Ok, I took a look at has_boat and found this will find a boat in an inventory: for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_BOAT && (find_eq_pos(ch, obj, NULL) < 0)) { } yet it still crashes ANY idea what is the problem? On Mon, 15 Feb 1999, Cj Stremick wrote: > 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 > > > > > > +------------------------------------------------------------+ > > | Ensure that you have read the CircleMUD Mailing List FAQ: | > > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > > +------------------------------------------------------------+ > > > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > +------------------------------------------------------------+ > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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