/* * The unique portions of SunderMud code as well as the integration efforts * for code from other sources is based on the efforts of: * * Lotherius (elfren@aros.net) * * This code can only be used under the terms of the DikuMud, Merc, * and ROM licenses. The same requirements apply to the changes that * have been made. * * All other copyrights remain in place and in force. */ /*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #include "everything.h" #define MAX_DAMAGE_MESSAGE 37 /* command procedures needed */ DECLARE_DO_FUN(do_emote ); DECLARE_DO_FUN(do_circle ); DECLARE_DO_FUN(do_berserk ); DECLARE_DO_FUN(do_bash ); DECLARE_DO_FUN(do_trip ); DECLARE_DO_FUN(do_dirt ); DECLARE_DO_FUN(do_flee ); DECLARE_DO_FUN(do_kick ); DECLARE_DO_FUN(do_disarm ); DECLARE_DO_FUN(do_get ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_sacrifice ); DECLARE_DO_FUN(do_rotate ); /* * Local functions. */ void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_shield args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, bool immune ) ); void death_cry args( ( CHAR_DATA *ch ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void make_corpse args( ( CHAR_DATA *ch ) ); void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool dual ) ); void special_one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void raw_kill args( ( CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim , bool dual) ); bool can_murder args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); float check_brand args(( CHAR_DATA *ch, char color[3], OBJ_DATA *wep, CHAR_DATA *victim)); /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; for ( ch = char_list; ch != NULL; ch = ch->next ) { ch_next = ch->next; if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if ( IS_AWAKE(ch) && ch->in_room == victim->in_room ) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, FALSE ); if ( ( victim = ch->fighting ) == NULL ) continue; mprog_hitprcnt_trigger( ch, victim ); mprog_fight_trigger( ch, victim ); /* * Fun for the whole family! */ check_assist(ch,victim); } return; } /* for auto assisting */ void check_assist(CHAR_DATA *ch,CHAR_DATA *victim) { CHAR_DATA *rch, *rch_next; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IS_AWAKE(rch) && rch->fighting == NULL) { /* quick check for ASSIST_PLAYER */ if (!IS_NPC(ch) && IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_PLAYERS) && rch->level + 6 > victim->level) { do_emote(rch,"screams and attacks!"); multi_hit(rch,victim,TYPE_UNDEFINED); continue; } /* PCs next */ if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM)) { if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST)) || IS_AFFECTED(rch,AFF_CHARM)) && is_same_group(ch,rch) ) multi_hit (rch,victim,TYPE_UNDEFINED); continue; } /* now check the NPC cases */ if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM)) { if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL)) || (IS_NPC(rch) && rch->race == ch->race && IS_SET(rch->off_flags,ASSIST_RACE)) || (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN) && ((IS_GOOD(rch) && IS_GOOD(ch)) || (IS_EVIL(rch) && IS_EVIL(ch)) || (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) || (rch->pIndexData == ch->pIndexData && IS_SET(rch->off_flags,ASSIST_VNUM))) { CHAR_DATA *vch; CHAR_DATA *target; int number; if (number_bits(1) == 0) continue; target = NULL; number = 0; for (vch = ch->in_room->people; vch; vch = vch->next) { if (can_see(rch,vch) && is_same_group(vch,victim) && number_range(0,number) == 0) { target = vch; number++; } } if (target != NULL) { do_emote(rch,"screams and attacks!"); multi_hit(rch,target,TYPE_UNDEFINED); } } } } } } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance; /* decrement the wait */ if (ch->desc == NULL) ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE); /* no attacks for stunnies -- just a check */ if (ch->position < POS_RESTING) return; if (IS_NPC(ch)) { mob_hit(ch,victim,dt); return; } /* if IS_SET(ch->parts, PART_HOOFS) { special_one_hit( ch, victim, 1035 ); if (ch->fighting != victim) return; } */ if IS_SET(ch->parts, PART_HORNS ) { special_one_hit( ch, victim, 1036 ); } else if IS_SET(ch->parts, PART_WINGS) { special_one_hit( ch, victim , 1033); /*left wing*/ special_one_hit( ch, victim , 1034); /*right wing*/ } else if (ch->race == race_lookup ("azer")) { special_one_hit(ch, victim, 1037); /*flaming aura*/ } one_hit( ch, victim, dt, FALSE ); if (get_eq_char(ch, WEAR_WIELD2) != NULL) one_hit( ch, victim, dt, TRUE ); if (ch->fighting != victim) return; if (IS_AFFECTED(ch,AFF_HASTE) || ((race_table[ch->race].off & OFF_FAST) == OFF_FAST)) { one_hit(ch,victim,dt, FALSE); if (get_eq_char(ch, WEAR_WIELD2) != NULL) one_hit (ch, victim, dt, TRUE); } if ( ch->fighting != victim || dt == gsn_backstab ) return; chance = get_skill(ch,gsn_second_attack)/2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,gsn_second_attack,TRUE,5); if ( ch->fighting != victim ) return; } chance = get_skill(ch,gsn_third_attack)/4; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,gsn_third_attack,TRUE,6); if ( ch->fighting != victim ) return; } return; } /* procedure for all mobile attacks */ void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt) { int chance,number; CHAR_DATA *vch, *vch_next; one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; /* Area attack -- BALLS nasty! */ if (IS_SET(ch->off_flags,OFF_AREA_ATTACK)) { for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next; if ((vch != victim && vch->fighting == ch)) one_hit(ch,vch,dt, FALSE); } } if (IS_AFFECTED(ch,AFF_HASTE) || IS_SET(ch->off_flags,OFF_FAST)) one_hit(ch,victim,dt,FALSE); if (ch->fighting != victim || dt == gsn_backstab) return; chance = get_skill(ch,gsn_second_attack)/2; if (number_percent() < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; } chance = get_skill(ch,gsn_third_attack)/4; if (number_percent() < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; } /* oh boy! Fun stuff! */ if (ch->wait > 0) return; number = number_range(0,2); if (number == 1 && IS_SET(ch->act,ACT_MAGE)) /* { mob_cast_mage(ch,victim); return; } */ ; if (number == 2 && IS_SET(ch->act,ACT_CLERIC)) /* { mob_cast_cleric(ch,victim); return; } */ ; /* now for the skills */ number = number_range(0,7); switch(number) { case (0) : if (IS_SET(ch->off_flags,OFF_BASH)) do_bash(ch,""); break; case (1) : if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK)) do_berserk(ch,""); break; case (2) : if (IS_SET(ch->off_flags,OFF_DISARM) || (get_weapon_sn(ch, FALSE) != gsn_hand_to_hand && (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF)))) do_disarm(ch,""); break; case (3) : if (IS_SET(ch->off_flags,OFF_KICK)) do_kick(ch,""); break; case (4) : if (IS_SET(ch->off_flags,OFF_KICK_DIRT)) do_dirt(ch,""); break; case (5) : if (IS_SET(ch->off_flags,OFF_TAIL)) /* do_tail(ch,"") */ ; break; case (6) : if (IS_SET(ch->off_flags,OFF_TRIP)) do_trip(ch,""); break; case (7) : if (IS_SET(ch->off_flags,OFF_CRUSH)) /* do_crush(ch,"") */ ; break; } } /* * Hit one guy once with special attack. */ void special_one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int dam_type; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ dam_type = attack_table[dt - TYPE_HIT].damage; /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if (IS_SET(ch->act,ACT_WARRIOR)) thac0_32 = -10; else if (IS_SET(ch->act,ACT_THIEF)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_CLERIC)) thac0_32 = 2; else if (IS_SET(ch->act,ACT_MAGE)) thac0_32 = 6; } else { thac0_00 = class_table[ch->class].thac0_00; thac0_32 = class_table[ch->class].thac0_32; } thac0 = interpolate( ch->level, thac0_00, thac0_32 ); /* JAE routine to determine and subtract hit bonus of weapon would add significant overhead, thus skipping it.*/ thac0 -= (GET_HITROLL(ch)); thac0 += 5; switch(dam_type) { case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break; case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break; case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break; default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break; }; if (victim_ac < -15) victim_ac = (victim_ac + 15) / 5 - 15; if ( !can_see( ch, victim ) ) victim_ac -= 4; if ( victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt, dam_type ); tail_chain( ); return; } /* * Hit. * Calc damage. */ dam = number_range( 1 + ch->level/10 , ch->level/2 ); if (IS_SET(ch->parts, PART_WINGS)) /*reduce damage by 45% */ dam = (dam*.55); /* * Bonuses. */ if ( ch->class == class_lookup("monk") ) { dam += dam * 1.7; /* Monks do more damage with hand to hand. * We know it is hand to hand cause they can't use * Anything Else. */ } if ( get_skill(ch,gsn_enhanced_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_enhanced_damage)) { check_improve(ch,gsn_enhanced_damage,TRUE,6); dam += dam * diceroll/100; } } if ( get_skill(ch,gsn_ultra_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_ultra_damage)) { check_improve(ch,gsn_ultra_damage,TRUE,6); dam += dam * diceroll/75; } } if ( !IS_AWAKE(victim) ) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; /* adding damage bonus is outrageous, so not doing it. */ /* dam += GET_DAMROLL(ch) */ if ( dam <= 0 ) dam = 1; damage( ch, victim, dam, dt, dam_type ); tail_chain( ); return; } /* Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool dual ) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn,skill; int dam_type; char mes[128]; sn = -1; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ if (!dual) wield = get_eq_char( ch, WEAR_WIELD ); else wield = get_eq_char (ch, WEAR_WIELD2); sprintf (mes, "dt %d", dt); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } sprintf (mes, "dt %d", dt); if (dt < TYPE_HIT) if (wield != NULL) dam_type = attack_table[wield->value[3]].damage; else dam_type = attack_table[ch->dam_type].damage; else dam_type = attack_table[dt - TYPE_HIT].damage; sprintf (mes, "dam type: %d", dam_type); if (dam_type == -1) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn(ch, dual); if (!dual) skill = 20 + get_weapon_skill(ch,sn); else skill = (int)((20 + get_weapon_skill(ch,sn))*get_skill(ch,gsn_dual)/100); /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if (IS_SET(ch->act,ACT_WARRIOR)) thac0_32 = -10; else if (IS_SET(ch->act,ACT_THIEF)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_CLERIC)) thac0_32 = 2; else if (IS_SET(ch->act,ACT_MAGE)) thac0_32 = 6; } else { thac0_00 = class_table[ch->class].thac0_00; thac0_32 = class_table[ch->class].thac0_32; } thac0 = interpolate( ch->level, thac0_00, thac0_32 ); thac0 -= GET_HITROLL(ch) * skill/100; thac0 += 5 * (100 - skill) / 100; if (dt == gsn_backstab) thac0 -= 10 * (100 - get_skill(ch,gsn_backstab)); if (dt == gsn_circle) thac0 -= 10 * (100 - get_skill(ch,gsn_circle)); switch(dam_type) { case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break; case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break; case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break; default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break; }; if (victim_ac < -15) victim_ac = (victim_ac + 15) / 5 - 15; if ( !can_see( ch, victim ) ) victim_ac -= 4; if ( victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt, dam_type ); tail_chain( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL)) if (!ch->pIndexData->new_format) { dam = number_range( ch->level / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam / 2; } else dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]); else { if (sn != -1) { check_improve(ch,sn,TRUE,5); if (dual) check_improve(ch,gsn_dual,TRUE, 3) ; } if ( wield != NULL ) { if (wield->pIndexData->new_format) dam = dice(wield->value[1],wield->value[2]) * skill/100; else dam = number_range( wield->value[1] * skill/100, wield->value[2] * skill/100); dam = dam * wield->condition / 100; if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */ dam = dam * 21/20; } else dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100); } /* * Bonuses. */ if ( ch->class == class_lookup("monk") ) { dam += dam * 1.7; /* Monks do more damage with hand to hand. * We know it is hand to hand cause they can't use * Anything Else. */ } if ( get_skill(ch,gsn_enhanced_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_enhanced_damage)) { check_improve(ch,gsn_enhanced_damage,TRUE,6); dam += dam * diceroll/100; } } if ( get_skill(ch,gsn_ultra_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_ultra_damage)) { check_improve(ch,gsn_ultra_damage,TRUE,7); dam += 2.0 * ( dam * diceroll/300); } } if ( !IS_AWAKE(victim) ) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; if ( dt == gsn_backstab && wield != NULL) if ( wield->value[0] != 2 ) dam *= 2 + ch->level / 10; else dam *= 2 + ch->level / 8; if ( dt == gsn_circle && wield != NULL) if ( wield->value[0] != 2 ) dam *= 2+ (ch->level / 50); else dam *=2 + (ch->level / 33); dam += GET_DAMROLL(ch) * UMIN(100,skill) /100; if ( dam <= 0 ) dam = 1; /*bad hack to support dual wield*/ if (dual) /*add 5000 mask to dt*/ dt+=5000; damage( ch, victim, dam, dt, dam_type ); tail_chain( ); return; } float check_brand (CHAR_DATA *ch, char color[3], OBJ_DATA *wep, CHAR_DATA *victim) /* Zeran - I call this function ass backwards, with ch and vict reversed so I wrote this function with that in mind. All references to ch and vict will appear to be backwards. */ { int level; int brand; float total_mult=0; int brand_type; int dam_type=-1; int immune; AFFECT_DATA af; if (wep == NULL) /*no weapon, don't check*/ return (1); for (brand_type=1;brand_type<=MAX_BRAND;brand_type=brand_type*2) { brand=wep->value[4] & brand_type; /*check for brand_type*/ switch (brand) { /*check elemental brands first*/ case (WEAPON_FLAMING): { AFFECT_DATA af; dam_type=DAM_FIRE; strcpy (color, "{r"); /* check smoke blindness */ if (number_percent() < (wep->level / 3)) { act ("$n's weapon spews forth a blast of acrid {Dsmoke{x!",victim, NULL, NULL, TO_ROOM); send_to_char ("Your weapon spews forth a blast of acrid {Dsmoke{x!\n\r",victim); if (!IS_AFFECTED(ch, AFF_BLIND) && (!saves_spell(wep->level, ch))) { af.type = gsn_blindness; af.level = wep->level; af.duration = number_range (2,4); af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char( ch, &af ); send_to_char ("You are blinded by the smoke!\n\r",ch); act ("$n appears to be blinded by smoke!", ch, NULL, NULL, TO_ROOM); } } break; } case (WEAPON_FROST): { int sn = skill_lookup ("chill touch"); dam_type=DAM_COLD; strcpy (color, "{b"); if (number_percent() < (wep->level / 3)) { act ("$n's weapon suddenly radiates a bone-chilling, frigid aura!",victim, NULL, NULL, TO_ROOM); send_to_char ("Your weapon radiates an {Bicy{x aura!\n\r",victim); if (!is_affected(ch, sn ) && (!saves_spell(wep->level, ch))) { af.type = sn; af.level = wep->level; af.duration = number_range (2,4); af.location = APPLY_STR; af.modifier = -(wep->level/12); af.bitvector = 0; affect_to_char ( ch, &af ); send_to_char ("You are chilled to the core by the extreme cold!\n\r",ch); act ("$n appears to be shivering violently.", ch, NULL, NULL, TO_ROOM); } } break; } case (WEAPON_LIGHTNING): { dam_type=DAM_LIGHTNING; strcpy (color, "{y"); if ((number_percent() < (wep->level / 3)) && (!saves_spell(wep->level, ch))) { act ("$n's weapon {Yshocks{x $N!",victim, NULL, ch, TO_NOTVICT); send_to_char ("Your weapon {Yshocks{x your enemy with an electrical charge!\n\r",victim); act ("$N's weapon has {Yshocked{x you! You are numbed by the blast.", ch, NULL, victim, TO_CHAR); WAIT_STATE (ch, (2 * PULSE_VIOLENCE)); } break; } case (WEAPON_ACID): { dam_type=DAM_ACID; strcpy (color, "{g"); break; } case (WEAPON_VAMPIRIC): { int dam_total; dam_type=DAM_NEGATIVE; strcpy (color, "{m"); if ( number_percent() < (wep->level / 3) ) { send_to_char ("Your weapon pulses with a sickly, {mpurple{x light!\n\r",victim); act ("$n's weapon pulses with a sickly {mpurple{x light!",victim, NULL, NULL, TO_ROOM); if (!saves_spell(wep->level, ch)) { dam_total=number_range((wep->level/2), (wep->level)); act ("$n looks drained!", ch, NULL, NULL, TO_ROOM); send_to_char ("You feel drained!\n\r",ch); victim->hit+=dam_total; victim->mana+=(dam_total/2); ch->mana-=(dam_total/2); ch->hit-=dam_total; } } break; } case (WEAPON_SHARP): { if (number_percent() < (wep->level/3)) { total_mult=total_mult+1; strcpy (color, "{c"); act ("Your weapon strikes $N with additional power!",victim, NULL, ch, TO_CHAR); act ("$n's weapon strikes you with added force!", victim, NULL, ch, TO_VICT); } dam_type=-1; break; } case (WEAPON_VORPAL): { if (number_percent() < (int)(wep->level/4)) total_mult=total_mult+2; /*damn, that hurts*/ dam_type=-1; strcpy (color, "{C"); break; } /* Bad Hack - elfren Really bad hack... SN is probably wrong value */ /* Zeran - Yes, elfren, SN is wrong, just want gsn_poison, not the SN. */ case (WEAPON_POISON): { /* sn = -1; sn = get_weapon_sn(victim); */ level = wep->level; if (IS_AFFECTED(ch, AFF_POISON)) { act("$n is already poisoned.",ch,NULL,victim,TO_VICT); } else { if ( saves_spell( level, ch ) ) { act("$n turns slightly green, but it passes.",ch,NULL,NULL,TO_ROOM); send_to_char("You feel momentarily ill, but it passes.\n\r",ch); dam_type=-1; } else { af.type = gsn_poison; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( ch, &af ); send_to_char( "You feel a burning sensation from the weapon's cut.\n\r", ch ); act("$n looks very ill.",ch,NULL,NULL,TO_ROOM); dam_type=-1; } } if (number_percent() < 10) /*Zeran - poison wears off */ { send_to_char ("The vemom on the blade dries up.\n\r",victim); wep->value[4]-=WEAPON_POISON; } break; } default: { dam_type=-1; break; } }; /*end switch*/ if (dam_type != -1) /*if has a recognized elemental brand*/ { immune=check_immune(ch,dam_type); switch (immune) { case IS_IMMUNE: { total_mult=total_mult; break; } case IS_RESISTANT: { total_mult=total_mult+.1; break; } case IS_VULNERABLE: { total_mult=total_mult+.5; break; } default: { total_mult=total_mult+.25; break; } }; /*end switch*/ } }/*end for*/ return (total_mult+1); } /* end */ /* * Inflict damage from a hit. */ bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type) { OBJ_DATA *corpse; bool immune; OBJ_DATA *wield; char color[3]; float brand_mult=0; /*bad hack for dual wield*/ if (dt >5000) /*subtract 5000 and is dual wield attack*/ { wield = get_eq_char(ch, WEAR_WIELD2); dt-=5000; } else wield = get_eq_char(ch, WEAR_WIELD); if ( victim->position == POS_DEAD ) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 1000 ) { bug( "Damage: %d: more than 1000 points!", dam ); dam = 1000; } /* damage reduction */ /* This *is* needed, do not remove. Changed values though */ if ( dam > 60) dam = (dam - 60)/2 + 60; if ( dam > 125) dam = (dam - 125)/2 + 125; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) { set_fighting( victim, ch ); } if (victim->timer <= 4) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) { set_fighting( ch, victim ); } /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return FALSE; } } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_AFFECTED(ch, AFF_INVISIBLE) ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } if ( IS_AFFECTED(ch, AFF_POLY) ) { affect_strip (ch, skill_lookup ("mask self")); REMOVE_BIT(ch->affected_by, AFF_POLY); undo_mask(ch); act( "$n suddenly appears as $s mask vanishes.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) dam /= 2; if ( IS_AFFECTED(victim, AFF_PROTECTE) && IS_EVIL(ch) ) dam -= dam / 4; else if ( IS_AFFECTED(victim, AFF_PROTECTG) && IS_GOOD(ch) ) dam -= dam / 4; if ( is_affected(victim, skill_lookup("fire shield"))) { if (dam_type==DAM_COLD) dam -= dam/2; } immune = FALSE; /* * Check for parry, and dodge, and shield block. */ if ( dt >= TYPE_HIT && ch != victim) { if ( check_parry( ch, victim ) ) { OBJ_DATA *tmp1=get_eq_char (victim, WEAR_WIELD); OBJ_DATA *tmp2=get_eq_char (victim, WEAR_WIELD2); if (tmp1 != NULL) check_damage_obj (victim, tmp1, 2); if (tmp2 != NULL) check_damage_obj (victim, tmp2, 2); check_damage_obj (ch, wield, 2); return FALSE; } if ( check_dodge( ch, victim ) ) return FALSE; if ( check_shield( ch, victim ) ) { check_damage_obj (victim, get_eq_char (victim, WEAR_SHIELD), 20) ; check_damage_obj (ch, wield, 2); return FALSE; } } /* Zeran - ok, got a real hit, lets check for object damage */ check_damage_obj (victim, NULL, 10); /*beat up enemy equipment*/ check_damage_obj (ch, wield, 2); /*ding up sword*/ switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/3; break; case(IS_VULNERABLE): dam += dam/2; break; } /* Zeran - do weapon branding check and check material vulnerability */ if ((!immune)&&(dt<1033)&&(dt>TYPE_HIT)&&(dam)) /*not immune, is physical, non-special attack*/ { if (wield) { brand_mult=check_brand (victim, color, wield, ch); dam = (int)(dam*brand_mult); if (brand_mult > 6.2) /*how????*/ log_string ("brand_mult > 6"); if (check_material_vuln (wield, victim)) dam *= 1.5; } } dam_message( ch, victim, dam, dt, immune ); if (dam == 0) return FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are mortally wounded, and will die soon, if not aided.\n\r", victim ); break; case POS_INCAP: act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are incapacitated and will slowly die, if not aided.\n\r", victim ); break; case POS_STUNNED: act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); send_to_char("You are stunned, but will probably recover.\n\r", victim ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); send_to_char( "You have been KILLED!!\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "You sure are BLEEDING!\n\r", victim ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( IS_NPC(victim) && !IS_NPC(ch)) { sprintf( log_buf, "%s killed by %s at %d", victim->short_descr, ch->name, victim->in_room->vnum); notify_message (NULL, WIZNET_MOBDEATH, TO_IMM, log_buf ); } if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum ); log_string( log_buf ); /* Zeran - notify message */ notify_message (victim, NOTIFY_DEATH, TO_ALL, (IS_NPC(ch) ? ch->short_descr : ch->name)); notify_message (NULL, WIZNET_DEATH, TO_IMM, log_buf); /* * Dying penalty: * 1/2 way back to previous level. */ if ( victim->level < 25 ) { if ( victim->exp > exp_per_level(victim,victim->pcdata->points) * victim->level ) gain_exp( victim, (exp_per_level(victim,victim->pcdata->points) * victim->level - victim->exp)/2 ); } else { gain_exp( victim, -500); if(victim->exp<exp_per_level(victim,victim->pcdata->points)* victim->level ) drop_level(victim); } } raw_kill( victim ); /* RT new auto commands */ if ( !IS_NPC(ch) && IS_NPC(victim) ) { corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); if ( IS_SET(ch->act, PLR_AUTOLOOT) && corpse && corpse->contains) /* exists and not empty */ do_get( ch, "all corpse" ); if (IS_SET(ch->act,PLR_AUTOGOLD) && corpse && corpse->contains && /* exists and not empty */ !IS_SET(ch->act,PLR_AUTOLOOT)) do_get(ch, "gold corpse"); if ( IS_SET(ch->act, PLR_AUTOSAC) ) if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains) return TRUE; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } return TRUE; } if ( victim == ch ) return TRUE; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return TRUE; } } /* * Wimp out? */ if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0 && victim->hit < victim->max_hit / 5) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) do_flee( victim, "" ); tail_chain( ); return TRUE; } void drop_level( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; int add_mana; int add_move; int add_prac; int add_hp; ch->level-=1; add_hp = con_app[get_curr_stat(ch,STAT_CON)].hitp + number_range( class_table[ch->class].hp_min, class_table[ch->class].hp_max ); add_mana = number_range(2,(2*get_curr_stat(ch,STAT_INT) + get_curr_stat(ch,STAT_WIS))/5); if (!class_table[ch->class].fMana) add_mana /= 2; add_move = number_range( 1, (get_curr_stat(ch,STAT_CON) + get_curr_stat(ch,STAT_DEX))/6 ); add_prac = wis_app[get_curr_stat(ch,STAT_WIS)].practice; add_hp = add_hp * 9/10; add_mana = add_mana * 9/10; add_move = add_move * 9/10; add_hp = UMAX( 1, add_hp ); add_mana = UMAX( 1, add_mana ); add_move = UMAX( 6, add_move ); /* start subtracting here */ ch->max_hit -= add_hp; ch->max_mana -= add_mana; ch->max_move -= add_move; ch->practice -= add_prac; ch->train -= 1; ch->pcdata->perm_hit -= add_hp; ch->pcdata->perm_mana -= add_mana; ch->pcdata->perm_move -= add_move; send_to_char( "{RYou have lost a LEVEL!!!!!!{x", ch); sprintf( buf, "Your loss is: {Y-%d/%d mana, -%d/%d mv, -%d/%d prac.{x\n\r", add_mana, ch->max_mana, add_move, ch->max_move, add_prac, ch->practice ); send_to_char( buf, ch ); return; } bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim ) { /* no killing in shops hack */ if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) { send_to_char("The shopkeeper wouldn't like that.\n\r",ch); return TRUE; } /* no killing healers, adepts, etc */ if (IS_NPC(victim) && (IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER))) { send_to_char("I don't think Mota would approve.\n\r",ch); return TRUE; } /* no fighting in safe rooms */ if (IS_SET(ch->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } if (victim->fighting == ch) return FALSE; if (IS_NPC(ch)) { /* charmed mobs, pets, follower cannot attack players except in pk*/ if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) return FALSE; /* if in pkill room, automatically unsafe */ if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM) || IS_SET(ch->act,ACT_PET) || IS_SET(ch->act,ACT_FOLLOWER))) return TRUE; return FALSE; } else /* Not NPC */ { if (IS_IMMORTAL(ch)) return FALSE; else if ( !IS_IMMORTAL(ch) && !IS_NPC(victim) && IS_IMMORTAL(victim) ) return TRUE; if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) return FALSE; /* no pets */ if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET)) { act("But $N looks so cute and cuddly...",ch,NULL,victim,TO_CHAR); return TRUE; } /* no followers */ if (IS_NPC(victim) && IS_SET(victim->act,ACT_FOLLOWER)) { act("But $N is so loyal!",ch,NULL,victim,TO_CHAR); return TRUE; } /* no charmed mobs unless char is the the owner */ if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master) { send_to_char("You don't own that monster.\n\r",ch); return TRUE; } if (!IS_NPC(victim)) { send_to_char("Sorry, player killing is not permitted here.\n\r",ch); return TRUE; } return FALSE; } } bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area ) { /* can't zap self (crash bug) */ if (ch == victim) return TRUE; /* immortals not hurt in area attacks */ if (IS_IMMORTAL(victim) && area) return TRUE; /* no killing in shops hack */ if (IS_NPC(victim) && victim->pIndexData->pShop != NULL) return TRUE; /* no killing healers, adepts, etc */ if (IS_NPC(victim) && (IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER))) return TRUE; /* no fighting in safe rooms */ if (IS_SET(ch->in_room->room_flags,ROOM_SAFE)) return TRUE; if (victim->fighting == ch) return FALSE; if (IS_NPC(ch)) { /* charmed mobs and pets cannot attack players */ /* except in pkill */ if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) return FALSE; if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM) || IS_SET(ch->act,ACT_PET) || IS_SET(ch->act,ACT_FOLLOWER))) return TRUE; /* area affects don't hit other mobiles */ if (IS_NPC(victim) && area) return TRUE; return FALSE; } else /* Not NPC */ { if (IS_IMMORTAL(ch) && !area) return FALSE; if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) return FALSE; /* no pets */ if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET)) return TRUE; /* no followers */ if (IS_NPC(victim) && IS_SET(victim->act,ACT_FOLLOWER)) return TRUE; /* no charmed mobs unless char is the the owner */ if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master) return TRUE; /* no player killing if not in pk room */ if (!IS_NPC(victim)) return TRUE; /* cannot use spells if not in same group */ if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) return TRUE; return FALSE; } } /* * See if an attack justifies a KILLER flag. */ void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { /* * Follow charm thread to responsible character. * Attacking someone's charmed char is hostile! */ while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) victim = victim->master; /* * NPC's are fair game. * So are killers and thieves. */ if ( IS_NPC(victim) || IS_SET(victim->act, PLR_KILLER) || IS_SET(victim->act, PLR_THIEF) ) return; /* * Charm-o-rama. */ if ( IS_SET(ch->affected_by, AFF_CHARM) ) { if ( ch->master == NULL ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Check_killer: %s bad AFF_CHARM", IS_NPC(ch) ? ch->short_descr : ch->name ); bug( buf, 0 ); affect_strip( ch, gsn_charm_person ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } /* send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master ); SET_BIT(ch->master->act, PLR_KILLER); */ /* stop_follower( ch ); */ return; } /* * NPC's are cool of course (as long as not charmed). * Hitting yourself is cool too (bleeding). * So is being immortal (Alander's idea). * And current killers stay as they are. */ if ( IS_NPC(ch) || ch == victim || ch->level >= LEVEL_IMMORTAL || IS_SET(ch->act, PLR_KILLER) ) return; /* send_to_char( "*** You are now a KILLER!! ***\n\r", ch ); SET_BIT(ch->act, PLR_KILLER); save_char_obj( ch ); */ return; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) ) { chance = UMIN( 30, victim->level ); } else { if ( ( get_eq_char( victim, WEAR_WIELD ) == NULL ) && ( get_eq_char ( victim, WEAR_WIELD2 ) == NULL ) ) return FALSE; chance = victim->pcdata->learned[gsn_parry] / 2; } if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; if (IS_SET(victim->comm, COMM_FULLFIGHT) ) { act( "You parry $n's attack.", ch, NULL, victim, TO_VICT ); } if (IS_SET(ch->comm, COMM_FULLFIGHT) ) { act( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); } check_improve(victim,gsn_parry,TRUE,6); return TRUE; } /*Check for shield block */ bool check_shield( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; if (get_eq_char(victim,WEAR_SHIELD)==NULL) /*no shield, can't block*/ return FALSE; if ( IS_NPC(victim) ) chance = UMIN( 30, victim->level ); else chance = victim->pcdata->learned[gsn_shield_block] / 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; if (IS_SET(victim->comm, COMM_FULLFIGHT) ) { act( "You block $n's attack with your shield.", ch, NULL, victim, TO_VICT ); } if (IS_SET(ch->comm, COMM_FULLFIGHT) ) { act( "$N blocks your attack with his shield.", ch, NULL, victim, TO_CHAR ); } check_improve(victim,gsn_shield_block,TRUE,6); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) ) chance = UMIN( 30, victim->level ); else chance = victim->pcdata->learned[gsn_dodge] / 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; if ( IS_SET(victim->comm, COMM_FULLFIGHT) ) { act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); } if ( IS_SET(ch->comm, COMM_FULLFIGHT) ) { act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); } check_improve(victim,gsn_dodge,TRUE,6); return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( IS_NPC(victim) && victim->hit < 1 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { bug( "Set_fighting: already fighting", 0 ); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, gsn_sleep ); ch->fighting = victim; ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = IS_NPC(fch) ? ch->default_pos : POS_STANDING; update_pos( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 3, 6 ); if ( ch->gold > 0 ) { obj_to_obj( create_money( ch->gold ), corpse ); ch->gold = 0; } corpse->cost = 0; } else { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range( 25, 40 ); REMOVE_BIT(ch->act,PLR_CANLOOT); if (!IS_SET(ch->act,PLR_KILLER) && !IS_SET(ch->act,PLR_THIEF)) corpse->owner = str_dup(ch->name); else corpse->owner = NULL; corpse->cost = 0; } corpse->level = ch->level; sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; obj_from_char( obj ); if (obj->item_type == ITEM_POTION) obj->timer = number_range(500,1000); if (obj->item_type == ITEM_SCROLL) obj->timer = number_range(1000,2500); if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH)) obj->timer = number_range(5,10); REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH); REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH); /* if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj ); else */ obj_to_obj( obj, corpse ); } obj_to_room( corpse, ch->in_room ); return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; int vnum; vnum = 0; msg = "You hear the horrible death cry of $n."; switch ( number_bits(4)) { case 0: msg = "$n hits the ground ... {RDEAD{x."; break; case 1: if (ch->material == 0) { msg = "$n splatters {Rblood{x on your armor."; break; } case 2: if (IS_SET(ch->parts,PART_GUTS)) { msg = "$n spills $s guts all over the floor."; vnum = OBJ_VNUM_GUTS; } break; case 3: if (IS_SET(ch->parts,PART_HEAD)) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 4: if (IS_SET(ch->parts,PART_HEART)) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 5: if (IS_SET(ch->parts,PART_ARMS)) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 6: if (IS_SET(ch->parts,PART_LEGS)) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 7: if (IS_SET(ch->parts,PART_BRAINS)) { msg = "$n's head is shattered, and $s brains splash all over you."; vnum = OBJ_VNUM_BRAINS; } } act( msg, ch, NULL, NULL, TO_ROOM ); if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); obj->timer = number_range( 4, 7 ); sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); if (obj->item_type == ITEM_FOOD) { if (IS_SET(ch->form,FORM_POISON)) obj->value[3] = 1; else if (!IS_SET(ch->form,FORM_EDIBLE)) obj->item_type = ITEM_TRASH; } obj_to_room( obj, ch->in_room ); } if ( IS_NPC(ch) ) msg = "You hear something's death cry."; else msg = "You hear someone's death cry."; was_in_room = ch->in_room; for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room ) { ch->in_room = pexit->u1.to_room; act( msg, ch, NULL, NULL, TO_ROOM ); } } ch->in_room = was_in_room; return; } void raw_kill( CHAR_DATA *victim ) { int i; stop_fighting( victim, TRUE ); /* death_cry( victim ); */ mprog_death_trigger( victim ); make_corpse( victim ); if ( IS_NPC(victim) ) { victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++; extract_char( victim, TRUE ); return; } extract_char( victim, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); /*Zeran: reset affected_by to racial affect flags*/ victim->affected_by = race_table[victim->race].aff; for (i = 0; i < 4; i++) victim->armor[i]= 100; victim->position = POS_RESTING; victim->hit = UMAX( (sh_int)(victim->max_hit/2), victim->hit ); victim->mana = UMAX( (sh_int)(victim->max_mana/2), victim->mana ); victim->move = UMAX( (sh_int)(victim->max_move/2), victim->move ); /* RT added to prevent infinite deaths */ REMOVE_BIT(victim->act, PLR_KILLER); REMOVE_BIT(victim->act, PLR_THIEF); REMOVE_BIT(victim->act, PLR_BOUGHT_PET); victim->recall_temp = 0; /* Zeran - reset "anchored" recall spots*/ /* save_char_obj( victim ); */ return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; int xp; int members; int group_levels; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ( victim == ch ) return; members = 0; group_levels = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) { members++; group_levels += gch->level; } } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; group_levels = ch->level ; } lch = (ch->leader != NULL) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) || IS_NPC(gch)) continue; if ( gch->level - lch->level >= 9 ) { send_to_char( "You are too high for this group.\n\r", gch ); continue; } if ( gch->level - lch->level <= -9 ) { send_to_char( "You are too low for this group.\n\r", gch ); continue; } xp = xp_compute( gch, victim, group_levels ); if (!IS_NPC(victim) ) { /* Umm... Does it seem to YOU that the xp's are reversed here? * It's the only way it would work! */ gch->pcdata->battle_rating -= xp; send_to_char("Your Battle Rating goes up!\n",gch); victim->pcdata->battle_rating += xp; send_to_char("Your Battle Rating has decreased!\n",victim); gch->pcdata->pkill_wins += 1; victim->pcdata->pkill_losses += 1; xp = 0; } sprintf( buf, "You receive %d experience points.\n\r", xp ); send_to_char( buf, gch ); gain_exp( gch, xp ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) { int xp,base_exp; int align,level_range; int change; level_range = victim->level - gch->level; /* compute the base exp */ switch (level_range) { default : base_exp = 0; break; case -9 : base_exp = 1; break; case -8 : base_exp = 2; break; case -7 : base_exp = 5; break; case -6 : base_exp = 9; break; case -5 : base_exp = 11; break; case -4 : base_exp = 22; break; case -3 : base_exp = 33; break; case -2 : base_exp = 50; break; case -1 : base_exp = 66; break; case 0 : base_exp = 83; break; case 1 : base_exp = 99; break; case 2 : base_exp = 121; break; case 3 : base_exp = 143; break; case 4 : base_exp = 165; break; } if (level_range > 4) base_exp = 150 + 25 * (level_range - 4); /* do alignment computations */ align = victim->alignment - gch->alignment; if (IS_SET(victim->act,ACT_NOALIGN)) { /* no change */ } else if (align > 500) /* monster is more good than slayer */ { change = (align - 500) * base_exp / 500 * gch->level/total_levels; change = UMAX(1,change); gch->alignment = UMAX(-1000,gch->alignment - change); } else if (align < -500) /* monster is more evil than slayer */ { change = ( -1 * align - 500) * base_exp/500 * gch->level/total_levels; change = UMAX(1,change); gch->alignment = UMIN(1000,gch->alignment + change); } else /* improve this someday */ { change = gch->alignment * base_exp/500 * gch->level/total_levels; gch->alignment -= change; } /* calculate exp multiplier */ if (IS_SET(victim->act,ACT_NOALIGN)) xp = base_exp; else if (gch->alignment > 500) /* for goodie two shoes */ { if (victim->alignment < -750) xp = base_exp * 4/3; else if (victim->alignment < -500) xp = base_exp * 5/4; else if (victim->alignment > 750) xp = base_exp / 4; else if (victim->alignment > 500) xp = base_exp / 2; else if (victim->alignment > 250) xp = base_exp * 3/4; else xp = base_exp; } else if (gch->alignment < -500) /* for baddies */ { if (victim->alignment > 750) xp = base_exp * 5/4; else if (victim->alignment > 500) xp = base_exp * 11/10; else if (victim->alignment < -750) xp = base_exp * 1/2; else if (victim->alignment < -500) xp = base_exp * 3/4; else if (victim->alignment < -250) xp = base_exp * 9/10; else xp = base_exp; } else if (gch->alignment > 200) /* a little good */ { if (victim->alignment < -500) xp = base_exp * 6/5; else if (victim->alignment > 750) xp = base_exp * 1/2; else if (victim->alignment > 0) xp = base_exp * 3/4; else xp = base_exp; } else if (gch->alignment < -200) /* a little bad */ { if (victim->alignment > 500) xp = base_exp * 6/5; else if (victim->alignment < -750) xp = base_exp * 1/2; else if (victim->alignment < 0) xp = base_exp * 3/4; else xp = base_exp; } else /* neutral */ { if (victim->alignment > 500 || victim->alignment < -500) xp = base_exp * 4/3; else if (victim->alignment < 200 || victim->alignment > -200) xp = base_exp * 1/2; else xp = base_exp; } /* randomize the rewards */ xp = number_range (xp * 3/4, xp * 5/4); /* adjust for grouping */ /* Zeran - multiply by 1.5 to encourage grouping */ xp = xp * gch->level/total_levels * 1.5; if (xp < 0) xp = 0; return xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune ) { char buf1[256], buf2[256], buf3[256]; const char *vs; const char *vp; const char *attack; char punct; if ( dam == 0 ) { vs = "miss"; vp = "misses"; } else if ( dam <= 4 ) { vs = "{wscratch{x"; vp = "{wscratches{x"; } else if ( dam <= 8 ) { vs = "{wgraze{x"; vp = "{wgrazes{x"; } else if ( dam <= 12 ) { vs = "{whit{x"; vp = "{whits{x"; } else if ( dam <= 16 ) { vs = "{binjure{x"; vp = "{binjures{x"; } else if ( dam <= 20 ) { vs = "{bwound{x"; vp = "{bwounds{x"; } else if ( dam <= 24 ) { vs = "{bmaul{x"; vp = "{bmauls{x"; } else if ( dam <= 28 ) { vs = "{gdecimate{x"; vp = "{gdecimates{x"; } else if ( dam <= 32 ) { vs = "{gdevastate{x"; vp = "{gdevastates{x"; } else if ( dam <= 36 ) { vs = "{gmaim{x"; vp = "{gmaims{x"; } else if ( dam <= 40 ) { vs = "{cMUTILATE{x"; vp = "{cMUTILATES{x"; } else if ( dam <= 44 ) { vs = "{cDISEMBOWEL{x"; vp = "{cDISEMBOWELS{x"; } else if ( dam <= 48 ) { vs = "{cDISMEMBER{x"; vp = "{cDISMEMBERS{x"; } else if ( dam <= 52 ) { vs = "{cMASSACRE{x"; vp = "{cMASSACRES{x"; } else if ( dam <= 56 ) { vs = "{cMANGLE{x"; vp = "{cMANGLES{x"; } else if ( dam <= 60 ) { vs = "{G*** DEMOLISH ***{x"; vp = "{G*** DEMOLISHES ***{x"; } else if ( dam <= 75 ) { vs = "{G*** DEVASTATE ***{x"; vp = "{G*** DEVASTATES ***{x"; } else if ( dam <= 100) { vs = "{C=== OBLITERATE ==={x"; vp = "{C=== OBLITERATES ==={x"; } else if ( dam <= 125) { vs = "{r>>> ANNIHILATE <<<{x"; vp = "{r>>> ANNIHILATES <<<{x"; } else if ( dam <= 150) { vs = "{r<<< ERADICATE >>>{x"; vp = "{r<<< ERADICATES >>>{x"; } else { vs = "do {gUN{YSPEAK{gABLE{x things to"; vp = "{gdoes UN{YSPEAK{gABLE things to{x"; } punct = (dam <= 24) ? '.' : '!'; if ( dt == TYPE_HIT ) { if (ch == victim) { sprintf( buf1, "$n %s $melf%c [%d]",vp,punct, dam); sprintf( buf2, "You %s yourself%c [%d]",vs,punct, dam); } else { sprintf( buf1, "$n %s $N%c [%d]", vp, punct, dam ); sprintf( buf2, "{yYou %s {y$N%c{x [{y%d{x]", vs, punct, dam ); sprintf( buf3, "{r$n %s {ryou%c{x [{r%d{x]", vp, punct, dam ); } } else { if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].name; else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0].name; } if (immune) { if (ch == victim) { sprintf(buf1,"$n is unaffected by $s own %s.",attack); sprintf(buf2,"Luckily, you are immune to that."); } else { sprintf(buf1,"$N is unaffected by $n's %s!",attack); sprintf(buf2,"$N is {gunaffected{x by your %s!",attack); sprintf(buf3,"$n's %s is {cpowerless{x against you.",attack); } } else { if (ch == victim) { sprintf( buf1, "$n's %s %s $m%c [%d]",attack,vp,punct, dam); sprintf( buf2, "Your %s %s you%c [%d]",attack,vp,punct, dam); } else { sprintf( buf1, "$n's %s %s $N%c [%d]", attack, vp, punct, dam ); sprintf( buf2, "{yYour %s %s {y$N%c{x [{y%d{x]", attack, vp, punct, dam ); sprintf( buf3, "{r$n's %s %s {ryou%c{x [{r%d{x]", attack, vp, punct, dam ); } } } if (ch == victim) { act(buf1,ch,NULL,NULL,TO_ROOM); act(buf2,ch,NULL,NULL,TO_CHAR); } else { act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim, bool dual ) { OBJ_DATA *obj; char messbuf[128]; if (!dual) { if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; } else { if ( ( obj = get_eq_char( victim, WEAR_WIELD2 ) ) == NULL ) return; } if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR); act("$n tries to disarm you, but your weapon won't budge!", ch,NULL,victim,TO_VICT); act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT); return; } sprintf (messbuf, "$n disarms you and sends %s flying!", obj->short_descr); act( messbuf, ch, NULL, victim, TO_VICT ); sprintf (messbuf, "You disarm $N! %s goes flying!", obj->short_descr); act( messbuf, ch, NULL, victim, TO_CHAR ); act( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) ) obj_to_char( obj, victim ); else { obj_to_room( obj, victim->in_room ); if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj)) get_obj(victim,obj,NULL); } return; } void do_berserk( CHAR_DATA *ch, char *argument) { int chance, hp_percent; if ((chance = get_skill(ch,gsn_berserk)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_berserk].skill_level[ch->class])) { send_to_char("You turn red in the face, but nothing happens.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk) || is_affected(ch,skill_lookup("frenzy"))) { send_to_char("You get a little madder.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("You're feeling to mellow to berserk.\n\r",ch); return; } if (ch->mana < 50) { send_to_char("You can't get up enough energy.\n\r",ch); return; } /* modifiers */ /* fighting */ if (ch->position == POS_FIGHTING) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit/ch->max_hit; chance += 25 - hp_percent/2; if (number_percent() < chance) { AFFECT_DATA af; WAIT_STATE(ch,PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN(ch->hit,ch->max_hit); send_to_char("{RYour pulse races as you are consumned by rage!{x\n\r",ch); act("{R$n gets a wild look in $s eyes.{x",ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_berserk,TRUE,2); af.type = gsn_berserk; af.level = ch->level; af.duration = number_fuzzy(ch->level / 8); af.modifier = UMAX(1,ch->level/5); af.bitvector = AFF_BERSERK; af.location = APPLY_HITROLL; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; affect_to_char(ch,&af); af.modifier = UMAX(10,10 * (ch->level/5)); af.location = APPLY_AC; affect_to_char(ch,&af); } else { WAIT_STATE(ch,3 * PULSE_VIOLENCE); ch->mana -= 25; ch->move /= 2; send_to_char("Your pulse speeds up, but nothing happens.\n\r",ch); check_improve(ch,gsn_berserk,FALSE,2); } } void do_bash( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_bash)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_bash].skill_level[ch->class])) { send_to_char("Bashing? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim->position < POS_FIGHTING) { act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("You try to bash your brains out, but fail.\n\r",ch); return; } if (is_safe(ch,victim)) return; if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is your friend!",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 25; chance -= victim->carry_weight / 20; if (ch->size < victim->size) chance += (ch->size - victim->size) * 25; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat(ch,STAT_STR); chance -= get_curr_stat(victim,STAT_DEX) * 4/3; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST)) chance -= 20; /* level */ chance += (ch->level - victim->level) * 2; /* now the attack */ if (number_percent() < chance) { act("$n sends you sprawling with a powerful bash!", ch,NULL,victim,TO_VICT); act("You slam into $N, and send $M flying!",ch,NULL,victim,TO_CHAR); act("$n sends $N sprawling with a powerful bash.", ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_bash,TRUE,1); WAIT_STATE(victim, 3 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[gsn_bash].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash, DAM_BASH); } else { damage(ch,victim,0,gsn_bash,DAM_BASH); act("You fall flat on your face!", ch,NULL,victim,TO_CHAR); act("$n falls flat on $s face.", ch,NULL,victim,TO_NOTVICT); act("You evade $n's bash, causing $m to fall flat on $s face.", ch,NULL,victim,TO_VICT); check_improve(ch,gsn_bash,FALSE,1); ch->position = POS_RESTING; WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2); } } void do_dirt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_dirt)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_dirt].skill_level[ch->class])) { send_to_char("You get your feet dirty.\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't in combat!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_BLIND)) { act("$e's already been blinded.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* dexterity */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_DEX); /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 25; /* level */ chance += (ch->level - victim->level) * 2; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* terrain */ switch(ch->in_room->sector_type) { case(SECT_INSIDE): chance -= 20; break; case(SECT_CITY): chance -= 10; break; case(SECT_FIELD): chance += 5; break; case(SECT_FOREST): break; case(SECT_HILLS): break; case(SECT_MOUNTAIN): chance -= 10; break; case(SECT_WATER_SWIM): chance = 0; break; case(SECT_WATER_NOSWIM): chance = 0; break; case(SECT_AIR): chance = 0; break; case(SECT_DESERT): chance += 10; break; } if (chance == 0) { send_to_char("There isn't any dirt to kick.\n\r",ch); return; } /* now the attack */ if (number_percent() < chance) { AFFECT_DATA af; act("$n kicks dirt in your eyes!", ch, NULL, victim, TO_VICT); act("$n is blinded by the dirt in $s eyes!",victim,NULL,NULL,TO_ROOM); damage(ch,victim,number_range(2,5),gsn_dirt,DAM_NONE); send_to_char("You can't see a thing!\n\r",victim); check_improve(ch,gsn_dirt,TRUE,2); WAIT_STATE(ch,skill_table[gsn_dirt].beats); af.type = gsn_dirt; af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char(victim,&af); } else { damage(ch,victim,0,gsn_dirt,DAM_NONE); check_improve(ch,gsn_dirt,FALSE,2); WAIT_STATE(ch,skill_table[gsn_dirt].beats); } } void do_trip( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_trip)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_trip].skill_level[ch->class])) { send_to_char("Tripping? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (is_safe(ch,victim)) return; if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_FLYING)) { act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR); return; } if (victim->position < POS_FIGHTING) { act("$N is already down.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("You fall flat on your face!\n\r",ch); WAIT_STATE(ch,2 * skill_table[gsn_trip].beats); act("$n trips over $s own feet!",ch,NULL,NULL,TO_ROOM); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("$N is your beloved master.",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* size */ if (ch->size < victim->size) chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */ /* dex */ chance += get_curr_stat(ch,STAT_DEX); chance -= get_curr_stat(victim,STAT_DEX) * 3 / 2; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 20; /* level */ chance += (ch->level - victim->level) * 2; /* now the attack */ if (number_percent() < chance) { act("$n trips you and you go down!",ch,NULL,victim,TO_VICT); act("You trip $N and $N goes down!",ch,NULL,victim,TO_CHAR); act("$n trips $N, sending $M to the ground.",ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_trip,TRUE,1); WAIT_STATE(victim,2 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[gsn_trip].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2, 2 + 2 * victim->size),gsn_trip, DAM_BASH); } else { damage(ch,victim,0,gsn_trip,DAM_BASH); WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3); check_improve(ch,gsn_trip,FALSE,1); } } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if (IS_AFFECTED(ch, AFF_FEAR)) { if (!IS_NPC(ch)) send_to_char ("You are too scared to kill anyone...\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC(victim) ) { if ( !IS_SET(victim->act, PLR_KILLER) && !IS_SET(victim->act, PLR_THIEF) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } } if ( victim == ch ) { send_to_char( "You hit yourself. Ouch!\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if( ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) && (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) ) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_murde( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to MURDER, spell it out.\n\r", ch ); return; } void do_murder( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Murder whom?\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_FEAR)) { send_to_char ("You are too scared to attack anyone...\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET))) return; if (IS_NPC(ch) && IS_SET(ch->act,ACT_FOLLOWER)) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) && (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) ) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if (can_murder(ch, victim) && can_murder (victim, ch)) { WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if (IS_NPC(ch)) sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr); else sprintf( buf, "Help! I am being attacked by %s!", ch->name ); do_yell( victim, buf ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } else if (!can_murder(ch, victim)) { char mess[128]; sprintf (mess, "Mota deems it unjust for you and %s to fight.\n\r", victim->name); send_to_char (mess, ch); return; } else { char mess[128]; sprintf (mess, "Mota deems it unjust for you and %s to fight.\n\r", victim->name); send_to_char (mess, ch); return; } } bool can_murder (CHAR_DATA *ch, CHAR_DATA *victim) { sh_int level_ch; sh_int level_vct; sh_int min_level=5; /* put this in merc.h as a define */ level_ch = ch->level; level_vct = victim->level; /* this routine assumes that the calling command has already checked for existence of the PK flag in this room. */ if (level_ch > HERO) /*automatic yes*/ return TRUE; /*check for minimum level of pkill*/ if ((level_ch < min_level) || (level_vct < min_level)) return FALSE; else /*Pkill!!!!!!*/ return TRUE; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_AFFECTED(ch, AFF_FEAR)) { send_to_char ("You are too scared to attack anyone...\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Backstab whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; /* this will check the pk flag and bail out if none */ if (!IS_NPC(victim) && !can_murder(ch, victim)) { send_to_char ("You can't kill that person here.\n\r",ch); return; } if (( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) && (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) )) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to backstab.\n\r", ch ); return; } if ( victim->fighting != NULL ) { send_to_char( "You can't backstab a fighting person.\n\r", ch ); return; } if ( victim->hit < victim->max_hit ) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( !IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab] ) { check_improve(ch,gsn_backstab,TRUE,1); multi_hit( ch, victim, gsn_backstab ); } else { check_improve(ch,gsn_backstab,FALSE,1); damage( ch, victim, 0, gsn_backstab,DAM_NONE ); } return; } void do_circle( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Circle whom?\n\r",ch); return; } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( is_safe( ch, victim ) ) return; if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting) && (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) ) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to circle.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You must be fighting in order to circle.\n\r", ch ); return; } if ( (!IS_AFFECTED(victim, AFF_BLIND)) && (victim->fighting == ch) ) { send_to_char( "Your foe is watching you too closely, you can't circle.\n\r", ch); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_circle].beats ); if ( number_percent( ) < get_skill(ch,gsn_circle) || ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_circle,TRUE,1); one_hit( ch, victim, gsn_circle, FALSE); WAIT_STATE(ch,skill_table[gsn_circle].beats); } else { check_improve(ch,gsn_circle,FALSE,1); damage( ch, victim, 0, gsn_circle,DAM_NONE); WAIT_STATE(ch,skill_table[gsn_circle].beats); } return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door, FALSE ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has fled!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) ) { send_to_char( "You flee from combat! You lose 10 exps.\n\r", ch ); gain_exp( ch, -10 ); } stop_fighting( ch, TRUE ); return; } send_to_char( "PANIC! You couldn't escape!\n\r", ch ); return; } void do_sharpen (CHAR_DATA *ch, char *argument) { char target[MAX_INPUT_LENGTH]; int roll; OBJ_DATA *obj; int move=175; int all_sharp=WEAPON_SHARP + WEAPON_VORPAL; int player_chance; if (ch->pcdata->learned[gsn_sharpen] < 1 ) { send_to_char ("You have no clue how to sharpen your weapon.\n\r",ch); return; } one_argument (argument, target); if ( target[0] == '\0' ) { send_to_char( "Sharpen what?\n\r", ch ); return; } if (ch->move < move) /*not enough to try*/ { send_to_char ("You do not have enough movement.\n\r",ch); return; } if (( obj = get_obj_carry (ch, target)) == NULL) { send_to_char ("You are not carrying that.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON) /*not a weapon*/ { send_to_char ("That is not a weapon.\n\r", ch); return; } if (obj->wear_loc != -1) { send_to_char ("The weapon must be carried to be sharpened.\n\r",ch); return; } ch->move -= move; /*use up required move */ if ((obj->value[4]&all_sharp) != 0) /*already sharp or vorpal*/ { send_to_char ("This weapon is already as sharp as it can be...\n\r",ch); return; } WAIT_STATE(ch, skill_table[gsn_sharpen].beats); /*lets see what happens*/ roll=number_percent(); /*chance is skill/4 + level/4 + (str-20) + (dex -18)*/ player_chance=(int)(ch->level/4) + (int)(get_skill(ch,gsn_sharpen)/4) + (get_curr_stat (ch, STAT_STR) - 20) + (get_curr_stat (ch, STAT_DEX) - 18) + 5 ; if (roll <= 5) /*oops, ruins the weapon*/ { send_to_char ("You have dulled the edge beyond repair. The weapon is worthless!\n\r",ch); extract_obj(obj); act("$n tries to sharpen $p and fails miserably.",ch,obj,NULL,TO_ROOM); check_improve(ch, gsn_sharpen, FALSE, 1); return; } else if (roll <= player_chance) /*success!*/ { int flag_to_add=WEAPON_SHARP; char to_ch[128]; char to_room[128]; /*check for ultimate vorpal roll*/ roll = number_percent(); if (roll > 95) /*vorpal!*/ { flag_to_add=WEAPON_VORPAL; sprintf (to_ch, "The gods silently assist you! You've created a {mvorpal{x weapon!\n\r"); sprintf (to_room, "$n is aided by powers unseen, and thus creates a {mvorpal{x weapon!"); } else { sprintf (to_ch, "With utmost care, you sharpen your weapon to a fine edge.\n\r"); sprintf (to_room, "$n works with great care and makes $s weapon deadlier."); } send_to_char (to_ch, ch); act(to_room,ch,obj,NULL,TO_ROOM); check_improve(ch, gsn_sharpen, TRUE,1); obj->value[4]+=flag_to_add; /*add sharp or vorpal*/ obj->valueorig[4]+=flag_to_add; } else /*fail*/ { send_to_char ("You fail to improve your weapon.\n\r", ch); check_improve(ch, gsn_sharpen, FALSE,1); return; } } /*end do_sharpen*/ void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "What about fleeing instead?\n\r", ch ); return; } if ( !is_same_group(ch,victim)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_rescue].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] ) { send_to_char( "You fail the rescue.\n\r", ch ); check_improve(ch,gsn_rescue,FALSE,1); return; } act( "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( "$n rescues you!", ch, NULL, victim, TO_VICT ); act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT ); check_improve(ch,gsn_rescue,TRUE,1); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); check_killer( ch, fch ); set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_rotate ( CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; if (ch->fighting == NULL) { send_to_char ("You aren't fighting anyone.\n\r",ch); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rotate to fight whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch->fighting ) { send_to_char ("You are already fighting that target!.\n\r",ch); return; } if (victim->fighting != ch) { send_to_char ("You must rotate to someone who is already fighting you.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_rotate].beats ); chance = ch->pcdata->learned[gsn_rotate]; /*modifiers*/ chance = chance + (ch->level - ch->fighting->level) * 5; chance = chance + (get_curr_stat (ch, STAT_DEX) - 20) * 5; if (number_percent() > chance) { send_to_char ("Rotation failed.\n\r",ch); check_improve(ch, gsn_rotate, FALSE, 1); return; } stop_fighting (ch, FALSE); set_fighting (ch, victim); send_to_char ("Rotation successful.\n\r",ch); check_improve(ch, gsn_rotate, TRUE, 1); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK)) return; if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] ) { damage( ch, victim, number_range( 1, ch->level ), gsn_kick,DAM_BASH ); check_improve(ch,gsn_kick,TRUE,1); } else { damage( ch, victim, 0, gsn_kick,DAM_BASH ); check_improve(ch,gsn_kick,FALSE,1); } return; } /* Zeran - fairly big modification, still is sloppy though :( */ void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *obj2; OBJ_DATA *chwep; OBJ_DATA *chwep2; int ch_tot_weap=0; int vict_tot_weap=0; int chance1,chance2,hth,ch_weapon1,vict_weapon1,ch_vict_weapon1; int ch_weapon2,vict_weapon2, ch_vict_weapon2; bool got_one=FALSE; hth = 0; if ((chance1 = get_skill(ch,gsn_disarm)) == 0) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } chance2 = chance1; if ((victim = ch->fighting) == NULL) { send_to_char ("You aren't fighting anyone.\n\r",ch); return; } /* Zeran - ok, grab all possible weapons and total them up */ if ((obj = get_eq_char(victim, WEAR_WIELD)) != NULL) vict_tot_weap++; if ((obj2 = get_eq_char(victim, WEAR_WIELD2)) != NULL) vict_tot_weap++; if ((chwep = get_eq_char(ch, WEAR_WIELD)) != NULL) ch_tot_weap++; if ((chwep2 = get_eq_char(ch, WEAR_WIELD2)) != NULL) ch_tot_weap++; if ( chwep == NULL && chwep2 == NULL && ( (hth = get_skill(ch,gsn_hand_to_hand) ) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM) ) ) ) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (obj == NULL && obj2 == NULL) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } /* find weapon skills */ ch_weapon1 = get_weapon_skill(ch,get_weapon_sn(ch,FALSE)); vict_weapon1 = get_weapon_skill(victim,get_weapon_sn(victim,FALSE)); ch_weapon2 = get_weapon_skill(ch,get_weapon_sn(ch,TRUE)); vict_weapon2 = get_weapon_skill(victim,get_weapon_sn(victim,TRUE)); ch_vict_weapon1 = get_weapon_skill(ch,get_weapon_sn(victim,FALSE)); ch_vict_weapon2 = get_weapon_skill(ch,get_weapon_sn(victim,TRUE)); /* modifiers */ /* skill */ if (chwep == NULL && chwep2 == NULL ) { chance1 = chance1 * hth/150; chance2 = chance2 * hth/150; } else { chance1 = chance1 * ch_weapon1/100; chance2 = chance2 * ch_weapon2/100; } chance1 += (ch_vict_weapon1/2 - vict_weapon1) / 2; chance2 += (ch_vict_weapon2/2 - vict_weapon2) / 2; /* dex vs. strength */ chance1 += get_curr_stat(ch,STAT_DEX); chance1 -= 2 * get_curr_stat(victim,STAT_STR); chance2 += get_curr_stat(ch,STAT_DEX); chance2 -= 2 * get_curr_stat(victim,STAT_STR); /* level */ chance1 += (ch->level - victim->level) * 2; chance2 += (ch->level - victim->level) * 2; /* Zeran - consider 2 weapons against 1, or vice versa */ if (ch_tot_weap > vict_tot_weap) { chance1 += (20 * ch_vict_weapon1/100); chance2 += (20 * ch_vict_weapon2/100); } else if (ch_tot_weap < vict_tot_weap) { chance1 -= (20 * ch_vict_weapon1/100); chance2 -= (20 * ch_vict_weapon2/100); } /*Make second weapon harder to disarm if victim has 2 weapons*/ if (obj != NULL && obj2 != NULL) chance2 = chance2/2; /* and now the attack */ WAIT_STATE( ch, skill_table[gsn_disarm].beats ); if (obj != NULL) { if (number_percent() < chance1) { disarm( ch, victim, FALSE ); check_improve(ch,gsn_disarm,TRUE,1); got_one=TRUE; } } if (obj2 != NULL) { if (number_percent() < chance2) { disarm( ch, victim, TRUE ); check_improve(ch,gsn_disarm,TRUE,1); got_one=TRUE; } } if (!got_one) { act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR); act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT); act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_disarm,FALSE,1); } return; } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } void do_slay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slay whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC(victim) && victim->level >= get_trust(ch) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR ); act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT ); act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT ); raw_kill( victim ); return; } bool check_material_vuln (OBJ_DATA *obj, CHAR_DATA *victim) { long vuln; if (obj == NULL) { bug ("Null obj passed to check_material_vuln",0); return FALSE; } if (victim == NULL) { bug ("Null victim passed to check_material_vuln",0); return FALSE; } if (!str_cmp(material_name(obj->material), "unknown")) { return FALSE; } vuln = material_vuln (obj->material); if (IS_SET(victim->vuln_flags, vuln)) return TRUE; return FALSE; }