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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 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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>
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90 90
91 if (mt == NULL) 91 if (!mt)
92 return TRUE; 92 return TRUE;
93 93
94 roll = rndm (1, 20); 94 roll = rndm (1, 20);
95 95
96 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
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 if (op->decrease ())
169
170 if (op)
171 fix_stopped_item (op, m, originator); 169 fix_stopped_item (op, m, originator);
172 170
173 if ((op = get_archetype (arch)) != NULL) 171 if ((op = get_archetype (arch)))
174 { 172 {
175 if (env) 173 if (env)
176 { 174 {
177 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
196 return; 194 return;
197 } 195 }
198 196
199 if (op->nrof > 1) 197 if (op->nrof > 1)
200 { 198 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
205 } 201 }
206 else 202 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 203 op->destroy ();
217 }
218 204
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 206 if (env)
221 { 207 {
222 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
282 return 0; 268 return 0;
283 } 269 }
284 270
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 272 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 274 return 0;
289 } 275 }
290 276
291 if (!op->map) 277 if (!op->map)
292 { 278 {
613 if (hitter->owner != NULL) 599 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 601 else
616 { 602 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
618 if (dam != 0) 605 if (dam != 0)
619 { 606 {
620 if (dam < 10) 607 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 609 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 611 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 613 }
627 } 614 }
615
628 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 617 } /* end of player hitting player */
630 618
631 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
632 { 620 {
633 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
634 if (dam != 0) 623 if (dam != 0)
635 { 624 {
636 if (dam < 10) 625 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 627 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
640 else 629 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
642 } 631 }
632
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 634 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 636 {
647 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
656 if (next) 646 if (next)
657 while (next) 647 while (next)
658 { 648 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3; 650 i *= 3;
651
661 tmp = next; 652 tmp = next;
662 next = tmp->above; 653 next = tmp->above;
663 } 654 }
664 655
665 if (i < 0) 656 if (i < 0)
670 } 661 }
671 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
672 return; 663 return;
673 664
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 668 }
678} 669}
679 670
680 671
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 676 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 678 return 1;
688 } 679 }
680
689 if ((*target)->head) 681 if ((*target)->head)
690 *target = (*target)->head; 682 *target = (*target)->head;
683
691 if ((*hitter)->head) 684 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
694 { 688 {
695 *simple_attack = 1; 689 *simple_attack = 1;
696 return 0; 690 return 0;
697 } 691 }
692
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
700 { 697 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ());
702 return 1; 700 return 1;
703 } 701 }
702
704 *simple_attack = 0; 703 *simple_attack = 0;
705 return 0; 704 return 0;
706} 705}
707 706
708static int 707static int
744 743
745 /* 744 /*
746 * A little check to make it more difficult to dance forward and back 745 * A little check to make it more difficult to dance forward and back
747 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
748 */ 747 */
749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
750 { 749 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
755 */ 754 */
756 op->speed_left--; 755 --op->speed_left;
757 process_object (op); 756 process_object (op);
758 757
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 759 goto error;
761 } 760 }
770 769
771 /* See if we hit the creature */ 770 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 772 {
774 int hitdam = base_dam; 773 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 }
794 774
795 if (!simple_attack) 775 if (!simple_attack)
796 { 776 {
797 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
1099 return dam; 1079 return dam;
1100 1080
1101 if (hitter->slaying) 1081 if (hitter->slaying)
1102 { 1082 {
1103 if ((op->race && strstr (hitter->slaying, op->race)) 1083 if ((op->race && strstr (hitter->slaying, op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1105 { 1085 {
1106 doesnt_slay = 0; 1086 doesnt_slay = 0;
1107 dam *= 3; 1087 dam *= 3;
1108 } 1088 }
1109 } 1089 }
1273 * exp, but the wiz would still lose exp! If drainee is a wiz, 1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1274 * nothing happens. 1254 * nothing happens.
1275 * Try to credit the owner. We try to display player -> player drain 1255 * Try to credit the owner. We try to display player -> player drain
1276 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1277 */ 1257 */
1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1279 { 1259 {
1280 object *owner = hitter->owner; 1260 object *owner = hitter->owner;
1281 1261
1282 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1283 { 1263 {
1308 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1309 int div = 1; 1289 int div = 1;
1310 1290
1311 /* if undead are not an enemy of your god, you turn them 1291 /* if undead are not an enemy of your god, you turn them
1312 * at half strength */ 1292 * at half strength */
1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1314 div = 2; 1294 div = 2;
1315 1295
1316 /* Give a bonus if you resist turn undead */ 1296 /* Give a bonus if you resist turn undead */
1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1318 scare_creature (op, owner); 1298 scare_creature (op, owner);
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1435 1415
1436 if (op->type == DOOR) 1416 if (op->type == DOOR)
1437 { 1417 {
1438 op->set_speed (0.1); 1418 op->set_speed (0.1f);
1439 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1440 return maxdam; 1420 return maxdam;
1441 } 1421 }
1442 1422
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1444 { 1424 {
1493 else 1473 else
1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1495 1475
1496 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1499 } 1479 }
1500 1480
1501 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1562 skill = skop->skill; 1542 skill = skop->skill;
1563 1543
1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1565 1545
1566 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1568 { 1548 {
1569 int exp; 1549 int exp;
1570 1550
1571 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1639 { 1619 {
1640 object *owner1 = op->owner; 1620 object *owner1 = op->owner;
1641 1621
1642 if (owner1 && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1643 { 1623 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1645 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* Maybe we should include the owner that killed this, maybe not */
1646 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1647 } 1627 }
1648 1628
1649 remove_friendly_object (op); 1629 remove_friendly_object (op);
1695 } 1675 }
1696 1676
1697 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1698 friendlyfire = 0; 1678 friendlyfire = 0;
1699 } 1679 }
1680
1700 return friendlyfire; 1681 return friendlyfire;
1701} 1682}
1702
1703 1683
1704/* This isn't used just for players, but in fact most objects. 1684/* 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 1685 * 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 1686 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1725 1705
1726 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1706 /* 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)) 1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1728 return 0; 1708 return 0;
1729 1709
1730#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1731 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1732 { 1712 {
1733 object *owner = hitter->owner; 1713 object *owner = hitter->owner;
1734 1714
1735 if (!owner) 1715 if (!owner)
1739 && (!op_on_battleground (op, 0, 0) 1719 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful)) 1720 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner) 1721 && op != owner)
1742 return 0; 1722 return 0;
1743 } 1723 }
1744#endif
1745 1724
1746 if (body_attack) 1725 if (body_attack)
1747 { 1726 {
1748 /* slow and paralyze must hit the head. But we don't want to just 1727 /* 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 1728 * return - we still need to process other attacks the spell still
1828 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1829 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1830 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1831 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1832 (hitter->title != NULL 1811 (hitter->title != NULL
1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1834 return 0; 1813 return 0;
1835 } 1814 }
1836 1815
1837 maxattacktype = type; /* initialise this to something */ 1816 maxattacktype = type; /* initialise this to something */
1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1870 */ 1849 */
1871 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1873 { 1852 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875#ifndef COZY_SERVER
1876 maxdam++;
1877#endif
1878 1854
1879#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1880 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882#endif 1858#endif
1883 } 1859 }
1884 1860
1885 if (!full_hit) 1861 if (!full_hit)
1886 { 1862 {
1887 archetype *at;
1888 int area; 1863 int area;
1889 int remainder; 1864 int remainder;
1890 1865
1891 area = 0; 1866 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1893 area++; 1869 area++;
1870
1894 assert (area > 0); 1871 assert (area > 0);
1895 1872
1896 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */ 1874 value-effect */
1898 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1975 return maxdam; 1952 return maxdam;
1976 } 1953 }
1977 1954
1978 op->remove (); 1955 op->remove ();
1979 1956
1980 for (i = 0; i < NROFNEWOBJS (op); i++) 1957 for (i = 0; i < op->stats.food; i++)
1981 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
1982 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
1983 int j; 1960 int j;
1984 1961
1985 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy (); 1990 hitter->destroy ();
2014 1991
2015 return maxdam; 1992 return maxdam;
2016} 1993}
2017
2018 1994
2019void 1995void
2020poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2021{ 1997{
2022 archetype *at = archetype::find ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2059 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2060 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats (); 2037 op->update_stats ();
2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
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)
2211 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2212 2193
2213 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2214 2195
2215 if (hitter->slaying) 2196 if (hitter->slaying)
2216 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
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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