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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.42 by root, Mon Jan 15 02:52:04 2007 UTC vs.
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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#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;
45 * its magical benefits. 41 * its magical benefits.
46 */ 42 */
47void 43void
48cancellation (object *op) 44cancellation (object *op)
49{ 45{
50 object *tmp;
51
52 if (op->invisible) 46 if (op->invisible)
53 return; 47 return;
54 48
55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 { 50 {
57 /* Recur through the inventory */ 51 /* Recurse through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp); 54 cancellation (tmp);
61 } 55 }
62 else if (FABS (op->magic) <= (rndm (0, 5))) 56 else if (FABS (op->magic) <= rndm (0, 5))
63 { 57 {
64 /* Nullify this object. This code could probably be more complete */ 58 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */ 59 /* in what abilities it should cancel */
66 op->magic = 0; 60 op->magic = 0;
61
67 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
71 if (op->env && op->env->type == PLAYER) 67 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op); 68 esrv_send_item (op->env, op);
74 }
75 } 69 }
76} 70}
77 71
78/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
86 materialtype_t *mt; 80 materialtype_t *mt;
87 81
88 if (op->materialname == NULL) 82 if (op->materialname == NULL)
89 { 83 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material) 85 if (op->materials & mt->material)
92 break; 86 break;
93 } 87 }
94 else 88 else
95 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
96 90
133 saves++; 127 saves++;
134 } 128 }
135 129
136 if (saves == attacks || attacks == 0) 130 if (saves == attacks || attacks == 0)
137 return TRUE; 131 return TRUE;
132
138 if ((saves == 0) || (rndm (1, attacks) > saves)) 133 if (saves == 0 || (rndm (1, attacks) > saves))
139 return FALSE; 134 return FALSE;
135
140 return TRUE; 136 return TRUE;
141} 137}
142 138
143/* This function calls did_make_save_item. It then performs the 139/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 140 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 141 * calling cancellation, etc.)
146 */ 142 */
147
148void 143void
149save_throw_object (object *op, int type, object *originator) 144save_throw_object (object *op, int type, object *originator)
150{ 145{
151 if (!did_make_save_item (op, type, originator)) 146 if (!did_make_save_item (op, type, originator))
152 { 147 {
272 * op is going in direction 'dir' 267 * op is going in direction 'dir'
273 * type is the attacktype of the object. 268 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter. 269 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise. 270 * returns 1 if it hits something, 0 otherwise.
276 */ 271 */
277
278int 272int
279hit_map (object *op, int dir, int type, int full_hit) 273hit_map (object *op, int dir, int type, int full_hit)
280{ 274{
281 maptile *map; 275 maptile *map;
282 sint16 x, y; 276 sint16 x, y;
315 mapspace &ms = map->at (x, y); 309 mapspace &ms = map->at (x, y);
316 310
317 if (ms.flags () & P_SAFE) 311 if (ms.flags () & P_SAFE)
318 return 0; 312 return 0;
319 313
320 /* peterm: a few special cases for special attacktypes --counterspell 314 /* peterm: a few special cases for special attacktypes --counterspell
321 * 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
322 */ 316 */
323 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 317 if (type & (AT_COUNTERSPELL | AT_CHAOS))
324 { 318 {
325 if (type & AT_COUNTERSPELL) 319 if (type & AT_COUNTERSPELL)
376 * that weak walls have is_alive set, which prevent objects from 370 * that weak walls have is_alive set, which prevent objects from
377 * passing over/through them. We don't care what type of movement 371 * passing over/through them. We don't care what type of movement
378 * the wall blocks - if it blocks any type of movement, can't be 372 * the wall blocks - if it blocks any type of movement, can't be
379 * destroyed right now. 373 * destroyed right now.
380 */ 374 */
381 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 375 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
382 { 376 {
383 save_throw_object (tmp, type, op); 377 save_throw_object (tmp, type, op);
384 378
385 if (op->destroyed ()) 379 if (op->destroyed ())
386 break; 380 break;
655 { 649 {
656 i = 4; 650 i = 4;
657 map = hitter->map; 651 map = hitter->map;
658 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
659 return; 653 return;
654
660 next = GET_MAP_OB (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
661 if (next) 656 if (next)
662 while (next) 657 while (next)
663 { 658 {
664 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))
665 i *= 3; 660 i *= 3;
666 tmp = next; 661 tmp = next;
667 next = tmp->above; 662 next = tmp->above;
668 } 663 }
664
669 if (i < 0) 665 if (i < 0)
670 return; 666 return;
667
671 if (rndm (0, i) != 0) 668 if (rndm (0, i) != 0)
672 return; 669 return;
673 } 670 }
674 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
675 return; 672 return;
673
676 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
677 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);
678 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
679 } 677 }
680} 678}
775 { 773 {
776 int hitdam = base_dam; 774 int hitdam = base_dam;
777 775
778 if (settings.casting_time == TRUE) 776 if (settings.casting_time == TRUE)
779 { 777 {
780 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 778 if (hitter->type == PLAYER && hitter->casting_time > -1)
781 { 779 {
782 hitter->casting_time = -1; 780 hitter->casting_time = -1;
783 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); 781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
784 } 782 }
783
785 if ((op->casting_time > -1) && (hitdam > 0)) 784 if (op->casting_time > -1 && hitdam > 0)
786 { 785 {
787 op->casting_time = -1; 786 op->casting_time = -1;
788 if (op->type == PLAYER) 787 if (op->type == PLAYER)
789 { 788 {
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
791 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
792 } 791 }
793 } 792 }
794 } 793 }
794
795 if (!simple_attack) 795 if (!simple_attack)
796 { 796 {
797 /* If you hit something, the victim should *always* wake up. 797 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 798 * Before, invisible hitters could avoid doing this.
799 * -b.t. */ 799 * -b.t. */
807 807
808 /* if you were hidden and hit by a creature, you are discovered */ 808 /* if you were hidden and hit by a creature, you are discovered */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
810 { 810 {
811 make_visible (op); 811 make_visible (op);
812
812 if (op->type == PLAYER) 813 if (op->type == PLAYER)
813 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 814 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!");
814 } 815 }
815 816
816 /* thrown items (hitter) will have various effects 817 /* thrown items (hitter) will have various effects
870} 871}
871 872
872int 873int
873attack_ob (object *op, object *hitter) 874attack_ob (object *op, object *hitter)
874{ 875{
875
876 if (hitter->head)
877 hitter = hitter->head; 876 hitter = hitter->head_ ();
877
878 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);
879} 879}
880 880
881/* op is the arrow, tmp is what is stopping the arrow. 881/* op is the arrow, tmp is what is stopping the arrow.
882 * 882 *
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around. 892 * stick around.
893 */ 893 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 894 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 895 {
896 if (tmp->head != NULL)
897 tmp = tmp->head; 896 tmp = tmp->head_ ();
898 897
899 op->remove (); 898 op->remove ();
900 op = insert_ob_in_ob (op, tmp); 899 op = insert_ob_in_ob (op, tmp);
901 900
902 if (tmp->type == PLAYER) 901 if (tmp->type == PLAYER)
1009 insert_ob_in_ob (hitter, container); 1008 insert_ob_in_ob (hitter, container);
1010 } 1009 }
1011 1010
1012 return op; 1011 return op;
1013} 1012}
1014
1015 1013
1016void 1014void
1017tear_down_wall (object *op) 1015tear_down_wall (object *op)
1018{ 1016{
1019 int perc = 0; 1017 int perc = 0;
1068 SET_FLAG (target, FLAG_SCARED); 1066 SET_FLAG (target, FLAG_SCARED);
1069 if (!target->enemy) 1067 if (!target->enemy)
1070 target->enemy = owner; 1068 target->enemy = owner;
1071} 1069}
1072 1070
1073
1074/* This returns the amount of damage hitter does to op with the 1071/* This returns the amount of damage hitter does to op with the
1075 * appropriate attacktype. Only 1 attacktype should be set at a time. 1072 * appropriate attacktype. Only 1 attacktype should be set at a time.
1076 * This doesn't damage the player, but returns how much it should 1073 * This doesn't damage the player, but returns how much it should
1077 * take. However, it will do other effects (paralyzation, slow, etc.) 1074 * take. However, it will do other effects (paralyzation, slow, etc.)
1078 * Note - changed for PR code - we now pass the attack number and not 1075 * Note - changed for PR code - we now pass the attack number and not
1079 * the attacktype. Makes it easier for the PR code. */ 1076 * the attacktype. Makes it easier for the PR code. */
1080
1081int 1077int
1082hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1078hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1083{ 1079{
1084 int doesnt_slay = 1; 1080 int doesnt_slay = 1;
1085 1081
1090 return 0; 1086 return 0;
1091 } 1087 }
1092 1088
1093 if (dam < 0) 1089 if (dam < 0)
1094 { 1090 {
1095 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1092 dam, hitter->debug_desc (), op->debug_desc ());
1096 return 0; 1093 return 0;
1097 } 1094 }
1098 1095
1099 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1096 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1100 * people can't mess with that or it otherwise get confused. */ 1097 * people can't mess with that or it otherwise get confused. */
1101 if (attacknum == ATNR_INTERNAL) 1098 if (attacknum == ATNR_INTERNAL)
1102 return dam; 1099 return dam;
1103 1100
1104 if (hitter->slaying) 1101 if (hitter->slaying)
1105 { 1102 {
1106 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || 1103 if ((op->race && strstr (hitter->slaying, op->race))
1107 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) 1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying)))
1108 { 1105 {
1109 doesnt_slay = 0; 1106 doesnt_slay = 0;
1110 dam *= 3; 1107 dam *= 3;
1111 } 1108 }
1112 } 1109 }
1126 /* Special hack. By default, if immune to something, you 1123 /* Special hack. By default, if immune to something, you
1127 * shouldn't need to worry. However, acid is an exception, since 1124 * shouldn't need to worry. However, acid is an exception, since
1128 * it can still damage your items. Only include attacktypes if 1125 * it can still damage your items. Only include attacktypes if
1129 * special processing is needed */ 1126 * special processing is needed */
1130 1127
1131 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) 1128 if (op->resist[attacknum] >= 100
1129 && doesnt_slay
1130 && attacknum != ATNR_ACID)
1132 return 0; 1131 return 0;
1133 1132
1134 /* Keep this in order - makes things easier to find */ 1133 /* Keep this in order - makes things easier to find */
1135 1134
1136 switch (attacknum) 1135 switch (attacknum)
1186 else if (attacknum == ATNR_DEPLETE) 1185 else if (attacknum == ATNR_DEPLETE)
1187 op->drain_stat (); 1186 op->drain_stat ();
1188 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1187 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1189 blind_player (op, hitter, dam); 1188 blind_player (op, hitter, dam);
1190 } 1189 }
1190
1191 dam = 0; /* These are all effects and don't do real damage */ 1191 dam = 0; /* These are all effects and don't do real damage */
1192 } 1192 }
1193 break; 1193 break;
1194
1194 case ATNR_ACID: 1195 case ATNR_ACID:
1195 { 1196 {
1196 int flag = 0; 1197 int flag = 0;
1197 1198
1198 /* Items only get corroded if you're not on a battleground and 1199 /* Items only get corroded if you're not on a battleground and
1199 * if your acid resistance is below 50%. */ 1200 * if your acid resistance is below 50%. */
1200 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1201 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201 { 1202 {
1202 object *tmp;
1203
1204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 { 1204 {
1206 if (tmp->invisible) 1205 if (tmp->invisible)
1207 continue; 1206 continue;
1208 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1207 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1209 /* >= 10% acid res. on itmes will protect these */ 1208 /* >= 10% acid res. on items will protect these */
1210 continue; 1209 continue;
1211 if (!(tmp->material & M_IRON)) 1210 if (!(tmp->materials & M_IRON))
1212 continue; 1211 continue;
1213 if (tmp->magic < -4) /* Let's stop at -5 */ 1212 if (tmp->magic < -4) /* Let's stop at -5 */
1214 continue; 1213 continue;
1215 if (tmp->type == RING || 1214 if (tmp->type == RING
1216 /* removed boots and gloves from exclusion list in 1215 /* removed boots and gloves from exclusion list in PR */
1217 PR */ 1216 || tmp->type == GIRDLE
1218 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1217 || tmp->type == AMULET
1218 || tmp->type == WAND
1219 || tmp->type == ROD
1220 || tmp->type == HORN)
1219 continue; /* To avoid some strange effects */ 1221 continue; /* To avoid some strange effects */
1220 1222
1221 /* High damage acid has better chance of corroding 1223 /* High damage acid has better chance of corroding
1222 objects */ 1224 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1230 tmp->magic--; 1232 tmp->magic--;
1231 if (op->type == PLAYER) 1233 if (op->type == PLAYER)
1232 esrv_send_item (op, tmp); 1234 esrv_send_item (op, tmp);
1233 } 1235 }
1234 } 1236 }
1237
1235 if (flag) 1238 if (flag)
1236 op->update_stats (); /* Something was corroded */ 1239 op->update_stats (); /* Something was corroded */
1237 } 1240 }
1238 } 1241 }
1239 break; 1242 break;
1243
1240 case ATNR_DRAIN: 1244 case ATNR_DRAIN:
1241 { 1245 {
1242 /* rate is the proportion of exp drained. High rate means 1246 /* rate is the proportion of exp drained. High rate means
1243 * not much is drained, low rate means a lot is drained. 1247 * not much is drained, low rate means a lot is drained.
1244 */ 1248 */
1280 if (op->type != PLAYER || owner->type != PLAYER) 1284 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2), 1285 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1286 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 } 1287 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER) 1288 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2), 1289 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1290 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 } 1291
1289 change_exp (op, -op->stats.exp / rate, NULL, 0); 1292 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 } 1293 }
1294
1291 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1295 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1292 * drain attack, you won't know that you are actually sucking out EXP, 1296 * drain attack, you won't know that you are actually sucking out EXP,
1293 * as the messages will say you missed 1297 * as the messages will say you missed
1294 */ 1298 */
1295 } 1299 }
1296 } 1300 }
1297 break; 1301 break;
1302
1298 case ATNR_TURN_UNDEAD: 1303 case ATNR_TURN_UNDEAD:
1299 { 1304 {
1300 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1305 if (QUERY_FLAG (op, FLAG_UNDEAD))
1301 { 1306 {
1302 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1307 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1305 1310
1306 /* if undead are not an enemy of your god, you turn them 1311 /* if undead are not an enemy of your god, you turn them
1307 * at half strength */ 1312 * at half strength */
1308 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1309 div = 2; 1314 div = 2;
1315
1310 /* Give a bonus if you resist turn undead */ 1316 /* Give a bonus if you resist turn undead */
1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner); 1318 scare_creature (op, owner);
1313 } 1319 }
1314 else 1320 else
1315 dam = 0; /* don't damage non undead - should we damage 1321 dam = 0; /* don't damage non undead - should we damage
1316 undead? */ 1322 undead? */
1317 } 1323 }
1318 break; 1324 break;
1325
1319 case ATNR_DEATH: 1326 case ATNR_DEATH:
1320 deathstrike_player (op, hitter, &dam); 1327 deathstrike_player (op, hitter, &dam);
1321 break; 1328 break;
1329
1322 case ATNR_CHAOS: 1330 case ATNR_CHAOS:
1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1331 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1324 dam = 0; 1332 dam = 0;
1325 break; 1333 break;
1334
1326 case ATNR_COUNTERSPELL: 1335 case ATNR_COUNTERSPELL:
1327 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1336 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1328 dam = 0; 1337 dam = 0;
1329 /* This should never happen. Counterspell is handled 1338 /* This should never happen. Counterspell is handled
1330 * seperately and filtered out. If this does happen, 1339 * seperately and filtered out. If this does happen,
1331 * Counterspell has no effect on anything but spells, so it 1340 * Counterspell has no effect on anything but spells, so it
1332 * does no damage. */ 1341 * does no damage. */
1333 break; 1342 break;
1343
1334 case ATNR_HOLYWORD: 1344 case ATNR_HOLYWORD:
1335 { 1345 {
1336 /* This has already been handled by hit_player, 1346 /* This has already been handled by hit_player,
1337 * no need to check twice -- DAMN */ 1347 * no need to check twice -- DAMN */
1338 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1348 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 /* As with turn undead above, give a bonus on the saving throw */ 1350 /* As with turn undead above, give a bonus on the saving throw */
1341 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1351 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342 scare_creature (op, owner); 1352 scare_creature (op, owner);
1343 } 1353 }
1344 break; 1354 break;
1355
1345 case ATNR_LIFE_STEALING: 1356 case ATNR_LIFE_STEALING:
1346 { 1357 {
1347 int new_hp; 1358 int new_hp;
1348 1359
1349 /* this is replacement to drain for players, instead of taking 1360 /* this is replacement to drain for players, instead of taking
1356 * 1000). 1367 * 1000).
1357 */ 1368 */
1358 /* You can't steal life from something undead */ 1369 /* You can't steal life from something undead */
1359 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1370 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1360 return 0; 1371 return 0;
1372
1361 /* If drain protection is higher than life stealing, use that */ 1373 /* If drain protection is higher than life stealing, use that */
1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1374 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1364 else 1376 else
1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1377 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1378
1366 /* You die at -1 hp, not zero. */ 1379 /* You die at -1 hp, not zero. */
1367 if (dam > (op->stats.hp + 1)) 1380 if (dam > (op->stats.hp + 1))
1368 dam = op->stats.hp + 1; 1381 dam = op->stats.hp + 1;
1382
1369 new_hp = hitter->stats.hp + dam; 1383 new_hp = hitter->stats.hp + dam;
1370 if (new_hp > hitter->stats.maxhp) 1384 if (new_hp > hitter->stats.maxhp)
1371 new_hp = hitter->stats.maxhp; 1385 new_hp = hitter->stats.maxhp;
1386
1372 if (new_hp > hitter->stats.hp) 1387 if (new_hp > hitter->stats.hp)
1373 hitter->stats.hp = new_hp; 1388 hitter->stats.hp = new_hp;
1374 } 1389 }
1375 } 1390 }
1376 1391
1398 char buf[MAX_BUF]; 1413 char buf[MAX_BUF];
1399 const char *skill; 1414 const char *skill;
1400 int maxdam = 0; 1415 int maxdam = 0;
1401 int battleg = 0; /* true if op standing on battleground */ 1416 int battleg = 0; /* true if op standing on battleground */
1402 int pk = 0; /* true if op and what controls hitter are both players */ 1417 int pk = 0; /* true if op and what controls hitter are both players */
1403 object *owner = NULL; 1418 object *owner = 0;
1404 object *skop = NULL; 1419 object *skop = 0;
1405 1420
1406 if (op->stats.hp >= 0) 1421 if (op->stats.hp >= 0)
1407 return -1; 1422 return -1;
1408 1423
1409 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1424 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1425 return maxdam; 1440 return maxdam;
1426 } 1441 }
1427 1442
1428 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1429 { 1444 {
1430 remove_friendly_object (op);
1431
1432 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1433 op->owner->contr->ranges[range_golem] = 0;
1434
1435 op->destroy (); 1445 op->destroy ();
1436 return maxdam; 1446 return maxdam;
1437 } 1447 }
1438 1448
1439 /* Now lets start dealing with experience we get for killing something */ 1449 /* Now lets start dealing with experience we get for killing something */
1498 */ 1508 */
1499 if (op->type == PLAYER && owner != op && !battleg) 1509 if (op->type == PLAYER && owner != op && !battleg)
1500 owner->change_luck (-settings.pk_luck_penalty); 1510 owner->change_luck (-settings.pk_luck_penalty);
1501 1511
1502 /* This code below deals with finding the appropriate skill 1512 /* This code below deals with finding the appropriate skill
1503 * to credit exp to. This is a bit problematic - we should 1513 * to credit exp to. This is a bit problematic - we should
1504 * probably never really have to look at current_weapon->skill 1514 * probably never really have to look at current_weapon->skill
1505 */ 1515 */
1506 skill = 0; 1516 skill = 0;
1507 1517
1508 if (hitter->skill && hitter->type != PLAYER) 1518 if (hitter->skill && hitter->type != PLAYER)
1509 skill = hitter->skill; 1519 skill = hitter->skill;
1510 else if (owner->chosen_skill) 1520 else if (owner->chosen_skill)
1511 { 1521 {
1512 skill = owner->chosen_skill->skill;
1513 skop = owner->chosen_skill; 1522 skop = owner->chosen_skill;
1523 skill = skop->skill;
1514 } 1524 }
1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1516 skill = owner->current_weapon->skill; 1526 skill = owner->current_weapon->skill;
1517 else 1527 else
1518 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1519 1529
1520 /* We have the skill we want to credit to - now find the object this goes 1530 /* We have the skill we want to credit to - now find the object this goes
1521 * to. Make sure skop is an actual skill, and not a skill tool! 1531 * to. Make sure skop is an actual skill, and not a skill tool!
1522 */ 1532 */
1523 if ((!skop || skop->type != SKILL) && skill) 1533 if ((!skop || skop->type != SKILL) && skill)
1524 { 1534 {
1525 int i; 1535 int i;
1526 1536
1589 if (owner->type != PLAYER || owner->contr->party == NULL) 1599 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 change_exp (owner, exp, skill, 0); 1600 change_exp (owner, exp, skill, 0);
1591 else 1601 else
1592 { 1602 {
1593 int shares = 0, count = 0; 1603 int shares = 0, count = 0;
1594 player *pl;
1595 partylist *party = owner->contr->party; 1604 partylist *party = owner->contr->party;
1596 1605
1597 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1606 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1598 1607
1599 for_all_players (pl) 1608 for_all_players (pl)
1658} 1667}
1659 1668
1660/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1669/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1661 * Returns 0 this is not friendly fire 1670 * Returns 0 this is not friendly fire
1662 */ 1671 */
1663
1664int 1672int
1665friendly_fire (object *op, object *hitter) 1673friendly_fire (object *op, object *hitter)
1666{ 1674{
1667 object *owner; 1675 object *owner;
1668 int friendlyfire; 1676 int friendlyfire;
1725 object *owner = hitter->owner; 1733 object *owner = hitter->owner;
1726 1734
1727 if (!owner) 1735 if (!owner)
1728 owner = hitter; 1736 owner = hitter;
1729 1737
1730 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1738 if (owner->type == PLAYER
1739 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner)
1731 return 0; 1742 return 0;
1732 } 1743 }
1733#endif 1744#endif
1734 1745
1735 if (body_attack) 1746 if (body_attack)
1752 } 1763 }
1753 } 1764 }
1754 1765
1755 if (!simple_attack && op->type == DOOR) 1766 if (!simple_attack && op->type == DOOR)
1756 { 1767 {
1757 object *tmp;
1758
1759 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1768 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1760 if (tmp->type == RUNE || tmp->type == TRAP) 1769 if (tmp->type == RUNE || tmp->type == TRAP)
1761 { 1770 {
1762 spring_trap (tmp, hitter); 1771 spring_trap (tmp, hitter);
1763 1772
1764 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1773 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1771 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1780 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1772 { 1781 {
1773 /* FIXME: If a player is killed by a rune in a door, the 1782 /* FIXME: If a player is killed by a rune in a door, the
1774 * destroyed() check above doesn't return, and might get here. 1783 * destroyed() check above doesn't return, and might get here.
1775 */ 1784 */
1785
1786 /* FIXME: This for example happens when a dead door is on a mover and
1787 gets it's speed_left raised on each mover-tick.
1788 Doors are removed in a kinda funny way by giving them speed and speed_left
1789 and waiting for that to run out.
1790 */
1776 LOG (llevDebug, "victim %s already dead in " "hit_player()\n", op->debug_desc ()); 1791 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1777 return 0; 1792 return 0;
1778 } 1793 }
1779 1794
1780#ifdef ATTACK_DEBUG 1795#ifdef ATTACK_DEBUG
1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1796 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1787 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1802 * in case 0>dam>1, we try to "simulate" a float value-effect */
1788 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1803 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 if (dam >= 100) 1804 if (dam >= 100)
1790 dam /= 100; 1805 dam /= 100;
1791 else 1806 else
1792 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1807 dam = (dam > rndm (0, 99)) ? 1 : 0;
1793 } 1808 }
1794 1809
1795 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1810 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1796 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1811 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1797 */ 1812 */
1880 1895
1881 /* basically: maxdam /= area; we try to "simulate" a float 1896 /* basically: maxdam /= area; we try to "simulate" a float
1882 value-effect */ 1897 value-effect */
1883 remainder = 100 * (maxdam % area) / area; 1898 remainder = 100 * (maxdam % area) / area;
1884 maxdam /= area; 1899 maxdam /= area;
1885 if (RANDOM () % 100 < remainder) 1900 if (rndm (100) < remainder)
1886 maxdam++; 1901 maxdam++;
1887 } 1902 }
1888 1903
1889#ifdef ATTACK_DEBUG 1904#ifdef ATTACK_DEBUG
1890 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1905 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1891#endif 1906#endif
1892 1907
1908 // for now, only do this for active objects, otherwise they
1909 // keep a refcount for a long time and I see no usefulness
1910 // for an non-active objetc to know its enemy.
1911 if (op->active)
1893 if (hitter->owner) 1912 if (hitter->owner)
1894 op->enemy = hitter->owner; 1913 op->enemy = hitter->owner;
1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1914 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1896 op->enemy = hitter; 1915 op->enemy = hitter;
1897 1916
1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1917 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1899 { 1918 {
1900 /* The unaggressives look after themselves 8) */ 1919 /* The unaggressives look after themselves 8) */
1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1920 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1957 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939 * that before if the player was immune to ghosthit, the monster 1958 * that before if the player was immune to ghosthit, the monster
1940 * remained - that is no longer the case. 1959 * remained - that is no longer the case.
1941 */ 1960 */
1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1943 {
1944 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1945 remove_friendly_object (hitter);
1946
1947 hitter->destroy (); 1962 hitter->destroy ();
1948 } 1963
1949 /* Lets handle creatures that are splitting now */ 1964 /* Lets handle creatures that are splitting now */
1950 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1965 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1951 { 1966 {
1952 int i; 1967 int i;
1953 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2179 op->speed_left = (float) -(FABS (op->speed) * max); 2194 op->speed_left = (float) -(FABS (op->speed) * max);
2180 2195
2181/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 2196/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2182} 2197}
2183 2198
2184
2185/* Attempts to kill 'op'. hitter is the attack object, dam is 2199/* Attempts to kill 'op'. hitter is the attack object, dam is
2186 * the computed damaged. 2200 * the computed damaged.
2187 */ 2201 */
2188void 2202void
2189deathstrike_player (object *op, object *hitter, int *dam) 2203deathstrike_player (object *op, object *hitter, int *dam)
2206 if (def_lev < 1) 2220 if (def_lev < 1)
2207 { 2221 {
2208 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name);
2209 def_lev = 1; 2223 def_lev = 1;
2210 } 2224 }
2225
2211 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2212 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2213 atk_lev, def_lev); */ 2228 atk_lev, def_lev); */
2214 2229
2215 if (atk_lev >= def_lev) 2230 if (atk_lev >= def_lev)
2230 */ 2245 */
2231 *dam *= kill_lev / def_lev; 2246 *dam *= kill_lev / def_lev;
2232 } 2247 }
2233 } 2248 }
2234 else 2249 else
2235 {
2236 *dam = 0; /* no harm done */ 2250 *dam = 0; /* no harm done */
2237 }
2238} 2251}
2239 2252
2240/* thrown_item_effect() - handles any special effects of thrown 2253/* thrown_item_effect() - handles any special effects of thrown
2241 * items (like attacking living creatures--a potion thrown at a 2254 * items (like attacking living creatures--a potion thrown at a
2242 * monster). 2255 * monster).
2346#endif 2359#endif
2347 2360
2348 return adjust; 2361 return adjust;
2349} 2362}
2350 2363
2351
2352/* determine if the object is an 'aimed' missile */ 2364/* determine if the object is an 'aimed' missile */
2353int 2365int
2354is_aimed_missile (object *op) 2366is_aimed_missile (object *op)
2355{ 2367{
2356 2368
2362 if (op->type == ARROW || op->type == THROWN_OBJ) 2374 if (op->type == ARROW || op->type == THROWN_OBJ)
2363 return 1; 2375 return 1;
2364 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2365 return 1; 2377 return 1;
2366 } 2378 }
2379
2367 return 0; 2380 return 0;
2368} 2381}

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