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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 1.66 by root, Mon May 28 21:28:35 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
35 32
36typedef struct att_msg_str 33typedef struct att_msg_str
37{ 34{
38 char *msg1; 35 char *msg1;
39 char *msg2; 36 char *msg2;
84 materialtype_t *mt; 81 materialtype_t *mt;
85 82
86 if (op->materialname == NULL) 83 if (op->materialname == NULL)
87 { 84 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 86 if (op->materials & mt->material)
90 break; 87 break;
91 } 88 }
92 else 89 else
93 mt = name_to_material (op->materialname); 90 mt = name_to_material (op->materialname);
94 91
271 * op is going in direction 'dir' 268 * op is going in direction 'dir'
272 * type is the attacktype of the object. 269 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 270 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 271 * returns 1 if it hits something, 0 otherwise.
275 */ 272 */
276
277int 273int
278hit_map (object *op, int dir, int type, int full_hit) 274hit_map (object *op, int dir, int type, int full_hit)
279{ 275{
280 maptile *map; 276 maptile *map;
281 sint16 x, y; 277 sint16 x, y;
314 mapspace &ms = map->at (x, y); 310 mapspace &ms = map->at (x, y);
315 311
316 if (ms.flags () & P_SAFE) 312 if (ms.flags () & P_SAFE)
317 return 0; 313 return 0;
318 314
319 /* peterm: a few special cases for special attacktypes --counterspell 315 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 316 * must be out here because it strikes things which are not alive
321 */ 317 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 318 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 319 {
324 if (type & AT_COUNTERSPELL) 320 if (type & AT_COUNTERSPELL)
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}
745 745
746 /* 746 /*
747 * A little check to make it more difficult to dance forward and back 747 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 748 * to avoid ever being hit by monsters.
749 */ 749 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 751 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 752 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 753 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 754 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 755 * we call process_object, the 'if' statement above will fail.
756 */ 756 */
757 op->speed_left--; 757 --op->speed_left;
758 process_object (op); 758 process_object (op);
759 759
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 761 goto error;
762 } 762 }
772 /* See if we hit the creature */ 772 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 773 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 774 {
775 int hitdam = base_dam; 775 int hitdam = base_dam;
776 776
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 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 }
792 }
793 }
794 if (!simple_attack) 777 if (!simple_attack)
795 { 778 {
796 /* If you hit something, the victim should *always* wake up. 779 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 780 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 781 * -b.t. */
806 789
807 /* if you were hidden and hit by a creature, you are discovered */ 790 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 791 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 792 {
810 make_visible (op); 793 make_visible (op);
794
811 if (op->type == PLAYER) 795 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 797 }
814 798
815 /* thrown items (hitter) will have various effects 799 /* thrown items (hitter) will have various effects
869} 853}
870 854
871int 855int
872attack_ob (object *op, object *hitter) 856attack_ob (object *op, object *hitter)
873{ 857{
874
875 if (hitter->head)
876 hitter = hitter->head; 858 hitter = hitter->head_ ();
859
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 860 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 861}
879 862
880/* op is the arrow, tmp is what is stopping the arrow. 863/* op is the arrow, tmp is what is stopping the arrow.
881 * 864 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 873 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 874 * stick around.
892 */ 875 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 876 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 877 {
895 if (tmp->head != NULL)
896 tmp = tmp->head; 878 tmp = tmp->head_ ();
897 879
898 op->remove (); 880 op->remove ();
899 op = insert_ob_in_ob (op, tmp); 881 op = insert_ob_in_ob (op, tmp);
900 882
901 if (tmp->type == PLAYER) 883 if (tmp->type == PLAYER)
1008 insert_ob_in_ob (hitter, container); 990 insert_ob_in_ob (hitter, container);
1009 } 991 }
1010 992
1011 return op; 993 return op;
1012} 994}
1013
1014 995
1015void 996void
1016tear_down_wall (object *op) 997tear_down_wall (object *op)
1017{ 998{
1018 int perc = 0; 999 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1048 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1049 if (!target->enemy)
1069 target->enemy = owner; 1050 target->enemy = owner;
1070} 1051}
1071 1052
1072
1073/* This returns the amount of damage hitter does to op with the 1053/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1054 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1055 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1056 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1057 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1068 return 0;
1089 } 1069 }
1090 1070
1091 if (dam < 0) 1071 if (dam < 0)
1092 { 1072 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1073 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1074 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1075 return 0;
1095 } 1076 }
1096 1077
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1078 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */ 1079 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1080 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1081 return dam;
1101 1082
1102 if (hitter->slaying) 1083 if (hitter->slaying)
1103 { 1084 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1085 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1086 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1106 { 1087 {
1107 doesnt_slay = 0; 1088 doesnt_slay = 0;
1108 dam *= 3; 1089 dam *= 3;
1109 } 1090 }
1110 } 1091 }
1124 /* Special hack. By default, if immune to something, you 1105 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1106 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1107 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1108 * special processing is needed */
1128 1109
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1110 if (op->resist[attacknum] >= 100
1111 && doesnt_slay
1112 && attacknum != ATNR_ACID)
1130 return 0; 1113 return 0;
1131 1114
1132 /* Keep this in order - makes things easier to find */ 1115 /* Keep this in order - makes things easier to find */
1133 1116
1134 switch (attacknum) 1117 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1167 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1168 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1169 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1170 blind_player (op, hitter, dam);
1188 } 1171 }
1172
1189 dam = 0; /* These are all effects and don't do real damage */ 1173 dam = 0; /* These are all effects and don't do real damage */
1190 } 1174 }
1191 break; 1175 break;
1192 1176
1193 case ATNR_ACID: 1177 case ATNR_ACID:
1203 if (tmp->invisible) 1187 if (tmp->invisible)
1204 continue; 1188 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1189 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */ 1190 /* >= 10% acid res. on items will protect these */
1207 continue; 1191 continue;
1208 if (!(tmp->material & M_IRON)) 1192 if (!(tmp->materials & M_IRON))
1209 continue; 1193 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */ 1194 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue; 1195 continue;
1212 if (tmp->type == RING 1196 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */ 1197 /* removed boots and gloves from exclusion list in PR */
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1255 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1256 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1257 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1258 * attacks, hence all the != PLAYER checks.
1275 */ 1259 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1260 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1261 {
1278 object *owner = hitter->owner; 1262 object *owner = hitter->owner;
1279 1263
1280 if (owner && owner != hitter) 1264 if (owner && owner != hitter)
1281 { 1265 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1266 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1267 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1268 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1269 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1270 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1271 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1273
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1274 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1275 }
1293 1276
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1277 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP, 1278 * drain attack, you won't know that you are actually sucking out EXP,
1309 1292
1310 /* if undead are not an enemy of your god, you turn them 1293 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1294 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1295 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313 div = 2; 1296 div = 2;
1297
1314 /* Give a bonus if you resist turn undead */ 1298 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1299 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1300 scare_creature (op, owner);
1317 } 1301 }
1318 else 1302 else
1324 case ATNR_DEATH: 1308 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1309 deathstrike_player (op, hitter, &dam);
1326 break; 1310 break;
1327 1311
1328 case ATNR_CHAOS: 1312 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1313 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1314 dam = 0;
1331 break; 1315 break;
1332 1316
1333 case ATNR_COUNTERSPELL: 1317 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1318 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1319 dam = 0;
1336 /* This should never happen. Counterspell is handled 1320 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1321 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1322 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1323 * does no damage. */
1411 char buf[MAX_BUF]; 1395 char buf[MAX_BUF];
1412 const char *skill; 1396 const char *skill;
1413 int maxdam = 0; 1397 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1398 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1399 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1400 object *owner = 0;
1417 object *skop = NULL; 1401 object *skop = 0;
1418 1402
1419 if (op->stats.hp >= 0) 1403 if (op->stats.hp >= 0)
1420 return -1; 1404 return -1;
1421 1405
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1406 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1415 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1416 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1417
1434 if (op->type == DOOR) 1418 if (op->type == DOOR)
1435 { 1419 {
1436 op->set_speed (0.1); 1420 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1421 op->speed_left = -0.05f;
1438 return maxdam; 1422 return maxdam;
1439 } 1423 }
1440 1424
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1425 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1426 {
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 (); 1427 op->destroy ();
1449 return maxdam; 1428 return maxdam;
1450 } 1429 }
1451 1430
1452 /* Now lets start dealing with experience we get for killing something */ 1431 /* Now lets start dealing with experience we get for killing something */
1511 */ 1490 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1491 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1492 owner->change_luck (-settings.pk_luck_penalty);
1514 1493
1515 /* This code below deals with finding the appropriate skill 1494 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1495 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1496 * probably never really have to look at current_weapon->skill
1518 */ 1497 */
1519 skill = 0; 1498 skill = 0;
1520 1499
1521 if (hitter->skill && hitter->type != PLAYER) 1500 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1501 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1502 else if (owner->chosen_skill)
1524 { 1503 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1504 skop = owner->chosen_skill;
1505 skill = skop->skill;
1527 } 1506 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1508 skill = owner->current_weapon->skill;
1530 else 1509 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1510 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 1511
1533 /* We have the skill we want to credit to - now find the object this goes 1512 /* 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! 1513 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1514 */
1536 if ((!skop || skop->type != SKILL) && skill) 1515 if ((!skop || skop->type != SKILL) && skill)
1537 { 1516 {
1538 int i; 1517 int i;
1539 1518
1565 skill = skop->skill; 1544 skill = skop->skill;
1566 1545
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1546 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568 1547
1569 /* If you didn't kill yourself, and your not the wizard */ 1548 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1549 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1550 {
1572 int exp; 1551 int exp;
1573 1552
1574 /* Really don't give much experience for killing other players */ 1553 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1554 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1602 if (owner->type != PLAYER || owner->contr->party == NULL) 1581 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0); 1582 change_exp (owner, exp, skill, 0);
1604 else 1583 else
1605 { 1584 {
1606 int shares = 0, count = 0; 1585 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party; 1586 partylist *party = owner->contr->party;
1609 1587
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1588 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611 1589
1612 for_all_players (pl) 1590 for_all_players (pl)
1671} 1649}
1672 1650
1673/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1651/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674 * Returns 0 this is not friendly fire 1652 * Returns 0 this is not friendly fire
1675 */ 1653 */
1676
1677int 1654int
1678friendly_fire (object *op, object *hitter) 1655friendly_fire (object *op, object *hitter)
1679{ 1656{
1680 object *owner; 1657 object *owner;
1681 int friendlyfire; 1658 int friendlyfire;
1700 } 1677 }
1701 1678
1702 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1679 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1703 friendlyfire = 0; 1680 friendlyfire = 0;
1704 } 1681 }
1682
1705 return friendlyfire; 1683 return friendlyfire;
1706} 1684}
1707 1685
1708 1686
1709/* This isn't used just for players, but in fact most objects. 1687/* This isn't used just for players, but in fact most objects.
1730 1708
1731 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1709 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1732 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1710 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1733 return 0; 1711 return 0;
1734 1712
1735#ifdef PROHIBIT_PLAYERKILL 1713 // only allow pk for hostile players
1736 if (op->type == PLAYER) 1714 if (op->type == PLAYER)
1737 { 1715 {
1738 object *owner = hitter->owner; 1716 object *owner = hitter->owner;
1739 1717
1740 if (!owner) 1718 if (!owner)
1741 owner = hitter; 1719 owner = hitter;
1742 1720
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1721 if (owner->type == PLAYER
1722 && (!op_on_battleground (op, 0, 0)
1723 && (op->contr->peaceful || owner->contr->peaceful))
1724 && op != owner)
1744 return 0; 1725 return 0;
1745 } 1726 }
1746#endif
1747 1727
1748 if (body_attack) 1728 if (body_attack)
1749 { 1729 {
1750 /* slow and paralyze must hit the head. But we don't want to just 1730 /* slow and paralyze must hit the head. But we don't want to just
1751 * return - we still need to process other attacks the spell still 1731 * return - we still need to process other attacks the spell still
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1762 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1763 {
1784 /* FIXME: If a player is killed by a rune in a door, the 1764 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here. 1765 * destroyed() check above doesn't return, and might get here.
1786 */ 1766 */
1767
1768 /* FIXME: This for example happens when a dead door is on a mover and
1769 gets it's speed_left raised on each mover-tick.
1770 Doors are removed in a kinda funny way by giving them speed and speed_left
1771 and waiting for that to run out.
1772 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1773 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1788 return 0; 1774 return 0;
1789 } 1775 }
1790 1776
1791#ifdef ATTACK_DEBUG 1777#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1778 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1866 */ 1852 */
1867 friendlyfire = friendly_fire (op, hitter); 1853 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam) 1854 if (friendlyfire && maxdam)
1869 { 1855 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100); 1856 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874 1857
1875#ifdef ATTACK_DEBUG 1858#ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1859 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1860 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif 1861#endif
1899 1882
1900#ifdef ATTACK_DEBUG 1883#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1885#endif
1903 1886
1887 // for now, only do this for active objects, otherwise they
1888 // keep a refcount for a long time and I see no usefulness
1889 // for an non-active objetc to know its enemy.
1890 if (op->active)
1904 if (hitter->owner) 1891 if (hitter->owner)
1905 op->enemy = hitter->owner; 1892 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1893 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1894 op->enemy = hitter;
1908 1895
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1896 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1910 { 1897 {
1911 /* The unaggressives look after themselves 8) */ 1898 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1899 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1936 /* 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 1937 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1938 * remained - that is no longer the case.
1952 */ 1939 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1940 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1941 hitter->destroy ();
1959 } 1942
1960 /* Lets handle creatures that are splitting now */ 1943 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1944 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 { 1945 {
1963 int i; 1946 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy (); 1992 hitter->destroy ();
2010 1993
2011 return maxdam; 1994 return maxdam;
2012} 1995}
2013
2014 1996
2015void 1997void
2016poison_player (object *op, object *hitter, int dam) 1998poison_player (object *op, object *hitter, int dam)
2017{ 1999{
2018 archetype *at = archetype::find ("poisoning"); 2000 archetype *at = archetype::find ("poisoning");
2055 tmp->stats.Int = MAX (-dam / 7, -10); 2037 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 2038 SET_FLAG (tmp, FLAG_APPLIED);
2057 op->update_stats (); 2039 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2040 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059 } 2041 }
2042
2060 if (hitter->type == PLAYER) 2043 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2044 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2046 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 } 2047 }
2048
2065 tmp->speed_left = 0; 2049 tmp->speed_left = 0;
2066 } 2050 }
2067 else 2051 else
2068 tmp->stats.food++; 2052 tmp->stats.food++;
2069} 2053}
2073{ 2057{
2074 archetype *at = archetype::find ("slowness"); 2058 archetype *at = archetype::find ("slowness");
2075 object *tmp; 2059 object *tmp;
2076 2060
2077 if (at == NULL) 2061 if (at == NULL)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n"); 2062 LOG (llevError, "Can't find slowness archetype.\n");
2080 } 2063
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2064 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 { 2065 {
2083 tmp = arch_to_object (at); 2066 tmp = arch_to_object (at);
2084 tmp = insert_ob_in_ob (tmp, op); 2067 tmp = insert_ob_in_ob (tmp, op);
2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2068 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 } 2069 }
2087 else 2070 else
2088 tmp->stats.food++; 2071 tmp->stats.food++;
2072
2089 SET_FLAG (tmp, FLAG_APPLIED); 2073 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0; 2074 tmp->speed_left = 0;
2091 op->update_stats (); 2075 op->update_stats ();
2092} 2076}
2093 2077
2110 tmp->speed = 0.05; 2094 tmp->speed = 0.05;
2111 tmp->subtype = FORCE_CONFUSION; 2095 tmp->subtype = FORCE_CONFUSION;
2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2096 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 tmp->name = "confusion"; 2097 tmp->name = "confusion";
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099
2115 if (tmp->duration > maxduration) 2100 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration; 2101 tmp->duration = maxduration;
2117 2102
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2103 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2104 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2105
2120 SET_FLAG (op, FLAG_CONFUSED); 2106 SET_FLAG (op, FLAG_CONFUSED);
2121} 2107}
2122 2108
2123void 2109void
2124blind_player (object *op, object *hitter, int dam) 2110blind_player (object *op, object *hitter, int dam)
2190 op->speed_left = (float) -(FABS (op->speed) * max); 2176 op->speed_left = (float) -(FABS (op->speed) * max);
2191 2177
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2178/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2193} 2179}
2194 2180
2195
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 2181/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 2182 * the computed damaged.
2198 */ 2183 */
2199void 2184void
2200deathstrike_player (object *op, object *hitter, int *dam) 2185deathstrike_player (object *op, object *hitter, int *dam)
2217 if (def_lev < 1) 2202 if (def_lev < 1)
2218 { 2203 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2204 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2220 def_lev = 1; 2205 def_lev = 1;
2221 } 2206 }
2207
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2208 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2209 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 2210 atk_lev, def_lev); */
2225 2211
2226 if (atk_lev >= def_lev) 2212 if (atk_lev >= def_lev)
2241 */ 2227 */
2242 *dam *= kill_lev / def_lev; 2228 *dam *= kill_lev / def_lev;
2243 } 2229 }
2244 } 2230 }
2245 else 2231 else
2246 {
2247 *dam = 0; /* no harm done */ 2232 *dam = 0; /* no harm done */
2248 }
2249} 2233}
2250 2234
2251/* thrown_item_effect() - handles any special effects of thrown 2235/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a 2236 * items (like attacking living creatures--a potion thrown at a
2253 * monster). 2237 * monster).
2282 } 2266 }
2283 } 2267 }
2284} 2268}
2285 2269
2286/* adj_attackroll() - adjustments to attacks by various conditions */ 2270/* adj_attackroll() - adjustments to attacks by various conditions */
2287
2288int 2271int
2289adj_attackroll (object *hitter, object *target) 2272adj_attackroll (object *hitter, object *target)
2290{ 2273{
2291 object *attacker = hitter; 2274 object *attacker = hitter;
2292 int adjust = 0; 2275 int adjust = 0;
2357#endif 2340#endif
2358 2341
2359 return adjust; 2342 return adjust;
2360} 2343}
2361 2344
2362
2363/* determine if the object is an 'aimed' missile */ 2345/* determine if the object is an 'aimed' missile */
2364int 2346int
2365is_aimed_missile (object *op) 2347is_aimed_missile (object *op)
2366{ 2348{
2367 2349
2368 /* I broke what used to be one big if into a few nested 2350 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible. 2351 * ones so that figuring out the logic is at least possible.
2370 */ 2352 */
2371 if (op && (op->move_type & MOVE_FLYING)) 2353 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2354 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2355 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2356 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1; 2357 return 1;
2377 } 2358
2378 return 0; 2359 return 0;
2379} 2360}

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