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00010 #include "mech.h"
00011
00012 static struct {
00013 char *name;
00014 int loc;
00015 int loci;
00016 int deft;
00017 int defmin;
00018 int defpros;
00019 int defmax;
00020 } Armors[] = {
00021 {
00022 "Helmet", HEAD, 1, PC_IMPA | PC_HEAT, 10, 30, 30}, {
00023 "Combat Helmet", HEAD, 2, PC_IMPA | PC_SHAR | PC_HEAT, 20, 50, 60}, {
00024 "Gloves", RARM, 1, PC_SHAR | PC_HEAT, 10, 30, 20}, {
00025 "Combat Gloves", RARM, 2, PC_SHAR | PC_HEAT | PC_IMPA, 20, 50, 60}, {
00026 "Boots", RLEG, 1, PC_SHAR | PC_IMPA, 20, 40, 50}, {
00027 "Combat Boots", RLEG, 2, PC_SHAR | PC_IMPA | PC_HEAT, 40, 50, 100}, {
00028 "Flak Vest", CTORSO, 1, PC_SHAR, 20, 30, 60}, {
00029 "Abrasive Vest", CTORSO, 2, PC_IMPA | PC_HEAT, 30, 40, 80}, {
00030 "Combat Vest", CTORSO, 3, PC_IMPA | PC_HEAT | PC_SHAR, 40, 50, 100}, {
00031 "Flak Armorplate", CTORSO, 4, PC_SHAR, 40, 50, 80}, {
00032 "Abrasive Armorplate", CTORSO, 5, PC_IMPA | PC_HEAT, 40, 50, 80}, {
00033 "Combat Armorplate", CTORSO, 6, PC_IMPA | PC_SHAR | PC_HEAT, 50,
00034 50, 120}, {
00035 "DEST Armor", CTORSO, 7, PC_IMPA | PC_SHAR | PC_HEAT, 50, 70, 120}, {
00036 "Black Robes", CTORSO, 8, PC_IMPA | PC_SHAR | PC_HEAT, 60, 80, 140}, {
00037 NULL, -1, -1, 0, 0, 0, 0}
00038 };
00039
00040 int pc_to_dam_conversion(MECH * target, int weapindx, int dam)
00041 {
00042 int i = 0;
00043
00044 if(MechType(target) == CLASS_MW)
00045 return dam;
00046 if(weapindx < 0 || !(MechWeapons[weapindx].special & PCOMBAT))
00047 return dam;
00048 i = dam / 100;
00049 dam = dam % 100;
00050 if(Number(1, 100) <= dam)
00051 i++;
00052 return i;
00053 }
00054
00055 int dam_to_pc_conversion(MECH * target, int weapindx, int dam)
00056 {
00057 int i = 0, j;
00058
00059 if(weapindx >= 0 && MechWeapons[weapindx].special & PCOMBAT)
00060 return dam;
00061 if(MechType(target) != CLASS_MW)
00062 return dam;
00063
00064 for(j = 0; j < dam; j++)
00065 i += Number(80, 130);
00066 return i;
00067 }
00068
00069 static int pcombat_hitloc(int loc)
00070 {
00071 switch (loc) {
00072 case LTORSO:
00073 case RTORSO:
00074 return CTORSO;
00075 case LARM:
00076 return RARM;
00077 case LLEG:
00078 return RLEG;
00079 }
00080 return loc;
00081 }
00082
00083 int armor_effect(MECH * wounded, int cause, int hitloc, int intDamage, int id)
00084 {
00085 int i;
00086 int block;
00087 int noblock = 0;
00088
00089 if(id != -2)
00090 intDamage = (intDamage * Number(75, 125)) / 100;
00091 if(MechType(wounded) != CLASS_MW)
00092 return intDamage;
00093 hitloc = pcombat_hitloc(hitloc);
00094 if(!GetSectArmor(wounded, hitloc))
00095 return intDamage;
00096 for(i = 0; Armors[i].name; i++)
00097 if(Armors[i].loc == hitloc &&
00098 Armors[i].loci == GetSectArmor(wounded, hitloc))
00099 break;
00100 if(Number(1, 5) == 1) {
00101 if(Number(1, 2) == 1)
00102 intDamage = intDamage * 2;
00103 else
00104 noblock = 1;
00105 } else if(Number(1, 10) == 2)
00106 intDamage = intDamage / 2;
00107 if(!Armors[i].name)
00108 return intDamage;
00109 if(cause >= 0 &&
00110 !((Armors[i].deft) & (MechWeapons[cause].special & PCOMBAT)) &&
00111 (MechWeapons[cause].special & PCOMBAT))
00112 return intDamage;
00113 block =
00114 BOUNDED(Number(1, (Armors[i].defmin / 2)),
00115 abs(intDamage * Armors[i].defpros / 100),
00116 Armors[i].defmax / 2);
00117 if(noblock)
00118 block = 0;
00119 if(abs(intDamage) < block) {
00120 mech_printf(wounded, MECHALL, "Your armor blocks all of the damage!");
00121 return 0;
00122 }
00123 if(block) {
00124 mech_printf(wounded, MECHALL,
00125 "Armor blocks %d points of the damage!", block);
00126 }
00127 return (abs(intDamage) - block) * intDamage / abs(intDamage);
00128 }