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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.89 by root, Fri Aug 29 06:47:15 2008 UTC vs.
Revision 1.101 by root, Fri Dec 26 13:33:22 2008 UTC

193 } 193 }
194 else 194 else
195 { 195 {
196 // drop everything to the ground, if possible 196 // drop everything to the ground, if possible
197 op->insert_at (originator); 197 op->insert_at (originator);
198 op->destroy (); 198 op->drop_and_destroy ();
199 } 199 }
200 200
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 202 if (env)
203 { 203 {
780 * for help. */ 780 * for help. */
781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
782 npc_call_help (op); 782 npc_call_help (op);
783 783
784 /* if you were hidden and hit by a creature, you are discovered */ 784 /* if you were hidden and hit by a creature, you are discovered */
785 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 786 {
787 make_visible (op); 787 make_visible (op);
788 788
789 if (op->type == PLAYER) 789 if (op->type == PLAYER)
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
891 /* Disassemble missile */ 891 /* Disassemble missile */
892 if (op->inv) 892 if (op->inv)
893 { 893 {
894 container = op; 894 container = op;
895 hitter = op->inv; 895 hitter = op->inv;
896 hitter->remove ();
897 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 896 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
898 /* Note that we now have an empty THROWN_OBJ on the map. Code that 897 /* Note that we now have an empty THROWN_OBJ on the map. Code that
899 * might be called until this THROWN_OBJ is either reassembled or 898 * might be called until this THROWN_OBJ is either reassembled or
900 * removed at the end of this function must be able to deal with empty 899 * removed at the end of this function must be able to deal with empty
901 * THROWN_OBJs. */ 900 * THROWN_OBJs. */
902 } 901 }
916 * other places as well!) 915 * other places as well!)
917 */ 916 */
918 if (hitter->destroyed () || hitter->env != NULL) 917 if (hitter->destroyed () || hitter->env != NULL)
919 { 918 {
920 if (container) 919 if (container)
921 {
922 container->remove ();
923 container->destroy (); 920 container->destroy ();
924 }
925 921
926 return 0; 922 return 0;
927 } 923 }
928 924
929 /* Missile hit victim */ 925 /* Missile hit victim */
953 * can fly over but not otherwise move over. What is the correct 949 * can fly over but not otherwise move over. What is the correct
954 * way to handle those otherwise? 950 * way to handle those otherwise?
955 */ 951 */
956 if (victim->x != hitter->x || victim->y != hitter->y) 952 if (victim->x != hitter->x || victim->y != hitter->y)
957 { 953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
958 hitter->remove (); 958 hitter->remove ();
959 hitter->x = victim->x; 959 hitter->x = victim->x;
960 hitter->y = victim->y; 960 hitter->y = victim->y;
961 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
962 } 963 }
963 else 964 else
964 /* Else leave arrow where it is */ 965 /* Else leave arrow where it is */
965 merge_ob (hitter, NULL); 966 merge_ob (hitter, NULL);
966 967
1381 */ 1382 */
1382int 1383int
1383kill_object (object *op, int dam, object *hitter, int type) 1384kill_object (object *op, int dam, object *hitter, int type)
1384{ 1385{
1385 char buf[MAX_BUF]; 1386 char buf[MAX_BUF];
1386 const char *skill; 1387 shstr skill;
1387 int maxdam = 0; 1388 int maxdam = 0;
1388 int battleg = 0; /* true if op standing on battleground */ 1389 int battleg = 0; /* true if op standing on battleground */
1389 int pk = 0; /* true if op and what controls hitter are both players */ 1390 int pk = 0; /* true if op and what controls hitter are both players */
1390 object *owner = 0; 1391 object *owner = 0;
1391 object *skop = 0; 1392 object *skop = 0;
1412 return maxdam; 1413 return maxdam;
1413 } 1414 }
1414 1415
1415 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1416 { 1417 {
1417 op->destroy (); 1418 op->drop_and_destroy ();
1418 return maxdam; 1419 return maxdam;
1419 } 1420 }
1420 1421
1421 /* Now lets start dealing with experience we get for killing something */ 1422 /* Now lets start dealing with experience we get for killing something */
1422 1423
1423 owner = hitter->owner; 1424 owner = hitter->outer_owner ();
1424 if (!owner) 1425 if (!owner)
1425 owner = hitter; 1426 owner = hitter;
1426 1427
1427 /* is the victim (op) standing on battleground? */ 1428 /* is the victim (op) standing on battleground? */
1428 if (op_on_battleground (op, NULL, NULL)) 1429 if (op_on_battleground (op, NULL, NULL))
1480 1481
1481 /* This code below deals with finding the appropriate skill 1482 /* This code below deals with finding the appropriate skill
1482 * to credit exp to. This is a bit problematic - we should 1483 * to credit exp to. This is a bit problematic - we should
1483 * probably never really have to look at current_weapon->skill 1484 * probably never really have to look at current_weapon->skill
1484 */ 1485 */
1485 skill = 0;
1486
1487 if (hitter->skill && hitter->type != PLAYER) 1486 if (hitter->skill && hitter->type != PLAYER)
1488 skill = hitter->skill; 1487 skill = hitter->skill;
1489 else if (owner->chosen_skill) 1488 else if (owner->chosen_skill)
1490 { 1489 {
1491 skop = owner->chosen_skill; 1490 skop = owner->chosen_skill;
1492 skill = skop->skill; 1491 skill = skop->skill;
1493 } 1492 }
1494 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1495 skill = owner->current_weapon->skill; 1494 skill = owner->current_weapon->skill;
1496 else 1495 else
1496 {
1497 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1497 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1498 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1499 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1500 skill = 0;
1501 }
1498 1502
1499 /* We have the skill we want to credit to - now find the object this goes 1503 /* We have the skill we want to credit to - now find the object this goes
1500 * to. Make sure skop is an actual skill, and not a skill tool! 1504 * to. Make sure skop is an actual skill, and not a skill tool!
1501 */ 1505 */
1502 if ((!skop || skop->type != SKILL) && skill) 1506 skop = owner->contr->find_skill (skill);
1503 {
1504 int i;
1505
1506 for (i = 0; i < NUM_SKILLS; i++)
1507 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1508 {
1509 skop = owner->contr->last_skill_ob[i];
1510 break;
1511 }
1512 }
1513 } /* Was it a player that hit somethign */ 1507 } /* Was it a player that hit somethign */
1514 else 1508 else
1515 skill = 0; 1509 skill = 0;
1516
1517 /* Pet (or spell) killed something. */
1518 if (op->type == PLAYER)
1519 {
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 new_draw_info (NDI_ALL, 0, NULL, buf);
1529 }
1530 1510
1531 /* These may have been set in the player code section above */ 1511 /* These may have been set in the player code section above */
1532 if (!skop) 1512 if (!skop)
1533 skop = hitter->chosen_skill; 1513 skop = hitter->chosen_skill;
1534 1514
1613 1593
1614 if (owner1 && owner1->type == PLAYER) 1594 if (owner1 && owner1->type == PLAYER)
1615 { 1595 {
1616 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1596 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1617 /* Maybe we should include the owner that killed this, maybe not */ 1597 /* Maybe we should include the owner that killed this, maybe not */
1618 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1619 } 1599 }
1620 1600
1621 remove_friendly_object (op); 1601 remove_friendly_object (op);
1622 } 1602 }
1623 1603
1624 op->destroy (); 1604 op->drop_and_destroy ();
1625 } 1605 }
1626 else 1606 else
1627 /* Player has been killed! */ 1607 /* Player has been killed! */
1628 op->contr->killer = owner->type == PLAYER ? owner : hitter; 1608 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1629 1609
1915 /* See if the creature has been killed */ 1895 /* See if the creature has been killed */
1916 rtn_kill = kill_object (op, maxdam, hitter, type); 1896 rtn_kill = kill_object (op, maxdam, hitter, type);
1917 if (rtn_kill != -1) 1897 if (rtn_kill != -1)
1918 return rtn_kill; 1898 return rtn_kill;
1919 1899
1920
1921 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1900 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1922 * that before if the player was immune to ghosthit, the monster 1901 * that before if the player was immune to ghosthit, the monster
1923 * remained - that is no longer the case. 1902 * remained - that is no longer the case.
1924 */ 1903 */
1925 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1926 hitter->destroy (); 1905 hitter->drop_and_destroy ();
1927
1928 /* Lets handle creatures that are splitting now */ 1906 /* Lets handle creatures that are splitting now */
1929 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1907 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1930 { 1908 {
1931 int i; 1909 int i;
1932 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1972 } 1950 }
1973 1951
1974 op->destroy (); 1952 op->destroy ();
1975 } 1953 }
1976 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1954 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1977 hitter->destroy (); 1955 hitter->drop_and_destroy ();
1978 1956
1979 return maxdam; 1957 return maxdam;
1980} 1958}
1981 1959
1982void 1960void
2185 return; 2163 return;
2186 2164
2187 def_lev = op->level; 2165 def_lev = op->level;
2188 if (def_lev < 1) 2166 if (def_lev < 1)
2189 { 2167 {
2190 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2168 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2191 def_lev = 1; 2169 def_lev = 1;
2192 } 2170 }
2193 2171
2194 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2172 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2195 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2173 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2288 { 2266 {
2289 /* target is unseen */ 2267 /* target is unseen */
2290 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2291 adjust -= 10; 2269 adjust -= 10;
2292 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2270 /* dark map penalty for the hitter (lacks infravision if we got here). */
2293 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2271 else if (target->map && target->map->darklevel () > 0 && !stand_in_light (target))
2294 adjust -= target->map->darkness; 2272 adjust -= target->map->darklevel ();
2295 } 2273 }
2296 2274
2297 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2298 adjust -= 3; 2276 adjust -= 3;
2299 2277

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