/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * God Wars Mud copyright (C) 1994, 1995, 1996 by Richard Woolcock * * * * Legend of Chrystancia copyright (C) 1999, 2000, 2001 by Matthew Little * * This mud is NOT to be copied in whole or in part, or to be run without * * the permission of Matthew Little. Nobody else has permission to * * authorise the use of this code. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ void special_hurl args ((CHAR_DATA * ch, CHAR_DATA * victim)); void improve_wpn (CHAR_DATA * ch, int dtype, bool right_hand) { OBJ_DATA *wield=NULL; char bufskill[20]; char buf[MAX_INPUT_LENGTH]; int dice1; int dice2; int trapper; bool got_weapon = FALSE; int max_skl = 200; dice1 = number_percent (); dice2 = number_percent (); if (IS_NPC (ch)) return; if (IS_CLASS (ch, CLASS_HIGHLANDER)) max_skl = 1000; if (IS_CLASS (ch, CLASS_MONK)) max_skl = 450; if (IS_CLASS (ch, CLASS_DROW) && IS_SET (ch->special, SPC_DROW_WAR)) max_skl = 300; if (IS_CLASS (ch, CLASS_DROW) && (ch->pcdata->stats[UNI_GEN] < 3)) max_skl = 300; /* if (dtype == TYPE_HIT) got_weapon = FALSE; else if (right_hand) { if ((wield = get_eq_char (ch, WEAR_WIELD)) != NULL && wield->item_type == ITEM_WEAPON) got_weapon = TRUE; } else { if ((wield = get_eq_char (ch, WEAR_HOLD)) != NULL && wield->item_type == ITEM_WEAPON) got_weapon = TRUE; } if (wield==NULL) { if (( wield=get_eq_char(ch, WEAR_DUAL)) != NULL && wield->item_type == ITEM_WEAPON) got_weapon = TRUE; } if (!got_weapon) wield = NULL; if (wield == NULL) dtype = TYPE_HIT; if (dtype == TYPE_UNDEFINED) { dtype = TYPE_HIT; if (wield != NULL && wield->item_type == ITEM_WEAPON) dtype += wield->value[3]; } */ if (dtype == TYPE_HIT) got_weapon = FALSE; else if (right_hand) { if ( (wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL && wield->item_type == ITEM_WEAPON) got_weapon = TRUE; } else { if ( (wield = get_eq_char( ch, WEAR_HOLD ) ) != NULL && wield->item_type == ITEM_WEAPON) got_weapon = TRUE; } if (wield==NULL) { if (( wield=get_eq_char(ch, WEAR_DUAL)) != NULL && wield->item_type == ITEM_WEAPON) got_weapon = TRUE; } if (!got_weapon) wield = NULL; if (wield == NULL) dtype = TYPE_HIT; if ( dtype == TYPE_UNDEFINED ) { dtype = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dtype += wield->value[3]; } if (dtype < 1000 || dtype > 1012) return; dtype -= 1000; if (dtype == 0 && IS_CLASS (ch, CLASS_WEREWOLF)) max_skl = 400; if (IS_CLASS(ch, CLASS_HIGHLANDER) && get_eq_char(ch, WEAR_DUAL) && dtype == wield->value[3]) max_skl = 1000; if (ch->wpn[dtype] >= max_skl) return; trapper = ch->wpn[dtype]; if ( ( dice1 > ch->wpn[dtype] && dice2 > ch->wpn[dtype] ) || ( dice1 >= 99 || dice2 >= 99 ) || ( IS_CLASS(ch, CLASS_HIGHLANDER) && get_eq_char(ch, WEAR_DUAL) && dice1>=95)) ch->wpn[dtype] += 1; else return; if (trapper == ch->wpn[dtype]) return; if (ch->wpn[dtype] == 1) sprintf (bufskill, "slightly skilled"); else if (ch->wpn[dtype] == 26) sprintf (bufskill, "reasonable"); else if (ch->wpn[dtype] == 51) sprintf (bufskill, "fairly competent"); else if (ch->wpn[dtype] == 76) sprintf (bufskill, "highly skilled"); else if (ch->wpn[dtype] == 101) sprintf (bufskill, "very dangerous"); else if (ch->wpn[dtype] == 126) sprintf (bufskill, "extremely deadly"); else if (ch->wpn[dtype] == 151) sprintf (bufskill, "an expert"); else if (ch->wpn[dtype] == 176) sprintf (bufskill, "a master"); else if (ch->wpn[dtype] == 200) sprintf (bufskill, "a grand master"); else if (ch->wpn[dtype] == 201) sprintf (bufskill, "supremely skilled"); else if (ch->wpn[dtype] == 1000) sprintf (bufskill, "complete master"); else return; if (wield == NULL || dtype == 0) sprintf (buf, "#rYou are now %s at unarmed combat.#n\n\r", bufskill); else sprintf (buf, "#rYou are now %s with %s.#n\n\r", bufskill, wield->short_descr); send_to_char (buf, ch); if (ch->wpn[dtype] == 200) { ch->exp += 10000; } return; } void improve_stance (CHAR_DATA * ch) { char buf[MAX_INPUT_LENGTH]; char bufskill[25]; char stancename[10]; int dice1; int dice2; int stance, max; dice1 = number_percent (); dice2 = number_percent (); if (IS_NPC (ch)) return; switch (stance = ch->stance[0]) { default: return; case 1: case 2: case 3: case 4: case 5: max = 98; break; case 6: case 7: case 8: case 9: case 10: max = 99; break; break; } /* Just in case of class changes, etc */ if (ch->stance[stance] >= 200) { ch->stance[stance] = 200; return; } if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) || (dice1 >= max || dice2 >= max)) ch->stance[stance] += 1; else return; if (stance == ch->stance[stance]) return; /* stance = ch->stance[0]; if (stance < 1 || stance > 10) return; if (ch->stance[stance] >= 200) {ch->stance[stance] = 200; return;} if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) || (dice1==100 || dice2==100)) ch->stance[stance] += 1; else return; if (stance == ch->stance[stance]) return; */ if (ch->stance[stance] == 1) sprintf (bufskill, "an apprentice of"); else if (ch->stance[stance] == 26) sprintf (bufskill, "a trainee of"); else if (ch->stance[stance] == 51) sprintf (bufskill, "a student of"); else if (ch->stance[stance] == 76) sprintf (bufskill, "fairly experienced in"); else if (ch->stance[stance] == 101) sprintf (bufskill, "well trained in"); else if (ch->stance[stance] == 126) sprintf (bufskill, "highly skilled in"); else if (ch->stance[stance] == 151) sprintf (bufskill, "an expert of"); else if (ch->stance[stance] == 176) sprintf (bufskill, "a master of"); else if (ch->stance[stance] == 200) sprintf (bufskill, "a grand master of"); else return; if (stance == STANCE_VIPER) sprintf (stancename, "viper"); else if (stance == STANCE_CRANE) sprintf (stancename, "crane"); else if (stance == STANCE_CRAB) sprintf (stancename, "crab"); else if (stance == STANCE_MONGOOSE) sprintf (stancename, "mongoose"); else if (stance == STANCE_BULL) sprintf (stancename, "bull"); else if (stance == STANCE_MANTIS) sprintf (stancename, "mantis"); else if (stance == STANCE_DRAGON) sprintf (stancename, "dragon"); else if (stance == STANCE_TIGER) sprintf (stancename, "tiger"); else if (stance == STANCE_MONKEY) sprintf (stancename, "monkey"); else if (stance == STANCE_SWALLOW) sprintf (stancename, "swallow"); else return; sprintf (buf, "#rYou are now %s the %s stance.#n\n\r", bufskill, stancename); send_to_char (buf, ch); if (ch->stance[stance] == 200) { if (stance >= STANCE_MANTIS) ch->exp += 20000; else ch->exp += 10000; } return; } void do_alignment (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; one_argument (argument, arg); if (IS_NPC (ch)) return; if (IS_CLASS (ch, CLASS_DEMON)) { send_to_char ("You are unable to change your alignment.\n\r", ch); return; } /* if (ch->level > 2) { send_to_char( "Only mortals have the power to change alignment.\n\r", ch ); return; } */ if (arg[0] == '\0') { send_to_char ("Please enter 'good', 'neutral', or 'evil'.\n\r", ch); return; } /* if (IS_CLASS(ch, CLASS_DEMON) && str_cmp(arg,"evil")) { send_to_char("Demon's must be evil.\n\r", ch ); return;} */ if (!str_cmp (arg, "good")) { ch->alignment = 1000; send_to_char ("Alignment is now angelic.\n\r", ch); } else if (!str_cmp (arg, "neutral")) { ch->alignment = 0; send_to_char ("Alignment is now neutral.\n\r", ch); } else if (!str_cmp (arg, "evil")) { ch->alignment = -1000; send_to_char ("Alignment is now satanic.\n\r", ch); } else send_to_char ("Please enter 'good', 'neutral', or 'evil'.\n\r", ch); return; } /* void do_side( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] != '\0' && !str_cmp(arg,"renegade") && ( ch->class == 1 || ch->class == 2 )) { ch->class = 3; send_to_char( "You are now a renegade.\n\r", ch ); sprintf(buf,"%s has turned renegade!",ch->name); do_info(ch,buf); return; } if (ch->class == 1) { send_to_char( "You are a scavenger.\n\r", ch ); return; } else if (ch->class == 2) { send_to_char( "You are a mutant.\n\r", ch ); return; } else if (ch->class == 3) { send_to_char( "You are a renegade.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "You have not yet picked a side to fight on.\n\r", ch ); send_to_char( "Please enter 'Scavenger' or 'Mutant'.\n\r", ch ); return; } if (!str_cmp(arg,"scavenger")) { ch->class = 1; send_to_char( "You are now a scavenger.\n\r", ch ); sprintf(buf,"%s has sided with the scavengers!",ch->name); do_info(ch,buf); } else if (!str_cmp(arg,"mutant")) { ch->class = 2; send_to_char( "You are now a mutant.\n\r", ch ); sprintf(buf,"%s has sided with the mutants!",ch->name); do_info(ch,buf); } else send_to_char( "Please enter 'Scavenger' or 'Mutant'.\n\r", ch ); return; } */ void do_skill (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char bufskill[25]; char bufskill2[25]; char arg[MAX_INPUT_LENGTH]; OBJ_DATA *wield; OBJ_DATA *wield2; int dtype; int dtype2; one_argument (argument, arg); if (IS_NPC (ch)) return; if (arg[0] == '\0') sprintf (arg, ch->name); if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } /* if (IS_NPC (victim)) { send_to_char ("Not on NPC's.\n\r", ch); return; } */ wield = get_eq_char (victim, WEAR_WIELD); if (wield == NULL) wield = get_eq_char (victim, WEAR_DUAL); wield2 = get_eq_char (victim, WEAR_HOLD); dtype = TYPE_HIT; dtype2 = TYPE_HIT; if (wield != NULL && wield->item_type == ITEM_WEAPON) dtype += wield->value[3]; if (wield2 != NULL && wield2->item_type == ITEM_WEAPON) dtype2 += wield2->value[3]; dtype -= 1000; dtype2 -= 1000; if (victim->wpn[dtype] == 0) sprintf (bufskill, "totally unskilled"); else if (victim->wpn[dtype] <= 25) sprintf (bufskill, "slightly skilled"); else if (victim->wpn[dtype] <= 50) sprintf (bufskill, "reasonable"); else if (victim->wpn[dtype] <= 75) sprintf (bufskill, "fairly competent"); else if (victim->wpn[dtype] <= 100) sprintf (bufskill, "highly skilled"); else if (victim->wpn[dtype] <= 125) sprintf (bufskill, "very dangerous"); else if (victim->wpn[dtype] <= 150) sprintf (bufskill, "extremely deadly"); else if (victim->wpn[dtype] <= 175) sprintf (bufskill, "an expert"); else if (victim->wpn[dtype] <= 199) sprintf (bufskill, "a master"); else if (victim->wpn[dtype] == 200) sprintf (bufskill, "a grand master"); else if (victim->wpn[dtype] <= 999) sprintf (bufskill, "supremely skilled"); else if (victim->wpn[dtype] == 1000) sprintf (bufskill, "a complete master"); else return; if (victim->wpn[dtype2] == 0) sprintf (bufskill2, "totally unskilled"); else if (victim->wpn[dtype2] <= 25) sprintf (bufskill2, "slightly skilled"); else if (victim->wpn[dtype2] <= 50) sprintf (bufskill2, "reasonable"); else if (victim->wpn[dtype2] <= 75) sprintf (bufskill2, "fairly competent"); else if (victim->wpn[dtype2] <= 100) sprintf (bufskill2, "highly skilled"); else if (victim->wpn[dtype2] <= 125) sprintf (bufskill2, "very dangerous"); else if (victim->wpn[dtype2] <= 150) sprintf (bufskill2, "extremely deadly"); else if (victim->wpn[dtype2] <= 175) sprintf (bufskill2, "an expert"); else if (victim->wpn[dtype2] <= 199) sprintf (bufskill2, "a master "); else if (victim->wpn[dtype2] == 200) sprintf (bufskill2, "a grand master"); else if (victim->wpn[dtype2] <= 999) sprintf (bufskill2, "supremely skilled"); else if (victim->wpn[dtype2] == 1000) sprintf (bufskill2, "a complete master"); else return; if (ch == victim) { if (dtype == 0 && dtype2 == 0) sprintf (buf, "You are [%3d] %s at unarmed combat.", victim->wpn[0], bufskill); else { if (dtype != 0) sprintf (buf, "You are [%3d] %s with %s.", victim->wpn[dtype], bufskill, wield->short_descr); if (dtype2 != 0) sprintf (buf2, "You are [%3d] %s with %s.", victim->wpn[dtype2], bufskill2, wield2->short_descr); } } else { if (dtype == 0 && dtype2 == 0) sprintf (buf, "$N is [%3d] %s at unarmed combat.", victim->wpn[0], bufskill); else { if (dtype != 0) sprintf (buf, "$N is [%d] %s with %s.", victim->wpn[dtype], bufskill, wield->short_descr); if (dtype2 != 0) sprintf (buf2, "$N is [%d] %s with %s.", victim->wpn[dtype2], bufskill2, wield2->short_descr); } } if (!(dtype == 0 && dtype2 != 0)) act (buf, ch, NULL, victim, TO_CHAR); // send_to_char (buf, ch); if (dtype2 != 0) act (buf2, ch, NULL, victim, TO_CHAR); // send_to_char (buf2, ch); skillstance (ch, victim); return; } void do_throw (CHAR_DATA * ch, char *argument) { ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; CHAR_DATA *victim = NULL; OBJ_DATA *obj=NULL; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char revdoor[MAX_INPUT_LENGTH]; int door; argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); if ((obj = get_eq_char (ch, WEAR_WIELD)) == NULL) { if ((obj = get_eq_char (ch, WEAR_HOLD)) == NULL) { if ((obj = get_eq_char (ch, WEAR_DUAL)) == NULL) { send_to_char ("You are not holding anything to throw.\n\r", ch); return; } } } if (IS_SET (obj->quest, QUEST_ARTIFACT) && !IS_IMMORTAL (ch)) { stc ("You can't let go of it.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char ("Which direction do you wish to throw?\n\r", ch); return; } if (!str_cmp (arg1, "n") || !str_cmp (arg1, "north")) { door = 0; sprintf (arg1, "north"); } else if (!str_cmp (arg1, "e") || !str_cmp (arg1, "east")) { door = 1; sprintf (arg1, "east"); } else if (!str_cmp (arg1, "s") || !str_cmp (arg1, "south")) { door = 2; sprintf (arg1, "south"); } else if (!str_cmp (arg1, "w") || !str_cmp (arg1, "west")) { door = 3; sprintf (arg1, "west"); } else if (!str_cmp (arg1, "u") || !str_cmp (arg1, "up")) { door = 4; sprintf (arg1, "up"); } else if (!str_cmp (arg1, "d") || !str_cmp (arg1, "down")) { door = 5; sprintf (arg1, "down"); } else { send_to_char ("You can only throw north, south, east, west, up or down.\n\r", ch); return; } if (!str_cmp (arg1, "north")) { door = 0; sprintf (revdoor, "south"); } else if (!str_cmp (arg1, "east")) { door = 1; sprintf (revdoor, "west"); } else if (!str_cmp (arg1, "south")) { door = 2; sprintf (revdoor, "north"); } else if (!str_cmp (arg1, "west")) { door = 3; sprintf (revdoor, "east"); } else if (!str_cmp (arg1, "up")) { door = 4; sprintf (revdoor, "down"); } else if (!str_cmp (arg1, "down")) { door = 5; sprintf (revdoor, "up"); } else return; location = ch->in_room; sprintf (buf, "You hurl $p %s.", arg1); act (buf, ch, obj, NULL, TO_CHAR); sprintf (buf, "$n hurls $p %s.", arg1); act (buf, ch, obj, NULL, TO_ROOM); /* First room */ if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf (buf, "$p bounces off the %s wall.", arg1); act (buf, ch, obj, NULL, TO_ROOM); act (buf, ch, obj, NULL, TO_CHAR); obj_from_char (obj); obj_to_room (obj, ch->in_room); return; } pexit = ch->in_room->exit[door]; if (IS_SET (pexit->exit_info, EX_CLOSED)) { sprintf (buf, "$p bounces off the %s door.", arg1); act (buf, ch, obj, NULL, TO_ROOM); act (buf, ch, obj, NULL, TO_CHAR); obj_from_char (obj); obj_to_room (obj, ch->in_room); return; } char_from_room (ch); char_to_room (ch, to_room); if ((victim = get_char_room (ch, arg2)) != NULL) { sprintf (buf, "$p comes flying in from the %s and lands in $N's hands.", revdoor); act (buf, ch, obj, victim, TO_NOTVICT); sprintf (buf, "$p comes flying in from the %s and lands in your hands.", revdoor); act (buf, ch, obj, victim, TO_VICT); obj_from_char (obj); obj_to_char (obj, victim); char_from_room (ch); char_to_room (ch, location); return; } /* Second room */ if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf (buf, "$p comes flying in from the %s and strikes %s wall.", revdoor, arg1); act (buf, ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } pexit = ch->in_room->exit[door]; if (IS_SET (pexit->exit_info, EX_CLOSED)) { sprintf (buf, "$p comes flying in from the %s and strikes the %s door.", revdoor, arg1); act (buf, ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } sprintf (buf, "$p comes flying in from the %s and carries on %s.", revdoor, arg1); act (buf, ch, obj, NULL, TO_ROOM); char_from_room (ch); char_to_room (ch, to_room); if ((victim = get_char_room (ch, arg2)) != NULL) { sprintf (buf, "$p comes flying in from the %s and lands in $N's hands.", revdoor); act (buf, ch, obj, victim, TO_NOTVICT); sprintf (buf, "$p comes flying in from the %s and lands in your hands.", revdoor); act (buf, ch, obj, victim, TO_VICT); obj_from_char (obj); obj_to_char (obj, victim); char_from_room (ch); char_to_room (ch, location); return; } /* Third room */ if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf (buf, "$p comes flying in from the %s and strikes %s wall.", revdoor, arg1); act (buf, ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } pexit = ch->in_room->exit[door]; if (IS_SET (pexit->exit_info, EX_CLOSED)) { sprintf (buf, "$p comes flying in from the %s and strikes the %s door.", revdoor, arg1); act (buf, ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } sprintf (buf, "$p comes flying in from the %s and carries on %s.", revdoor, arg1); act (buf, ch, obj, NULL, TO_ROOM); char_from_room (ch); char_to_room (ch, to_room); if ((victim = get_char_room (ch, arg2)) != NULL) { sprintf (buf, "$p comes flying in from the %s and lands in $N's hands.", revdoor); act (buf, ch, obj, victim, TO_NOTVICT); sprintf (buf, "$p comes flying in from the %s and lands in your hands.", revdoor); act (buf, ch, obj, victim, TO_VICT); obj_from_char (obj); obj_to_char (obj, victim); char_from_room (ch); char_to_room (ch, location); return; } sprintf (buf, "$p comes flying in from the %s and drops at your feet.", revdoor); act (buf, ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); /* Move them back */ char_from_room (ch); char_to_room (ch, location); do_autosave (ch, ""); if (victim != NULL && !IS_NPC (victim)) do_autosave (victim, ""); return; } void do_shoot (CHAR_DATA * ch, char *argument) { ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *ammo; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char revdoor[MAX_INPUT_LENGTH]; int door; bool missed; argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); if ((obj = get_eq_char (ch, WEAR_WIELD)) == NULL || obj->item_type != ITEM_MISSILE) { if ((obj = get_eq_char (ch, WEAR_HOLD)) == NULL || obj->item_type != ITEM_MISSILE) { if ((obj = get_eq_char (ch, WEAR_DUAL)) == NULL || obj->item_type != ITEM_MISSILE) { send_to_char ("You are not holding anything to shoot.\n\r", ch); return; } } } if (obj->value[1] < 1) { send_to_char ("First you need to load it.\n\r", ch); return; } if (arg1[0] == '\0') { send_to_char ("Please specify a direction to shoot.\n\r", ch); return; } if (arg2[0] == '\0') { send_to_char ("Please specify a target to shoot at.\n\r", ch); return; } if (!str_cmp (arg1, "n") || !str_cmp (arg1, "north")) { door = 0; sprintf (arg1, "north"); } else if (!str_cmp (arg1, "e") || !str_cmp (arg1, "east")) { door = 1; sprintf (arg1, "east"); } else if (!str_cmp (arg1, "s") || !str_cmp (arg1, "south")) { door = 2; sprintf (arg1, "south"); } else if (!str_cmp (arg1, "w") || !str_cmp (arg1, "west")) { door = 3; sprintf (arg1, "west"); } else if (!str_cmp (arg1, "u") || !str_cmp (arg1, "up")) { door = 4; sprintf (arg1, "up"); } else if (!str_cmp (arg1, "d") || !str_cmp (arg1, "down")) { door = 5; sprintf (arg1, "down"); } else { send_to_char ("You can only shoot north, south, east, west, up or down.\n\r", ch); return; } if (!str_cmp (arg1, "north")) { door = 0; sprintf (revdoor, "south"); } else if (!str_cmp (arg1, "east")) { door = 1; sprintf (revdoor, "west"); } else if (!str_cmp (arg1, "south")) { door = 2; sprintf (revdoor, "north"); } else if (!str_cmp (arg1, "west")) { door = 3; sprintf (revdoor, "east"); } else if (!str_cmp (arg1, "up")) { door = 4; sprintf (revdoor, "down"); } else if (!str_cmp (arg1, "down")) { door = 5; sprintf (revdoor, "up"); } else return; if (get_obj_index (obj->value[0]) == NULL) return; location = ch->in_room; ammo = create_object (get_obj_index (obj->value[0]), 0); if (number_percent () <= ammo->value[0]) missed = FALSE; else missed = TRUE; if (number_percent () <= 40) missed = FALSE; else missed = 1; obj->value[1] -= 1; sprintf (buf, "You point $p %s and shoot.", arg1); act (buf, ch, obj, NULL, TO_CHAR); sprintf (buf, "$n points $p %s and shoots.", arg1); act (buf, ch, obj, NULL, TO_ROOM); /* First room */ if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf (buf, "$p bounces off the %s wall.", arg1); act (buf, ch, ammo, NULL, TO_ROOM); act (buf, ch, ammo, NULL, TO_CHAR); obj_to_room (ammo, ch->in_room); return; } pexit = ch->in_room->exit[door]; if (IS_SET (pexit->exit_info, EX_CLOSED)) { sprintf (buf, "$p bounces off the %s door.", arg1); act (buf, ch, ammo, NULL, TO_ROOM); act (buf, ch, ammo, NULL, TO_CHAR); obj_to_room (ammo, ch->in_room); return; } char_from_room (ch); char_to_room (ch, to_room); if ((victim = get_char_room (ch, arg2)) != NULL) { if (missed) { sprintf (buf, "$p flies in from the %s, just missing $N, and carrying on %s.", revdoor, arg1); act (buf, ch, ammo, victim, TO_NOTVICT); sprintf (buf, "$p flies in from the %s, just missing you, and carrying on %s.", revdoor, arg1); act (buf, ch, ammo, victim, TO_VICT); } else { sprintf (buf, "$p comes flying in from the %s and strikes $N.", revdoor); act (buf, ch, ammo, victim, TO_NOTVICT); sprintf (buf, "$p comes flying in from the %s and strikes you.", revdoor); act (buf, ch, ammo, victim, TO_VICT); obj_to_char (ammo, victim); char_from_room (ch); char_to_room (ch, location); victim->hit -= number_range (ammo->value[1], ammo->value[2]); update_pos (victim); if (victim->position == POS_DEAD && !IS_HERO (victim)) { send_to_char ("You have been KILLED!!\n\r\n\r", victim); raw_kill (victim, ch); } return; } } /* Second room */ if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf (buf, "$p comes flying in from the %s and strikes %s wall.", revdoor, arg1); act (buf, ch, ammo, NULL, TO_ROOM); obj_to_room (ammo, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } pexit = ch->in_room->exit[door]; if (IS_SET (pexit->exit_info, EX_CLOSED)) { sprintf (buf, "$p comes flying in from the %s and strikes the %s door.", revdoor, arg1); act (buf, ch, ammo, NULL, TO_ROOM); obj_to_room (ammo, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } if (!missed) { sprintf (buf, "$p comes flying in from the %s and carries on %s.", revdoor, arg1); act (buf, ch, ammo, NULL, TO_ROOM); } char_from_room (ch); char_to_room (ch, to_room); if ((victim = get_char_room (ch, arg2)) != NULL) { if (missed) { sprintf (buf, "$p flies in from the %s, just missing $N, and carrying on %s.", revdoor, arg1); act (buf, ch, ammo, victim, TO_NOTVICT); sprintf (buf, "$p flies in from the %s, just missing you, and carrying on %s.", revdoor, arg1); act (buf, ch, ammo, victim, TO_VICT); } else { sprintf (buf, "$p comes flying in from the %s and strikes $N.", revdoor); act (buf, ch, ammo, victim, TO_NOTVICT); sprintf (buf, "$p comes flying in from the %s and strikes you.", revdoor); act (buf, ch, ammo, victim, TO_VICT); obj_to_char (ammo, victim); char_from_room (ch); char_to_room (ch, location); victim->hit -= number_range (ammo->value[1], ammo->value[2]); update_pos (victim); if (victim->position == POS_DEAD && !IS_HERO (victim)) { send_to_char ("You have been KILLED!!\n\r\n\r", victim); raw_kill (victim, ch); } return; } } /* Third room */ if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf (buf, "$p comes flying in from the %s and strikes %s wall.", revdoor, arg1); act (buf, ch, ammo, NULL, TO_ROOM); obj_to_room (ammo, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } pexit = ch->in_room->exit[door]; if (IS_SET (pexit->exit_info, EX_CLOSED)) { sprintf (buf, "$p comes flying in from the %s and strikes the %s door.", revdoor, arg1); act (buf, ch, ammo, NULL, TO_ROOM); obj_to_room (ammo, ch->in_room); char_from_room (ch); char_to_room (ch, location); return; } if (!missed) { sprintf (buf, "$p comes flying in from the %s and carries on %s.", revdoor, arg1); act (buf, ch, ammo, NULL, TO_ROOM); } char_from_room (ch); char_to_room (ch, to_room); if ((victim = get_char_room (ch, arg2)) != NULL) { if (missed) { sprintf (buf, "$p flies in from the %s, just missing $N, and carrying on %s.", revdoor, arg1); act (buf, ch, ammo, victim, TO_NOTVICT); sprintf (buf, "$p flies in from the %s, just missing you, and carrying on %s.", revdoor, arg1); act (buf, ch, ammo, victim, TO_VICT); } else { sprintf (buf, "$p comes flying in from the %s and strikes $N.", revdoor); act (buf, ch, ammo, victim, TO_NOTVICT); sprintf (buf, "$p comes flying in from the %s and strikes you.", revdoor); act (buf, ch, ammo, victim, TO_VICT); obj_to_char (ammo, victim); char_from_room (ch); char_to_room (ch, location); victim->hit -= number_range (ammo->value[1], ammo->value[2]); update_pos (victim); if (victim->position == POS_DEAD && !IS_HERO (victim)) { send_to_char ("You have been KILLED!!\n\r\n\r", victim); raw_kill (victim, ch); } return; } } sprintf (buf, "$p comes flying in from the %s and drops at your feet.", revdoor); act (buf, ch, ammo, NULL, TO_ROOM); obj_to_room (ammo, ch->in_room); /* Move them back */ char_from_room (ch); char_to_room (ch, location); return; } void do_reload (CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; OBJ_DATA *obj2; OBJ_DATA *ammo; OBJ_DATA *missile; obj = get_eq_char (ch, WEAR_WIELD); obj2 = get_eq_char (ch, WEAR_HOLD); if (obj == NULL && obj->item_type != ITEM_MISSILE && obj->item_type != ITEM_AMMO) obj = get_eq_char (ch, WEAR_DUAL); if (obj == NULL || obj2 == NULL) { send_to_char ("You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch); return; } if (!(obj->item_type == ITEM_MISSILE && obj2->item_type == ITEM_AMMO) && !(obj2->item_type == ITEM_MISSILE && obj->item_type == ITEM_AMMO)) { send_to_char ("You must hold the weapon to reload in one hand and the ammo in the other.\n\r", ch); return; } if (obj->item_type == ITEM_MISSILE) { missile = obj; ammo = obj2; } else { missile = obj2; ammo = obj; } if (missile->value[1] >= missile->value[2]) { send_to_char ("It is already fully loaded.\n\r", ch); return; } if (missile->value[3] != ammo->value[3]) { send_to_char ("That weapon doesn't take that sort of ammo.\n\r", ch); return; } if (missile->value[0] != 0 && missile->value[1] != 0 && missile->value[0] != ammo->pIndexData->vnum) { send_to_char ("You cannot mix ammo types.\n\r", ch); return; } act ("You load $p into $P.", ch, ammo, missile, TO_CHAR); act ("$n loads $p into $P.", ch, ammo, missile, TO_ROOM); missile->value[1] += 1; missile->value[0] = ammo->pIndexData->vnum; obj_from_char (ammo); extract_obj (ammo); return; } void do_unload (CHAR_DATA * ch, char *argument) { OBJ_DATA *missile; OBJ_DATA *ammo; if ((missile = get_eq_char (ch, WEAR_WIELD)) == NULL || missile->item_type != ITEM_MISSILE) { if ((missile = get_eq_char (ch, WEAR_HOLD)) == NULL || missile->item_type != ITEM_MISSILE) { if ((missile = get_eq_char (ch, WEAR_DUAL)) == NULL || missile->item_type != ITEM_MISSILE) { send_to_char ("You are not holding anything to unload.\n\r", ch); return; } } } if (missile->value[1] <= 0) { send_to_char ("But it is already empty!\n\r", ch); return; } if (get_obj_index (missile->value[0]) == NULL) return; ammo = create_object (get_obj_index (missile->value[0]), 0); act ("You remove $p from $P.", ch, ammo, missile, TO_CHAR); act ("$n removes $p from $P.", ch, ammo, missile, TO_ROOM); missile->value[1] -= 1; obj_to_char (ammo, ch); return; } void do_stance (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf2[MAX_STRING_LENGTH]; int selection; bool got_adv = FALSE; argument = one_argument (argument, arg); if (IS_SET (ch->mounted, IS_RIDING)) { send_to_char ("Not while mounted.\n\r", ch); return; } if (!IS_NPC(ch) && IS_AFFECTED (ch, AFF_POLYMORPH) && !IS_VAMPAFF (ch, VAM_DISGUISED) && !IS_POLYAFF (ch, POLY_ZULO) && !IS_POLYAFF (ch, POLY_SPIDERFORM) && !IS_POLYAFF (ch, POLY_DRAGON) && !IS_SET (ch->flag2, VAMP_OBJMASK) && !IS_POLYAFF(ch, POLY_PFORM)) { send_to_char ("Not while polymorphed.\n\r", ch); return; } if (arg[0] == '\0') { if (ch->stance[0] == -1) { ch->stance[0] = 0; send_to_char ("You drop into a fighting stance.\n\r", ch); act ("$n drops into a fighting stance.", ch, NULL, NULL, TO_ROOM); } else { ch->stance[0] = -1; send_to_char ("You relax from your fighting stance.\n\r", ch); act ("$n relaxes from $s fighting stance.", ch, NULL, NULL, TO_ROOM); } return; } if (ch->stance[0] > 0) { send_to_char ("You cannot change stances until you come up from the one you are currently in.\n\r", ch); return; } if (!str_cmp (arg, "none")) { selection = STANCE_NONE; send_to_char ("You drop into a general fighting stance.\n\r", ch); act ("$n drops into a general fighting stance.", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "viper")) { selection = STANCE_VIPER; send_to_char ("You arch your body into the viper fighting stance.\n\r", ch); act ("$n arches $s body into the viper fighting stance.", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "crane")) { selection = STANCE_CRANE; send_to_char ("You swing your body into the crane fighting stance.\n\r", ch); act ("$n swings $s body into the crane fighting stance.", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "crab")) { selection = STANCE_CRAB; send_to_char ("You squat down into the crab fighting stance.\n\r", ch); act ("$n squats down into the crab fighting stance. ", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "mongoose")) { selection = STANCE_MONGOOSE; send_to_char ("You twist into the mongoose fighting stance.\n\r", ch); act ("$n twists into the mongoose fighting stance. ", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "bull")) { selection = STANCE_BULL; send_to_char ("You hunch down into the bull fighting stance.\n\r", ch); act ("$n hunches down into the bull fighting stance. ", ch, NULL, NULL, TO_ROOM); } else { strcpy (buf2, "Advanced stances:"); if (ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { strcat (buf2, " Mantis"); got_adv = TRUE; } if (ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200) { strcat (buf2, " Dragon"); got_adv = TRUE; } if (ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { strcat (buf2, " Tiger"); got_adv = TRUE; } if (ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { strcat (buf2, " Monkey"); got_adv = TRUE; } if (ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { strcat (buf2, " Swallow"); got_adv = TRUE; } strcat (buf2, ".\n\r"); if (!str_cmp (arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_MANTIS; send_to_char ("You spin your body into the mantis fighting stance.\n\r", ch); act ("$n spins $s body into the mantis fighting stance.", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "dragon") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200) { selection = STANCE_DRAGON; send_to_char ("You coil your body into the dragon fighting stance.\n\r", ch); act ("$n coils $s body into the dragon fighting stance.", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_TIGER; send_to_char ("You lunge into the tiger fighting stance.\n\r", ch); act ("$n lunges into the tiger fighting stance.", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_MONKEY; send_to_char ("You rotate your body into the monkey fighting stance.\n\r", ch); act ("$n rotates $s body into the monkey fighting stance.", ch, NULL, NULL, TO_ROOM); } else if (!str_cmp (arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_SWALLOW; send_to_char ("You slide into the swallow fighting stance.\n\r", ch); act ("$n slides into the swallow fighting stance.", ch, NULL, NULL, TO_ROOM); } else { send_to_char ("Syntax is: stance <style>.\n\r", ch); send_to_char ("Basic stances: Viper Crane Crab Mongoose Bull.\n\r", ch); if (got_adv) send_to_char (buf2, ch); return; } } ch->stance[0] = selection; WAIT_STATE (ch, 12); return; } void do_fightstyle (CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; bool blah = FALSE; int selection; int value,i; argument = one_argument (argument, arg1); argument = one_argument (argument, arg2); if (!IS_CLASS (ch, CLASS_MONK)) { stc ("Huh?\n\r", ch); return; } if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char ("Syntax is: fightstyle <number> <style>.\n\r", ch); send_to_char ("Style can be selected from the following (enter style in text form):\n\r", ch); send_to_char ("==================================================================\n\r", ch); send_to_char ("[ 1] Trip [ 2] Kick [ 3] Bash [ 4] Elbow [ 5] Knee\n\r", ch); send_to_char ("[ 6] Headbutt [ 7] Disarm [ 8] Bite [ 9] Dirt [10] Grapple\n\r", ch); send_to_char ("[11] Punch [12] Gouge [13] Rip [14] Stamp [15] Backfist\n\r", ch); send_to_char ("[16] Jumpkick [17] Spinkick [18] Hurl [19] Sweep [20] Charge\n\r", ch); send_to_char ("==================================================================\n\r", ch); sprintf (buf, "Selected options: 1:[%d] 2:[%d] 3:[%d] 4:[%d] 5:[%d] 6:[%d] 7:[%d] 8:[%d].\n\r", ch->cmbt[0], ch->cmbt[1], ch->cmbt[2], ch->cmbt[3], ch->cmbt[4], ch->cmbt[5], ch->cmbt[6], ch->cmbt[7]); send_to_char (buf, ch); return; } value = is_number (arg1) ? atoi (arg1) : -1; if (value < 1 || value > 8) { send_to_char ("Please enter a value between 1 and 8.\n\r", ch); return; } if (!str_cmp (arg2, "clear")) selection = 0; else if (!str_cmp (arg2, "trip")) selection = 1; else if (!str_cmp (arg2, "kick")) selection = 2; else if (!str_cmp (arg2, "bash")) selection = 3; else if (!str_cmp (arg2, "elbow")) selection = 4; else if (!str_cmp (arg2, "knee")) selection = 5; else if (!str_cmp (arg2, "headbutt")) selection = 6; else if (!str_cmp (arg2, "disarm")) selection = 7; else if (!str_cmp (arg2, "bite")) selection = 8; else if (!str_cmp (arg2, "dirt")) selection = 9; else if (!str_cmp (arg2, "grapple")) selection = 10; else if (!str_cmp (arg2, "punch")) selection = 11; else if (!str_cmp (arg2, "gouge")) selection = 12; else if (!str_cmp (arg2, "rip")) selection = 13; else if (!str_cmp (arg2, "stamp")) selection = 14; else if (!str_cmp (arg2, "backfist")) selection = 15; else if (!str_cmp (arg2, "jumpkick")) selection = 16; else if (!str_cmp (arg2, "spinkick")) selection = 17; else if (!str_cmp (arg2, "hurl")) selection = 18; else if (!str_cmp (arg2, "sweep")) selection = 19; else if (!str_cmp (arg2, "charge")) selection = 20; else { do_fightstyle (ch, ""); return; } if (selection == 1 && !IS_FS (ch, FS_TRIP)) blah = TRUE; else if (selection == 2 && !IS_FS (ch, FS_KICK)) blah = TRUE; else if (selection == 3 && !IS_FS (ch, FS_BASH)) blah = TRUE; else if (selection == 4 && !IS_FS (ch, FS_ELBOW)) blah = TRUE; else if (selection == 5 && !IS_FS (ch, FS_KNEE)) blah = TRUE; else if (selection == 6 && !IS_FS (ch, FS_HEADBUTT)) blah = TRUE; else if (selection == 7 && !IS_FS (ch, FS_DISARM)) blah = TRUE; else if (selection == 8 && !IS_FS (ch, FS_BITE)) blah = TRUE; else if (selection == 9 && !IS_FS (ch, FS_DIRT)) blah = TRUE; else if (selection == 10 && !IS_FS (ch, FS_GRAPPLE)) blah = TRUE; else if (selection == 11 && !IS_FS (ch, FS_PUNCH)) blah = TRUE; else if (selection == 12 && !IS_FS (ch, FS_GOUGE)) blah = TRUE; else if (selection == 13 && !IS_FS (ch, FS_RIP)) blah = TRUE; else if (selection == 14 && !IS_FS (ch, FS_STAMP)) blah = TRUE; else if (selection == 15 && !IS_FS (ch, FS_BACKFIST)) blah = TRUE; else if (selection == 16 && !IS_FS (ch, FS_JUMPKICK)) blah = TRUE; else if (selection == 17 && !IS_FS (ch, FS_SPINKICK)) blah = TRUE; else if (selection == 18 && !IS_FS (ch, FS_HURL)) blah = TRUE; else if (selection == 19 && !IS_FS (ch, FS_SWEEP)) blah = TRUE; else if (selection == 20 && !IS_FS (ch, FS_CHARGE)) blah = TRUE; else blah = FALSE; if (blah) { stc ("You have not learned that fighting style.\n\r", ch); return; } for (i=0; i < 8 ; i++) { if (ch->cmbt[i] == selection && selection !=0 && !(value-1 == i) ) { stc("No doubling of fightstyles.\n\r", ch); return; } } ch->cmbt[(value - 1)] = selection; sprintf (buf, "Combat option %d now set to %s (%d).\n\r", value, arg2, ch->cmbt[(value - 1)]); send_to_char (buf, ch); if (ch->position == POS_FIGHTING) WAIT_STATE (ch, 12); return; } void fightaction (CHAR_DATA * ch, CHAR_DATA * victim, int actype, int dtype, int wpntype) { AFFECT_DATA af; OBJ_DATA *obj; // char buf[MSL]; if (IS_NPC (ch)) return; if (actype < 1 || actype > 20) return; if (victim == NULL) return; if (ch == NULL) return; /* Trip */ if (actype == 1) { if (number_percent () <= ch->wpn[0]) trip (ch, victim); return; } else if (actype == 2 && number_percent () < 75) { if (ch->position == POS_FIGHTING) do_kick (ch, ""); return; } else if (actype == 3) { act ("You slam into $N, sending $M sprawling.", ch, NULL, victim, TO_CHAR); if (!IS_NPC (victim)) act ("$n slams into you, sending you sprawling.", ch, NULL, victim, TO_VICT); act ("$n slams into $N, sending $M sprawling.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE (victim, 4); return; } else if (actype == 4) { act ("You spin around and ram your elbow into $N's forehead.", ch, NULL, victim, TO_CHAR); if (!IS_NPC (victim)) act ("$n spins around and rams his elbow into your forehead.", ch, NULL, victim, TO_VICT); act ("$n spins around and rams $s elbow into $N's face.", ch, NULL, victim, TO_NOTVICT); one_hit (ch, victim, gsn_elbow, wpntype); return; } else if (actype == 5) { act ("You slam your knee into $N's stomach.", ch, NULL, victim, TO_CHAR); act ("$n slams $s knee into your stomach.", ch, NULL, victim, TO_VICT); act ("$n slams $s knee into $N's stomach.", ch, NULL, victim, TO_NOTVICT); one_hit (ch, victim, gsn_knee, wpntype); return; } else if (actype == 6) { one_hit (ch, victim, gsn_headbutt, wpntype); return; } else if (actype == 7) { if (number_percent () < 25) disarm (ch, victim); return; } else if (actype == 8) { one_hit (ch, victim, gsn_fangs, wpntype); return; } else if (actype == 9) { act ("You kick a spray of dirt into $N's face.", ch, NULL, victim, TO_CHAR); act ("$n kicks a spray of dirt into your face.", ch, NULL, victim, TO_VICT); act ("$n kicks a spray of dirt into $N's face.", ch, NULL, victim, TO_NOTVICT); if (IS_AFFECTED (victim, AFF_BLIND) || number_percent () < 25) return; af.type = 4; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1; af.bitvector = AFF_BLIND; affect_to_char (victim, &af); act ("$n is blinded!", victim, NULL, NULL, TO_ROOM); send_to_char ("You are blinded!\n\r", victim); return; } else if (actype == 11) { act ("You punch $N in the face.", ch, NULL, victim, TO_CHAR); act ("$n punches you in the face.", ch, NULL, victim, TO_VICT); act ("$n punches $N in the face.", ch, NULL, victim, TO_NOTVICT); victim->position = POS_STUNNED; return; } else if (actype == 12) { act ("You gouge your fingers into $N's eyes.", ch, NULL, victim, TO_CHAR); act ("$n gouges $s fingers into your eyes.", ch, NULL, victim, TO_VICT); act ("$n gouges $s fingers into $N's eyes.", ch, NULL, victim, TO_NOTVICT); if (IS_AFFECTED (victim, AFF_BLIND) || number_percent () < 75) { one_hit (ch, victim, dtype, wpntype); return; } af.type = 4; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1; af.bitvector = AFF_BLIND; affect_to_char (victim, &af); act ("$n is blinded!", victim, NULL, NULL, TO_ROOM); send_to_char ("You are blinded!\n\r", victim); return; } else if (actype == 13) { if (number_percent () > 85) { if (!IS_ARM_L (victim, LOST_ARM)) SET_BIT (victim->loc_hp[2], LOST_ARM); else return; if (!IS_BLEEDING (victim, BLEEDING_ARM_L)) SET_BIT (victim->loc_hp[6], BLEEDING_ARM_L); if (IS_BLEEDING (victim, BLEEDING_HAND_L)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_L); act ("You dodge $N's attack, grab $S arm and rip it from it's socket.", ch, NULL, victim, TO_CHAR); act ("$n dodges your attack, grabs your arm and rips it from its socket.", ch, NULL, victim, TO_VICT); act ("$n dodges $N's attack, grabs $N's arm and rips it from its socket.", ch, NULL, victim, TO_NOTVICT); make_part (victim, "arm"); if (IS_ARM_L (victim, LOST_ARM) && IS_ARM_R (victim, LOST_ARM)) { if ((obj = get_eq_char (victim, WEAR_ARMS)) != NULL) take_item (victim, obj); } if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_HANDS)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_WRIST_L)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_FINGER_L)) != NULL) take_item (victim, obj); return; } } else if (actype == 14) { if (victim->move < 1) return; act ("You leap in the air and stamp on $N's feet.", ch, NULL, victim, TO_CHAR); act ("$n leaps in the air and stamps on your feet.", ch, NULL, victim, TO_VICT); act ("$n leaps in the air and stamps on $N's feet.", ch, NULL, victim, TO_NOTVICT); victim->move -= number_range ( 300, 500 ); if ( number_percent() < 25 ) { act( "$N winces in pain as your foot crushes theirs.", ch, NULL, victim, TO_CHAR ); act( "You wince in pain as your foot is crushed by $n's foot.", ch, NULL, victim, TO_VICT ); act( "$N winces in pain as $N crushes their foot.", ch, NULL, victim, TO_NOTVICT ); victim->hit -= ch->damcap[DAM_CAP]; } if (victim->move < 0) victim->move = 0; return; } else if (actype == 15) { one_hit (ch, victim, gsn_backfist, wpntype); return; } else if (actype == 16) { one_hit (ch, victim, gsn_jumpkick, wpntype); return; } else if (actype == 17) { one_hit (ch, victim, gsn_spinkick, wpntype); return; } else if (actype == 18) { if (number_percent () > 1) { act ("You grab on to $N and hurl $M to the ground.", ch, NULL, victim, TO_CHAR); act ("$n grabs you and throws you to the ground.", ch, NULL, victim, TO_VICT); victim->position = POS_STUNNED; } return; } else if (actype == 19) { one_hit (ch, victim, gsn_monksweep, wpntype); return; } else if (actype == 20) { act ("You charge into $N, knocking $M from his feet.", ch, NULL, victim, TO_CHAR); act ("$n charges into you, knocking you off your feet.", ch, NULL, victim, TO_VICT); act ("$n charges into $N, knocking $M off $S feet.", ch, NULL, victim, TO_NOTVICT); victim->position = POS_STUNNED; return; } else return; return; } void critical_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, int dam) { OBJ_DATA *obj; OBJ_DATA *damaged; char buf[MAX_STRING_LENGTH]; char buf2[20]; int dtype; int critical = 0; int wpn = 0; int wpn2 = 0; int count; int count2; dtype = dt - 1000; if (dtype < 0 || dtype > 12) return; if (IS_NPC (ch)) critical += (ch->level * 0.2); if (!IS_NPC (ch)) critical += (ch->wpn[dtype] * 0.1); if (IS_NPC (victim)) critical -= (victim->level * 0.2); /* if (IS_NPC(ch)) critical += ((ch->level+1) / 5); if (!IS_NPC(ch)) critical += ((ch->wpn[dtype]+1)/10); if (IS_NPC(victim)) critical -= ((victim->level+1) / 5); */ if (!IS_NPC (victim)) { obj = get_eq_char (victim, WEAR_WIELD); if (obj==NULL) obj = get_eq_char( victim, WEAR_DUAL); dtype = TYPE_HIT; if (obj != NULL && obj->item_type == ITEM_WEAPON) dtype += obj->value[3]; wpn = dtype - 1000; if (wpn < 0 || wpn > 12) wpn = 0; obj = get_eq_char (victim, WEAR_HOLD); dtype = TYPE_HIT; if (obj != NULL && obj->item_type == ITEM_WEAPON) dtype += obj->value[3]; wpn2 = dtype - 1000; if (wpn2 < 0 || wpn2 > 12) wpn2 = 0; if (victim->wpn[wpn] > victim->wpn[wpn2]) critical -= ((victim->wpn[wpn] + 1) / 10); else critical -= ((victim->wpn[wpn2] + 1) / 10); } if (!IS_NPC (ch) && IS_SET (ch->extra2, NEW_REND) && number_range (1, 25) == 1) critical = 100; if (critical < 1) critical = 1; else if (critical > 5) critical = 5; if (number_percent () > critical) return; critical = number_range (1, 23); if (critical == 1) { if (IS_HEAD (victim, LOST_EYE_L) && IS_HEAD (victim, LOST_EYE_R)) return; if ((damaged = get_eq_char (victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevents you from losing an eye.", victim, damaged, NULL, TO_CHAR); act ("$p prevents $n from losing an eye.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_HEAD (victim, LOST_EYE_L) && number_percent () < 50) SET_BIT (victim->loc_hp[0], LOST_EYE_L); else if (!IS_HEAD (victim, LOST_EYE_R)) SET_BIT (victim->loc_hp[0], LOST_EYE_R); else if (!IS_HEAD (victim, LOST_EYE_L)) SET_BIT (victim->loc_hp[0], LOST_EYE_L); else return; act ("Your skillful blow takes out $N's eye!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow takes out $N's eye!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow takes out your eye!", ch, NULL, victim, TO_VICT); make_part (victim, "eyeball"); return; } else if (critical == 2) { if (IS_HEAD (victim, LOST_EAR_L) && IS_HEAD (victim, LOST_EAR_R)) return; if ((damaged = get_eq_char (victim, WEAR_HEAD)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevents you from losing an ear.", victim, damaged, NULL, TO_CHAR); act ("$p prevents $n from losing an ear.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_HEAD (victim, LOST_EAR_L) && number_percent () < 50) SET_BIT (victim->loc_hp[0], LOST_EAR_L); else if (!IS_HEAD (victim, LOST_EAR_R)) SET_BIT (victim->loc_hp[0], LOST_EAR_R); else if (!IS_HEAD (victim, LOST_EAR_L)) SET_BIT (victim->loc_hp[0], LOST_EAR_L); else return; act ("Your skillful blow cuts off $N's ear!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's ear!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your ear!", ch, NULL, victim, TO_VICT); make_part (victim, "ear"); return; } else if (critical == 3) { if (IS_HEAD (victim, LOST_NOSE)) return; if ((damaged = get_eq_char (victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevents you from losing your nose.", victim, damaged, NULL, TO_CHAR); act ("$p prevents $n from losing $s nose.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } SET_BIT (victim->loc_hp[0], LOST_NOSE); act ("Your skillful blow cuts off $N's nose!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's nose!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your nose!", ch, NULL, victim, TO_VICT); make_part (victim, "nose"); return; } else if (critical == 4) { if (IS_HEAD (victim, LOST_NOSE) || IS_HEAD (victim, BROKEN_NOSE)) return; if ((damaged = get_eq_char (victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevents you from breaking your nose.", victim, damaged, NULL, TO_CHAR); act ("$p prevents $n from breaking $s nose.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_HEAD (victim, LOST_NOSE) && !IS_HEAD (victim, BROKEN_NOSE)) SET_BIT (victim->loc_hp[0], BROKEN_NOSE); else return; act ("Your skillful blow breaks $N's nose!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow breaks $N's nose!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow breaks your nose!", ch, NULL, victim, TO_VICT); return; } else if (critical == 5) { if (IS_HEAD (victim, BROKEN_JAW)) return; if ((damaged = get_eq_char (victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevents you from breaking your jaw.", victim, damaged, NULL, TO_CHAR); act ("$p prevents $n from breaking $s jaw.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_HEAD (victim, BROKEN_JAW)) SET_BIT (victim->loc_hp[0], BROKEN_JAW); else return; act ("Your skillful blow breaks $N's jaw!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow breaks $N's jaw!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow breaks your jaw!", ch, NULL, victim, TO_VICT); return; } else if (critical == 6) { if (IS_ARM_L (victim, LOST_ARM)) return; if ((damaged = get_eq_char (victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your left arm.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s left arm.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_ARM_L (victim, LOST_ARM)) SET_BIT (victim->loc_hp[2], LOST_ARM); else return; if (!IS_BLEEDING (victim, BLEEDING_ARM_L)) SET_BIT (victim->loc_hp[6], BLEEDING_ARM_L); if (IS_BLEEDING (victim, BLEEDING_HAND_L)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_L); act ("Your skillful blow cuts off $N's left arm!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's left arm!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your left arm!", ch, NULL, victim, TO_VICT); make_part (victim, "arm"); if (IS_ARM_L (victim, LOST_ARM) && IS_ARM_R (victim, LOST_ARM)) { if ((obj = get_eq_char (victim, WEAR_ARMS)) != NULL) take_item (victim, obj); } if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_HANDS)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_WRIST_L)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_FINGER_L)) != NULL) take_item (victim, obj); return; } else if (critical == 7) { if (IS_ARM_R (victim, LOST_ARM)) return; if ((damaged = get_eq_char (victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your right arm.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s right arm.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_ARM_R (victim, LOST_ARM)) SET_BIT (victim->loc_hp[3], LOST_ARM); else return; if (!IS_BLEEDING (victim, BLEEDING_ARM_R)) SET_BIT (victim->loc_hp[6], BLEEDING_ARM_R); if (IS_BLEEDING (victim, BLEEDING_HAND_R)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_R); act ("Your skillful blow cuts off $N's right arm!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's right arm!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your right arm!", ch, NULL, victim, TO_VICT); make_part (victim, "arm"); if (IS_ARM_L (victim, LOST_ARM) && IS_ARM_R (victim, LOST_ARM)) { if ((obj = get_eq_char (victim, WEAR_ARMS)) != NULL) take_item (victim, obj); } if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_HANDS)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_WRIST_R)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_FINGER_R)) != NULL) take_item (victim, obj); return; } else if (critical == 8) { if (IS_ARM_L (victim, LOST_ARM) || IS_ARM_L (victim, BROKEN_ARM)) return; if ((damaged = get_eq_char (victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from breaking your left arm.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from breaking $s left arm.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_ARM_L (victim, BROKEN_ARM) && !IS_ARM_L (victim, LOST_ARM)) SET_BIT (victim->loc_hp[2], BROKEN_ARM); else return; act ("Your skillful blow breaks $N's left arm!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow breaks $N's left arm!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow breaks your left arm!", ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (critical == 9) { if (IS_ARM_R (victim, LOST_ARM) || IS_ARM_R (victim, BROKEN_ARM)) return; if ((damaged = get_eq_char (victim, WEAR_ARMS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from breaking your right arm.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from breaking $s right arm.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_ARM_R (victim, BROKEN_ARM) && !IS_ARM_R (victim, LOST_ARM)) SET_BIT (victim->loc_hp[3], BROKEN_ARM); else return; act ("Your skillful blow breaks $N's right arm!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow breaks $N's right arm!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow breaks your right arm!", ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (critical == 10) { if (IS_ARM_L (victim, LOST_HAND) || IS_ARM_L (victim, LOST_ARM)) return; if ((damaged = get_eq_char (victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your left hand.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s left hand.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_ARM_L (victim, LOST_HAND) && !IS_ARM_L (victim, LOST_ARM)) SET_BIT (victim->loc_hp[2], LOST_HAND); else return; if (IS_BLEEDING (victim, BLEEDING_ARM_L)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_ARM_L); if (!IS_BLEEDING (victim, BLEEDING_HAND_L)) SET_BIT (victim->loc_hp[6], BLEEDING_HAND_L); act ("Your skillful blow cuts off $N's left hand!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's left hand!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your left hand!", ch, NULL, victim, TO_VICT); make_part (victim, "hand"); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_HANDS)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_WRIST_L)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_FINGER_L)) != NULL) take_item (victim, obj); return; } else if (critical == 11) { if (IS_ARM_R (victim, LOST_HAND) || IS_ARM_R (victim, LOST_ARM)) return; if ((damaged = get_eq_char (victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your right hand.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s right hand.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_ARM_R (victim, LOST_HAND) && !IS_ARM_R (victim, LOST_ARM)) SET_BIT (victim->loc_hp[3], LOST_HAND); else return; if (IS_BLEEDING (victim, BLEEDING_ARM_R)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_ARM_R); if (!IS_BLEEDING (victim, BLEEDING_HAND_R)) SET_BIT (victim->loc_hp[6], BLEEDING_HAND_R); act ("Your skillful blow cuts off $N's right hand!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's right hand!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your right hand!", ch, NULL, victim, TO_VICT); make_part (victim, "hand"); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_HANDS)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_WRIST_R)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_FINGER_R)) != NULL) take_item (victim, obj); return; } else if (critical == 12) { if (IS_ARM_L (victim, LOST_ARM)) return; if (IS_ARM_L (victim, LOST_HAND)) return; if (IS_ARM_L (victim, LOST_THUMB) && IS_ARM_L (victim, LOST_FINGER_I) && IS_ARM_L (victim, LOST_FINGER_M) && IS_ARM_L (victim, LOST_FINGER_R) && IS_ARM_L (victim, LOST_FINGER_L)) return; if ((damaged = get_eq_char (victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing some fingers from your left hand.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing some fingers from $s left hand.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } count = 0; count2 = 0; if (!IS_ARM_L (victim, LOST_THUMB) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], LOST_THUMB); count2 += 1; make_part (victim, "thumb"); } if (!IS_ARM_L (victim, LOST_FINGER_I) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], LOST_FINGER_I); count += 1; make_part (victim, "index"); } if (!IS_ARM_L (victim, LOST_FINGER_M) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], LOST_FINGER_M); count += 1; make_part (victim, "middle"); } if (!IS_ARM_L (victim, LOST_FINGER_R) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], LOST_FINGER_R); count += 1; make_part (victim, "ring"); if ((obj = get_eq_char (victim, WEAR_FINGER_L)) != NULL) take_item (victim, obj); } if (!IS_ARM_L (victim, LOST_FINGER_L) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], LOST_FINGER_L); count += 1; make_part (victim, "little"); } if (count == 1) sprintf (buf2, "finger"); else sprintf (buf2, "fingers"); if (count > 0 && count2 > 0) { sprintf (buf, "Your skillful blow cuts off %d %s and the thumb from $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow cuts off %d %s and the thumb from $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow cuts off %d %s and the thumb from your left hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); return; } else if (count > 0) { sprintf (buf, "Your skillful blow cuts off %d %s from $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow cuts off %d %s from $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow cuts off %d %s from your left hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); return; } else if (count2 > 0) { sprintf (buf, "Your skillful blow cuts off the thumb from $N's left hand."); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow cuts off the thumb from $N's left hand."); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow cuts off the thumb from your left hand."); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } return; } else if (critical == 13) { if (IS_ARM_L (victim, LOST_ARM)) return; if (IS_ARM_L (victim, LOST_HAND)) return; if ((IS_ARM_L (victim, LOST_THUMB) || IS_ARM_L (victim, BROKEN_THUMB)) && (IS_ARM_L (victim, LOST_FINGER_I) || IS_ARM_L (victim, BROKEN_FINGER_I)) && (IS_ARM_L (victim, LOST_FINGER_M) || IS_ARM_L (victim, BROKEN_FINGER_M)) && (IS_ARM_L (victim, LOST_FINGER_R) || IS_ARM_L (victim, BROKEN_FINGER_R)) && (IS_ARM_L (victim, LOST_FINGER_L) || IS_ARM_L (victim, BROKEN_FINGER_L))) return; if ((damaged = get_eq_char (victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from breaking some fingers on your left hand.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from breaking some fingers on $s left hand.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } count = 0; count2 = 0; if (IS_ARM_L (victim, LOST_ARM)) return; if (IS_ARM_L (victim, LOST_HAND)) return; if (!IS_ARM_L (victim, BROKEN_THUMB) && !IS_ARM_L (victim, LOST_THUMB) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], BROKEN_THUMB); count2 += 1; } if (!IS_ARM_L (victim, BROKEN_FINGER_I) && !IS_ARM_L (victim, LOST_FINGER_I) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], BROKEN_FINGER_I); count += 1; } if (!IS_ARM_L (victim, BROKEN_FINGER_M) && !IS_ARM_L (victim, LOST_FINGER_M) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], BROKEN_FINGER_M); count += 1; } if (!IS_ARM_L (victim, BROKEN_FINGER_R) && !IS_ARM_L (victim, LOST_FINGER_R) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], BROKEN_FINGER_R); count += 1; } if (!IS_ARM_L (victim, BROKEN_FINGER_L) && !IS_ARM_L (victim, LOST_FINGER_L) && number_percent () < 25) { SET_BIT (victim->loc_hp[2], BROKEN_FINGER_L); count += 1; } if (count == 1) sprintf (buf2, "finger"); else sprintf (buf2, "fingers"); if (count > 0 && count2 > 0) { sprintf (buf, "Your skillful breaks %d %s and the thumb on $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow breaks %d %s and the thumb on $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow breaks %d %s and the thumb on your left hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (count > 0) { sprintf (buf, "Your skillful blow breaks %d %s on $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow breaks %d %s on $N's left hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow breaks %d %s on your left hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (count2 > 0) { sprintf (buf, "Your skillful blow breaks the thumb on $N's left hand."); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow breaks the thumb on $N's left hand."); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow breaks the thumb on your left hand."); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } return; } else if (critical == 14) { if (IS_ARM_R (victim, LOST_ARM)) return; if (IS_ARM_R (victim, LOST_HAND)) return; if (IS_ARM_R (victim, LOST_THUMB) && IS_ARM_R (victim, LOST_FINGER_I) && IS_ARM_R (victim, LOST_FINGER_M) && IS_ARM_R (victim, LOST_FINGER_R) && IS_ARM_R (victim, LOST_FINGER_L)) return; if ((damaged = get_eq_char (victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing some fingers from your right hand.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing some fingers from $s right hand.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } count = 0; count2 = 0; if (IS_ARM_R (victim, LOST_ARM)) return; if (IS_ARM_R (victim, LOST_HAND)) return; if (!IS_ARM_R (victim, LOST_THUMB) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], LOST_THUMB); count2 += 1; make_part (victim, "thumb"); } if (!IS_ARM_R (victim, LOST_FINGER_I) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], LOST_FINGER_I); count += 1; make_part (victim, "index"); } if (!IS_ARM_R (victim, LOST_FINGER_M) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], LOST_FINGER_M); count += 1; make_part (victim, "middle"); } if (!IS_ARM_R (victim, LOST_FINGER_R) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], LOST_FINGER_R); count += 1; make_part (victim, "ring"); if ((obj = get_eq_char (victim, WEAR_FINGER_R)) != NULL) take_item (victim, obj); } if (!IS_ARM_R (victim, LOST_FINGER_L) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], LOST_FINGER_L); count += 1; make_part (victim, "little"); } if (count == 1) sprintf (buf2, "finger"); else sprintf (buf2, "fingers"); if (count > 0 && count2 > 0) { sprintf (buf, "Your skillful blow cuts off %d %s and the thumb from $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow cuts off %d %s and the thumb from $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow cuts off %d %s and the thumb from your right hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (count > 0) { sprintf (buf, "Your skillful blow cuts off %d %s from $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow cuts off %d %s from $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow cuts off %d %s from your right hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (count2 > 0) { sprintf (buf, "Your skillful blow cuts off the thumb from $N's right hand."); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow cuts off the thumb from $N's right hand."); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow cuts off the thumb from your right hand."); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } return; } else if (critical == 15) { if (IS_ARM_R (victim, LOST_ARM)) return; if (IS_ARM_R (victim, LOST_HAND)) return; if ((IS_ARM_R (victim, LOST_THUMB) || IS_ARM_R (victim, BROKEN_THUMB)) && (IS_ARM_R (victim, LOST_FINGER_I) || IS_ARM_R (victim, BROKEN_FINGER_I)) && (IS_ARM_R (victim, LOST_FINGER_M) || IS_ARM_R (victim, BROKEN_FINGER_M)) && (IS_ARM_R (victim, LOST_FINGER_R) || IS_ARM_R (victim, BROKEN_FINGER_R)) && (IS_ARM_R (victim, LOST_FINGER_L) || IS_ARM_R (victim, BROKEN_FINGER_L))) return; if ((damaged = get_eq_char (victim, WEAR_HANDS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from breaking some fingers on your right hand.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from breaking some fingers on $s right hand.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } count = 0; count2 = 0; if (IS_ARM_R (victim, LOST_ARM)) return; if (IS_ARM_R (victim, LOST_HAND)) return; if (!IS_ARM_R (victim, BROKEN_THUMB) && !IS_ARM_R (victim, LOST_THUMB) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], BROKEN_THUMB); count2 += 1; } if (!IS_ARM_R (victim, BROKEN_FINGER_I) && !IS_ARM_R (victim, LOST_FINGER_I) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], BROKEN_FINGER_I); count += 1; } if (!IS_ARM_R (victim, BROKEN_FINGER_M) && !IS_ARM_R (victim, LOST_FINGER_M) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], BROKEN_FINGER_M); count += 1; } if (!IS_ARM_R (victim, BROKEN_FINGER_R) && !IS_ARM_R (victim, LOST_FINGER_R) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], BROKEN_FINGER_R); count += 1; } if (!IS_ARM_R (victim, BROKEN_FINGER_L) && !IS_ARM_R (victim, LOST_FINGER_L) && number_percent () < 25) { SET_BIT (victim->loc_hp[3], BROKEN_FINGER_L); count += 1; } if (count == 1) sprintf (buf2, "finger"); else sprintf (buf2, "fingers"); if (count > 0 && count2 > 0) { sprintf (buf, "Your skillful breaks %d %s and the thumb on $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow breaks %d %s and the thumb on $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow breaks %d %s and the thumb on your right hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (count > 0) { sprintf (buf, "Your skillful blow breaks %d %s on $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow breaks %d %s on $N's right hand.", count, buf2); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow breaks %d %s on your right hand.", count, buf2); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (count2 > 0) { sprintf (buf, "Your skillful blow breaks the thumb on $N's right hand."); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow breaks the thumb on $N's right hand."); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow breaks the thumb on your right hand."); act (buf, ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } return; } else if (critical == 16) { if (IS_LEG_L (victim, LOST_LEG)) return; if ((damaged = get_eq_char (victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your left leg.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s left leg.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_LEG_L (victim, LOST_LEG)) SET_BIT (victim->loc_hp[4], LOST_LEG); else return; if (!IS_BLEEDING (victim, BLEEDING_LEG_L)) SET_BIT (victim->loc_hp[6], BLEEDING_LEG_L); if (IS_BLEEDING (victim, BLEEDING_FOOT_L)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_FOOT_L); act ("Your skillful blow cuts off $N's left leg!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's left leg!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your left leg!", ch, NULL, victim, TO_VICT); make_part (victim, "leg"); if (IS_LEG_L (victim, LOST_LEG) && IS_LEG_R (victim, LOST_LEG)) { if ((obj = get_eq_char (victim, WEAR_LEGS)) != NULL) take_item (victim, obj); } if ((obj = get_eq_char (victim, WEAR_FEET)) != NULL) take_item (victim, obj); return; } else if (critical == 17) { if (IS_LEG_R (victim, LOST_LEG)) return; if ((damaged = get_eq_char (victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your right leg.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s right leg.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_LEG_R (victim, LOST_LEG)) SET_BIT (victim->loc_hp[5], LOST_LEG); else return; if (!IS_BLEEDING (victim, BLEEDING_LEG_R)) SET_BIT (victim->loc_hp[6], BLEEDING_LEG_R); if (IS_BLEEDING (victim, BLEEDING_FOOT_R)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_FOOT_R); act ("Your skillful blow cuts off $N's right leg!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's right leg!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your right leg!", ch, NULL, victim, TO_VICT); make_part (victim, "leg"); if (IS_LEG_L (victim, LOST_LEG) && IS_LEG_R (victim, LOST_LEG)) { if ((obj = get_eq_char (victim, WEAR_LEGS)) != NULL) take_item (victim, obj); } if ((obj = get_eq_char (victim, WEAR_FEET)) != NULL) take_item (victim, obj); return; } else if (critical == 18) { if (IS_LEG_L (victim, BROKEN_LEG) || IS_LEG_L (victim, LOST_LEG)) return; if ((damaged = get_eq_char (victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from breaking your left leg.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from breaking $s left leg.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_LEG_L (victim, BROKEN_LEG) && !IS_LEG_L (victim, LOST_LEG)) SET_BIT (victim->loc_hp[4], BROKEN_LEG); else return; act ("Your skillful blow breaks $N's left leg!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow breaks $N's left leg!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow breaks your left leg!", ch, NULL, victim, TO_VICT); return; } else if (critical == 19) { if (IS_LEG_R (victim, BROKEN_LEG) || IS_LEG_R (victim, LOST_LEG)) return; if ((damaged = get_eq_char (victim, WEAR_LEGS)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from breaking your right leg.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from breaking $s right leg.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_LEG_R (victim, BROKEN_LEG) && !IS_LEG_R (victim, LOST_LEG)) SET_BIT (victim->loc_hp[5], BROKEN_LEG); else return; act ("Your skillful blow breaks $N's right leg!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow breaks $N's right leg!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow breaks your right leg!", ch, NULL, victim, TO_VICT); return; } else if (critical == 20) { if (IS_LEG_L (victim, LOST_LEG) || IS_LEG_L (victim, LOST_FOOT)) return; if ((damaged = get_eq_char (victim, WEAR_FEET)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your left foot.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s left foot.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_LEG_L (victim, LOST_LEG) && !IS_LEG_L (victim, LOST_FOOT)) SET_BIT (victim->loc_hp[4], LOST_FOOT); else return; if (IS_BLEEDING (victim, BLEEDING_LEG_L)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_LEG_L); if (!IS_BLEEDING (victim, BLEEDING_FOOT_L)) SET_BIT (victim->loc_hp[6], BLEEDING_FOOT_L); act ("Your skillful blow cuts off $N's left foot!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's left foot!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your left foot!", ch, NULL, victim, TO_VICT); make_part (victim, "foot"); if ((obj = get_eq_char (victim, WEAR_FEET)) != NULL) take_item (victim, obj); return; } else if (critical == 21) { if (IS_LEG_R (victim, LOST_LEG) || IS_LEG_R (victim, LOST_FOOT)) return; if ((damaged = get_eq_char (victim, WEAR_FEET)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from losing your right foot.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from losing $s right foot.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (!IS_LEG_R (victim, LOST_LEG) && !IS_LEG_R (victim, LOST_FOOT)) SET_BIT (victim->loc_hp[5], LOST_FOOT); else return; if (IS_BLEEDING (victim, BLEEDING_LEG_R)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_LEG_R); if (!IS_BLEEDING (victim, BLEEDING_FOOT_R)) SET_BIT (victim->loc_hp[6], BLEEDING_FOOT_R); act ("Your skillful blow cuts off $N's right foot!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow cuts off $N's right foot!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow cuts off your right foot!", ch, NULL, victim, TO_VICT); make_part (victim, "foot"); if ((obj = get_eq_char (victim, WEAR_FEET)) != NULL) take_item (victim, obj); return; } else if (critical == 22) { int bodyloc = 0; int broken = number_range (1, 3); if (IS_BODY (victim, BROKEN_RIBS_1)) bodyloc += 1; if (IS_BODY (victim, BROKEN_RIBS_2)) bodyloc += 2; if (IS_BODY (victim, BROKEN_RIBS_4)) bodyloc += 4; if (IS_BODY (victim, BROKEN_RIBS_8)) bodyloc += 8; if (IS_BODY (victim, BROKEN_RIBS_16)) bodyloc += 16; if (bodyloc >= 24) return; if ((damaged = get_eq_char (victim, WEAR_BODY)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevents you from breaking some ribs.", victim, damaged, NULL, TO_CHAR); act ("$p prevents $n from breaking some ribs.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (IS_BODY (victim, BROKEN_RIBS_1)) REMOVE_BIT (victim->loc_hp[1], BROKEN_RIBS_1); if (IS_BODY (victim, BROKEN_RIBS_2)) REMOVE_BIT (victim->loc_hp[1], BROKEN_RIBS_2); if (IS_BODY (victim, BROKEN_RIBS_4)) REMOVE_BIT (victim->loc_hp[1], BROKEN_RIBS_4); if (IS_BODY (victim, BROKEN_RIBS_8)) REMOVE_BIT (victim->loc_hp[1], BROKEN_RIBS_8); if (IS_BODY (victim, BROKEN_RIBS_16)) REMOVE_BIT (victim->loc_hp[1], BROKEN_RIBS_16); if (bodyloc + broken > 24) broken -= 1; if (bodyloc + broken > 24) broken -= 1; bodyloc += broken; if (bodyloc >= 16) { bodyloc -= 16; SET_BIT (victim->loc_hp[1], BROKEN_RIBS_16); } if (bodyloc >= 8) { bodyloc -= 8; SET_BIT (victim->loc_hp[1], BROKEN_RIBS_8); } if (bodyloc >= 4) { bodyloc -= 4; SET_BIT (victim->loc_hp[1], BROKEN_RIBS_4); } if (bodyloc >= 2) { bodyloc -= 2; SET_BIT (victim->loc_hp[1], BROKEN_RIBS_2); } if (bodyloc >= 1) { bodyloc -= 1; SET_BIT (victim->loc_hp[1], BROKEN_RIBS_1); } sprintf (buf, "Your skillful blow breaks %d of $N's ribs!", broken); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow breaks %d of $N's ribs!", broken); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow breaks %d of your ribs!", broken); act (buf, ch, NULL, victim, TO_VICT); return; } else if (critical == 23) { int bodyloc = 0; int broken = number_range (1, 3); if (IS_HEAD (victim, LOST_TOOTH_1)) bodyloc += 1; if (IS_HEAD (victim, LOST_TOOTH_2)) bodyloc += 2; if (IS_HEAD (victim, LOST_TOOTH_4)) bodyloc += 4; if (IS_HEAD (victim, LOST_TOOTH_8)) bodyloc += 8; if (IS_HEAD (victim, LOST_TOOTH_16)) bodyloc += 16; if (bodyloc >= 28) return; if ((damaged = get_eq_char (victim, WEAR_FACE)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevents you from losing some teeth.", victim, damaged, NULL, TO_CHAR); act ("$p prevents $n from losing some teeth.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p fall broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p fall broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if (IS_HEAD (victim, LOST_TOOTH_1)) REMOVE_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_1); if (IS_HEAD (victim, LOST_TOOTH_2)) REMOVE_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_2); if (IS_HEAD (victim, LOST_TOOTH_4)) REMOVE_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_4); if (IS_HEAD (victim, LOST_TOOTH_8)) REMOVE_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_8); if (IS_HEAD (victim, LOST_TOOTH_16)) REMOVE_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_16); if (bodyloc + broken > 28) broken -= 1; if (bodyloc + broken > 28) broken -= 1; bodyloc += broken; if (bodyloc >= 16) { bodyloc -= 16; SET_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_16); } if (bodyloc >= 8) { bodyloc -= 8; SET_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_8); } if (bodyloc >= 4) { bodyloc -= 4; SET_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_4); } if (bodyloc >= 2) { bodyloc -= 2; SET_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_2); } if (bodyloc >= 1) { bodyloc -= 1; SET_BIT (victim->loc_hp[LOC_HEAD], LOST_TOOTH_1); } sprintf (buf, "Your skillful blow knocks out %d of $N's teeth!", broken); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n's skillful blow knocks out %d of $N's teeth!", broken); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "$n's skillful blow knocks out %d of your teeth!", broken); act (buf, ch, NULL, victim, TO_VICT); if (broken >= 1) make_part (victim, "tooth"); if (broken >= 2) make_part (victim, "tooth"); if (broken >= 3) make_part (victim, "tooth"); return; } /* MORE DAMAGE TO EQ * ALA DELUXE */ else if (critical == 24) { if (IS_ARM_L (victim, LOST_HAND) || IS_ARM_L (victim, LOST_ARM) || IS_ARM_L (victim, SLIT_WRIST)) return; if ((damaged = get_eq_char (victim, WEAR_WRIST_L)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from having your left wrist slashed open.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from having $s left wrist slashed open.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } SET_BIT (victim->loc_hp[2], SLIT_WRIST); if (IS_BLEEDING (victim, BLEEDING_ARM_L)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_ARM_L); if (IS_BLEEDING (victim, BLEEDING_HAND_L)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_L); if (!IS_BLEEDING (victim, BLEEDING_WRIST_L)) SET_BIT (victim->loc_hp[6], BLEEDING_WRIST_L); act ("Your skillful blow slashes open $N's left wrist!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow slashes open $N's left wrist!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow slashes open your left wrist!", ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_HOLD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (critical == 25) { if (IS_ARM_R (victim, LOST_HAND) || IS_ARM_R (victim, LOST_ARM) || IS_ARM_R (victim, SLIT_WRIST)) return; if ((damaged = get_eq_char (victim, WEAR_WRIST_R)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from having your right wrist slashed open.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from having $s right wrist slashed open.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } SET_BIT (victim->loc_hp[3], SLIT_WRIST); if (IS_BLEEDING (victim, BLEEDING_ARM_R)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_ARM_R); if (IS_BLEEDING (victim, BLEEDING_HAND_R)) REMOVE_BIT (victim->loc_hp[6], BLEEDING_HAND_R); if (!IS_BLEEDING (victim, BLEEDING_WRIST_R)) SET_BIT (victim->loc_hp[6], BLEEDING_WRIST_R); act ("Your skillful blow slashes open $N's right wrist!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow slashes open $N's right wrist!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow slashes open your right wrist!", ch, NULL, victim, TO_VICT); if ((obj = get_eq_char (victim, WEAR_WIELD)) != NULL) take_item (victim, obj); if ((obj = get_eq_char (victim, WEAR_DUAL)) != NULL) take_item (victim, obj); return; } else if (critical == 26) { if ((damaged = get_eq_char (victim, WEAR_NECK_1)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from having your throat slashed open.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from having $s throat slashed open.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } if ((damaged = get_eq_char (victim, WEAR_NECK_2)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from having your throat slashed open.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from having $s throat slashed open.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } SET_BIT (victim->loc_hp[1], CUT_THROAT); if (!IS_BLEEDING (victim, BLEEDING_THROAT)) SET_BIT (victim->loc_hp[6], BLEEDING_THROAT); act ("Your skillful blow slashes open $N's throat!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow slashes open $N's throat!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow slashes open your throat!", ch, NULL, victim, TO_VICT); return; } else if (critical == 27) { if ((damaged = get_eq_char (victim, WEAR_BODY)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from having your chest slashed open.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from having $s chest slashed open.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } SET_BIT (victim->loc_hp[1], CUT_CHEST); if (!IS_BLEEDING (victim, BLEEDING_CHEST)) SET_BIT (victim->loc_hp[6], BLEEDING_CHEST); act ("Your skillful blow slashes open $N's chest!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow slashes open $N's chest!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow slashes open your chest!", ch, NULL, victim, TO_VICT); return; } else if (critical == 28) { if ((damaged = get_eq_char (victim, WEAR_BODY)) != NULL && damaged->toughness > 0 && !IS_ITEMAFF (ch, ITEMA_VORPAL)) { if (IS_SET (damaged->quest2, QUEST2_INDEST) && victim->lstatus >= 9) return; act ("$p prevent you from being disembowelled.", victim, damaged, NULL, TO_CHAR); act ("$p prevent $n from being disembowelled.", victim, damaged, NULL, TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > damaged->resistance)) damaged->condition -= damaged->resistance; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act ("$p falls broken to the ground.", ch, damaged, NULL, TO_CHAR); act ("$p falls broken to the ground.", ch, damaged, NULL, TO_ROOM); obj_from_char (damaged); extract_obj (damaged); } return; } SET_BIT (victim->loc_hp[1], CUT_STOMACH); if (!IS_BLEEDING (victim, BLEEDING_STOMACH)) SET_BIT (victim->loc_hp[6], BLEEDING_STOMACH); act ("Your skillful blow disembowels $N!", ch, NULL, victim, TO_CHAR); act ("$n's skillful blow disembowels $N!", ch, NULL, victim, TO_NOTVICT); act ("$n's skillful blow disembowels you!", ch, NULL, victim, TO_VICT); return; } return; } void special_move (CHAR_DATA * ch, CHAR_DATA * victim) { int dam = number_range (5, 10) + char_damroll (ch); if (dam < 10) dam = 10; switch (number_range (1, 7)) { default: return; case 1: act ("You pull your hands into your waist then snap them into $N's stomach.", ch, NULL, victim, TO_CHAR); act ("$n pulls $s hands into $s waist then snaps them into your stomach.", ch, NULL, victim, TO_VICT); act ("$n pulls $s hands into $s waist then snaps them into $N's stomach.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_punch); if (victim == NULL || victim->position == POS_DEAD) return; act ("You double over in agony, and fall to the ground gasping for breath.", victim, NULL, NULL, TO_CHAR); act ("$n doubles over in agony, and falls to the ground gasping for breath.", victim, NULL, NULL, TO_ROOM); stop_fighting (victim, TRUE); victim->position = POS_STUNNED; break; case 2: act ("You spin in a low circle, catching $N behind $S ankle.", ch, NULL, victim, TO_CHAR); act ("$n spins in a low circle, catching you behind your ankle.", ch, NULL, victim, TO_VICT); act ("$n spins in a low circle, catching $N behind $S ankle.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_sweep); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent () <= 25 && !IS_LEG_L (victim, BROKEN_LEG) && !IS_LEG_L (victim, LOST_LEG)) { act ("Your left leg shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's left leg shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_LEG_L], BROKEN_LEG); } else if (number_percent () <= 25 && !IS_LEG_R (victim, BROKEN_LEG) && !IS_LEG_R (victim, LOST_LEG)) { act ("Your right leg shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's right leg shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_LEG_R], BROKEN_LEG); } act ("You crash to the ground, stunned.", victim, NULL, NULL, TO_CHAR); act ("$n crashes to the ground, stunned.", victim, NULL, NULL, TO_ROOM); stop_fighting (victim, TRUE); victim->position = POS_STUNNED; break; case 3: act ("You roll between $N's legs and flip to your feet.", ch, NULL, victim, TO_CHAR); act ("$n rolls between your legs and flips to $s feet.", ch, NULL, victim, TO_VICT); act ("$n rolls between $N's legs and flips to $s feet.", ch, NULL, victim, TO_NOTVICT); act ("You spin around and smash your elbow into the back of $N's head.", ch, NULL, victim, TO_CHAR); act ("$n spins around and smashes $s elbow into the back of your head.", ch, NULL, victim, TO_VICT); act ("$n spins around and smashes $s elbow into the back of $N's head.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_elbow); if (victim == NULL || victim->position == POS_DEAD) return; act ("You fall to the ground, stunned.", victim, NULL, NULL, TO_CHAR); act ("$n falls to the ground, stunned.", victim, NULL, NULL, TO_ROOM); stop_fighting (victim, TRUE); victim->position = POS_STUNNED; break; case 4: act ("You somersault over $N's head and land lightly on your toes.", ch, NULL, victim, TO_CHAR); act ("$n somersaults over your head and lands lightly on $s toes.", ch, NULL, victim, TO_VICT); act ("$n somersaults over $N's head and lands lightly on $s toes.", ch, NULL, victim, TO_NOTVICT); act ("You roll back onto your shoulders and kick both feet into $N's back.", ch, NULL, victim, TO_CHAR); act ("$n rolls back onto $s shoulders and kicks both feet into your back.", ch, NULL, victim, TO_VICT); act ("$n rolls back onto $s shoulders and kicks both feet into $N's back.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_kick); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent () <= 25 && !IS_BODY (victim, BROKEN_SPINE)) { act ("Your spine shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's spine shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_BODY], BROKEN_SPINE); } act ("You fall to the ground, stunned.", victim, NULL, NULL, TO_CHAR); act ("$n falls to the ground, stunned.", victim, NULL, NULL, TO_ROOM); act ("You flip back up to your feet.", ch, NULL, NULL, TO_CHAR); act ("$n flips back up to $s feet.", ch, NULL, NULL, TO_ROOM); stop_fighting (victim, TRUE); victim->position = POS_STUNNED; break; case 5: act ("You grab $N by the neck and slam your head into $S face.", ch, NULL, victim, TO_CHAR); act ("$n grabs $N by the neck and slams $s head into $S face.", ch, NULL, victim, TO_NOTVICT); act ("$n grabs you by the neck and slams $s head into your face.", ch, NULL, victim, TO_VICT); damage (ch, victim, dam, gsn_headbutt); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_NOSE) && !IS_HEAD (victim, LOST_NOSE)) { act ("Your nose shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's nose shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_NOSE); } else if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_JAW)) { act ("Your jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_JAW); } else if (number_percent () <= 25 && !IS_BODY (victim, BROKEN_NECK)) { act ("Your neck shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's neck shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_BODY], BROKEN_NECK); } act ("You grab $N by the waist and hoist $M above your head.", ch, NULL, victim, TO_CHAR); act ("$n grabs $N by the waist and hoists $M above $s head.", ch, NULL, victim, TO_NOTVICT); act ("$n grabs you by the waist and hoists you above $s head.", ch, NULL, victim, TO_VICT); if (victim == NULL || victim->position == POS_DEAD) return; special_hurl (ch, victim); act ("You crash to the ground, stunned.", victim, NULL, NULL, TO_CHAR); act ("$n crashes to the ground, stunned.", victim, NULL, NULL, TO_ROOM); stop_fighting (victim, TRUE); victim->position = POS_STUNNED; break; case 6: act ("You slam your fist into $N's stomach, who doubles over in agony.", ch, NULL, victim, TO_CHAR); act ("$n slams $s fist into your stomach, and you double over in agony.", ch, NULL, victim, TO_VICT); act ("$n slams $s fist into $N's stomach, who doubles over in agony.", ch, NULL, victim, TO_NOTVICT); act ("You grab $N by the head and slam $S face into your knee.", ch, NULL, victim, TO_CHAR); act ("$n grabs you by the head and slams your face into $s knee.", ch, NULL, victim, TO_VICT); act ("$n grabs $N by the head and slams $S face into $s knee.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_knee); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_NOSE) && !IS_HEAD (victim, LOST_NOSE)) { act ("Your nose shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's nose shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_NOSE); } else if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_JAW)) { act ("Your jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_JAW); } else if (number_percent () <= 25 && !IS_BODY (victim, BROKEN_NECK)) { act ("Your neck shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's neck shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_BODY], BROKEN_NECK); } act ("You roll onto your back and smash your feet into $N's chest.", ch, NULL, victim, TO_CHAR); act ("$n rolls onto $s back and smashes $s feet into your chest.", ch, NULL, victim, TO_VICT); act ("$n rolls onto $s back and smashes $s feet into $N's chest.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_kick); if (victim == NULL || victim->position == POS_DEAD) return; act ("You crash to the ground, stunned.", victim, NULL, NULL, TO_CHAR); act ("$n crashes to the ground, stunned.", victim, NULL, NULL, TO_ROOM); act ("You flip back up to your feet.", ch, NULL, NULL, TO_CHAR); act ("$n flips back up to $s feet.", ch, NULL, NULL, TO_ROOM); stop_fighting (victim, TRUE); victim->position = POS_STUNNED; break; case 7: act ("You duck under $N's attack and pound your fist into $S stomach.", ch, NULL, victim, TO_CHAR); act ("$n ducks under your attack and pounds $s fist into your stomach.", ch, NULL, victim, TO_VICT); act ("$n ducks under $N's attack and pounds $s fist into $N's stomach.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_punch); if (victim == NULL || victim->position == POS_DEAD) return; act ("You double over in agony.", victim, NULL, NULL, TO_CHAR); act ("$n doubles over in agony.", victim, NULL, NULL, TO_ROOM); act ("You grab $M by the head and smash your knee into $S face.", ch, NULL, victim, TO_CHAR); act ("$n grabs you by the head and smashes $s knee into your face.", ch, NULL, victim, TO_VICT); act ("$n grabs $M by the head and smashes $s knee into $N's face.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_knee); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_NOSE) && !IS_HEAD (victim, LOST_NOSE)) { act ("Your nose shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's nose shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_NOSE); } else if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_JAW)) { act ("Your jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_JAW); } else if (number_percent () <= 25 && !IS_BODY (victim, BROKEN_NECK)) { act ("Your neck shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's neck shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_BODY], BROKEN_NECK); } act ("You stamp on the back of $N's leg, forcing $M to drop to one knee.", ch, NULL, victim, TO_CHAR); act ("$n stamps on the back of your leg, forcing you to drop to one knee.", ch, NULL, victim, TO_VICT); act ("$n stamps on the back of $N's leg, forcing $M to drop to one knee.", ch, NULL, victim, TO_NOTVICT); act ("You grab $N by the hair and yank $S head back.", ch, NULL, victim, TO_CHAR); act ("$n grabs you by the hair and yank your head back.", ch, NULL, victim, TO_VICT); act ("$n grabs $N by the hair and yank $S head back.", ch, NULL, victim, TO_NOTVICT); act ("You hammer your elbow down into $N's face.", ch, NULL, victim, TO_CHAR); act ("$n hammers $s elbow down into your face.", ch, NULL, victim, TO_VICT); act ("$n hammers $s elbow down into $N's face.", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_elbow); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_NOSE) && !IS_HEAD (victim, LOST_NOSE)) { act ("Your nose shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's nose shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_NOSE); } else if (number_percent () <= 25 && !IS_HEAD (victim, BROKEN_JAW)) { act ("Your jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's jaw shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_HEAD], BROKEN_JAW); } else if (number_percent () <= 25 && !IS_BODY (victim, BROKEN_NECK)) { act ("Your neck shatters under the impact of the blow!", victim, NULL, NULL, TO_CHAR); act ("$n's neck shatters under the impact of the blow!", victim, NULL, NULL, TO_ROOM); SET_BIT (victim->loc_hp[LOC_BODY], BROKEN_NECK); } act ("You crash to the ground, stunned.", victim, NULL, NULL, TO_CHAR); act ("$n crashes to the ground, stunned.", victim, NULL, NULL, TO_ROOM); stop_fighting (victim, TRUE); victim->position = POS_STUNNED; break; } return; } void special_hurl (CHAR_DATA * ch, CHAR_DATA * victim) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; char buf[MAX_INPUT_LENGTH]; char direction[MAX_INPUT_LENGTH]; int door; int rev_dir; int dam; rev_dir = 0; door = number_range (0, 3); if (door == 0) { sprintf (direction, "north"); rev_dir = 2; } if (door == 1) { sprintf (direction, "east"); rev_dir = 3; } if (door == 2) { sprintf (direction, "south"); rev_dir = 0; } if (door == 3) { sprintf (direction, "west"); rev_dir = 1; } if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf (buf, "$n hurls $N into the %s wall.", direction); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "You hurl $N into the %s wall.", direction); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n hurls you into the %s wall.", direction); act (buf, ch, NULL, victim, TO_VICT); dam = number_range (ch->level, (ch->level * 4)); victim->hit = victim->hit - dam; update_pos (victim); if (victim->position == POS_DEAD) { raw_kill (victim, ch); return; } return; } pexit = victim->in_room->exit[door]; if (IS_SET (pexit->exit_info, EX_CLOSED) && !IS_AFFECTED (victim, AFF_PASS_DOOR) && !IS_AFFECTED (victim, AFF_ETHEREAL)) { if (IS_SET (pexit->exit_info, EX_LOCKED)) REMOVE_BIT (pexit->exit_info, EX_LOCKED); if (IS_SET (pexit->exit_info, EX_CLOSED)) REMOVE_BIT (pexit->exit_info, EX_CLOSED); sprintf (buf, "$n hurls $N %s.", direction); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "You hurl $N %s.", direction); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n hurls you %s, smashing you through the %s.", direction, pexit->keyword); act (buf, ch, NULL, victim, TO_VICT); sprintf (buf, "There is a loud crash as $n smashes through the $d."); act (buf, victim, NULL, pexit->keyword, TO_ROOM); if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL) { if (IS_SET (pexit_rev->exit_info, EX_LOCKED)) REMOVE_BIT (pexit_rev->exit_info, EX_LOCKED); if (IS_SET (pexit_rev->exit_info, EX_CLOSED)) REMOVE_BIT (pexit_rev->exit_info, EX_CLOSED); if (door == 0) sprintf (direction, "south"); if (door == 1) sprintf (direction, "west"); if (door == 2) sprintf (direction, "north"); if (door == 3) sprintf (direction, "east"); char_from_room (victim); char_to_room (victim, to_room); sprintf (buf, "$n comes smashing in through the %s $d.", direction); act (buf, victim, NULL, pexit->keyword, TO_ROOM); dam = number_range (ch->level, (ch->level * 6)); victim->hit = victim->hit - dam; update_pos (victim); if (victim->position == POS_DEAD) { raw_kill (victim, ch); return; } } } else { sprintf (buf, "$n hurls $N %s.", direction); act (buf, ch, NULL, victim, TO_NOTVICT); sprintf (buf, "You hurl $N %s.", direction); act (buf, ch, NULL, victim, TO_CHAR); sprintf (buf, "$n hurls you %s.", direction); act (buf, ch, NULL, victim, TO_VICT); if (door == 0) sprintf (direction, "south"); if (door == 1) sprintf (direction, "west"); if (door == 2) sprintf (direction, "north"); if (door == 3) sprintf (direction, "east"); char_from_room (victim); char_to_room (victim, to_room); sprintf (buf, "$n comes flying in from the %s.", direction); act (buf, victim, NULL, NULL, TO_ROOM); dam = number_range (ch->level, (ch->level * 2)); victim->hit = victim->hit - dam; update_pos (victim); if (victim->position == POS_DEAD) { raw_kill (victim, ch); return; } } return; }