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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.111 by elmex, Thu Sep 3 21:55:39 2009 UTC

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 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = get_archetype (arch)))
172 { 171 {
173 if (env) 172 case LAMP:
173 case TORCH:
174 // turn on a lamp
175 apply_lamp (op, true);
176 break;
177
178 default:
179 // for instance icecubes:
180 if (op->other_arch)
174 { 181 {
175 op->x = env->x, op->y = env->y; 182 const char *arch = op->other_arch->archname;
176 insert_ob_in_ob (op, env); 183
184 if (op->decrease ())
185 fix_stopped_item (op, m, originator);
186
187 if ((op = archetype::get (arch)))
188 {
177 if (env->contr) 189 if (env)
178 esrv_send_item (env, op); 190 env->insert (op);
191 else
192 m->insert (op, x, y, originator);
193 }
179 } 194 }
180 else
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 } 195 }
186
187 return; 196 return;
188 } 197 }
189 198
190 if (type & AT_CANCELLATION) 199 if (type & AT_CANCELLATION)
191 { /* Cancellation. */ 200 { /* Cancellation. */
198 { 207 {
199 if (op->decrease (rndm (0, op->nrof - 1))) 208 if (op->decrease (rndm (0, op->nrof - 1)))
200 fix_stopped_item (op, m, originator); 209 fix_stopped_item (op, m, originator);
201 } 210 }
202 else 211 else
212 {
213 // drop everything to the ground, if possible
214 op->insert_at (originator);
203 op->destroy (); 215 op->drop_and_destroy ();
216 }
204 217
205 if (type & (AT_FIRE | AT_ELECTRICITY)) 218 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env) 219 if (env)
207 { 220 {
208 op = get_archetype ("burnout"); 221 op = archetype::get (shstr_burnout);
209 op->x = env->x, op->y = env->y; 222 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env); 223 env->insert (op);
211 } 224 }
212 else 225 else
213 replace_insert_ob_in_map ("burnout", originator); 226 replace_insert_ob_in_map (shstr_burnout, originator);
214 227
215 return; 228 return;
216 } 229 }
217 230
218 /* The value of 50 is arbitrary. */ 231 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 232 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
220 { 233 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube"); 234 archetype *at = archetype::find (shstr_icecube);
223 235
224 if (at == NULL) 236 if (at == NULL)
225 return; 237 return;
226 238
227 op = stop_item (op); 239 op = stop_item (op);
228 if (op == NULL) 240 if (op == NULL)
229 return; 241 return;
230 242
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 243 object *tmp = present_arch (at, op->map, op->x, op->y);
244 if (!tmp)
232 { 245 {
233 tmp = arch_to_object (at); 246 tmp = arch_to_object (at);
234 tmp->x = op->x, tmp->y = op->y; 247 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) - 248 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want 249 * icecubes have slow_move set to 1 - don't want
239 tmp->move_slow_penalty = 0; 252 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0; 253 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0); 254 insert_ob_in_map (tmp, op->map, originator, 0);
242 } 255 }
243 256
244 if (!QUERY_FLAG (op, FLAG_REMOVED)) 257 tmp->insert (op);
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return; 258 return;
249 } 259 }
250} 260}
251 261
252/* Object op is hitting the map. 262/* Object op is hitting the map.
281 } 291 }
282 292
283 if (op->head) 293 if (op->head)
284 op = op->head; 294 op = op->head;
285 295
286 map = op->map; 296 mapxy pos (op);
287 x = op->x + freearr_x[dir]; 297 pos.move (dir);
288 y = op->y + freearr_y[dir];
289 298
290 if (!xy_normalise (map, x, y)) 299 if (!pos.normalise ())
291 return 0; 300 return 0;
292 301
293 // elmex: a safe map tile can't be hit! 302 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there. 303 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y); 304 mapspace &ms = pos.ms ();
296 305
297 if (ms.flags () & P_SAFE) 306 if (ms.flags () & P_SAFE)
298 return 0; 307 return 0;
299 308
300 /* peterm: a few special cases for special attacktypes --counterspell 309 /* peterm: a few special cases for special attacktypes --counterspell
338 347
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 348 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube. 349 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used. 350 * This is one of the few cases where on_same_map should not be used.
342 */ 351 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y) 352 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
344 continue; 353 continue;
345 354
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 355 if (QUERY_FLAG (tmp, FLAG_ALIVE))
347 { 356 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit); 357 hit_player (tmp, op->stats.dam, op, type, full_hit);
525 { 534 {
526 int mtype; 535 int mtype;
527 536
528 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
529 { 538 {
530 case WEAP_HIT: 539 case WEAP_HIT:
531 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
532 break; 541 break;
533 case WEAP_SLASH: 542 case WEAP_SLASH:
534 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
535 break; 544 break;
536 case WEAP_PIERCE: 545 case WEAP_PIERCE:
537 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
538 break; 547 break;
539 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
540 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
541 break; 550 break;
542 case WEAP_SLICE: 551 case WEAP_SLICE:
543 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
544 break; 553 break;
545 case WEAP_STAB: 554 case WEAP_STAB:
546 mtype = ATM_STAB; 555 mtype = ATM_STAB;
547 break; 556 break;
548 case WEAP_WHIP: 557 case WEAP_WHIP:
549 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
550 break; 559 break;
551 case WEAP_CRUSH: 560 case WEAP_CRUSH:
552 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
553 break; 562 break;
554 case WEAP_BLUD: 563 case WEAP_BLUD:
555 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
556 break; 565 break;
557 default: 566 default:
558 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
559 break; 568 break;
560 } 569 }
570
561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
562 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563 { 573 {
564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
565 strcpy (buf2, attack_mess[mtype][i].buf3); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
682 *target = (*target)->head; 692 *target = (*target)->head;
683 693
684 if ((*hitter)->head) 694 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 695 *hitter = (*hitter)->head;
686 696
697 if ((*target)->type == LOCKED_DOOR)
698 return 1; // locked doors cannot be hit
699
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 700 if ((*hitter)->env || (*target)->env)
688 { 701 {
689 *simple_attack = 1; 702 *simple_attack = 1;
690 return 0; 703 return 0;
691 } 704 }
692 705
784 * for help. */ 797 * for help. */
785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 798 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 npc_call_help (op); 799 npc_call_help (op);
787 800
788 /* if you were hidden and hit by a creature, you are discovered */ 801 /* if you were hidden and hit by a creature, you are discovered */
789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 802 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
790 { 803 {
791 make_visible (op); 804 make_visible (op);
792 805
793 if (op->type == PLAYER) 806 if (op->type == PLAYER)
794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 807 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
795 } 808 }
796 809
797 /* thrown items (hitter) will have various effects 810 /* thrown items (hitter) will have various effects
798 * when they hit the victim. For things like thrown daggers, 811 * when they hit the victim. For things like thrown daggers,
799 * this sets 'hitter' to the actual dagger, and not the 812 * this sets 'hitter' to the actual dagger, and not the
811 if (hitdam <= 0) 824 if (hitdam <= 0)
812 hitdam = 1; 825 hitdam = 1;
813 826
814 type = hitter->attacktype; 827 type = hitter->attacktype;
815 828
829 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
830 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
831 * This check is important for the most simple monsters out there in the
832 * game content (maps, archs). For example orcs: They would have
833 * no attacktype at all.
834 *
835 * Some time in the future someone should just go into the game data
836 * and fix every monster out there ;-/ Until then we will kill some
837 * more trees in the african rain forests with this check.
838 */
816 if (!type) 839 if (!type)
817 type = AT_PHYSICAL; 840 type = AT_PHYSICAL;
818 841
819 /* Handle monsters that hit back */ 842 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 843 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
871 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 894 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around. 895 * stick around.
873 */ 896 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0) 897 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 { 898 {
876 tmp = tmp->head_ (); 899 tmp->head_ ()->insert (op);
877
878 op->remove ();
879 op = insert_ob_in_ob (op, tmp);
880
881 if (tmp->type == PLAYER)
882 esrv_send_item (tmp, op);
883
884 return 1; 900 return 1;
885 } 901 }
886 else 902 else
887 return 0; 903 return 0;
888} 904}
902 /* Disassemble missile */ 918 /* Disassemble missile */
903 if (op->inv) 919 if (op->inv)
904 { 920 {
905 container = op; 921 container = op;
906 hitter = op->inv; 922 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 923 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
909 /* Note that we now have an empty THROWN_OBJ on the map. Code that 924 /* Note that we now have an empty THROWN_OBJ on the map. Code that
910 * might be called until this THROWN_OBJ is either reassembled or 925 * might be called until this THROWN_OBJ is either reassembled or
911 * removed at the end of this function must be able to deal with empty 926 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */ 927 * THROWN_OBJs. */
913 } 928 }
927 * other places as well!) 942 * other places as well!)
928 */ 943 */
929 if (hitter->destroyed () || hitter->env != NULL) 944 if (hitter->destroyed () || hitter->env != NULL)
930 { 945 {
931 if (container) 946 if (container)
932 {
933 container->remove ();
934 container->destroy (); 947 container->destroy ();
935 }
936 948
937 return 0; 949 return 0;
938 } 950 }
939 951
940 /* Missile hit victim */ 952 /* Missile hit victim */
964 * can fly over but not otherwise move over. What is the correct 976 * can fly over but not otherwise move over. What is the correct
965 * way to handle those otherwise? 977 * way to handle those otherwise?
966 */ 978 */
967 if (victim->x != hitter->x || victim->y != hitter->y) 979 if (victim->x != hitter->x || victim->y != hitter->y)
968 { 980 {
981 if (victim->destroyed ())
982 hitter->destroy ();
983 else
984 {
969 hitter->remove (); 985 hitter->remove ();
970 hitter->x = victim->x; 986 hitter->x = victim->x;
971 hitter->y = victim->y; 987 hitter->y = victim->y;
972 insert_ob_in_map (hitter, victim->map, hitter, 0); 988 insert_ob_in_map (hitter, victim->map, hitter, 0);
989 }
973 } 990 }
974 else 991 else
975 /* Else leave arrow where it is */ 992 /* Else leave arrow where it is */
976 merge_ob (hitter, NULL); 993 merge_ob (hitter, NULL);
977 994
992} 1009}
993 1010
994void 1011void
995tear_down_wall (object *op) 1012tear_down_wall (object *op)
996{ 1013{
997 int perc = 0;
998
999 if (!op->stats.maxhp) 1014 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1015 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1; 1016 else if (!op->has_anim ())
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 { 1017 {
1006 /* Object has been called - no animations, so remove it */ 1018 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0) 1019 if (op->stats.hp < 0)
1008 op->destroy (); 1020 op->destroy ();
1009 1021
1010 return; /* no animations, so nothing more to do */ 1022 return; /* no animations, so nothing more to do */
1011 } 1023 }
1012 1024
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1025 // we use frames 1..num-2 as intermediate frames, so
1026 // the last frame is used only when hp < 0.
1027 int perc = clamp (
1028 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1029 0, op->anim_frames () - 1
1030 );
1014 1031
1015 if (perc >= (int) NUM_ANIMATIONS (op)) 1032 op->set_anim_frame (perc);
1016 perc = NUM_ANIMATIONS (op) - 1;
1017 else if (perc < 1)
1018 perc = 1;
1019
1020 SET_ANIMATION (op, perc);
1021 update_object (op, UP_OBJ_FACE); 1033 update_object (op, UP_OBJ_FACE);
1022 1034
1023 if (perc == NUM_ANIMATIONS (op) - 1) 1035 if (op->stats.hp < 0)
1024 { /* Reached the last animation */ 1036 { /* Reached the last animation */
1025 if (op->face == blank_face) 1037 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */ 1038 /* If the last face is blank, remove the ob */
1027 op->destroy (); 1039 op->destroy ();
1028 else 1040 else
1029 { /* The last face was not blank, leave an image */ 1041 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1042 op->flag [FLAG_BLOCKSVIEW] = false;
1031 update_all_los (op->map, op->x, op->y); 1043 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0; 1044 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE); 1045 op->flag [FLAG_ALIVE] = false;
1034 } 1046 }
1035 } 1047 }
1036} 1048}
1037 1049
1038void 1050void
1039scare_creature (object *target, object *hitter) 1051scare_creature (object *target, object *hitter)
1040{ 1052{
1041 object *owner = hitter->owner; 1053 target->flag [FLAG_SCARED] = true;
1042 1054
1043 if (!owner)
1044 owner = hitter;
1045
1046 SET_FLAG (target, FLAG_SCARED);
1047 if (!target->enemy) 1055 if (!target->enemy)
1048 target->enemy = owner; 1056 target->enemy = hitter->outer_owner ();
1049} 1057}
1050 1058
1051/* This returns the amount of damage hitter does to op with the 1059/* This returns the amount of damage hitter does to op with the
1052 * appropriate attacktype. Only 1 attacktype should be set at a time. 1060 * appropriate attacktype. Only 1 attacktype should be set at a time.
1053 * This doesn't damage the player, but returns how much it should 1061 * This doesn't damage the player, but returns how much it should
1078 if (attacknum == ATNR_INTERNAL) 1086 if (attacknum == ATNR_INTERNAL)
1079 return dam; 1087 return dam;
1080 1088
1081 if (hitter->slaying) 1089 if (hitter->slaying)
1082 { 1090 {
1083 if ((op->race && strstr (hitter->slaying, op->race)) 1091 if ((op->race && hitter->slaying.contains (op->race))
1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 1092 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1085 { 1093 {
1086 doesnt_slay = 0; 1094 doesnt_slay = 0;
1087 dam *= 3; 1095 dam *= 3;
1088 } 1096 }
1089 } 1097 }
1202 1210
1203 /* High damage acid has better chance of corroding 1211 /* High damage acid has better chance of corroding
1204 objects */ 1212 objects */
1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1213 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1206 { 1214 {
1207 if (op->type == PLAYER)
1208 /* Make this more visible */
1209 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1210 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1211 flag = 1; 1215 flag = 1;
1212 tmp->magic--; 1216 tmp->magic--;
1213 if (op->type == PLAYER) 1217
1214 esrv_send_item (op, tmp); 1218 if (object *pl = tmp->visible_to ())
1219 {
1220 /* Make this more visible */
1221 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1222 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1223
1224 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1225 }
1215 } 1226 }
1216 } 1227 }
1217 1228
1218 if (flag) 1229 if (flag)
1219 op->update_stats (); /* Something was corroded */ 1230 op->update_stats (); /* Something was corroded */
1288 object *god = find_god (determine_god (owner)); 1299 object *god = find_god (determine_god (owner));
1289 int div = 1; 1300 int div = 1;
1290 1301
1291 /* if undead are not an enemy of your god, you turn them 1302 /* if undead are not an enemy of your god, you turn them
1292 * at half strength */ 1303 * at half strength */
1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 1304 if (!god || !god->slaying.contains (shstr_undead))
1294 div = 2; 1305 div = 2;
1295 1306
1296 /* Give a bonus if you resist turn undead */ 1307 /* Give a bonus if you resist turn undead */
1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1308 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298 scare_creature (op, owner); 1309 scare_creature (op, owner);
1389 */ 1400 */
1390int 1401int
1391kill_object (object *op, int dam, object *hitter, int type) 1402kill_object (object *op, int dam, object *hitter, int type)
1392{ 1403{
1393 char buf[MAX_BUF]; 1404 char buf[MAX_BUF];
1394 const char *skill; 1405 shstr skill;
1395 int maxdam = 0; 1406 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */ 1407 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */ 1408 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0; 1409 object *owner = 0;
1399 object *skop = 0; 1410 object *skop = 0;
1420 return maxdam; 1431 return maxdam;
1421 } 1432 }
1422 1433
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1434 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1424 { 1435 {
1425 op->destroy (); 1436 op->drop_and_destroy ();
1426 return maxdam; 1437 return maxdam;
1427 } 1438 }
1428 1439
1429 /* Now lets start dealing with experience we get for killing something */ 1440 /* Now lets start dealing with experience we get for killing something */
1430 1441
1431 owner = hitter->owner; 1442 owner = hitter->outer_owner ();
1432 if (!owner) 1443 if (!owner)
1433 owner = hitter; 1444 owner = hitter;
1434 1445
1435 /* is the victim (op) standing on battleground? */ 1446 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL)) 1447 if (op_on_battleground (op, NULL, NULL))
1441 pk = 1; 1452 pk = 1;
1442 1453
1443 /* Player killed something */ 1454 /* Player killed something */
1444 if (owner->type == PLAYER) 1455 if (owner->type == PLAYER)
1445 { 1456 {
1446 Log_Kill (owner->name,
1447 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1448
1449 /* Log players killing other players - makes it easier to detect 1457 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the 1458 * and filter out malicious player killers - that is why the
1451 * ip address is included. 1459 * ip address is included.
1452 */ 1460 */
1453 if (op->type == PLAYER && !battleg) 1461 if (op->type == PLAYER && !battleg)
1491 1499
1492 /* This code below deals with finding the appropriate skill 1500 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should 1501 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill 1502 * probably never really have to look at current_weapon->skill
1495 */ 1503 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER) 1504 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill; 1505 skill = hitter->skill;
1500 else if (owner->chosen_skill) 1506 else if (owner->chosen_skill)
1501 { 1507 {
1502 skop = owner->chosen_skill; 1508 skop = owner->chosen_skill;
1503 skill = skop->skill; 1509 skill = skop->skill;
1504 } 1510 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1511 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1506 skill = owner->current_weapon->skill; 1512 skill = owner->current_weapon->skill;
1507 else 1513 else
1514 {
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1515 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1516 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1517 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1518 skill = 0;
1519 }
1509 1520
1510 /* We have the skill we want to credit to - now find the object this goes 1521 /* We have the skill we want to credit to - now find the object this goes
1511 * to. Make sure skop is an actual skill, and not a skill tool! 1522 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */ 1523 */
1513 if ((!skop || skop->type != SKILL) && skill) 1524 skop = owner->contr->find_skill (skill);
1514 {
1515 int i;
1516
1517 for (i = 0; i < NUM_SKILLS; i++)
1518 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1519 {
1520 skop = owner->contr->last_skill_ob[i];
1521 break;
1522 }
1523 }
1524 } /* Was it a player that hit somethign */ 1525 } /* Was it a player that hit somethign */
1525 else 1526 else
1526 skill = 0; 1527 skill = 0;
1527 1528
1528 /* Pet (or spell) killed something. */
1529 if (owner != hitter)
1530 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1531 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1532 else
1533 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1534 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1535 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536
1537 /* These may have been set in the player code section above */ 1529 /* These may have been set in the player code section above */
1538 if (!skop) 1530 if (!skop)
1539 skop = hitter->chosen_skill; 1531 skop = hitter->chosen_skill;
1540 1532
1541 if (!skill && skop) 1533 if (!skill && skop)
1542 skill = skop->skill; 1534 skill = skop->skill;
1543
1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1545 1535
1546 /* If you didn't kill yourself, and your not the wizard */ 1536 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1537 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1548 { 1538 {
1549 int exp; 1539 int exp;
1621 1611
1622 if (owner1 && owner1->type == PLAYER) 1612 if (owner1 && owner1->type == PLAYER)
1623 { 1613 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1614 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */ 1615 /* Maybe we should include the owner that killed this, maybe not */
1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1627 } 1617 }
1628 1618
1629 remove_friendly_object (op); 1619 remove_friendly_object (op);
1630 } 1620 }
1631 1621
1632 op->destroy (); 1622 op->drop_and_destroy ();
1633 } 1623 }
1634 else 1624 else
1635 {
1636 /* Player has been killed! */ 1625 /* Player has been killed! */
1637 if (owner->type == PLAYER) 1626 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1638 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1639 else
1640 assign (op->contr->killer, hitter->name);
1641 }
1642 1627
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process 1628 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function. 1629 * continues in the calling function.
1645 */ 1630 */
1646 return maxdam; 1631 return maxdam;
1802 */ 1787 */
1803 if (type & AT_HOLYWORD) 1788 if (type & AT_HOLYWORD)
1804 { 1789 {
1805 object *god; 1790 object *god;
1806 1791
1807 if ((!hitter->slaying || 1792 if ((!hitter->slaying
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1793 || (!(op->race && hitter->slaying.contains (op->race))
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1794 && !(op->name && hitter->slaying.contains (op->name))))
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1795 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1811 (hitter->title != NULL 1796 || (hitter->title
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1797 && (god = find_god (determine_god (hitter))) != NULL
1798 && god->race.contains (shstr_undead))))
1813 return 0; 1799 return 0;
1814 } 1800 }
1815 1801
1816 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1928 /* See if the creature has been killed */ 1914 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type); 1915 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1) 1916 if (rtn_kill != -1)
1931 return rtn_kill; 1917 return rtn_kill;
1932 1918
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1919 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1935 * that before if the player was immune to ghosthit, the monster 1920 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case. 1921 * remained - that is no longer the case.
1937 */ 1922 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1923 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1939 hitter->destroy (); 1924 hitter->drop_and_destroy ();
1940
1941 /* Lets handle creatures that are splitting now */ 1925 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1926 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1943 { 1927 {
1944 int i; 1928 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1929 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1985 } 1969 }
1986 1970
1987 op->destroy (); 1971 op->destroy ();
1988 } 1972 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1973 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy (); 1974 hitter->drop_and_destroy ();
1991 1975
1992 return maxdam; 1976 return maxdam;
1993} 1977}
1994 1978
1995void 1979void
2192 ** field of the deathstriking object */ 2176 ** field of the deathstriking object */
2193 2177
2194 int atk_lev, def_lev, kill_lev; 2178 int atk_lev, def_lev, kill_lev;
2195 2179
2196 if (hitter->slaying) 2180 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 2181 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2182 || (op->race && hitter->slaying.contains (op->race))))
2198 return; 2183 return;
2199 2184
2200 def_lev = op->level; 2185 def_lev = op->level;
2201 if (def_lev < 1) 2186 if (def_lev < 1)
2202 { 2187 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2188 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2204 def_lev = 1; 2189 def_lev = 1;
2205 } 2190 }
2206 2191
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2192 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2193 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2301 { 2286 {
2302 /* target is unseen */ 2287 /* target is unseen */
2303 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2288 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2304 adjust -= 10; 2289 adjust -= 10;
2305 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2290 /* dark map penalty for the hitter (lacks infravision if we got here). */
2306 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2291 else if (!stand_in_light (target))
2307 adjust -= target->map->darkness; 2292 adjust -= target->map->darklevel ();
2308 } 2293 }
2309 2294
2310 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2295 if (QUERY_FLAG (attacker, FLAG_SCARED))
2311 adjust -= 3; 2296 adjust -= 3;
2312 2297

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