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 1.47 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.50 by pippijn, Thu Mar 1 12:28:16 2007 UTC

84 materialtype_t *mt; 84 materialtype_t *mt;
85 85
86 if (op->materialname == NULL) 86 if (op->materialname == NULL)
87 { 87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->material & mt->material) 89 if (op->materials & mt->material)
90 break; 90 break;
91 } 91 }
92 else 92 else
93 mt = name_to_material (op->materialname); 93 mt = name_to_material (op->materialname);
94 94
375 * that weak walls have is_alive set, which prevent objects from 375 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 376 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be 377 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 378 * destroyed right now.
379 */ 379 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 380 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
381 { 381 {
382 save_throw_object (tmp, type, op); 382 save_throw_object (tmp, type, op);
383 383
384 if (op->destroyed ()) 384 if (op->destroyed ())
385 break; 385 break;
1088 return 0; 1088 return 0;
1089 } 1089 }
1090 1090
1091 if (dam < 0) 1091 if (dam < 0)
1092 { 1092 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1094 return 0; 1094 return 0;
1095 } 1095 }
1096 1096
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1203 if (tmp->invisible) 1203 if (tmp->invisible)
1204 continue; 1204 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1207 continue; 1207 continue;
1208 if (!(tmp->material & M_IRON)) 1208 if (!(tmp->materials & M_IRON))
1209 continue; 1209 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue; 1211 continue;
1212 if (tmp->type == RING 1212 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */ 1213 /* removed boots and gloves from exclusion list in PR */
1602 if (owner->type != PLAYER || owner->contr->party == NULL) 1602 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0); 1603 change_exp (owner, exp, skill, 0);
1604 else 1604 else
1605 { 1605 {
1606 int shares = 0, count = 0; 1606 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party; 1607 partylist *party = owner->contr->party;
1609 1608
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1609 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611 1610
1612 for_all_players (pl) 1611 for_all_players (pl)
1798 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1797 * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1798 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100) 1799 if (dam >= 100)
1801 dam /= 100; 1800 dam /= 100;
1802 else 1801 else
1803 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1802 dam = (dam > rndm (0, 99)) ? 1 : 0;
1804 } 1803 }
1805 1804
1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1805 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1806 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808 */ 1807 */

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines