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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.65 by root, Fri May 18 20:42:41 2007 UTC vs.
Revision 1.75 by root, Mon Aug 27 05:10:51 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>
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 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 {
613 if (hitter->owner != NULL) 613 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 615 else
616 { 616 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 617 sprintf (buf, "%s%s you.", &hitter->name, buf2);
618
618 if (dam != 0) 619 if (dam != 0)
619 { 620 {
620 if (dam < 10) 621 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 623 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 624 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 625 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 626 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 627 }
627 } 628 }
629
628 new_draw_info (NDI_BLACK, 0, op, buf); 630 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 631 } /* end of player hitting player */
630 632
631 if (hitter->type == PLAYER) 633 if (hitter->type == PLAYER)
632 { 634 {
633 sprintf (buf, "You %s.", buf1); 635 sprintf (buf, "You %s.", buf1);
636
634 if (dam != 0) 637 if (dam != 0)
635 { 638 {
636 if (dam < 10) 639 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 640 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 641 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 642 op->play_sound (sound_find ("player_hits2"));
640 else 643 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 644 op->play_sound (sound_find ("player_hits3"));
642 } 645 }
646
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 647 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 648 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 649 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 650 {
647 /* look for stacked spells and start reducing the message chances */ 651 /* look for stacked spells and start reducing the message chances */
656 if (next) 660 if (next)
657 while (next) 661 while (next)
658 { 662 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3; 664 i *= 3;
665
661 tmp = next; 666 tmp = next;
662 next = tmp->above; 667 next = tmp->above;
663 } 668 }
664 669
665 if (i < 0) 670 if (i < 0)
670 } 675 }
671 else if (rndm (0, 5) != 0) 676 else if (rndm (0, 5) != 0)
672 return; 677 return;
673 678
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 679 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 680 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 681 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 682 }
678} 683}
679 684
680 685
696 return 0; 701 return 0;
697 } 702 }
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 703 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 704 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target)))
700 { 705 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 706 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name);
702 return 1; 707 return 1;
703 } 708 }
704 *simple_attack = 0; 709 *simple_attack = 0;
705 return 0; 710 return 0;
706} 711}
1080 return dam; 1085 return dam;
1081 1086
1082 if (hitter->slaying) 1087 if (hitter->slaying)
1083 { 1088 {
1084 if ((op->race && strstr (hitter->slaying, op->race)) 1089 if ((op->race && strstr (hitter->slaying, op->race))
1085 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1090 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1086 { 1091 {
1087 doesnt_slay = 0; 1092 doesnt_slay = 0;
1088 dam *= 3; 1093 dam *= 3;
1089 } 1094 }
1090 } 1095 }
1289 object *god = find_god (determine_god (owner)); 1294 object *god = find_god (determine_god (owner));
1290 int div = 1; 1295 int div = 1;
1291 1296
1292 /* if undead are not an enemy of your god, you turn them 1297 /* if undead are not an enemy of your god, you turn them
1293 * at half strength */ 1298 * at half strength */
1294 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1299 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1295 div = 2; 1300 div = 2;
1296 1301
1297 /* Give a bonus if you resist turn undead */ 1302 /* Give a bonus if you resist turn undead */
1298 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1299 scare_creature (op, owner); 1304 scare_creature (op, owner);
1474 else 1479 else
1475 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1480 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1476 1481
1477 /* Only play sounds for melee kills */ 1482 /* Only play sounds for melee kills */
1478 if (hitter->type == PLAYER) 1483 if (hitter->type == PLAYER)
1479 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1484 owner->play_sound (sound_find ("player_kills"));
1480 } 1485 }
1481 1486
1482 /* If a player kills another player, not on 1487 /* If a player kills another player, not on
1483 * battleground, the "killer" looses 1 luck. Since this is 1488 * battleground, the "killer" looses 1 luck. Since this is
1484 * not reversible, it's actually quite a pain IMHO. -AV 1489 * not reversible, it's actually quite a pain IMHO. -AV
1620 { 1625 {
1621 object *owner1 = op->owner; 1626 object *owner1 = op->owner;
1622 1627
1623 if (owner1 && owner1->type == PLAYER) 1628 if (owner1 && owner1->type == PLAYER)
1624 { 1629 {
1625 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1630 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1626 /* Maybe we should include the owner that killed this, maybe not */ 1631 /* Maybe we should include the owner that killed this, maybe not */
1627 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1632 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1628 } 1633 }
1629 1634
1630 remove_friendly_object (op); 1635 remove_friendly_object (op);
1679 friendlyfire = 0; 1684 friendlyfire = 0;
1680 } 1685 }
1681 1686
1682 return friendlyfire; 1687 return friendlyfire;
1683} 1688}
1684
1685 1689
1686/* This isn't used just for players, but in fact most objects. 1690/* This isn't used just for players, but in fact most objects.
1687 * op is the object to be hit, dam is the amount of damage, hitter 1691 * op is the object to be hit, dam is the amount of damage, hitter
1688 * is what is hitting the object, type is the attacktype, and 1692 * is what is hitting the object, type is the attacktype, and
1689 * full_hit is set if monster area does not matter. 1693 * full_hit is set if monster area does not matter.
1809 if ((!hitter->slaying || 1813 if ((!hitter->slaying ||
1810 (!(op->race && strstr (hitter->slaying, op->race)) && 1814 (!(op->race && strstr (hitter->slaying, op->race)) &&
1811 !(op->name && strstr (hitter->slaying, op->name)))) && 1815 !(op->name && strstr (hitter->slaying, op->name)))) &&
1812 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1816 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1813 (hitter->title != NULL 1817 (hitter->title != NULL
1814 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1818 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1815 return 0; 1819 return 0;
1816 } 1820 }
1817 1821
1818 maxattacktype = type; /* initialise this to something */ 1822 maxattacktype = type; /* initialise this to something */
1819 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1860#endif 1864#endif
1861 } 1865 }
1862 1866
1863 if (!full_hit) 1867 if (!full_hit)
1864 { 1868 {
1865 archetype *at;
1866 int area; 1869 int area;
1867 int remainder; 1870 int remainder;
1868 1871
1869 area = 0; 1872 area = 0;
1870 for (at = op->arch; at != NULL; at = at->more) 1873
1874 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1871 area++; 1875 area++;
1876
1872 assert (area > 0); 1877 assert (area > 0);
1873 1878
1874 /* basically: maxdam /= area; we try to "simulate" a float 1879 /* basically: maxdam /= area; we try to "simulate" a float
1875 value-effect */ 1880 value-effect */
1876 remainder = 100 * (maxdam % area) / area; 1881 remainder = 100 * (maxdam % area) / area;
2035 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2040 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2036 tmp->stats.Int = MAX (-dam / 7, -10); 2041 tmp->stats.Int = MAX (-dam / 7, -10);
2037 SET_FLAG (tmp, FLAG_APPLIED); 2042 SET_FLAG (tmp, FLAG_APPLIED);
2038 op->update_stats (); 2043 op->update_stats ();
2039 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2044 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2045 op->play_sound (tmp->sound);
2040 } 2046 }
2041 2047
2042 if (hitter->type == PLAYER) 2048 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2049 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2050 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2192 ** field of the deathstriking object */ 2198 ** field of the deathstriking object */
2193 2199
2194 int atk_lev, def_lev, kill_lev; 2200 int atk_lev, def_lev, kill_lev;
2195 2201
2196 if (hitter->slaying) 2202 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2203 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2198 return; 2204 return;
2199 2205
2200 def_lev = op->level; 2206 def_lev = op->level;
2201 if (def_lev < 1) 2207 if (def_lev < 1)
2202 { 2208 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2209 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2204 def_lev = 1; 2210 def_lev = 1;
2205 } 2211 }
2206 2212
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2213 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2214 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",

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