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Fix for inability to damage doors. #190

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merged 1 commit into from Nov 8, 2018
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+28 −25
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@@ -194,9 +194,9 @@ bool perform_hit(struct char_data *ch, char *argument, const char *cmdname)
act("$n attacks the door.", TRUE, ch, 0, 0, TO_ROOM);
act("You aim $p at the door!", FALSE, ch, wielded, 0, TO_CHAR);
}
damage_door(ch, ch->in_room, dir, (int)(GET_OBJ_VAL(wielded, 0) / 2), DAMOBJ_PIERCE);
damage_door(ch, ch->in_room, dir, (int)(GET_WEAPON_POWER(wielded) / 2), DAMOBJ_PIERCE);
return TRUE;
} else if (GET_OBJ_VAL(wielded, 3) >= TYPE_PISTOL) {
} else if (GET_WEAPON_TYPE(wielded) >= WEAP_HOLDOUT) {
if (!has_ammo(ch, wielded))
return TRUE;
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
@@ -209,30 +209,18 @@ bool perform_hit(struct char_data *ch, char *argument, const char *cmdname)
act("$n attacks the door.", TRUE, ch, 0, 0, TO_ROOM);
act("You aim $p at the door!", FALSE, ch, wielded, 0, TO_CHAR);
}
damage_door(ch, ch->in_room, dir, (int)(GET_OBJ_VAL(wielded, 0) / 2), DAMOBJ_PROJECTILE);
damage_door(ch, ch->in_room, dir, (int)(GET_WEAPON_POWER(wielded) / 2), DAMOBJ_PROJECTILE);
return TRUE;
} else
switch (GET_OBJ_VAL(wielded, 3)) {
case TYPE_PIERCE:
case TYPE_STAB:
case TYPE_SHURIKEN:
type = DAMOBJ_PIERCE;
break;
case TYPE_STING:
case TYPE_SLASH:
case TYPE_CLAW:
case TYPE_THRASH:
case TYPE_ARROW:
case TYPE_THROWING_KNIFE:
type = DAMOBJ_SLASH;
break;
case TYPE_HIT:
case TYPE_BLUDGEON:
case TYPE_POUND:
case TYPE_MAUL:
case TYPE_PUNCH:
type = DAMOBJ_CRUSH;
break;
switch (GET_WEAPON_TYPE(wielded)) {
case WEAP_EDGED:
case WEAP_POLEARM:
case WEAP_WHIP:
type = DAMOBJ_SLASH;
break;
case WEAP_CLUB:
type = DAMOBJ_CRUSH;
break;
default:
if (EXIT(ch, dir)->keyword) {
sprintf(buf, "You can't damage the %s with $p!",
@@ -253,7 +241,7 @@ bool perform_hit(struct char_data *ch, char *argument, const char *cmdname)
act("$n attacks the door.", TRUE, ch, 0, 0, TO_ROOM);
act("You aim $p at the door!", FALSE, ch, wielded, 0, TO_CHAR);
}
damage_door(ch, ch->in_room, dir, (int)((GET_STR(ch) + GET_OBJ_VAL(wielded, 0)) / 2), type);
damage_door(ch, ch->in_room, dir, (int)((GET_STR(ch) + GET_WEAPON_POWER(wielded)) / 2), type);
} else {
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
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@@ -674,6 +674,21 @@ extern bool PLR_TOG_CHK(char_data *ch, dword offset);
#define SEEK_END 2
#endif
/* Specific value invocations for item types *****************************/
// ITEM_WEAPON
#define GET_WEAPON_POWER(weapon) (GET_OBJ_VAL((weapon), 0))
#define GET_WEAPON_DAMAGE_CODE(weapon) (GET_OBJ_VAL((weapon), 1))
#define GET_WEAPON_STR_BONUS(weapon) (GET_OBJ_VAL((weapon), 2))
#define GET_WEAPON_TYPE(weapon) (GET_OBJ_VAL((weapon), 3))
#define GET_WEAPON_SKILL(weapon) (GET_OBJ_VAL((weapon), 4))
#define GET_WEAPON_MAX_AMMO(weapon) (GET_OBJ_VAL((weapon), 5))
#define GET_WEAPON_REACH(weapon) (GET_OBJ_VAL((weapon), 6))
#define GET_WEAPON_ATTACH_TOP_VNUM(weapon) (GET_OBJ_VAL((weapon), 7))
#define GET_WEAPON_ATTACH_BARREL_VNUM(weapon) (GET_OBJ_VAL((weapon), 8))
#define GET_WEAPON_ATTACH_UNDER_VNUM(weapon) (GET_OBJ_VAL((weapon), 9))
#define GET_WEAPON_FIREMODES(weapon) (GET_OBJ_VAL((weapon), 10))
/* Misc utils ************************************************************/
#define IS_DAMTYPE_PHYSICAL(type) \
!((type) == TYPE_HIT || (type) == TYPE_BLUDGEON || (type) == TYPE_PUNCH || (type) == TYPE_TASER || (type) == TYPE_CRUSH || (type) == TYPE_POUND)
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