Difference for server/attack.c from version 1.60 to 1.61


version 1.60 version 1.61
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 /*  /*
  * static char *rcsid_attack_c =   * static char *rcsid_attack_c =
  *   "$Id: attack.c,v 1.60 2001/12/14 10:31:34 darth_bob Exp $";   *   "$Id: attack.c,v 1.61 2001/12/16 07:13:16 darth_bob Exp $";
  */   */
 /*  /*
     CrossFire, A Multiplayer game for X-windows      CrossFire, A Multiplayer game for X-windows
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     }      }
   
     /* Adjust the damage for resistance. Note that neg. values increase damage. */      /* Adjust the damage for resistance. Note that neg. values increase damage. */
     if(1) { // if (op->resist[attacknum] || 1) { // This is a nop!      if (op->resist[attacknum]) {
       /* basically:  dam = dam*(100-op->resist[attacknum])/100;        /* basically:  dam = dam*(100-op->resist[attacknum])/100;
        * in case 0>dam>1, we try to "simulate" a float value-effect */         * in case 0>dam>1, we try to "simulate" a float value-effect */
       dam *= (100-op->resist[attacknum]);        dam *= (100-op->resist[attacknum]);
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  dam /= 100;   dam /= 100;
       else        else
  dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;   dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0;
       // why not simulate for all values?        /* why not simulate for all values?
       // dam = (dam / 100) + (((dam % 100) > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0)         * dam = (dam / 100) + (((dam % 100) > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0)
          */
     }      }
   
     /* Special hack.  By default, if immune to something, you      /* Special hack.  By default, if immune to something, you
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Line 1016
     if ((op->resist[attacknum] >= 100) &&       if ((op->resist[attacknum] >= 100) &&
  doesnt_slay &&    doesnt_slay &&
  (attacknum != ATNR_ACID))   (attacknum != ATNR_ACID))
       return 0; // why do we carefully propagate dam everywhere else?        return 0;
   
     /* Keep this in order - makes things easier to find */      /* Keep this in order - makes things easier to find */
          
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     case ATNR_PARALYZE:      case ATNR_PARALYZE:
     case ATNR_FEAR:      case ATNR_FEAR:
     case ATNR_CANCELLATION:      case ATNR_CANCELLATION:
     case AT_DEPLETE:      case ATNR_DEPLETE:
     case AT_BLIND: {      case ATNR_BLIND: {
         /* chance for inflicting a special attack depends on the          /* chance for inflicting a special attack depends on the
     difference between attacker's and defender's level */      difference between attacker's and defender's level */
  int level_diff = MIN(110, MAX(0, op->level - hitter->level));   int level_diff = MIN(110, MAX(0, op->level - hitter->level));
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Line 1056
        
    switch(attacknum) {     switch(attacknum) {
      /* Player has been hit by something */       /* Player has been hit by something */
    case AT_CONFUSION:     case ATNR_CONFUSION:
      confuse_player(op,hitter,dam);       confuse_player(op,hitter,dam);
      break;       break;
    case AT_POISON:     case ATNR_POISON:
      poison_player(op,hitter,dam);       poison_player(op,hitter,dam);
      break;       break;
    case AT_SLOW:     case ATNR_SLOW:
      slow_player(op,hitter,dam);       slow_player(op,hitter,dam);
      break;       break;
    case AT_PARALYZE:     case ATNR_PARALYZE:
      paralyze_player(op,hitter,dam);       paralyze_player(op,hitter,dam);
      break;       break;
    case AT_FEAR:     case ATNR_FEAR:
      SET_FLAG(op, FLAG_SCARED);       SET_FLAG(op, FLAG_SCARED);
      break;       break;
    case AT_CANCELLATION:     case ATNR_CANCELLATION:
      cancellation(op);       cancellation(op);
      break;       break;
    case AT_DEPLETE:     case ATNR_DEPLETE:
      drain_stat(op);       drain_stat(op);
      break;       break;
    case AT_BLIND:     case ATNR_BLIND:
      if(!QUERY_FLAG(op,FLAG_UNDEAD) &&       if(!QUERY_FLAG(op,FLAG_UNDEAD) &&
  !QUERY_FLAG(op,FLAG_GENERATOR))   !QUERY_FLAG(op,FLAG_GENERATOR))
        blind_player(op,hitter,dam);         blind_player(op,hitter,dam);


Legend:
line(s) removed in v.1.60 
line(s) changed
 line(s) added in v.1.61

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