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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.69 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 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))
165 { 165 {
166 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1); 168 op = decrease_ob_nr (op, 1);
169 169
170 if (op) 170 if (op)
171 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
282 return 0; 282 return 0;
283 } 283 }
284 284
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 286 {
287 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);
288 return 0; 288 return 0;
289 } 289 }
290 290
291 if (!op->map) 291 if (!op->map)
292 { 292 {
696 return 0; 696 return 0;
697 } 697 }
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 698 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || 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)))
700 { 700 {
701 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);
702 return 1; 702 return 1;
703 } 703 }
704 *simple_attack = 0; 704 *simple_attack = 0;
705 return 0; 705 return 0;
706} 706}
744 744
745 /* 745 /*
746 * 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
747 * to avoid ever being hit by monsters. 747 * to avoid ever being hit by monsters.
748 */ 748 */
749 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)
750 { 750 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 751 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 752 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 753 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 754 * we call process_object, the 'if' statement above will fail.
755 */ 755 */
756 op->speed_left--; 756 --op->speed_left;
757 process_object (op); 757 process_object (op);
758 758
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 760 goto error;
761 } 761 }
770 770
771 /* See if we hit the creature */ 771 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 772 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 773 {
774 int hitdam = base_dam; 774 int hitdam = base_dam;
775
776 if (settings.casting_time == TRUE)
777 {
778 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 {
780 hitter->casting_time = -1;
781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
782 }
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 }
794 775
795 if (!simple_attack) 776 if (!simple_attack)
796 { 777 {
797 /* If you hit something, the victim should *always* wake up. 778 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 779 * Before, invisible hitters could avoid doing this.
1099 return dam; 1080 return dam;
1100 1081
1101 if (hitter->slaying) 1082 if (hitter->slaying)
1102 { 1083 {
1103 if ((op->race && strstr (hitter->slaying, op->race)) 1084 if ((op->race && strstr (hitter->slaying, op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1085 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1105 { 1086 {
1106 doesnt_slay = 0; 1087 doesnt_slay = 0;
1107 dam *= 3; 1088 dam *= 3;
1108 } 1089 }
1109 } 1090 }
1273 * 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,
1274 * nothing happens. 1255 * nothing happens.
1275 * 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
1276 * attacks, hence all the != PLAYER checks. 1257 * attacks, hence all the != PLAYER checks.
1277 */ 1258 */
1278 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))
1279 { 1260 {
1280 object *owner = hitter->owner; 1261 object *owner = hitter->owner;
1281 1262
1282 if (owner && owner != hitter) 1263 if (owner && owner != hitter)
1283 { 1264 {
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1414 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1434 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 */
1435 1416
1436 if (op->type == DOOR) 1417 if (op->type == DOOR)
1437 { 1418 {
1438 op->set_speed (0.1); 1419 op->set_speed (0.1f);
1439 op->speed_left = -0.05; 1420 op->speed_left = -0.05f;
1440 return maxdam; 1421 return maxdam;
1441 } 1422 }
1442 1423
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1424 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1444 { 1425 {
1562 skill = skop->skill; 1543 skill = skop->skill;
1563 1544
1564 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);
1565 1546
1566 /* If you didn't kill yourself, and your not the wizard */ 1547 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1548 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1568 { 1549 {
1569 int exp; 1550 int exp;
1570 1551
1571 /* Really don't give much experience for killing other players */ 1552 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1553 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1695 } 1676 }
1696 1677
1697 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)
1698 friendlyfire = 0; 1679 friendlyfire = 0;
1699 } 1680 }
1681
1700 return friendlyfire; 1682 return friendlyfire;
1701} 1683}
1702
1703 1684
1704/* 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.
1705 * 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
1706 * is what is hitting the object, type is the attacktype, and 1687 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter. 1688 * full_hit is set if monster area does not matter.
1725 1706
1726 /* 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 */
1727 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))
1728 return 0; 1709 return 0;
1729 1710
1730#ifdef PROHIBIT_PLAYERKILL 1711 // only allow pk for hostile players
1731 if (op->type == PLAYER) 1712 if (op->type == PLAYER)
1732 { 1713 {
1733 object *owner = hitter->owner; 1714 object *owner = hitter->owner;
1734 1715
1735 if (!owner) 1716 if (!owner)
1739 && (!op_on_battleground (op, 0, 0) 1720 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful)) 1721 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner) 1722 && op != owner)
1742 return 0; 1723 return 0;
1743 } 1724 }
1744#endif
1745 1725
1746 if (body_attack) 1726 if (body_attack)
1747 { 1727 {
1748 /* 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
1749 * return - we still need to process other attacks the spell still 1729 * return - we still need to process other attacks the spell still
1870 */ 1850 */
1871 friendlyfire = friendly_fire (op, hitter); 1851 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam) 1852 if (friendlyfire && maxdam)
1873 { 1853 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100); 1854 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875#ifndef COZY_SERVER
1876 maxdam++;
1877#endif
1878 1855
1879#ifdef ATTACK_DEBUG 1856#ifdef ATTACK_DEBUG
1880 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",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1858 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882#endif 1859#endif
1883 } 1860 }
1884 1861
1885 if (!full_hit) 1862 if (!full_hit)
1886 { 1863 {
1887 archetype *at;
1888 int area; 1864 int area;
1889 int remainder; 1865 int remainder;
1890 1866
1891 area = 0; 1867 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more) 1868
1869 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1893 area++; 1870 area++;
1871
1894 assert (area > 0); 1872 assert (area > 0);
1895 1873
1896 /* basically: maxdam /= area; we try to "simulate" a float 1874 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */ 1875 value-effect */
1898 remainder = 100 * (maxdam % area) / area; 1876 remainder = 100 * (maxdam % area) / area;
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1990 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy (); 1991 hitter->destroy ();
2014 1992
2015 return maxdam; 1993 return maxdam;
2016} 1994}
2017
2018 1995
2019void 1996void
2020poison_player (object *op, object *hitter, int dam) 1997poison_player (object *op, object *hitter, int dam)
2021{ 1998{
2022 archetype *at = archetype::find ("poisoning"); 1999 archetype *at = archetype::find ("poisoning");
2059 tmp->stats.Int = MAX (-dam / 7, -10); 2036 tmp->stats.Int = MAX (-dam / 7, -10);
2060 SET_FLAG (tmp, FLAG_APPLIED); 2037 SET_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats (); 2038 op->update_stats ();
2062 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.");
2063 } 2040 }
2041
2064 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2065 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);
2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2067 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);
2068 } 2046 }
2047
2069 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2070 } 2049 }
2071 else 2050 else
2072 tmp->stats.food++; 2051 tmp->stats.food++;
2073} 2052}
2077{ 2056{
2078 archetype *at = archetype::find ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2079 object *tmp; 2058 object *tmp;
2080 2059
2081 if (at == NULL) 2060 if (at == NULL)
2082 {
2083 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2084 } 2062
2085 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2086 { 2064 {
2087 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2088 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2089 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!");
2090 } 2068 }
2091 else 2069 else
2092 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2093 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2094 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2095 op->update_stats (); 2074 op->update_stats ();
2096} 2075}
2097 2076
2114 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2115 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2116 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);
2117 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2119 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2120 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2121 2101
2122 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2123 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
2124 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2125} 2106}
2126 2107
2127void 2108void
2128blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2217 return; 2198 return;
2218 2199
2219 def_lev = op->level; 2200 def_lev = op->level;
2220 if (def_lev < 1) 2201 if (def_lev < 1)
2221 { 2202 {
2222 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);
2223 def_lev = 1; 2204 def_lev = 1;
2224 } 2205 }
2225 2206
2226 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;
2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2284 } 2265 }
2285 } 2266 }
2286} 2267}
2287 2268
2288/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2289
2290int 2270int
2291adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2292{ 2272{
2293 object *attacker = hitter; 2273 object *attacker = hitter;
2294 int adjust = 0; 2274 int adjust = 0;
2368 2348
2369 /* 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
2370 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2371 */ 2351 */
2372 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1; 2354 return 1;
2376 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))
2377 return 1; 2356 return 1;
2378 }
2379 2357
2380 return 0; 2358 return 0;
2381} 2359}

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