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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