unit fight; interface uses Math, SysUtils, area, constants, skills, conns, mudsystem, mudthread, dtypes, util, chars; { damage types } const TYPE_UNDEFINED=-1; TYPE_HIT=5000; TYPE_SLAY=6000; TYPE_SILENT=6001; { fighting constants } const FG_NONE=0; FG_PUNCH=1; FG_SLASH=2; { gsn_slashing } FG_PIERCE=3; { gsn_piercing } FG_CLEAVE=4; { gsn_slashing } FG_BLAST=5; FG_CRUSH=6; { gsn_concussion } FG_BITE=7; FG_CLAW=8; FG_WHIP=9; { gsn_whipping } FG_STAB=10; { gsn_piercing } FG_GAZE=11; { gaze from a spirit? } FG_BREATH=12; { breath } FG_STING=13; { sting (bee, fly) } const attack_table:array[FG_NONE..FG_STING,1..2] of string=(('nothing','nothings'), ('punch','punches'), ('slash','slashes'), ('pierce','pierces'), ('cleave','cleaves'), ('blast','blasts'), ('crush','crushes'), ('bite','bites'), ('claw','claws'), ('whip','whips'), ('stab','stabs'), ('gaze','gazes'), ('breath','breaths'), ('sting','stings')); const dual_flip : boolean = false; procedure stopfighting(ch : GCharacter); procedure death_cry(ch, killer : GCharacter); procedure gain_xp(ch : GCharacter; xp : cardinal); function damage(ch, oppnt : GCharacter; dam : integer; dt : integer) : integer; function one_hit(ch, victim : GCharacter) : integer; function in_melee(ch, vict : GCharacter) : boolean; procedure multi_hit(ch, vict : GCharacter); procedure update_fighting; implementation uses progs, timers, update; procedure stopfighting(ch : GCharacter); var vict : GCharacter; node : GListNode; begin node := char_list.head; while (node <> nil) do begin vict := node.element; if (vict.fighting = ch) then begin vict.fighting:=nil; vict.position:=POS_STANDING; end; node := node.next; end; ch.fighting := nil; ch.position := POS_STANDING; // ch.fought_by.clear; end; procedure death_cry(ch, killer : GCharacter); var chance:integer; s_room : GRoom; vict : GCharacter; pexit : GExit; node_exit, node_char : GListNode; begin node_exit := ch.room.exits.head; while (node_exit <> nil) do begin pexit := node_exit.element; s_room := findRoom(pexit.vnum); node_char := s_room.chars.head; while (node_char <> nil) do begin vict := node_char.element; vict.sendBuffer('You hear a chilling death cry.'#13#10); node_char := node_char.next; end; node_exit := node_exit.next; end; chance:=random(14); if (ch.room = killer.room) then case chance of 1,2,3: act(AT_REPORT,'$n falls to the ground... DEAD.',false,ch,nil,killer,TO_VICT); 4,5,6: act(AT_REPORT,'$n splatters blood on your armor.',false,ch,nil,killer,TO_VICT); 7,8,9: act(AT_REPORT,'$n screams out in terror and dies.',false,ch,nil,killer,TO_VICT); else act(AT_REPORT,'You hear $n''s death cry.',false,ch,nil,killer,TO_VICT); end; act(AT_REPORT,'You hear $n''s death cry.',false,ch,nil,killer,TO_NOTVICT); end; procedure gain_xp(ch : GCharacter; xp : cardinal); var hp_gain,mv_gain,ma_gain : integer; begin if (ch.IS_NPC) or (ch.IS_IMMORT) then exit; { no message here, could spam a level 500 off the floor - Grimlord } if (ch.level >= LEVEL_MAX) then exit; with ch do begin inc(player^.xptot,xp); dec(player^.xptogo,xp); while (player^.xptogo<=0) do begin act(AT_WHITE,'>> You have advanced a level!',false,ch,nil,nil,TO_CHAR); hp_gain:=(ability.con div 4)+random(6)-3; mv_gain:=ability.dex div 4; if odd(level) then ma_gain:=round((ability.int+ability.wis)/10) else ma_gain:=0; act(AT_REPORT, 'You gain $B$1' + inttostr(hp_gain) + '$A$7 health, $B$1' + inttostr(mv_gain) + '$A$7 moves and $B$1' + inttostr(ma_gain) + '$A$7 mana.', false, ch, nil, nil, TO_CHAR); with point do begin inc(max_hp,hp_gain); inc(max_mv,mv_gain); inc(max_mana,ma_gain); hp:=max_hp; mv:=max_mv; end; inc(level); if (level>=LEVEL_MAX) then begin level:=LEVEL_MAX; act(AT_WHITE,'>> You have achieved the maximum level possible!',false,ch,nil,nil,TO_CHAR); end; inc(player^.xptogo, ch.calcxp2lvl); point.hitroll := UMax((level div 5)+50,100); ch.calcRank; end; end; end; function get_exp_worth(ch : GCharacter) : integer; begin get_exp_worth := longint(ch.level) * longint(ch.point.max_hp); end; function xp_compute(ch, victim : GCharacter) : cardinal; var xp, range : cardinal; begin if (not ch.IS_NPC) and (not victim.IS_NPC) and (ch.IS_SAME_ALIGN(victim)) then begin xp_compute:=1; exit; end; if (ch.IS_IMMORT) or (ch.IS_NPC) or (ch = victim) then begin xp_compute:=0; exit; end; xp := get_exp_worth(victim); range := URange(1, (victim.level - ch.level) + 10,13); xp_compute := (xp*range) div 10; xp_compute := UMin((victim.level - ch.level + 1)*20,1); end; function findDamage(dam : integer) : GDamMessage; var node : GListNode; dm : GDamMessage; begin findDamage := nil; node := dm_msg.head; while (node <> nil) do begin dm := node.element; if (dam >= dm.min) and (dam <= dm.max) then begin findDamage := dm; exit; end; node := node.next; end; end; function damage(ch, oppnt : GCharacter; dam : integer; dt : integer) : integer; var xp,r,dameq:integer; damobj : GObject; dm : GDamMessage; a : array[1..3] of string; s1, s2 : string; begin damage := RESULT_NONE; if (ch.CHAR_DIED) then begin damage := RESULT_CHARDIED; exit; end; if (oppnt.CHAR_DIED) then begin damage := RESULT_VICTDIED; exit; end; if (ch.position = POS_BASHED) then begin damage := RESULT_CHARBASHED; exit; { can't fight when bashed! } end; if (ch.room <> oppnt.room) and (dt <> TYPE_SILENT) then begin ch.fighting := nil; ch.position := POS_STANDING; oppnt.fighting := nil; oppnt.position := POS_STANDING; damage := RESULT_VICTDIED; exit; end; if (ch.position <> POS_FIGHTING) and (ch.position <> POS_CASTING) and (oppnt <> ch) then begin ch.position := POS_FIGHTING; ch.fighting := oppnt; end; if (oppnt.position <> POS_FIGHTING) and (oppnt.position <> POS_BASHED) and (oppnt.position <> POS_CASTING) and (oppnt <> ch) then begin oppnt.position := POS_FIGHTING; oppnt.fighting := ch; end; if (dam > 5) and (oppnt.position = POS_CASTING) then begin act(AT_FIGHT_HIT, '$B$4OUCH$7!$A$7 You lost your concentration!',false,oppnt,nil,ch,TO_CHAR); unregisterTimer(oppnt, TIMER_CAST); oppnt.position := POS_FIGHTING; end; if (dam>10) and (dt<>TYPE_UNDEFINED) then begin dameq := random(MAX_WEAR)+1; damobj := oppnt.getEQ(dameq); if (damobj <> nil) then begin { damage the object } dec(dam,5); end else inc(dam,5); end; { check for damage type } dm := findDamage(dam); if (dm <> nil) then begin a[1] := dm.msg[1]; a[2] := dm.msg[2]; a[3] := dm.msg[3]; end; if (dt = TYPE_UNDEFINED) then begin s1 := 'hit'; s2 := 'hits'; end else if (dt > TYPE_UNDEFINED) and (dt < TYPE_HIT) then begin s1 := skill_table[dt].dam_msg; s2 := skill_table[dt].dam_msg; end else if (dt>TYPE_HIT) and (dt<TYPE_SLAY) then begin s1 := attack_table[dt - TYPE_HIT, 1]; s2 := attack_table[dt - TYPE_HIT, 2]; end else if (dt = TYPE_SLAY) then begin s1 := 'cold breath'; s2 := 'breaths'; end else if (dt = TYPE_SILENT) then begin { nothing here } end else begin bugreport('damage', 'fight.pas', 'unknown damagetype ' + inttostr(dt), 'The specified damage type is unknown.'); exit; end; if (ch.CHAR_DIED) then begin damage:=RESULT_CHARDIED; exit; end; if (oppnt.CHAR_DIED) then begin damage:=RESULT_VICTDIED; exit; end; if (s1 <> '') and (s2 <> '') and (dt <> gsn_backstab) then begin r := pos('#w',a[1]); if (r <> 0) then begin delete(a[1], r, 2); insert(s1 + mudAnsi(AT_FIGHT_YOU), a[1], r); end; r:=pos('#W',a[1]); if r<>0 then begin delete(a[1],r,2); insert(s2 + mudAnsi(AT_FIGHT_YOU),a[1],r); end; r:=pos('#w',a[2]); if r<>0 then begin delete(a[2],r,2); insert(s1 + mudAnsi(AT_FIGHT_HIT),a[2],r); end; r:=pos('#W',a[2]); if r<>0 then begin delete(a[2],r,2); insert(s2 + mudAnsi(AT_FIGHT_HIT),a[2],r); end; r:=pos('#w',a[3]); if r<>0 then begin delete(a[3],r,2); insert(s1 + mudAnsi(AT_FIGHT),a[3],r); end; r:=pos('#W',a[3]); if r<>0 then begin delete(a[3],r,2); insert(s2 + mudAnsi(AT_FIGHT),a[3],r); end; act(AT_FIGHT_YOU,a[1],false,ch,nil,oppnt,TO_CHAR); act(AT_FIGHT_HIT,a[2],false,oppnt,nil,ch,TO_CHAR); act(AT_FIGHT,a[3],false,oppnt,nil,ch,TO_NOTVICT); end; { in a battleground, immortals should receive damage - Grimlord } if (not oppnt.IS_IMMORT) or ((not oppnt.IS_NPC) and oppnt.IS_IMMORT) and (oppnt.player^.bg_status = BG_PARTICIPATE) then dec(oppnt.point.hp, dam); { ermmz... you shouldn't receive xp when damaged by poison - Grimlord } if (oppnt <> ch) then xp:=round(3.1*dam)+10 else xp:=0; if (oppnt.CHAR_DIED) then begin damage := RESULT_VICTDIED; exit; end; if (not ch.CHAR_DIED) then begin if (not ch.IS_IMMORT) and (not ch.IS_NPC) then begin gain_xp(ch,xp); inc(ch.player^.fightxp,xp); end; end else begin damage:=RESULT_CHARDIED; exit; end; if (oppnt.point.hp<0) then begin unregisterTimer(ch, TIMER_CAST); unregisterTimer(ch, TIMER_COMBAT); unregisterTimer(oppnt, TIMER_CAST); unregisterTimer(oppnt, TIMER_COMBAT); oppnt.position:=POS_STANDING; ch.position:=POS_STANDING; stopfighting(oppnt); oppnt.fighting:=nil; ch.fighting:=nil; (* r:=ch.fought_by.indexof(oppnt); if r<>-1 then ch.fought_by.delete(r); *) oppnt.bash_timer:=-2; death_cry(oppnt,ch); act(AT_KILLED,'You have been killed!',false,oppnt,nil,nil,TO_CHAR); act(AT_KILLED,'$N has been killed!',true,ch,nil,oppnt,TO_NOTVICT); if (ch<>oppnt) then begin act(AT_KILLED,'$N has been killed!',false,ch,nil,oppnt,TO_CHAR); xp := xp_compute(oppnt,ch); if (not ch.IS_NPC) then act(AT_REPORT,'You gain ' + inttostr(xp)+' XP for the kill and '+IntToStr(ch.player^.fightxp)+' XP for fighting.',false,ch,nil,nil,TO_CHAR); gain_xp(ch,xp); end; if (oppnt.IS_NPC) then begin deathTrigger(oppnt, ch); { if switched, let go } if (oppnt.conn <> nil) then interpret(oppnt, 'return sub'); oppnt.die; if (not ch.IS_NPC) then begin if (IS_SET(ch.player^.cfg_flags,CFG_AUTOLOOT)) then interpret(ch, 'get all ''corpse of ' + oppnt.name^ + ''''); if (IS_SET(ch.player^.cfg_flags,CFG_AUTOSAC)) then interpret(ch, 'sac ''corpse of ' + oppnt.name^ + ''''); end; end else begin oppnt.die; { Regain 10% of xp needed when killed by NPC, 4% when killed by PC - Grimlord} if (ch.IS_NPC) then begin inc(oppnt.player^.xptogo, oppnt.calcxp2lvl div 10); ch.hunting := nil; REMOVE_BIT(ch.act_flags, ACT_HUNTING); end else begin inc(ch.kills); { get a point when killing one in bg - Grimlord } if (ch.player^.bg_status = BG_PARTICIPATE) then inc(ch.player^.bg_points); if (oppnt.player^.bg_status <> BG_PARTICIPATE) then inc(oppnt.player^.xptogo, oppnt.calcxp2lvl div 4); if (IS_SET(ch.player^.cfg_flags, CFG_AUTOSCALP)) then interpret(ch, 'scalp corpse of '+oppnt.name^); end; if (oppnt.clan <> nil) then to_channel(oppnt, '*CLAN NOTIFY*: '+oppnt.name^+' has been'+ ' killed by '+ch.name^+'!',CHANNEL_CLAN,AT_WHITE); if (not ch.IS_NPC) then begin if (ch.clan<>nil) then to_channel(ch, '*CLAN NOTIFY*: '+ch.name^+' has just'+ ' killed '+oppnt.name^+'!',CHANNEL_CLAN,AT_WHITE); if not (ch.IS_SAME_ALIGN(oppnt)) then begin if (ch.player^.taunt <> '') then act(AT_WHITE, '$N taunts: ' + ch.player^.taunt, false, oppnt, nil, ch, TO_CHAR); // update_trophy(ch,oppnt); end; end; end; damage := RESULT_VICTDIED; exit; end; if (not oppnt.IS_NPC) then if (oppnt.point.hp <= oppnt.player^.wimpy) then interpret(oppnt,'flee'); end; function one_hit(ch, victim : GCharacter) : integer; var chance,ds,dam:integer; wield : GObject; fly_bonus, prof_bonus, prof_gsn : integer; vict_ac : integer; hit_roll, roll : integer; begin one_hit := RESULT_NONE; if (ch.CHAR_DIED) then begin one_hit := RESULT_CHARDIED; exit; end; if (victim.CHAR_DIED) then begin one_hit := RESULT_VICTDIED; exit; end; { get the weapon } wield := ch.getDualWield; if (wield <> nil) then begin if (not dual_flip) then begin dual_flip := true; wield := ch.getEQ(WEAR_RHAND); end else dual_flip := false; end; if (wield = nil) or (wield.item_type <> ITEM_WEAPON) then wield := ch.getWield(ITEM_WEAPON); if (wield = nil) then ds := FG_PUNCH else begin ds := wield.value[4]; if (ds = 0) then ds := FG_PUNCH; end; if (victim.CHAR_DIED) then begin one_hit := RESULT_VICTDIED; exit; end; if (ch.position <> POS_FIGHTING) and (ch.position <> POS_CASTING) and (victim <> ch) then begin ch.position := POS_FIGHTING; ch.fighting := victim; end; if (victim.position<>POS_FIGHTING) and (victim.position<>POS_BASHED) and (victim.position<>POS_CASTING) and (victim<>ch) then begin victim.position:=POS_FIGHTING; victim.fighting:=ch; end; vict_ac := victim.point.ac; hit_roll := ch.point.hitroll; if (not ch.CAN_SEE(victim)) then { -10 penalty to hitroll when not able to see target } dec(hit_roll,10); // prof_bonus := get_prof_bonus(ch,wield,prof_gsn); prof_bonus := 0; dec(hit_roll,prof_bonus); dec(hit_roll,vict_ac); roll := rolldice(1,100); { undead or spirits: attack will go right through them if it's non-magical - Grimlord } if (victim.IS_NPC) and (IS_SET(victim.act_flags, ACT_SPIRIT)) and (not ch.IS_AFFECT(AFF_ENCHANT)) then begin act(AT_REPORT,'Your attack goes right through your victim as if it was not there!', false,ch,nil,victim,TO_CHAR); act(AT_REPORT,'$n''s attack just doesn''t seem to have any effect!', false,ch,nil,victim,TO_ROOM); end else { mortals fighting immortals get this boney message - Grimlord } if (victim.IS_IMMORT) and (not ch.IS_IMMORT) then begin act(AT_REPORT, 'Your blow bounces off $N''s holy shield!',false,ch,nil,victim,TO_CHAR); act(AT_REPORT, '$n''s blow bounces off your holy shield!',false,ch,nil,victim,TO_VICT); act(AT_REPORT, '$n''s blow bounces off $N''s holy shield!',false,ch,nil,victim,TO_NOTVICT); end else if (roll <= hit_roll) then begin { check for dodge } if (number_percent <= victim.learned[gsn_dodge] div 2) then begin improve_skill(victim,gsn_dodge); if number_percent<50 then begin act(AT_REPORT,'$N ducks left, dodging your attack.',false,ch,nil,victim,TO_CHAR); act(AT_REPORT,'You duck left, dodging $n''s attack.',false,ch,nil,victim,TO_VICT); act(AT_REPORT,'$N ducks left, dodging $n''s attack.',false,ch,nil,victim,TO_NOTVICT); end else begin act(AT_REPORT,'$N ducks right, dodging your attack.',false,ch,nil,victim,TO_CHAR); act(AT_REPORT,'You duck right, dodging $n''s attack.',false,ch,nil,victim,TO_VICT); act(AT_REPORT,'$N ducks right, dodging $n''s attack.',false,ch,nil,victim,TO_NOTVICT); end; exit; end; if (wield <> nil) then dam := rolldice(wield.value[2],wield.value[3]) else if (ch.point.damnumdie<>0) and (ch.point.damsizedie<>0) then dam := rolldice(ch.point.damnumdie,ch.point.damsizedie) else dam := rolldice(1,3); // improve_skill(ch,prof_gsn); inc(dam,ch.point.apb); inc(dam,prof_bonus div 4); chance := ch.learned[gsn_enhanced_damage]; if (number_percent <= chance) then begin improve_skill(ch, gsn_enhanced_damage); inc(dam, 10); end; dam := (dam * ch.ability.str) div 50; one_hit:=damage(ch,victim,dam, TYPE_HIT + ds); end else if (roll+((victim.ability.dex-50) div 12)<=hit_roll) then begin if (victim.IS_FLYING) then begin act(AT_REPORT,'You swing wide as $N quickly flies out of the way.',false,ch,nil,victim,TO_CHAR); act(AT_REPORT,'$n swings wide as you quickly fly out of the way.',false,ch,nil,victim,TO_VICT); act(AT_REPORT,'$n swings wide as $N quickly flies out of the way.',false,ch,nil,victim,TO_NOTVICT); end else begin act(AT_REPORT,'You swing wide, and miss $N completely.',false,ch,nil,victim,TO_CHAR); act(AT_REPORT,'$n swings wide, and misses you completely.',false,ch,nil,victim,TO_VICT); act(AT_REPORT,'$n swings wide, and misses $N completely.',false,ch,nil,victim,TO_NOTVICT); end; end else begin act(AT_REPORT,'Your '+attack_table[ds,1]+' is completely absorbed by $N''s armor!', false,ch,nil,victim,TO_CHAR); act(AT_REPORT,'$n''s '+attack_table[ds,1]+' is completely absorbed by your armor!', false,ch,nil,victim,TO_VICT); act(AT_REPORT,'$n''s '+attack_table[ds,1]+' is completely absorbed by $N''s armor!', false,ch,nil,victim,TO_NOTVICT); end; end; function in_melee(ch, vict : GCharacter) : boolean; var node : GListNode; t : GCharacter; num : integer; begin in_melee := true; if (ch = vict.fighting) then exit; num := 0; node := char_list.head; while (node <> nil) do begin t := node.element; if (t.position = POS_FIGHTING) and (t.fighting = vict) then begin inc(num); if (t = ch) then begin if (num > 4) then in_melee := false; exit; end; end; node := node.next; end; end; procedure multi_hit(ch, vict : GCharacter); var chance,dual_bonus:integer; begin if (ch.fighting <> vict) then begin ch.fighting := nil; ch.position := POS_STANDING; bugreport('multi_hit', 'fight.pas', 'desync error: ch.fighting & vict not same', 'Character information has been desynced heavily.'); write_console('System is unstable - prepare for a rough ride'); exit; end; if (ch.CHAR_DIED) then exit; if (vict.CHAR_DIED) then begin ch.fighting := nil; ch.position := POS_STANDING; exit; end; if (ch.position=POS_BASHED) or (ch.position=POS_CASTING) then exit; if ch.position=POS_FIGHTING then begin if (vict.position<POS_FIGHTING) then begin vict.position:=POS_FIGHTING; vict.fighting:=ch; end; if not in_melee(ch,vict) then begin act(AT_REPORT,'$10- You are not in melee range! -',false,ch,nil,nil,TO_CHAR); exit; end; if (one_hit(ch, vict) <> RESULT_NONE) then exit; if (ch.getDualWield <> nil) then begin dual_bonus := ch.learned[gsn_dual_wield] div 10; if skill_success(ch,gsn_dual_wield) then begin improve_skill(ch, gsn_dual_wield); if (one_hit(ch, vict) <> RESULT_NONE) then exit; end; end else dual_bonus := 0; if (ch.point.mv < 10) then dec(dual_bonus, 20); chance := ch.learned[gsn_second_attack] + dual_bonus; if (number_percent <= chance) then begin improve_skill(ch, gsn_second_attack); if (one_hit(ch,vict) <> RESULT_NONE) then exit; end; chance := ch.learned[gsn_third_attack] + dual_bonus; if (number_percent <= chance) then begin improve_skill(ch, gsn_third_attack); if (one_hit(ch,vict) <> RESULT_NONE) then exit; end; chance := ch.learned[gsn_fourth_attack] + dual_bonus; if (number_percent <= chance) then begin improve_skill(ch, gsn_fourth_attack); if (one_hit(ch,vict) <> RESULT_NONE) then exit; end; chance := ch.learned[gsn_fifth_attack] + dual_bonus; if (number_percent <= chance) then begin improve_skill(ch, gsn_fifth_attack); if (one_hit(ch,vict) <> RESULT_NONE) then exit; end; end; end; procedure update_fighting; var ch, vch, gch : GCharacter; node_world, node_room : GListNode; conn : GConnection; begin node_world := char_list.head; while (node_world <> nil) do begin ch := node_world.element; if (ch.bash_timer > -2) then dec(ch.bash_timer); if (ch.bashing > -2) then dec(ch.bashing); if (ch.cast_timer > 0) then dec(ch.cast_timer); if (ch.bash_timer = 1) and (ch.position = POS_BASHED) then begin if (ch.fighting <> nil) then ch.position := POS_FIGHTING else ch.position := POS_STANDING; act(AT_REPORT,'You recover from the bash and stand quickly.',false,ch,nil,nil,TO_CHAR); act(AT_REPORT,'$n recovers and stands quickly.',false,ch,nil,nil,TO_ROOM); end; vch := ch.fighting; if (ch.position = POS_FIGHTING) then begin multi_hit(ch,vch); if (vch.CHAR_DIED) or (ch.CHAR_DIED) then break; { Group members AUTO-assist other group members } node_room := ch.room.chars.head; while (node_room <> nil) do begin gch := node_room.element; if (gch <> ch) and (gch.leader=ch.leader) and (gch.room = ch.room) then if (gch.fighting = nil) and (gch.position = POS_STANDING) then if (gch.IS_NPC) or (IS_SET(gch.player^.cfg_flags, CFG_ASSIST)) then begin if (vch.CHAR_DIED) then break; act(AT_REPORT,'You assist $N!',false,gch,nil,ch,TO_CHAR); act(AT_REPORT,'$n assists $N!',false,gch,nil,ch,TO_ROOM); gch.fighting := vch; gch.position := POS_FIGHTING; end; node_room := node_room.next; end; { NPC's of same type assist each other } if (ch.IS_NPC) then begin node_room := ch.room.chars.head; while (node_room <> nil) do begin gch := node_room.element; if (vch.CHAR_DIED) then break; if (gch.IS_NPC) and (gch.IS_AWAKE) then if (gch.position = POS_STANDING) and (gch.npc_index.vnum = ch.npc_index.vnum) then if (number_percent <= 25) then begin if (vch.CHAR_DIED) then break; gch.fighting := vch; gch.position := POS_FIGHTING; // in_melee(gch,vch); act(AT_FIGHT,'$n charges into the battle against $N!',false,gch,nil,vch,TO_NOTVICT); act(AT_FIGHT_HIT,'$N charges into the battle against you!',false,vch,nil,gch,TO_CHAR); multi_hit(gch,vch); end; node_room := node_room.next; end; end; end else if (ch.IS_NPC) then begin // aggress mode if (ch.hunting <> nil) and (ch.hunting.room = ch.room) then interpret(ch, 'kill '+ch.hunting.name^); if (IS_SET(ch.act_flags, ACT_AGGRESSIVE)) then begin vch := ch.room.findRandomChar; if (vch <> nil) then interpret(ch, 'kill ' + vch.name^); end; end; node_world := node_world.next; end; node_world := connection_list.head; while (node_world <> nil) do begin conn := node_world.element; if (conn.state = CON_PLAYING) and (not conn.ch.in_command) then conn.ch.emptyBuffer; node_world := node_world.next; end; node_world := char_list.head; while (node_world <> nil) do begin ch := node_world.element; if (ch.IS_NPC) and (ch.fighting <> nil) then fightTrigger(ch, ch.fighting); node_world := node_world.next; end; end; end.