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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 1.69 by root, Sun Jul 1 05:00:19 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
23
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;
165 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 163 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
169 { 165 {
170 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
171 167
172 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
173 169
174 if (op) 170 if (op)
175 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
271 * op is going in direction 'dir' 267 * op is going in direction 'dir'
272 * type is the attacktype of the object. 268 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
275 */ 271 */
276
277int 272int
278hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
279{ 274{
280 maptile *map; 275 maptile *map;
281 sint16 x, y; 276 sint16 x, y;
287 return 0; 282 return 0;
288 } 283 }
289 284
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
291 { 286 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 288 return 0;
294 } 289 }
295 290
296 if (!op->map) 291 if (!op->map)
297 { 292 {
314 mapspace &ms = map->at (x, y); 309 mapspace &ms = map->at (x, y);
315 310
316 if (ms.flags () & P_SAFE) 311 if (ms.flags () & P_SAFE)
317 return 0; 312 return 0;
318 313
319 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 315 * must be out here because it strikes things which are not alive
321 */ 316 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 318 {
324 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
654 { 649 {
655 i = 4; 650 i = 4;
656 map = hitter->map; 651 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
658 return; 653 return;
654
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 656 if (next)
661 while (next) 657 while (next)
662 { 658 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 660 i *= 3;
665 tmp = next; 661 tmp = next;
666 next = tmp->above; 662 next = tmp->above;
667 } 663 }
664
668 if (i < 0) 665 if (i < 0)
669 return; 666 return;
667
670 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
671 return; 669 return;
672 } 670 }
673 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
674 return; 672 return;
673
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4);
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 677 }
679} 678}
697 return 0; 696 return 0;
698 } 697 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 698 if (QUERY_FLAG (*target, FLAG_REMOVED)
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
701 { 700 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
703 return 1; 702 return 1;
704 } 703 }
705 *simple_attack = 0; 704 *simple_attack = 0;
706 return 0; 705 return 0;
707} 706}
745 744
746 /* 745 /*
747 * A little check to make it more difficult to dance forward and back 746 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 747 * to avoid ever being hit by monsters.
749 */ 748 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
751 { 750 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 751 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 752 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 753 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 754 * we call process_object, the 'if' statement above will fail.
756 */ 755 */
757 op->speed_left--; 756 --op->speed_left;
758 process_object (op); 757 process_object (op);
759 758
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 760 goto error;
762 } 761 }
772 /* See if we hit the creature */ 771 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 772 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 773 {
775 int hitdam = base_dam; 774 int hitdam = base_dam;
776 775
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) 776 if (!simple_attack)
795 { 777 {
796 /* If you hit something, the victim should *always* wake up. 778 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 779 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 780 * -b.t. */
806 788
807 /* if you were hidden and hit by a creature, you are discovered */ 789 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 790 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
809 { 791 {
810 make_visible (op); 792 make_visible (op);
793
811 if (op->type == PLAYER) 794 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 795 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
813 } 796 }
814 797
815 /* thrown items (hitter) will have various effects 798 /* thrown items (hitter) will have various effects
869} 852}
870 853
871int 854int
872attack_ob (object *op, object *hitter) 855attack_ob (object *op, object *hitter)
873{ 856{
874
875 if (hitter->head)
876 hitter = hitter->head; 857 hitter = hitter->head_ ();
858
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 859 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
878} 860}
879 861
880/* op is the arrow, tmp is what is stopping the arrow. 862/* op is the arrow, tmp is what is stopping the arrow.
881 * 863 *
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 872 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 873 * stick around.
892 */ 874 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 875 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 876 {
895 if (tmp->head != NULL)
896 tmp = tmp->head; 877 tmp = tmp->head_ ();
897 878
898 op->remove (); 879 op->remove ();
899 op = insert_ob_in_ob (op, tmp); 880 op = insert_ob_in_ob (op, tmp);
900 881
901 if (tmp->type == PLAYER) 882 if (tmp->type == PLAYER)
1008 insert_ob_in_ob (hitter, container); 989 insert_ob_in_ob (hitter, container);
1009 } 990 }
1010 991
1011 return op; 992 return op;
1012} 993}
1013
1014 994
1015void 995void
1016tear_down_wall (object *op) 996tear_down_wall (object *op)
1017{ 997{
1018 int perc = 0; 998 int perc = 0;
1067 SET_FLAG (target, FLAG_SCARED); 1047 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1048 if (!target->enemy)
1069 target->enemy = owner; 1049 target->enemy = owner;
1070} 1050}
1071 1051
1072
1073/* This returns the amount of damage hitter does to op with the 1052/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time. 1053 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should 1054 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.) 1055 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not 1056 * Note - changed for PR code - we now pass the attack number and not
1088 return 0; 1067 return 0;
1089 } 1068 }
1090 1069
1091 if (dam < 0) 1070 if (dam < 0)
1092 { 1071 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1072 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1073 dam, hitter->debug_desc (), op->debug_desc ());
1094 return 0; 1074 return 0;
1095 } 1075 }
1096 1076
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1077 /* 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. */ 1078 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL) 1079 if (attacknum == ATNR_INTERNAL)
1100 return dam; 1080 return dam;
1101 1081
1102 if (hitter->slaying) 1082 if (hitter->slaying)
1103 { 1083 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1084 if ((op->race && strstr (hitter->slaying, op->race))
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1085 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1106 { 1086 {
1107 doesnt_slay = 0; 1087 doesnt_slay = 0;
1108 dam *= 3; 1088 dam *= 3;
1109 } 1089 }
1110 } 1090 }
1124 /* Special hack. By default, if immune to something, you 1104 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since 1105 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if 1106 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */ 1107 * special processing is needed */
1128 1108
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1109 if (op->resist[attacknum] >= 100
1110 && doesnt_slay
1111 && attacknum != ATNR_ACID)
1130 return 0; 1112 return 0;
1131 1113
1132 /* Keep this in order - makes things easier to find */ 1114 /* Keep this in order - makes things easier to find */
1133 1115
1134 switch (attacknum) 1116 switch (attacknum)
1184 else if (attacknum == ATNR_DEPLETE) 1166 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat (); 1167 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1168 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam); 1169 blind_player (op, hitter, dam);
1188 } 1170 }
1171
1189 dam = 0; /* These are all effects and don't do real damage */ 1172 dam = 0; /* These are all effects and don't do real damage */
1190 } 1173 }
1191 break; 1174 break;
1192 1175
1193 case ATNR_ACID: 1176 case ATNR_ACID:
1271 * exp, but the wiz would still lose exp! If drainee is a wiz, 1254 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens. 1255 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain 1256 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks. 1257 * attacks, hence all the != PLAYER checks.
1275 */ 1258 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1259 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1277 { 1260 {
1278 object *owner = hitter->owner; 1261 object *owner = hitter->owner;
1279 1262
1280 if (owner && owner != hitter) 1263 if (owner && owner != hitter)
1281 { 1264 {
1282 if (op->type != PLAYER || owner->type != PLAYER) 1265 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2), 1266 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1267 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 } 1268 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER) 1269 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2), 1270 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1271 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 } 1272
1291 change_exp (op, -op->stats.exp / rate, NULL, 0); 1273 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 } 1274 }
1293 1275
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1276 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, 1277 * drain attack, you won't know that you are actually sucking out EXP,
1309 1291
1310 /* if undead are not an enemy of your god, you turn them 1292 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1293 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1294 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313 div = 2; 1295 div = 2;
1296
1314 /* Give a bonus if you resist turn undead */ 1297 /* 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))) 1298 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner); 1299 scare_creature (op, owner);
1317 } 1300 }
1318 else 1301 else
1324 case ATNR_DEATH: 1307 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam); 1308 deathstrike_player (op, hitter, &dam);
1326 break; 1309 break;
1327 1310
1328 case ATNR_CHAOS: 1311 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1312 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1330 dam = 0; 1313 dam = 0;
1331 break; 1314 break;
1332 1315
1333 case ATNR_COUNTERSPELL: 1316 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1317 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1335 dam = 0; 1318 dam = 0;
1336 /* This should never happen. Counterspell is handled 1319 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1320 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1321 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1322 * does no damage. */
1411 char buf[MAX_BUF]; 1394 char buf[MAX_BUF];
1412 const char *skill; 1395 const char *skill;
1413 int maxdam = 0; 1396 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1397 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1398 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1399 object *owner = 0;
1417 object *skop = NULL; 1400 object *skop = 0;
1418 1401
1419 if (op->stats.hp >= 0) 1402 if (op->stats.hp >= 0)
1420 return -1; 1403 return -1;
1421 1404
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1405 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1414 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1415 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1416
1434 if (op->type == DOOR) 1417 if (op->type == DOOR)
1435 { 1418 {
1436 op->set_speed (0.1); 1419 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1420 op->speed_left = -0.05f;
1438 return maxdam; 1421 return maxdam;
1439 } 1422 }
1440 1423
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1424 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1442 { 1425 {
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 (); 1426 op->destroy ();
1449 return maxdam; 1427 return maxdam;
1450 } 1428 }
1451 1429
1452 /* Now lets start dealing with experience we get for killing something */ 1430 /* Now lets start dealing with experience we get for killing something */
1511 */ 1489 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1490 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1491 owner->change_luck (-settings.pk_luck_penalty);
1514 1492
1515 /* This code below deals with finding the appropriate skill 1493 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1494 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1495 * probably never really have to look at current_weapon->skill
1518 */ 1496 */
1519 skill = 0; 1497 skill = 0;
1520 1498
1521 if (hitter->skill && hitter->type != PLAYER) 1499 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1500 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1501 else if (owner->chosen_skill)
1524 { 1502 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1503 skop = owner->chosen_skill;
1504 skill = skop->skill;
1527 } 1505 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1506 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1529 skill = owner->current_weapon->skill; 1507 skill = owner->current_weapon->skill;
1530 else 1508 else
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1509 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1532 1510
1533 /* We have the skill we want to credit to - now find the object this goes 1511 /* 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! 1512 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1513 */
1536 if ((!skop || skop->type != SKILL) && skill) 1514 if ((!skop || skop->type != SKILL) && skill)
1537 { 1515 {
1538 int i; 1516 int i;
1539 1517
1565 skill = skop->skill; 1543 skill = skop->skill;
1566 1544
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1545 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568 1546
1569 /* If you didn't kill yourself, and your not the wizard */ 1547 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1548 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1571 { 1549 {
1572 int exp; 1550 int exp;
1573 1551
1574 /* Really don't give much experience for killing other players */ 1552 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1553 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1670} 1648}
1671 1649
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1650/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1651 * Returns 0 this is not friendly fire
1674 */ 1652 */
1675
1676int 1653int
1677friendly_fire (object *op, object *hitter) 1654friendly_fire (object *op, object *hitter)
1678{ 1655{
1679 object *owner; 1656 object *owner;
1680 int friendlyfire; 1657 int friendlyfire;
1699 } 1676 }
1700 1677
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1678 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1679 friendlyfire = 0;
1703 } 1680 }
1681
1704 return friendlyfire; 1682 return friendlyfire;
1705} 1683}
1706
1707 1684
1708/* This isn't used just for players, but in fact most objects. 1685/* This isn't used just for players, but in fact most objects.
1709 * op is the object to be hit, dam is the amount of damage, hitter 1686 * op is the object to be hit, dam is the amount of damage, hitter
1710 * is what is hitting the object, type is the attacktype, and 1687 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1688 * full_hit is set if monster area does not matter.
1729 1706
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1707 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1731 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1708 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1732 return 0; 1709 return 0;
1733 1710
1734#ifdef PROHIBIT_PLAYERKILL 1711 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1712 if (op->type == PLAYER)
1736 { 1713 {
1737 object *owner = hitter->owner; 1714 object *owner = hitter->owner;
1738 1715
1739 if (!owner) 1716 if (!owner)
1740 owner = hitter; 1717 owner = hitter;
1741 1718
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1719 if (owner->type == PLAYER
1720 && (!op_on_battleground (op, 0, 0)
1721 && (op->contr->peaceful || owner->contr->peaceful))
1722 && op != owner)
1743 return 0; 1723 return 0;
1744 } 1724 }
1745#endif
1746 1725
1747 if (body_attack) 1726 if (body_attack)
1748 { 1727 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1728 /* slow and paralyze must hit the head. But we don't want to just
1750 * return - we still need to process other attacks the spell still 1729 * return - we still need to process other attacks the spell still
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1760 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1782 { 1761 {
1783 /* FIXME: If a player is killed by a rune in a door, the 1762 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here. 1763 * destroyed() check above doesn't return, and might get here.
1785 */ 1764 */
1765
1766 /* FIXME: This for example happens when a dead door is on a mover and
1767 gets it's speed_left raised on each mover-tick.
1768 Doors are removed in a kinda funny way by giving them speed and speed_left
1769 and waiting for that to run out.
1770 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1771 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1787 return 0; 1772 return 0;
1788 } 1773 }
1789 1774
1790#ifdef ATTACK_DEBUG 1775#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1776 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1865 */ 1850 */
1866 friendlyfire = friendly_fire (op, hitter); 1851 friendlyfire = friendly_fire (op, hitter);
1867 if (friendlyfire && maxdam) 1852 if (friendlyfire && maxdam)
1868 { 1853 {
1869 maxdam = ((dam * settings.set_friendly_fire) / 100); 1854 maxdam = ((dam * settings.set_friendly_fire) / 100);
1870#ifndef COZY_SERVER
1871 maxdam++;
1872#endif
1873 1855
1874#ifdef ATTACK_DEBUG 1856#ifdef ATTACK_DEBUG
1875 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1857 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1876 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1858 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877#endif 1859#endif
1878 } 1860 }
1879 1861
1880 if (!full_hit) 1862 if (!full_hit)
1881 { 1863 {
1882 archetype *at;
1883 int area; 1864 int area;
1884 int remainder; 1865 int remainder;
1885 1866
1886 area = 0; 1867 area = 0;
1887 for (at = op->arch; at != NULL; at = at->more) 1868
1869 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1888 area++; 1870 area++;
1871
1889 assert (area > 0); 1872 assert (area > 0);
1890 1873
1891 /* basically: maxdam /= area; we try to "simulate" a float 1874 /* basically: maxdam /= area; we try to "simulate" a float
1892 value-effect */ 1875 value-effect */
1893 remainder = 100 * (maxdam % area) / area; 1876 remainder = 100 * (maxdam % area) / area;
1898 1881
1899#ifdef ATTACK_DEBUG 1882#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1883 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif 1884#endif
1902 1885
1886 // for now, only do this for active objects, otherwise they
1887 // keep a refcount for a long time and I see no usefulness
1888 // for an non-active objetc to know its enemy.
1889 if (op->active)
1903 if (hitter->owner) 1890 if (hitter->owner)
1904 op->enemy = hitter->owner; 1891 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1892 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1906 op->enemy = hitter; 1893 op->enemy = hitter;
1907 1894
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1895 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1909 { 1896 {
1910 /* The unaggressives look after themselves 8) */ 1897 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1898 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1935 /* 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 1936 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1937 * remained - that is no longer the case.
1951 */ 1938 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1939 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy (); 1940 hitter->destroy ();
1958 } 1941
1959 /* Lets handle creatures that are splitting now */ 1942 /* Lets handle creatures that are splitting now */
1960 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1943 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1961 { 1944 {
1962 int i; 1945 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1946 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1990 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 hitter->destroy (); 1991 hitter->destroy ();
2009 1992
2010 return maxdam; 1993 return maxdam;
2011} 1994}
2012
2013 1995
2014void 1996void
2015poison_player (object *op, object *hitter, int dam) 1997poison_player (object *op, object *hitter, int dam)
2016{ 1998{
2017 archetype *at = archetype::find ("poisoning"); 1999 archetype *at = archetype::find ("poisoning");
2054 tmp->stats.Int = MAX (-dam / 7, -10); 2036 tmp->stats.Int = MAX (-dam / 7, -10);
2055 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2056 op->update_stats (); 2038 op->update_stats ();
2057 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2039 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2058 } 2040 }
2041
2059 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2060 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2062 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2063 } 2046 }
2047
2064 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2065 } 2049 }
2066 else 2050 else
2067 tmp->stats.food++; 2051 tmp->stats.food++;
2068} 2052}
2072{ 2056{
2073 archetype *at = archetype::find ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2074 object *tmp; 2058 object *tmp;
2075 2059
2076 if (at == NULL) 2060 if (at == NULL)
2077 {
2078 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2079 } 2062
2080 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081 { 2064 {
2082 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2083 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2084 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2085 } 2068 }
2086 else 2069 else
2087 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2088 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2089 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2090 op->update_stats (); 2074 op->update_stats ();
2091} 2075}
2092 2076
2109 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2110 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2111 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2113 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2114 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2115 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2116 2101
2117 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2118 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2119 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2120} 2106}
2121 2107
2122void 2108void
2123blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2189 op->speed_left = (float) -(FABS (op->speed) * max); 2175 op->speed_left = (float) -(FABS (op->speed) * max);
2190 2176
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2177/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2192} 2178}
2193 2179
2194
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 2180/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 2181 * the computed damaged.
2197 */ 2182 */
2198void 2183void
2199deathstrike_player (object *op, object *hitter, int *dam) 2184deathstrike_player (object *op, object *hitter, int *dam)
2213 return; 2198 return;
2214 2199
2215 def_lev = op->level; 2200 def_lev = op->level;
2216 if (def_lev < 1) 2201 if (def_lev < 1)
2217 { 2202 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2219 def_lev = 1; 2204 def_lev = 1;
2220 } 2205 }
2206
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 2209 atk_lev, def_lev); */
2224 2210
2225 if (atk_lev >= def_lev) 2211 if (atk_lev >= def_lev)
2240 */ 2226 */
2241 *dam *= kill_lev / def_lev; 2227 *dam *= kill_lev / def_lev;
2242 } 2228 }
2243 } 2229 }
2244 else 2230 else
2245 {
2246 *dam = 0; /* no harm done */ 2231 *dam = 0; /* no harm done */
2247 }
2248} 2232}
2249 2233
2250/* thrown_item_effect() - handles any special effects of thrown 2234/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a 2235 * items (like attacking living creatures--a potion thrown at a
2252 * monster). 2236 * monster).
2281 } 2265 }
2282 } 2266 }
2283} 2267}
2284 2268
2285/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2286
2287int 2270int
2288adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2289{ 2272{
2290 object *attacker = hitter; 2273 object *attacker = hitter;
2291 int adjust = 0; 2274 int adjust = 0;
2356#endif 2339#endif
2357 2340
2358 return adjust; 2341 return adjust;
2359} 2342}
2360 2343
2361
2362/* determine if the object is an 'aimed' missile */ 2344/* determine if the object is an 'aimed' missile */
2363int 2345int
2364is_aimed_missile (object *op) 2346is_aimed_missile (object *op)
2365{ 2347{
2366 2348
2367 /* I broke what used to be one big if into a few nested 2349 /* I broke what used to be one big if into a few nested
2368 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2369 */ 2351 */
2370 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2354 return 1;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2375 return 1; 2356 return 1;
2376 } 2357
2377 return 0; 2358 return 0;
2378} 2359}

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