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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC vs.
Revision 1.113 by root, Thu Nov 5 14:27:47 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>
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) 83 if (!op->materialname)
83 { 84 {
84 for (mt = materialt; mt && mt->next; 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);
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 potential "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 = archetype::get (arch)))
172 { 172 {
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)
182 {
183 const char *arch = op->other_arch->archname;
184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
173 if (env) 190 if (env)
174 env->insert (op); 191 env->insert (op);
175 else 192 else
176 m->insert (op, x, y, originator); 193 m->insert (op, x, y, originator);
194 }
195 }
177 } 196 }
178
179 return; 197 return;
180 } 198 }
181 199
182 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 201 { /* Cancellation. */
192 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
193 } 211 }
194 else 212 else
195 { 213 {
196 // drop everything to the ground, if possible 214 // drop everything to the ground, if possible
197 while (op->inv)
198 op->inv->insert_at (originator); 215 op->insert_at (originator);
199
200 op->destroy (); 216 op->drop_and_destroy ();
201 } 217 }
202 218
203 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env) 220 if (env)
205 { 221 {
212 228
213 return; 229 return;
214 } 230 }
215 231
216 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
217 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))
218 { 234 {
219 archetype *at = archetype::find (shstr_icecube); 235 archetype *at = archetype::find (shstr_icecube);
220 236
221 if (at == NULL) 237 if (at == NULL)
222 return; 238 return;
374 390
375 /* put in a few special messages for some of the common attacktypes 391 /* put in a few special messages for some of the common attacktypes
376 * a player might have. For example, fire, electric, cold, etc 392 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 393 * [garbled 20010919]
378 */ 394 */
379
380 if (dam == 9998 && op->type == DOOR) 395 if (dam == 9998 && op->type == DOOR)
381 { 396 {
382 sprintf (buf1, "unlock %s", &op->name); 397 sprintf (buf1, "unlock %s", &op->name);
383 sprintf (buf2, " unlocks"); 398 sprintf (buf2, " unlocks");
384 found++; 399 found++;
385 } 400 }
386 if (dam < 0) 401 else if (dam < 0)
387 { 402 {
388 sprintf (buf1, "hit %s", &op->name); 403 sprintf (buf1, "hit %s", &op->name);
389 sprintf (buf2, " hits"); 404 sprintf (buf2, " hits");
390 found++; 405 found++;
391 } 406 }
513 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
514 found++; 529 found++;
515 break; 530 break;
516 } 531 }
517 } 532 }
518 else if (hitter->current_weapon != NULL) 533 else if (hitter->current_weapon)
519 { 534 {
520 int mtype; 535 int mtype;
521 536
522 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
523 { 538 {
661 op->play_sound (sound_find ("player_hits4")); 676 op->play_sound (sound_find ("player_hits4"));
662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
663 } 678 }
664} 679}
665 680
666
667static int 681static int
668get_attack_mode (object **target, object **hitter, int *simple_attack) 682get_attack_mode (object **target, object **hitter, int *simple_attack)
669{ 683{
670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
671 { 685 {
672 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
673 return 1; 687 return 1;
674 } 688 }
675 689
676 if ((*target)->head)
677 *target = (*target)->head; 690 *target = (*target)->head_ ();
678
679 if ((*hitter)->head)
680 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head_ ();
681 692
682 if ((*target)->type == LOCKED_DOOR) 693 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit 694 return 1; // locked doors cannot be hit
684 695
685 if ((*hitter)->env || (*target)->env) 696 if ((*hitter)->env || (*target)->env)
703} 714}
704 715
705static int 716static int
706abort_attack (object *target, object *hitter, int simple_attack) 717abort_attack (object *target, object *hitter, int simple_attack)
707{ 718{
708
709/* Check if target and hitter are still in a relation similar to the one 719 /* Check if target and hitter are still in a relation similar to the one
710 * determined by get_attack_mode(). Returns true if the relation has changed. 720 * determined by get_attack_mode(). Returns true if the relation has changed.
711 */ 721 */
712 int new_mode; 722 int new_mode;
713 723
714 if (hitter->env == target || target->env == hitter) 724 if (hitter->env == target || target->env == hitter)
715 new_mode = 1; 725 new_mode = 1;
716 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
717 return 1; 728 return 1;
718 else 729 else
719 new_mode = 0; 730 new_mode = 0;
731
720 return new_mode != simple_attack; 732 return new_mode != simple_attack;
721} 733}
722 734
723static void thrown_item_effect (object *, object *); 735static void thrown_item_effect (object *, object *);
724 736
782 * for help. */ 794 * for help. */
783 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 795 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
784 npc_call_help (op); 796 npc_call_help (op);
785 797
786 /* if you were hidden and hit by a creature, you are discovered */ 798 /* if you were hidden and hit by a creature, you are discovered */
787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 799 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
788 { 800 {
789 make_visible (op); 801 make_visible (op);
790 802
791 if (op->type == PLAYER) 803 if (op->type == PLAYER)
792 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 804 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
793 } 805 }
794 806
795 /* thrown items (hitter) will have various effects 807 /* thrown items (hitter) will have various effects
796 * when they hit the victim. For things like thrown daggers, 808 * when they hit the victim. For things like thrown daggers,
797 * this sets 'hitter' to the actual dagger, and not the 809 * this sets 'hitter' to the actual dagger, and not the
809 if (hitdam <= 0) 821 if (hitdam <= 0)
810 hitdam = 1; 822 hitdam = 1;
811 823
812 type = hitter->attacktype; 824 type = hitter->attacktype;
813 825
826 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
827 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
828 * This check is important for the most simple monsters out there in the
829 * game content (maps, archs). For example orcs: They would have
830 * no attacktype at all.
831 *
832 * Some time in the future someone should just go into the game data
833 * and fix every monster out there ;-/ Until then we will kill some
834 * more trees in the african rain forests with this check.
835 */
814 if (!type) 836 if (!type)
815 type = AT_PHYSICAL; 837 type = AT_PHYSICAL;
816 838
817 /* Handle monsters that hit back */ 839 /* Handle monsters that hit back */
818 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
893 /* Disassemble missile */ 915 /* Disassemble missile */
894 if (op->inv) 916 if (op->inv)
895 { 917 {
896 container = op; 918 container = op;
897 hitter = op->inv; 919 hitter = op->inv;
898 hitter->remove ();
899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 920 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
900 /* Note that we now have an empty THROWN_OBJ on the map. Code that 921 /* Note that we now have an empty THROWN_OBJ on the map. Code that
901 * might be called until this THROWN_OBJ is either reassembled or 922 * might be called until this THROWN_OBJ is either reassembled or
902 * removed at the end of this function must be able to deal with empty 923 * removed at the end of this function must be able to deal with empty
903 * THROWN_OBJs. */ 924 * THROWN_OBJs. */
904 } 925 }
918 * other places as well!) 939 * other places as well!)
919 */ 940 */
920 if (hitter->destroyed () || hitter->env != NULL) 941 if (hitter->destroyed () || hitter->env != NULL)
921 { 942 {
922 if (container) 943 if (container)
923 {
924 container->remove ();
925 container->destroy (); 944 container->destroy ();
926 }
927 945
928 return 0; 946 return 0;
929 } 947 }
930 948
931 /* Missile hit victim */ 949 /* Missile hit victim */
955 * can fly over but not otherwise move over. What is the correct 973 * can fly over but not otherwise move over. What is the correct
956 * way to handle those otherwise? 974 * way to handle those otherwise?
957 */ 975 */
958 if (victim->x != hitter->x || victim->y != hitter->y) 976 if (victim->x != hitter->x || victim->y != hitter->y)
959 { 977 {
978 if (victim->destroyed ())
979 hitter->destroy ();
980 else
981 {
960 hitter->remove (); 982 hitter->remove ();
961 hitter->x = victim->x; 983 hitter->x = victim->x;
962 hitter->y = victim->y; 984 hitter->y = victim->y;
963 insert_ob_in_map (hitter, victim->map, hitter, 0); 985 insert_ob_in_map (hitter, victim->map, hitter, 0);
986 }
964 } 987 }
965 else 988 else
966 /* Else leave arrow where it is */ 989 /* Else leave arrow where it is */
967 merge_ob (hitter, NULL); 990 merge_ob (hitter, NULL);
968 991
983} 1006}
984 1007
985void 1008void
986tear_down_wall (object *op) 1009tear_down_wall (object *op)
987{ 1010{
988 int perc = 0;
989
990 if (!op->stats.maxhp) 1011 if (!op->stats.maxhp)
991 {
992 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1012 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
993 perc = 1; 1013 else if (!op->has_anim ())
994 }
995 else if (!GET_ANIM_ID (op))
996 { 1014 {
997 /* Object has been called - no animations, so remove it */ 1015 /* Object has been called - no animations, so remove it */
998 if (op->stats.hp < 0) 1016 if (op->stats.hp < 0)
999 op->destroy (); 1017 op->destroy ();
1000 1018
1001 return; /* no animations, so nothing more to do */ 1019 return; /* no animations, so nothing more to do */
1002 } 1020 }
1003 1021
1004 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1022 // we use frames 1..num-2 as intermediate frames, so
1023 // the last frame is used only when hp < 0.
1024 int perc = clamp (
1025 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1026 0, op->anim_frames () - 1
1027 );
1005 1028
1006 if (perc >= (int) NUM_ANIMATIONS (op)) 1029 op->set_anim_frame (perc);
1007 perc = NUM_ANIMATIONS (op) - 1;
1008 else if (perc < 1)
1009 perc = 1;
1010
1011 SET_ANIMATION (op, perc);
1012 update_object (op, UP_OBJ_FACE); 1030 update_object (op, UP_OBJ_FACE);
1013 1031
1014 if (perc == NUM_ANIMATIONS (op) - 1) 1032 if (op->stats.hp < 0)
1015 { /* Reached the last animation */ 1033 { /* Reached the last animation */
1016 if (op->face == blank_face) 1034 if (op->face == blank_face)
1017 /* If the last face is blank, remove the ob */ 1035 /* If the last face is blank, remove the ob */
1018 op->destroy (); 1036 op->destroy ();
1019 else 1037 else
1020 { /* The last face was not blank, leave an image */ 1038 { /* The last face was not blank, leave an image */
1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1039 op->flag [FLAG_BLOCKSVIEW] = false;
1022 update_all_los (op->map, op->x, op->y); 1040 update_all_los (op->map, op->x, op->y);
1023 op->move_block = 0; 1041 op->move_block = 0;
1024 CLEAR_FLAG (op, FLAG_ALIVE); 1042 op->flag [FLAG_ALIVE] = false;
1025 } 1043 }
1026 } 1044 }
1027} 1045}
1028 1046
1029void 1047void
1030scare_creature (object *target, object *hitter) 1048scare_creature (object *target, object *hitter)
1031{ 1049{
1032 object *owner = hitter->owner; 1050 target->flag [FLAG_SCARED] = true;
1033 1051
1034 if (!owner)
1035 owner = hitter;
1036
1037 SET_FLAG (target, FLAG_SCARED);
1038 if (!target->enemy) 1052 if (!target->enemy)
1039 target->enemy = owner; 1053 target->enemy = hitter->outer_owner ();
1040} 1054}
1041 1055
1042/* This returns the amount of damage hitter does to op with the 1056/* This returns the amount of damage hitter does to op with the
1043 * appropriate attacktype. Only 1 attacktype should be set at a time. 1057 * appropriate attacktype. Only 1 attacktype should be set at a time.
1044 * This doesn't damage the player, but returns how much it should 1058 * This doesn't damage the player, but returns how much it should
1069 if (attacknum == ATNR_INTERNAL) 1083 if (attacknum == ATNR_INTERNAL)
1070 return dam; 1084 return dam;
1071 1085
1072 if (hitter->slaying) 1086 if (hitter->slaying)
1073 { 1087 {
1074 if ((op->race && strstr (hitter->slaying, op->race)) 1088 if ((op->race && hitter->slaying.contains (op->race))
1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) 1089 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1076 { 1090 {
1077 doesnt_slay = 0; 1091 doesnt_slay = 0;
1078 dam *= 3; 1092 dam *= 3;
1079 } 1093 }
1080 } 1094 }
1282 object *god = find_god (determine_god (owner)); 1296 object *god = find_god (determine_god (owner));
1283 int div = 1; 1297 int div = 1;
1284 1298
1285 /* if undead are not an enemy of your god, you turn them 1299 /* if undead are not an enemy of your god, you turn them
1286 * at half strength */ 1300 * at half strength */
1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) 1301 if (!god || !god->slaying.contains (shstr_undead))
1288 div = 2; 1302 div = 2;
1289 1303
1290 /* Give a bonus if you resist turn undead */ 1304 /* Give a bonus if you resist turn undead */
1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1305 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1292 scare_creature (op, owner); 1306 scare_creature (op, owner);
1383 */ 1397 */
1384int 1398int
1385kill_object (object *op, int dam, object *hitter, int type) 1399kill_object (object *op, int dam, object *hitter, int type)
1386{ 1400{
1387 char buf[MAX_BUF]; 1401 char buf[MAX_BUF];
1388 const char *skill; 1402 shstr skill;
1389 int maxdam = 0; 1403 int maxdam = 0;
1390 int battleg = 0; /* true if op standing on battleground */ 1404 int battleg = 0; /* true if op standing on battleground */
1391 int pk = 0; /* true if op and what controls hitter are both players */ 1405 int pk = 0; /* true if op and what controls hitter are both players */
1392 object *owner = 0; 1406 object *owner = 0;
1393 object *skop = 0; 1407 object *skop = 0;
1414 return maxdam; 1428 return maxdam;
1415 } 1429 }
1416 1430
1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1431 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1418 { 1432 {
1419 op->destroy (); 1433 op->drop_and_destroy ();
1420 return maxdam; 1434 return maxdam;
1421 } 1435 }
1422 1436
1423 /* Now lets start dealing with experience we get for killing something */ 1437 /* Now lets start dealing with experience we get for killing something */
1424 1438
1425 owner = hitter->owner; 1439 owner = hitter->outer_owner ();
1426 if (!owner) 1440 if (!owner)
1427 owner = hitter; 1441 owner = hitter;
1428 1442
1429 /* is the victim (op) standing on battleground? */ 1443 /* is the victim (op) standing on battleground? */
1430 if (op_on_battleground (op, NULL, NULL)) 1444 if (op_on_battleground (op, NULL, NULL))
1482 1496
1483 /* This code below deals with finding the appropriate skill 1497 /* This code below deals with finding the appropriate skill
1484 * to credit exp to. This is a bit problematic - we should 1498 * to credit exp to. This is a bit problematic - we should
1485 * probably never really have to look at current_weapon->skill 1499 * probably never really have to look at current_weapon->skill
1486 */ 1500 */
1487 skill = 0;
1488
1489 if (hitter->skill && hitter->type != PLAYER) 1501 if (hitter->skill && hitter->type != PLAYER)
1490 skill = hitter->skill; 1502 skill = hitter->skill;
1491 else if (owner->chosen_skill) 1503 else if (owner->chosen_skill)
1492 { 1504 {
1493 skop = owner->chosen_skill; 1505 skop = owner->chosen_skill;
1494 skill = skop->skill; 1506 skill = skop->skill;
1495 } 1507 }
1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1497 skill = owner->current_weapon->skill; 1509 skill = owner->current_weapon->skill;
1498 else 1510 else
1511 {
1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1512 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1513 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1514 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1515 skill = 0;
1516 }
1500 1517
1501 /* We have the skill we want to credit to - now find the object this goes 1518 /* We have the skill we want to credit to - now find the object this goes
1502 * to. Make sure skop is an actual skill, and not a skill tool! 1519 * to. Make sure skop is an actual skill, and not a skill tool!
1503 */ 1520 */
1504 if ((!skop || skop->type != SKILL) && skill) 1521 skop = owner->contr->find_skill (skill);
1505 {
1506 int i;
1507
1508 for (i = 0; i < NUM_SKILLS; i++)
1509 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1510 {
1511 skop = owner->contr->last_skill_ob[i];
1512 break;
1513 }
1514 }
1515 } /* Was it a player that hit somethign */ 1522 } /* Was it a player that hit somethign */
1516 else 1523 else
1517 skill = 0; 1524 skill = 0;
1518 1525
1519 /* Pet (or spell) killed something. */
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 /* These may have been set in the player code section above */ 1526 /* These may have been set in the player code section above */
1529 if (!skop) 1527 if (!skop)
1530 skop = hitter->chosen_skill; 1528 skop = hitter->chosen_skill;
1531 1529
1532 if (!skill && skop) 1530 if (!skill && skop)
1533 skill = skop->skill; 1531 skill = skop->skill;
1534
1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536 1532
1537 /* If you didn't kill yourself, and your not the wizard */ 1533 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1534 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1539 { 1535 {
1540 int exp; 1536 int exp;
1612 1608
1613 if (owner1 && owner1->type == PLAYER) 1609 if (owner1 && owner1->type == PLAYER)
1614 { 1610 {
1615 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1611 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 /* Maybe we should include the owner that killed this, maybe not */ 1612 /* Maybe we should include the owner that killed this, maybe not */
1617 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1613 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1618 } 1614 }
1619 1615
1620 remove_friendly_object (op); 1616 remove_friendly_object (op);
1621 } 1617 }
1622 1618
1623 op->destroy (); 1619 op->drop_and_destroy ();
1624 } 1620 }
1625 else 1621 else
1626 /* Player has been killed! */ 1622 /* Player has been killed! */
1627 op->contr->killer = owner->type == PLAYER ? owner : hitter; 1623 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628 1624
1788 */ 1784 */
1789 if (type & AT_HOLYWORD) 1785 if (type & AT_HOLYWORD)
1790 { 1786 {
1791 object *god; 1787 object *god;
1792 1788
1793 if ((!hitter->slaying || 1789 if ((!hitter->slaying
1794 (!(op->race && strstr (hitter->slaying, op->race)) && 1790 || (!(op->race && hitter->slaying.contains (op->race))
1795 !(op->name && strstr (hitter->slaying, op->name)))) && 1791 && !(op->name && hitter->slaying.contains (op->name))))
1796 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1792 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1797 (hitter->title != NULL 1793 || (hitter->title
1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1794 && (god = find_god (determine_god (hitter))) != NULL
1795 && god->race.contains (shstr_undead))))
1799 return 0; 1796 return 0;
1800 } 1797 }
1801 1798
1802 maxattacktype = type; /* initialise this to something */ 1799 maxattacktype = type; /* initialise this to something */
1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1800 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1914 /* See if the creature has been killed */ 1911 /* See if the creature has been killed */
1915 rtn_kill = kill_object (op, maxdam, hitter, type); 1912 rtn_kill = kill_object (op, maxdam, hitter, type);
1916 if (rtn_kill != -1) 1913 if (rtn_kill != -1)
1917 return rtn_kill; 1914 return rtn_kill;
1918 1915
1919
1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1916 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1921 * that before if the player was immune to ghosthit, the monster 1917 * that before if the player was immune to ghosthit, the monster
1922 * remained - that is no longer the case. 1918 * remained - that is no longer the case.
1923 */ 1919 */
1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1920 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1925 hitter->destroy (); 1921 hitter->drop_and_destroy ();
1926
1927 /* Lets handle creatures that are splitting now */ 1922 /* Lets handle creatures that are splitting now */
1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1923 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1929 { 1924 {
1930 int i; 1925 int i;
1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1926 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1971 } 1966 }
1972 1967
1973 op->destroy (); 1968 op->destroy ();
1974 } 1969 }
1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1970 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1976 hitter->destroy (); 1971 hitter->drop_and_destroy ();
1977 1972
1978 return maxdam; 1973 return maxdam;
1979} 1974}
1980 1975
1981void 1976void
2178 ** field of the deathstriking object */ 2173 ** field of the deathstriking object */
2179 2174
2180 int atk_lev, def_lev, kill_lev; 2175 int atk_lev, def_lev, kill_lev;
2181 2176
2182 if (hitter->slaying) 2177 if (hitter->slaying)
2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 2178 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2179 || (op->race && hitter->slaying.contains (op->race))))
2184 return; 2180 return;
2185 2181
2186 def_lev = op->level; 2182 def_lev = op->level;
2187 if (def_lev < 1) 2183 if (def_lev < 1)
2188 { 2184 {
2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2185 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2190 def_lev = 1; 2186 def_lev = 1;
2191 } 2187 }
2192 2188
2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2189 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2190 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2287 { 2283 {
2288 /* target is unseen */ 2284 /* target is unseen */
2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2285 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2290 adjust -= 10; 2286 adjust -= 10;
2291 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2287 /* dark map penalty for the hitter (lacks infravision if we got here). */
2292 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2288 else if (!stand_in_light (target))
2293 adjust -= target->map->darkness; 2289 adjust -= target->map->darklevel ();
2294 } 2290 }
2295 2291
2296 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2292 if (QUERY_FLAG (attacker, FLAG_SCARED))
2297 adjust -= 3; 2293 adjust -= 3;
2298 2294

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