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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 1.54 by elmex, Sun Apr 15 15:59:57 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
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782 { 1782 {
1783 /* FIXME: If a player is killed by a rune in a door, the 1783 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here. 1784 * destroyed() check above doesn't return, and might get here.
1785 */ 1785 */
1786
1787 /* FIXME: This for example happens when a dead door is on a mover and
1788 gets it's speed_left raised on each mover-tick.
1789 Doors are removed in a kinda funny way by giving them speed and speed_left
1790 and waiting for that to run out.
1791 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1792 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1787 return 0; 1793 return 0;
1788 } 1794 }
1789 1795
1790#ifdef ATTACK_DEBUG 1796#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1797 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1915 if (magic && did_make_save (op, op->level, 0)) 1921 if (magic && did_make_save (op, op->level, 0))
1916 maxdam = maxdam / 2; 1922 maxdam = maxdam / 2;
1917 1923
1918 attack_message (maxdam, maxattacktype, op, hitter); 1924 attack_message (maxdam, maxattacktype, op, hitter);
1919 1925
1926 if (op->type == DOOR && maxdam > 0) { LOG (llevDebug, "DOOR WAS HIT: %d BY %s\n", maxdam, hitter->debug_desc ()); }
1920 op->stats.hp -= maxdam; 1927 op->stats.hp -= maxdam;
1921 1928
1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1929 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923 if ((op->stats.hp >= 0) && 1930 if ((op->stats.hp >= 0) &&
1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1931 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
2189 op->speed_left = (float) -(FABS (op->speed) * max); 2196 op->speed_left = (float) -(FABS (op->speed) * max);
2190 2197
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2198/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192} 2199}
2193 2200
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 2201/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 2202 * the computed damaged.
2197 */ 2203 */
2198void 2204void
2199deathstrike_player (object *op, object *hitter, int *dam) 2205deathstrike_player (object *op, object *hitter, int *dam)
2216 if (def_lev < 1) 2222 if (def_lev < 1)
2217 { 2223 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2224 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2219 def_lev = 1; 2225 def_lev = 1;
2220 } 2226 }
2227
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2228 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2229 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 2230 atk_lev, def_lev); */
2224 2231
2225 if (atk_lev >= def_lev) 2232 if (atk_lev >= def_lev)
2240 */ 2247 */
2241 *dam *= kill_lev / def_lev; 2248 *dam *= kill_lev / def_lev;
2242 } 2249 }
2243 } 2250 }
2244 else 2251 else
2245 {
2246 *dam = 0; /* no harm done */ 2252 *dam = 0; /* no harm done */
2247 }
2248} 2253}
2249 2254
2250/* thrown_item_effect() - handles any special effects of thrown 2255/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a 2256 * items (like attacking living creatures--a potion thrown at a
2252 * monster). 2257 * monster).
2356#endif 2361#endif
2357 2362
2358 return adjust; 2363 return adjust;
2359} 2364}
2360 2365
2361
2362/* determine if the object is an 'aimed' missile */ 2366/* determine if the object is an 'aimed' missile */
2363int 2367int
2364is_aimed_missile (object *op) 2368is_aimed_missile (object *op)
2365{ 2369{
2366 2370
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2376 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2377 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2378 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1; 2379 return 1;
2376 } 2380 }
2381
2377 return 0; 2382 return 0;
2378} 2383}

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