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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.79 by root, Thu Nov 8 19:43:26 2007 UTC vs.
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 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
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
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);
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->archname; 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.
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);
696 *target = (*target)->head; 677 *target = (*target)->head;
697 678
698 if ((*hitter)->head) 679 if ((*hitter)->head)
699 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head;
700 681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
701 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
702 { 686 {
703 *simple_attack = 1; 687 *simple_attack = 1;
704 return 0; 688 return 0;
705 } 689 }
706 690
885 * 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
886 * stick around. 870 * stick around.
887 */ 871 */
888 if (op->weight <= 5000 && tmp->stats.hp >= 0) 872 if (op->weight <= 5000 && tmp->stats.hp >= 0)
889 { 873 {
890 tmp = tmp->head_ (); 874 tmp->head_ ()->insert (op);
891
892 op->remove ();
893 op = insert_ob_in_ob (op, tmp);
894
895 if (tmp->type == PLAYER)
896 esrv_send_item (tmp, op);
897
898 return 1; 875 return 1;
899 } 876 }
900 else 877 else
901 return 0; 878 return 0;
902} 879}
1216 1193
1217 /* High damage acid has better chance of corroding 1194 /* High damage acid has better chance of corroding
1218 objects */ 1195 objects */
1219 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)
1220 { 1197 {
1221 if (op->type == PLAYER)
1222 /* Make this more visible */
1223 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1224 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1225 flag = 1; 1198 flag = 1;
1226 tmp->magic--; 1199 tmp->magic--;
1227 if (op->type == PLAYER) 1200
1228 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 }
1229 } 1209 }
1230 } 1210 }
1231 1211
1232 if (flag) 1212 if (flag)
1233 op->update_stats (); /* Something was corroded */ 1213 op->update_stats (); /* Something was corroded */
1455 pk = 1; 1435 pk = 1;
1456 1436
1457 /* Player killed something */ 1437 /* Player killed something */
1458 if (owner->type == PLAYER) 1438 if (owner->type == PLAYER)
1459 { 1439 {
1460 Log_Kill (owner->name,
1461 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1462
1463 /* Log players killing other players - makes it easier to detect 1440 /* Log players killing other players - makes it easier to detect
1464 * and filter out malicious player killers - that is why the 1441 * and filter out malicious player killers - that is why the
1465 * ip address is included. 1442 * ip address is included.
1466 */ 1443 */
1467 if (op->type == PLAYER && !battleg) 1444 if (op->type == PLAYER && !battleg)
1644 } 1621 }
1645 1622
1646 op->destroy (); 1623 op->destroy ();
1647 } 1624 }
1648 else 1625 else
1649 {
1650 /* Player has been killed! */ 1626 /* Player has been killed! */
1651 if (owner->type == PLAYER) 1627 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1652 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1653 else
1654 assign (op->contr->killer, hitter->name);
1655 }
1656 1628
1657 /* 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
1658 * continues in the calling function. 1630 * continues in the calling function.
1659 */ 1631 */
1660 return maxdam; 1632 return maxdam;

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