Re: Boat w/ extra values

From: Cj Stremick (stremick@ix.netcom.com)
Date: 02/15/99


Boats aren't worn.  Passing an "ITEM_" constant to the GET_EQ macro is BAD
news.  You should probably look into the "has_boat" function.  That might
help you understand how boats work.

-C


----- Original Message -----
From: Ryan Dean <rydean@psd.k12.co.us>
To: <CIRCLE@post.queensu.ca>
Sent: Monday, February 15, 1999 10:48 AM
Subject:  Boat w/ extra values


>Hello again I am trying to make it so that if you have a boat it helps
>your hp, damroll, hitroll, etc but ONLY in SEC_WATER_NOSWIM...so in the
>hit function i tried adding some variables - here is my function tell me
>what you think
>Some info:
>I have circle 30.14 etc
>The mud runs fine until i fight in SECT_WATER_NOSWIM hehe funny.
>
>The code:
>void hit(struct char_data * ch, struct char_data * victim, int type)
>{
>  struct obj_data *wielded = GET_EQ(ch, WEAR_WIELD);
>  struct obj_data *obj= GET_EQ(ch,ITEM_BOAT); <-
>
>  int w_type, victim_ac, calc_thaco, dam, diceroll;
>
>
>
>
>  /* Do some sanity checking, in case someone flees, etc. */
>  if (ch->in_room != victim->in_room) {
>    if (FIGHTING(ch) && FIGHTING(ch) == victim)
>      stop_fighting(ch);
>    return;
>  }
>
>  /* Find the weapon type (for display purposes only) */
>  if (has_boat(ch) && (SECT(ch->in_room) == SECT_WATER_NOSWIM))
>    w_type = GET_OBJ_VAL(obj, 0) + TYPE_HIT;
>  else if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON)
>    w_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT;
>  else {
>    if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0))
>     w_type = ch->mob_specials.attack_type + TYPE_HIT;
>    else
>      w_type = TYPE_HIT;
>  }
>
>  /* Calculate the THAC0 of the attacker */
>  if (!IS_NPC(ch))
>    calc_thaco = thaco((int) GET_CLASS(ch), (int) GET_LEVEL(ch));
>  else          /* THAC0 for monsters is set in the HitRoll */
>    calc_thaco = 20;
>
>  calc_thaco -= str_app[STRENGTH_APPLY_INDEX(ch)].tohit;
>  calc_thaco -= GET_HITROLL(ch);
>  calc_thaco -= (int) ((GET_INT(ch) - 13) / 1.5);       /* Intelligence
>helps! */
>  calc_thaco -= (int) ((GET_WIS(ch) - 13) / 1.5);       /* So does wisdom
>*/
>
>  /* Calculate the raw armor including magic armor.  Lower AC is better.
>*/
>  victim_ac = GET_AC(victim) / 10;
>  if (has_boat(victim) && (SECT(victim->in_room) == SECT_WATER_NOSWIM))
>  victim_ac -= GET_OBJ_VAL(obj,3) / 10; <- (I know i should make this
>another value like objv with victim instead of character but hey)
>
>  if (AWAKE(victim))
>    victim_ac += dex_app[GET_DEX(victim)].defensive;
>  victim_ac = MAX(-10, victim_ac);      /* -10 is lowest */
>  /* roll the die and take your chances... */
>  diceroll = number(1, 20);
>
>  /* decide whether this is a hit or a miss */
>  if ((((diceroll < 20) && AWAKE(victim)) &&
>       ((diceroll == 1) || ((calc_thaco - diceroll) > victim_ac)))) {
>    /* the attacker missed the victim */
>    if (type == SKILL_BACKSTAB)
>      damage(ch, victim, 0, SKILL_BACKSTAB);
>    else
>      damage(ch, victim, 0, w_type);
>  } else {
>    /* okay, we know the guy has been hit.  now calculate damage. */
>    /* Start with the damage bonuses: the damroll and strength apply */
>    dam = str_app[STRENGTH_APPLY_INDEX(ch)].todam;
>    dam += GET_DAMROLL(ch);
>    if (has_boat(ch) && (SECT(ch->in_room) == SECT_WATER_NOSWIM)) {
>      dam += dice(GET_OBJ_VAL(obj,1),GET_OBJ_VAL(obj,2));<-
>
>    } else {
>blah blah blah
>
>.... thats all the code i edited
>Sorry bout that huge snippet but please could ya help me out i think my
>problem is where the <-'s are
>
>
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