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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.78 by root, Mon Oct 22 03:11:46 2007 UTC vs.
Revision 1.110 by root, Tue Sep 1 20:56:05 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
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
77did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
78{ 78{
79 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 80 materialtype_t *mt;
81 81
82 if (op->materialname == NULL) 82 if (!op->materialname)
83 { 83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt; mt = mt->next)
85 if (op->materials & mt->material) 85 if (op->materials & mt->material)
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
104 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 108
109 if (type == 0) 109 if (type == 0) return TRUE;
110 return TRUE; 110
111 if (roll == 20) 111 if (roll == 20) return TRUE;
112 return TRUE; 112 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 113
116 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
117 { 115 {
118 i = 1 << number; 116 i = 1 << number;
117
119 if (!(i & type)) 118 if (!(i & type))
120 continue; 119 continue;
120
121 attacks++; 121 attacks++;
122 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
123 saves++; 123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 125 saves++;
148 object *env = op->env; 148 object *env = op->env;
149 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
150 maptile *m = op->map; 150 maptile *m = op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (!op)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
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)
165 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166 || op->type == LAMP
167 || op->type == TORCH
165 { 168 ))
166 const char *arch = op->other_arch->archname; 169 {
167 170 switch (op->type)
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 { 171 {
175 if (env) 172 case LAMP:
173 // turn on a lamp
174 apply_lamp (op, true);
175 break;
176
177 default:
178 // for instance icecubes:
179 if (op->other_arch)
176 { 180 {
177 op->x = env->x, op->y = env->y; 181 const char *arch = op->other_arch->archname;
178 insert_ob_in_ob (op, env); 182
183 if (op->decrease ())
184 fix_stopped_item (op, m, originator);
185
186 if ((op = archetype::get (arch)))
187 {
179 if (env->contr) 188 if (env)
180 esrv_send_item (env, op); 189 env->insert (op);
190 else
191 m->insert (op, x, y, originator);
192 }
181 } 193 }
182 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 194 }
188
189 return; 195 return;
190 } 196 }
191 197
192 if (type & AT_CANCELLATION) 198 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 199 { /* Cancellation. */
196 return; 202 return;
197 } 203 }
198 204
199 if (op->nrof > 1) 205 if (op->nrof > 1)
200 { 206 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 207 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 208 fix_stopped_item (op, m, originator);
205 } 209 }
206 else 210 else
207 { 211 {
208 if (op->env) 212 // drop everything to the ground, if possible
209 { 213 op->insert_at (originator);
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 214 op->drop_and_destroy ();
217 } 215 }
218 216
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 217 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 218 if (env)
221 { 219 {
222 op = get_archetype ("burnout"); 220 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 221 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 222 env->insert (op);
225 } 223 }
226 else 224 else
227 replace_insert_ob_in_map ("burnout", originator); 225 replace_insert_ob_in_map (shstr_burnout, originator);
228 226
229 return; 227 return;
230 } 228 }
231 229
232 /* The value of 50 is arbitrary. */ 230 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 231 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 { 232 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 233 archetype *at = archetype::find (shstr_icecube);
237 234
238 if (at == NULL) 235 if (at == NULL)
239 return; 236 return;
240 237
241 op = stop_item (op); 238 op = stop_item (op);
242 if (op == NULL) 239 if (op == NULL)
243 return; 240 return;
244 241
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 242 object *tmp = present_arch (at, op->map, op->x, op->y);
243 if (!tmp)
246 { 244 {
247 tmp = arch_to_object (at); 245 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 246 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 247 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 248 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 251 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 252 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 253 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 254 }
257 255
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 256 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 257 return;
263 } 258 }
264} 259}
265 260
266/* Object op is hitting the map. 261/* Object op is hitting the map.
295 } 290 }
296 291
297 if (op->head) 292 if (op->head)
298 op = op->head; 293 op = op->head;
299 294
300 map = op->map; 295 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 296 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 297
304 if (!xy_normalise (map, x, y)) 298 if (!pos.normalise ())
305 return 0; 299 return 0;
306 300
307 // elmex: a safe map tile can't be hit! 301 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 302 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 303 mapspace &ms = pos.ms ();
310 304
311 if (ms.flags () & P_SAFE) 305 if (ms.flags () & P_SAFE)
312 return 0; 306 return 0;
313 307
314 /* peterm: a few special cases for special attacktypes --counterspell 308 /* peterm: a few special cases for special attacktypes --counterspell
352 346
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 347 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 348 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 349 * This is one of the few cases where on_same_map should not be used.
356 */ 350 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 351 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 352 continue;
359 353
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 { 355 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 356 hit_player (tmp, op->stats.dam, op, type, full_hit);
539 { 533 {
540 int mtype; 534 int mtype;
541 535
542 switch (hitter->current_weapon->weapontype) 536 switch (hitter->current_weapon->weapontype)
543 { 537 {
544 case WEAP_HIT: 538 case WEAP_HIT:
545 mtype = ATM_BASIC; 539 mtype = ATM_BASIC;
546 break; 540 break;
547 case WEAP_SLASH: 541 case WEAP_SLASH:
548 mtype = ATM_SLASH; 542 mtype = ATM_SLASH;
549 break; 543 break;
550 case WEAP_PIERCE: 544 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 545 mtype = ATM_PIERCE;
552 break; 546 break;
553 case WEAP_CLEAVE: 547 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 548 mtype = ATM_CLEAVE;
555 break; 549 break;
556 case WEAP_SLICE: 550 case WEAP_SLICE:
557 mtype = ATM_SLICE; 551 mtype = ATM_SLICE;
558 break; 552 break;
559 case WEAP_STAB: 553 case WEAP_STAB:
560 mtype = ATM_STAB; 554 mtype = ATM_STAB;
561 break; 555 break;
562 case WEAP_WHIP: 556 case WEAP_WHIP:
563 mtype = ATM_WHIP; 557 mtype = ATM_WHIP;
564 break; 558 break;
565 case WEAP_CRUSH: 559 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 560 mtype = ATM_CRUSH;
567 break; 561 break;
568 case WEAP_BLUD: 562 case WEAP_BLUD:
569 mtype = ATM_BLUD; 563 mtype = ATM_BLUD;
570 break; 564 break;
571 default: 565 default:
572 mtype = ATM_BASIC; 566 mtype = ATM_BASIC;
573 break; 567 break;
574 } 568 }
569
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 570 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 571 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 572 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 573 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 574 strcpy (buf2, attack_mess[mtype][i].buf3);
696 *target = (*target)->head; 691 *target = (*target)->head;
697 692
698 if ((*hitter)->head) 693 if ((*hitter)->head)
699 *hitter = (*hitter)->head; 694 *hitter = (*hitter)->head;
700 695
696 if ((*target)->type == LOCKED_DOOR)
697 return 1; // locked doors cannot be hit
698
701 if ((*hitter)->env != NULL || (*target)->env != NULL) 699 if ((*hitter)->env || (*target)->env)
702 { 700 {
703 *simple_attack = 1; 701 *simple_attack = 1;
704 return 0; 702 return 0;
705 } 703 }
706 704
798 * for help. */ 796 * for help. */
799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
800 npc_call_help (op); 798 npc_call_help (op);
801 799
802 /* if you were hidden and hit by a creature, you are discovered */ 800 /* if you were hidden and hit by a creature, you are discovered */
803 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 801 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
804 { 802 {
805 make_visible (op); 803 make_visible (op);
806 804
807 if (op->type == PLAYER) 805 if (op->type == PLAYER)
808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
809 } 807 }
810 808
811 /* thrown items (hitter) will have various effects 809 /* thrown items (hitter) will have various effects
812 * when they hit the victim. For things like thrown daggers, 810 * when they hit the victim. For things like thrown daggers,
813 * this sets 'hitter' to the actual dagger, and not the 811 * this sets 'hitter' to the actual dagger, and not the
825 if (hitdam <= 0) 823 if (hitdam <= 0)
826 hitdam = 1; 824 hitdam = 1;
827 825
828 type = hitter->attacktype; 826 type = hitter->attacktype;
829 827
828 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
829 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
830 * This check is important for the most simple monsters out there in the
831 * game content (maps, archs). For example orcs: They would have
832 * no attacktype at all.
833 *
834 * Some time in the future someone should just go into the game data
835 * and fix every monster out there ;-/ Until then we will kill some
836 * more trees in the african rain forests with this check.
837 */
830 if (!type) 838 if (!type)
831 type = AT_PHYSICAL; 839 type = AT_PHYSICAL;
832 840
833 /* Handle monsters that hit back */ 841 /* Handle monsters that hit back */
834 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 842 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 893 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886 * stick around. 894 * stick around.
887 */ 895 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0) 896 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 { 897 {
890 tmp = tmp->head_ (); 898 tmp->head_ ()->insert (op);
891
892 op->remove ();
893 op = insert_ob_in_ob (op, tmp);
894
895 if (tmp->type == PLAYER)
896 esrv_send_item (tmp, op);
897
898 return 1; 899 return 1;
899 } 900 }
900 else 901 else
901 return 0; 902 return 0;
902} 903}
916 /* Disassemble missile */ 917 /* Disassemble missile */
917 if (op->inv) 918 if (op->inv)
918 { 919 {
919 container = op; 920 container = op;
920 hitter = op->inv; 921 hitter = op->inv;
921 hitter->remove ();
922 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 922 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
923 /* Note that we now have an empty THROWN_OBJ on the map. Code that 923 /* Note that we now have an empty THROWN_OBJ on the map. Code that
924 * might be called until this THROWN_OBJ is either reassembled or 924 * might be called until this THROWN_OBJ is either reassembled or
925 * removed at the end of this function must be able to deal with empty 925 * removed at the end of this function must be able to deal with empty
926 * THROWN_OBJs. */ 926 * THROWN_OBJs. */
927 } 927 }
941 * other places as well!) 941 * other places as well!)
942 */ 942 */
943 if (hitter->destroyed () || hitter->env != NULL) 943 if (hitter->destroyed () || hitter->env != NULL)
944 { 944 {
945 if (container) 945 if (container)
946 {
947 container->remove ();
948 container->destroy (); 946 container->destroy ();
949 }
950 947
951 return 0; 948 return 0;
952 } 949 }
953 950
954 /* Missile hit victim */ 951 /* Missile hit victim */
978 * can fly over but not otherwise move over. What is the correct 975 * can fly over but not otherwise move over. What is the correct
979 * way to handle those otherwise? 976 * way to handle those otherwise?
980 */ 977 */
981 if (victim->x != hitter->x || victim->y != hitter->y) 978 if (victim->x != hitter->x || victim->y != hitter->y)
982 { 979 {
980 if (victim->destroyed ())
981 hitter->destroy ();
982 else
983 {
983 hitter->remove (); 984 hitter->remove ();
984 hitter->x = victim->x; 985 hitter->x = victim->x;
985 hitter->y = victim->y; 986 hitter->y = victim->y;
986 insert_ob_in_map (hitter, victim->map, hitter, 0); 987 insert_ob_in_map (hitter, victim->map, hitter, 0);
988 }
987 } 989 }
988 else 990 else
989 /* Else leave arrow where it is */ 991 /* Else leave arrow where it is */
990 merge_ob (hitter, NULL); 992 merge_ob (hitter, NULL);
991 993
1006} 1008}
1007 1009
1008void 1010void
1009tear_down_wall (object *op) 1011tear_down_wall (object *op)
1010{ 1012{
1011 int perc = 0;
1012
1013 if (!op->stats.maxhp) 1013 if (!op->stats.maxhp)
1014 {
1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1014 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1016 perc = 1; 1015 else if (!op->has_anim ())
1017 }
1018 else if (!GET_ANIM_ID (op))
1019 { 1016 {
1020 /* Object has been called - no animations, so remove it */ 1017 /* Object has been called - no animations, so remove it */
1021 if (op->stats.hp < 0) 1018 if (op->stats.hp < 0)
1022 op->destroy (); 1019 op->destroy ();
1023 1020
1024 return; /* no animations, so nothing more to do */ 1021 return; /* no animations, so nothing more to do */
1025 } 1022 }
1026 1023
1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1024 // we use frames 1..num-2 as intermediate frames, so
1025 // the last frame is used only when hp < 0.
1026 int perc = clamp (
1027 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1028 0, op->anim_frames () - 1
1029 );
1028 1030
1029 if (perc >= (int) NUM_ANIMATIONS (op)) 1031 op->set_anim_frame (perc);
1030 perc = NUM_ANIMATIONS (op) - 1;
1031 else if (perc < 1)
1032 perc = 1;
1033
1034 SET_ANIMATION (op, perc);
1035 update_object (op, UP_OBJ_FACE); 1032 update_object (op, UP_OBJ_FACE);
1036 1033
1037 if (perc == NUM_ANIMATIONS (op) - 1) 1034 if (op->stats.hp < 0)
1038 { /* Reached the last animation */ 1035 { /* Reached the last animation */
1039 if (op->face == blank_face) 1036 if (op->face == blank_face)
1040 /* If the last face is blank, remove the ob */ 1037 /* If the last face is blank, remove the ob */
1041 op->destroy (); 1038 op->destroy ();
1042 else 1039 else
1043 { /* The last face was not blank, leave an image */ 1040 { /* The last face was not blank, leave an image */
1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1041 op->flag [FLAG_BLOCKSVIEW] = false;
1045 update_all_los (op->map, op->x, op->y); 1042 update_all_los (op->map, op->x, op->y);
1046 op->move_block = 0; 1043 op->move_block = 0;
1047 CLEAR_FLAG (op, FLAG_ALIVE); 1044 op->flag [FLAG_ALIVE] = false;
1048 } 1045 }
1049 } 1046 }
1050} 1047}
1051 1048
1052void 1049void
1053scare_creature (object *target, object *hitter) 1050scare_creature (object *target, object *hitter)
1054{ 1051{
1055 object *owner = hitter->owner; 1052 target->flag [FLAG_SCARED] = true;
1056 1053
1057 if (!owner)
1058 owner = hitter;
1059
1060 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1054 if (!target->enemy)
1062 target->enemy = owner; 1055 target->enemy = hitter->outer_owner ();
1063} 1056}
1064 1057
1065/* This returns the amount of damage hitter does to op with the 1058/* This returns the amount of damage hitter does to op with the
1066 * appropriate attacktype. Only 1 attacktype should be set at a time. 1059 * appropriate attacktype. Only 1 attacktype should be set at a time.
1067 * This doesn't damage the player, but returns how much it should 1060 * This doesn't damage the player, but returns how much it should
1092 if (attacknum == ATNR_INTERNAL) 1085 if (attacknum == ATNR_INTERNAL)
1093 return dam; 1086 return dam;
1094 1087
1095 if (hitter->slaying) 1088 if (hitter->slaying)
1096 { 1089 {
1097 if ((op->race && strstr (hitter->slaying, op->race)) 1090 if ((op->race && hitter->slaying.contains (op->race))
1098 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 1091 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1099 { 1092 {
1100 doesnt_slay = 0; 1093 doesnt_slay = 0;
1101 dam *= 3; 1094 dam *= 3;
1102 } 1095 }
1103 } 1096 }
1216 1209
1217 /* High damage acid has better chance of corroding 1210 /* High damage acid has better chance of corroding
1218 objects */ 1211 objects */
1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1212 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1220 { 1213 {
1221 if (op->type == PLAYER)
1222 /* Make this more visible */
1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1224 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1225 flag = 1; 1214 flag = 1;
1226 tmp->magic--; 1215 tmp->magic--;
1227 if (op->type == PLAYER) 1216
1228 esrv_send_item (op, tmp); 1217 if (object *pl = tmp->visible_to ())
1218 {
1219 /* Make this more visible */
1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1221 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1222
1223 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1224 }
1229 } 1225 }
1230 } 1226 }
1231 1227
1232 if (flag) 1228 if (flag)
1233 op->update_stats (); /* Something was corroded */ 1229 op->update_stats (); /* Something was corroded */
1302 object *god = find_god (determine_god (owner)); 1298 object *god = find_god (determine_god (owner));
1303 int div = 1; 1299 int div = 1;
1304 1300
1305 /* if undead are not an enemy of your god, you turn them 1301 /* if undead are not an enemy of your god, you turn them
1306 * at half strength */ 1302 * at half strength */
1307 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 1303 if (!god || !god->slaying.contains (shstr_undead))
1308 div = 2; 1304 div = 2;
1309 1305
1310 /* Give a bonus if you resist turn undead */ 1306 /* Give a bonus if you resist turn undead */
1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1307 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner); 1308 scare_creature (op, owner);
1403 */ 1399 */
1404int 1400int
1405kill_object (object *op, int dam, object *hitter, int type) 1401kill_object (object *op, int dam, object *hitter, int type)
1406{ 1402{
1407 char buf[MAX_BUF]; 1403 char buf[MAX_BUF];
1408 const char *skill; 1404 shstr skill;
1409 int maxdam = 0; 1405 int maxdam = 0;
1410 int battleg = 0; /* true if op standing on battleground */ 1406 int battleg = 0; /* true if op standing on battleground */
1411 int pk = 0; /* true if op and what controls hitter are both players */ 1407 int pk = 0; /* true if op and what controls hitter are both players */
1412 object *owner = 0; 1408 object *owner = 0;
1413 object *skop = 0; 1409 object *skop = 0;
1434 return maxdam; 1430 return maxdam;
1435 } 1431 }
1436 1432
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1433 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1438 { 1434 {
1439 op->destroy (); 1435 op->drop_and_destroy ();
1440 return maxdam; 1436 return maxdam;
1441 } 1437 }
1442 1438
1443 /* Now lets start dealing with experience we get for killing something */ 1439 /* Now lets start dealing with experience we get for killing something */
1444 1440
1445 owner = hitter->owner; 1441 owner = hitter->outer_owner ();
1446 if (!owner) 1442 if (!owner)
1447 owner = hitter; 1443 owner = hitter;
1448 1444
1449 /* is the victim (op) standing on battleground? */ 1445 /* is the victim (op) standing on battleground? */
1450 if (op_on_battleground (op, NULL, NULL)) 1446 if (op_on_battleground (op, NULL, NULL))
1455 pk = 1; 1451 pk = 1;
1456 1452
1457 /* Player killed something */ 1453 /* Player killed something */
1458 if (owner->type == PLAYER) 1454 if (owner->type == PLAYER)
1459 { 1455 {
1460 Log_Kill (owner->name,
1461 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1462
1463 /* Log players killing other players - makes it easier to detect 1456 /* Log players killing other players - makes it easier to detect
1464 * and filter out malicious player killers - that is why the 1457 * and filter out malicious player killers - that is why the
1465 * ip address is included. 1458 * ip address is included.
1466 */ 1459 */
1467 if (op->type == PLAYER && !battleg) 1460 if (op->type == PLAYER && !battleg)
1505 1498
1506 /* This code below deals with finding the appropriate skill 1499 /* This code below deals with finding the appropriate skill
1507 * to credit exp to. This is a bit problematic - we should 1500 * to credit exp to. This is a bit problematic - we should
1508 * probably never really have to look at current_weapon->skill 1501 * probably never really have to look at current_weapon->skill
1509 */ 1502 */
1510 skill = 0;
1511
1512 if (hitter->skill && hitter->type != PLAYER) 1503 if (hitter->skill && hitter->type != PLAYER)
1513 skill = hitter->skill; 1504 skill = hitter->skill;
1514 else if (owner->chosen_skill) 1505 else if (owner->chosen_skill)
1515 { 1506 {
1516 skop = owner->chosen_skill; 1507 skop = owner->chosen_skill;
1517 skill = skop->skill; 1508 skill = skop->skill;
1518 } 1509 }
1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1510 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1520 skill = owner->current_weapon->skill; 1511 skill = owner->current_weapon->skill;
1521 else 1512 else
1513 {
1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1514 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1515 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1516 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1517 skill = 0;
1518 }
1523 1519
1524 /* We have the skill we want to credit to - now find the object this goes 1520 /* We have the skill we want to credit to - now find the object this goes
1525 * to. Make sure skop is an actual skill, and not a skill tool! 1521 * to. Make sure skop is an actual skill, and not a skill tool!
1526 */ 1522 */
1527 if ((!skop || skop->type != SKILL) && skill) 1523 skop = owner->contr->find_skill (skill);
1528 {
1529 int i;
1530
1531 for (i = 0; i < NUM_SKILLS; i++)
1532 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1533 {
1534 skop = owner->contr->last_skill_ob[i];
1535 break;
1536 }
1537 }
1538 } /* Was it a player that hit somethign */ 1524 } /* Was it a player that hit somethign */
1539 else 1525 else
1540 skill = 0; 1526 skill = 0;
1541 1527
1542 /* Pet (or spell) killed something. */
1543 if (owner != hitter)
1544 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1545 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546 else
1547 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1548 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1549 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1550
1551 /* These may have been set in the player code section above */ 1528 /* These may have been set in the player code section above */
1552 if (!skop) 1529 if (!skop)
1553 skop = hitter->chosen_skill; 1530 skop = hitter->chosen_skill;
1554 1531
1555 if (!skill && skop) 1532 if (!skill && skop)
1556 skill = skop->skill; 1533 skill = skop->skill;
1557
1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1559 1534
1560 /* If you didn't kill yourself, and your not the wizard */ 1535 /* If you didn't kill yourself, and your not the wizard */
1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1536 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1562 { 1537 {
1563 int exp; 1538 int exp;
1635 1610
1636 if (owner1 && owner1->type == PLAYER) 1611 if (owner1 && owner1->type == PLAYER)
1637 { 1612 {
1638 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1613 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1639 /* Maybe we should include the owner that killed this, maybe not */ 1614 /* Maybe we should include the owner that killed this, maybe not */
1640 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1615 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1641 } 1616 }
1642 1617
1643 remove_friendly_object (op); 1618 remove_friendly_object (op);
1644 } 1619 }
1645 1620
1646 op->destroy (); 1621 op->drop_and_destroy ();
1647 } 1622 }
1648 else 1623 else
1649 {
1650 /* Player has been killed! */ 1624 /* Player has been killed! */
1651 if (owner->type == PLAYER) 1625 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1652 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1653 else
1654 assign (op->contr->killer, hitter->name);
1655 }
1656 1626
1657 /* This was return -1 - that doesn't seem correct - if we return -1, process 1627 /* This was return -1 - that doesn't seem correct - if we return -1, process
1658 * continues in the calling function. 1628 * continues in the calling function.
1659 */ 1629 */
1660 return maxdam; 1630 return maxdam;
1816 */ 1786 */
1817 if (type & AT_HOLYWORD) 1787 if (type & AT_HOLYWORD)
1818 { 1788 {
1819 object *god; 1789 object *god;
1820 1790
1821 if ((!hitter->slaying || 1791 if ((!hitter->slaying
1822 (!(op->race && strstr (hitter->slaying, op->race)) && 1792 || (!(op->race && hitter->slaying.contains (op->race))
1823 !(op->name && strstr (hitter->slaying, op->name)))) && 1793 && !(op->name && hitter->slaying.contains (op->name))))
1824 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1794 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1825 (hitter->title != NULL 1795 || (hitter->title
1826 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1796 && (god = find_god (determine_god (hitter))) != NULL
1797 && god->race.contains (shstr_undead))))
1827 return 0; 1798 return 0;
1828 } 1799 }
1829 1800
1830 maxattacktype = type; /* initialise this to something */ 1801 maxattacktype = type; /* initialise this to something */
1831 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1802 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1942 /* See if the creature has been killed */ 1913 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type); 1914 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1) 1915 if (rtn_kill != -1)
1945 return rtn_kill; 1916 return rtn_kill;
1946 1917
1947
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1918 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949 * that before if the player was immune to ghosthit, the monster 1919 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1920 * remained - that is no longer the case.
1951 */ 1921 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1922 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1953 hitter->destroy (); 1923 hitter->drop_and_destroy ();
1954
1955 /* Lets handle creatures that are splitting now */ 1924 /* Lets handle creatures that are splitting now */
1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1925 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1957 { 1926 {
1958 int i; 1927 int i;
1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1928 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1999 } 1968 }
2000 1969
2001 op->destroy (); 1970 op->destroy ();
2002 } 1971 }
2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1972 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2004 hitter->destroy (); 1973 hitter->drop_and_destroy ();
2005 1974
2006 return maxdam; 1975 return maxdam;
2007} 1976}
2008 1977
2009void 1978void
2206 ** field of the deathstriking object */ 2175 ** field of the deathstriking object */
2207 2176
2208 int atk_lev, def_lev, kill_lev; 2177 int atk_lev, def_lev, kill_lev;
2209 2178
2210 if (hitter->slaying) 2179 if (hitter->slaying)
2211 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 2180 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2181 || (op->race && hitter->slaying.contains (op->race))))
2212 return; 2182 return;
2213 2183
2214 def_lev = op->level; 2184 def_lev = op->level;
2215 if (def_lev < 1) 2185 if (def_lev < 1)
2216 { 2186 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2187 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2218 def_lev = 1; 2188 def_lev = 1;
2219 } 2189 }
2220 2190
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2191 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2192 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2315 { 2285 {
2316 /* target is unseen */ 2286 /* target is unseen */
2317 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2287 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2318 adjust -= 10; 2288 adjust -= 10;
2319 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2289 /* dark map penalty for the hitter (lacks infravision if we got here). */
2320 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2290 else if (!stand_in_light (target))
2321 adjust -= target->map->darkness; 2291 adjust -= target->map->darklevel ();
2322 } 2292 }
2323 2293
2324 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2294 if (QUERY_FLAG (attacker, FLAG_SCARED))
2325 adjust -= 3; 2295 adjust -= 3;
2326 2296

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