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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.21 by root, Thu Sep 21 18:58:39 2006 UTC vs.
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
34 31
35typedef struct att_msg_str 32typedef struct att_msg_str
36{ 33{
37 char *msg1; 34 char *msg1;
38 char *msg2; 35 char *msg2;
44 * its magical benefits. 41 * its magical benefits.
45 */ 42 */
46void 43void
47cancellation (object *op) 44cancellation (object *op)
48{ 45{
49 object *tmp;
50
51 if (op->invisible) 46 if (op->invisible)
52 return; 47 return;
53 48
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 50 {
56 /* Recur through the inventory */ 51 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 54 cancellation (tmp);
60 } 55 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
62 { 57 {
63 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
65 op->magic = 0; 60 op->magic = 0;
61
66 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76 66
77 67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
78 71
79/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 74 * any further action (like destroying the item).
82 */ 75 */
83
84int 76int
85did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
86{ 78{
87 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 80 materialtype_t *mt;
89 81
90 if (op->materialname == NULL) 82 if (!op->materialname)
91 { 83 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
93 {
94 if (op->material & mt->material) 85 if (op->materials & mt->material)
95 break; 86 break;
96 }
97 } 87 }
98 else 88 else
99 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
100 if (mt == NULL) 90
91 if (!mt)
101 return TRUE; 92 return TRUE;
93
102 roll = rndm (1, 20); 94 roll = rndm (1, 20);
103 95
104 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 97 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 98 * pure magic is hitting an object, it should save. However, if it
112 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 108
117 if (type == 0) 109 if (type == 0) return TRUE;
118 return TRUE; 110
119 if (roll == 20) 111 if (roll == 20) return TRUE;
120 return TRUE; 112 if (roll == 1) return FALSE;
121 if (roll == 1)
122 return FALSE;
123 113
124 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
125 { 115 {
126 i = 1 << number; 116 i = 1 << number;
117
127 if (!(i & type)) 118 if (!(i & type))
128 continue; 119 continue;
120
129 attacks++; 121 attacks++;
130 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
131 saves++; 123 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 125 saves++;
135 saves++; 127 saves++;
136 } 128 }
137 129
138 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
139 return TRUE; 131 return TRUE;
132
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 134 return FALSE;
135
142 return TRUE; 136 return TRUE;
143} 137}
144 138
145/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 141 * calling cancellation, etc.)
148 */ 142 */
149
150void 143void
151save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
152{ 145{
153 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
154 { 147 {
159 op = stop_item (op); 152 op = stop_item (op);
160 if (op == NULL) 153 if (op == NULL)
161 return; 154 return;
162 155
163 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 163 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
172 { 165 {
173 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
174 167
175 op = decrease_ob_nr (op, 1); 168 if (op->decrease ())
176
177 if (op)
178 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
179 170
180 if ((op = get_archetype (arch)) != NULL) 171 if ((op = archetype::get (arch)))
181 { 172 {
182 if (env) 173 if (env)
183 { 174 env->insert (op);
184 op->x = env->x, op->y = env->y;
185 insert_ob_in_ob (op, env);
186 if (env->contr)
187 esrv_send_item (env, op);
188 }
189 else 175 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
193 }
194 } 177 }
195 178
196 return; 179 return;
197 } 180 }
198 181
203 return; 186 return;
204 } 187 }
205 188
206 if (op->nrof > 1) 189 if (op->nrof > 1)
207 { 190 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
212 } 193 }
213 else 194 else
214 { 195 {
196 // drop everything to the ground, if possible
215 if (op->env) 197 while (op->inv)
216 { 198 op->inv->insert_at (originator);
217 object *tmp = is_player_inv (op->env);
218 199
219 if (tmp) 200 op->destroy ();
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 } 201 }
228 202
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 204 if (env)
231 { 205 {
232 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 208 env->insert (op);
235 } 209 }
236 else 210 else
237 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
238 212
239 return; 213 return;
240 } 214 }
241 215
242 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
244 { 218 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 219 archetype *at = archetype::find (shstr_icecube);
247 220
248 if (at == NULL) 221 if (at == NULL)
249 return; 222 return;
250 223
251 op = stop_item (op); 224 op = stop_item (op);
252 if (op == NULL) 225 if (op == NULL)
253 return; 226 return;
254 227
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 228 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp)
256 { 230 {
257 tmp = arch_to_object (at); 231 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y; 232 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 233 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 234 * icecubes have slow_move set to 1 - don't want
263 tmp->move_slow_penalty = 0; 237 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 238 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 240 }
267 241
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 242 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 243 return;
273 } 244 }
274} 245}
275 246
276/* Object op is hitting the map. 247/* Object op is hitting the map.
277 * op is going in direction 'dir' 248 * op is going in direction 'dir'
278 * type is the attacktype of the object. 249 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 250 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 251 * returns 1 if it hits something, 0 otherwise.
281 */ 252 */
282
283int 253int
284hit_map (object *op, int dir, int type, int full_hit) 254hit_map (object *op, int dir, int type, int full_hit)
285{ 255{
286 object *tmp, *next;
287 maptile *map; 256 maptile *map;
288 sint16 x, y; 257 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 258 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 259
291 if (QUERY_FLAG (op, FLAG_FREED)) 260 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 263 return 0;
295 } 264 }
296 265
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 267 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 268 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 269 return 0;
301 } 270 }
302 271
303 if (!op->map) 272 if (!op->map)
304 { 273 {
307 } 276 }
308 277
309 if (op->head) 278 if (op->head)
310 op = op->head; 279 op = op->head;
311 280
312 map = op->map; 281 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 282 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 283
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 284 if (!pos.normalise ())
285 return 0;
317 286
318 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 289 mapspace &ms = pos.ms ();
290
291 if (ms.flags () & P_SAFE)
321 return 0; 292 return 0;
322 293
323 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 295 * must be out here because it strikes things which are not alive
325 */ 296 */
326 297 if (type & (AT_COUNTERSPELL | AT_CHAOS))
298 {
327 if (type & AT_COUNTERSPELL) 299 if (type & AT_COUNTERSPELL)
328 { 300 {
329 counterspell (op, dir); /* see spell_effect.c */ 301 counterspell (op, dir); /* see spell_effect.c */
330 302
331 /* If the only attacktype is counterspell or magic, don't need 303 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 304 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 305 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 306 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 307 return 0;
308
309 type &= ~AT_COUNTERSPELL;
310 }
311
312 if (type & AT_CHAOS)
364 } 313 {
314 shuffle_attack (op, 1); /* flag tells it to change the face */
315 update_object (op, UP_OBJ_FACE);
316 type &= ~AT_CHAOS;
317 }
318 }
365 319
320 /* There may still be objects that were above 'next', but there is no
321 * simple way to find out short of copying all object references and
322 * tags into a temporary array before we start processing the first
323 * object. That's why we just abort on destroy.
324 *
325 * This happens whenever attack spells (like fire) hit a pile
326 * of objects. This is not a bug - nor an error.
327 */
328 for (object *next = ms.bot; next && !next->destroyed (); )
329 {
366 tmp = next; 330 object *tmp = next;
367 next = tmp->above; 331 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 332
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 335 * This is one of the few cases where on_same_map should not be used.
378 */ 336 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 338 continue;
381 339
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 341 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 343 retflag |= 1;
344
386 if (op->destroyed ()) 345 if (op->destroyed ())
387 break; 346 break;
388 } 347 }
389
390 /* Here we are potentially destroying an object. If the object has 348 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note 349 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from 350 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 351 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be 352 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 353 * destroyed right now.
396 */ 354 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 355 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 356 {
399 save_throw_object (tmp, type, op); 357 save_throw_object (tmp, type, op);
358
400 if (op->destroyed ()) 359 if (op->destroyed ())
401 break; 360 break;
402 } 361 }
403 } 362 }
404 363
435 sprintf (buf1, "missed %s", &op->name); 394 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 395 sprintf (buf2, " misses");
437 found++; 396 found++;
438 } 397 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 398 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 399 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 400 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 401 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 402 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 403 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 404 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 416 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 417 found++;
459 break; 418 break;
460 } 419 }
461 } 420 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 421 else if (hitter->type == PLAYER && op->is_alive ())
463 { 422 {
464 if (USING_SKILL (hitter, SK_KARATE)) 423 if (USING_SKILL (hitter, SK_KARATE))
465 { 424 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 425 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 426 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 452 found++;
494 break; 453 break;
495 } 454 }
496 } 455 }
497 } 456 }
457
498 if (found) 458 if (found)
499 { 459 {
500 /* done */ 460 /* done */
501 } 461 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 462 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 463 {
504 sprintf (buf1, "hit"); /* just in case */ 464 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 465 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 466 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 467 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 468 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 469 found++;
510 break; 470 break;
511 } 471 }
512 } 472 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 473 else if (type & AT_DRAIN && op->is_alive ())
514 { 474 {
515 /* drain is first, because some items have multiple attypes */ 475 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 477 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 478 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 480 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 481 found++;
522 break; 482 break;
523 } 483 }
524 } 484 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 485 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 486 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 488 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 489 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 490 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 491 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 492 found++;
533 break; 493 break;
534 } 494 }
535 } 495 }
536 else if (type & AT_COLD && IS_LIVE (op)) 496 else if (type & AT_COLD && op->is_alive ())
537 { 497 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 499 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 500 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 501 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
559 { 519 {
560 int mtype; 520 int mtype;
561 521
562 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
563 { 523 {
564 case WEAP_HIT: 524 case WEAP_HIT:
565 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
566 break; 526 break;
567 case WEAP_SLASH: 527 case WEAP_SLASH:
568 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
569 break; 529 break;
570 case WEAP_PIERCE: 530 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
572 break; 532 break;
573 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
575 break; 535 break;
576 case WEAP_SLICE: 536 case WEAP_SLICE:
577 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
578 break; 538 break;
579 case WEAP_STAB: 539 case WEAP_STAB:
580 mtype = ATM_STAB; 540 mtype = ATM_STAB;
581 break; 541 break;
582 case WEAP_WHIP: 542 case WEAP_WHIP:
583 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
584 break; 544 break;
585 case WEAP_CRUSH: 545 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
587 break; 547 break;
588 case WEAP_BLUD: 548 case WEAP_BLUD:
589 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
590 break; 550 break;
591 default: 551 default:
592 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
593 break; 553 break;
594 } 554 }
555
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 558 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 559 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 579 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 580 strcpy (buf2, " hits");
620 } 581 }
621 582
622 /* bail out if a monster is casting spells */ 583 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 584 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 585 return;
625 586
626 /* scale down magic considerably. */ 587 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 588 if (type & AT_MAGIC && rndm (0, 5))
628 return; 589 return;
629 590
630 /* Did a player hurt another player? Inform both! */ 591 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 592 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 593 {
633 if (get_owner (hitter) != NULL) 594 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 595 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 596 else
636 { 597 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
638 if (dam != 0) 600 if (dam != 0)
639 { 601 {
640 if (dam < 10) 602 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 604 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 606 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 608 }
647 } 609 }
610
648 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 612 } /* end of player hitting player */
650 613
651 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
652 { 615 {
653 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
654 if (dam != 0) 618 if (dam != 0)
655 { 619 {
656 if (dam < 10) 620 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 622 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
660 else 624 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
662 } 626 }
627
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 629 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 631 {
667 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 633 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 634 {
670 i = 4; 635 i = 4;
671 map = hitter->map; 636 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 637 if (out_of_map (map, hitter->x, hitter->y))
673 return; 638 return;
639
674 next = get_map_ob (map, hitter->x, hitter->y); 640 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 641 if (next)
676 while (next) 642 while (next)
677 { 643 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 644 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 645 i *= 3;
646
680 tmp = next; 647 tmp = next;
681 next = tmp->above; 648 next = tmp->above;
682 } 649 }
650
683 if (i < 0) 651 if (i < 0)
684 return; 652 return;
653
685 if (rndm (0, i) != 0) 654 if (rndm (0, i) != 0)
686 return; 655 return;
687 } 656 }
688 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
689 return; 658 return;
659
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 663 }
694} 664}
695 665
696 666
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 671 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 673 return 1;
704 } 674 }
675
705 if ((*target)->head) 676 if ((*target)->head)
706 *target = (*target)->head; 677 *target = (*target)->head;
678
707 if ((*hitter)->head) 679 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
710 { 686 {
711 *simple_attack = 1; 687 *simple_attack = 1;
712 return 0; 688 return 0;
713 } 689 }
690
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
716 { 695 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 698 return 1;
719 } 699 }
700
720 *simple_attack = 0; 701 *simple_attack = 0;
721 return 0; 702 return 0;
722} 703}
723 704
724static int 705static int
760 741
761 /* 742 /*
762 * A little check to make it more difficult to dance forward and back 743 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
764 */ 745 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 747 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
771 */ 752 */
772 op->speed_left--; 753 --op->speed_left;
773 process_object (op); 754 process_object (op);
755
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 757 goto error;
776 } 758 }
777 759
778 op_name = op->name; 760 op_name = op->name;
786 /* See if we hit the creature */ 768 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 770 {
789 int hitdam = base_dam; 771 int hitdam = base_dam;
790 772
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack) 773 if (!simple_attack)
809 { 774 {
810 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 777 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 778 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 779 CLEAR_FLAG (op, FLAG_SLEEP);
815 780
816 /* If the victim can't see the attacker, it may alert others 781 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 782 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 784 npc_call_help (op);
820 785
821 /* if you were hidden and hit by a creature, you are discovered */ 786 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
823 { 788 {
824 make_visible (op); 789 make_visible (op);
790
825 if (op->type == PLAYER) 791 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
827 } 793 }
828 794
829 /* thrown items (hitter) will have various effects 795 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 796 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 797 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 798 * wrapper object.
833 */ 799 */
834 thrown_item_effect (hitter, op); 800 thrown_item_effect (hitter, op);
801
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 802 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 803 goto leave;
837 } 804 }
838 805
839 /* Need to do at least 1 damage, otherwise there is no point 806 /* Need to do at least 1 damage, otherwise there is no point
882} 849}
883 850
884int 851int
885attack_ob (object *op, object *hitter) 852attack_ob (object *op, object *hitter)
886{ 853{
887
888 if (hitter->head)
889 hitter = hitter->head; 854 hitter = hitter->head_ ();
855
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 856 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 857}
892 858
893/* op is the arrow, tmp is what is stopping the arrow. 859/* op is the arrow, tmp is what is stopping the arrow.
894 * 860 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 870 * stick around.
905 */ 871 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 873 {
908 if (tmp->head != NULL) 874 tmp->head_ ()->insert (op);
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1; 875 return 1;
918 } 876 }
919 else 877 else
920 return 0; 878 return 0;
921} 879}
935 /* Disassemble missile */ 893 /* Disassemble missile */
936 if (op->inv) 894 if (op->inv)
937 { 895 {
938 container = op; 896 container = op;
939 hitter = op->inv; 897 hitter = op->inv;
940 remove_ob (hitter); 898 hitter->remove ();
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
942 /* Note that we now have an empty THROWN_OBJ on the map. Code that 900 /* Note that we now have an empty THROWN_OBJ on the map. Code that
943 * might be called until this THROWN_OBJ is either reassembled or 901 * might be called until this THROWN_OBJ is either reassembled or
944 * removed at the end of this function must be able to deal with empty 902 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 903 * THROWN_OBJs. */
961 */ 919 */
962 if (hitter->destroyed () || hitter->env != NULL) 920 if (hitter->destroyed () || hitter->env != NULL)
963 { 921 {
964 if (container) 922 if (container)
965 { 923 {
966 remove_ob (container); 924 container->remove ();
967 free_object (container); 925 container->destroy ();
968 } 926 }
969 927
970 return 0; 928 return 0;
971 } 929 }
972 930
982 hitter = fix_stopped_arrow (hitter); 940 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 941 if (!hitter)
984 return 0; 942 return 0;
985 } 943 }
986 else 944 else
987 { 945 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 946
992 /* Try to stick arrow into victim */ 947 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 948 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 949 return 0;
995 950
1000 * can fly over but not otherwise move over. What is the correct 955 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 956 * way to handle those otherwise?
1002 */ 957 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 958 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 959 {
1005 remove_ob (hitter); 960 hitter->remove ();
1006 hitter->x = victim->x; 961 hitter->x = victim->x;
1007 hitter->y = victim->y; 962 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 963 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 964 }
1010 else 965 else
1018 op->speed -= 1.0; 973 op->speed -= 1.0;
1019 974
1020 /* Missile missed victim - reassemble missile */ 975 /* Missile missed victim - reassemble missile */
1021 if (container) 976 if (container)
1022 { 977 {
1023 remove_ob (hitter); 978 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 979 insert_ob_in_ob (hitter, container);
1025 } 980 }
1026 981
1027 return op; 982 return op;
1028} 983}
1029
1030 984
1031void 985void
1032tear_down_wall (object *op) 986tear_down_wall (object *op)
1033{ 987{
1034 int perc = 0; 988 int perc = 0;
1040 } 994 }
1041 else if (!GET_ANIM_ID (op)) 995 else if (!GET_ANIM_ID (op))
1042 { 996 {
1043 /* Object has been called - no animations, so remove it */ 997 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 998 if (op->stats.hp < 0)
999 op->destroy ();
1045 { 1000
1046 remove_ob (op); /* Should update LOS */
1047 free_object (op);
1048 /* Don't know why this is here - remove_ob should do it for us */
1049 /*update_position(m, x, y); */
1050 }
1051 return; /* no animations, so nothing more to do */ 1001 return; /* no animations, so nothing more to do */
1052 } 1002 }
1003
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1005
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1006 if (perc >= (int) NUM_ANIMATIONS (op))
1055 perc = NUM_ANIMATIONS (op) - 1; 1007 perc = NUM_ANIMATIONS (op) - 1;
1056 else if (perc < 1) 1008 else if (perc < 1)
1057 perc = 1; 1009 perc = 1;
1010
1058 SET_ANIMATION (op, perc); 1011 SET_ANIMATION (op, perc);
1059 update_object (op, UP_OBJ_FACE); 1012 update_object (op, UP_OBJ_FACE);
1013
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1014 if (perc == NUM_ANIMATIONS (op) - 1)
1061 { /* Reached the last animation */ 1015 { /* Reached the last animation */
1062 if (op->face == blank_face) 1016 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1017 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1018 op->destroy ();
1066 free_object (op);
1067
1068 /* remove_ob should call update_position for us */
1069 /*update_position(m, x, y); */
1070
1071 }
1072 else 1019 else
1073 { /* The last face was not blank, leave an image */ 1020 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1075 update_all_los (op->map, op->x, op->y); 1022 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1023 op->move_block = 0;
1080} 1027}
1081 1028
1082void 1029void
1083scare_creature (object *target, object *hitter) 1030scare_creature (object *target, object *hitter)
1084{ 1031{
1085 object *owner = get_owner (hitter); 1032 object *owner = hitter->owner;
1086 1033
1087 if (!owner) 1034 if (!owner)
1088 owner = hitter; 1035 owner = hitter;
1089 1036
1090 SET_FLAG (target, FLAG_SCARED); 1037 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1038 if (!target->enemy)
1092 target->enemy = owner; 1039 target->enemy = owner;
1093} 1040}
1094
1095 1041
1096/* This returns the amount of damage hitter does to op with the 1042/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time. 1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should 1044 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.) 1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not 1046 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */ 1047 * the attacktype. Makes it easier for the PR code. */
1102
1103int 1048int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1049hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{ 1050{
1106
1107 int doesnt_slay = 1; 1051 int doesnt_slay = 1;
1108 1052
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS) 1054 if (attacknum >= NROFATTACKS)
1111 { 1055 {
1113 return 0; 1057 return 0;
1114 } 1058 }
1115 1059
1116 if (dam < 0) 1060 if (dam < 0)
1117 { 1061 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1119 return 0; 1064 return 0;
1120 } 1065 }
1121 1066
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1123 * people can't mess with that or it otherwise get confused. */ 1068 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL) 1069 if (attacknum == ATNR_INTERNAL)
1125 return dam; 1070 return dam;
1126 1071
1127 if (hitter->slaying) 1072 if (hitter->slaying)
1128 { 1073 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1074 if ((op->race && strstr (hitter->slaying, op->race))
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1131 { 1076 {
1132 doesnt_slay = 0; 1077 doesnt_slay = 0;
1133 dam *= 3; 1078 dam *= 3;
1134 } 1079 }
1135 } 1080 }
1149 /* Special hack. By default, if immune to something, you 1094 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since 1095 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if 1096 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */ 1097 * special processing is needed */
1153 1098
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1155 return 0; 1102 return 0;
1156 1103
1157 /* Keep this in order - makes things easier to find */ 1104 /* Keep this in order - makes things easier to find */
1158 1105
1159 switch (attacknum) 1106 switch (attacknum)
1160 { 1107 {
1161 case ATNR_PHYSICAL: 1108 case ATNR_PHYSICAL:
1162 /* here also check for diseases */ 1109 /* here also check for diseases */
1163 check_physically_infect (op, hitter); 1110 check_physically_infect (op, hitter);
1164 break; 1111 break;
1165 1112
1166 /* Don't need to do anything for: 1113 /* Don't need to do anything for:
1167 magic, 1114 magic,
1168 fire, 1115 fire,
1169 electricity, 1116 electricity,
1170 cold */ 1117 cold */
1171 1118
1172 case ATNR_CONFUSION: 1119 case ATNR_CONFUSION:
1173 case ATNR_POISON: 1120 case ATNR_POISON:
1174 case ATNR_SLOW: 1121 case ATNR_SLOW:
1175 case ATNR_PARALYZE: 1122 case ATNR_PARALYZE:
1176 case ATNR_FEAR: 1123 case ATNR_FEAR:
1177 case ATNR_CANCELLATION: 1124 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE: 1125 case ATNR_DEPLETE:
1179 case ATNR_BLIND: 1126 case ATNR_BLIND:
1180 { 1127 {
1181 /* chance for inflicting a special attack depends on the 1128 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level 1129 * difference between attacker's and defender's level
1183 */ 1130 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185 1132
1186 /* First, only creatures/players with speed can be affected. 1133 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects 1134 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the 1135 * you. Third, you still get a saving through against the
1189 * effect. 1136 * effect.
1190 */ 1137 */
1191 if (op->speed && 1138 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 { 1141 {
1195 1142
1196 /* Player has been hit by something */ 1143 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION) 1144 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam); 1145 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON) 1146 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam); 1147 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW) 1148 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam); 1149 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE) 1150 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam); 1151 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR) 1152 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter); 1153 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION) 1154 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op); 1155 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE) 1156 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op); 1157 op->drain_stat ();
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam); 1159 blind_player (op, hitter, dam);
1213 } 1160 }
1161
1214 dam = 0; /* These are all effects and don't do real damage */ 1162 dam = 0; /* These are all effects and don't do real damage */
1215 } 1163 }
1216 break; 1164 break;
1165
1217 case ATNR_ACID: 1166 case ATNR_ACID:
1218 { 1167 {
1219 int flag = 0; 1168 int flag = 0;
1220 1169
1221 /* Items only get corroded if you're not on a battleground and 1170 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */ 1171 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 { 1173 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1228 { 1175 {
1229 if (tmp->invisible) 1176 if (tmp->invisible)
1230 continue; 1177 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */ 1179 /* >= 10% acid res. on items will protect these */
1233 continue; 1180 continue;
1234 if (!(tmp->material & M_IRON)) 1181 if (!(tmp->materials & M_IRON))
1235 continue; 1182 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */ 1183 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue; 1184 continue;
1238 if (tmp->type == RING || 1185 if (tmp->type == RING
1239 /* removed boots and gloves from exclusion list in 1186 /* removed boots and gloves from exclusion list in PR */
1240 PR */ 1187 || tmp->type == GIRDLE
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1188 || tmp->type == AMULET
1189 || tmp->type == WAND
1190 || tmp->type == ROD
1191 || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */ 1192 continue; /* To avoid some strange effects */
1243 1193
1244 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1245 objects */ 1195 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1247 { 1202 {
1248 if (op->type == PLAYER)
1249 /* Make this more visible */ 1203 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1; 1206
1253 tmp->magic--; 1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1254 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp);
1256 } 1208 }
1257 } 1209 }
1258 if (flag) 1210 }
1259 fix_player (op); /* Something was corroded */
1260 } 1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1261 } 1214 }
1215 }
1262 break; 1216 break;
1217
1263 case ATNR_DRAIN: 1218 case ATNR_DRAIN:
1264 { 1219 {
1265 /* rate is the proportion of exp drained. High rate means 1220 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained. 1221 * not much is drained, low rate means a lot is drained.
1267 */ 1222 */
1268 int rate; 1223 int rate;
1269 1224
1270 if (op->resist[ATNR_DRAIN] >= 0) 1225 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else 1227 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274 1229
1275 if (op->stats.exp <= rate) 1230 if (op->stats.exp <= rate)
1276 { 1231 {
1277 if (op->type == GOLEM) 1232 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */ 1233 dam = 999; /* Its force is "sucked" away. 8) */
1279 else 1234 else
1280 /* If we can't drain, lets try to do physical damage */ 1235 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 } 1237 }
1283 else 1238 else
1284 { 1239 {
1285 /* Randomly give the hitter some hp */ 1240 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp && 1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++; 1243 hitter->stats.hp++;
1289 1244
1290 /* Can't do drains on battleground spaces. 1245 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp 1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1292 * exp, but the wiz would still lose exp! If drainee is a wiz, 1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens. 1248 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain 1249 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1296 */ 1251 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1298 { 1253 {
1299 object *owner = get_owner (hitter); 1254 object *owner = hitter->owner;
1300 1255
1301 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1302 { 1257 {
1303 if (op->type != PLAYER || owner->type != PLAYER) 1258 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2), 1259 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 } 1261 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER) 1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2), 1263 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 } 1265
1312 change_exp (op, -op->stats.exp / rate, NULL, 0); 1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 } 1267 }
1268
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1315 * drain attack, you won't know that you are actually sucking out EXP, 1270 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed 1271 * as the messages will say you missed
1317 */ 1272 */
1318 } 1273 }
1319 } 1274 }
1320 break; 1275 break;
1276
1321 case ATNR_TURN_UNDEAD: 1277 case ATNR_TURN_UNDEAD:
1322 { 1278 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 { 1280 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1327 int div = 1; 1283 int div = 1;
1328 1284
1329 /* if undead are not an enemy of your god, you turn them 1285 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */ 1286 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1332 div = 2; 1288 div = 2;
1289
1333 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1334 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner); 1292 scare_creature (op, owner);
1336 } 1293 }
1337 else 1294 else
1338 dam = 0; /* don't damage non undead - should we damage 1295 dam = 0; /* don't damage non undead - should we damage
1339 undead? */ 1296 undead? */
1340 } 1297 }
1341 break; 1298 break;
1299
1342 case ATNR_DEATH: 1300 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam); 1301 deathstrike_player (op, hitter, &dam);
1344 break; 1302 break;
1303
1345 case ATNR_CHAOS: 1304 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1347 dam = 0; 1306 dam = 0;
1348 break; 1307 break;
1308
1349 case ATNR_COUNTERSPELL: 1309 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1351 dam = 0; 1311 dam = 0;
1352 /* This should never happen. Counterspell is handled 1312 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen, 1313 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it 1314 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */ 1315 * does no damage. */
1356 break; 1316 break;
1317
1357 case ATNR_HOLYWORD: 1318 case ATNR_HOLYWORD:
1358 { 1319 {
1359 /* This has already been handled by hit_player, 1320 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */ 1321 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362 1323
1363 /* As with turn undead above, give a bonus on the saving throw */ 1324 /* As with turn undead above, give a bonus on the saving throw */
1364 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner); 1326 scare_creature (op, owner);
1366 } 1327 }
1367 break; 1328 break;
1329
1368 case ATNR_LIFE_STEALING: 1330 case ATNR_LIFE_STEALING:
1369 { 1331 {
1370 int new_hp; 1332 int new_hp;
1371 1333
1372 /* this is replacement to drain for players, instead of taking 1334 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not 1335 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters 1336 * much use giving it to monsters
1375 * 1337 *
1376 * life stealing doesn't do a lot of damage, but it gives the 1338 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that, 1339 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by 1340 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000). 1341 * 1000).
1380 */ 1342 */
1381 /* You can't steal life from something undead */ 1343 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0; 1345 return 0;
1346
1384 /* If drain protection is higher than life stealing, use that */ 1347 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else 1350 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1389 /* You die at -1 hp, not zero. */ 1353 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1)) 1354 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1; 1355 dam = op->stats.hp + 1;
1356
1392 new_hp = hitter->stats.hp + dam; 1357 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp) 1358 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp; 1359 new_hp = hitter->stats.maxhp;
1360
1395 if (new_hp > hitter->stats.hp) 1361 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp; 1362 hitter->stats.hp = new_hp;
1397 } 1363 }
1398 } 1364 }
1365
1399 return dam; 1366 return dam;
1400} 1367}
1401
1402 1368
1403/* GROS: This code comes from hit_player. It has been made external to 1369/* GROS: This code comes from hit_player. It has been made external to
1404 * allow script procedures to "kill" objects in a combat-like fashion. 1370 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1371 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1372 * Sword. Note that nothing has been changed from the original version
1421 char buf[MAX_BUF]; 1387 char buf[MAX_BUF];
1422 const char *skill; 1388 const char *skill;
1423 int maxdam = 0; 1389 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1390 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1391 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1392 object *owner = 0;
1427 object *skop = NULL; 1393 object *skop = 0;
1428 1394
1429 if (op->stats.hp >= 0) 1395 if (op->stats.hp >= 0)
1430 return -1; 1396 return -1;
1431 1397
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1398 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1409
1444 if (op->type == DOOR) 1410 if (op->type == DOOR)
1445 { 1411 {
1446 op->speed = 0.1; 1412 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1449 return maxdam; 1414 return maxdam;
1450 } 1415 }
1451 1416
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1418 {
1454 remove_friendly_object (op); 1419 op->destroy ();
1455 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1456 {
1457 op->owner->contr->ranges[range_golem] = 0;
1458 op->owner->contr->golem_count = 0;
1459 }
1460
1461 remove_ob (op);
1462 free_object (op);
1463 return maxdam; 1420 return maxdam;
1464 } 1421 }
1465 1422
1466 /* Now lets start dealing with experience we get for killing something */ 1423 /* Now lets start dealing with experience we get for killing something */
1467 1424
1468 owner = get_owner (hitter); 1425 owner = hitter->owner;
1469 if (!owner) 1426 if (!owner)
1470 owner = hitter; 1427 owner = hitter;
1471 1428
1472 /* is the victim (op) standing on battleground? */ 1429 /* is the victim (op) standing on battleground? */
1473 if (op_on_battleground (op, NULL, NULL)) 1430 if (op_on_battleground (op, NULL, NULL))
1478 pk = 1; 1435 pk = 1;
1479 1436
1480 /* Player killed something */ 1437 /* Player killed something */
1481 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1482 { 1439 {
1483 Log_Kill (owner->name,
1484 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1485
1486 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1487 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1488 * ip address is included. 1442 * ip address is included.
1489 */ 1443 */
1490 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1494 char buf[256]; 1448 char buf[256];
1495 1449
1496 tmv = localtime (&t); 1450 tmv = localtime (&t);
1497 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1451 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1498 1452
1499 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1453 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1500 } 1454 }
1501 1455
1502 /* try to filter some things out - basically, if you are 1456 /* try to filter some things out - basically, if you are
1503 * killing a level 1 creature and your level 20, you 1457 * killing a level 1 creature and your level 20, you
1504 * probably don't want to see that. 1458 * probably don't want to see that.
1510 else 1464 else
1511 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1512 1466
1513 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1514 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1515 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1516 } 1470 }
1517 1471
1518 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1519 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1520 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1522 * player that the object belonged to - so if you killed another player 1476 * player that the object belonged to - so if you killed another player
1523 * with spells, pets, whatever, there was no penalty. 1477 * with spells, pets, whatever, there was no penalty.
1524 * Changed to make luck penalty configurable in settings. 1478 * Changed to make luck penalty configurable in settings.
1525 */ 1479 */
1526 if (op->type == PLAYER && owner != op && !battleg) 1480 if (op->type == PLAYER && owner != op && !battleg)
1527 change_luck (owner, -settings.pk_luck_penalty); 1481 owner->change_luck (-settings.pk_luck_penalty);
1528 1482
1529 /* This code below deals with finding the appropriate skill 1483 /* This code below deals with finding the appropriate skill
1530 * to credit exp to. This is a bit problematic - we should 1484 * to credit exp to. This is a bit problematic - we should
1531 * probably never really have to look at current_weapon->skill 1485 * probably never really have to look at current_weapon->skill
1532 */ 1486 */
1533 skill = 0; 1487 skill = 0;
1534 1488
1535 if (hitter->skill && hitter->type != PLAYER) 1489 if (hitter->skill && hitter->type != PLAYER)
1536 skill = hitter->skill; 1490 skill = hitter->skill;
1537 else if (owner->chosen_skill) 1491 else if (owner->chosen_skill)
1538 { 1492 {
1539 skill = owner->chosen_skill->skill;
1540 skop = owner->chosen_skill; 1493 skop = owner->chosen_skill;
1494 skill = skop->skill;
1541 } 1495 }
1542 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1543 skill = owner->current_weapon->skill; 1497 skill = owner->current_weapon->skill;
1544 else 1498 else
1545 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1546 1500
1547 /* We have the skill we want to credit to - now find the object this goes 1501 /* We have the skill we want to credit to - now find the object this goes
1548 * to. Make sure skop is an actual skill, and not a skill tool! 1502 * to. Make sure skop is an actual skill, and not a skill tool!
1549 */ 1503 */
1550 if ((!skop || skop->type != SKILL) && skill) 1504 if ((!skop || skop->type != SKILL) && skill)
1551 { 1505 {
1552 int i; 1506 int i;
1553 1507
1579 skill = skop->skill; 1533 skill = skop->skill;
1580 1534
1581 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1582 1536
1583 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1584 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1585 { 1539 {
1586 int exp; 1540 int exp;
1587 1541
1588 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1589 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1612 1566
1613 if (!settings.simple_exp) 1567 if (!settings.simple_exp)
1614 exp = exp / 2; 1568 exp = exp / 2;
1615 1569
1616 if (owner->type != PLAYER || owner->contr->party == NULL) 1570 if (owner->type != PLAYER || owner->contr->party == NULL)
1617 {
1618 change_exp (owner, exp, skill, 0); 1571 change_exp (owner, exp, skill, 0);
1619 }
1620 else 1572 else
1621 { 1573 {
1622 int shares = 0, count = 0; 1574 int shares = 0, count = 0;
1623 player *pl;
1624 partylist *party = owner->contr->party; 1575 partylist *party = owner->contr->party;
1625 1576
1626#ifdef PARTY_KILL_LOG
1627 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1577 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1628#endif 1578
1629 for (pl = first_player; pl != NULL; pl = pl->next) 1579 for_all_players (pl)
1630 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1580 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1631 { 1581 {
1632 count++; 1582 count++;
1633 shares += (pl->ob->level + 4); 1583 shares += (pl->ob->level + 4);
1634 } 1584 }
1635 1585
1636 if (count == 1 || shares > exp) 1586 if (count == 1 || shares > exp || !shares)
1637 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1587 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1638 else 1588 else
1639 { 1589 {
1640 int share = exp / shares, given = 0, nexp; 1590 int share = exp / shares, given = 0, nexp;
1641 1591
1642 for (pl = first_player; pl != NULL; pl = pl->next) 1592 for_all_players (pl)
1643 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1593 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1644 { 1594 {
1645 nexp = (pl->ob->level + 4) * share; 1595 nexp = (pl->ob->level + 4) * share;
1646 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1596 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1647 given += nexp; 1597 given += nexp;
1656 1606
1657 if (op->type != PLAYER) 1607 if (op->type != PLAYER)
1658 { 1608 {
1659 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1609 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1660 { 1610 {
1661 object *owner1 = get_owner (op); 1611 object *owner1 = op->owner;
1662 1612
1663 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1664 { 1614 {
1665 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1666 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1667 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1668 } 1618 }
1669 1619
1670 remove_friendly_object (op); 1620 remove_friendly_object (op);
1671 } 1621 }
1672 1622
1673 remove_ob (op); 1623 op->destroy ();
1674 free_object (op);
1675 } 1624 }
1676 else 1625 else
1677 {
1678 /* Player has been killed! */ 1626 /* Player has been killed! */
1679 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1680 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1681 else
1682 assign (op->contr->killer, hitter->name);
1683 }
1684 1628
1685 /* This was return -1 - that doesn't seem correct - if we return -1, process 1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1686 * continues in the calling function. 1630 * continues in the calling function.
1687 */ 1631 */
1688 return maxdam; 1632 return maxdam;
1689} 1633}
1690 1634
1691/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1635/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1692 * Returns 0 this is not friendly fire 1636 * Returns 0 this is not friendly fire
1693 */ 1637 */
1694
1695int 1638int
1696friendly_fire (object *op, object *hitter) 1639friendly_fire (object *op, object *hitter)
1697{ 1640{
1698 object *owner; 1641 object *owner;
1699 int friendlyfire; 1642 int friendlyfire;
1709 return 0; 1652 return 0;
1710 1653
1711 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1654 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1712 return 1; 1655 return 1;
1713 1656
1714 if ((owner = get_owner (hitter)) != NULL) 1657 if ((owner = hitter->owner) != NULL)
1715 { 1658 {
1716 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1659 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1717 friendlyfire = 2; 1660 friendlyfire = 2;
1718 } 1661 }
1719 1662
1720 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1721 friendlyfire = 0; 1664 friendlyfire = 0;
1722 } 1665 }
1666
1723 return friendlyfire; 1667 return friendlyfire;
1724} 1668}
1725
1726 1669
1727/* This isn't used just for players, but in fact most objects. 1670/* This isn't used just for players, but in fact most objects.
1728 * op is the object to be hit, dam is the amount of damage, hitter 1671 * op is the object to be hit, dam is the amount of damage, hitter
1729 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1730 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1731 * dam is base damage - protections/vulnerabilities/slaying matches can 1674 * dam is base damage - protections/vulnerabilities/slaying matches can
1732 * modify it. 1675 * modify it.
1733 */ 1676 */
1734
1735 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1736 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1737
1738int 1679int
1739hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1680hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1740{ 1681{
1741 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1742 int maxattacktype, attacknum; 1683 int maxattacktype, attacknum;
1750 1691
1751 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1692 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1752 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1753 return 0; 1694 return 0;
1754 1695
1755#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1756 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1757 { 1698 {
1758 object *owner = get_owner (hitter); 1699 object *owner = hitter->owner;
1759 1700
1760 if (!owner) 1701 if (!owner)
1761 owner = hitter; 1702 owner = hitter;
1762 1703
1763 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1704 if (owner->type == PLAYER
1705 && (!op_on_battleground (op, 0, 0)
1706 && (op->contr->peaceful || owner->contr->peaceful))
1707 && op != owner)
1764 return 0; 1708 return 0;
1765 } 1709 }
1766#endif
1767 1710
1768 if (body_attack) 1711 if (body_attack)
1769 { 1712 {
1770 /* slow and paralyze must hit the head. But we don't want to just 1713 /* slow and paralyze must hit the head. But we don't want to just
1771 * return - we still need to process other attacks the spell still 1714 * return - we still need to process other attacks the spell still
1785 } 1728 }
1786 } 1729 }
1787 1730
1788 if (!simple_attack && op->type == DOOR) 1731 if (!simple_attack && op->type == DOOR)
1789 { 1732 {
1790 object *tmp;
1791
1792 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1733 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1793 if (tmp->type == RUNE || tmp->type == TRAP) 1734 if (tmp->type == RUNE || tmp->type == TRAP)
1794 { 1735 {
1795 spring_trap (tmp, hitter); 1736 spring_trap (tmp, hitter);
1737
1796 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1738 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1797 return 0; 1739 return 0;
1740
1798 break; 1741 break;
1799 } 1742 }
1800 } 1743 }
1801 1744
1802 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1803 { 1746 {
1804 /* FIXME: If a player is killed by a rune in a door, the 1747 /* FIXME: If a player is killed by a rune in a door, the
1805 * destroyed() check above doesn't return, and might get here. 1748 * destroyed() check above doesn't return, and might get here.
1806 */ 1749 */
1750
1751 /* FIXME: This for example happens when a dead door is on a mover and
1752 gets it's speed_left raised on each mover-tick.
1753 Doors are removed in a kinda funny way by giving them speed and speed_left
1754 and waiting for that to run out.
1755 */
1807 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1756 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1808 return 0; 1757 return 0;
1809 } 1758 }
1810 1759
1811#ifdef ATTACK_DEBUG 1760#ifdef ATTACK_DEBUG
1812 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1761 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1818 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1767 * in case 0>dam>1, we try to "simulate" a float value-effect */
1819 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1768 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1820 if (dam >= 100) 1769 if (dam >= 100)
1821 dam /= 100; 1770 dam /= 100;
1822 else 1771 else
1823 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1772 dam = (dam > rndm (0, 99)) ? 1 : 0;
1824 } 1773 }
1825 1774
1826 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1775 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1827 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1776 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1828 */ 1777 */
1844 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1845 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1846 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1847 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1848 (hitter->title != NULL 1797 (hitter->title != NULL
1849 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1850 return 0; 1799 return 0;
1851 } 1800 }
1852 1801
1853 maxattacktype = type; /* initialize this to something */ 1802 maxattacktype = type; /* initialise this to something */
1854 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1855 { 1804 {
1856 /* Magic isn't really a true attack type - it gets combined with other 1805 /* Magic isn't really a true attack type - it gets combined with other
1857 * attack types. As such, skip it over. However, if magic is 1806 * attack types. As such, skip it over. However, if magic is
1858 * the only attacktype in the group, then still attack with it 1807 * the only attacktype in the group, then still attack with it
1886 */ 1835 */
1887 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1888 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1889 { 1838 {
1890 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1891#ifndef COZY_SERVER
1892 maxdam++;
1893#endif
1894 1840
1895#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1896 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1897 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1898#endif 1844#endif
1899 } 1845 }
1900 1846
1901 if (!full_hit) 1847 if (!full_hit)
1902 { 1848 {
1903 archetype *at;
1904 int area; 1849 int area;
1905 int remainder; 1850 int remainder;
1906 1851
1907 area = 0; 1852 area = 0;
1908 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1909 area++; 1855 area++;
1856
1910 assert (area > 0); 1857 assert (area > 0);
1911 1858
1912 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1913 value-effect */ 1860 value-effect */
1914 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1915 maxdam /= area; 1862 maxdam /= area;
1916 if (RANDOM () % 100 < remainder) 1863 if (rndm (100) < remainder)
1917 maxdam++; 1864 maxdam++;
1918 } 1865 }
1919 1866
1920#ifdef ATTACK_DEBUG 1867#ifdef ATTACK_DEBUG
1921 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1868 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1922#endif 1869#endif
1923 1870
1924 if (get_owner (hitter)) 1871 // for now, only do this for active objects, otherwise they
1872 // keep a refcount for a long time and I see no usefulness
1873 // for an non-active objetc to know its enemy.
1874 if (op->active)
1875 if (hitter->owner)
1925 op->enemy = hitter->owner; 1876 op->enemy = hitter->owner;
1926 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1927 op->enemy = hitter; 1878 op->enemy = hitter;
1928 1879
1929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1930 { 1881 {
1931 /* The unaggressives look after themselves 8) */ 1882 /* The unaggressives look after themselves 8) */
1932 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1954 1905
1955 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1906 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1956 { 1907 {
1957 if (maxdam) 1908 if (maxdam)
1958 tear_down_wall (op); 1909 tear_down_wall (op);
1910
1959 return maxdam; /* nothing more to do for wall */ 1911 return maxdam; /* nothing more to do for wall */
1960 } 1912 }
1961 1913
1962 /* See if the creature has been killed */ 1914 /* See if the creature has been killed */
1963 rtn_kill = kill_object (op, maxdam, hitter, type); 1915 rtn_kill = kill_object (op, maxdam, hitter, type);
1968 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1969 * that before if the player was immune to ghosthit, the monster 1921 * that before if the player was immune to ghosthit, the monster
1970 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1971 */ 1923 */
1972 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1973 { 1925 hitter->destroy ();
1974 if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) 1926
1975 remove_friendly_object (hitter);
1976 remove_ob (hitter);
1977 free_object (hitter);
1978 }
1979 /* Lets handle creatures that are splitting now */ 1927 /* Lets handle creatures that are splitting now */
1980 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1981 { 1929 {
1982 int i; 1930 int i;
1983 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1984 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1932 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1985 object *owner = get_owner (op); 1933 object *owner = op->owner;
1986 1934
1987 if (!op->other_arch) 1935 if (!op->other_arch)
1988 { 1936 {
1989 LOG (llevError, "SPLITTING without other_arch error.\n"); 1937 LOG (llevError, "SPLITTING without other_arch error.\n");
1990 return maxdam; 1938 return maxdam;
1991 } 1939 }
1940
1992 remove_ob (op); 1941 op->remove ();
1993 for (i = 0; i < NROFNEWOBJS (op); i++) 1942
1943 for (i = 0; i < op->stats.food; i++)
1994 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1995 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1996 int j; 1946 int j;
1997 1947
1998 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
1949
1999 if (friendly) 1950 if (friendly)
2000 { 1951 {
2001 SET_FLAG (tmp, FLAG_FRIENDLY);
2002 add_friendly_object (tmp); 1952 add_friendly_object (tmp);
2003 tmp->attack_movement = PETMOVE; 1953 tmp->attack_movement = PETMOVE;
1954
2004 if (owner != NULL) 1955 if (owner)
2005 set_owner (tmp, owner); 1956 tmp->set_owner (owner);
2006 } 1957 }
1958
2007 if (unaggressive) 1959 if (unaggressive)
2008 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1961
2009 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1962 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1963
2010 if (j == -1) /* No spot to put this monster */ 1964 if (j == -1) /* No spot to put this monster */
2011 free_object (tmp); 1965 tmp->destroy ();
2012 else 1966 else
2013 { 1967 {
2014 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1968 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2015 insert_ob_in_map (tmp, op->map, NULL, 0); 1969 insert_ob_in_map (tmp, op->map, NULL, 0);
2016 } 1970 }
2017 } 1971 }
2018 if (friendly) 1972
2019 remove_friendly_object (op); 1973 op->destroy ();
2020 free_object (op);
2021 } 1974 }
2022 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2023 { 1976 hitter->destroy ();
2024 remove_ob (hitter); 1977
2025 free_object (hitter);
2026 }
2027 return maxdam; 1978 return maxdam;
2028} 1979}
2029
2030 1980
2031void 1981void
2032poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2033{ 1983{
2034 archetype *at = archetype::find ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2052 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2002 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2053 tmp->stats.dam += hitter->level / 2; 2003 tmp->stats.dam += hitter->level / 2;
2054 else 2004 else
2055 tmp->stats.dam = dam; 2005 tmp->stats.dam = dam;
2056 2006
2057 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2007 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2058 if (hitter->skill && hitter->skill != tmp->skill) 2008 if (hitter->skill && hitter->skill != tmp->skill)
2059 { 2009 {
2060 tmp->skill = hitter->skill; 2010 tmp->skill = hitter->skill;
2061 } 2011 }
2062 2012
2068 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2069 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2070 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2071 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2072 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2073 fix_player (op); 2023 op->update_stats ();
2074 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
2075 } 2026 }
2027
2076 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2077 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2078 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2079 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2080 } 2032 }
2033
2081 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2082 } 2035 }
2083 else 2036 else
2084 tmp->stats.food++; 2037 tmp->stats.food++;
2085} 2038}
2089{ 2042{
2090 archetype *at = archetype::find ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2091 object *tmp; 2044 object *tmp;
2092 2045
2093 if (at == NULL) 2046 if (at == NULL)
2094 {
2095 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2096 } 2048
2097 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2098 { 2050 {
2099 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2100 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2101 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2102 } 2054 }
2103 else 2055 else
2104 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2105 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2106 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2107 fix_player (op); 2060 op->update_stats ();
2108} 2061}
2109 2062
2110void 2063void
2111confuse_player (object *op, object *hitter, int dam) 2064confuse_player (object *op, object *hitter, int dam)
2112{ 2065{
2126 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2127 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2128 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2129 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2130 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2131 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2132 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2133 2087
2134 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2135 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090
2136 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2137} 2092}
2138 2093
2139void 2094void
2140blind_player (object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
2156 */ 2111 */
2157 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2158 2113
2159 tmp = insert_ob_in_ob (tmp, op); 2114 tmp = insert_ob_in_ob (tmp, op);
2160 change_abil (op, tmp); /* Mostly to display any messages */ 2115 change_abil (op, tmp); /* Mostly to display any messages */
2161 fix_player (op); /* This takes care of some other stuff */ 2116 op->update_stats (); /* This takes care of some other stuff */
2162 2117
2163 if (hitter->owner) 2118 if (hitter->owner)
2164 owner = get_owner (hitter); 2119 owner = hitter->owner;
2165 else 2120 else
2166 owner = hitter; 2121 owner = hitter;
2167 2122
2168 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2123 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2169 } 2124 }
2206 op->speed_left = (float) -(FABS (op->speed) * max); 2161 op->speed_left = (float) -(FABS (op->speed) * max);
2207 2162
2208/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2209} 2164}
2210 2165
2211
2212/* Attempts to kill 'op'. hitter is the attack object, dam is 2166/* Attempts to kill 'op'. hitter is the attack object, dam is
2213 * the computed damaged. 2167 * the computed damaged.
2214 */ 2168 */
2215void 2169void
2216deathstrike_player (object *op, object *hitter, int *dam) 2170deathstrike_player (object *op, object *hitter, int *dam)
2224 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2225 2179
2226 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2227 2181
2228 if (hitter->slaying) 2182 if (hitter->slaying)
2229 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2230 return; 2184 return;
2231 2185
2232 def_lev = op->level; 2186 def_lev = op->level;
2233 if (def_lev < 1) 2187 if (def_lev < 1)
2234 { 2188 {
2235 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2236 def_lev = 1; 2190 def_lev = 1;
2237 } 2191 }
2192
2238 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2239 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2240 atk_lev, def_lev); */ 2195 atk_lev, def_lev); */
2241 2196
2242 if (atk_lev >= def_lev) 2197 if (atk_lev >= def_lev)
2257 */ 2212 */
2258 *dam *= kill_lev / def_lev; 2213 *dam *= kill_lev / def_lev;
2259 } 2214 }
2260 } 2215 }
2261 else 2216 else
2262 {
2263 *dam = 0; /* no harm done */ 2217 *dam = 0; /* no harm done */
2264 }
2265} 2218}
2266 2219
2267/* thrown_item_effect() - handles any special effects of thrown 2220/* thrown_item_effect() - handles any special effects of thrown
2268 * items (like attacking living creatures--a potion thrown at a 2221 * items (like attacking living creatures--a potion thrown at a
2269 * monster). 2222 * monster).
2298 } 2251 }
2299 } 2252 }
2300} 2253}
2301 2254
2302/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2303
2304int 2256int
2305adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2306{ 2258{
2307 object *attacker = hitter; 2259 object *attacker = hitter;
2308 int adjust = 0; 2260 int adjust = 0;
2315 } 2267 }
2316 2268
2317 /* aimed missiles use the owning object's sight */ 2269 /* aimed missiles use the owning object's sight */
2318 if (is_aimed_missile (hitter)) 2270 if (is_aimed_missile (hitter))
2319 { 2271 {
2320 if ((attacker = get_owner (hitter)) == NULL) 2272 if ((attacker = hitter->owner) == NULL)
2321 attacker = hitter; 2273 attacker = hitter;
2322 /* A player who saves but hasn't quit still could have objects 2274 /* A player who saves but hasn't quit still could have objects
2323 * owned by him - need to handle that case to avoid crashes. 2275 * owned by him - need to handle that case to avoid crashes.
2324 */ 2276 */
2325 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2373#endif 2325#endif
2374 2326
2375 return adjust; 2327 return adjust;
2376} 2328}
2377 2329
2378
2379/* determine if the object is an 'aimed' missile */ 2330/* determine if the object is an 'aimed' missile */
2380int 2331int
2381is_aimed_missile (object *op) 2332is_aimed_missile (object *op)
2382{ 2333{
2383 2334
2384 /* I broke what used to be one big if into a few nested 2335 /* I broke what used to be one big if into a few nested
2385 * ones so that figuring out the logic is at least possible. 2336 * ones so that figuring out the logic is at least possible.
2386 */ 2337 */
2387 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2388 {
2389 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2390 return 1; 2340 return 1;
2391 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2392 return 1; 2342 return 1;
2393 } 2343
2394 return 0; 2344 return 0;
2395} 2345}

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