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melee.cpp
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melee.cpp
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#include "player.h"
#include "bionics.h"
#include "game.h"
#include "keypress.h"
#include <sstream>
#include <curses.h>
#include <stdlib.h>
/* Melee Functions!
* These all belong to class player.
*
* STATE QUERIES
* bool is_armed() - True if we are armed with any weapon.
* bool unarmed_attack() - True if we are NOT armed with any weapon, but still
* true if we're wielding a bionic weapon (at this point, just itm_bio_claws).
*
* HIT DETERMINATION
* int base_to_hit() - The base number of sides we get in hit_roll().
* Dexterity / 2 + sk_melee
* int hit_roll() - The player's hit roll, to be compared to a monster's or
* player's dodge_roll(). This handles weapon bonuses, weapon-specific
* skills, torso encumberment penalties and drunken master bonuses.
*/
bool player::is_armed()
{
return (weapon.type->id != 0);
}
bool player::unarmed_attack()
{
return (weapon.type->id == 0 || weapon.type->id == itm_bio_claws);
}
int player::base_to_hit(bool real_life)
{
int dex = (real_life ? dex_cur : dex_max);
return 1 + int(dex / 2) + sklevel[sk_melee];
}
int player::hit_roll()
{
int numdice = base_to_hit() + weapon.type->m_to_hit;
int sides = 10 - encumb(bp_torso);
int best_bonus = 0;
if (sides < 2)
sides = 2;
// Are we unarmed?
if (unarmed_attack()) {
best_bonus = sklevel[sk_unarmed];
if (sklevel[sk_unarmed] > 4)
best_bonus += sklevel[sk_unarmed] - 2; // Extra bonus for high levels
}
// Using a bashing weapon?
if (weapon.is_bashing_weapon()) {
int bash_bonus = int(sklevel[sk_bashing] / 3);
if (bash_bonus > best_bonus)
best_bonus = bash_bonus;
}
// Using a cutting weapon?
if (weapon.is_cutting_weapon()) {
int cut_bonus = int(sklevel[sk_cutting] / 2);
if (cut_bonus > best_bonus)
best_bonus = cut_bonus;
}
// Using a spear?
if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB)) {
int stab_bonus = int(sklevel[sk_stabbing] / 2);
if (stab_bonus > best_bonus)
best_bonus = stab_bonus;
}
numdice += best_bonus;
if (has_trait(PF_DRUNKEN)) {
if (unarmed_attack())
numdice += rng(0, 1) + int(disease_level(DI_DRUNK) / 300);
else
numdice += int(disease_level(DI_DRUNK) / 400);
}
if (numdice < 1) {
numdice = 1;
sides = 8;
}
return dice(numdice, sides);
}
int player::hit_mon(game *g, monster *z)
{
bool is_u = (this == &(g->u)); // Affects how we'll display messages
int j;
bool can_see = (is_u || g->u_see(posx, posy, j));
std::string You = (is_u ? "You" : name);
std::string Your = (is_u ? "Your" : name + "'s");
std::string your = (is_u ? "your" : (male ? "his" : "her"));
// Types of combat (may overlap!)
bool unarmed = unarmed_attack(), bashing = weapon.is_bashing_weapon(),
cutting = weapon.is_cutting_weapon(),
stabbing = (weapon.has_weapon_flag(WF_SPEAR) ||
weapon.has_weapon_flag(WF_STAB) );
// Recoil penalty
if (recoil <= 30)
recoil += 6;
// Movement cost
moves -= weapon.attack_time() + 20 * encumb(bp_torso);
// Different sizes affect your chance to hit
if (hit_roll() < z->dodge_roll()) {// A miss!
stumble(g);
return 0;
}
if (z->has_flag(MF_SHOCK) && !wearing_something_on(bp_hands) &&
(unarmed || weapon.conductive())) {
if (is_u)
g->add_msg("The %s's electric body shocks you!", z->name().c_str());
hurtall(rng(1, 3));
}
// For very high hit rolls, we crit!
bool critical_hit = (hit_roll() >= 50 + 10 * z->dodge_roll());
int dam = base_damage(true);
int cutting_penalty = 0; // Moves lost from getting a cutting weapon stuck
// Drunken Master damage bonuses
if (has_trait(PF_DRUNKEN) && has_disease(DI_DRUNK)) {
// Remember, a single drink gives 600 levels of DI_DRUNK
if (unarmed)
dam += disease_level(DI_DRUNK) / 250;
else
dam += disease_level(DI_DRUNK) / 400;
}
if (unarmed) { // Unarmed bonuses
dam += rng(0, sklevel[sk_unarmed]);
if (has_trait(PF_TALONS) && z->type->armor - sklevel[sk_unarmed] < 10) {
int z_armor = (z->type->armor - sklevel[sk_unarmed]);
if (z_armor < 0)
z_armor = 0;
dam += 10 - z_armor;
}
} else if (rng(1, 45 - dex_cur) < 2 * sklevel[sk_unarmed] &&
rng(1, 65 - dex_cur) < 2 * sklevel[sk_unarmed] ) {
// If we're not unarmed, there's still a possibility of getting in a bonus
// unarmed attack.
if (is_u || can_see) {
switch (rng(1, 4)) {
case 1: g->add_msg("%s kick%s the %s!", You.c_str(), (is_u ? "" : "s"),
z->name().c_str()); break;
case 2: g->add_msg("%s headbutt%s the %s!", You.c_str(), (is_u ? "" : "s"),
z->name().c_str()); break;
case 3: g->add_msg("%s elbow%s the %s!", You.c_str(), (is_u ? "" : "s"),
z->name().c_str()); break;
case 4: g->add_msg("%s knee%s the %s!", You.c_str(), (is_u ? "" : "s"),
z->name().c_str()); break;
}
}
dam += rng(1, sklevel[sk_unarmed]);
practice(sk_unarmed, 2);
}
// Melee skill bonus
dam += rng(0, sklevel[sk_melee]);
// Bashing damage bonus
int bash_dam = weapon.type->melee_dam,
bash_cap = 5 + str_cur + sklevel[sk_bashing];
if (bash_dam > bash_cap)// Cap for weak characters
bash_dam = (bash_cap * 3 + bash_dam) / 4;
if (bashing)
bash_dam += rng(0, sklevel[sk_bashing]) * sqrt(str_cur);
int bash_min = bash_dam / 4;
if (bash_min < sklevel[sk_bashing] * 4)
bash_min = sklevel[sk_bashing] * 4;
dam += rng(bash_min, bash_dam);
// Take some moves away from the target; at this point it's skill & bash damage
z->moves -= rng(0, dam * 2);
// Spears treat cutting damage specially.
if (weapon.has_weapon_flag(WF_SPEAR) &&
weapon.type->melee_cut > z->type->armor - int(sklevel[sk_stabbing])) {
int z_armor = z->type->armor - int(sklevel[sk_stabbing]);
dam += int(weapon.type->melee_cut / 5);
int minstab = sklevel[sk_stabbing] * 8 + weapon.type->melee_cut * 2,
maxstab = sklevel[sk_stabbing] * 20 + weapon.type->melee_cut * 4;
int monster_penalty = rng(minstab, maxstab);
if (monster_penalty >= 150)
g->add_msg("You force the %s to the ground!", z->name().c_str());
else if (monster_penalty >= 80)
g->add_msg("The %s is skewered and flinches!", z->name().c_str());
z->moves -= monster_penalty;
cutting_penalty = weapon.type->melee_cut * 4 + z_armor * 8 -
dice(sklevel[sk_stabbing], 10);
practice(sk_stabbing, 2);
// Cutting damage bonus
} else if (weapon.type->melee_cut >
z->type->armor - int(sklevel[sk_cutting] / 2)) {
int z_armor = z->type->armor - int(sklevel[sk_cutting] / 2);
if (z_armor < 0)
z_armor = 0;
dam += weapon.type->melee_cut - z_armor;
cutting_penalty = weapon.type->melee_cut * 3 + z_armor * 8 -
dice(sklevel[sk_cutting], 10);
}
if (weapon.has_weapon_flag(WF_MESSY)) { // e.g. chainsaws
cutting_penalty /= 6; // Harder to get stuck
for (int x = z->posx - 1; x <= z->posx + 1; x++) {
for (int y = z->posy - 1; y <= z->posy + 1; y++) {
if (!one_in(3)) {
if (g->m.field_at(x, y).type == fd_blood &&
g->m.field_at(x, y).density < 3)
g->m.field_at(x, y).density++;
else
g->m.add_field(g, x, y, fd_blood, 1);
}
}
}
}
// Bonus attacks!
bool shock_them = (!z->has_flag(MF_SHOCK) && has_bionic(bio_shock) &&
power_level >= 2 && unarmed && one_in(3));
bool drain_them = (has_bionic(bio_heat_absorb) && power_level >= 1 &&
!is_armed() && z->has_flag(MF_WARM));
bool bite_them = (has_trait(PF_FANGS) && z->armor() < 18 &&
one_in(20 - dex_cur - sklevel[sk_unarmed]));
bool peck_them = (has_trait(PF_BEAK) && z->armor() < 16 &&
one_in(15 - dex_cur - sklevel[sk_unarmed]));
if (drain_them)
power_level--;
drain_them &= one_in(2); // Only works half the time
// Critical hit effects
if (critical_hit) {
bool headshot = (!z->has_flag(MF_NOHEAD) && !one_in(3));
// Second chance for shock_them, drain_them, bite_them and peck_them
shock_them = (shock_them || (!z->has_flag(MF_SHOCK) && has_bionic(bio_shock)&&
power_level >= 2 && unarmed && !one_in(3)));
drain_them = (drain_them || (has_bionic(bio_heat_absorb) && !is_armed() &&
power_level >= 1 && z->has_flag(MF_WARM) &&
!one_in(3)));
bite_them = ( bite_them || (has_trait(PF_FANGS) && z->armor() < 18 &&
one_in(5)));
peck_them = ( peck_them || (has_trait(PF_BEAK) && z->armor() < 16 &&
one_in(4)));
if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB)) {
dam += weapon.type->melee_cut;
dam += weapon.type->melee_cut * double(sklevel[sk_stabbing] / 10);
practice(sk_stabbing, 5);
}
if (unarmed) {
dam += rng(2, 6) * sklevel[sk_unarmed];
if (sklevel[sk_unarmed] > 5)
dam += 4 * (sklevel[sk_unarmed - 3]);
z->moves -= dam; // Stunning blow
if (weapon.type->id == itm_bio_claws) {
if (sklevel[sk_cutting] >= 3)
dam += 5;
headshot &= z->hp < dam && one_in(2);
if (headshot && can_see)
g->add_msg("%s claws pierce the %s's skull!", Your.c_str(),
z->name().c_str());
else if (can_see)
g->add_msg("%s claws stab straight through the %s!", Your.c_str(),
z->name().c_str());
} else if (has_trait(PF_TALONS)) {
dam += 2;
headshot &= z->hp < dam && one_in(2);
if (headshot && can_see)
g->add_msg("%s talons tear the %s's head open!", Your.c_str(),
z->name().c_str());
else if (can_see)
g->add_msg("%s bur%s %s talons into the %s!", You.c_str(),(is_u?"y":"ies"),
your.c_str(), z->name().c_str());
} else {
headshot &= z->hp < dam && one_in(2);
if (headshot && can_see)
g->add_msg("%s crush%s the %s's skull in a single blow!",
You.c_str(), (is_u ? "" : "es"), z->name().c_str());
else if (can_see)
g->add_msg("%s deliver%s a crushing punch!",You.c_str(),(is_u ? "" : "s"));
}
if (z->hp > 0 && rng(1, 5) < sklevel[sk_unarmed])
z->add_effect(ME_STUNNED, 1 + sklevel[sk_unarmed]);
} else { // Not unarmed
if (bashing) {
dam += 8 + (str_cur / 2);
int turns_stunned = int(dam / 20) + int(sklevel[sk_bashing] / 2);
if (turns_stunned > 6)
turns_stunned = 6;
z->add_effect(ME_STUNNED, turns_stunned);
}
if (cutting) {
double cut_multiplier = double(sklevel[sk_cutting] / 12);
if (cut_multiplier > 1.5)
cut_multiplier = 1.5;
dam += cut_multiplier * weapon.type->melee_cut;
headshot &= z->hp < dam;
if (stabbing) {
if (headshot && can_see)
g->add_msg("%s %s stabs through the %s's skull!", Your.c_str(),
weapon.tname(g).c_str(), z->name().c_str());
else if (can_see)
g->add_msg("%s stab %s %s through the %s!", You.c_str(), your.c_str(),
weapon.tname(g).c_str(), z->name().c_str());
} else {
if (headshot && can_see)
g->add_msg("%s %s slices the %s's head off!", Your.c_str(),
weapon.tname(g).c_str(), z->name().c_str());
else
g->add_msg("%s %s cuts the %s deeply!", Your.c_str(),
weapon.tname(g).c_str(), z->name().c_str());
}
} else { // Not cutting, probably bashing
headshot &= z->hp < dam;
if (headshot && can_see)
g->add_msg("%s crush%s the %s's skull!", You.c_str(), (is_u ? "" : "es"),
z->name().c_str());
else if (can_see)
g->add_msg("%s crush%s the %s's body!", You.c_str(), (is_u ? "" : "es"),
z->name().c_str());
}
} // End of not-unarmed
} // End of critical hit
if (shock_them) {
power_level -= 2;
if (can_see)
g->add_msg("%s shock%s the %s!", You.c_str(), (is_u ? "" : "s"),
z->name().c_str());
int shock = rng(2, 5);
dam += shock * rng(1, 3);
z->moves -= shock * 180;
}
if (drain_them) {
charge_power(rng(0, 4));
if (can_see)
g->add_msg("%s drain%s the %s's body heat!", You.c_str(), (is_u ? "" : "s"),
z->name().c_str());
dam += rng(4, 10);
z->moves -= rng(80, 120);
}
if (bite_them) {
if (can_see)
g->add_msg("%s sink %s fangs into the %s!", You.c_str(), your.c_str(),
z->name().c_str());
dam += 18 - z->armor();
}
if (peck_them) {
if (can_see)
g->add_msg("%s peck%s the %s viciously!", You.c_str(), (is_u ? "" : "s"),
z->name().c_str());
dam += 16 - z->armor();
}
// Make a rather quiet sound, to alert any nearby monsters
g->sound(posx, posy, 8, "");
// Glass weapons shatter sometimes
if (weapon.made_of(GLASS) &&
rng(0, weapon.volume() + 8) < weapon.volume() + str_cur) {
if (can_see)
g->add_msg("%s %s shatters!", Your.c_str(), weapon.tname(g).c_str());
g->sound(posx, posy, 16, "");
// Dump its contents on the ground
for (int i = 0; i < weapon.contents.size(); i++)
g->m.add_item(posx, posy, weapon.contents[i]);
hit(g, bp_arms, 1, 0, rng(0, weapon.volume() * 2));// Take damage
if (weapon.is_two_handed(this))// Hurt left arm too, if it was big
hit(g, bp_arms, 0, 0, rng(0, weapon.volume()));
dam += rng(0, 5 + int(weapon.volume() * 1.5));// Hurt the monster extra
remove_weapon();
}
if (dam <= 0) {
if (is_u)
g->add_msg("You hit the %s, but do no damage.", z->name().c_str());
else if (can_see)
g->add_msg("%s's %s hits the %s, but does no damage.", You.c_str(),
weapon.tname(g).c_str(), z->name().c_str());
practice(sk_melee, rng(2, 5));
if (unarmed)
practice(sk_unarmed, 2);
if (bashing)
practice(sk_bashing, 2);
if (cutting)
practice(sk_cutting, 2);
if (stabbing)
practice(sk_stabbing, 2);
return 0;
}
if (is_u)
g->add_msg("You hit the %s for %d damage.", z->name().c_str(), dam);
else if (can_see)
g->add_msg("%s hits the %s with %s %s.", You.c_str(), z->name().c_str(),
(male ? "his" : "her"),
(weapon.type->id == 0 ? "fists" : weapon.tname(g).c_str()));
practice(sk_melee, rng(5, 10));
if (unarmed)
practice(sk_unarmed, rng(5, 10));
if (bashing)
practice(sk_bashing, rng(5, 10));
if (cutting)
practice(sk_cutting, rng(5, 10));
if (stabbing)
practice(sk_stabbing, rng(5, 10));
// Penalize the player if their cutting weapon got stuck
if (!unarmed && dam < z->hp && cutting_penalty > dice(str_cur * 2, 20)) {
if (is_u)
g->add_msg("Your %s gets stuck in the %s, pulling it out of your hands!",
weapon.tname().c_str(), z->type->name.c_str());
z->add_item(remove_weapon());
if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB))
z->speed *= .7;
else
z->speed *= .85;
} else {
if (dam >= z->hp) {
cutting_penalty /= 2;
cutting_penalty -= rng(sklevel[sk_cutting], sklevel[sk_cutting] * 2 + 2);
}
if (cutting_penalty > 0)
moves -= cutting_penalty;
if (cutting_penalty >= 50 && is_u)
g->add_msg("Your %s gets stuck in the %s, but you yank it free.",
weapon.tname().c_str(), z->type->name.c_str());
if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB))
z->speed *= .9;
}
return dam;
}
void player::stumble(game *g)
{
int stumble_pen = 2 * weapon.volume() + weapon.weight();
if (has_trait(PF_DEFT))
stumble_pen = int(stumble_pen * .3) - 10;
if (stumble_pen < 0)
stumble_pen = 0;
if (stumble_pen > 0 && (str_cur >= 15 || dex_cur >= 21 ||
one_in(16 - str_cur) || one_in(22 - dex_cur)))
stumble_pen = rng(0, stumble_pen);
if (!is_npc()) { // Only display messages if this is the player
if (stumble_pen >= 60)
g->add_msg("You miss and stumble with the momentum.");
else if (stumble_pen >= 10)
g->add_msg("You swing wildly and miss.");
else
g->add_msg("You miss.");
}
moves -= stumble_pen;
}
bool player::hit_player(player &p, body_part &bp, int &hitdam, int &hitcut)
{
// TODO: Add bionics and other bonus (e.g. heat drain, shock, etc)
if (!is_npc() && p.is_npc()) {
npc *foe = dynamic_cast<npc*>(&p);
foe->make_angry();
}
bool unarmed = unarmed_attack(), bashing = weapon.is_bashing_weapon(),
cutting = weapon.is_cutting_weapon();
int hitit = hit_roll() - p.dodge_roll();
if (hitit < 0) { // They dodged
practice(sk_melee, rng(2, 4));
if (unarmed)
practice(sk_unarmed, 3);
if (bashing)
practice(sk_bashing, 1);
if (cutting)
practice(sk_cutting, 2);
return false;
}
if (hitit >= 15)
bp = bp_eyes;
else if (hitit >= 12)
bp = bp_mouth;
else if (hitit >= 10)
bp = bp_head;
else if (hitit >= 6)
bp = bp_torso;
else if (hitit >= 2)
bp = bp_arms;
else
bp = bp_legs;
hitdam = base_damage();
if (unarmed) {// Unarmed bonuses
hitdam += rng(0, sklevel[sk_unarmed]);
if (sklevel[sk_unarmed] >= 5)
hitdam += rng(sklevel[sk_unarmed], 3 * sklevel[sk_unarmed]);
if (has_trait(PF_TALONS))
hitcut += 10;
if (sklevel[sk_unarmed] >= 8 &&
(one_in(3) || rng(5, 20) < sklevel[sk_unarmed]))
hitdam *= rng(2, 3);
}
// Weapon adds (melee_dam / 4) to (melee_dam)
hitdam += rng(weapon.type->melee_dam / 4, weapon.type->melee_dam);
if (bashing)
hitdam += rng(0, sklevel[sk_bashing]) * sqrt(str_cur);
hitdam += int(pow(1.5, sklevel[sk_melee]));
hitcut = weapon.type->melee_cut;
if (hitcut > 0)
hitcut += int(sklevel[sk_cutting] / 3);
if (hitdam < 0) hitdam = 0;
if (hitdam > 0 || hitcut > 0) { // Practicing
practice(sk_melee, rng(5, 10));
if (unarmed)
practice(sk_unarmed, rng(5, 10));
if (bashing)
practice(sk_bashing, rng(5, 10));
if (cutting)
practice(sk_cutting, rng(5, 10));
} else { // Less practice if we missed
practice(sk_melee, rng(2, 5));
if (unarmed)
practice(sk_unarmed, 2);
if (bashing)
practice(sk_bashing, 2);
if (cutting)
practice(sk_cutting, 3);
}
return true;
}
int player::dodge()
{
// If this function is called, it should be assumed that we're exercising
// the dodge skill.
if (has_disease(DI_SLEEP) || has_disease(DI_LYING_DOWN))
return 0;
practice(sk_dodge, 5);
int ret = 4 + (dex_cur / 2);
ret += sklevel[sk_dodge];
ret -= (encumb(bp_legs) / 2) + encumb(bp_torso);
ret += int(current_speed() / 150);
if (str_max >= 16)
ret--; // Penalty if we're hyuuge
else if (str_max <= 5)
ret++; // Bonus if we're small
if (!can_dodge) // We already dodged this turn
ret = rng(0, ret);
can_dodge = false;
return ret;
}
int player::dodge_roll()
{
return dice(dodge(), 6);
}
int player::base_damage(bool real_life)
{
int str = (real_life ? str_cur : str_max);
int dam = (real_life ? rng(0, str / 2) : str / 2);
// Bonus for strong characters
if (str > 10)
dam += int((str - 9) / 2);
// Big bonus for super-human characters
if (str > 20)
dam += int((str - 20) * 1.5);
return dam;
}