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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 1.94 by root, Mon Sep 29 10:20:49 2008 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->next; 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) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 { 165 {
166 const char *arch = op->other_arch->archname; 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 env->insert (op);
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else 175 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
186 }
187 } 177 }
188 178
189 return; 179 return;
190 } 180 }
191 181
196 return; 186 return;
197 } 187 }
198 188
199 if (op->nrof > 1) 189 if (op->nrof > 1)
200 { 190 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
205 } 193 }
206 else 194 else
207 { 195 {
208 if (op->env) 196 // drop everything to the ground, if possible
209 { 197 op->insert_at (originator);
210 object *tmp = op->in_player (); 198 op->destroy_inv (true); // be explicit about dropping
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 199 op->destroy (true);
217 } 200 }
218 201
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 202 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 203 if (env)
221 { 204 {
222 op = get_archetype ("burnout"); 205 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 206 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 207 env->insert (op);
225 } 208 }
226 else 209 else
227 replace_insert_ob_in_map ("burnout", originator); 210 replace_insert_ob_in_map (shstr_burnout, originator);
228 211
229 return; 212 return;
230 } 213 }
231 214
232 /* The value of 50 is arbitrary. */ 215 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 216 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 { 217 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 218 archetype *at = archetype::find (shstr_icecube);
237 219
238 if (at == NULL) 220 if (at == NULL)
239 return; 221 return;
240 222
241 op = stop_item (op); 223 op = stop_item (op);
242 if (op == NULL) 224 if (op == NULL)
243 return; 225 return;
244 226
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 227 object *tmp = present_arch (at, op->map, op->x, op->y);
228 if (!tmp)
246 { 229 {
247 tmp = arch_to_object (at); 230 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 231 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 232 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 233 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 236 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 237 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 238 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 239 }
257 240
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 241 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 242 return;
263 } 243 }
264} 244}
265 245
266/* Object op is hitting the map. 246/* Object op is hitting the map.
295 } 275 }
296 276
297 if (op->head) 277 if (op->head)
298 op = op->head; 278 op = op->head;
299 279
300 map = op->map; 280 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 281 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 282
304 if (!xy_normalise (map, x, y)) 283 if (!pos.normalise ())
305 return 0; 284 return 0;
306 285
307 // elmex: a safe map tile can't be hit! 286 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 287 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 288 mapspace &ms = pos.ms ();
310 289
311 if (ms.flags () & P_SAFE) 290 if (ms.flags () & P_SAFE)
312 return 0; 291 return 0;
313 292
314 /* peterm: a few special cases for special attacktypes --counterspell 293 /* peterm: a few special cases for special attacktypes --counterspell
352 331
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 332 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 333 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 334 * This is one of the few cases where on_same_map should not be used.
356 */ 335 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 336 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 337 continue;
359 338
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 339 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 { 340 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 341 hit_player (tmp, op->stats.dam, op, type, full_hit);
539 { 518 {
540 int mtype; 519 int mtype;
541 520
542 switch (hitter->current_weapon->weapontype) 521 switch (hitter->current_weapon->weapontype)
543 { 522 {
544 case WEAP_HIT: 523 case WEAP_HIT:
545 mtype = ATM_BASIC; 524 mtype = ATM_BASIC;
546 break; 525 break;
547 case WEAP_SLASH: 526 case WEAP_SLASH:
548 mtype = ATM_SLASH; 527 mtype = ATM_SLASH;
549 break; 528 break;
550 case WEAP_PIERCE: 529 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 530 mtype = ATM_PIERCE;
552 break; 531 break;
553 case WEAP_CLEAVE: 532 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 533 mtype = ATM_CLEAVE;
555 break; 534 break;
556 case WEAP_SLICE: 535 case WEAP_SLICE:
557 mtype = ATM_SLICE; 536 mtype = ATM_SLICE;
558 break; 537 break;
559 case WEAP_STAB: 538 case WEAP_STAB:
560 mtype = ATM_STAB; 539 mtype = ATM_STAB;
561 break; 540 break;
562 case WEAP_WHIP: 541 case WEAP_WHIP:
563 mtype = ATM_WHIP; 542 mtype = ATM_WHIP;
564 break; 543 break;
565 case WEAP_CRUSH: 544 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 545 mtype = ATM_CRUSH;
567 break; 546 break;
568 case WEAP_BLUD: 547 case WEAP_BLUD:
569 mtype = ATM_BLUD; 548 mtype = ATM_BLUD;
570 break; 549 break;
571 default: 550 default:
572 mtype = ATM_BASIC; 551 mtype = ATM_BASIC;
573 break; 552 break;
574 } 553 }
554
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 555 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) 556 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 557 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 558 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); 559 strcpy (buf2, attack_mess[mtype][i].buf3);
696 *target = (*target)->head; 676 *target = (*target)->head;
697 677
698 if ((*hitter)->head) 678 if ((*hitter)->head)
699 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head;
700 680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
701 if ((*hitter)->env != NULL || (*target)->env != NULL) 684 if ((*hitter)->env || (*target)->env)
702 { 685 {
703 *simple_attack = 1; 686 *simple_attack = 1;
704 return 0; 687 return 0;
705 } 688 }
706 689
885 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 868 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
886 * stick around. 869 * stick around.
887 */ 870 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0) 871 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 { 872 {
890 tmp = tmp->head_ (); 873 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; 874 return 1;
899 } 875 }
900 else 876 else
901 return 0; 877 return 0;
902} 878}
916 /* Disassemble missile */ 892 /* Disassemble missile */
917 if (op->inv) 893 if (op->inv)
918 { 894 {
919 container = op; 895 container = op;
920 hitter = op->inv; 896 hitter = op->inv;
921 hitter->remove (); 897 container->insert_at (hitter, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
922 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
923 /* Note that we now have an empty THROWN_OBJ on the map. Code that 898 /* 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 899 * 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 900 * removed at the end of this function must be able to deal with empty
926 * THROWN_OBJs. */ 901 * THROWN_OBJs. */
927 } 902 }
941 * other places as well!) 916 * other places as well!)
942 */ 917 */
943 if (hitter->destroyed () || hitter->env != NULL) 918 if (hitter->destroyed () || hitter->env != NULL)
944 { 919 {
945 if (container) 920 if (container)
946 {
947 container->remove ();
948 container->destroy (); 921 container->destroy (true);
949 }
950 922
951 return 0; 923 return 0;
952 } 924 }
953 925
954 /* Missile hit victim */ 926 /* Missile hit victim */
963 hitter = fix_stopped_arrow (hitter); 935 hitter = fix_stopped_arrow (hitter);
964 if (!hitter) 936 if (!hitter)
965 return 0; 937 return 0;
966 } 938 }
967 else 939 else
968 container->destroy (); 940 container->destroy (true);
969 941
970 /* Try to stick arrow into victim */ 942 /* Try to stick arrow into victim */
971 if (!victim->destroyed () && stick_arrow (hitter, victim)) 943 if (!victim->destroyed () && stick_arrow (hitter, victim))
972 return 0; 944 return 0;
973 945
1017 } 989 }
1018 else if (!GET_ANIM_ID (op)) 990 else if (!GET_ANIM_ID (op))
1019 { 991 {
1020 /* Object has been called - no animations, so remove it */ 992 /* Object has been called - no animations, so remove it */
1021 if (op->stats.hp < 0) 993 if (op->stats.hp < 0)
1022 op->destroy (); 994 op->destroy (true);
1023 995
1024 return; /* no animations, so nothing more to do */ 996 return; /* no animations, so nothing more to do */
1025 } 997 }
1026 998
1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 999 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp;
1036 1008
1037 if (perc == NUM_ANIMATIONS (op) - 1) 1009 if (perc == NUM_ANIMATIONS (op) - 1)
1038 { /* Reached the last animation */ 1010 { /* Reached the last animation */
1039 if (op->face == blank_face) 1011 if (op->face == blank_face)
1040 /* If the last face is blank, remove the ob */ 1012 /* If the last face is blank, remove the ob */
1041 op->destroy (); 1013 op->destroy (true);
1042 else 1014 else
1043 { /* The last face was not blank, leave an image */ 1015 { /* The last face was not blank, leave an image */
1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1016 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
1045 update_all_los (op->map, op->x, op->y); 1017 update_all_los (op->map, op->x, op->y);
1046 op->move_block = 0; 1018 op->move_block = 0;
1216 1188
1217 /* High damage acid has better chance of corroding 1189 /* High damage acid has better chance of corroding
1218 objects */ 1190 objects */
1219 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1191 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1220 { 1192 {
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; 1193 flag = 1;
1226 tmp->magic--; 1194 tmp->magic--;
1227 if (op->type == PLAYER) 1195
1228 esrv_send_item (op, tmp); 1196 if (object *pl = tmp->visible_to ())
1197 {
1198 /* Make this more visible */
1199 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1200 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1201
1202 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1203 }
1229 } 1204 }
1230 } 1205 }
1231 1206
1232 if (flag) 1207 if (flag)
1233 op->update_stats (); /* Something was corroded */ 1208 op->update_stats (); /* Something was corroded */
1403 */ 1378 */
1404int 1379int
1405kill_object (object *op, int dam, object *hitter, int type) 1380kill_object (object *op, int dam, object *hitter, int type)
1406{ 1381{
1407 char buf[MAX_BUF]; 1382 char buf[MAX_BUF];
1408 const char *skill; 1383 shstr skill;
1409 int maxdam = 0; 1384 int maxdam = 0;
1410 int battleg = 0; /* true if op standing on battleground */ 1385 int battleg = 0; /* true if op standing on battleground */
1411 int pk = 0; /* true if op and what controls hitter are both players */ 1386 int pk = 0; /* true if op and what controls hitter are both players */
1412 object *owner = 0; 1387 object *owner = 0;
1413 object *skop = 0; 1388 object *skop = 0;
1434 return maxdam; 1409 return maxdam;
1435 } 1410 }
1436 1411
1437 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1412 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1438 { 1413 {
1414 op->destroy_inv (true); // be explicit about dropping
1439 op->destroy (); 1415 op->destroy (true);
1440 return maxdam; 1416 return maxdam;
1441 } 1417 }
1442 1418
1443 /* Now lets start dealing with experience we get for killing something */ 1419 /* Now lets start dealing with experience we get for killing something */
1444 1420
1445 owner = hitter->owner; 1421 owner = hitter->outer_owner ();
1446 if (!owner) 1422 if (!owner)
1447 owner = hitter; 1423 owner = hitter;
1448 1424
1449 /* is the victim (op) standing on battleground? */ 1425 /* is the victim (op) standing on battleground? */
1450 if (op_on_battleground (op, NULL, NULL)) 1426 if (op_on_battleground (op, NULL, NULL))
1455 pk = 1; 1431 pk = 1;
1456 1432
1457 /* Player killed something */ 1433 /* Player killed something */
1458 if (owner->type == PLAYER) 1434 if (owner->type == PLAYER)
1459 { 1435 {
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 1436 /* Log players killing other players - makes it easier to detect
1464 * and filter out malicious player killers - that is why the 1437 * and filter out malicious player killers - that is why the
1465 * ip address is included. 1438 * ip address is included.
1466 */ 1439 */
1467 if (op->type == PLAYER && !battleg) 1440 if (op->type == PLAYER && !battleg)
1505 1478
1506 /* This code below deals with finding the appropriate skill 1479 /* This code below deals with finding the appropriate skill
1507 * to credit exp to. This is a bit problematic - we should 1480 * to credit exp to. This is a bit problematic - we should
1508 * probably never really have to look at current_weapon->skill 1481 * probably never really have to look at current_weapon->skill
1509 */ 1482 */
1510 skill = 0;
1511
1512 if (hitter->skill && hitter->type != PLAYER) 1483 if (hitter->skill && hitter->type != PLAYER)
1513 skill = hitter->skill; 1484 skill = hitter->skill;
1514 else if (owner->chosen_skill) 1485 else if (owner->chosen_skill)
1515 { 1486 {
1516 skop = owner->chosen_skill; 1487 skop = owner->chosen_skill;
1517 skill = skop->skill; 1488 skill = skop->skill;
1518 } 1489 }
1519 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1490 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1520 skill = owner->current_weapon->skill; 1491 skill = owner->current_weapon->skill;
1521 else 1492 else
1493 {
1522 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1494 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1495 skill = 0;
1496 }
1523 1497
1524 /* We have the skill we want to credit to - now find the object this goes 1498 /* 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! 1499 * to. Make sure skop is an actual skill, and not a skill tool!
1526 */ 1500 */
1527 if ((!skop || skop->type != SKILL) && skill) 1501 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 */ 1502 } /* Was it a player that hit somethign */
1539 else 1503 else
1540 skill = 0; 1504 skill = 0;
1541 1505
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 */ 1506 /* These may have been set in the player code section above */
1552 if (!skop) 1507 if (!skop)
1553 skop = hitter->chosen_skill; 1508 skop = hitter->chosen_skill;
1554 1509
1555 if (!skill && skop) 1510 if (!skill && skop)
1556 skill = skop->skill; 1511 skill = skop->skill;
1557
1558 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1559 1512
1560 /* If you didn't kill yourself, and your not the wizard */ 1513 /* If you didn't kill yourself, and your not the wizard */
1561 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1514 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1562 { 1515 {
1563 int exp; 1516 int exp;
1635 1588
1636 if (owner1 && owner1->type == PLAYER) 1589 if (owner1 && owner1->type == PLAYER)
1637 { 1590 {
1638 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1591 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1639 /* Maybe we should include the owner that killed this, maybe not */ 1592 /* 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); 1593 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1641 } 1594 }
1642 1595
1643 remove_friendly_object (op); 1596 remove_friendly_object (op);
1644 } 1597 }
1645 1598
1599 op->destroy_inv (true); // be explicit about dropping
1646 op->destroy (); 1600 op->destroy (true);
1647 } 1601 }
1648 else 1602 else
1649 {
1650 /* Player has been killed! */ 1603 /* Player has been killed! */
1651 if (owner->type == PLAYER) 1604 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 1605
1657 /* This was return -1 - that doesn't seem correct - if we return -1, process 1606 /* This was return -1 - that doesn't seem correct - if we return -1, process
1658 * continues in the calling function. 1607 * continues in the calling function.
1659 */ 1608 */
1660 return maxdam; 1609 return maxdam;
1942 /* See if the creature has been killed */ 1891 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type); 1892 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1) 1893 if (rtn_kill != -1)
1945 return rtn_kill; 1894 return rtn_kill;
1946 1895
1947
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1896 /* 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 1897 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1898 * remained - that is no longer the case.
1951 */ 1899 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1900 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1901 {
1902 hitter->destroy_inv (true); // be explicit about dropping
1953 hitter->destroy (); 1903 hitter->destroy (true);
1954 1904 }
1955 /* Lets handle creatures that are splitting now */ 1905 /* Lets handle creatures that are splitting now */
1956 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1906 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1957 { 1907 {
1958 int i; 1908 int i;
1959 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1909 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1938 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1989 1939
1990 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1940 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1991 1941
1992 if (j == -1) /* No spot to put this monster */ 1942 if (j == -1) /* No spot to put this monster */
1993 tmp->destroy (); 1943 tmp->destroy (true);
1994 else 1944 else
1995 { 1945 {
1996 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1946 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1997 insert_ob_in_map (tmp, op->map, NULL, 0); 1947 insert_ob_in_map (tmp, op->map, NULL, 0);
1998 } 1948 }
1999 } 1949 }
2000 1950
2001 op->destroy (); 1951 op->destroy (true);
2002 } 1952 }
2003 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1953 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1954 {
1955 hitter->destroy_inv (true); // be explicit about dropping
2004 hitter->destroy (); 1956 hitter->destroy (true);
1957 }
2005 1958
2006 return maxdam; 1959 return maxdam;
2007} 1960}
2008 1961
2009void 1962void
2212 return; 2165 return;
2213 2166
2214 def_lev = op->level; 2167 def_lev = op->level;
2215 if (def_lev < 1) 2168 if (def_lev < 1)
2216 { 2169 {
2217 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2170 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2218 def_lev = 1; 2171 def_lev = 1;
2219 } 2172 }
2220 2173
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2174 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2175 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",

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