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(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.85 by root, Tue May 6 16:44:54 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>
62 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 66
67 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
69 } 69 }
70} 70}
71 71
72/* 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
73 * 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 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 = archetype::get (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; //???? wtf
178 insert_ob_in_ob (op, env); 176 env->insert (op);
179 if (env->contr)
180 esrv_send_item (env, op);
181 } 177 }
182 else 178 else
183 { 179 {
184 op->x = x, op->y = y; 180 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0); 181 insert_ob_in_map (op, m, originator, 0);
196 return; 192 return;
197 } 193 }
198 194
199 if (op->nrof > 1) 195 if (op->nrof > 1)
200 { 196 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 197 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
205 } 199 }
206 else 200 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 (); 201 op->destroy ();
217 }
218 202
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 204 if (env)
221 { 205 {
222 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 208 env->insert (op);
225 } 209 }
226 else 210 else
227 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
228 212
229 return; 213 return;
230 } 214 }
231 215
232 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 { 218 {
235 object *tmp; 219 object *tmp;
236 archetype *at = archetype::find ("icecube"); 220 archetype *at = archetype::find (shstr_icecube);
237 221
238 if (at == NULL) 222 if (at == NULL)
239 return; 223 return;
240 224
241 op = stop_item (op); 225 op = stop_item (op);
282 return 0; 266 return 0;
283 } 267 }
284 268
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 270 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 272 return 0;
289 } 273 }
290 274
291 if (!op->map) 275 if (!op->map)
292 { 276 {
613 if (hitter->owner != NULL) 597 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 599 else
616 { 600 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
618 if (dam != 0) 603 if (dam != 0)
619 { 604 {
620 if (dam < 10) 605 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 606 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 607 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 609 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 611 }
627 } 612 }
613
628 new_draw_info (NDI_BLACK, 0, op, buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 615 } /* end of player hitting player */
630 616
631 if (hitter->type == PLAYER) 617 if (hitter->type == PLAYER)
632 { 618 {
633 sprintf (buf, "You %s.", buf1); 619 sprintf (buf, "You %s.", buf1);
620
634 if (dam != 0) 621 if (dam != 0)
635 { 622 {
636 if (dam < 10) 623 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 624 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 625 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 626 op->play_sound (sound_find ("player_hits2"));
640 else 627 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 628 op->play_sound (sound_find ("player_hits3"));
642 } 629 }
630
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 632 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 634 {
647 /* look for stacked spells and start reducing the message chances */ 635 /* look for stacked spells and start reducing the message chances */
656 if (next) 644 if (next)
657 while (next) 645 while (next)
658 { 646 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3; 648 i *= 3;
649
661 tmp = next; 650 tmp = next;
662 next = tmp->above; 651 next = tmp->above;
663 } 652 }
664 653
665 if (i < 0) 654 if (i < 0)
670 } 659 }
671 else if (rndm (0, 5) != 0) 660 else if (rndm (0, 5) != 0)
672 return; 661 return;
673 662
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 666 }
678} 667}
679 668
680 669
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 673 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 674 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 675 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 676 return 1;
688 } 677 }
678
689 if ((*target)->head) 679 if ((*target)->head)
690 *target = (*target)->head; 680 *target = (*target)->head;
681
691 if ((*hitter)->head) 682 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 683 *hitter = (*hitter)->head;
684
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env != NULL || (*target)->env != NULL)
694 { 686 {
695 *simple_attack = 1; 687 *simple_attack = 1;
696 return 0; 688 return 0;
697 } 689 }
690
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
700 { 695 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
702 return 1; 698 return 1;
703 } 699 }
700
704 *simple_attack = 0; 701 *simple_attack = 0;
705 return 0; 702 return 0;
706} 703}
707 704
708static int 705static int
744 741
745 /* 742 /*
746 * A little check to make it more difficult to dance forward and back 743 * A little check to make it more difficult to dance forward and back
747 * to avoid ever being hit by monsters. 744 * to avoid ever being hit by monsters.
748 */ 745 */
749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 746 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
750 { 747 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 748 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 749 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 750 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 751 * we call process_object, the 'if' statement above will fail.
755 */ 752 */
756 op->speed_left--; 753 --op->speed_left;
757 process_object (op); 754 process_object (op);
758 755
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 756 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 757 goto error;
761 } 758 }
770 767
771 /* See if we hit the creature */ 768 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 769 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 770 {
774 int hitdam = base_dam; 771 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 }
794 772
795 if (!simple_attack) 773 if (!simple_attack)
796 { 774 {
797 /* If you hit something, the victim should *always* wake up. 775 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 776 * Before, invisible hitters could avoid doing this.
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around. 870 * stick around.
893 */ 871 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 873 {
896 tmp = tmp->head_ (); 874 tmp->head_ ()->insert (op);
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 875 return 1;
905 } 876 }
906 else 877 else
907 return 0; 878 return 0;
908} 879}
1099 return dam; 1070 return dam;
1100 1071
1101 if (hitter->slaying) 1072 if (hitter->slaying)
1102 { 1073 {
1103 if ((op->race && strstr (hitter->slaying, op->race)) 1074 if ((op->race && strstr (hitter->slaying, op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1105 { 1076 {
1106 doesnt_slay = 0; 1077 doesnt_slay = 0;
1107 dam *= 3; 1078 dam *= 3;
1108 } 1079 }
1109 } 1080 }
1222 1193
1223 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1224 objects */ 1195 objects */
1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1226 { 1197 {
1227 if (op->type == PLAYER)
1228 /* Make this more visible */
1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1231 flag = 1; 1198 flag = 1;
1232 tmp->magic--; 1199 tmp->magic--;
1233 if (op->type == PLAYER) 1200
1234 esrv_send_item (op, tmp); 1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1235 } 1209 }
1236 } 1210 }
1237 1211
1238 if (flag) 1212 if (flag)
1239 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1273 * exp, but the wiz would still lose exp! If drainee is a wiz, 1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1274 * nothing happens. 1248 * nothing happens.
1275 * Try to credit the owner. We try to display player -> player drain 1249 * Try to credit the owner. We try to display player -> player drain
1276 * attacks, hence all the != PLAYER checks. 1250 * attacks, hence all the != PLAYER checks.
1277 */ 1251 */
1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1279 { 1253 {
1280 object *owner = hitter->owner; 1254 object *owner = hitter->owner;
1281 1255
1282 if (owner && owner != hitter) 1256 if (owner && owner != hitter)
1283 { 1257 {
1308 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1309 int div = 1; 1283 int div = 1;
1310 1284
1311 /* if undead are not an enemy of your god, you turn them 1285 /* if undead are not an enemy of your god, you turn them
1312 * at half strength */ 1286 * at half strength */
1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1314 div = 2; 1288 div = 2;
1315 1289
1316 /* Give a bonus if you resist turn undead */ 1290 /* 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))) 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1318 scare_creature (op, owner); 1292 scare_creature (op, owner);
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1408 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1435 1409
1436 if (op->type == DOOR) 1410 if (op->type == DOOR)
1437 { 1411 {
1438 op->set_speed (0.1); 1412 op->set_speed (0.1f);
1439 op->speed_left = -0.05; 1413 op->speed_left = -0.05f;
1440 return maxdam; 1414 return maxdam;
1441 } 1415 }
1442 1416
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1444 { 1418 {
1461 pk = 1; 1435 pk = 1;
1462 1436
1463 /* Player killed something */ 1437 /* Player killed something */
1464 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1465 { 1439 {
1466 Log_Kill (owner->name,
1467 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1468
1469 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1470 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1471 * ip address is included. 1442 * ip address is included.
1472 */ 1443 */
1473 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1493 else 1464 else
1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1495 1466
1496 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1499 } 1470 }
1500 1471
1501 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1562 skill = skop->skill; 1533 skill = skop->skill;
1563 1534
1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1565 1536
1566 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1568 { 1539 {
1569 int exp; 1540 int exp;
1570 1541
1571 /* Really don't give much experience for killing other players */ 1542 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1639 { 1610 {
1640 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1641 1612
1642 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1643 { 1614 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1645 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* 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); 1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1647 } 1618 }
1648 1619
1649 remove_friendly_object (op); 1620 remove_friendly_object (op);
1650 } 1621 }
1651 1622
1652 op->destroy (); 1623 op->destroy ();
1653 } 1624 }
1654 else 1625 else
1655 {
1656 /* Player has been killed! */ 1626 /* Player has been killed! */
1657 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1659 else
1660 assign (op->contr->killer, hitter->name);
1661 }
1662 1628
1663 /* This was return -1 - that doesn't seem correct - if we return -1, process 1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1664 * continues in the calling function. 1630 * continues in the calling function.
1665 */ 1631 */
1666 return maxdam; 1632 return maxdam;
1695 } 1661 }
1696 1662
1697 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1663 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1698 friendlyfire = 0; 1664 friendlyfire = 0;
1699 } 1665 }
1666
1700 return friendlyfire; 1667 return friendlyfire;
1701} 1668}
1702
1703 1669
1704/* This isn't used just for players, but in fact most objects. 1670/* 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 1671 * 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 1672 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1725 1691
1726 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1692 /* 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)) 1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1728 return 0; 1694 return 0;
1729 1695
1730#ifdef PROHIBIT_PLAYERKILL 1696 // only allow pk for hostile players
1731 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1732 { 1698 {
1733 object *owner = hitter->owner; 1699 object *owner = hitter->owner;
1734 1700
1735 if (!owner) 1701 if (!owner)
1739 && (!op_on_battleground (op, 0, 0) 1705 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful)) 1706 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner) 1707 && op != owner)
1742 return 0; 1708 return 0;
1743 } 1709 }
1744#endif
1745 1710
1746 if (body_attack) 1711 if (body_attack)
1747 { 1712 {
1748 /* slow and paralyze must hit the head. But we don't want to just 1713 /* 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 1714 * return - we still need to process other attacks the spell still
1828 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1829 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1830 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1831 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1832 (hitter->title != NULL 1797 (hitter->title != NULL
1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1834 return 0; 1799 return 0;
1835 } 1800 }
1836 1801
1837 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1870 */ 1835 */
1871 friendlyfire = friendly_fire (op, hitter); 1836 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam) 1837 if (friendlyfire && maxdam)
1873 { 1838 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100); 1839 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875#ifndef COZY_SERVER
1876 maxdam++;
1877#endif
1878 1840
1879#ifdef ATTACK_DEBUG 1841#ifdef ATTACK_DEBUG
1880 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1842 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1843 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882#endif 1844#endif
1883 } 1845 }
1884 1846
1885 if (!full_hit) 1847 if (!full_hit)
1886 { 1848 {
1887 archetype *at;
1888 int area; 1849 int area;
1889 int remainder; 1850 int remainder;
1890 1851
1891 area = 0; 1852 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1893 area++; 1855 area++;
1856
1894 assert (area > 0); 1857 assert (area > 0);
1895 1858
1896 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */ 1860 value-effect */
1898 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1975 return maxdam; 1938 return maxdam;
1976 } 1939 }
1977 1940
1978 op->remove (); 1941 op->remove ();
1979 1942
1980 for (i = 0; i < NROFNEWOBJS (op); i++) 1943 for (i = 0; i < op->stats.food; i++)
1981 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1982 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1983 int j; 1946 int j;
1984 1947
1985 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy (); 1976 hitter->destroy ();
2014 1977
2015 return maxdam; 1978 return maxdam;
2016} 1979}
2017
2018 1980
2019void 1981void
2020poison_player (object *op, object *hitter, int dam) 1982poison_player (object *op, object *hitter, int dam)
2021{ 1983{
2022 archetype *at = archetype::find ("poisoning"); 1984 archetype *at = archetype::find ("poisoning");
2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2059 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2060 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats (); 2023 op->update_stats ();
2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
2063 } 2026 }
2027
2064 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2030 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); 2031 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2068 } 2032 }
2033
2069 tmp->speed_left = 0; 2034 tmp->speed_left = 0;
2070 } 2035 }
2071 else 2036 else
2072 tmp->stats.food++; 2037 tmp->stats.food++;
2073} 2038}
2077{ 2042{
2078 archetype *at = archetype::find ("slowness"); 2043 archetype *at = archetype::find ("slowness");
2079 object *tmp; 2044 object *tmp;
2080 2045
2081 if (at == NULL) 2046 if (at == NULL)
2082 {
2083 LOG (llevError, "Can't find slowness archetype.\n"); 2047 LOG (llevError, "Can't find slowness archetype.\n");
2084 } 2048
2085 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2049 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2086 { 2050 {
2087 tmp = arch_to_object (at); 2051 tmp = arch_to_object (at);
2088 tmp = insert_ob_in_ob (tmp, op); 2052 tmp = insert_ob_in_ob (tmp, op);
2089 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2053 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2090 } 2054 }
2091 else 2055 else
2092 tmp->stats.food++; 2056 tmp->stats.food++;
2057
2093 SET_FLAG (tmp, FLAG_APPLIED); 2058 SET_FLAG (tmp, FLAG_APPLIED);
2094 tmp->speed_left = 0; 2059 tmp->speed_left = 0;
2095 op->update_stats (); 2060 op->update_stats ();
2096} 2061}
2097 2062
2114 tmp->speed = 0.05; 2079 tmp->speed = 0.05;
2115 tmp->subtype = FORCE_CONFUSION; 2080 tmp->subtype = FORCE_CONFUSION;
2116 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2081 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2117 tmp->name = "confusion"; 2082 tmp->name = "confusion";
2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084
2119 if (tmp->duration > maxduration) 2085 if (tmp->duration > maxduration)
2120 tmp->duration = maxduration; 2086 tmp->duration = maxduration;
2121 2087
2122 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2123 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2089 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2090
2124 SET_FLAG (op, FLAG_CONFUSED); 2091 SET_FLAG (op, FLAG_CONFUSED);
2125} 2092}
2126 2093
2127void 2094void
2128blind_player (object *op, object *hitter, int dam) 2095blind_player (object *op, object *hitter, int dam)
2211 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2212 2179
2213 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2214 2181
2215 if (hitter->slaying) 2182 if (hitter->slaying)
2216 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2217 return; 2184 return;
2218 2185
2219 def_lev = op->level; 2186 def_lev = op->level;
2220 if (def_lev < 1) 2187 if (def_lev < 1)
2221 { 2188 {
2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2223 def_lev = 1; 2190 def_lev = 1;
2224 } 2191 }
2225 2192
2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2284 } 2251 }
2285 } 2252 }
2286} 2253}
2287 2254
2288/* adj_attackroll() - adjustments to attacks by various conditions */ 2255/* adj_attackroll() - adjustments to attacks by various conditions */
2289
2290int 2256int
2291adj_attackroll (object *hitter, object *target) 2257adj_attackroll (object *hitter, object *target)
2292{ 2258{
2293 object *attacker = hitter; 2259 object *attacker = hitter;
2294 int adjust = 0; 2260 int adjust = 0;
2368 2334
2369 /* I broke what used to be one big if into a few nested 2335 /* 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. 2336 * ones so that figuring out the logic is at least possible.
2371 */ 2337 */
2372 if (op && (op->move_type & MOVE_FLYING)) 2338 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ) 2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1; 2340 return 1;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1; 2342 return 1;
2378 }
2379 2343
2380 return 0; 2344 return 0;
2381} 2345}

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