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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.59 by root, Sun Apr 29 18:11:21 2007 UTC vs.
Revision 1.81 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * 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 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90 90
91 if (mt == NULL) 91 if (!mt)
92 return TRUE; 92 return TRUE;
93 93
94 roll = rndm (1, 20); 94 roll = rndm (1, 20);
95 95
96 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 { 165 {
166 const char *arch = op->other_arch->name; 166 const char *arch = op->other_arch->archname;
167 167
168 op = decrease_ob_nr (op, 1); 168 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 = get_archetype (arch)))
174 { 172 {
175 if (env) 173 if (env)
176 { 174 {
177 op->x = env->x, op->y = env->y; 175 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env); 176 insert_ob_in_ob (op, env);
196 return; 194 return;
197 } 195 }
198 196
199 if (op->nrof > 1) 197 if (op->nrof > 1)
200 { 198 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 199 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 200 fix_stopped_item (op, m, originator);
205 } 201 }
206 else 202 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 203 op->destroy ();
217 }
218 204
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 205 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 206 if (env)
221 { 207 {
222 op = get_archetype ("burnout"); 208 op = get_archetype ("burnout");
282 return 0; 268 return 0;
283 } 269 }
284 270
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 271 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 272 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 273 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 274 return 0;
289 } 275 }
290 276
291 if (!op->map) 277 if (!op->map)
292 { 278 {
613 if (hitter->owner != NULL) 599 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 600 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 601 else
616 { 602 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 603 sprintf (buf, "%s%s you.", &hitter->name, buf2);
604
618 if (dam != 0) 605 if (dam != 0)
619 { 606 {
620 if (dam < 10) 607 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 609 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 611 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 612 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 613 }
627 } 614 }
615
628 new_draw_info (NDI_BLACK, 0, op, buf); 616 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 617 } /* end of player hitting player */
630 618
631 if (hitter->type == PLAYER) 619 if (hitter->type == PLAYER)
632 { 620 {
633 sprintf (buf, "You %s.", buf1); 621 sprintf (buf, "You %s.", buf1);
622
634 if (dam != 0) 623 if (dam != 0)
635 { 624 {
636 if (dam < 10) 625 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 626 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 627 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 628 op->play_sound (sound_find ("player_hits2"));
640 else 629 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 630 op->play_sound (sound_find ("player_hits3"));
642 } 631 }
632
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 633 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 634 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 635 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 636 {
647 /* look for stacked spells and start reducing the message chances */ 637 /* look for stacked spells and start reducing the message chances */
656 if (next) 646 if (next)
657 while (next) 647 while (next)
658 { 648 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 649 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3; 650 i *= 3;
651
661 tmp = next; 652 tmp = next;
662 next = tmp->above; 653 next = tmp->above;
663 } 654 }
664 655
665 if (i < 0) 656 if (i < 0)
670 } 661 }
671 else if (rndm (0, 5) != 0) 662 else if (rndm (0, 5) != 0)
672 return; 663 return;
673 664
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 665 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 666 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 667 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 668 }
678} 669}
679 670
680 671
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 675 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 676 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 677 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 678 return 1;
688 } 679 }
680
689 if ((*target)->head) 681 if ((*target)->head)
690 *target = (*target)->head; 682 *target = (*target)->head;
683
691 if ((*hitter)->head) 684 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 685 *hitter = (*hitter)->head;
686
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 687 if ((*hitter)->env != NULL || (*target)->env != NULL)
694 { 688 {
695 *simple_attack = 1; 689 *simple_attack = 1;
696 return 0; 690 return 0;
697 } 691 }
692
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 693 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 694 || QUERY_FLAG (*hitter, FLAG_REMOVED)
695 || !(*hitter)->map
696 || !on_same_map (*hitter, *target))
700 { 697 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 698 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
699 (*hitter)->debug_desc (), (*target)->debug_desc ());
702 return 1; 700 return 1;
703 } 701 }
702
704 *simple_attack = 0; 703 *simple_attack = 0;
705 return 0; 704 return 0;
706} 705}
707 706
708static int 707static int
744 743
745 /* 744 /*
746 * A little check to make it more difficult to dance forward and back 745 * A little check to make it more difficult to dance forward and back
747 * to avoid ever being hit by monsters. 746 * to avoid ever being hit by monsters.
748 */ 747 */
749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 748 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
750 { 749 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 750 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 751 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 752 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 753 * we call process_object, the 'if' statement above will fail.
755 */ 754 */
756 op->speed_left--; 755 --op->speed_left;
757 process_object (op); 756 process_object (op);
758 757
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 758 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 759 goto error;
761 } 760 }
770 769
771 /* See if we hit the creature */ 770 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 771 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 772 {
774 int hitdam = base_dam; 773 int hitdam = base_dam;
775
776 if (settings.casting_time == TRUE)
777 {
778 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 {
780 hitter->casting_time = -1;
781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
782 }
783
784 if (op->casting_time > -1 && hitdam > 0)
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 774
795 if (!simple_attack) 775 if (!simple_attack)
796 { 776 {
797 /* If you hit something, the victim should *always* wake up. 777 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 778 * Before, invisible hitters could avoid doing this.
1086 return 0; 1066 return 0;
1087 } 1067 }
1088 1068
1089 if (dam < 0) 1069 if (dam < 0)
1090 { 1070 {
1091 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); 1071 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1072 dam, hitter->debug_desc (), op->debug_desc ());
1092 return 0; 1073 return 0;
1093 } 1074 }
1094 1075
1095 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1076 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1096 * people can't mess with that or it otherwise get confused. */ 1077 * people can't mess with that or it otherwise get confused. */
1098 return dam; 1079 return dam;
1099 1080
1100 if (hitter->slaying) 1081 if (hitter->slaying)
1101 { 1082 {
1102 if ((op->race && strstr (hitter->slaying, op->race)) 1083 if ((op->race && strstr (hitter->slaying, op->race))
1103 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1084 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1104 { 1085 {
1105 doesnt_slay = 0; 1086 doesnt_slay = 0;
1106 dam *= 3; 1087 dam *= 3;
1107 } 1088 }
1108 } 1089 }
1272 * exp, but the wiz would still lose exp! If drainee is a wiz, 1253 * exp, but the wiz would still lose exp! If drainee is a wiz,
1273 * nothing happens. 1254 * nothing happens.
1274 * Try to credit the owner. We try to display player -> player drain 1255 * Try to credit the owner. We try to display player -> player drain
1275 * attacks, hence all the != PLAYER checks. 1256 * attacks, hence all the != PLAYER checks.
1276 */ 1257 */
1277 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1258 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1278 { 1259 {
1279 object *owner = hitter->owner; 1260 object *owner = hitter->owner;
1280 1261
1281 if (owner && owner != hitter) 1262 if (owner && owner != hitter)
1282 { 1263 {
1307 object *god = find_god (determine_god (owner)); 1288 object *god = find_god (determine_god (owner));
1308 int div = 1; 1289 int div = 1;
1309 1290
1310 /* if undead are not an enemy of your god, you turn them 1291 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */ 1292 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1293 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1313 div = 2; 1294 div = 2;
1314 1295
1315 /* Give a bonus if you resist turn undead */ 1296 /* Give a bonus if you resist turn undead */
1316 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1297 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1317 scare_creature (op, owner); 1298 scare_creature (op, owner);
1325 case ATNR_DEATH: 1306 case ATNR_DEATH:
1326 deathstrike_player (op, hitter, &dam); 1307 deathstrike_player (op, hitter, &dam);
1327 break; 1308 break;
1328 1309
1329 case ATNR_CHAOS: 1310 case ATNR_CHAOS:
1330 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); 1311 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1331 dam = 0; 1312 dam = 0;
1332 break; 1313 break;
1333 1314
1334 case ATNR_COUNTERSPELL: 1315 case ATNR_COUNTERSPELL:
1335 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); 1316 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1336 dam = 0; 1317 dam = 0;
1337 /* This should never happen. Counterspell is handled 1318 /* This should never happen. Counterspell is handled
1338 * seperately and filtered out. If this does happen, 1319 * seperately and filtered out. If this does happen,
1339 * Counterspell has no effect on anything but spells, so it 1320 * Counterspell has no effect on anything but spells, so it
1340 * does no damage. */ 1321 * does no damage. */
1412 char buf[MAX_BUF]; 1393 char buf[MAX_BUF];
1413 const char *skill; 1394 const char *skill;
1414 int maxdam = 0; 1395 int maxdam = 0;
1415 int battleg = 0; /* true if op standing on battleground */ 1396 int battleg = 0; /* true if op standing on battleground */
1416 int pk = 0; /* true if op and what controls hitter are both players */ 1397 int pk = 0; /* true if op and what controls hitter are both players */
1417 object *owner = NULL; 1398 object *owner = 0;
1418 object *skop = NULL; 1399 object *skop = 0;
1419 1400
1420 if (op->stats.hp >= 0) 1401 if (op->stats.hp >= 0)
1421 return -1; 1402 return -1;
1422 1403
1423 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1404 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1432 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1413 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1433 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1414 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1434 1415
1435 if (op->type == DOOR) 1416 if (op->type == DOOR)
1436 { 1417 {
1437 op->set_speed (0.1); 1418 op->set_speed (0.1f);
1438 op->speed_left = -0.05; 1419 op->speed_left = -0.05f;
1439 return maxdam; 1420 return maxdam;
1440 } 1421 }
1441 1422
1442 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1423 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1443 { 1424 {
1492 else 1473 else
1493 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1474 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1494 1475
1495 /* Only play sounds for melee kills */ 1476 /* Only play sounds for melee kills */
1496 if (hitter->type == PLAYER) 1477 if (hitter->type == PLAYER)
1497 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1478 owner->play_sound (sound_find ("player_kills"));
1498 } 1479 }
1499 1480
1500 /* If a player kills another player, not on 1481 /* If a player kills another player, not on
1501 * battleground, the "killer" looses 1 luck. Since this is 1482 * battleground, the "killer" looses 1 luck. Since this is
1502 * not reversible, it's actually quite a pain IMHO. -AV 1483 * not reversible, it's actually quite a pain IMHO. -AV
1507 */ 1488 */
1508 if (op->type == PLAYER && owner != op && !battleg) 1489 if (op->type == PLAYER && owner != op && !battleg)
1509 owner->change_luck (-settings.pk_luck_penalty); 1490 owner->change_luck (-settings.pk_luck_penalty);
1510 1491
1511 /* This code below deals with finding the appropriate skill 1492 /* This code below deals with finding the appropriate skill
1512 * to credit exp to. This is a bit problematic - we should 1493 * to credit exp to. This is a bit problematic - we should
1513 * probably never really have to look at current_weapon->skill 1494 * probably never really have to look at current_weapon->skill
1514 */ 1495 */
1515 skill = 0; 1496 skill = 0;
1516 1497
1517 if (hitter->skill && hitter->type != PLAYER) 1498 if (hitter->skill && hitter->type != PLAYER)
1518 skill = hitter->skill; 1499 skill = hitter->skill;
1519 else if (owner->chosen_skill) 1500 else if (owner->chosen_skill)
1520 { 1501 {
1521 skill = owner->chosen_skill->skill;
1522 skop = owner->chosen_skill; 1502 skop = owner->chosen_skill;
1503 skill = skop->skill;
1523 } 1504 }
1524 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1505 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1525 skill = owner->current_weapon->skill; 1506 skill = owner->current_weapon->skill;
1526 else 1507 else
1527 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1508 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1561 skill = skop->skill; 1542 skill = skop->skill;
1562 1543
1563 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); 1544 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1564 1545
1565 /* If you didn't kill yourself, and your not the wizard */ 1546 /* If you didn't kill yourself, and your not the wizard */
1566 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1547 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1567 { 1548 {
1568 int exp; 1549 int exp;
1569 1550
1570 /* Really don't give much experience for killing other players */ 1551 /* Really don't give much experience for killing other players */
1571 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1552 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1638 { 1619 {
1639 object *owner1 = op->owner; 1620 object *owner1 = op->owner;
1640 1621
1641 if (owner1 && owner1->type == PLAYER) 1622 if (owner1 && owner1->type == PLAYER)
1642 { 1623 {
1643 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1624 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1644 /* Maybe we should include the owner that killed this, maybe not */ 1625 /* Maybe we should include the owner that killed this, maybe not */
1645 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1626 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name);
1646 } 1627 }
1647 1628
1648 remove_friendly_object (op); 1629 remove_friendly_object (op);
1694 } 1675 }
1695 1676
1696 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1677 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1697 friendlyfire = 0; 1678 friendlyfire = 0;
1698 } 1679 }
1680
1699 return friendlyfire; 1681 return friendlyfire;
1700} 1682}
1701
1702 1683
1703/* This isn't used just for players, but in fact most objects. 1684/* This isn't used just for players, but in fact most objects.
1704 * op is the object to be hit, dam is the amount of damage, hitter 1685 * op is the object to be hit, dam is the amount of damage, hitter
1705 * is what is hitting the object, type is the attacktype, and 1686 * is what is hitting the object, type is the attacktype, and
1706 * full_hit is set if monster area does not matter. 1687 * full_hit is set if monster area does not matter.
1724 1705
1725 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1706 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1726 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1707 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1727 return 0; 1708 return 0;
1728 1709
1729#ifdef PROHIBIT_PLAYERKILL 1710 // only allow pk for hostile players
1730 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1731 { 1712 {
1732 object *owner = hitter->owner; 1713 object *owner = hitter->owner;
1733 1714
1734 if (!owner) 1715 if (!owner)
1738 && (!op_on_battleground (op, 0, 0) 1719 && (!op_on_battleground (op, 0, 0)
1739 && (op->contr->peaceful || owner->contr->peaceful)) 1720 && (op->contr->peaceful || owner->contr->peaceful))
1740 && op != owner) 1721 && op != owner)
1741 return 0; 1722 return 0;
1742 } 1723 }
1743#endif
1744 1724
1745 if (body_attack) 1725 if (body_attack)
1746 { 1726 {
1747 /* slow and paralyze must hit the head. But we don't want to just 1727 /* slow and paralyze must hit the head. But we don't want to just
1748 * return - we still need to process other attacks the spell still 1728 * return - we still need to process other attacks the spell still
1827 if ((!hitter->slaying || 1807 if ((!hitter->slaying ||
1828 (!(op->race && strstr (hitter->slaying, op->race)) && 1808 (!(op->race && strstr (hitter->slaying, op->race)) &&
1829 !(op->name && strstr (hitter->slaying, op->name)))) && 1809 !(op->name && strstr (hitter->slaying, op->name)))) &&
1830 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1810 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1831 (hitter->title != NULL 1811 (hitter->title != NULL
1832 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1812 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1833 return 0; 1813 return 0;
1834 } 1814 }
1835 1815
1836 maxattacktype = type; /* initialise this to something */ 1816 maxattacktype = type; /* initialise this to something */
1837 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1869 */ 1849 */
1870 friendlyfire = friendly_fire (op, hitter); 1850 friendlyfire = friendly_fire (op, hitter);
1871 if (friendlyfire && maxdam) 1851 if (friendlyfire && maxdam)
1872 { 1852 {
1873 maxdam = ((dam * settings.set_friendly_fire) / 100); 1853 maxdam = ((dam * settings.set_friendly_fire) / 100);
1874#ifndef COZY_SERVER
1875 maxdam++;
1876#endif
1877 1854
1878#ifdef ATTACK_DEBUG 1855#ifdef ATTACK_DEBUG
1879 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1856 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1880 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1857 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1881#endif 1858#endif
1882 } 1859 }
1883 1860
1884 if (!full_hit) 1861 if (!full_hit)
1885 { 1862 {
1886 archetype *at;
1887 int area; 1863 int area;
1888 int remainder; 1864 int remainder;
1889 1865
1890 area = 0; 1866 area = 0;
1891 for (at = op->arch; at != NULL; at = at->more) 1867
1868 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1892 area++; 1869 area++;
1870
1893 assert (area > 0); 1871 assert (area > 0);
1894 1872
1895 /* basically: maxdam /= area; we try to "simulate" a float 1873 /* basically: maxdam /= area; we try to "simulate" a float
1896 value-effect */ 1874 value-effect */
1897 remainder = 100 * (maxdam % area) / area; 1875 remainder = 100 * (maxdam % area) / area;
1974 return maxdam; 1952 return maxdam;
1975 } 1953 }
1976 1954
1977 op->remove (); 1955 op->remove ();
1978 1956
1979 for (i = 0; i < NROFNEWOBJS (op); i++) 1957 for (i = 0; i < op->stats.food; i++)
1980 { /* This doesn't handle op->more yet */ 1958 { /* This doesn't handle op->more yet */
1981 object *tmp = arch_to_object (op->other_arch); 1959 object *tmp = arch_to_object (op->other_arch);
1982 int j; 1960 int j;
1983 1961
1984 tmp->stats.hp = op->stats.hp; 1962 tmp->stats.hp = op->stats.hp;
2011 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1989 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2012 hitter->destroy (); 1990 hitter->destroy ();
2013 1991
2014 return maxdam; 1992 return maxdam;
2015} 1993}
2016
2017 1994
2018void 1995void
2019poison_player (object *op, object *hitter, int dam) 1996poison_player (object *op, object *hitter, int dam)
2020{ 1997{
2021 archetype *at = archetype::find ("poisoning"); 1998 archetype *at = archetype::find ("poisoning");
2057 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2034 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2058 tmp->stats.Int = MAX (-dam / 7, -10); 2035 tmp->stats.Int = MAX (-dam / 7, -10);
2059 SET_FLAG (tmp, FLAG_APPLIED); 2036 SET_FLAG (tmp, FLAG_APPLIED);
2060 op->update_stats (); 2037 op->update_stats ();
2061 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2038 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2039 op->play_sound (tmp->sound);
2062 } 2040 }
2041
2063 if (hitter->type == PLAYER) 2042 if (hitter->type == PLAYER)
2064 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2065 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2066 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2045 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2067 } 2046 }
2047
2068 tmp->speed_left = 0; 2048 tmp->speed_left = 0;
2069 } 2049 }
2070 else 2050 else
2071 tmp->stats.food++; 2051 tmp->stats.food++;
2072} 2052}
2076{ 2056{
2077 archetype *at = archetype::find ("slowness"); 2057 archetype *at = archetype::find ("slowness");
2078 object *tmp; 2058 object *tmp;
2079 2059
2080 if (at == NULL) 2060 if (at == NULL)
2081 {
2082 LOG (llevError, "Can't find slowness archetype.\n"); 2061 LOG (llevError, "Can't find slowness archetype.\n");
2083 } 2062
2084 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2063 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2085 { 2064 {
2086 tmp = arch_to_object (at); 2065 tmp = arch_to_object (at);
2087 tmp = insert_ob_in_ob (tmp, op); 2066 tmp = insert_ob_in_ob (tmp, op);
2088 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2067 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2089 } 2068 }
2090 else 2069 else
2091 tmp->stats.food++; 2070 tmp->stats.food++;
2071
2092 SET_FLAG (tmp, FLAG_APPLIED); 2072 SET_FLAG (tmp, FLAG_APPLIED);
2093 tmp->speed_left = 0; 2073 tmp->speed_left = 0;
2094 op->update_stats (); 2074 op->update_stats ();
2095} 2075}
2096 2076
2113 tmp->speed = 0.05; 2093 tmp->speed = 0.05;
2114 tmp->subtype = FORCE_CONFUSION; 2094 tmp->subtype = FORCE_CONFUSION;
2115 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2095 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2116 tmp->name = "confusion"; 2096 tmp->name = "confusion";
2117 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2098
2118 if (tmp->duration > maxduration) 2099 if (tmp->duration > maxduration)
2119 tmp->duration = maxduration; 2100 tmp->duration = maxduration;
2120 2101
2121 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2122 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2103 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2104
2123 SET_FLAG (op, FLAG_CONFUSED); 2105 SET_FLAG (op, FLAG_CONFUSED);
2124} 2106}
2125 2107
2126void 2108void
2127blind_player (object *op, object *hitter, int dam) 2109blind_player (object *op, object *hitter, int dam)
2210 ** field of the deathstriking object */ 2192 ** field of the deathstriking object */
2211 2193
2212 int atk_lev, def_lev, kill_lev; 2194 int atk_lev, def_lev, kill_lev;
2213 2195
2214 if (hitter->slaying) 2196 if (hitter->slaying)
2215 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race))))
2216 return; 2198 return;
2217 2199
2218 def_lev = op->level; 2200 def_lev = op->level;
2219 if (def_lev < 1) 2201 if (def_lev < 1)
2220 { 2202 {
2221 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2203 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
2222 def_lev = 1; 2204 def_lev = 1;
2223 } 2205 }
2224 2206
2225 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2207 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2226 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2208 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2283 } 2265 }
2284 } 2266 }
2285} 2267}
2286 2268
2287/* adj_attackroll() - adjustments to attacks by various conditions */ 2269/* adj_attackroll() - adjustments to attacks by various conditions */
2288
2289int 2270int
2290adj_attackroll (object *hitter, object *target) 2271adj_attackroll (object *hitter, object *target)
2291{ 2272{
2292 object *attacker = hitter; 2273 object *attacker = hitter;
2293 int adjust = 0; 2274 int adjust = 0;
2367 2348
2368 /* I broke what used to be one big if into a few nested 2349 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible. 2350 * ones so that figuring out the logic is at least possible.
2370 */ 2351 */
2371 if (op && (op->move_type & MOVE_FLYING)) 2352 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ) 2353 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2354 return 1;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2355 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2376 return 1; 2356 return 1;
2377 }
2378 2357
2379 return 0; 2358 return 0;
2380} 2359}

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