/*************************************************************************** * ANATOLIA 2.0 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR * * ANATOLIA has been brought to you by ANATOLIA consortium * * Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr * * Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr * * D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr * * Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr * * By using this code, you have agreed to follow the terms of the * * ANATOLIA license, in the file Anatolia/anatolia.licence * ***************************************************************************/ /*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include <math.h> #include "merc.h" #define MAX_DAMAGE_MESSAGE 34 /* command procedures needed */ DECLARE_DO_FUN(do_emote ); 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_quit_count ); DECLARE_DO_FUN(do_sleep ); DECLARE_DO_FUN(do_tail ); DECLARE_DO_FUN(do_crush ); extern void do_visible( CHAR_DATA *ch, char *argument ); /* * Local functions. */ void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_blink args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, bool immune ,int dam_type) ); void death_cry args( ( CHAR_DATA *ch ) ); void death_cry_org args( ( CHAR_DATA *ch, int part) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels,int members ) ); 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 secondary) ); void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void raw_kill args( ( CHAR_DATA *victim ) ); void raw_kill_org args( ( CHAR_DATA *victim, int part ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ,int disarm_second) ); void check_weapon_destroy args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) ); void damage_to_object args( (CHAR_DATA *ch, OBJ_DATA *wield, OBJ_DATA *worn, int damage) ); int critical_strike args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); void check_shield_destroyed args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) ); void check_weapon_destroyed args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) ); /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; OBJ_DATA *obj; 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; if (!IS_NPC(victim)) ch->last_fought = victim; /* more efficient DOPPLEGANGER if (!IS_NPC(victim)) ch->last_fought = (is_affected(victim,gsn_doppelganger) && victim->doppel ) ? victim->doppel : victim; */ ch->last_fight_time = current_time; for (obj = ch->carrying;obj != NULL; obj = obj->next_content) { if (IS_SET(obj->progtypes,OPROG_FIGHT)) (obj->pIndexData->oprogs->fight_prog) (obj,ch); } if (IS_SET(ch->progtypes,MPROG_FIGHT) && (ch->wait <= 0)) (ch->pIndexData->mprogs->fight_prog) (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(rch) || IS_AFFECTED(rch,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)) { if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL)) || (IS_NPC(rch) && RACE(rch) == RACE(ch) && 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_in_room) { 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; /* no attacks on ghosts or attacks by ghosts */ if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) || (!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST))) return; if (IS_AFFECTED(ch,AFF_WEAK_STUN) ) { REMOVE_BIT(ch->affected_by,AFF_WEAK_STUN); return; } if (IS_AFFECTED(ch,AFF_STUN) ) { act_color("$CYou are stunned to response $N's attack.$c", ch,NULL,victim,TO_CHAR,POS_FIGHTING,CLR_WHITE ); act_color("$C$n is stunned to response your attack.$c", ch,NULL,victim,TO_VICT,POS_FIGHTING,CLR_WHITE ); act_color("$C$n seems stunned to response $N's attack.$c", ch,NULL,victim,TO_NOTVICT,POS_FIGHTING,CLR_WHITE ); affect_strip(ch,gsn_power_stun); SET_BIT(ch->affected_by,AFF_WEAK_STUN); return; } if (IS_NPC(ch)) { mob_hit(ch,victim,dt); return; } one_hit( ch, victim, dt ,FALSE); if (ch->fighting != victim) return; if (ch->level > skill_table[gsn_area_attack].skill_level[ch->class] && number_percent() < get_skill(ch,gsn_area_attack) ) { int count=0,max_count; CHAR_DATA *vch,*vch_next; check_improve( ch,gsn_area_attack, TRUE, 6); if (ch->level < 70) max_count = 1; else if (ch->level < 80) max_count = 2; else if (ch->level < 90) max_count = 3; else max_count = 4; for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if ((vch != victim && vch->fighting == ch)) { one_hit(ch,vch,dt,FALSE); count++; } if ( count == max_count ) break; } } if (IS_AFFECTED(ch,AFF_HASTE)) one_hit(ch,victim,dt, FALSE); if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_cleave || dt == gsn_ambush || dt == gsn_dual_backstab || dt == gsn_circle || dt == gsn_assassinate || dt == gsn_vampiric_bite) 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)/3; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ,FALSE); check_improve(ch,gsn_third_attack,TRUE,6); if ( ch->fighting != victim ) return; } chance = get_skill(ch,gsn_fourth_attack)/6; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ,FALSE); check_improve(ch,gsn_fourth_attack,TRUE,7); if ( ch->fighting != victim ) return; } chance = get_skill(ch,gsn_fifth_attack)/8; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ,FALSE); check_improve(ch,gsn_fifth_attack,TRUE,8); if ( ch->fighting != victim ) return; } chance = get_skill(ch,gsn_second_weapon) / 2; if ( number_percent( ) < chance ) { if (get_eq_char(ch , WEAR_SECOND_WIELD)) { one_hit(ch , victim , dt, TRUE ); check_improve(ch, gsn_second_weapon,TRUE,2); if (ch->fighting != victim ) return; } } chance = get_skill(ch,gsn_secondary_attack) / 8; if ( number_percent( ) < chance ) { if (get_eq_char(ch , WEAR_SECOND_WIELD)) { one_hit(ch , victim , dt, TRUE ); check_improve(ch, gsn_secondary_attack,TRUE,2); 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; /* no attacks on ghosts */ if (!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) return; 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_in_room; 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 || dt == gsn_circle || dt == gsn_dual_backstab || dt == gsn_cleave || dt == gsn_ambush || dt == gsn_vampiric_bite) 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; } chance = get_skill(ch,gsn_fourth_attack)/6; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ,FALSE); if ( ch->fighting != victim ) return; } /* PC waits */ 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) != 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. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ,bool secondary) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn,skill; int dam_type; bool counter; bool yell; bool result; OBJ_DATA *corpse; int sercount; sn = -1; counter = FALSE; if (victim->fighting == ch) yell = FALSE; else yell = TRUE; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* ghosts can't fight */ if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) || (!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST))) 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 (secondary) wield = get_eq_char( ch, WEAR_SECOND_WIELD); else wield = get_eq_char( ch, WEAR_WIELD ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } 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; if (dam_type == -1) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn(ch); skill = 20 + get_weapon_skill(ch,sn); /* * 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 ); if (thac0 < 0) thac0 = thac0/2; if (thac0 < -5) thac0 = -5 + (thac0 + 5) / 2; 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_dual_backstab) thac0 -= 10 * (100 - get_skill(ch,gsn_dual_backstab)); if (dt == gsn_cleave) thac0 -= 10 * (100 - get_skill(ch,gsn_cleave)); if (dt == gsn_ambush) thac0 -= 10 * (100 - get_skill(ch,gsn_ambush)); if (dt == gsn_vampiric_bite) thac0 -= 10 * (100 - get_skill(ch,gsn_vampiric_bite)); 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 ( get_skill(victim,gsn_armor_use) > 70) { check_improve(victim,gsn_armor_use,TRUE,8); victim_ac -= (victim->level) / 2; } if ( !can_see( ch, victim ) ) { if ( ch->level > skill_table[gsn_blind_fighting].skill_level[ch->class] && number_percent() < get_skill(ch,gsn_blind_fighting) ) { check_improve(ch,gsn_blind_fighting,TRUE,16); } else 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, TRUE ); 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 ( 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); if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */ dam = dam * 21/20; /* sharpness! */ if (IS_WEAPON_STAT(wield,WEAPON_SHARP)) { int percent; if ((percent = number_percent()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); } /* holy weapon */ if (IS_WEAPON_STAT(wield,WEAPON_HOLY) && IS_GOOD(ch) && IS_EVIL(victim) && number_percent() < 30) { act_color("$C$p shines with a holy area.$c", ch,wield,NULL,TO_CHAR,POS_DEAD,CLR_YELLOW); act_color("$C$p shines with a holy area.$c", ch,wield,NULL,TO_ROOM,POS_DEAD,CLR_YELLOW); dam += dam * 120 / 100; } } else { dam =number_range(1 + 4 * skill/100, 2 * ch->level/3 * skill/100); if ( get_skill(ch,gsn_master_hand) > 0 ) { int d; if ((d=number_percent()) <= get_skill(ch,gsn_master_hand)) { check_improve(ch,gsn_master_hand,TRUE,6); dam += dam * 110 /100; if ( d < 20 ) { SET_BIT(ch->affected_by,AFF_WEAK_STUN); act_color("$CYou hit $N with a stunning force!$c", ch,NULL,victim,TO_CHAR,POS_DEAD,CLR_RED); act_color("$C$n hit you with a stunning force!$c", ch,NULL,victim,TO_VICT,POS_DEAD,CLR_RED); act_color("$C$n hits $N with a stunning force!$c", ch,NULL,victim,TO_NOTVICT,POS_DEAD,CLR_RED); check_improve(ch,gsn_master_hand,TRUE,6); } } } } } /* * Bonuses. */ if ( get_skill(ch,gsn_enhanced_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_enhanced_damage)) { int div; check_improve(ch,gsn_enhanced_damage,TRUE,6); div = (ch->class == CLASS_WARRIOR) ? 100 : (ch->class == CLASS_CLERIC) ? 130 : 114; dam += dam * diceroll/div; } } if ( get_skill(ch,gsn_master_sword) > 0 && sn== gsn_sword) { if (number_percent() <= get_skill(ch,gsn_master_sword)) { OBJ_DATA *katana; check_improve(ch,gsn_master_sword,TRUE,6); dam += dam * 110 /100; if ( (katana = get_eq_char(ch,WEAR_WIELD)) != NULL) { AFFECT_DATA *paf; if ( IS_WEAPON_STAT(katana,WEAPON_KATANA) && strstr(katana->extra_descr->description,ch->name) != NULL ) { katana->cost++; if (katana->cost > 249) { paf = affect_find(katana->affected,gsn_katana); if (paf != NULL) { int old_mod=paf->modifier; paf->modifier = UMIN(paf->modifier+1,ch->level / 3); ch->hitroll += paf->modifier - old_mod; if (paf->next != NULL) { paf->next->modifier = paf->modifier; ch->damroll += paf->modifier - old_mod; } act("$n's katana glows blue.\n\r",ch,NULL,NULL,TO_ROOM); send_to_char("Your katana glows blue.\n\r",ch); } katana->cost = 0; } } } else if ( (katana=get_eq_char(ch,WEAR_SECOND_WIELD)) != NULL) { AFFECT_DATA *paf; if ( IS_WEAPON_STAT(katana,WEAPON_KATANA) && strstr(katana->extra_descr->description,ch->name)!=NULL ) { katana->cost++; if (katana->cost > 249) { paf = affect_find(katana->affected,gsn_katana); if (paf != NULL) { paf->modifier = UMIN(paf->modifier+1,ch->level / 3); if (paf->next != NULL) paf->next->modifier = paf->modifier; act("$n's katana glows blue.\n\r",ch,NULL,NULL,TO_ROOM); send_to_char("Your katana glows blue.\n\r",ch); } katana->cost = 0; } } } } } if ( !IS_AWAKE(victim) ) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; sercount = number_percent(); if (dt==gsn_backstab || dt==gsn_vampiric_bite) sercount += 40; if ( ch->last_fight_time != -1 && !IS_IMMORTAL(ch) && (current_time - ch->last_fight_time)<FIGHT_DELAY_TIME) { sercount += 10; } sercount *= 2; if (victim->fighting == NULL && !IS_NPC(victim) && !is_safe_nomessage(victim, ch) && !is_safe_nomessage(ch,victim) && (victim->position == POS_SITTING || victim->position == POS_STANDING) && dt != gsn_assassinate && (sercount <= get_skill(victim,gsn_counter) )) { counter = TRUE; check_improve(victim,gsn_counter,TRUE,1); act("$N turns your attack against you!",ch,NULL,victim,TO_CHAR); act("You turn $n's attack against $m!",ch,NULL,victim,TO_VICT); act("$N turns $n's attack against $m!",ch,NULL,victim,TO_NOTVICT); ch->fighting = victim; } else if (!victim->fighting) check_improve(victim,gsn_counter,FALSE,1); if ( dt == gsn_backstab && wield != NULL) dam = (ch->level < 30) ? ((ch->level/8 + 1) * dam + ch->level) : (ch->level < 50) ? ((ch->level/10 + 1) * dam + ch->level) : (ch->level < 75) ? ((ch->level/12 + 1) * dam + ch->level) : ((ch->level/13 + 1) * dam + ch->level); else if ( dt == gsn_dual_backstab && wield != NULL) dam = (ch->level < 30) ? ((ch->level/10 ) * dam + ch->level) : (ch->level < 50) ? ((ch->level/12 ) * dam + ch->level) : (ch->level < 75) ? ((ch->level/14 ) * dam + ch->level) : ((ch->level/16) * dam + ch->level); else if (dt == gsn_circle) dam = (ch->level/40 + 1) * dam + ch->level; else if ( dt == gsn_vampiric_bite && IS_VAMPIRE(ch)) dam = (ch->level/20 + 1) * dam + ch->level; else if ( dt == gsn_cleave && wield != NULL) { if (number_percent() <= 4 && !counter) { act_color("Your cleave chops $N $CIN HALF!$c", ch,NULL,victim,TO_CHAR,POS_RESTING,CLR_RED); act_color("$n's cleave chops you $CIN HALF!$c", ch,NULL,victim,TO_VICT,POS_RESTING,CLR_RED); act_color("$n's cleave chops $N $CIN HALF!$c", ch,NULL,victim,TO_NOTVICT,POS_RESTING,CLR_RED); send_to_char("You have been KILLED!\n\r",victim); act("$n is DEAD!",victim,NULL,NULL,TO_ROOM); WAIT_STATE( ch, 2 ); raw_kill(victim); 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"); do_get(ch, "silver corpse"); } if ( IS_SET(ch->act, PLR_AUTOSAC) ) if (IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains) return; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } return; } else dam = (dam * 2 + ch->level); } if (dt == gsn_assassinate) { if (number_percent() <= URANGE(10, 20+(ch->level-victim->level)*2, 50) && !counter) { act_color("You $C+++ASSASSINATE+++$c $N!",ch,NULL,victim,TO_CHAR, POS_RESTING,CLR_RED); act("$N is DEAD!",ch,NULL,victim,TO_CHAR); act_color("$n $C+++ASSASSINATES+++$c $N!",ch,NULL,victim, TO_NOTVICT,POS_RESTING,CLR_RED); act("$N is DEAD!",ch,NULL,victim,TO_NOTVICT); act_color("$n $C+++ASSASSINATES+++$c you!",ch,NULL,victim, TO_VICT,POS_DEAD,CLR_RED); send_to_char("You have been KILLED!\n\r",victim); check_improve(ch,gsn_assassinate,TRUE,1); raw_kill(victim); 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; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } return; } else { check_improve(ch,gsn_assassinate,FALSE,1); dam *= 2; } } dam += GET_DAMROLL(ch) * UMIN(100,skill) /100; if (dt == gsn_ambush) dam *= 3; if (!IS_NPC(ch) && get_skill(ch,gsn_deathblow) > 1 && ch->level >= skill_table[gsn_deathblow].skill_level[ch->class] ) { if (number_percent() < 0.125 * get_skill(ch,gsn_deathblow)) { act("You deliver a blow of deadly force!",ch,NULL,NULL,TO_CHAR); act("$n delivers a blow of deadly force!",ch,NULL,NULL,TO_ROOM); if (cabal_ok(ch,gsn_deathblow)) { dam *= ((float)ch->level) / 20; check_improve(ch,gsn_deathblow,TRUE,1); } } else check_improve(ch,gsn_deathblow,FALSE,3); } if ( dam <= 0 ) dam = 1; if (counter) { result = damage(ch,ch,2*dam,dt,dam_type,TRUE); multi_hit(victim,ch,TYPE_UNDEFINED); } else result = damage( ch, victim, dam, dt, dam_type, TRUE ); /* vampiric bite gives hp to ch from victim */ if (dt == gsn_vampiric_bite) { int hit_ga = UMIN( (dam / 2 ), victim->max_hit ); ch->hit += hit_ga; ch->hit = UMIN( ch->hit , ch->max_hit); update_pos( ch ); send_to_char("Your health increases as you suck your victim's blood.\n\r",ch); } /* but do we have a funky weapon? */ if (result && wield != NULL) { int dam; if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON)) { int level; AFFECT_DATA *poison, af; if ((poison = affect_find(wield->affected,gsn_poison)) == NULL) level = wield->level; else level = poison->level; if (!saves_spell(level / 2,victim,DAM_POISON)) { send_to_char("You feel poison coursing through your veins.", victim); act("$n is poisoned by the venom on $p.", victim,wield,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3/4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* weaken the poison if it's temporary */ if (poison != NULL) { poison->level = UMAX(0,poison->level - 2); poison->duration = UMAX(0,poison->duration - 1); if (poison->level == 0 || poison->duration == 0) act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR); } } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC)) { dam = number_range(1, wield->level / 5 + 1); act("$p draws life from $n.",victim,wield,NULL,TO_ROOM); act("You feel $p drawing your life away.", victim,wield,NULL,TO_CHAR); damage(ch,victim,dam,0,DAM_NEGATIVE,FALSE); ch->hit += dam/2; } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING)) { dam = number_range(1,wield->level / 4 + 1); act("$n is burned by $p.",victim,wield,NULL,TO_ROOM); act("$p sears your flesh.",victim,wield,NULL,TO_CHAR); fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_FIRE,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST)) { dam = number_range(1,wield->level / 6 + 2); act("$p freezes $n.",victim,wield,NULL,TO_ROOM); act("The cold touch of $p surrounds you with ice.", victim,wield,NULL,TO_CHAR); cold_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_COLD,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING)) { dam = number_range(1,wield->level/5 + 2); act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM); act("You are shocked by $p.",victim,wield,NULL,TO_CHAR); shock_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE); } } tail_chain( ); return; } /* * Inflict damage from a hit. */ bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show ) { OBJ_DATA *corpse; bool immune; int lost_exp,dam2; if ( victim->position == POS_DEAD) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 1000 && !IS_IMMORTAL(ch)) { char buf[MAX_STRING_LENGTH]; sprintf(buf,"%s:Damage more than 1000 points :%d",ch->name,dam); bug( buf,0); if (IS_NPC(ch) && !IS_NPC(ch)) dam = 1000; /* * For a 100-leveled MUD?.... dam = 1000; if (!IS_IMMORTAL(ch)) { OBJ_DATA *obj; obj = get_eq_char( ch, WEAR_WIELD ); send_to_char("You really shouldn't cheat.\n\r",ch); if (obj) extract_obj(obj); } */ } if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; 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 ); } /* * No one in combat can sneak, hide, or be invis or camoed. */ if ( IS_SET(ch->affected_by, AFF_HIDE) || IS_SET(ch->affected_by, AFF_INVISIBLE) || IS_SET(ch->affected_by, AFF_SNEAK) || IS_SET(ch->affected_by, AFF_FADE) || IS_SET(ch->affected_by, AFF_CAMOUFLAGE) || IS_SET(ch->affected_by, AFF_IMP_INVIS) ) do_visible(ch, ""); /* * Damage modifiers. */ if ( IS_AFFECTED(victim, AFF_SANCTUARY) && !( (dt == gsn_cleave) && (number_percent() < 50) ) ) dam /= 2; if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) ) dam -= dam / 4; if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) ) dam -= dam / 4; if ( is_affected(victim,gsn_resistance) ) dam = (3 * dam)/5; if (is_affected(victim, gsn_protection_heat) && (dam_type == DAM_FIRE) ) dam -= dam / 4; if (is_affected(victim, gsn_protection_cold) && (dam_type == DAM_COLD) ) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim) { /* * Some funny stuf. */ if (is_affected(victim,gsn_mirror)) { act("$n shatters into tiny fragments of glass.", victim,NULL,NULL,TO_ROOM); extract_char(victim,TRUE); return FALSE; } if ( check_parry( ch, victim ) ) return FALSE; if ( check_block( ch, victim) ) return FALSE; if ( check_dodge( ch, victim ) ) return FALSE; if ( check_blink( ch, victim ) ) return FALSE; } 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; } if ( dt != TYPE_HUNGER && dt >= TYPE_HIT && ch != victim ) { if ( (dam2 = critical_strike(ch,victim,dam)) != 0 ) dam = dam2; } if ( show ) dam_message( ch, victim, dam, dt, immune ,dam_type); if (dam == 0) return FALSE; /* temporarily second wield doesn't inflict damage */ if (dt != TYPE_HUNGER && ( dt >= TYPE_HIT && ch != victim) ) check_weapon_destroy( ch, victim , 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: if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break; act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are mortally wounded, and will die soon, if not aided.\n\r", victim ); break; case POS_INCAP: if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break; act( "$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: if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break; 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_type == DAM_HUNGER || dam_type == DAM_THIRST) break; 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(ch) && ch->pIndexData->vnum == MOB_VNUM_STALKER ) ch->status = 10; if ( !IS_NPC(victim) ) { /* * Dying penalty: * 2/3 way back. */ if (victim == ch || (IS_NPC(ch) && (ch->master == NULL && ch->leader == NULL)) || IS_SET(victim->act,PLR_WANTED)) { if ( victim->exp > exp_per_level(victim,victim->pcdata->points) * victim->level ) { lost_exp = (2 * ( exp_per_level(victim,victim->pcdata->points) * victim->level - victim->exp) / 3 ) + 50; gain_exp( victim , lost_exp); } } /* * Die too much and deleted ... :( */ if ( !IS_NPC(victim) && ( victim == ch || (IS_NPC(ch) && (ch->master == NULL && ch->leader == NULL)) || IS_SET(victim->act,PLR_WANTED) ) ) { victim->pcdata->death++; if (victim->class == 9) { if ( (victim->pcdata->death % 3) == 2) { victim->perm_stat[STAT_CHA]--; if ( victim->pcdata->death > 10 ) { char strsave[160]; send_to_char( "You became a ghost permenantly and leave the earth realm.\n\r", victim ); act( "$n is dead, and will not rise again.\n\r",victim,NULL,NULL,TO_ROOM); victim->last_fight_time = -1; victim->hit = 1; victim->position = POS_STANDING; sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( victim->name ) ); wiznet("$N is deleted due to 10 deaths limit of Samurai.",ch,NULL,0,0,0); do_quit_count(victim,""); unlink(strsave); return TRUE; } } } else if ( ( victim->pcdata->death % 3) == 2 ) { victim->perm_stat[STAT_CON]--; if ( victim->perm_stat[STAT_CON] < 3 ) { char strsave[160]; send_to_char( "You became a ghost permenantly and leave the earth realm.\n\r", victim ); act( "$n is dead, and will not rise again.\n\r",victim,NULL,NULL,TO_ROOM); victim->last_fight_time = -1; victim->hit = 1; victim->position = POS_STANDING; sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( victim->name ) ); wiznet("$N is deleted due to lack of CON.",ch,NULL,0,0,0); do_quit_count(victim,""); unlink(strsave); return TRUE; } else send_to_char("You feel your life power has decreased with this death.\n\r", 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 ( ch->class == CLASS_VAMPIRE && ch->level > 10) { act_color( "$C$n suck blood from $N's corpse!!$c", ch, NULL,victim,TO_ROOM,POS_SLEEPING,CLR_RED_BOLD); send_ch_color("$CYou suck blood from the corpse!!$c\n\r\n\r", ch,POS_SLEEPING,CLR_RED_BOLD ); gain_condition(ch,COND_BLOODLUST,3); } 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 ) { if (victim->level < 11) do_recall( victim, "" ); else do_flee( 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 ) ) || ( CAN_DETECT(victim,ADET_FEAR) && !IS_SET(victim->act,ACT_NOTRACK) )) { do_flee( victim, "" ); victim->last_fought = NULL; } } if ( !IS_NPC(victim) && victim->hit > 0 && ( victim->hit <= victim->wimpy || CAN_DETECT(victim, ADET_FEAR) ) && victim->wait < PULSE_VIOLENCE / 2 ) do_flee( victim, "" ); tail_chain( ); return TRUE; } bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim) { if (is_safe_nomessage(ch,victim)) { act("The gods protect $N.",ch,NULL,victim,TO_CHAR); act("The gods protect $N from $n.",ch,NULL,victim,TO_ROOM); return TRUE; } else return FALSE; } bool is_safe_nomessage(CHAR_DATA *ch, CHAR_DATA *victim ) { if (victim->fighting == ch || ch==victim) return FALSE; /* Ghosts are safe */ if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) || (!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST))) return TRUE; /* link dead players whose adrenalin is not gushing are safe */ if (!IS_NPC(victim) && ((victim->last_fight_time == -1) || ((current_time - victim->last_fight_time) > FIGHT_DELAY_TIME)) && victim->desc == NULL) return TRUE; if ((!IS_NPC(ch) && !IS_NPC(victim) && victim->level < 5 ) || ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 5 )) return TRUE; /* newly death staff */ if (!IS_IMMORTAL(ch) && !IS_NPC(victim) && ((ch->last_death_time != -1 && current_time - ch->last_death_time < 600 ) || (victim->last_death_time != -1 && current_time - victim->last_death_time < 600)) ) return TRUE; /* level adjustement */ if ( ch != victim && !IS_IMMORTAL(ch) && !IS_NPC(ch) && !IS_NPC(victim) && ( ch->level >= (victim->level + UMAX(4,ch->level/10 +2) ) || ch->level <= (victim->level - UMAX(4,ch->level/10 +2)) )&& ( victim->level >= (ch->level + UMAX(4,victim->level/10 +2) ) || victim->level <= (ch->level - UMAX(4,victim->level/10 +2))) ) return TRUE; return FALSE; } bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area ) { if (ch == victim && !area) return TRUE; if (IS_IMMORTAL(victim) && area) return TRUE; if (is_same_group(ch,victim) && area) return TRUE; if (ch == victim && area && ch->in_room->sector_type == SECT_INSIDE) return TRUE; return is_safe(ch,victim); } /* * 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( 35, victim->level ); } else { if ( get_eq_char( victim, WEAR_WIELD ) == NULL ) return FALSE; chance = get_skill(victim,gsn_parry) / 2; if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI) chance *= 1.2; } if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "You parry $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); check_weapon_destroyed( ch, victim, FALSE); if ( number_percent() > get_skill(victim,gsn_parry) ) { /* 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; if (IS_AFFECTED(ch,AFF_FLYING)) chance -= 10; /* 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 / 20 )) { act("You couldn't manage to keep your position!", ch,NULL,victim,TO_VICT); act("You fall down!",ch,NULL,victim,TO_VICT); act("$N couldn't manage to hold your attack and falls down!", ch,NULL,victim,TO_CHAR); act("$n stunning force makes $N falling down.", ch,NULL,victim,TO_NOTVICT); WAIT_STATE(victim,skill_table[gsn_bash].beats); victim->position = POS_RESTING; } } check_improve(victim,gsn_parry,TRUE,6); return TRUE; } /* * check blink */ bool check_blink( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_BLINK_ON(victim) ) return FALSE; if ( IS_NPC(victim) ) return FALSE; else chance = victim->pcdata->learned[gsn_blink] / 2; if ( ( number_percent( ) >= chance + victim->level - ch->level ) || ( number_percent( ) < 50 ) || ( victim->mana < 10 ) ) return FALSE; victim->mana -= UMAX(victim->level / 10,1); act( "You blink out $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N blinks out your attack.", ch, NULL, victim, TO_CHAR ); check_improve(victim,gsn_blink,TRUE,6); return TRUE; } /* * Check for shield block. */ bool check_block( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; if ( get_eq_char( victim, WEAR_SHIELD ) == NULL ) return FALSE; if (IS_NPC(victim)) { chance = 10; } else { if (get_skill(victim,gsn_shield_block) <= 1) return FALSE; chance = get_skill(victim,gsn_shield_block) / 2; chance -= (victim->class == CLASS_WARRIOR) ? 0 : 10; } if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "Your shield blocks $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N deflects your attack with $S shield.", ch,NULL,victim,TO_CHAR); check_shield_destroyed( ch, victim, FALSE); 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 ( MOUNTED(victim) ) return FALSE; if ( IS_NPC(victim) ) chance = UMIN( 30, victim->level ); else { chance = get_skill(victim,gsn_dodge) / 2; /* chance for high dex. */ chance += 2 * (get_curr_stat(victim,STAT_DEX) - 20); if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI) chance *= 1.2; if ( victim->class == CLASS_THIEF || victim->class ==CLASS_NINJA) chance *= 1.1; } if ( number_percent( ) >= chance + (victim->level - ch->level) / 2 ) return FALSE; act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); if ( number_percent() < (get_skill(victim,gsn_dodge) / 20 ) && !(IS_AFFECTED(ch,AFF_FLYING) || ch->position < POS_FIGHTING)) { /* size */ if (victim->size < ch->size) chance += (victim->size - ch->size) * 10; /* bigger = harder to trip */ /* dex */ chance += get_curr_stat(victim,STAT_DEX); chance -= get_curr_stat(ch,STAT_DEX) * 3 / 2; if (IS_AFFECTED(victim,AFF_FLYING) ) chance -= 10; /* speed */ if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance += 10; if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance -= 20; /* level */ chance += (victim->level - ch->level) * 2; /* now the attack */ if (number_percent() < (chance / 20) ) { act("$n lost his postion and fall down!",ch,NULL,victim,TO_VICT); act("As $N moves you lost your position fall down!",ch,NULL,victim,TO_CHAR); act("As $N dodges $N's attack ,$N lost his position and falls down.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE(ch,skill_table[gsn_trip].beats); ch->position = POS_RESTING; } } 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; int i; 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 || ch->silver > 0) { if (IS_SET(ch->form,FORM_INSTANT_DECAY)) obj_to_room( create_money( ch->gold, ch->silver), ch->in_room); else obj_to_obj( create_money( ch->gold, ch->silver ), corpse ); ch->gold = 0; } corpse->from = str_dup(ch->short_descr); corpse->cost = 0; } else { if (IS_GOOD(ch)) i = 0; if (IS_EVIL(ch)) i = 2; else i = 1; 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); corpse->owner = str_dup(ch->name); corpse->from = str_dup(ch->name); corpse->altar = hometown_table[ch->hometown].altar[i]; corpse->pit = hometown_table[ch->hometown].pit[i]; if ( ch->gold > 0 || ch->silver > 0) { obj_to_obj( create_money( ch->gold, ch->silver ), corpse ); ch->gold = 0; ch->silver = 0; } 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); if ( obj->item_type == ITEM_POTION ) obj->timer += obj->level * 20; } REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH); REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH); if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) || (obj->pIndexData->limit != -1 && (obj->pIndexData->count > obj->pIndexData->limit) ) ) { extract_obj( obj ); continue; } else if (IS_SET(ch->form,FORM_INSTANT_DECAY)) obj_to_room(obj, ch->in_room); else obj_to_obj( obj, corpse ); } obj_to_room( corpse, ch->in_room ); return; } void death_cry( CHAR_DATA *ch ) { death_cry_org( ch, -1 ); } /* * Improved Death_cry contributed by Diavolo. */ void death_cry_org( CHAR_DATA *ch, int part ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; int vnum; vnum = 0; msg = "You hear $n's death cry."; if ( part == -1 ) part = number_bits(4); switch ( part ) { case 0: msg = "$n hits the ground ... DEAD."; break; case 1: if (ch->material == 0) { msg = "$n splatters blood on your armor."; break; } case 2: if (IS_SET(ch->parts,PART_GUTS)) { msg = "$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 ); obj->from = str_dup(name); 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 ) { raw_kill_org( victim, -1 ); return; } void raw_kill_org( CHAR_DATA *victim, int part ) { CHAR_DATA *tmp_ch; OBJ_DATA *obj,*obj_next; int i; OBJ_DATA *tattoo; stop_fighting( victim, TRUE ); for (obj = victim->carrying;obj != NULL;obj = obj_next) { obj_next = obj->next_content; if (IS_SET(obj->progtypes,OPROG_DEATH) && (obj->wear_loc != WEAR_NONE)) if ((obj->pIndexData->oprogs->death_prog) (obj,victim)) { victim->position = POS_STANDING; return; } } victim->last_fight_time = -1; if ( IS_SET(victim->progtypes,MPROG_DEATH)) if ((victim->pIndexData->mprogs->death_prog) (victim)) { victim->position = POS_STANDING; return; } victim->last_death_time = current_time; tattoo = get_eq_char(victim, WEAR_TATTOO); if (tattoo != NULL) obj_from_char(tattoo); death_cry_org( victim, part ); 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; } send_to_char("You turn into an invincible ghost for a few minutes.\n\r", victim); send_to_char("As long as you don't attack anything.\n\r", victim); extract_char( victim, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); victim->affected_by = 0; victim->detection = 0; for (i = 0; i < 4; i++) victim->armor[i]= 100; victim->position = POS_RESTING; victim->hit = victim->max_hit / 10; victim->mana = victim->max_mana / 10; victim->move = victim->max_move; /* RT added to prevent infinite deaths */ REMOVE_BIT(victim->act, PLR_WANTED); REMOVE_BIT(victim->act, PLR_BOUGHT_PET); /* SET_BIT(victim->act, PLR_GHOST); */ victim->pcdata->condition[COND_THIRST] = 40; victim->pcdata->condition[COND_HUNGER] = 40; victim->pcdata->condition[COND_FULL] = 40; victim->pcdata->condition[COND_BLOODLUST] = 40; victim->pcdata->condition[COND_DESIRE] = 40; if (tattoo != NULL) { obj_to_char(tattoo, victim); equip_char(victim, tattoo, WEAR_TATTOO); } save_char_obj( victim ); /* * Calm down the tracking mobiles */ for (tmp_ch = char_list; tmp_ch != NULL; tmp_ch = tmp_ch->next) if (tmp_ch->last_fought == victim) tmp_ch->last_fought = NULL; 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; if ( victim == ch || (IS_NPC(victim) && victim->pIndexData->vnum < 100 ) ) return; /* quest */ if (!IS_NPC(ch) && IS_QUESTOR(ch) && IS_NPC(victim)) { if (ch->pcdata->questmob == victim->pIndexData->vnum) { send_to_char("You have almost completed your QUEST!\n\r",ch); send_to_char("Return to questmaster before your time runs out!\n\r",ch); ch->pcdata->questmob = -1; } } if (!IS_NPC(victim)) return; if (IS_NPC(victim) && (victim->master != NULL || victim->leader != NULL)) return; members = 1; group_levels = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) { if (!IS_NPC(gch) && gch != ch) members++; group_levels += gch->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 > 8 ) { send_to_char( "You are too high for this group.\n\r", gch ); continue; } if ( gch->level - lch->level < -8 ) { send_to_char( "You are too low for this group.\n\r", gch ); continue; } xp = xp_compute( gch, victim, group_levels,members ); 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 members) { char buf[MAX_STRING_LENGTH]; int xp; int base_exp; int level_range; int neg_cha=0, pos_cha=0; level_range = victim->level - gch->level; 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 = 43; break; case -1 : base_exp = 60; break; case 0 : base_exp = 74; break; case 1 : base_exp = 84; break; case 2 : base_exp = 99; break; case 3 : base_exp = 121; break; case 4 : base_exp = 143; break; } if (level_range > 4) base_exp = 140 + 20 * (level_range - 4); /* calculate exp multiplier */ if (IS_SET(victim->act,ACT_NOALIGN)) xp = base_exp; /* alignment */ else if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_EVIL(victim) && IS_GOOD(gch))) xp = base_exp * 8/5; else if ( IS_GOOD(gch) && IS_GOOD(victim) ) xp = 0; else if ( !IS_NEUTRAL(gch) && IS_NEUTRAL(victim) ) xp = base_exp * 1.1; else if ( IS_NEUTRAL(gch) && !IS_NEUTRAL(victim) ) xp = base_exp * 1.3; else xp = base_exp; /* more exp at the low levels */ if (gch->level < 6) xp = 15 * xp / (gch->level + 4); /* randomize the rewards */ xp = number_range (xp * 3/4, xp * 5/4); /* adjust for grouping */ xp = xp * gch->level/total_levels; if (members == 2 || members == 3) xp *= ( 3 / 2); if (gch->level < 15) xp = UMIN((250 + dice(1,25)),xp); else if (gch->level < 40) xp = UMIN((225 + dice(1,20)),xp); else if (gch->level < 60) xp = UMIN((200 + dice(1,20)),xp); else xp = UMIN((180 + dice(1,20)),xp); xp += (xp * ( gch->max_hit - gch->hit )) / (gch->max_hit * 5 ); if (IS_GOOD(gch)) { if (IS_GOOD(victim)) { gch->pcdata->anti_killed++; neg_cha = 1; } else if (IS_NEUTRAL(victim)) {gch->pcdata->has_killed++; pos_cha =1;} else if (IS_EVIL(victim)) {gch->pcdata->has_killed++; pos_cha = 1;} } if (IS_NEUTRAL(gch)) { if (xp > 0) { if (IS_GOOD(victim)) {gch->pcdata->has_killed++; pos_cha = 1;} else if (IS_NEUTRAL(victim)) {gch->pcdata->anti_killed++; neg_cha = 1;} else if (IS_EVIL(victim)) {gch->pcdata->has_killed++; pos_cha =1;} } } if (IS_EVIL(gch)) { if (xp > 0) { if (IS_GOOD(victim)) {gch->pcdata->has_killed++; pos_cha = 1;} else if (IS_NEUTRAL(victim)) {gch->pcdata->has_killed++; pos_cha = 1;} else if (IS_EVIL(victim)) {gch->pcdata->anti_killed++; neg_cha = 1;} } } if ( neg_cha ) { if ( (gch->pcdata->anti_killed % 100) == 99 ) { sprintf(buf,"You have killed %d %s up to now.\n\r", gch->pcdata->anti_killed, IS_GOOD(gch) ? "goods" : IS_NEUTRAL(gch) ? "neutrals" : IS_EVIL(gch) ? "evils" : "nones" ); send_to_char(buf,gch); if (gch->perm_stat[STAT_CHA] > 3 && IS_GOOD(gch) ) { send_to_char("So your charisma has reduced by one.\n\r", gch); gch->perm_stat[STAT_CHA] -= 1; } } } else if ( pos_cha ) { if ( (gch->pcdata->has_killed % 200) == 199 ) { sprintf(buf,"You have killed %d %s up to now.\n\r", gch->pcdata->anti_killed, IS_GOOD(gch) ? "anti-goods" : IS_NEUTRAL(gch) ? "anti-neutrals" : IS_EVIL(gch) ? "anti-evils" : "nones" ); send_to_char(buf,gch); if (gch->perm_stat[STAT_CHA] < get_max_train( gch, STAT_CHA) && IS_GOOD(gch) ) { send_to_char("So your charisma has increased by one.\n\r", gch); gch->perm_stat[STAT_CHA] += 1; } } } return xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune ,int dam_type) { 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 = "scratch"; vp = "scratches"; } else if ( dam <= 8 ) { vs = "graze"; vp = "grazes"; } else if ( dam <= 12 ) { vs = "hit"; vp = "hits"; } else if ( dam <= 16 ) { vs = "injure"; vp = "injures"; } else if ( dam <= 20 ) { vs = "wound"; vp = "wounds"; } else if ( dam <= 24 ) { vs = "maul"; vp = "mauls"; } else if ( dam <= 28 ) { vs = "decimate"; vp = "decimates"; } else if ( dam <= 32 ) { vs = "devastate"; vp = "devastates"; } else if ( dam <= 36 ) { vs = "maim"; vp = "maims"; } else if ( dam <= 42 ) { vs = "MUTILATE"; vp = "MUTILATES"; } else if ( dam <= 52 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; } else if ( dam <= 65 ) { vs = "DISMEMBER"; vp = "DISMEMBERS"; } else if ( dam <= 80 ) { vs = "MASSACRE"; vp = "MASSACRES"; } else if ( dam <= 100 ) { vs = "MANGLE"; vp = "MANGLES"; } else if ( dam <= 130 ) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else if ( dam <= 175 ) { vs = "*** DEVASTATE ***"; vp = "*** DEVASTATES ***"; } else if ( dam <= 250) { vs = "=== OBLITERATE ==="; vp = "=== OBLITERATES ==="; } else if ( dam <= 325) { vs = "==== ATOMIZE ===="; vp = "==== ATOMIZES ===="; } else if ( dam <= 400) { vs = "<*> <*> ANNIHILATE <*> <*>"; vp = "<*> <*> ANNIHILATES <*> <*>"; } else if ( dam <= 500) { vs = "<*>!<*> ERADICATE <*>!<*>"; vp = "<*>!<*> ERADICATES <*>!<*>"; } else if ( dam <= 650) { vs = "<*><*><*> ELECTRONIZE <*><*><*>"; vp = "<*><*><*> ELECTRONIZES <*><*><*>"; } else if ( dam <= 800) { vs = "(<*>)!(<*>) SKELETONIZE (<*>)!(<*>)"; vp = "(<*>)!(<*>) SKELETONIZES (<*>)!(<*>)";} else if ( dam <= 1000) { vs = "(*)!(*)!(*) NUKE (*)!(*)!(*)"; vp = "(*)!(*)!(*) NUKES (*)!(*)!(*)"; } else if ( dam <= 1250) { vs = "(*)!<*>!(*) TERMINATE (*)!<*>!(*)"; vp = "(*)!<*>!(*) TERMINATES (*)!<*>!(*)"; } else if ( dam <= 1500) { vs = "<*>!(*)!<*>> TEAR UP <<*)!(*)!<*>"; vp = "<*>!(*)!<*>> TEARS UP <<*)!(*)!<*>"; } else { vs = "\007=<*) (*>= ! POWER HIT ! =<*) (*>=\007"; vp = "\007=<*) (*>= ! POWER HITS ! =<*) (*>=\007";} if (victim->level < 20 ) punct = (dam <= 24) ? '.' : '!'; else if (victim->level < 50) punct = (dam <= 50 ) ? '.' : '!'; else punct = (dam <= 75) ? '.' : '!'; if ( (dt == TYPE_HIT) || (dt == TYPE_HUNGER) ) { if (ch == victim) { if ( dam_type == DAM_HUNGER ) { sprintf( buf1, "$n's hunger $C%s$c $mself%c",vp,punct); sprintf( buf2, "Your hunger $C%s$c yourself%c",vs,punct); } else if ( dam_type == DAM_THIRST ) { sprintf( buf1, "$n's thirst $C%s$c $mself%c",vp,punct); sprintf( buf2, "Your thirst $C%s$c yourself%c",vs,punct); } else if ( dam_type == DAM_LIGHT_V ) { sprintf( buf1, "The light of room $C%s$c $n!%c",vp,punct); sprintf( buf2, "The light of room $C%s$c you!%c",vs,punct); } else if ( dam_type == DAM_TRAP_ROOM ) { sprintf( buf1, "The trap at room $C%s$c $n!%c",vp,punct); sprintf( buf2, "The trap at room $C%s$c you!%c",vs,punct); } else { sprintf( buf1, "$n $C%s$c $mself%c",vp,punct); sprintf( buf2, "You $C%s$c yourself%c",vs,punct); } } else { sprintf( buf1, "$n $C%s$c $N%c", vp, punct ); sprintf( buf2, "You $C%s$c $N%c", vs, punct ); sprintf( buf3, "$n $C%s$c you%c", vp, punct ); } } 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].noun; 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 unaffected by your %s!",attack); sprintf(buf3,"$n's %s is powerless against you.",attack); } } else { if (ch == victim) { sprintf( buf1, "$n's %s $C%s$c $m%c",attack,vp,punct); sprintf( buf2, "Your %s $C%s$c you%c",attack,vp,punct); } else { sprintf( buf1, "$n's %s $C%s$c $N%c", attack, vp, punct ); sprintf( buf2, "Your %s $C%s$c $N%c", attack, vp, punct ); sprintf( buf3, "$n's %s $C%s$c you%c", attack, vp, punct ); } } } if (ch == victim) { if ( dam <=36 ) { act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_BLUE); act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_BLUE_BOLD); } else if (dam <=100) { act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_MAGENTA); act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_MAGENTA_BOLD); } else if (dam <=325) { act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_BROWN); act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_BROWN); } else { act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_RED); act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_RED_BOLD); } } else { if ( dam <= 36 ) { act_color( buf1, ch, NULL, victim, TO_NOTVICT,POS_RESTING,CLR_BLUE ); act_color( buf2, ch, NULL, victim, TO_CHAR,POS_RESTING,CLR_BLUE_BOLD ); act_color( buf3, ch, NULL, victim, TO_VICT,POS_RESTING,CLR_BLUE_BOLD ); } else if ( dam <= 100 ) { act_color( buf1, ch, NULL,victim,TO_NOTVICT,POS_RESTING,CLR_MAGENTA ); act_color( buf2, ch, NULL,victim,TO_CHAR,POS_RESTING,CLR_MAGENTA_BOLD ); act_color( buf3, ch, NULL,victim,TO_VICT,POS_RESTING,CLR_MAGENTA_BOLD ); } else if ( dam <= 325 ) { act_color( buf1, ch, NULL, victim, TO_NOTVICT,POS_RESTING,CLR_BROWN ); act_color( buf2, ch, NULL, victim, TO_CHAR,POS_RESTING,CLR_BROWN ); act_color( buf3, ch, NULL, victim, TO_VICT,POS_RESTING,CLR_BROWN ); } else { act_color( buf1, ch, NULL, victim, TO_NOTVICT,POS_RESTING,CLR_RED ); act_color( buf2, ch, NULL, victim, TO_CHAR,POS_RESTING,CLR_RED_BOLD ); act_color( buf3, ch, NULL, victim, TO_VICT,POS_RESTING,CLR_RED_BOLD ); } } return; } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); 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_safe( ch, victim ) ) return; if ( ch->position == POS_FIGHTING) { if (victim == ch->fighting) send_to_char( "You do the best you can!\n\r", ch ); else if (victim->fighting != ch) send_to_char("One battle at a time, please.\n\r",ch); else { act( "You start aiming at $N.",ch,NULL,victim,TO_CHAR); ch->fighting = victim; } return; } if ( !IS_NPC(victim) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You hit yourself. Ouch!\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); 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_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET))) 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 ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if (!can_see(victim, ch)) do_yell(victim, "Help! I am being attacked by someone!"); else { if (IS_NPC(ch)) sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr); else sprintf( buf, "Help! I am being attacked by %s!", (is_affected(ch,gsn_doppelganger) && !IS_IMMORTAL(victim)) ? ch->doppel->name : ch->name ); do_yell( victim, buf ); } multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if (RIDDEN(ch)) { send_to_char( "You should ask to your rider!\n\r", ch ); return; } if (MOUNTED(ch)) do_dismount(ch,""); if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ((ch->class == 9) && (ch->level >=10) && (( victim->level - ch->level ) < 6) ) { send_to_char( "Your honour doesn't let you flee.\n\r", ch ); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || ( IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS)) && !IS_TRUSTED(ch,ANGEL) ) || ( IS_SET(pexit->exit_info , EX_NOFLEE) ) || ( IS_NPC(ch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door, FALSE ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$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 ); if ((ch->class == 9) && (ch->level >=10) ) gain_exp( ch,( -1 * ch->level ) ); else gain_exp( ch, -10 ); } else ch->last_fought = NULL; stop_fighting( ch, TRUE ); return; } send_to_char( "PANIC! You couldn't escape!\n\r", ch ); 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; }