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/cvs/deliantra/server/server/attack.C
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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.50 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.53 by root, Fri Mar 30 21:53:09 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;
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}
1529 skill = owner->current_weapon->skill; 1529 skill = owner->current_weapon->skill;
1530 else 1530 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 1532
1533 /* We have the skill we want to credit to - now find the object this goes 1533 /* 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! 1534 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1535 */
1536 if ((!skop || skop->type != SKILL) && skill) 1536 if ((!skop || skop->type != SKILL) && skill)
1537 { 1537 {
1538 int i; 1538 int i;
1539 1539
2189 op->speed_left = (float) -(FABS (op->speed) * max); 2189 op->speed_left = (float) -(FABS (op->speed) * max);
2190 2190
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192} 2192}
2193 2193
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 2194/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 2195 * the computed damaged.
2197 */ 2196 */
2198void 2197void
2199deathstrike_player (object *op, object *hitter, int *dam) 2198deathstrike_player (object *op, object *hitter, int *dam)
2216 if (def_lev < 1) 2215 if (def_lev < 1)
2217 { 2216 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2219 def_lev = 1; 2218 def_lev = 1;
2220 } 2219 }
2220
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 2223 atk_lev, def_lev); */
2224 2224
2225 if (atk_lev >= def_lev) 2225 if (atk_lev >= def_lev)
2240 */ 2240 */
2241 *dam *= kill_lev / def_lev; 2241 *dam *= kill_lev / def_lev;
2242 } 2242 }
2243 } 2243 }
2244 else 2244 else
2245 {
2246 *dam = 0; /* no harm done */ 2245 *dam = 0; /* no harm done */
2247 }
2248} 2246}
2249 2247
2250/* thrown_item_effect() - handles any special effects of thrown 2248/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a 2249 * items (like attacking living creatures--a potion thrown at a
2252 * monster). 2250 * monster).
2356#endif 2354#endif
2357 2355
2358 return adjust; 2356 return adjust;
2359} 2357}
2360 2358
2361
2362/* determine if the object is an 'aimed' missile */ 2359/* determine if the object is an 'aimed' missile */
2363int 2360int
2364is_aimed_missile (object *op) 2361is_aimed_missile (object *op)
2365{ 2362{
2366 2363
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2369 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2370 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2371 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1; 2372 return 1;
2376 } 2373 }
2374
2377 return 0; 2375 return 0;
2378} 2376}

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