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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.10 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.50 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: attack.C,v 1.10 2006/09/11 11:46:52 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 24#include <assert.h>
30#include <global.h> 25#include <global.h>
31#include <living.h> 26#include <living.h>
32#include <material.h> 27#include <material.h>
33#include <skills.h> 28#include <skills.h>
50 * its magical benefits. 45 * its magical benefits.
51 */ 46 */
52void 47void
53cancellation (object *op) 48cancellation (object *op)
54{ 49{
55 object *tmp;
56
57 if (op->invisible) 50 if (op->invisible)
58 return; 51 return;
59 52
60 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)
61 { 54 {
62 /* Recur through the inventory */ 55 /* Recurse through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp); 58 cancellation (tmp);
66 } 59 }
67 else if (FABS (op->magic) <= (rndm (0, 5))) 60 else if (FABS (op->magic) <= rndm (0, 5))
68 { 61 {
69 /* Nullify this object. This code could probably be more complete */ 62 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */ 63 /* in what abilities it should cancel */
71 op->magic = 0; 64 op->magic = 0;
65
72 CLEAR_FLAG (op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
76 if (op->env && op->env->type == PLAYER) 71 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
79 }
80 } 73 }
81} 74}
82
83
84 75
85/* 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
86 * 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
87 * any further action (like destroying the item). 78 * any further action (like destroying the item).
88 */ 79 */
89
90int 80int
91did_make_save_item (object *op, int type, object *originator) 81did_make_save_item (object *op, int type, object *originator)
92{ 82{
93 int i, roll, saves = 0, attacks = 0, number; 83 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 84 materialtype_t *mt;
95 85
96 if (op->materialname == NULL) 86 if (op->materialname == NULL)
97 { 87 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material) 89 if (op->materials & mt->material)
101 break; 90 break;
102 }
103 } 91 }
104 else 92 else
105 mt = name_to_material (op->materialname); 93 mt = name_to_material (op->materialname);
94
106 if (mt == NULL) 95 if (mt == NULL)
107 return TRUE; 96 return TRUE;
97
108 roll = rndm (1, 20); 98 roll = rndm (1, 20);
109 99
110 /* the attacktypes have no meaning for object saves 100 /* the attacktypes have no meaning for object saves
111 * 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
112 * 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
141 saves++; 131 saves++;
142 } 132 }
143 133
144 if (saves == attacks || attacks == 0) 134 if (saves == attacks || attacks == 0)
145 return TRUE; 135 return TRUE;
136
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 137 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 138 return FALSE;
139
148 return TRUE; 140 return TRUE;
149} 141}
150 142
151/* This function calls did_make_save_item. It then performs the 143/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 144 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 145 * calling cancellation, etc.)
154 */ 146 */
155
156void 147void
157save_throw_object (object *op, int type, object *originator) 148save_throw_object (object *op, int type, object *originator)
158{ 149{
159 if (!did_make_save_item (op, type, originator)) 150 if (!did_make_save_item (op, type, originator))
160 { 151 {
161 object *env = op->env; 152 object *env = op->env;
162 int x = op->x, y = op->y; 153 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 154 maptile *m = op->map;
164 155
165 op = stop_item (op); 156 op = stop_item (op);
166 if (op == NULL) 157 if (op == NULL)
167 return; 158 return;
168 159
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
178 { 169 {
179 const char *arch = op->other_arch->name; 170 const char *arch = op->other_arch->name;
180 171
181 op = decrease_ob_nr (op, 1); 172 op = decrease_ob_nr (op, 1);
173
182 if (op) 174 if (op)
183 fix_stopped_item (op, m, originator); 175 fix_stopped_item (op, m, originator);
176
184 if ((op = get_archetype (arch)) != NULL) 177 if ((op = get_archetype (arch)) != NULL)
185 { 178 {
186 if (env) 179 if (env)
187 { 180 {
188 op->x = env->x, op->y = env->y; 181 op->x = env->x, op->y = env->y;
194 { 187 {
195 op->x = x, op->y = y; 188 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0); 189 insert_ob_in_map (op, m, originator, 0);
197 } 190 }
198 } 191 }
192
199 return; 193 return;
200 } 194 }
195
201 if (type & AT_CANCELLATION) 196 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 197 { /* Cancellation. */
203 cancellation (op); 198 cancellation (op);
204 fix_stopped_item (op, m, originator); 199 fix_stopped_item (op, m, originator);
205 return; 200 return;
206 } 201 }
202
207 if (op->nrof > 1) 203 if (op->nrof > 1)
208 { 204 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
206
210 if (op) 207 if (op)
211 fix_stopped_item (op, m, originator); 208 fix_stopped_item (op, m, originator);
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 {
221 esrv_del_item (tmp->contr, op->count); 217 esrv_del_item (tmp->contr, op->count);
222 }
223 } 218 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 219
225 remove_ob (op); 220 op->destroy ();
226 free_object (op);
227 } 221 }
222
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 223 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 224 if (env)
231 { 225 {
232 op = get_archetype ("burnout"); 226 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y; 227 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 228 insert_ob_in_ob (op, env);
235 } 229 }
236 else 230 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 231 replace_insert_ob_in_map ("burnout", originator);
239 } 232
240 }
241 return; 233 return;
242 } 234 }
235
243 /* The value of 50 is arbitrary. */ 236 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
245 { 238 {
246 object *tmp; 239 object *tmp;
247 archetype *at = find_archetype ("icecube"); 240 archetype *at = archetype::find ("icecube");
248 241
249 if (at == NULL) 242 if (at == NULL)
250 return; 243 return;
244
251 op = stop_item (op); 245 op = stop_item (op);
252 if (op == NULL) 246 if (op == NULL)
253 return; 247 return;
248
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL)
255 { 250 {
256 tmp = arch_to_object (at); 251 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 252 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 253 /* This was in the old (pre new movement code) -
261 */ 256 */
262 tmp->move_slow_penalty = 0; 257 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 258 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 259 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 260 }
261
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 262 if (!QUERY_FLAG (op, FLAG_REMOVED))
267 remove_ob (op); 263 op->remove ();
264
268 (void) insert_ob_in_ob (op, tmp); 265 insert_ob_in_ob (op, tmp);
269 return; 266 return;
270 } 267 }
271} 268}
272 269
273/* Object op is hitting the map. 270/* Object op is hitting the map.
278 */ 275 */
279 276
280int 277int
281hit_map (object *op, int dir, int type, int full_hit) 278hit_map (object *op, int dir, int type, int full_hit)
282{ 279{
283 object *tmp, *next;
284 mapstruct *map; 280 maptile *map;
285 sint16 x, y; 281 sint16 x, y;
286 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 */
287 283
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 284 if (QUERY_FLAG (op, FLAG_FREED))
291 { 285 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 286 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 287 return 0;
294 } 288 }
305 return 0; 299 return 0;
306 } 300 }
307 301
308 if (op->head) 302 if (op->head)
309 op = op->head; 303 op = op->head;
310
311 op_tag = op->count;
312 304
313 map = op->map; 305 map = op->map;
314 x = op->x + freearr_x[dir]; 306 x = op->x + freearr_x[dir];
315 y = op->y + freearr_y[dir]; 307 y = op->y + freearr_y[dir];
316 308
317 int mflags = get_map_flags (map, &map, x, y, &x, &y); 309 if (!xy_normalise (map, x, y))
310 return 0;
318 311
319 // elmex: a safe map tile can't be hit! 312 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 313 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 314 mapspace &ms = map->at (x, y);
315
316 if (ms.flags () & P_SAFE)
322 return 0; 317 return 0;
323 318
324 /* peterm: a few special cases for special attacktypes --counterspell 319 /* peterm: a few special cases for special attacktypes --counterspell
325 * 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
326 */ 321 */
327 322 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 {
328 if (type & AT_COUNTERSPELL) 324 if (type & AT_COUNTERSPELL)
329 { 325 {
330 counterspell (op, dir); /* see spell_effect.c */ 326 counterspell (op, dir); /* see spell_effect.c */
331 327
332 /* If the only attacktype is counterspell or magic, don't need 328 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 329 * to do any further processing.
334 */
335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
337 return 0;
338 }
339 type &= ~AT_COUNTERSPELL;
340 }
341
342 if (type & AT_CHAOS)
343 {
344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
345 update_object (op, UP_OBJ_FACE);
346 type &= ~AT_CHAOS;
347 }
348
349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */ 330 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 331 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 332 return 0;
333
334 type &= ~AT_COUNTERSPELL;
335 }
336
337 if (type & AT_CHAOS)
368 } 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 }
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 {
369 tmp = next; 355 object *tmp = next;
370 next = tmp->above; 356 next = tmp->above;
371 if (next)
372 next_tag = next->count;
373
374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379 357
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 358 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 359 * For example, 'tmp' was put in an icecube.
382 * 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.
383 */ 361 */
386 364
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 365 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 366 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 367 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 368 retflag |= 1;
369
391 if (was_destroyed (op, op_tag)) 370 if (op->destroyed ())
392 break; 371 break;
393 } 372 }
394 /* Here we are potentially destroying an object. If the object has 373 /* Here we are potentially destroying an object. If the object has
395 * 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
396 * that weak walls have is_alive set, which prevent objects from 375 * that weak walls have is_alive set, which prevent objects from
397 * 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
398 * 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
399 * destroyed right now. 378 * destroyed right now.
400 */ 379 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 380 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
402 { 381 {
403 save_throw_object (tmp, type, op); 382 save_throw_object (tmp, type, op);
383
404 if (was_destroyed (op, op_tag)) 384 if (op->destroyed ())
405 break; 385 break;
406 } 386 }
407 } 387 }
388
408 return 0; 389 return 0;
409} 390}
410 391
411void 392void
412attack_message (int dam, int type, object *op, object *hitter) 393attack_message (int dam, int type, object *op, object *hitter)
413{ 394{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 396 int i, found = 0;
416 mapstruct *map; 397 maptile *map;
417 object *next, *tmp; 398 object *next, *tmp;
418 399
419 /* 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
420 * a player might have. For example, fire, electric, cold, etc 401 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 402 * [garbled 20010919]
438 sprintf (buf1, "missed %s", &op->name); 419 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 420 sprintf (buf2, " misses");
440 found++; 421 found++;
441 } 422 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 423 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 424 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 425 {
445 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++)
446 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)
447 { 428 {
448 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);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 441 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 442 found++;
462 break; 443 break;
463 } 444 }
464 } 445 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 446 else if (hitter->type == PLAYER && op->is_alive ())
466 { 447 {
467 if (USING_SKILL (hitter, SK_KARATE)) 448 if (USING_SKILL (hitter, SK_KARATE))
468 { 449 {
469 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++)
470 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)
496 found++; 477 found++;
497 break; 478 break;
498 } 479 }
499 } 480 }
500 } 481 }
482
501 if (found) 483 if (found)
502 { 484 {
503 /* done */ 485 /* done */
504 } 486 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 487 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 488 {
507 sprintf (buf1, "hit"); /* just in case */ 489 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 490 for (i = 0; i < MAXATTACKMESS; i++)
509 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)
510 { 492 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 493 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 494 found++;
513 break; 495 break;
514 } 496 }
515 } 497 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 498 else if (type & AT_DRAIN && op->is_alive ())
517 { 499 {
518 /* drain is first, because some items have multiple attypes */ 500 /* drain is first, because some items have multiple attypes */
519 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++)
520 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)
521 { 503 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 505 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 506 found++;
525 break; 507 break;
526 } 508 }
527 } 509 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 510 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 511 {
530 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++)
531 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)
532 { 514 {
533 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);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 516 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 517 found++;
536 break; 518 break;
537 } 519 }
538 } 520 }
539 else if (type & AT_COLD && IS_LIVE (op)) 521 else if (type & AT_COLD && op->is_alive ())
540 { 522 {
541 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++)
542 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)
543 { 525 {
544 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);
621 strcpy (buf1, "hit"); 603 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 604 strcpy (buf2, " hits");
623 } 605 }
624 606
625 /* bail out if a monster is casting spells */ 607 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 608 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 609 return;
628 610
629 /* scale down magic considerably. */ 611 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 612 if (type & AT_MAGIC && rndm (0, 5))
631 return; 613 return;
632 614
633 /* Did a player hurt another player? Inform both! */ 615 /* Did a player hurt another player? Inform both! */
634 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)
635 { 617 {
636 if (get_owner (hitter) != NULL) 618 if (hitter->owner != NULL)
637 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);
638 else 620 else
639 { 621 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 622 sprintf (buf, "%s%s you.", &hitter->name, buf2);
641 if (dam != 0) 623 if (dam != 0)
663 else 645 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
665 } 647 }
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 648 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 649 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 651 {
670 /* look for stacked spells and start reducing the message chances */ 652 /* look for stacked spells and start reducing the message chances */
671 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))
672 { 654 {
673 i = 4; 655 i = 4;
674 map = hitter->map; 656 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 657 if (out_of_map (map, hitter->x, hitter->y))
676 return; 658 return;
677 next = get_map_ob (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 660 if (next)
679 while (next) 661 while (next)
680 { 662 {
681 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))
682 i *= 3; 664 i *= 3;
748attack_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)
749{ 731{
750 int simple_attack, roll, dam = 0; 732 int simple_attack, roll, dam = 0;
751 uint32 type; 733 uint32 type;
752 shstr op_name; 734 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 735
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 736 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 737 goto error;
757 738
758 if (hitter->current_weapon) 739 if (hitter->current_weapon)
759 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)))
760 return RESULT_INT (0); 741 return RESULT_INT (0);
761 742
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 743 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 744 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 745
768 /* 746 /*
769 * 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
770 * to avoid ever being hit by monsters. 748 * to avoid ever being hit by monsters.
771 */ 749 */
776 * which then gets here again. By decreasing the speed before 754 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 755 * we call process_object, the 'if' statement above will fail.
778 */ 756 */
779 op->speed_left--; 757 op->speed_left--;
780 process_object (op); 758 process_object (op);
759
781 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))
782 goto error; 761 goto error;
783 } 762 }
784 763
785 op_name = op->name; 764 op_name = op->name;
786 765
798 if (settings.casting_time == TRUE) 777 if (settings.casting_time == TRUE)
799 { 778 {
800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 { 780 {
802 hitter->casting_time = -1; 781 hitter->casting_time = -1;
803 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!");
804 } 783 }
805 if ((op->casting_time > -1) && (hitdam > 0)) 784 if ((op->casting_time > -1) && (hitdam > 0))
806 { 785 {
807 op->casting_time = -1; 786 op->casting_time = -1;
808 if (op->type == PLAYER) 787 if (op->type == PLAYER)
809 { 788 {
810 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!");
811 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);
812 } 791 }
813 } 792 }
814 } 793 }
815 if (!simple_attack) 794 if (!simple_attack)
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 799 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 800 CLEAR_FLAG (op, FLAG_SLEEP);
822 801
823 /* 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
824 * for help. */ 803 * for help. */
825 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))
826 npc_call_help (op); 805 npc_call_help (op);
827 806
828 /* 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 */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
830 { 809 {
837 * when they hit the victim. For things like thrown daggers, 816 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 817 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 818 * wrapper object.
840 */ 819 */
841 thrown_item_effect (hitter, op); 820 thrown_item_effect (hitter, op);
821
842 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))
843 goto leave; 823 goto leave;
844 } 824 }
845 825
846 /* 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
847 * to go further and it will cause FPE's below. 827 * to go further and it will cause FPE's below.
848 */ 828 */
849 if (hitdam <= 0) 829 if (hitdam <= 0)
850 hitdam = 1; 830 hitdam = 1;
851 831
852 type = hitter->attacktype; 832 type = hitter->attacktype;
833
853 if (!type) 834 if (!type)
854 type = AT_PHYSICAL; 835 type = AT_PHYSICAL;
836
855 /* Handle monsters that hit back */ 837 /* Handle monsters that hit back */
856 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))
857 { 839 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 840 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 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
860 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
861 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))
862 goto leave; 846 goto leave;
863 } 847 }
864 848
865 /* In the new attack code, it should handle multiple attack 849 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 850 * types in its area, so remove it from here.
867 */ 851 */
868 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
869 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))
870 goto leave; 855 goto leave;
871 } /* end of if hitter hit op */ 856 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 857 /* if we missed, dam=0 */
873 858
874 /*attack_message(dam, type, op, hitter); */ 859 /*attack_message(dam, type, op, hitter); */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 893 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 894 {
910 if (tmp->head != NULL) 895 if (tmp->head != NULL)
911 tmp = tmp->head; 896 tmp = tmp->head;
912 897
913 remove_ob (op); 898 op->remove ();
914 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
915 900
916 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op); 902 esrv_send_item (tmp, op);
918 903
931object * 916object *
932hit_with_arrow (object *op, object *victim) 917hit_with_arrow (object *op, object *victim)
933{ 918{
934 object *container, *hitter; 919 object *container, *hitter;
935 int hit_something = 0; 920 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 921
939 /* Disassemble missile */ 922 /* Disassemble missile */
940 if (op->inv) 923 if (op->inv)
941 { 924 {
942 container = op; 925 container = op;
943 hitter = op->inv; 926 hitter = op->inv;
944 remove_ob (hitter); 927 hitter->remove ();
945 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);
946 /* 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
947 * might be called until this THROWN_OBJ is either reassembled or 930 * might be called until this THROWN_OBJ is either reassembled or
948 * 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
949 * THROWN_OBJs. */ 932 * THROWN_OBJs. */
950 } 933 }
951 else 934 else
952 { 935 {
953 container = NULL; 936 container = 0;
954 hitter = op; 937 hitter = op;
955 } 938 }
956 939
957 /* Try to hit victim */ 940 /* Try to hit victim */
958 victim_x = victim->x;
959 victim_y = victim->y;
960 victim_tag = victim->count;
961 hitter_tag = hitter->count;
962
963 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);
964 942
965 /* 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
966 * arrow, move_apply() calls this function, arrow sticks in demon, 944 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * 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
968 * 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
969 * other places as well!) 947 * other places as well!)
970 */ 948 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 949 if (hitter->destroyed () || hitter->env != NULL)
972 { 950 {
973 if (container) 951 if (container)
974 { 952 {
975 remove_ob (container); 953 container->remove ();
976 free_object (container); 954 container->destroy ();
977 } 955 }
956
978 return NULL; 957 return 0;
979 } 958 }
980 959
981 /* Missile hit victim */ 960 /* Missile hit victim */
982 /* 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
983 * through the target 962 * through the target
984 */ 963 */
985 if (hit_something && op->speed <= 10.0) 964 if (hit_something && op->speed <= 10.0)
986 { 965 {
987 /* Stop arrow */ 966 /* Stop arrow */
988 if (container == NULL) 967 if (!container)
989 { 968 {
990 hitter = fix_stopped_arrow (hitter); 969 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 970 if (!hitter)
992 return NULL; 971 return 0;
993 } 972 }
994 else 973 else
995 { 974 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 975
1000 /* Try to stick arrow into victim */ 976 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 977 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 978 return 0;
1003 979
1004 /* Else try to put arrow on victim's map square 980 /* Else try to put arrow on victim's map square
1005 * 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
1006 * space, that is good enough - with the new movement code, 982 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 983 * there is now the potential for lots of spaces where something
1008 * 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
1009 * way to handle those otherwise? 985 * way to handle those otherwise?
1010 */ 986 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 987 if (victim->x != hitter->x || victim->y != hitter->y)
1012 { 988 {
1013 remove_ob (hitter); 989 hitter->remove ();
1014 hitter->x = victim_x; 990 hitter->x = victim->x;
1015 hitter->y = victim_y; 991 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 992 insert_ob_in_map (hitter, victim->map, hitter, 0);
1017 } 993 }
1018 else 994 else
1019 {
1020 /* Else leave arrow where it is */ 995 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 996 merge_ob (hitter, NULL);
1022 } 997
1023 return NULL; 998 return 0;
1024 } 999 }
1025 1000
1026 if (hit_something && op->speed >= 10.0) 1001 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 1002 op->speed -= 1.0;
1028 1003
1029 /* Missile missed victim - reassemble missile */ 1004 /* Missile missed victim - reassemble missile */
1030 if (container) 1005 if (container)
1031 { 1006 {
1032 remove_ob (hitter); 1007 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1034 } 1009 }
1010
1035 return op; 1011 return op;
1036} 1012}
1037 1013
1038 1014
1039void 1015void
1048 } 1024 }
1049 else if (!GET_ANIM_ID (op)) 1025 else if (!GET_ANIM_ID (op))
1050 { 1026 {
1051 /* Object has been called - no animations, so remove it */ 1027 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1028 if (op->stats.hp < 0)
1029 op->destroy ();
1053 { 1030
1054 remove_ob (op); /* Should update LOS */
1055 free_object (op);
1056 /* Don't know why this is here - remove_ob should do it for us */
1057 /*update_position(m, x, y); */
1058 }
1059 return; /* no animations, so nothing more to do */ 1031 return; /* no animations, so nothing more to do */
1060 } 1032 }
1033
1061 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
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1036 if (perc >= (int) NUM_ANIMATIONS (op))
1063 perc = NUM_ANIMATIONS (op) - 1; 1037 perc = NUM_ANIMATIONS (op) - 1;
1064 else if (perc < 1) 1038 else if (perc < 1)
1065 perc = 1; 1039 perc = 1;
1040
1066 SET_ANIMATION (op, perc); 1041 SET_ANIMATION (op, perc);
1067 update_object (op, UP_OBJ_FACE); 1042 update_object (op, UP_OBJ_FACE);
1043
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1044 if (perc == NUM_ANIMATIONS (op) - 1)
1069 { /* Reached the last animation */ 1045 { /* Reached the last animation */
1070 if (op->face == blank_face) 1046 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1047 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1048 op->destroy ();
1074 free_object (op);
1075
1076 /* remove_ob should call update_position for us */
1077 /*update_position(m, x, y); */
1078
1079 }
1080 else 1049 else
1081 { /* The last face was not blank, leave an image */ 1050 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1083 update_all_los (op->map, op->x, op->y); 1052 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1053 op->move_block = 0;
1088} 1057}
1089 1058
1090void 1059void
1091scare_creature (object *target, object *hitter) 1060scare_creature (object *target, object *hitter)
1092{ 1061{
1093 object *owner = get_owner (hitter); 1062 object *owner = hitter->owner;
1094 1063
1095 if (!owner) 1064 if (!owner)
1096 owner = hitter; 1065 owner = hitter;
1097 1066
1098 SET_FLAG (target, FLAG_SCARED); 1067 SET_FLAG (target, FLAG_SCARED);
1105 * appropriate attacktype. Only 1 attacktype should be set at a time. 1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * 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
1107 * take. However, it will do other effects (paralyzation, slow, etc.) 1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * 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
1109 * the attacktype. Makes it easier for the PR code. */ 1078 * the attacktype. Makes it easier for the PR code. */
1110
1111int 1079int
1112hit_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)
1113{ 1081{
1114
1115 int doesnt_slay = 1; 1082 int doesnt_slay = 1;
1116 1083
1117 /* 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 */
1118 if (attacknum >= NROFATTACKS) 1085 if (attacknum >= NROFATTACKS)
1119 { 1086 {
1121 return 0; 1088 return 0;
1122 } 1089 }
1123 1090
1124 if (dam < 0) 1091 if (dam < 0)
1125 { 1092 {
1126 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 ());
1127 return 0; 1094 return 0;
1128 } 1095 }
1129 1096
1130 /* 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
1131 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1164 1131
1165 /* Keep this in order - makes things easier to find */ 1132 /* Keep this in order - makes things easier to find */
1166 1133
1167 switch (attacknum) 1134 switch (attacknum)
1168 { 1135 {
1169 case ATNR_PHYSICAL: 1136 case ATNR_PHYSICAL:
1170 /* here also check for diseases */ 1137 /* here also check for diseases */
1171 check_physically_infect (op, hitter); 1138 check_physically_infect (op, hitter);
1172 break; 1139 break;
1173 1140
1174 /* Don't need to do anything for: 1141 /* Don't need to do anything for:
1175 magic, 1142 magic,
1176 fire, 1143 fire,
1177 electricity, 1144 electricity,
1178 cold */ 1145 cold */
1179 1146
1180 case ATNR_CONFUSION: 1147 case ATNR_CONFUSION:
1181 case ATNR_POISON: 1148 case ATNR_POISON:
1182 case ATNR_SLOW: 1149 case ATNR_SLOW:
1183 case ATNR_PARALYZE: 1150 case ATNR_PARALYZE:
1184 case ATNR_FEAR: 1151 case ATNR_FEAR:
1185 case ATNR_CANCELLATION: 1152 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE: 1153 case ATNR_DEPLETE:
1187 case ATNR_BLIND: 1154 case ATNR_BLIND:
1188 { 1155 {
1189 /* chance for inflicting a special attack depends on the 1156 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level 1157 * difference between attacker's and defender's level
1191 */ 1158 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193 1160
1194 /* First, only creatures/players with speed can be affected. 1161 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects 1162 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the 1163 * you. Third, you still get a saving through against the
1197 * effect. 1164 * effect.
1198 */ 1165 */
1199 if (op->speed && 1166 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1201 !(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))
1202 { 1169 {
1203 1170
1204 /* Player has been hit by something */ 1171 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION) 1172 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam); 1173 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON) 1174 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam); 1175 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW) 1176 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam); 1177 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE) 1178 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam); 1179 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR) 1180 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter); 1181 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION) 1182 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op); 1183 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE) 1184 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op); 1185 op->drain_stat ();
1219 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))
1220 blind_player (op, hitter, dam); 1187 blind_player (op, hitter, dam);
1221 } 1188 }
1222 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 */
1223 } 1190 }
1224 break; 1191 break;
1192
1225 case ATNR_ACID: 1193 case ATNR_ACID:
1226 { 1194 {
1227 int flag = 0; 1195 int flag = 0;
1228 1196
1229 /* 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
1230 * if your acid resistance is below 50%. */ 1198 * if your acid resistance is below 50%. */
1231 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))
1232 { 1200 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1236 { 1202 {
1237 if (tmp->invisible) 1203 if (tmp->invisible)
1238 continue; 1204 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1241 continue; 1207 continue;
1242 if (!(tmp->material & M_IRON)) 1208 if (!(tmp->materials & M_IRON))
1243 continue; 1209 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue; 1211 continue;
1246 if (tmp->type == RING || 1212 if (tmp->type == RING
1247 /* removed boots and gloves from exclusion list in 1213 /* removed boots and gloves from exclusion list in PR */
1248 PR */ 1214 || tmp->type == GIRDLE
1249 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)
1250 continue; /* To avoid some strange effects */ 1219 continue; /* To avoid some strange effects */
1251 1220
1252 /* High damage acid has better chance of corroding 1221 /* High damage acid has better chance of corroding
1253 objects */ 1222 objects */
1254 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)
1255 { 1224 {
1256 if (op->type == PLAYER) 1225 if (op->type == PLAYER)
1257 /* Make this more visible */ 1226 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1259 "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));
1260 flag = 1; 1229 flag = 1;
1261 tmp->magic--; 1230 tmp->magic--;
1262 if (op->type == PLAYER) 1231 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp); 1232 esrv_send_item (op, tmp);
1264 } 1233 }
1265 } 1234 }
1266 if (flag)
1267 fix_player (op); /* Something was corroded */
1268 } 1235
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1269 } 1238 }
1239 }
1270 break; 1240 break;
1241
1271 case ATNR_DRAIN: 1242 case ATNR_DRAIN:
1272 { 1243 {
1273 /* rate is the proportion of exp drained. High rate means 1244 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained. 1245 * not much is drained, low rate means a lot is drained.
1275 */ 1246 */
1276 int rate; 1247 int rate;
1277 1248
1278 if (op->resist[ATNR_DRAIN] >= 0) 1249 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else 1251 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282 1253
1283 if (op->stats.exp <= rate) 1254 if (op->stats.exp <= rate)
1284 { 1255 {
1285 if (op->type == GOLEM) 1256 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */ 1257 dam = 999; /* Its force is "sucked" away. 8) */
1287 else 1258 else
1288 /* If we can't drain, lets try to do physical damage */ 1259 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 } 1261 }
1291 else 1262 else
1292 { 1263 {
1293 /* Randomly give the hitter some hp */ 1264 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp && 1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (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)
1296 hitter->stats.hp++; 1267 hitter->stats.hp++;
1297 1268
1298 /* Can't do drains on battleground spaces. 1269 /* Can't do drains on battleground spaces.
1299 * 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
1300 * 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,
1301 * nothing happens. 1272 * nothing happens.
1302 * 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
1303 * attacks, hence all the != PLAYER checks. 1274 * attacks, hence all the != PLAYER checks.
1304 */ 1275 */
1305 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))
1306 { 1277 {
1307 object *owner = get_owner (hitter); 1278 object *owner = hitter->owner;
1308 1279
1309 if (owner && owner != hitter) 1280 if (owner && owner != hitter)
1310 { 1281 {
1311 if (op->type != PLAYER || owner->type != PLAYER) 1282 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2), 1283 change_exp (owner, op->stats.exp / (rate * 2),
1313 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);
1314 } 1285 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER) 1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 { 1287 {
1317 change_exp (hitter, op->stats.exp / (rate * 2), 1288 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 } 1290 }
1320 change_exp (op, -op->stats.exp / rate, NULL, 0); 1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 } 1292 }
1293
1322 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
1323 * 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,
1324 * as the messages will say you missed 1296 * as the messages will say you missed
1325 */ 1297 */
1326 } 1298 }
1327 } 1299 }
1328 break; 1300 break;
1301
1329 case ATNR_TURN_UNDEAD: 1302 case ATNR_TURN_UNDEAD:
1330 { 1303 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 { 1305 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); 1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1334 object *god = find_god (determine_god (owner)); 1307 object *god = find_god (determine_god (owner));
1335 int div = 1; 1308 int div = 1;
1336 1309
1337 /* 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
1338 * at half strength */ 1311 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1340 div = 2; 1313 div = 2;
1341 /* Give a bonus if you resist turn undead */ 1314 /* Give a bonus if you resist turn undead */
1342 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)))
1343 scare_creature (op, owner); 1316 scare_creature (op, owner);
1344 } 1317 }
1345 else 1318 else
1346 dam = 0; /* don't damage non undead - should we damage 1319 dam = 0; /* don't damage non undead - should we damage
1347 undead? */ 1320 undead? */
1348 } 1321 }
1349 break; 1322 break;
1323
1350 case ATNR_DEATH: 1324 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam); 1325 deathstrike_player (op, hitter, &dam);
1352 break; 1326 break;
1327
1353 case ATNR_CHAOS: 1328 case ATNR_CHAOS:
1354 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 ());
1355 dam = 0; 1330 dam = 0;
1356 break; 1331 break;
1332
1357 case ATNR_COUNTERSPELL: 1333 case ATNR_COUNTERSPELL:
1358 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 ());
1359 dam = 0; 1335 dam = 0;
1360 /* This should never happen. Counterspell is handled 1336 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen, 1337 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it 1338 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */ 1339 * does no damage. */
1364 break; 1340 break;
1341
1365 case ATNR_HOLYWORD: 1342 case ATNR_HOLYWORD:
1366 { 1343 {
1367 /* This has already been handled by hit_player, 1344 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */ 1345 * no need to check twice -- DAMN */
1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1369 1347
1370 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1371
1372 /* 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 */
1373 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])
1374 scare_creature (op, owner); 1350 scare_creature (op, owner);
1375 } 1351 }
1376 break; 1352 break;
1353
1377 case ATNR_LIFE_STEALING: 1354 case ATNR_LIFE_STEALING:
1378 { 1355 {
1379 int new_hp; 1356 int new_hp;
1380 1357
1381 /* this is replacement to drain for players, instead of taking 1358 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not 1359 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters 1360 * much use giving it to monsters
1384 * 1361 *
1385 * 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
1386 * damage it does do to the player. Given that, 1363 * damage it does do to the player. Given that,
1387 * 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
1388 * 1000). 1365 * 1000).
1389 */ 1366 */
1390 /* You can't steal life from something undead */ 1367 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0; 1369 return 0;
1370
1393 /* If drain protection is higher than life stealing, use that */ 1371 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else 1374 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1398 /* You die at -1 hp, not zero. */ 1377 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1)) 1378 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1; 1379 dam = op->stats.hp + 1;
1380
1401 new_hp = hitter->stats.hp + dam; 1381 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp) 1382 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp; 1383 new_hp = hitter->stats.maxhp;
1384
1404 if (new_hp > hitter->stats.hp) 1385 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp; 1386 hitter->stats.hp = new_hp;
1406 } 1387 }
1407 } 1388 }
1389
1408 return dam; 1390 return dam;
1409} 1391}
1410
1411 1392
1412/* 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
1413 * allow script procedures to "kill" objects in a combat-like fashion. 1394 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * 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
1415 * Sword. Note that nothing has been changed from the original version 1396 * Sword. Note that nothing has been changed from the original version
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 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 */
1452 1433
1453 if (op->type == DOOR) 1434 if (op->type == DOOR)
1454 { 1435 {
1455 op->speed = 0.1; 1436 op->set_speed (0.1);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1437 op->speed_left = -0.05;
1458 return maxdam; 1438 return maxdam;
1459 } 1439 }
1440
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1442 {
1462 remove_friendly_object (op); 1443 remove_friendly_object (op);
1444
1463 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)
1464 {
1465 op->owner->contr->ranges[range_golem] = NULL; 1446 op->owner->contr->ranges[range_golem] = 0;
1466 op->owner->contr->golem_count = 0;
1467 }
1468 1447
1469 remove_ob (op); 1448 op->destroy ();
1470 free_object (op);
1471 return maxdam; 1449 return maxdam;
1472 } 1450 }
1473 1451
1474 /* Now lets start dealing with experience we get for killing something */ 1452 /* Now lets start dealing with experience we get for killing something */
1475 1453
1476 owner = get_owner (hitter); 1454 owner = hitter->owner;
1477 if (owner == NULL) 1455 if (!owner)
1478 owner = hitter; 1456 owner = hitter;
1479 1457
1480 /* is the victim (op) standing on battleground? */ 1458 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1459 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1460 battleg = 1;
1502 char buf[256]; 1480 char buf[256];
1503 1481
1504 tmv = localtime (&t); 1482 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1483 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1484
1507 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));
1508 } 1486 }
1509 1487
1510 /* try to filter some things out - basically, if you are 1488 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1489 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1490 * probably don't want to see that.
1513 */ 1491 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1492 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1493 {
1516 if (owner != hitter) 1494 if (owner != hitter)
1517 {
1518 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));
1519 }
1520 else 1496 else
1521 {
1522 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));
1523 } 1498
1524 /* Only play sounds for melee kills */ 1499 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1500 if (hitter->type == PLAYER)
1526 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);
1527 } 1502 }
1528 1503
1533 * 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
1534 * with spells, pets, whatever, there was no penalty. 1509 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1510 * Changed to make luck penalty configurable in settings.
1536 */ 1511 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1512 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1513 owner->change_luck (-settings.pk_luck_penalty);
1539 1514
1540 /* This code below deals with finding the appropriate skill 1515 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1516 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1517 * probably never really have to look at current_weapon->skill
1543 */ 1518 */
1544 skill = NULL; 1519 skill = 0;
1520
1545 if (hitter->skill && hitter->type != PLAYER) 1521 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1522 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1523 else if (owner->chosen_skill)
1548 { 1524 {
1549 skill = owner->chosen_skill->skill; 1525 skill = owner->chosen_skill->skill;
1568 break; 1544 break;
1569 } 1545 }
1570 } 1546 }
1571 } /* Was it a player that hit somethign */ 1547 } /* Was it a player that hit somethign */
1572 else 1548 else
1573 {
1574 skill = NULL; 1549 skill = 0;
1575 }
1576 1550
1577 /* Pet (or spell) killed something. */ 1551 /* Pet (or spell) killed something. */
1578 if (owner != hitter) 1552 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, 1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else 1555 else
1584 {
1585 (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,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? 1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); 1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 } 1559
1589 /* These may have been set in the player code section above */ 1560 /* These may have been set in the player code section above */
1590 if (!skop) 1561 if (!skop)
1591 skop = hitter->chosen_skill; 1562 skop = hitter->chosen_skill;
1563
1592 if (!skill && skop) 1564 if (!skill && skop)
1593 skill = skop->skill; 1565 skill = skop->skill;
1594 1566
1595 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);
1596 1568
1597
1598 /* If you didn't kill yourself, and your not the wizard */ 1569 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1600 { 1571 {
1601 int exp; 1572 int exp;
1602 1573
1603 /* Really don't give much experience for killing other players */ 1574 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1576 if (op->type == PLAYER)
1606 { 1577 {
1607 if (battleg) 1578 if (battleg)
1608 { 1579 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1598
1628 if (!settings.simple_exp) 1599 if (!settings.simple_exp)
1629 exp = exp / 2; 1600 exp = exp / 2;
1630 1601
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1602 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1603 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1604 else
1636 { 1605 {
1637 int shares = 0, count = 0; 1606 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1607 partylist *party = owner->contr->party;
1642 1608
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1609 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1610
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1611 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1612 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1613 {
1650 count++; 1614 count++;
1651 shares += (pl->ob->level + 4); 1615 shares += (pl->ob->level + 4);
1652 } 1616 }
1653 } 1617
1654 if (count == 1 || shares > exp) 1618 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1619 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1620 else
1657 { 1621 {
1658 int share = exp / shares, given = 0, nexp; 1622 int share = exp / shares, given = 0, nexp;
1659 1623
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1624 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1625 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1626 {
1664 nexp = (pl->ob->level + 4) * share; 1627 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1628 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1629 given += nexp;
1667 } 1630 }
1668 } 1631
1669 exp -= given; 1632 exp -= given;
1670 /* give any remainder to the player */ 1633 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1634 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1635 }
1673 } /* else part of a party */ 1636 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1637 } /* end if person didn't kill himself */
1676 1638
1677 if (op->type != PLAYER) 1639 if (op->type != PLAYER)
1678 { 1640 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1641 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1642 {
1681 object *owner1 = get_owner (op); 1643 object *owner1 = op->owner;
1682 1644
1683 if (owner1 != NULL && owner1->type == PLAYER) 1645 if (owner1 && owner1->type == PLAYER)
1684 { 1646 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1686 /* Maybe we should include the owner that killed this, maybe not */ 1648 /* Maybe we should include the owner that killed this, maybe not */
1687 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1649 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1688 } 1650 }
1651
1689 remove_friendly_object (op); 1652 remove_friendly_object (op);
1690 } 1653 }
1691 remove_ob (op); 1654
1692 free_object (op); 1655 op->destroy ();
1693 } 1656 }
1694 /* Player has been killed! */
1695 else 1657 else
1696 { 1658 {
1659 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1660 if (owner->type == PLAYER)
1698 {
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); 1661 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else 1662 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME); 1663 assign (op->contr->killer, hitter->name);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 } 1664 }
1665
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process 1666 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1667 * continues in the calling function.
1709 */ 1668 */
1710 return maxdam; 1669 return maxdam;
1711} 1670}
1731 return 0; 1690 return 0;
1732 1691
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1692 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1693 return 1;
1735 1694
1736 if ((owner = get_owner (hitter)) != NULL) 1695 if ((owner = hitter->owner) != NULL)
1737 { 1696 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1697 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1698 friendlyfire = 2;
1740 } 1699 }
1741 1700
1751 * is what is hitting the object, type is the attacktype, and 1710 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1711 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1712 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1713 * modify it.
1755 */ 1714 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1715/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1716 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1717int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1718hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1719{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1720 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1721 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1722 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1723 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1724 int rtn_kill = 0;
1769 int friendlyfire; 1725 int friendlyfire;
1770 1726
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1727 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1728 return 0;
1776 return 0; 1732 return 0;
1777 1733
1778#ifdef PROHIBIT_PLAYERKILL 1734#ifdef PROHIBIT_PLAYERKILL
1779 if (op->type == PLAYER) 1735 if (op->type == PLAYER)
1780 { 1736 {
1781 object *owner = get_owner (hitter); 1737 object *owner = hitter->owner;
1782 1738
1783 if (!owner) 1739 if (!owner)
1784 owner = hitter; 1740 owner = hitter;
1741
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1786 {
1787 return 0; 1743 return 0;
1788 }
1789 } 1744 }
1790#endif 1745#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1746
1795 if (body_attack) 1747 if (body_attack)
1796 { 1748 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1749 /* slow and paralyze must hit the head. But we don't want to just
1798 * return - we still need to process other attacks the spell still 1750 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1756 * attack so we don't cancel out things like magic bullet.
1805 */ 1757 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1758 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1759 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1760 type &= ~(AT_PARALYZE | AT_SLOW);
1761
1809 if (!type || type == AT_MAGIC) 1762 if (!type || type == AT_MAGIC)
1810 return 0; 1763 return 0;
1811 } 1764 }
1812 } 1765 }
1813 1766
1814 if (!simple_attack && op->type == DOOR) 1767 if (!simple_attack && op->type == DOOR)
1815 { 1768 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1769 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1770 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1771 {
1821 spring_trap (tmp, hitter); 1772 spring_trap (tmp, hitter);
1773
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1774 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1775 return 0;
1776
1824 break; 1777 break;
1825 } 1778 }
1826 } 1779 }
1827 1780
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1782 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1783 /* FIXME: If a player is killed by a rune in a door, the
1831 * was_destroyed() check above doesn't return, and might get here. 1784 * destroyed() check above doesn't return, and might get here.
1832 */ 1785 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1834 return 0; 1787 return 0;
1835 } 1788 }
1836 1789
1837#ifdef ATTACK_DEBUG 1790#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1844 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1797 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1798 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1799 if (dam >= 100)
1847 dam /= 100; 1800 dam /= 100;
1848 else 1801 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1802 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1803 }
1851 1804
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1805 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1853 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1806 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1807 */
1874 (hitter->title != NULL 1827 (hitter->title != NULL
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1828 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1876 return 0; 1829 return 0;
1877 } 1830 }
1878 1831
1879 maxattacktype = type; /* initialize this to something */ 1832 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1833 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1834 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1835 /* Magic isn't really a true attack type - it gets combined with other
1883 * attack types. As such, skip it over. However, if magic is 1836 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1837 * the only attacktype in the group, then still attack with it
1937 1890
1938 /* basically: maxdam /= area; we try to "simulate" a float 1891 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1892 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1893 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1894 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1895 if (rndm (100) < remainder)
1943 maxdam++; 1896 maxdam++;
1944 } 1897 }
1945 1898
1946#ifdef ATTACK_DEBUG 1899#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1901#endif
1949 1902
1950 if (get_owner (hitter)) 1903 if (hitter->owner)
1951 op->enemy = hitter->owner; 1904 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1906 op->enemy = hitter;
1954 1907
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1980 1933
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1935 {
1983 if (maxdam) 1936 if (maxdam)
1984 tear_down_wall (op); 1937 tear_down_wall (op);
1938
1985 return maxdam; /* nothing more to do for wall */ 1939 return maxdam; /* nothing more to do for wall */
1986 } 1940 }
1987 1941
1988 /* See if the creature has been killed */ 1942 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1943 rtn_kill = kill_object (op, maxdam, hitter, type);
1997 */ 1951 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1953 {
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2001 remove_friendly_object (hitter); 1955 remove_friendly_object (hitter);
2002 remove_ob (hitter); 1956
2003 free_object (hitter); 1957 hitter->destroy ();
2004 } 1958 }
2005 /* Lets handle creatures that are splitting now */ 1959 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1960 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1961 {
2008 int i; 1962 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1964 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1965 object *owner = op->owner;
2012 1966
2013 if (!op->other_arch) 1967 if (!op->other_arch)
2014 { 1968 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1969 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1970 return maxdam;
2017 } 1971 }
1972
2018 remove_ob (op); 1973 op->remove ();
1974
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1975 for (i = 0; i < NROFNEWOBJS (op); i++)
2020 { /* This doesn't handle op->more yet */ 1976 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1977 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1978 int j;
2023 1979
2024 tmp->stats.hp = op->stats.hp; 1980 tmp->stats.hp = op->stats.hp;
1981
2025 if (friendly) 1982 if (friendly)
2026 { 1983 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1984 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1985 tmp->attack_movement = PETMOVE;
1986
2030 if (owner != NULL) 1987 if (owner)
2031 set_owner (tmp, owner); 1988 tmp->set_owner (owner);
2032 } 1989 }
1990
2033 if (unaggressive) 1991 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1992 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1993
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1994 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1995
2036 if (j == -1) /* No spot to put this monster */ 1996 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1997 tmp->destroy ();
2038 else 1998 else
2039 { 1999 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 2000 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 2001 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 2002 }
2043 } 2003 }
2044 if (friendly) 2004
2045 remove_friendly_object (op); 2005 op->destroy ();
2046 free_object (op);
2047 } 2006 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 2008 hitter->destroy ();
2050 remove_ob (hitter); 2009
2051 free_object (hitter);
2052 }
2053 return maxdam; 2010 return maxdam;
2054} 2011}
2055 2012
2056 2013
2057void 2014void
2058poison_player (object *op, object *hitter, int dam) 2015poison_player (object *op, object *hitter, int dam)
2059{ 2016{
2060 archetype *at = find_archetype ("poisoning"); 2017 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 2018 object *tmp = present_arch_in_ob (at, op);
2062 2019
2063 if (tmp == NULL) 2020 if (tmp == NULL)
2064 { 2021 {
2065 if ((tmp = arch_to_object (at)) == NULL) 2022 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2035 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 2036 tmp->stats.dam += hitter->level / 2;
2080 else 2037 else
2081 tmp->stats.dam = dam; 2038 tmp->stats.dam = dam;
2082 2039
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2040 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 2041 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 2042 {
2086 tmp->skill = hitter->skill; 2043 tmp->skill = hitter->skill;
2087 } 2044 }
2088 2045
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2051 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2052 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2053 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 2054 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 2055 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 2056 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2057 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2101 } 2058 }
2102 if (hitter->type == PLAYER) 2059 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2060 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2105 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2062 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 2063 }
2107 tmp->speed_left = 0; 2064 tmp->speed_left = 0;
2108 } 2065 }
2109 else 2066 else
2111} 2068}
2112 2069
2113void 2070void
2114slow_player (object *op, object *hitter, int dam) 2071slow_player (object *op, object *hitter, int dam)
2115{ 2072{
2116 archetype *at = find_archetype ("slowness"); 2073 archetype *at = archetype::find ("slowness");
2117 object *tmp; 2074 object *tmp;
2118 2075
2119 if (at == NULL) 2076 if (at == NULL)
2120 { 2077 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 2078 LOG (llevError, "Can't find slowness archetype.\n");
2128 } 2085 }
2129 else 2086 else
2130 tmp->stats.food++; 2087 tmp->stats.food++;
2131 SET_FLAG (tmp, FLAG_APPLIED); 2088 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 2089 tmp->speed_left = 0;
2133 fix_player (op); 2090 op->update_stats ();
2134} 2091}
2135 2092
2136void 2093void
2137confuse_player (object *op, object *hitter, int dam) 2094confuse_player (object *op, object *hitter, int dam)
2138{ 2095{
2182 */ 2139 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 2141
2185 tmp = insert_ob_in_ob (tmp, op); 2142 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 2143 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 2144 op->update_stats (); /* This takes care of some other stuff */
2188 2145
2189 if (hitter->owner) 2146 if (hitter->owner)
2190 owner = get_owner (hitter); 2147 owner = hitter->owner;
2191 else 2148 else
2192 owner = hitter; 2149 owner = hitter;
2193 2150
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 2152 }
2341 } 2298 }
2342 2299
2343 /* aimed missiles use the owning object's sight */ 2300 /* aimed missiles use the owning object's sight */
2344 if (is_aimed_missile (hitter)) 2301 if (is_aimed_missile (hitter))
2345 { 2302 {
2346 if ((attacker = get_owner (hitter)) == NULL) 2303 if ((attacker = hitter->owner) == NULL)
2347 attacker = hitter; 2304 attacker = hitter;
2348 /* A player who saves but hasn't quit still could have objects 2305 /* A player who saves but hasn't quit still could have objects
2349 * owned by him - need to handle that case to avoid crashes. 2306 * owned by him - need to handle that case to avoid crashes.
2350 */ 2307 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2308 if (QUERY_FLAG (attacker, FLAG_REMOVED))

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