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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.65 by root, Fri May 18 20:42:41 2007 UTC vs.
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
62 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 66
67 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
69 } 69 }
70} 70}
71 71
72/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
77did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
78{ 78{
79 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 80 materialtype_t *mt;
81 81
82 if (op->materialname == NULL) 82 if (!op->materialname)
83 { 83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material) 85 if (op->materials & mt->material)
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
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
104 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 108
109 if (type == 0) 109 if (type == 0) return TRUE;
110 return TRUE; 110
111 if (roll == 20) 111 if (roll == 20) return TRUE;
112 return TRUE; 112 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 113
116 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
117 { 115 {
118 i = 1 << number; 116 i = 1 << number;
117
119 if (!(i & type)) 118 if (!(i & type))
120 continue; 119 continue;
120
121 attacks++; 121 attacks++;
122 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
123 saves++; 123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 125 saves++;
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (op == NULL)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE))
165 { 165 {
166 const char *arch = op->other_arch->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 = archetype::get (arch)))
174 { 172 {
175 if (env) 173 if (env)
176 { 174 env->insert (op);
177 op->x = env->x, op->y = env->y;
178 insert_ob_in_ob (op, env);
179 if (env->contr)
180 esrv_send_item (env, op);
181 }
182 else 175 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0); 176 m->insert (op, x, y, originator);
186 }
187 } 177 }
188 178
189 return; 179 return;
190 } 180 }
191 181
196 return; 186 return;
197 } 187 }
198 188
199 if (op->nrof > 1) 189 if (op->nrof > 1)
200 { 190 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 191 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
205 } 193 }
206 else 194 else
207 { 195 {
196 // drop everything to the ground, if possible
208 if (op->env) 197 while (op->inv)
209 { 198 op->inv->insert_at (originator);
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215 199
216 op->destroy (); 200 op->destroy ();
217 } 201 }
218 202
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 203 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 204 if (env)
221 { 205 {
222 op = get_archetype ("burnout"); 206 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 207 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 208 env->insert (op);
225 } 209 }
226 else 210 else
227 replace_insert_ob_in_map ("burnout", originator); 211 replace_insert_ob_in_map (shstr_burnout, originator);
228 212
229 return; 213 return;
230 } 214 }
231 215
232 /* The value of 50 is arbitrary. */ 216 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2))
234 { 218 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 219 archetype *at = archetype::find (shstr_icecube);
237 220
238 if (at == NULL) 221 if (at == NULL)
239 return; 222 return;
240 223
241 op = stop_item (op); 224 op = stop_item (op);
242 if (op == NULL) 225 if (op == NULL)
243 return; 226 return;
244 227
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 228 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp)
246 { 230 {
247 tmp = arch_to_object (at); 231 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 232 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 233 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 234 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 237 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 238 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 239 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 240 }
257 241
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 242 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 243 return;
263 } 244 }
264} 245}
265 246
266/* Object op is hitting the map. 247/* Object op is hitting the map.
282 return 0; 263 return 0;
283 } 264 }
284 265
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 267 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 268 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 269 return 0;
289 } 270 }
290 271
291 if (!op->map) 272 if (!op->map)
292 { 273 {
295 } 276 }
296 277
297 if (op->head) 278 if (op->head)
298 op = op->head; 279 op = op->head;
299 280
300 map = op->map; 281 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 282 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 283
304 if (!xy_normalise (map, x, y)) 284 if (!pos.normalise ())
305 return 0; 285 return 0;
306 286
307 // elmex: a safe map tile can't be hit! 287 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 288 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 289 mapspace &ms = pos.ms ();
310 290
311 if (ms.flags () & P_SAFE) 291 if (ms.flags () & P_SAFE)
312 return 0; 292 return 0;
313 293
314 /* peterm: a few special cases for special attacktypes --counterspell 294 /* peterm: a few special cases for special attacktypes --counterspell
352 332
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 333 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 334 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 335 * This is one of the few cases where on_same_map should not be used.
356 */ 336 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 338 continue;
359 339
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 340 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 { 341 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 342 hit_player (tmp, op->stats.dam, op, type, full_hit);
539 { 519 {
540 int mtype; 520 int mtype;
541 521
542 switch (hitter->current_weapon->weapontype) 522 switch (hitter->current_weapon->weapontype)
543 { 523 {
544 case WEAP_HIT: 524 case WEAP_HIT:
545 mtype = ATM_BASIC; 525 mtype = ATM_BASIC;
546 break; 526 break;
547 case WEAP_SLASH: 527 case WEAP_SLASH:
548 mtype = ATM_SLASH; 528 mtype = ATM_SLASH;
549 break; 529 break;
550 case WEAP_PIERCE: 530 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 531 mtype = ATM_PIERCE;
552 break; 532 break;
553 case WEAP_CLEAVE: 533 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 534 mtype = ATM_CLEAVE;
555 break; 535 break;
556 case WEAP_SLICE: 536 case WEAP_SLICE:
557 mtype = ATM_SLICE; 537 mtype = ATM_SLICE;
558 break; 538 break;
559 case WEAP_STAB: 539 case WEAP_STAB:
560 mtype = ATM_STAB; 540 mtype = ATM_STAB;
561 break; 541 break;
562 case WEAP_WHIP: 542 case WEAP_WHIP:
563 mtype = ATM_WHIP; 543 mtype = ATM_WHIP;
564 break; 544 break;
565 case WEAP_CRUSH: 545 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 546 mtype = ATM_CRUSH;
567 break; 547 break;
568 case WEAP_BLUD: 548 case WEAP_BLUD:
569 mtype = ATM_BLUD; 549 mtype = ATM_BLUD;
570 break; 550 break;
571 default: 551 default:
572 mtype = ATM_BASIC; 552 mtype = ATM_BASIC;
573 break; 553 break;
574 } 554 }
555
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 556 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 557 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 558 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 559 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 560 strcpy (buf2, attack_mess[mtype][i].buf3);
613 if (hitter->owner != NULL) 594 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 595 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 596 else
616 { 597 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 598 sprintf (buf, "%s%s you.", &hitter->name, buf2);
599
618 if (dam != 0) 600 if (dam != 0)
619 { 601 {
620 if (dam < 10) 602 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 603 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 604 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 606 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 608 }
627 } 609 }
610
628 new_draw_info (NDI_BLACK, 0, op, buf); 611 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 612 } /* end of player hitting player */
630 613
631 if (hitter->type == PLAYER) 614 if (hitter->type == PLAYER)
632 { 615 {
633 sprintf (buf, "You %s.", buf1); 616 sprintf (buf, "You %s.", buf1);
617
634 if (dam != 0) 618 if (dam != 0)
635 { 619 {
636 if (dam < 10) 620 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 621 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 622 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 623 op->play_sound (sound_find ("player_hits2"));
640 else 624 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 625 op->play_sound (sound_find ("player_hits3"));
642 } 626 }
627
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 628 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 629 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 630 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 631 {
647 /* look for stacked spells and start reducing the message chances */ 632 /* look for stacked spells and start reducing the message chances */
656 if (next) 641 if (next)
657 while (next) 642 while (next)
658 { 643 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 644 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3; 645 i *= 3;
646
661 tmp = next; 647 tmp = next;
662 next = tmp->above; 648 next = tmp->above;
663 } 649 }
664 650
665 if (i < 0) 651 if (i < 0)
670 } 656 }
671 else if (rndm (0, 5) != 0) 657 else if (rndm (0, 5) != 0)
672 return; 658 return;
673 659
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 660 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 661 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 663 }
678} 664}
679 665
680 666
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 671 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 672 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 673 return 1;
688 } 674 }
675
689 if ((*target)->head) 676 if ((*target)->head)
690 *target = (*target)->head; 677 *target = (*target)->head;
678
691 if ((*hitter)->head) 679 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
694 { 686 {
695 *simple_attack = 1; 687 *simple_attack = 1;
696 return 0; 688 return 0;
697 } 689 }
690
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
700 { 695 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
702 return 1; 698 return 1;
703 } 699 }
700
704 *simple_attack = 0; 701 *simple_attack = 0;
705 return 0; 702 return 0;
706} 703}
707 704
708static int 705static int
872 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 869 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
873 * stick around. 870 * stick around.
874 */ 871 */
875 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
876 { 873 {
877 tmp = tmp->head_ (); 874 tmp->head_ ()->insert (op);
878
879 op->remove ();
880 op = insert_ob_in_ob (op, tmp);
881
882 if (tmp->type == PLAYER)
883 esrv_send_item (tmp, op);
884
885 return 1; 875 return 1;
886 } 876 }
887 else 877 else
888 return 0; 878 return 0;
889} 879}
1080 return dam; 1070 return dam;
1081 1071
1082 if (hitter->slaying) 1072 if (hitter->slaying)
1083 { 1073 {
1084 if ((op->race && strstr (hitter->slaying, op->race)) 1074 if ((op->race && strstr (hitter->slaying, op->race))
1085 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1086 { 1076 {
1087 doesnt_slay = 0; 1077 doesnt_slay = 0;
1088 dam *= 3; 1078 dam *= 3;
1089 } 1079 }
1090 } 1080 }
1203 1193
1204 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1205 objects */ 1195 objects */
1206 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1207 { 1197 {
1208 if (op->type == PLAYER)
1209 /* Make this more visible */
1210 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1211 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1212 flag = 1; 1198 flag = 1;
1213 tmp->magic--; 1199 tmp->magic--;
1214 if (op->type == PLAYER) 1200
1215 esrv_send_item (op, tmp); 1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1216 } 1209 }
1217 } 1210 }
1218 1211
1219 if (flag) 1212 if (flag)
1220 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1289 object *god = find_god (determine_god (owner)); 1282 object *god = find_god (determine_god (owner));
1290 int div = 1; 1283 int div = 1;
1291 1284
1292 /* if undead are not an enemy of your god, you turn them 1285 /* if undead are not an enemy of your god, you turn them
1293 * at half strength */ 1286 * at half strength */
1294 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1295 div = 2; 1288 div = 2;
1296 1289
1297 /* Give a bonus if you resist turn undead */ 1290 /* Give a bonus if you resist turn undead */
1298 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1299 scare_creature (op, owner); 1292 scare_creature (op, owner);
1442 pk = 1; 1435 pk = 1;
1443 1436
1444 /* Player killed something */ 1437 /* Player killed something */
1445 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1446 { 1439 {
1447 Log_Kill (owner->name,
1448 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1449
1450 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1451 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1452 * ip address is included. 1442 * ip address is included.
1453 */ 1443 */
1454 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1474 else 1464 else
1475 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1465 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1476 1466
1477 /* Only play sounds for melee kills */ 1467 /* Only play sounds for melee kills */
1478 if (hitter->type == PLAYER) 1468 if (hitter->type == PLAYER)
1479 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1469 owner->play_sound (sound_find ("player_kills"));
1480 } 1470 }
1481 1471
1482 /* If a player kills another player, not on 1472 /* If a player kills another player, not on
1483 * battleground, the "killer" looses 1 luck. Since this is 1473 * battleground, the "killer" looses 1 luck. Since this is
1484 * not reversible, it's actually quite a pain IMHO. -AV 1474 * not reversible, it's actually quite a pain IMHO. -AV
1620 { 1610 {
1621 object *owner1 = op->owner; 1611 object *owner1 = op->owner;
1622 1612
1623 if (owner1 && owner1->type == PLAYER) 1613 if (owner1 && owner1->type == PLAYER)
1624 { 1614 {
1625 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1615 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1626 /* Maybe we should include the owner that killed this, maybe not */ 1616 /* Maybe we should include the owner that killed this, maybe not */
1627 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, is killed by %s.", &op->name, &hitter->name);
1628 } 1618 }
1629 1619
1630 remove_friendly_object (op); 1620 remove_friendly_object (op);
1631 } 1621 }
1632 1622
1633 op->destroy (); 1623 op->destroy ();
1634 } 1624 }
1635 else 1625 else
1636 {
1637 /* Player has been killed! */ 1626 /* Player has been killed! */
1638 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1639 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1640 else
1641 assign (op->contr->killer, hitter->name);
1642 }
1643 1628
1644 /* 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
1645 * continues in the calling function. 1630 * continues in the calling function.
1646 */ 1631 */
1647 return maxdam; 1632 return maxdam;
1679 friendlyfire = 0; 1664 friendlyfire = 0;
1680 } 1665 }
1681 1666
1682 return friendlyfire; 1667 return friendlyfire;
1683} 1668}
1684
1685 1669
1686/* This isn't used just for players, but in fact most objects. 1670/* This isn't used just for players, but in fact most objects.
1687 * op is the object to be hit, dam is the amount of damage, hitter 1671 * op is the object to be hit, dam is the amount of damage, hitter
1688 * is what is hitting the object, type is the attacktype, and 1672 * is what is hitting the object, type is the attacktype, and
1689 * full_hit is set if monster area does not matter. 1673 * full_hit is set if monster area does not matter.
1809 if ((!hitter->slaying || 1793 if ((!hitter->slaying ||
1810 (!(op->race && strstr (hitter->slaying, op->race)) && 1794 (!(op->race && strstr (hitter->slaying, op->race)) &&
1811 !(op->name && strstr (hitter->slaying, op->name)))) && 1795 !(op->name && strstr (hitter->slaying, op->name)))) &&
1812 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1796 (!QUERY_FLAG (op, FLAG_UNDEAD) ||
1813 (hitter->title != NULL 1797 (hitter->title != NULL
1814 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1798 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL)))
1815 return 0; 1799 return 0;
1816 } 1800 }
1817 1801
1818 maxattacktype = type; /* initialise this to something */ 1802 maxattacktype = type; /* initialise this to something */
1819 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1860#endif 1844#endif
1861 } 1845 }
1862 1846
1863 if (!full_hit) 1847 if (!full_hit)
1864 { 1848 {
1865 archetype *at;
1866 int area; 1849 int area;
1867 int remainder; 1850 int remainder;
1868 1851
1869 area = 0; 1852 area = 0;
1870 for (at = op->arch; at != NULL; at = at->more) 1853
1854 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1871 area++; 1855 area++;
1856
1872 assert (area > 0); 1857 assert (area > 0);
1873 1858
1874 /* basically: maxdam /= area; we try to "simulate" a float 1859 /* basically: maxdam /= area; we try to "simulate" a float
1875 value-effect */ 1860 value-effect */
1876 remainder = 100 * (maxdam % area) / area; 1861 remainder = 100 * (maxdam % area) / area;
1953 return maxdam; 1938 return maxdam;
1954 } 1939 }
1955 1940
1956 op->remove (); 1941 op->remove ();
1957 1942
1958 for (i = 0; i < NROFNEWOBJS (op); i++) 1943 for (i = 0; i < op->stats.food; i++)
1959 { /* This doesn't handle op->more yet */ 1944 { /* This doesn't handle op->more yet */
1960 object *tmp = arch_to_object (op->other_arch); 1945 object *tmp = arch_to_object (op->other_arch);
1961 int j; 1946 int j;
1962 1947
1963 tmp->stats.hp = op->stats.hp; 1948 tmp->stats.hp = op->stats.hp;
2035 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2036 tmp->stats.Int = MAX (-dam / 7, -10); 2021 tmp->stats.Int = MAX (-dam / 7, -10);
2037 SET_FLAG (tmp, FLAG_APPLIED); 2022 SET_FLAG (tmp, FLAG_APPLIED);
2038 op->update_stats (); 2023 op->update_stats ();
2039 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2025 op->play_sound (tmp->sound);
2040 } 2026 }
2041 2027
2042 if (hitter->type == PLAYER) 2028 if (hitter->type == PLAYER)
2043 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2029 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2044 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2192 ** field of the deathstriking object */ 2178 ** field of the deathstriking object */
2193 2179
2194 int atk_lev, def_lev, kill_lev; 2180 int atk_lev, def_lev, kill_lev;
2195 2181
2196 if (hitter->slaying) 2182 if (hitter->slaying)
2197 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2183 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, 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->name, &op->name); 2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name);
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",

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