dam = op->stats.hp + 1;
1380
1377 new_hp = hitter->stats.hp + dam; 1381 new_hp = hitter->stats.hp + dam;
1378 if (new_hp > hitter->stats.maxhp) 1382 if (new_hp > hitter->stats.maxhp)
1379 new_hp = hitter->stats.maxhp; 1383 new_hp = hitter->stats.maxhp;
1384
1380 if (new_hp > hitter->stats.hp) 1385 if (new_hp > hitter->stats.hp)
1381 hitter->stats.hp = new_hp; 1386 hitter->stats.hp = new_hp;
1382 } 1387 }
1383 } 1388 }
1389
1384 return dam; 1390 return dam;
1385} 1391}
1386
1387 1392
1388/* 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
1389 * allow script procedures to "kill" objects in a combat-like fashion. 1394 * allow script procedures to "kill" objects in a combat-like fashion.
1390 * 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
1391 * Sword. Note that nothing has been changed from the original version 1396 * Sword. Note that nothing has been changed from the original version
1426 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1427 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 */
1428 1433
1429 if (op->type == DOOR) 1434 if (op->type == DOOR)
1430 { 1435 {
1431 op->speed = 0.1; 1436 op->set_speed (0.1);
1432 update_ob_speed (op);
1433 op->speed_left = -0.05; 1437 op->speed_left = -0.05;
1434 return maxdam; 1438 return maxdam;
1435 } 1439 }
1436 1440
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1504 * 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
1505 * with spells, pets, whatever, there was no penalty. 1509 * with spells, pets, whatever, there was no penalty.
1506 * Changed to make luck penalty configurable in settings. 1510 * Changed to make luck penalty configurable in settings.
1507 */ 1511 */
1508 if (op->type == PLAYER && owner != op && !battleg) 1512 if (op->type == PLAYER && owner != op && !battleg)
1509 change_luck (owner, -settings.pk_luck_penalty); 1513 owner->change_luck (-settings.pk_luck_penalty);
1510 1514
1511 /* This code below deals with finding the appropriate skill 1515 /* This code below deals with finding the appropriate skill
1512 * to credit exp to. This is a bit problematic - we should 1516 * to credit exp to. This is a bit problematic - we should
1513 * probably never really have to look at current_weapon->skill 1517 * probably never really have to look at current_weapon->skill
1514 */ 1518 */
1601 { 1605 {
1602 int shares = 0, count = 0; 1606 int shares = 0, count = 0;
1603 player *pl; 1607 player *pl;
1604 partylist *party = owner->contr->party; 1608 partylist *party = owner->contr->party;
1605 1609
1606#ifdef PARTY_KILL_LOG
1607 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);
1608#endif 1611
1609 for (pl = first_player; pl != NULL; pl = pl->next) 1612 for_all_players (pl)
1610 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))
1611 { 1614 {
1612 count++; 1615 count++;
1613 shares += (pl->ob->level + 4); 1616 shares += (pl->ob->level + 4);
1614 } 1617 }
1617 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1620 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1618 else 1621 else
1619 { 1622 {
1620 int share = exp / shares, given = 0, nexp; 1623 int share = exp / shares, given = 0, nexp;
1621 1624
1622 for (pl = first_player; pl != NULL; pl = pl->next) 1625 for_all_players (pl)
1623 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))
1624 { 1627 {
1625 nexp = (pl->ob->level + 4) * share; 1628 nexp = (pl->ob->level + 4) * share;
1626 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1629 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1627 given += nexp; 1630 given += nexp;
1708 * is what is hitting the object, type is the attacktype, and 1711 * is what is hitting the object, type is the attacktype, and
1709 * full_hit is set if monster area does not matter. 1712 * full_hit is set if monster area does not matter.
1710 * dam is base damage - protections/vulnerabilities/slaying matches can 1713 * dam is base damage - protections/vulnerabilities/slaying matches can
1711 * modify it. 1714 * modify it.
1712 */ 1715 */
1713
1714 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1716/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1715 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1716
1717int 1718int
1718hit_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)
1719{ 1720{
1720 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1721 int maxattacktype, attacknum; 1722 int maxattacktype, attacknum;
1764 } 1765 }
1765 } 1766 }
1766 1767
1767 if (!simple_attack && op->type == DOOR) 1768 if (!simple_attack && op->type == DOOR)
1768 { 1769 {
1769 object *tmp;
1770
1771 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1770 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1772 if (tmp->type == RUNE || tmp->type == TRAP) 1771 if (tmp->type == RUNE || tmp->type == TRAP)
1773 { 1772 {
1774 spring_trap (tmp, hitter); 1773 spring_trap (tmp, hitter);
1775 1774
1776 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1783 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1784 { 1783 {
1785 /* 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
1786 * destroyed() check above doesn't return, and might get here. 1785 * destroyed() check above doesn't return, and might get here.
1787 */ 1786 */
1788 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 ());
1789 return 0; 1788 return 0;
1790 } 1789 }
1791 1790
1792#ifdef ATTACK_DEBUG 1791#ifdef ATTACK_DEBUG
1793 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1799 * 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 */
1800 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1801 if (dam >= 100) 1800 if (dam >= 100)
1802 dam /= 100; 1801 dam /= 100;
1803 else 1802 else
1804 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1803 dam = (dam > rndm (0, 99)) ? 1 : 0;
1805 } 1804 }
1806 1805
1807 /* 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
1808 * 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
1809 */ 1808 */
1829 (hitter->title != NULL 1828 (hitter->title != NULL
1830 && (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)))
1831 return 0; 1830 return 0;
1832 } 1831 }
1833 1832
1834 maxattacktype = type; /* initialize this to something */ 1833 maxattacktype = type; /* initialise this to something */
1835 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1836 { 1835 {
1837 /* 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
1838 * attack types. As such, skip it over. However, if magic is 1837 * attack types. As such, skip it over. However, if magic is
1839 * the only attacktype in the group, then still attack with it 1838 * the only attacktype in the group, then still attack with it
1892 1891
1893 /* basically: maxdam /= area; we try to "simulate" a float 1892 /* basically: maxdam /= area; we try to "simulate" a float
1894 value-effect */ 1893 value-effect */
1895 remainder = 100 * (maxdam % area) / area; 1894 remainder = 100 * (maxdam % area) / area;
1896 maxdam /= area; 1895 maxdam /= area;
1897 if (RANDOM () % 100 < remainder) 1896 if (rndm (100) < remainder)
1898 maxdam++; 1897 maxdam++;
1899 } 1898 }
1900 1899
1901#ifdef ATTACK_DEBUG 1900#ifdef ATTACK_DEBUG
1902 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1981 1980
1982 tmp->stats.hp = op->stats.hp; 1981 tmp->stats.hp = op->stats.hp;
1983 1982
1984 if (friendly) 1983 if (friendly)
1985 { 1984 {
1986 SET_FLAG (tmp, FLAG_FRIENDLY);
1987 add_friendly_object (tmp); 1985 add_friendly_object (tmp);
1988 tmp->attack_movement = PETMOVE; 1986 tmp->attack_movement = PETMOVE;
1987
1989 if (owner != NULL) 1988 if (owner)
1990 tmp->set_owner (owner); 1989 tmp->set_owner (owner);
1991 } 1990 }
1992 1991
1993 if (unaggressive) 1992 if (unaggressive)
1994 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
2053 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2054 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2055 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2056 tmp->stats.Int = MAX (-dam / 7, -10); 2055 tmp->stats.Int = MAX (-dam / 7, -10);
2057 SET_FLAG (tmp, FLAG_APPLIED); 2056 SET_FLAG (tmp, FLAG_APPLIED);
2058 fix_player (op); 2057 op->update_stats ();
2059 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.");
2060 } 2059 }
2061 if (hitter->type == PLAYER) 2060 if (hitter->type == PLAYER)
2062 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);
2063 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2087 } 2086 }
2088 else 2087 else
2089 tmp->stats.food++; 2088 tmp->stats.food++;
2090 SET_FLAG (tmp, FLAG_APPLIED); 2089 SET_FLAG (tmp, FLAG_APPLIED);
2091 tmp->speed_left = 0; 2090 tmp->speed_left = 0;
2092 fix_player (op); 2091 op->update_stats ();
2093} 2092}
2094 2093
2095void 2094void
2096confuse_player (object *op, object *hitter, int dam) 2095confuse_player (object *op, object *hitter, int dam)
2097{ 2096{
2141 */ 2140 */
2142 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;
2143 2142
2144 tmp = insert_ob_in_ob (tmp, op); 2143 tmp = insert_ob_in_ob (tmp, op);
2145 change_abil (op, tmp); /* Mostly to display any messages */ 2144 change_abil (op, tmp); /* Mostly to display any messages */
2146 fix_player (op); /* This takes care of some other stuff */ 2145 op->update_stats (); /* This takes care of some other stuff */
2147 2146
2148 if (hitter->owner) 2147 if (hitter->owner)
2149 owner = hitter->owner; 2148 owner = hitter->owner;
2150 else 2149 else
2151 owner = hitter; 2150 owner = hitter;

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