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/cvs/deliantra/server/server/attack.C
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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.67 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.68 by root, Tue Jun 5 13:05:02 2007 UTC

1681 } 1681 }
1682 1682
1683 return friendlyfire; 1683 return friendlyfire;
1684} 1684}
1685 1685
1686
1687/* This isn't used just for players, but in fact most objects. 1686/* This isn't used just for players, but in fact most objects.
1688 * op is the object to be hit, dam is the amount of damage, hitter 1687 * op is the object to be hit, dam is the amount of damage, hitter
1689 * is what is hitting the object, type is the attacktype, and 1688 * is what is hitting the object, type is the attacktype, and
1690 * full_hit is set if monster area does not matter. 1689 * full_hit is set if monster area does not matter.
1691 * dam is base damage - protections/vulnerabilities/slaying matches can 1690 * dam is base damage - protections/vulnerabilities/slaying matches can
1861#endif 1860#endif
1862 } 1861 }
1863 1862
1864 if (!full_hit) 1863 if (!full_hit)
1865 { 1864 {
1866 archetype *at;
1867 int area; 1865 int area;
1868 int remainder; 1866 int remainder;
1869 1867
1870 area = 0; 1868 area = 0;
1871 for (at = op->arch; at != NULL; at = at->more) 1869
1870 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1872 area++; 1871 area++;
1872
1873 assert (area > 0); 1873 assert (area > 0);
1874 1874
1875 /* basically: maxdam /= area; we try to "simulate" a float 1875 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */ 1876 value-effect */
1877 remainder = 100 * (maxdam % area) / area; 1877 remainder = 100 * (maxdam % area) / area;

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