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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 1.58 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;
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;
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
1670} 1665}
1671 1666
1672/* 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
1673 * Returns 0 this is not friendly fire 1668 * Returns 0 this is not friendly fire
1674 */ 1669 */
1675
1676int 1670int
1677friendly_fire (object *op, object *hitter) 1671friendly_fire (object *op, object *hitter)
1678{ 1672{
1679 object *owner; 1673 object *owner;
1680 int friendlyfire; 1674 int friendlyfire;
1737 object *owner = hitter->owner; 1731 object *owner = hitter->owner;
1738 1732
1739 if (!owner) 1733 if (!owner)
1740 owner = hitter; 1734 owner = hitter;
1741 1735
1742 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)
1743 return 0; 1740 return 0;
1744 } 1741 }
1745#endif 1742#endif
1746 1743
1747 if (body_attack) 1744 if (body_attack)
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1778 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782 { 1779 {
1783 /* 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
1784 * destroyed() check above doesn't return, and might get here. 1781 * destroyed() check above doesn't return, and might get here.
1785 */ 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 */
1786 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);
1787 return 0; 1790 return 0;
1788 } 1791 }
1789 1792
1790#ifdef ATTACK_DEBUG 1793#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1794 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1898 1901
1899#ifdef ATTACK_DEBUG 1902#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1903 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif 1904#endif
1902 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)
1903 if (hitter->owner) 1910 if (hitter->owner)
1904 op->enemy = hitter->owner; 1911 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1912 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906 op->enemy = hitter; 1913 op->enemy = hitter;
1907 1914
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1915 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 { 1916 {
1910 /* The unaggressives look after themselves 8) */ 1917 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1918 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1948 /* 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
1949 * that before if the player was immune to ghosthit, the monster 1956 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1957 * remained - that is no longer the case.
1951 */ 1958 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1959 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy (); 1960 hitter->destroy ();
1958 } 1961
1959 /* Lets handle creatures that are splitting now */ 1962 /* Lets handle creatures that are splitting now */
1960 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))
1961 { 1964 {
1962 int i; 1965 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1966 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2189 op->speed_left = (float) -(FABS (op->speed) * max); 2192 op->speed_left = (float) -(FABS (op->speed) * max);
2190 2193
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2194/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192} 2195}
2193 2196
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 2197/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 2198 * the computed damaged.
2197 */ 2199 */
2198void 2200void
2199deathstrike_player (object *op, object *hitter, int *dam) 2201deathstrike_player (object *op, object *hitter, int *dam)
2216 if (def_lev < 1) 2218 if (def_lev < 1)
2217 { 2219 {
2218 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);
2219 def_lev = 1; 2221 def_lev = 1;
2220 } 2222 }
2223
2221 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;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2225 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 2226 atk_lev, def_lev); */
2224 2227
2225 if (atk_lev >= def_lev) 2228 if (atk_lev >= def_lev)
2240 */ 2243 */
2241 *dam *= kill_lev / def_lev; 2244 *dam *= kill_lev / def_lev;
2242 } 2245 }
2243 } 2246 }
2244 else 2247 else
2245 {
2246 *dam = 0; /* no harm done */ 2248 *dam = 0; /* no harm done */
2247 }
2248} 2249}
2249 2250
2250/* thrown_item_effect() - handles any special effects of thrown 2251/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a 2252 * items (like attacking living creatures--a potion thrown at a
2252 * monster). 2253 * monster).
2356#endif 2357#endif
2357 2358
2358 return adjust; 2359 return adjust;
2359} 2360}
2360 2361
2361
2362/* determine if the object is an 'aimed' missile */ 2362/* determine if the object is an 'aimed' missile */
2363int 2363int
2364is_aimed_missile (object *op) 2364is_aimed_missile (object *op)
2365{ 2365{
2366 2366
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2372 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2373 return 1;
2374 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))
2375 return 1; 2375 return 1;
2376 } 2376 }
2377
2377 return 0; 2378 return 0;
2378} 2379}

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