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Filename: attack.h
Revision 1.14akirschbaum 2006/02/10 17:59:26 +5 -5
Apply slightly modified patch #1428309 (code-cleanup: const, static) by
Stefan Huehner: add const/static to functions/variables. Remove some type
casts.
Show difference between Revision 1.13 and 1.14
Revision 1.13mwedel 2003/09/22 23:23:57 +2 -2
Fix num_resist_table value in file - was one larger than it was supposed
to be.
MSW 2003-09-22
Show difference between Revision 1.12 and 1.13
Revision 1.12mwedel 2003/09/13 00:01:32 +16 -9
Updated code for skill + spell code. skills and spells are now objects.
tuning these now means changing the archetypes. New spells can now
be added just by making a new archetype. Lots of code cleanup
also done.
MSW 2003-09-12
Show difference between Revision 1.11 and 1.12
Revision 1.11tchize 2003/07/07 13:49:22 +5 -5

Fixed bug in new get_ob_diff code. The resist_save array needed to get the trailing space
or you would endup with "resist_electricty30" instead of "resist_electricity 30". Moreover
the maxgrace stat was saved as maxgra. Fixed both and regenerated loader.c
Show difference between Revision 1.10 and 1.11
Revision 1.10mwedel 2002/07/14 23:25:40 +3 -3
Update banner copyright with proper contact information.
MSW 2002-07-14
Show difference between Revision 1.9 and 1.10
Revision 1.9darth_bob 2001/12/19 00:54:43 +5 -2
Fixed up the bug which Mark pointed out
Show difference between Revision 1.8 and 1.9
Revision 1.8darth_bob 2001/12/18 03:45:07 +11 -12
New attack type, life stealing. Mostly untested, I am commiting this to allow people to test it out, currently it is only availible on a devourers blessed weapon. It currently drain and life stealing both are used as resistances to this attack type, this is to allow fairly seemless merging.
Show difference between Revision 1.7 and 1.8
Revision 1.7garbled 2001/11/01 00:29:29 +2 -1
Implement suffering and poison messages from Darth Bob. Fix a few typos
and turn the gore up a notch.

garbled 2001-10-31
Show difference between Revision 1.6 and 1.7
Revision 1.6garbled 2001/10/31 04:21:09 +2 -2
Add a new message type for doors. This makes door bashing a bit more
realistic. Idea by Darth Bob.

garbled 2001-10-31
Show difference between Revision 1.5 and 1.6
Revision 1.5garbled 2001/10/31 04:06:02 +2 -1
Attack message define for doors
garbled 2001-10-31
Show difference between Revision 1.4 and 1.5
Revision 1.4garbled 2001/10/31 01:00:24 +10 -2
Big commit time. This does the following:

Add weapontypes to the game. These are currently used for nothing other
than messages, which are not fully written yet. Players should not see them
appear yet.
Fix the bug where you opened a door with a key and saw "You ."
Fix a bug in the PLUGIN code where current_weapon wasn't set when the
player loaded from savefile.
Take the setting of current_weapon out of #ifdef PLUGIN

garbled 2001-10-31
Show difference between Revision 1.3 and 1.4
Revision 1.3garbled 2001/10/07 02:12:39 +26 -1
Header modifications needed for the new attacktype-based damage messages
code. In addition, fix where I put the prototypes for the utils.c functions
in sproto.h instead of libproto.h

garbled 2001-10-06
Show difference between Revision 1.2 and 1.3
Revision 1.2avogl 2000/12/13 21:51:49 +11 -109
PR-patch by AndreasV:

Main features of this patch:

o Negative resistances are calculated in a "logical" way.
For example: +30 and -30 makes a total of zero.

o Vulnerabilities work as "caps" for protection. E.g.:
While wearing one item with fire -20, you cannot get more
than fire +80 overall from equipment.
If one is forced to live with high vulnerability
(like wraith: fire -30), you can still use a potion to go
beyond the cap.

o Potions work completely different than before. The so-called
"immunity-potions" grant an absolute value of 90% protection
(independant from the players's equipment and properties),
there are also very rare ones with 95% and cheap ones with 50%.
If the player has already got more protection than the potion
provides, drinking it won't have any effect.

o Cursed potions are working now (have been broken before).
They give a temporare vulnerability, but can be overriden
by uncursed potions of the same res.-type.

o Protection spells work different than potions. Their effect
does add to the player's equipment. The amount of protection
granted depends on the caster's skill level and path
attunes (if a related spellpath exists). The maximum a player
can get is currently 60% (at wisdom lvl 107 & path_attuned).

o When the player's state of resistance changes, a new kind
of message shows up: The percentage of the new resistance
is displayed: e.g. "You resistance to fire rises to 67%".

o When a player got hit by dam<1 it used to be zero. To make
the calculations more accurate, for 0<dam<1 I "simulate"
a floating point value-effect now. Example: If the correct
damage value would be 0.4, there is 40% chance for dam=1, else
dam=0. For 0.7, ther'd be 70% chance for dam=1... etc.
Without that feature, there would most of the times be no
difference between resistance 95 and 100.
Show difference between Revision 1.1 and 1.2
Revision 1.1cvs 2000/12/03 18:40:04 None
Checking for partial resistance code. Various minor errors also fixed
(compiler warnings, unused variables, Makefile.in changes, etc).
PR code also includes support to send protections to the client.
First version


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