ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC vs.
Revision 1.98 by root, Mon Sep 29 11:59:55 2008 UTC

148 object *env = op->env; 148 object *env = op->env;
149 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
150 maptile *m = op->map; 150 maptile *m = op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (!op)
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 potential "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
192 fix_stopped_item (op, m, originator); 192 fix_stopped_item (op, m, originator);
193 } 193 }
194 else 194 else
195 { 195 {
196 // drop everything to the ground, if possible 196 // drop everything to the ground, if possible
197 while (op->inv)
198 op->inv->insert_at (originator); 197 op->insert_at (originator);
199
200 op->destroy (); 198 op->drop_and_destroy ();
201 } 199 }
202 200
203 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env) 202 if (env)
205 { 203 {
212 210
213 return; 211 return;
214 } 212 }
215 213
216 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
217 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
218 { 216 {
219 archetype *at = archetype::find (shstr_icecube); 217 archetype *at = archetype::find (shstr_icecube);
220 218
221 if (at == NULL) 219 if (at == NULL)
222 return; 220 return;
893 /* Disassemble missile */ 891 /* Disassemble missile */
894 if (op->inv) 892 if (op->inv)
895 { 893 {
896 container = op; 894 container = op;
897 hitter = op->inv; 895 hitter = op->inv;
898 hitter->remove ();
899 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 896 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 897 /* 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 898 * 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 899 * removed at the end of this function must be able to deal with empty
903 * THROWN_OBJs. */ 900 * THROWN_OBJs. */
904 } 901 }
918 * other places as well!) 915 * other places as well!)
919 */ 916 */
920 if (hitter->destroyed () || hitter->env != NULL) 917 if (hitter->destroyed () || hitter->env != NULL)
921 { 918 {
922 if (container) 919 if (container)
923 {
924 container->remove ();
925 container->destroy (); 920 container->destroy ();
926 }
927 921
928 return 0; 922 return 0;
929 } 923 }
930 924
931 /* Missile hit victim */ 925 /* Missile hit victim */
955 * can fly over but not otherwise move over. What is the correct 949 * can fly over but not otherwise move over. What is the correct
956 * way to handle those otherwise? 950 * way to handle those otherwise?
957 */ 951 */
958 if (victim->x != hitter->x || victim->y != hitter->y) 952 if (victim->x != hitter->x || victim->y != hitter->y)
959 { 953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
960 hitter->remove (); 958 hitter->remove ();
961 hitter->x = victim->x; 959 hitter->x = victim->x;
962 hitter->y = victim->y; 960 hitter->y = victim->y;
963 insert_ob_in_map (hitter, victim->map, hitter, 0); 961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
964 } 963 }
965 else 964 else
966 /* Else leave arrow where it is */ 965 /* Else leave arrow where it is */
967 merge_ob (hitter, NULL); 966 merge_ob (hitter, NULL);
968 967
1383 */ 1382 */
1384int 1383int
1385kill_object (object *op, int dam, object *hitter, int type) 1384kill_object (object *op, int dam, object *hitter, int type)
1386{ 1385{
1387 char buf[MAX_BUF]; 1386 char buf[MAX_BUF];
1388 const char *skill; 1387 shstr skill;
1389 int maxdam = 0; 1388 int maxdam = 0;
1390 int battleg = 0; /* true if op standing on battleground */ 1389 int battleg = 0; /* true if op standing on battleground */
1391 int pk = 0; /* true if op and what controls hitter are both players */ 1390 int pk = 0; /* true if op and what controls hitter are both players */
1392 object *owner = 0; 1391 object *owner = 0;
1393 object *skop = 0; 1392 object *skop = 0;
1414 return maxdam; 1413 return maxdam;
1415 } 1414 }
1416 1415
1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1418 { 1417 {
1419 op->destroy (); 1418 op->drop_and_destroy ();
1420 return maxdam; 1419 return maxdam;
1421 } 1420 }
1422 1421
1423 /* Now lets start dealing with experience we get for killing something */ 1422 /* Now lets start dealing with experience we get for killing something */
1424 1423
1425 owner = hitter->owner; 1424 owner = hitter->outer_owner ();
1426 if (!owner) 1425 if (!owner)
1427 owner = hitter; 1426 owner = hitter;
1428 1427
1429 /* is the victim (op) standing on battleground? */ 1428 /* is the victim (op) standing on battleground? */
1430 if (op_on_battleground (op, NULL, NULL)) 1429 if (op_on_battleground (op, NULL, NULL))
1482 1481
1483 /* This code below deals with finding the appropriate skill 1482 /* This code below deals with finding the appropriate skill
1484 * to credit exp to. This is a bit problematic - we should 1483 * to credit exp to. This is a bit problematic - we should
1485 * probably never really have to look at current_weapon->skill 1484 * probably never really have to look at current_weapon->skill
1486 */ 1485 */
1487 skill = 0;
1488
1489 if (hitter->skill && hitter->type != PLAYER) 1486 if (hitter->skill && hitter->type != PLAYER)
1490 skill = hitter->skill; 1487 skill = hitter->skill;
1491 else if (owner->chosen_skill) 1488 else if (owner->chosen_skill)
1492 { 1489 {
1493 skop = owner->chosen_skill; 1490 skop = owner->chosen_skill;
1494 skill = skop->skill; 1491 skill = skop->skill;
1495 } 1492 }
1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON))
1497 skill = owner->current_weapon->skill; 1494 skill = owner->current_weapon->skill;
1498 else 1495 else
1496 {
1499 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1497 LOG (llevError, "kill_object - unable to find skill that killed monster\n");
1498 skill = 0;
1499 }
1500 1500
1501 /* We have the skill we want to credit to - now find the object this goes 1501 /* 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! 1502 * to. Make sure skop is an actual skill, and not a skill tool!
1503 */ 1503 */
1504 if ((!skop || skop->type != SKILL) && skill) 1504 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 */ 1505 } /* Was it a player that hit somethign */
1516 else 1506 else
1517 skill = 0; 1507 skill = 0;
1518 1508
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 */ 1509 /* These may have been set in the player code section above */
1529 if (!skop) 1510 if (!skop)
1530 skop = hitter->chosen_skill; 1511 skop = hitter->chosen_skill;
1531 1512
1532 if (!skill && skop) 1513 if (!skill && skop)
1533 skill = skop->skill; 1514 skill = skop->skill;
1534
1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536 1515
1537 /* If you didn't kill yourself, and your not the wizard */ 1516 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1517 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1539 { 1518 {
1540 int exp; 1519 int exp;
1612 1591
1613 if (owner1 && owner1->type == PLAYER) 1592 if (owner1 && owner1->type == PLAYER)
1614 { 1593 {
1615 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1594 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 /* Maybe we should include the owner that killed this, maybe not */ 1595 /* 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); 1596 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1618 } 1597 }
1619 1598
1620 remove_friendly_object (op); 1599 remove_friendly_object (op);
1621 } 1600 }
1622 1601
1623 op->destroy (); 1602 op->drop_and_destroy ();
1624 } 1603 }
1625 else 1604 else
1626 /* Player has been killed! */ 1605 /* Player has been killed! */
1627 op->contr->killer = owner->type == PLAYER ? owner : hitter; 1606 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628 1607
1914 /* See if the creature has been killed */ 1893 /* See if the creature has been killed */
1915 rtn_kill = kill_object (op, maxdam, hitter, type); 1894 rtn_kill = kill_object (op, maxdam, hitter, type);
1916 if (rtn_kill != -1) 1895 if (rtn_kill != -1)
1917 return rtn_kill; 1896 return rtn_kill;
1918 1897
1919
1920 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1898 /* 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 1899 * that before if the player was immune to ghosthit, the monster
1922 * remained - that is no longer the case. 1900 * remained - that is no longer the case.
1923 */ 1901 */
1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1902 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1925 hitter->destroy (); 1903 hitter->drop_and_destroy ();
1926
1927 /* Lets handle creatures that are splitting now */ 1904 /* Lets handle creatures that are splitting now */
1928 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1905 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1929 { 1906 {
1930 int i; 1907 int i;
1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1908 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1971 } 1948 }
1972 1949
1973 op->destroy (); 1950 op->destroy ();
1974 } 1951 }
1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1952 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1976 hitter->destroy (); 1953 hitter->drop_and_destroy ();
1977 1954
1978 return maxdam; 1955 return maxdam;
1979} 1956}
1980 1957
1981void 1958void
2184 return; 2161 return;
2185 2162
2186 def_lev = op->level; 2163 def_lev = op->level;
2187 if (def_lev < 1) 2164 if (def_lev < 1)
2188 { 2165 {
2189 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 2166 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2190 def_lev = 1; 2167 def_lev = 1;
2191 } 2168 }
2192 2169
2193 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2170 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2171 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines