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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC vs.
Revision 1.58 by root, Sun Apr 29 03:44:36 2007 UTC

24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 29#include <sounds.h>
30#include <sproto.h>
35 31
36typedef struct att_msg_str 32typedef struct att_msg_str
37{ 33{
38 char *msg1; 34 char *msg1;
39 char *msg2; 35 char *msg2;
84 materialtype_t *mt; 80 materialtype_t *mt;
85 81
86 if (op->materialname == NULL) 82 if (op->materialname == NULL)
87 { 83 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 85 if (op->materials & mt->material)
90 break; 86 break;
91 } 87 }
92 else 88 else
93 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
94 90
375 * that weak walls have is_alive set, which prevent objects from 371 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 372 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be 373 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 374 * destroyed right now.
379 */ 375 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 376 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
381 { 377 {
382 save_throw_object (tmp, type, op); 378 save_throw_object (tmp, type, op);
383 379
384 if (op->destroyed ()) 380 if (op->destroyed ())
385 break; 381 break;
654 { 650 {
655 i = 4; 651 i = 4;
656 map = hitter->map; 652 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 653 if (out_of_map (map, hitter->x, hitter->y))
658 return; 654 return;
655
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 656 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 657 if (next)
661 while (next) 658 while (next)
662 { 659 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 660 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 661 i *= 3;
665 tmp = next; 662 tmp = next;
666 next = tmp->above; 663 next = tmp->above;
667 } 664 }
665
668 if (i < 0) 666 if (i < 0)
669 return; 667 return;
668
670 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
671 return; 670 return;
672 } 671 }
673 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
674 return; 673 return;
674
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 678 }
679} 679}
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 { 780 {
781 hitter->casting_time = -1; 781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); 782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 } 783 }
784
784 if ((op->casting_time > -1) && (hitdam > 0)) 785 if ((op->casting_time > -1) && (hitdam > 0))
785 { 786 {
786 op->casting_time = -1; 787 op->casting_time = -1;
787 if (op->type == PLAYER) 788 if (op->type == PLAYER)
788 { 789 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); 790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 791 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 } 792 }
792 } 793 }
793 } 794 }
795
794 if (!simple_attack) 796 if (!simple_attack)
795 { 797 {
796 /* If you hit something, the victim should *always* wake up. 798 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 799 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 800 * -b.t. */
869} 871}
870 872
871int 873int
872attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
873{ 875{
874
875 if (hitter->head)
876 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 879}
879 880
880/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
881 * 882 *
1008 insert_ob_in_ob (hitter, container); 1009 insert_ob_in_ob (hitter, container);
1009 } 1010 }
1010 1011
1011 return op; 1012 return op;
1012} 1013}
1013
1014 1014
1015void 1015void
1016tear_down_wall (object *op) 1016tear_down_wall (object *op)
1017{ 1017{
1018 int perc = 0; 1018 int perc = 0;
1203 if (tmp->invisible) 1203 if (tmp->invisible)
1204 continue; 1204 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1207 continue; 1207 continue;
1208 if (!(tmp->material & M_IRON)) 1208 if (!(tmp->materials & M_IRON))
1209 continue; 1209 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue; 1211 continue;
1212 if (tmp->type == RING 1212 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */ 1213 /* removed boots and gloves from exclusion list in PR */
1438 return maxdam; 1438 return maxdam;
1439 } 1439 }
1440 1440
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1442 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy (); 1443 op->destroy ();
1449 return maxdam; 1444 return maxdam;
1450 } 1445 }
1451 1446
1452 /* Now lets start dealing with experience we get for killing something */ 1447 /* Now lets start dealing with experience we get for killing something */
1529 skill = owner->current_weapon->skill; 1524 skill = owner->current_weapon->skill;
1530 else 1525 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1526 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 1527
1533 /* We have the skill we want to credit to - now find the object this goes 1528 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool! 1529 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1530 */
1536 if ((!skop || skop->type != SKILL) && skill) 1531 if ((!skop || skop->type != SKILL) && skill)
1537 { 1532 {
1538 int i; 1533 int i;
1539 1534
1602 if (owner->type != PLAYER || owner->contr->party == NULL) 1597 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0); 1598 change_exp (owner, exp, skill, 0);
1604 else 1599 else
1605 { 1600 {
1606 int shares = 0, count = 0; 1601 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party; 1602 partylist *party = owner->contr->party;
1609 1603
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1604 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611 1605
1612 for_all_players (pl) 1606 for_all_players (pl)
1671} 1665}
1672 1666
1673/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1667/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674 * Returns 0 this is not friendly fire 1668 * Returns 0 this is not friendly fire
1675 */ 1669 */
1676
1677int 1670int
1678friendly_fire (object *op, object *hitter) 1671friendly_fire (object *op, object *hitter)
1679{ 1672{
1680 object *owner; 1673 object *owner;
1681 int friendlyfire; 1674 int friendlyfire;
1738 object *owner = hitter->owner; 1731 object *owner = hitter->owner;
1739 1732
1740 if (!owner) 1733 if (!owner)
1741 owner = hitter; 1734 owner = hitter;
1742 1735
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1736 if (owner->type == PLAYER
1737 && (!op_on_battleground (op, 0, 0)
1738 && (op->contr->peaceful || owner->contr->peaceful))
1739 && op != owner)
1744 return 0; 1740 return 0;
1745 } 1741 }
1746#endif 1742#endif
1747 1743
1748 if (body_attack) 1744 if (body_attack)
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1778 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1779 {
1784 /* FIXME: If a player is killed by a rune in a door, the 1780 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here. 1781 * destroyed() check above doesn't return, and might get here.
1786 */ 1782 */
1783
1784 /* FIXME: This for example happens when a dead door is on a mover and
1785 gets it's speed_left raised on each mover-tick.
1786 Doors are removed in a kinda funny way by giving them speed and speed_left
1787 and waiting for that to run out.
1788 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1789 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1788 return 0; 1790 return 0;
1789 } 1791 }
1790 1792
1791#ifdef ATTACK_DEBUG 1793#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1794 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1899 1901
1900#ifdef ATTACK_DEBUG 1902#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1903 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1904#endif
1903 1905
1906 // for now, only do this for active objects, otherwise they
1907 // keep a refcount for a long time and I see no usefulness
1908 // for an non-active objetc to know its enemy.
1909 if (op->active)
1904 if (hitter->owner) 1910 if (hitter->owner)
1905 op->enemy = hitter->owner; 1911 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1912 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1913 op->enemy = hitter;
1908 1914
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1915 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 { 1916 {
1911 /* The unaggressives look after themselves 8) */ 1917 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1918 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1955 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950 * that before if the player was immune to ghosthit, the monster 1956 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1957 * remained - that is no longer the case.
1952 */ 1958 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1959 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1960 hitter->destroy ();
1959 } 1961
1960 /* Lets handle creatures that are splitting now */ 1962 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1963 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 { 1964 {
1963 int i; 1965 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1966 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2190 op->speed_left = (float) -(FABS (op->speed) * max); 2192 op->speed_left = (float) -(FABS (op->speed) * max);
2191 2193
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2194/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193} 2195}
2194 2196
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 2197/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 2198 * the computed damaged.
2198 */ 2199 */
2199void 2200void
2200deathstrike_player (object *op, object *hitter, int *dam) 2201deathstrike_player (object *op, object *hitter, int *dam)
2217 if (def_lev < 1) 2218 if (def_lev < 1)
2218 { 2219 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2220 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220 def_lev = 1; 2221 def_lev = 1;
2221 } 2222 }
2223
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2224 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2225 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 2226 atk_lev, def_lev); */
2225 2227
2226 if (atk_lev >= def_lev) 2228 if (atk_lev >= def_lev)
2241 */ 2243 */
2242 *dam *= kill_lev / def_lev; 2244 *dam *= kill_lev / def_lev;
2243 } 2245 }
2244 } 2246 }
2245 else 2247 else
2246 {
2247 *dam = 0; /* no harm done */ 2248 *dam = 0; /* no harm done */
2248 }
2249} 2249}
2250 2250
2251/* thrown_item_effect() - handles any special effects of thrown 2251/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a 2252 * items (like attacking living creatures--a potion thrown at a
2253 * monster). 2253 * monster).
2357#endif 2357#endif
2358 2358
2359 return adjust; 2359 return adjust;
2360} 2360}
2361 2361
2362
2363/* determine if the object is an 'aimed' missile */ 2362/* determine if the object is an 'aimed' missile */
2364int 2363int
2365is_aimed_missile (object *op) 2364is_aimed_missile (object *op)
2366{ 2365{
2367 2366
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2372 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2373 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1; 2375 return 1;
2377 } 2376 }
2377
2378 return 0; 2378 return 0;
2379} 2379}

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