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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 1.112 by root, Mon Oct 12 14:00:58 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
62 CLEAR_FLAG (op, FLAG_DAMNED); 63 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 64 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 67
67 if (op->env && op->env->type == PLAYER) 68 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 69 esrv_update_item (UPD_FLAGS, pl, op);
69 } 70 }
70} 71}
71 72
72/* did_make_save_item just checks to make sure the item actually 73/* 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 74 * made its saving throw based on the tables. It does not take
77did_make_save_item (object *op, int type, object *originator) 78did_make_save_item (object *op, int type, object *originator)
78{ 79{
79 int i, roll, saves = 0, attacks = 0, number; 80 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 81 materialtype_t *mt;
81 82
82 if (op->materialname == NULL) 83 if (!op->materialname)
83 { 84 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 85 for (mt = materialt; mt; mt = mt->next)
85 if (op->materials & mt->material) 86 if (op->materials & mt->material)
86 break; 87 break;
87 } 88 }
88 else 89 else
89 mt = name_to_material (op->materialname); 90 mt = name_to_material (op->materialname);
104 if (type != AT_MAGIC) 105 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 109
109 if (type == 0) 110 if (type == 0) return TRUE;
110 return TRUE; 111
111 if (roll == 20) 112 if (roll == 20) return TRUE;
112 return TRUE; 113 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 114
116 for (number = 0; number < NROFATTACKS; number++) 115 for (number = 0; number < NROFATTACKS; number++)
117 { 116 {
118 i = 1 << number; 117 i = 1 << number;
118
119 if (!(i & type)) 119 if (!(i & type))
120 continue; 120 continue;
121
121 attacks++; 122 attacks++;
122 if (op->resist[number] == 100) 123 if (op->resist[number] == 100)
123 saves++; 124 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 126 saves++;
148 object *env = op->env; 149 object *env = op->env;
149 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
150 maptile *m = op->map; 151 maptile *m = op->map;
151 152
152 op = stop_item (op); 153 op = stop_item (op);
153 if (op == NULL) 154 if (!op)
154 return; 155 return;
155 156
156 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 164 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
165 { 169 ))
166 const char *arch = op->other_arch->archname; 170 {
167 171 switch (op->type)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = get_archetype (arch)))
172 { 172 {
173 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
174 { 182 {
175 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
176 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
177 if (env->contr) 190 if (env)
178 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
179 } 195 }
180 else
181 {
182 op->x = x, op->y = y;
183 insert_ob_in_map (op, m, originator, 0);
184 }
185 } 196 }
186
187 return; 197 return;
188 } 198 }
189 199
190 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
191 { /* Cancellation. */ 201 { /* Cancellation. */
198 { 208 {
199 if (op->decrease (rndm (0, op->nrof - 1))) 209 if (op->decrease (rndm (0, op->nrof - 1)))
200 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
201 } 211 }
202 else 212 else
213 {
214 // drop everything to the ground, if possible
215 op->insert_at (originator);
203 op->destroy (); 216 op->drop_and_destroy ();
217 }
204 218
205 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
206 if (env) 220 if (env)
207 { 221 {
208 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
209 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
210 insert_ob_in_ob (op, env); 224 env->insert (op);
211 } 225 }
212 else 226 else
213 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
214 228
215 return; 229 return;
216 } 230 }
217 231
218 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
219 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
220 { 234 {
221 object *tmp;
222 archetype *at = archetype::find ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
223 236
224 if (at == NULL) 237 if (at == NULL)
225 return; 238 return;
226 239
227 op = stop_item (op); 240 op = stop_item (op);
228 if (op == NULL) 241 if (op == NULL)
229 return; 242 return;
230 243
231 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
232 { 246 {
233 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
234 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
235 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
236 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
239 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
240 tmp->move_slow = 0; 254 tmp->move_slow = 0;
241 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
242 } 256 }
243 257
244 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 tmp->insert (op);
245 op->remove ();
246
247 insert_ob_in_ob (op, tmp);
248 return; 259 return;
249 } 260 }
250} 261}
251 262
252/* Object op is hitting the map. 263/* Object op is hitting the map.
281 } 292 }
282 293
283 if (op->head) 294 if (op->head)
284 op = op->head; 295 op = op->head;
285 296
286 map = op->map; 297 mapxy pos (op);
287 x = op->x + freearr_x[dir]; 298 pos.move (dir);
288 y = op->y + freearr_y[dir];
289 299
290 if (!xy_normalise (map, x, y)) 300 if (!pos.normalise ())
291 return 0; 301 return 0;
292 302
293 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
294 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
295 mapspace &ms = map->at (x, y); 305 mapspace &ms = pos.ms ();
296 306
297 if (ms.flags () & P_SAFE) 307 if (ms.flags () & P_SAFE)
298 return 0; 308 return 0;
299 309
300 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
338 348
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
342 */ 352 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
344 continue; 354 continue;
345 355
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
347 { 357 {
348 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
525 { 535 {
526 int mtype; 536 int mtype;
527 537
528 switch (hitter->current_weapon->weapontype) 538 switch (hitter->current_weapon->weapontype)
529 { 539 {
530 case WEAP_HIT: 540 case WEAP_HIT:
531 mtype = ATM_BASIC; 541 mtype = ATM_BASIC;
532 break; 542 break;
533 case WEAP_SLASH: 543 case WEAP_SLASH:
534 mtype = ATM_SLASH; 544 mtype = ATM_SLASH;
535 break; 545 break;
536 case WEAP_PIERCE: 546 case WEAP_PIERCE:
537 mtype = ATM_PIERCE; 547 mtype = ATM_PIERCE;
538 break; 548 break;
539 case WEAP_CLEAVE: 549 case WEAP_CLEAVE:
540 mtype = ATM_CLEAVE; 550 mtype = ATM_CLEAVE;
541 break; 551 break;
542 case WEAP_SLICE: 552 case WEAP_SLICE:
543 mtype = ATM_SLICE; 553 mtype = ATM_SLICE;
544 break; 554 break;
545 case WEAP_STAB: 555 case WEAP_STAB:
546 mtype = ATM_STAB; 556 mtype = ATM_STAB;
547 break; 557 break;
548 case WEAP_WHIP: 558 case WEAP_WHIP:
549 mtype = ATM_WHIP; 559 mtype = ATM_WHIP;
550 break; 560 break;
551 case WEAP_CRUSH: 561 case WEAP_CRUSH:
552 mtype = ATM_CRUSH; 562 mtype = ATM_CRUSH;
553 break; 563 break;
554 case WEAP_BLUD: 564 case WEAP_BLUD:
555 mtype = ATM_BLUD; 565 mtype = ATM_BLUD;
556 break; 566 break;
557 default: 567 default:
558 mtype = ATM_BASIC; 568 mtype = ATM_BASIC;
559 break; 569 break;
560 } 570 }
571
561 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 572 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) 573 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
563 { 574 {
564 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 575 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); 576 strcpy (buf2, attack_mess[mtype][i].buf3);
682 *target = (*target)->head; 693 *target = (*target)->head;
683 694
684 if ((*hitter)->head) 695 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 696 *hitter = (*hitter)->head;
686 697
698 if ((*target)->type == LOCKED_DOOR)
699 return 1; // locked doors cannot be hit
700
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 701 if ((*hitter)->env || (*target)->env)
688 { 702 {
689 *simple_attack = 1; 703 *simple_attack = 1;
690 return 0; 704 return 0;
691 } 705 }
692 706
784 * for help. */ 798 * for help. */
785 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 799 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
786 npc_call_help (op); 800 npc_call_help (op);
787 801
788 /* if you were hidden and hit by a creature, you are discovered */ 802 /* if you were hidden and hit by a creature, you are discovered */
789 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 803 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
790 { 804 {
791 make_visible (op); 805 make_visible (op);
792 806
793 if (op->type == PLAYER) 807 if (op->type == PLAYER)
794 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
795 } 809 }
796 810
797 /* thrown items (hitter) will have various effects 811 /* thrown items (hitter) will have various effects
798 * when they hit the victim. For things like thrown daggers, 812 * when they hit the victim. For things like thrown daggers,
799 * this sets 'hitter' to the actual dagger, and not the 813 * this sets 'hitter' to the actual dagger, and not the
811 if (hitdam <= 0) 825 if (hitdam <= 0)
812 hitdam = 1; 826 hitdam = 1;
813 827
814 type = hitter->attacktype; 828 type = hitter->attacktype;
815 829
830 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
831 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
832 * This check is important for the most simple monsters out there in the
833 * game content (maps, archs). For example orcs: They would have
834 * no attacktype at all.
835 *
836 * Some time in the future someone should just go into the game data
837 * and fix every monster out there ;-/ Until then we will kill some
838 * more trees in the african rain forests with this check.
839 */
816 if (!type) 840 if (!type)
817 type = AT_PHYSICAL; 841 type = AT_PHYSICAL;
818 842
819 /* Handle monsters that hit back */ 843 /* Handle monsters that hit back */
820 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 844 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 895 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
872 * stick around. 896 * stick around.
873 */ 897 */
874 if (op->weight <= 5000 && tmp->stats.hp >= 0) 898 if (op->weight <= 5000 && tmp->stats.hp >= 0)
875 { 899 {
876 tmp = tmp->head_ (); 900 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; 901 return 1;
885 } 902 }
886 else 903 else
887 return 0; 904 return 0;
888} 905}
902 /* Disassemble missile */ 919 /* Disassemble missile */
903 if (op->inv) 920 if (op->inv)
904 { 921 {
905 container = op; 922 container = op;
906 hitter = op->inv; 923 hitter = op->inv;
907 hitter->remove ();
908 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 924 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 925 /* 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 926 * 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 927 * removed at the end of this function must be able to deal with empty
912 * THROWN_OBJs. */ 928 * THROWN_OBJs. */
913 } 929 }
927 * other places as well!) 943 * other places as well!)
928 */ 944 */
929 if (hitter->destroyed () || hitter->env != NULL) 945 if (hitter->destroyed () || hitter->env != NULL)
930 { 946 {
931 if (container) 947 if (container)
932 {
933 container->remove ();
934 container->destroy (); 948 container->destroy ();
935 }
936 949
937 return 0; 950 return 0;
938 } 951 }
939 952
940 /* Missile hit victim */ 953 /* Missile hit victim */
964 * can fly over but not otherwise move over. What is the correct 977 * can fly over but not otherwise move over. What is the correct
965 * way to handle those otherwise? 978 * way to handle those otherwise?
966 */ 979 */
967 if (victim->x != hitter->x || victim->y != hitter->y) 980 if (victim->x != hitter->x || victim->y != hitter->y)
968 { 981 {
982 if (victim->destroyed ())
983 hitter->destroy ();
984 else
985 {
969 hitter->remove (); 986 hitter->remove ();
970 hitter->x = victim->x; 987 hitter->x = victim->x;
971 hitter->y = victim->y; 988 hitter->y = victim->y;
972 insert_ob_in_map (hitter, victim->map, hitter, 0); 989 insert_ob_in_map (hitter, victim->map, hitter, 0);
990 }
973 } 991 }
974 else 992 else
975 /* Else leave arrow where it is */ 993 /* Else leave arrow where it is */
976 merge_ob (hitter, NULL); 994 merge_ob (hitter, NULL);
977 995
992} 1010}
993 1011
994void 1012void
995tear_down_wall (object *op) 1013tear_down_wall (object *op)
996{ 1014{
997 int perc = 0;
998
999 if (!op->stats.maxhp) 1015 if (!op->stats.maxhp)
1000 {
1001 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1016 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1002 perc = 1; 1017 else if (!op->has_anim ())
1003 }
1004 else if (!GET_ANIM_ID (op))
1005 { 1018 {
1006 /* Object has been called - no animations, so remove it */ 1019 /* Object has been called - no animations, so remove it */
1007 if (op->stats.hp < 0) 1020 if (op->stats.hp < 0)
1008 op->destroy (); 1021 op->destroy ();
1009 1022
1010 return; /* no animations, so nothing more to do */ 1023 return; /* no animations, so nothing more to do */
1011 } 1024 }
1012 1025
1013 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1026 // we use frames 1..num-2 as intermediate frames, so
1027 // the last frame is used only when hp < 0.
1028 int perc = clamp (
1029 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1030 0, op->anim_frames () - 1
1031 );
1014 1032
1015 if (perc >= (int) NUM_ANIMATIONS (op)) 1033 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); 1034 update_object (op, UP_OBJ_FACE);
1022 1035
1023 if (perc == NUM_ANIMATIONS (op) - 1) 1036 if (op->stats.hp < 0)
1024 { /* Reached the last animation */ 1037 { /* Reached the last animation */
1025 if (op->face == blank_face) 1038 if (op->face == blank_face)
1026 /* If the last face is blank, remove the ob */ 1039 /* If the last face is blank, remove the ob */
1027 op->destroy (); 1040 op->destroy ();
1028 else 1041 else
1029 { /* The last face was not blank, leave an image */ 1042 { /* The last face was not blank, leave an image */
1030 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1043 op->flag [FLAG_BLOCKSVIEW] = false;
1031 update_all_los (op->map, op->x, op->y); 1044 update_all_los (op->map, op->x, op->y);
1032 op->move_block = 0; 1045 op->move_block = 0;
1033 CLEAR_FLAG (op, FLAG_ALIVE); 1046 op->flag [FLAG_ALIVE] = false;
1034 } 1047 }
1035 } 1048 }
1036} 1049}
1037 1050
1038void 1051void
1039scare_creature (object *target, object *hitter) 1052scare_creature (object *target, object *hitter)
1040{ 1053{
1041 object *owner = hitter->owner; 1054 target->flag [FLAG_SCARED] = true;
1042 1055
1043 if (!owner)
1044 owner = hitter;
1045
1046 SET_FLAG (target, FLAG_SCARED);
1047 if (!target->enemy) 1056 if (!target->enemy)
1048 target->enemy = owner; 1057 target->enemy = hitter->outer_owner ();
1049} 1058}
1050 1059
1051/* This returns the amount of damage hitter does to op with the 1060/* This returns the amount of damage hitter does to op with the
1052 * appropriate attacktype. Only 1 attacktype should be set at a time. 1061 * appropriate attacktype. Only 1 attacktype should be set at a time.
1053 * This doesn't damage the player, but returns how much it should 1062 * This doesn't damage the player, but returns how much it should
1078 if (attacknum == ATNR_INTERNAL) 1087 if (attacknum == ATNR_INTERNAL)
1079 return dam; 1088 return dam;
1080 1089
1081 if (hitter->slaying) 1090 if (hitter->slaying)
1082 { 1091 {
1083 if ((op->race && strstr (hitter->slaying, op->race)) 1092 if ((op->race && hitter->slaying.contains (op->race))
1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 1093 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1085 { 1094 {
1086 doesnt_slay = 0; 1095 doesnt_slay = 0;
1087 dam *= 3; 1096 dam *= 3;
1088 } 1097 }
1089 } 1098 }
1202 1211
1203 /* High damage acid has better chance of corroding 1212 /* High damage acid has better chance of corroding
1204 objects */ 1213 objects */
1205 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1214 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1206 { 1215 {
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; 1216 flag = 1;
1212 tmp->magic--; 1217 tmp->magic--;
1213 if (op->type == PLAYER) 1218
1214 esrv_send_item (op, tmp); 1219 if (object *pl = tmp->visible_to ())
1220 {
1221 /* Make this more visible */
1222 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1223 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1224
1225 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1226 }
1215 } 1227 }
1216 } 1228 }
1217 1229
1218 if (flag) 1230 if (flag)
1219 op->update_stats (); /* Something was corroded */ 1231 op->update_stats (); /* Something was corroded */
1288 object *god = find_god (determine_god (owner)); 1300 object *god = find_god (determine_god (owner));
1289 int div = 1; 1301 int div = 1;
1290 1302
1291 /* if undead are not an enemy of your god, you turn them 1303 /* if undead are not an enemy of your god, you turn them
1292 * at half strength */ 1304 * at half strength */
1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 1305 if (!god || !god->slaying.contains (shstr_undead))
1294 div = 2; 1306 div = 2;
1295 1307
1296 /* Give a bonus if you resist turn undead */ 1308 /* 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))) 1309 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1298 scare_creature (op, owner); 1310 scare_creature (op, owner);
1389 */ 1401 */
1390int 1402int
1391kill_object (object *op, int dam, object *hitter, int type) 1403kill_object (object *op, int dam, object *hitter, int type)
1392{ 1404{
1393 char buf[MAX_BUF]; 1405 char buf[MAX_BUF];
1394 const char *skill; 1406 shstr skill;
1395 int maxdam = 0; 1407 int maxdam = 0;
1396 int battleg = 0; /* true if op standing on battleground */ 1408 int battleg = 0; /* true if op standing on battleground */
1397 int pk = 0; /* true if op and what controls hitter are both players */ 1409 int pk = 0; /* true if op and what controls hitter are both players */
1398 object *owner = 0; 1410 object *owner = 0;
1399 object *skop = 0; 1411 object *skop = 0;
1420 return maxdam; 1432 return maxdam;
1421 } 1433 }
1422 1434
1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1435 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1424 { 1436 {
1425 op->destroy (); 1437 op->drop_and_destroy ();
1426 return maxdam; 1438 return maxdam;
1427 } 1439 }
1428 1440
1429 /* Now lets start dealing with experience we get for killing something */ 1441 /* Now lets start dealing with experience we get for killing something */
1430 1442
1431 owner = hitter->owner; 1443 owner = hitter->outer_owner ();
1432 if (!owner) 1444 if (!owner)
1433 owner = hitter; 1445 owner = hitter;
1434 1446
1435 /* is the victim (op) standing on battleground? */ 1447 /* is the victim (op) standing on battleground? */
1436 if (op_on_battleground (op, NULL, NULL)) 1448 if (op_on_battleground (op, NULL, NULL))
1441 pk = 1; 1453 pk = 1;
1442 1454
1443 /* Player killed something */ 1455 /* Player killed something */
1444 if (owner->type == PLAYER) 1456 if (owner->type == PLAYER)
1445 { 1457 {
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 1458 /* Log players killing other players - makes it easier to detect
1450 * and filter out malicious player killers - that is why the 1459 * and filter out malicious player killers - that is why the
1451 * ip address is included. 1460 * ip address is included.
1452 */ 1461 */
1453 if (op->type == PLAYER && !battleg) 1462 if (op->type == PLAYER && !battleg)
1491 1500
1492 /* This code below deals with finding the appropriate skill 1501 /* This code below deals with finding the appropriate skill
1493 * to credit exp to. This is a bit problematic - we should 1502 * to credit exp to. This is a bit problematic - we should
1494 * probably never really have to look at current_weapon->skill 1503 * probably never really have to look at current_weapon->skill
1495 */ 1504 */
1496 skill = 0;
1497
1498 if (hitter->skill && hitter->type != PLAYER) 1505 if (hitter->skill && hitter->type != PLAYER)
1499 skill = hitter->skill; 1506 skill = hitter->skill;
1500 else if (owner->chosen_skill) 1507 else if (owner->chosen_skill)
1501 { 1508 {
1502 skop = owner->chosen_skill; 1509 skop = owner->chosen_skill;
1503 skill = skop->skill; 1510 skill = skop->skill;
1504 } 1511 }
1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1512 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1506 skill = owner->current_weapon->skill; 1513 skill = owner->current_weapon->skill;
1507 else 1514 else
1515 {
1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1516 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1517 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1518 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1519 skill = 0;
1520 }
1509 1521
1510 /* We have the skill we want to credit to - now find the object this goes 1522 /* 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! 1523 * to. Make sure skop is an actual skill, and not a skill tool!
1512 */ 1524 */
1513 if ((!skop || skop->type != SKILL) && skill) 1525 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 */ 1526 } /* Was it a player that hit somethign */
1525 else 1527 else
1526 skill = 0; 1528 skill = 0;
1527 1529
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 */ 1530 /* These may have been set in the player code section above */
1538 if (!skop) 1531 if (!skop)
1539 skop = hitter->chosen_skill; 1532 skop = hitter->chosen_skill;
1540 1533
1541 if (!skill && skop) 1534 if (!skill && skop)
1542 skill = skop->skill; 1535 skill = skop->skill;
1543
1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1545 1536
1546 /* If you didn't kill yourself, and your not the wizard */ 1537 /* If you didn't kill yourself, and your not the wizard */
1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1548 { 1539 {
1549 int exp; 1540 int exp;
1621 1612
1622 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1623 { 1614 {
1624 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1625 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* 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); 1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1627 } 1618 }
1628 1619
1629 remove_friendly_object (op); 1620 remove_friendly_object (op);
1630 } 1621 }
1631 1622
1632 op->destroy (); 1623 op->drop_and_destroy ();
1633 } 1624 }
1634 else 1625 else
1635 {
1636 /* Player has been killed! */ 1626 /* Player has been killed! */
1637 if (owner->type == PLAYER) 1627 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 1628
1643 /* This was return -1 - that doesn't seem correct - if we return -1, process 1629 /* This was return -1 - that doesn't seem correct - if we return -1, process
1644 * continues in the calling function. 1630 * continues in the calling function.
1645 */ 1631 */
1646 return maxdam; 1632 return maxdam;
1802 */ 1788 */
1803 if (type & AT_HOLYWORD) 1789 if (type & AT_HOLYWORD)
1804 { 1790 {
1805 object *god; 1791 object *god;
1806 1792
1807 if ((!hitter->slaying || 1793 if ((!hitter->slaying
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 || (!(op->race && hitter->slaying.contains (op->race))
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 && !(op->name && hitter->slaying.contains (op->name))))
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1811 (hitter->title != NULL 1797 || (hitter->title
1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1798 && (god = find_god (determine_god (hitter))) != NULL
1799 && god->race.contains (shstr_undead))))
1813 return 0; 1800 return 0;
1814 } 1801 }
1815 1802
1816 maxattacktype = type; /* initialise this to something */ 1803 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1804 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1928 /* See if the creature has been killed */ 1915 /* See if the creature has been killed */
1929 rtn_kill = kill_object (op, maxdam, hitter, type); 1916 rtn_kill = kill_object (op, maxdam, hitter, type);
1930 if (rtn_kill != -1) 1917 if (rtn_kill != -1)
1931 return rtn_kill; 1918 return rtn_kill;
1932 1919
1933
1934 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1920 /* 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 1921 * that before if the player was immune to ghosthit, the monster
1936 * remained - that is no longer the case. 1922 * remained - that is no longer the case.
1937 */ 1923 */
1938 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1939 hitter->destroy (); 1925 hitter->drop_and_destroy ();
1940
1941 /* Lets handle creatures that are splitting now */ 1926 /* Lets handle creatures that are splitting now */
1942 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1927 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1943 { 1928 {
1944 int i; 1929 int i;
1945 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1930 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1985 } 1970 }
1986 1971
1987 op->destroy (); 1972 op->destroy ();
1988 } 1973 }
1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1974 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1990 hitter->destroy (); 1975 hitter->drop_and_destroy ();
1991 1976
1992 return maxdam; 1977 return maxdam;
1993} 1978}
1994 1979
1995void 1980void
2192 ** field of the deathstriking object */ 2177 ** field of the deathstriking object */
2193 2178
2194 int atk_lev, def_lev, kill_lev; 2179 int atk_lev, def_lev, kill_lev;
2195 2180
2196 if (hitter->slaying) 2181 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 2182 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2183 || (op->race && hitter->slaying.contains (op->race))))
2198 return; 2184 return;
2199 2185
2200 def_lev = op->level; 2186 def_lev = op->level;
2201 if (def_lev < 1) 2187 if (def_lev < 1)
2202 { 2188 {
2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2189 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2204 def_lev = 1; 2190 def_lev = 1;
2205 } 2191 }
2206 2192
2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2301 { 2287 {
2302 /* target is unseen */ 2288 /* target is unseen */
2303 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2304 adjust -= 10; 2290 adjust -= 10;
2305 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2291 /* 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)) 2292 else if (!stand_in_light (target))
2307 adjust -= target->map->darkness; 2293 adjust -= target->map->darklevel ();
2308 } 2294 }
2309 2295
2310 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2311 adjust -= 3; 2297 adjust -= 3;
2312 2298

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