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Comparing deliantra/server/server/attack.c (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:03:19 2006 UTC vs.
Revision 1.16 by elmex, Sun Aug 13 17:16:03 2006 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * static char *rcsid_attack_c =
3 * "$Id: attack.c,v 1.1.1.2 2006/02/22 18:03:19 elmex Exp $"; 3 * "$Id: attack.c,v 1.16 2006/08/13 17:16:03 elmex dead $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
403 i++) 403 i++)
404 if (dam < attack_mess[ATM_SUFFER][i].level 404 if (dam < attack_mess[ATM_SUFFER][i].level
405 || attack_mess[ATM_SUFFER][i+1].level == -1) { 405 || attack_mess[ATM_SUFFER][i+1].level == -1) {
406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, 406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407 op->name, attack_mess[ATM_SUFFER][i].buf2); 407 op->name, attack_mess[ATM_SUFFER][i].buf2);
408 sprintf(buf2, "%s", attack_mess[ATM_SUFFER][i].buf3); 408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 409 found++;
410 break; 410 break;
411 } 411 }
412 } else if (op->type == DOOR && !found) { 412 } else if (op->type == DOOR && !found) {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1;
414 i++) 414 i++)
415 if (dam < attack_mess[ATM_DOOR][i].level 415 if (dam < attack_mess[ATM_DOOR][i].level
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 416 || attack_mess[ATM_DOOR][i+1].level == -1) {
417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, 417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418 op->name, attack_mess[ATM_DOOR][i].buf2); 418 op->name, attack_mess[ATM_DOOR][i].buf2);
419 sprintf(buf2, "%s", attack_mess[ATM_DOOR][i].buf3); 419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 420 found++;
421 break; 421 break;
422 } 422 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 423 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
424 if (USING_SKILL(hitter, SK_KARATE)) { 424 if (USING_SKILL(hitter, SK_KARATE)) {
426 i++) 426 i++)
427 if (dam < attack_mess[ATM_KARATE][i].level 427 if (dam < attack_mess[ATM_KARATE][i].level
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 428 || attack_mess[ATM_KARATE][i+1].level == -1) {
429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, 429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430 op->name, attack_mess[ATM_KARATE][i].buf2); 430 op->name, attack_mess[ATM_KARATE][i].buf2);
431 sprintf(buf2, "%s", attack_mess[ATM_KARATE][i].buf3); 431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 432 found++;
433 break; 433 break;
434 } 434 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 435 } else if (USING_SKILL(hitter, SK_CLAWING)) {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
437 i++) 437 i++)
438 if (dam < attack_mess[ATM_CLAW][i].level 438 if (dam < attack_mess[ATM_CLAW][i].level
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 439 || attack_mess[ATM_CLAW][i+1].level == -1) {
440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, 440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441 op->name, attack_mess[ATM_CLAW][i].buf2); 441 op->name, attack_mess[ATM_CLAW][i].buf2);
442 sprintf(buf2, "%s", attack_mess[ATM_CLAW][i].buf3); 442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 443 found++;
444 break; 444 break;
445 } 445 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 446 } else if (USING_SKILL(hitter, SK_PUNCHING)) {
447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1;
448 i++) 448 i++)
449 if (dam < attack_mess[ATM_PUNCH][i].level 449 if (dam < attack_mess[ATM_PUNCH][i].level
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 450 || attack_mess[ATM_PUNCH][i+1].level == -1) {
451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452 op->name, attack_mess[ATM_PUNCH][i].buf2); 452 op->name, attack_mess[ATM_PUNCH][i].buf2);
453 sprintf(buf2, "%s", attack_mess[ATM_PUNCH][i].buf3); 453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 454 found++;
455 break; 455 break;
456 } 456 }
457 } 457 }
458 } 458 }
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
462 sprintf(buf1, "hit"); /* just in case */ 462 sprintf(buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 463 for (i=0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 464 if (dam < attack_mess[ATM_ARROW][i].level
465 || attack_mess[ATM_ARROW][i+1].level == -1) { 465 || attack_mess[ATM_ARROW][i+1].level == -1) {
466 sprintf(buf2, "%s", attack_mess[ATM_ARROW][i].buf3); 466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 467 found++;
468 break; 468 break;
469 } 469 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 470 } else if (type & AT_DRAIN && IS_LIVE(op)) {
471 /* drain is first, because some items have multiple attypes */ 471 /* drain is first, because some items have multiple attypes */
473 i++) 473 i++)
474 if (dam < attack_mess[ATM_DRAIN][i].level 474 if (dam < attack_mess[ATM_DRAIN][i].level
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 475 || attack_mess[ATM_DRAIN][i+1].level == -1) {
476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, 476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477 op->name, attack_mess[ATM_DRAIN][i].buf2); 477 op->name, attack_mess[ATM_DRAIN][i].buf2);
478 sprintf(buf2, "%s", attack_mess[ATM_DRAIN][i].buf3); 478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 479 found++;
480 break; 480 break;
481 } 481 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
484 i++) 484 i++)
485 if (dam < attack_mess[ATM_ELEC][i].level 485 if (dam < attack_mess[ATM_ELEC][i].level
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 486 || attack_mess[ATM_ELEC][i+1].level == -1) {
487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, 487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488 op->name, attack_mess[ATM_ELEC][i].buf2); 488 op->name, attack_mess[ATM_ELEC][i].buf2);
489 sprintf(buf2, "%s", attack_mess[ATM_ELEC][i].buf3); 489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 490 found++;
491 break; 491 break;
492 } 492 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 493 } else if (type & AT_COLD && IS_LIVE(op)) {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
495 i++) 495 i++)
496 if (dam < attack_mess[ATM_COLD][i].level 496 if (dam < attack_mess[ATM_COLD][i].level
497 || attack_mess[ATM_COLD][i+1].level == -1) { 497 || attack_mess[ATM_COLD][i+1].level == -1) {
498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, 498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499 op->name, attack_mess[ATM_COLD][i].buf2); 499 op->name, attack_mess[ATM_COLD][i].buf2);
500 sprintf(buf2, "%s", attack_mess[ATM_COLD][i].buf3); 500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 501 found++;
502 break; 502 break;
503 } 503 }
504 } else if (type & AT_FIRE) { 504 } else if (type & AT_FIRE) {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
506 i++) 506 i++)
507 if (dam < attack_mess[ATM_FIRE][i].level 507 if (dam < attack_mess[ATM_FIRE][i].level
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 508 || attack_mess[ATM_FIRE][i+1].level == -1) {
509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, 509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510 op->name, attack_mess[ATM_FIRE][i].buf2); 510 op->name, attack_mess[ATM_FIRE][i].buf2);
511 sprintf(buf2, "%s", attack_mess[ATM_FIRE][i].buf3); 511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 512 found++;
513 break; 513 break;
514 } 514 }
515 } else if (hitter->current_weapon != NULL) { 515 } else if (hitter->current_weapon != NULL) {
516 int mtype; 516 int mtype;
530 i++) 530 i++)
531 if (dam < attack_mess[mtype][i].level 531 if (dam < attack_mess[mtype][i].level
532 || attack_mess[mtype][i+1].level == -1) { 532 || attack_mess[mtype][i+1].level == -1) {
533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, 533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534 op->name, attack_mess[mtype][i].buf2); 534 op->name, attack_mess[mtype][i].buf2);
535 sprintf(buf2, "%s", attack_mess[mtype][i].buf3); 535 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 536 found++;
537 break; 537 break;
538 } 538 }
539 } else { 539 } else {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
541 i++) 541 i++)
542 if (dam < attack_mess[ATM_BASIC][i].level 542 if (dam < attack_mess[ATM_BASIC][i].level
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 543 || attack_mess[ATM_BASIC][i+1].level == -1) {
544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, 544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545 op->name, attack_mess[ATM_BASIC][i].buf2); 545 op->name, attack_mess[ATM_BASIC][i].buf2);
546 sprintf(buf2, "%s", attack_mess[ATM_BASIC][i].buf3); 546 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 547 found++;
548 break; 548 break;
549 } 549 }
550 } 550 }
551 551
552 if (!found) { 552 if (!found) {
553 sprintf(buf1, "hit"); 553 strcpy (buf1, "hit");
554 sprintf(buf2, "hits"); 554 strcpy (buf2, " hits");
555 } 555 }
556 556
557 /* bail out if a monster is casting spells */ 557 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER || 558 if (!(hitter->type == PLAYER ||
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) 559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
562 /* scale down magic considerably. */ 562 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 563 if (type & AT_MAGIC && rndm(0, 5))
564 return; 564 return;
565 565
566 /* Did a player hurt another player? Inform both! */ 566 /* Did a player hurt another player? Inform both! */
567 /* only show half the player->player combat messages */
568 if(op->type==PLAYER && rndm(0, 1) && 567 if(op->type==PLAYER &&
569 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
570 if(get_owner(hitter)!=NULL) 569 if(get_owner(hitter)!=NULL)
571 sprintf(buf,"%s's %s %s you.", 570 sprintf(buf,"%s's %s%s you.",
572 hitter->owner->name, hitter->name, buf2); 571 hitter->owner->name, hitter->name, buf2);
573 else { 572 else {
574 sprintf(buf,"%s%s you.",hitter->name, buf2); 573 sprintf(buf,"%s%s you.",hitter->name, buf2);
575 if (dam != 0) { 574 if (dam != 0) {
576 if (dam < 10) 575 if (dam < 10)
582 } 581 }
583 } 582 }
584 new_draw_info(NDI_BLACK, 0,op,buf); 583 new_draw_info(NDI_BLACK, 0,op,buf);
585 } /* end of player hitting player */ 584 } /* end of player hitting player */
586 585
587 /* scale down these messages too */
588 if(hitter->type==PLAYER && rndm(0, 2) == 0) { 586 if(hitter->type==PLAYER) {
589 sprintf(buf,"You %s.",buf1); 587 sprintf(buf,"You %s.",buf1);
590 if (dam != 0) { 588 if (dam != 0) {
591 if (dam < 10) 589 if (dam < 10)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
593 else if (dam < 20) 591 else if (dam < 20)
873 * isn't available anymore. 871 * isn't available anymore.
874 */ 872 */
875object *hit_with_arrow (object *op, object *victim) 873object *hit_with_arrow (object *op, object *victim)
876{ 874{
877 object *container, *hitter; 875 object *container, *hitter;
878 int hit_something; 876 int hit_something = 0;
879 tag_t victim_tag, hitter_tag; 877 tag_t victim_tag, hitter_tag;
880 sint16 victim_x, victim_y; 878 sint16 victim_x, victim_y;
881 879
882 /* Disassemble missile */ 880 /* Disassemble missile */
883 if (op->inv) { 881 if (op->inv) {
1189 * not much is drained, low rate means a lot is drained. 1187 * not much is drained, low rate means a lot is drained.
1190 */ 1188 */
1191 int rate; 1189 int rate;
1192 1190
1193 if(op->resist[ATNR_DRAIN] >= 0) 1191 if(op->resist[ATNR_DRAIN] >= 0)
1194 rate = 50 + op->resist[ATNR_DRAIN] / 2; 1192 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1195 else if(op->resist[ATNR_DRAIN] < 0) 1193 else
1196 rate = 5000 / (100 - op->resist[ATNR_DRAIN]); 1194 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1197 1195
1198 /* full protection has no effect. Nothing else in this
1199 * function needs to get done, so just return. */
1200 if(!rate)
1201 return 0;
1202
1203 if(op->stats.exp <= rate) { 1196 if(op->stats.exp <= rate) {
1204 if(op->type == GOLEM) 1197 if(op->type == GOLEM)
1205 dam = 999; /* Its force is "sucked" away. 8) */ 1198 dam = 999; /* Its force is "sucked" away. 8) */
1206 else 1199 else
1207 /* If we can't drain, lets try to do physical damage */ 1200 /* If we can't drain, lets try to do physical damage */
1378 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1371 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1379 op->owner->contr->ranges[range_golem] == op) { 1372 op->owner->contr->ranges[range_golem] == op) {
1380 op->owner->contr->ranges[range_golem]=NULL; 1373 op->owner->contr->ranges[range_golem]=NULL;
1381 op->owner->contr->golem_count=0; 1374 op->owner->contr->golem_count=0;
1382 } 1375 }
1383 else
1384 LOG (llevError, "BUG: hit_player(): Encountered golem without owner.\n");
1385 1376
1386 remove_ob(op); 1377 remove_ob(op);
1387 free_object(op); 1378 free_object(op);
1388 return maxdam; 1379 return maxdam;
1389 } 1380 }
1504 1495
1505 /* If you didn't kill yourself, and your not the wizard */ 1496 /* If you didn't kill yourself, and your not the wizard */
1506 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1497 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1507 int exp; 1498 int exp;
1508 1499
1509 exp = calc_skill_exp(owner,op, skop);
1510
1511 /* Really don't give much experience for killing other players */ 1500 /* Really don't give much experience for killing other players */
1501 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1512 if (op->type==PLAYER) { 1502 if (op->type==PLAYER) {
1513 if (battleg) { 1503 if (battleg) {
1514 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); 1504 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1515 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); 1505 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1516 } 1506 }
1517 else 1507 else
1518 exp = MIN(5000000, MAX(0, exp/10)); 1508 exp = op->stats.exp / 1000;
1519 } 1509 }
1520 1510 else
1521 /* Don't know why this is set this way - doesn't make 1511 exp = calc_skill_exp(owner, op, skop);
1522 * sense to just divide everything by two for no reason.
1523 */
1524
1525 if (!settings.simple_exp)
1526 exp=exp/2;
1527 1512
1528 /* if op is standing on "battleground" (arena), no way to gain 1513 /* if op is standing on "battleground" (arena), no way to gain
1529 * exp by killing him 1514 * exp by killing him
1530 */ 1515 */
1531 if (battleg) exp = 0; 1516 if (battleg) exp = 0;
1517
1518 /* Don't know why this is set this way - doesn't make
1519 * sense to just divide everything by two for no reason.
1520 */
1521
1522 if (!settings.simple_exp)
1523 exp=exp/2;
1532 1524
1533 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1525 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1534 change_exp(owner,exp, skill, 0); 1526 change_exp(owner,exp, skill, 0);
1535 } 1527 }
1536 else { 1528 else {
1609 if (hitter->head) hitter=hitter->head; 1601 if (hitter->head) hitter=hitter->head;
1610 1602
1611 friendlyfire = 0; 1603 friendlyfire = 0;
1612 1604
1613 if(op->type == PLAYER) { 1605 if(op->type == PLAYER) {
1606 if (op_on_battleground (hitter, 0, 0))
1607 return 0;
1614 1608
1615 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1609 if(hitter->type == PLAYER && hitter->contr->peaceful == 1)
1616 return 1; 1610 return 1;
1617 1611
1618 if((owner = get_owner(hitter))!=NULL) { 1612 if((owner = get_owner(hitter))!=NULL) {
1652 return 0; 1646 return 0;
1653 1647
1654 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1648 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1655 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1649 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1656 return 0; 1650 return 0;
1651
1652#ifdef PROHIBIT_PLAYERKILL
1653 if (op->type == PLAYER) {
1654 object *owner = get_owner (hitter);
1655 if (!owner) owner = hitter;
1656 if (owner->type == PLAYER
1657 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful))
1658 && op != owner) {
1659 return 0;
1660 }
1661 }
1662#endif
1657 1663
1658 op_tag = op->count; 1664 op_tag = op->count;
1659 hitter_tag = hitter->count; 1665 hitter_tag = hitter->count;
1660 1666
1661 if (body_attack) { 1667 if (body_attack) {
1761 } 1767 }
1762 } 1768 }
1763 1769
1764 /* if this is friendly fire then do a set % of damage only 1770 /* if this is friendly fire then do a set % of damage only
1765 * Note - put a check in to make sure this attack is actually 1771 * Note - put a check in to make sure this attack is actually
1766 * doing damage - otherwise, the +1 in the coe below will make 1772 * doing damage - otherwise, the +1 in the code below will make
1767 * an attack do damage before when it otherwise didn't 1773 * an attack do damage before when it otherwise didn't
1768 */ 1774 */
1769 friendlyfire = friendly_fire(op, hitter); 1775 friendlyfire = friendly_fire(op, hitter);
1770 if (friendlyfire && maxdam){ 1776 if (friendlyfire && maxdam){
1771 maxdam = ((dam * settings.set_friendly_fire) / 100)+1; 1777 maxdam = ((dam * settings.set_friendly_fire) / 100);
1772 1778#ifndef COZY_SERVER
1779 maxdam++;
1780#endif
1781
1773#ifdef ATTACK_DEBUG 1782#ifdef ATTACK_DEBUG
1774 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1783 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1775 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1784 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1776#endif 1785#endif
1777 } 1786 }

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