/*************************************************************************** * 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 improvements copyright (C) 1994, 1995, 1996 by Richard * * Woolcock. This mud is NOT to be copied in whole or in part, or to be * * run without the permission of Richard Woolcock. 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. */ bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void death_cry args( ( CHAR_DATA *ch ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) ); bool can_counter args( ( CHAR_DATA *ch) ); bool can_bypass args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int number_attacks args( ( CHAR_DATA *ch ) ); int get_speed args( ( CHAR_DATA *ch ) ); void update_damcap args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; CHAR_DATA *rch; CHAR_DATA *rch_next; CHAR_DATA *mount; for ( ch = first_fight; ch != NULL; ch = ch_next ) { ch_next = ch->next_fight; if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) { stop_fighting(ch, FALSE); continue; } if ( IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room ) { if ( --ch->init <= 0 ) { multi_hit( ch, victim, TYPE_UNDEFINED ); ch->init = get_speed(ch); } else continue; } else stop_fighting( ch, FALSE ); if ( ( victim = ch->fighting ) == NULL ) { stop_fighting(ch, FALSE); continue; } /* * Fun for the whole family! */ for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) { rch_next = rch->next_in_room; if ( IS_AWAKE(rch) && rch->fighting == NULL ) { /* * Mount's auto-assist their riders and vice versa. */ if ( (mount = rch->mount) != NULL ) { if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } /* * PC's auto-assist others in their group. */ if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) ) { if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) ) && is_same_group(ch, rch) ) multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } /* * NPC's assist NPC's of same type or 12.5% chance regardless. */ if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) ) { if ( rch->pIndexData == ch->pIndexData || number_bits( 3 ) == 0 ) { CHAR_DATA *vch; CHAR_DATA *target; int number; target = NULL; number = 0; for ( vch = ch->in_room->people; vch; vch = vch->next ) { if ( can_see( rch, vch ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 ) { target = vch; number++; } } if ( target != NULL ) multi_hit( rch, target, TYPE_UNDEFINED ); } } } } } return; } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *wield; OBJ_DATA *wield1; OBJ_DATA *wield2; int sn; int level; int unarmed; int wieldorig = 0; int wieldtype = 0; if ( ch->position < POS_SLEEPING ) return; if ( dt == gsn_headbutt ) { one_hit( ch, victim, dt, 1 ); return; } wield1 = get_eq_char( ch, WEAR_WIELD ); wield2 = get_eq_char( ch, WEAR_HOLD ); if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1; if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2; wieldtype = wieldorig; if ( wieldorig == 3 ) { if (number_range(1,2) == 2) wieldtype = 2; else wieldtype = 1;} if ( wieldtype == 2 ) wield = wield2; else wield = wield1; if (ch->stance[0] > 0 && number_percent() == 1) { int stance = ch->stance[0]; if (ch->stance[stance] >= 200) { special_move(ch,victim); return; } } unarmed = 0; one_hit( ch, victim, dt, wieldtype ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) { dt += wield->value[3]; if (wield->value[0] >= 1) { /* Look, just don't ask... KaVir */ if (wield->value[0] >= 1000) sn = wield->value[0] - ((wield->value[0] / 1000) * 1000); else sn = wield->value[0]; if (sn != 0 && victim->position == POS_FIGHTING) (*skill_table[sn].spell_fun) (sn,wield->level,ch,victim); } } } if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_headbutt ) return; if ( !IS_NPC(victim) && !IS_SET(victim->act, PLR_WOLFMAN) && number_percent( ) <= victim->pcdata->learned[gsn_fastdraw] ) { OBJ_DATA *obj; int wpntype = 0; int wpntype2 = 0; if ((obj = get_eq_char(victim,WEAR_SCABBARD_R)) != NULL) { wpntype = obj->value[3]; if (wpntype < 0 || wpntype > 12) wpntype = 0; if ((obj = get_eq_char(victim,WEAR_WIELD)) != NULL) { obj_from_char(obj); obj_to_room(obj,victim->in_room); act("You hurl $p aside.",victim,obj,NULL,TO_CHAR); act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM); } do_draw(victim,"right"); } if ((obj = get_eq_char(victim,WEAR_SCABBARD_L)) != NULL) { wpntype2 = obj->value[3]; if (wpntype2 < 0 || wpntype2 > 12) wpntype2 = 0; if ((obj = get_eq_char(victim,WEAR_HOLD)) != NULL) { obj_from_char(obj); obj_to_room(obj,victim->in_room); act("You hurl $p aside.",victim,obj,NULL,TO_CHAR); act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM); } do_draw(victim,"left"); } if (wpntype > 0) one_hit( victim, ch, TYPE_UNDEFINED, 1 ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (wpntype2 > 0) one_hit( victim, ch, TYPE_UNDEFINED, 2 ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; } if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS) && number_range(1,5) == 1) one_hit( ch, victim, ( TYPE_HIT + 10 + TYPE_ADD_AGG), 0 ); else if (!IS_NPC(ch) && IS_MOD(ch,MOD_TUSKS) && number_range(1,3) == 1) one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 ); else if (!IS_NPC(ch) && IS_MOD(ch, MOD_HORNS) && number_range(1,5) == 1) multi_hit( ch, victim, gsn_headbutt ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (!IS_NPC(ch) && IS_WEREWOLF(ch) && wieldorig == 0 && get_tribe(ch, TRIBE_BLACK_FURIES) > 1) spell_poison( gsn_poison, 25, ch, victim ); if (victim->itemaffect < 1) return; level = victim->spl[1] >> 2; /* if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING) { if ( (sn = skill_lookup( "lightning bolt" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); } if ( victim == NULL || victim->position == POS_DEAD ) return; if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING) { if ( (sn = skill_lookup( "fireball" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); } if ( victim == NULL || victim->position == POS_DEAD ) return; if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING) { if ( (sn = skill_lookup( "chill touch" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); } if ( victim == NULL || victim->position == POS_DEAD ) return; if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING) { if ( (sn = skill_lookup( "acid blast" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); } if ( victim == NULL || victim->position == POS_DEAD ) return; if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING) { if ( (sn = skill_lookup( "chaos blast" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); } */ return; } int number_attacks( CHAR_DATA *ch ) { int count = 1; if ( ch->in_room == NULL || IS_SET(ch->in_room->added_flags, ROOM2_TIMESLOW) ) return count; /* if ( IS_NPC(ch) ) { if (ch->level >= 50) count++; if (ch->level >= 100) count++; return count; } */ if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() > ch->stance[STANCE_VIPER] * 0.5) count++; else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() > ch->stance[STANCE_MANTIS] * 0.5) count++; else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() > ch->stance[STANCE_TIGER] * 0.5) count++; if ( !IS_NPC(ch) && get_celerity(ch) > 0) count += get_celerity(ch); if (!IS_NPC(ch) && IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0 ) { if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2 ) count += 2; else count++; } if ( !IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) ) count++; if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count++; return count; } int get_speed( CHAR_DATA *ch ) { int count = number_range(11,13); if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() > ch->stance[STANCE_VIPER] * 0.5) count--; else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() > ch->stance[STANCE_MANTIS] * 0.5) count--; else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() > ch->stance[STANCE_TIGER] * 0.5) count--; else if ( !IS_NPC(ch) && ch->stance[0] >= 11 && ch->stance[0] <= 15 ) { int stance = ch->stance[0]; if (number_percent() > (ch->stance[stance] * 0.5) && IS_SET(ch->pcdata->qstats[stance-11], QS_SUPER_SPEED)) count--; } if ( !IS_NPC(ch) && get_celerity(ch) > 0) count -= (get_celerity(ch)<<1 ); if (!IS_NPC(ch) && IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0 ) { if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2 ) count -= 2; else count--; } if ( !IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) ) count-=3; if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count--; if (count < 2) count = 2; if ( ch->in_room == NULL || IS_SET(ch->in_room->added_flags, ROOM2_TIMESLOW) ) count *= 2; return count; } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype) { OBJ_DATA *wield; OBJ_DATA *gloves; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int level; int stance; bool right_hand; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim == NULL || victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ if (handtype == 2) { wield = get_eq_char( ch, WEAR_HOLD ); right_hand = FALSE; } else { wield = get_eq_char( ch, WEAR_WIELD ); right_hand = TRUE; } if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) { dt += wield->value[3]; if ((right_hand && IS_ITEMAFF(ch, ITEMA_RIGHT_AGG)) || (!right_hand && IS_ITEMAFF(ch, ITEMA_LEFT_AGG)) ) dt += TYPE_ADD_AGG; else if (IS_WEREWOLF(victim)) { if ((right_hand && IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER)) || (!right_hand && IS_ITEMAFF(ch, ITEMA_LEFT_SILVER)) ) dt += TYPE_ADD_AGG; } } } if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5); else level = 1; if (level > 40) level = 40; /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = 0; } else { thac0_00 = SKILL_THAC0_00; thac0_32 = SKILL_THAC0_32; } thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch); victim_ac = UMAX( -100, char_ac(victim) / 10 ); if ( !can_see( ch, victim ) ) victim_ac -= 4; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt ); tail_chain( ); if (!is_safe(ch,victim)) { improve_wpn(ch,dt,right_hand); improve_stance(ch); } return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) ) { dam = number_range( ch->level * 0.5, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam * 0.5; } else { if (IS_POLYAFF(ch, POLY_SERPENT)) dam = number_range( 25, 50 ); else if ( wield == NULL ) { if ( IS_MORE(ch,MORE_HAND_FLAME) && IS_VAMPAFF(ch, VAM_CLAWS)) {dam = number_range( 25, 50 );dt += TYPE_ADD_AGG;} else if ( !IS_NPC(ch) && IS_VAMPAFF(ch,VAM_CLAWS) && get_auspice(ch, AUSPICE_AHROUN) > 0) {dam = number_range( 25, 50 );dt += TYPE_ADD_AGG;} else if ( IS_MORE(ch,MORE_HAND_FLAME) ) {dam = number_range( 15, 30 );dt += TYPE_ADD_AGG;} else if ( IS_VAMPAFF(ch,VAM_CLAWS) && wield == NULL) {dam = number_range( 10, 20 );dt += TYPE_ADD_AGG;} else dam = number_range( 1, 4 ); } else if ( wield->item_type == ITEM_WEAPON ) dam = number_range( wield->value[1], wield->value[2] ); else dam = number_range( 1, 4 ); } /* * Bonuses. */ dam += char_damroll(ch); if ( !IS_AWAKE(victim) ) dam *= 2; if ( dt == gsn_backstab ) dam *= number_range(2,4); if ( !IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) ) dam *= 1.5; if ( dt >= TYPE_HIT ) dam += (dam * ((ch->wpn[dt-1000]+1) * 0.01)); if ( !IS_NPC(victim) && IS_WEREWOLF(victim) ) { if (IS_SET(victim->act, PLR_WOLFMAN)) dam *= 0.5; if (get_tribe(victim, TRIBE_BONE_GNAWERS) > 4) dam *= 0.5; if (get_tribe(victim, TRIBE_SILENT_STRIDERS) > 1 ) dam *= 0.5; if (wield != NULL && IS_SET(wield->spectype, SITEM_SILVER)) {dam *= 2;dt += TYPE_ADD_AGG;} else if ( ( gloves = get_eq_char( ch, WEAR_HANDS ) ) != NULL && IS_SET(gloves->spectype, SITEM_SILVER)) {dam *= 2;dt += TYPE_ADD_AGG;} } /* if ( !IS_NPC(ch) ) */ { stance = ch->stance[0]; if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25; else dam = dambonus(ch,victim,dam,stance); } if ( dam <= 0 ) dam = 1; damage( ch, victim, dam, dt ); tail_chain( ); if (!is_safe(ch,victim)) { improve_wpn(ch,dt,right_hand); improve_stance(ch); } return; } bool can_counter( CHAR_DATA *ch) { if (IS_STANCE(ch, STANCE_MONKEY)) return TRUE; else if (IS_POLYAFF(ch, POLY_BAT)) return TRUE; else if (IS_POLYAFF(ch, POLY_RAVEN)) return TRUE; return FALSE; } bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim ) { if (IS_STANCE(ch, STANCE_VIPER)) return TRUE; else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE; else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE; else if (IS_POLYAFF(ch, POLY_SERPENT)) return TRUE; else if (IS_POLYAFF(ch, POLY_WOLF)) return TRUE; else if ( !IS_NPC(ch) && ch->stance[0] >= 11 && ch->stance[0] <= 15 ) { int stance = ch->stance[0]; if (IS_SET(ch->pcdata->qstats[stance-11], QS_SUPER_BYPASS)) return TRUE; } return FALSE; } void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim ) { int max_dam = 1000; if (IS_NPC(ch)) max_dam += (ch->level << 2); else { max_dam += ( ch->pcdata->rank * 100 ); switch( ch->class ) { default: break; case CLASS_ABOMINATION: if ( get_disc(ch,DISC_POTENCE) > 0) max_dam += (get_disc(ch,DISC_POTENCE) * 100); if (get_tribe(ch,TRIBE_SHADOW_LORDS) > 0) max_dam += 100; if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 1) max_dam += 100; if (IS_SET(ch->act, PLR_WOLFMAN)) max_dam += ch->pcdata->wolf; break; case CLASS_BAALI: if (ch->pcdata->wolf > 0) max_dam += ch->beast; if ( get_disc(ch,DISC_POTENCE) > 0) max_dam += (get_disc(ch,DISC_POTENCE) * 100); if (IS_SET(ch->act, PLR_DEMON)) max_dam += 500; else if (IS_EXTRA(ch, EXTRA_PRINCE)) max_dam += 400; else if (IS_EXTRA(ch, EXTRA_SIRE)) max_dam += 300; else max_dam += 200; if ( !IS_NPC(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) ) max_dam += 200; if (ch->in_room != NULL && ch->in_room->vnum == 30000) max_dam += 5000; max_dam += (ch->pcdata->demonic * 10); break; case CLASS_BLACK_SPIRAL_DANCER: if (get_tribe(ch,TRIBE_SHADOW_LORDS) > 0) max_dam += 100; if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 1) max_dam += 100; if (IS_SET(ch->act, PLR_WOLFMAN)) max_dam += ch->pcdata->wolf; if ( get_disc(ch,DISC_POTENCE) > 0) max_dam += (get_disc(ch,DISC_POTENCE) * 50); if (IS_SET(ch->act, PLR_DEMON)) max_dam += 500; else if (IS_EXTRA(ch, EXTRA_PRINCE)) max_dam += 400; else if (IS_EXTRA(ch, EXTRA_SIRE)) max_dam += 300; else max_dam += 200; if ( !IS_NPC(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) ) max_dam += 200; if (ch->in_room != NULL && ch->in_room->vnum == 30000) max_dam += 5000; max_dam += (ch->pcdata->demonic * 10); break; case CLASS_VAMPIRE: case CLASS_LICH: if (ch->pcdata->wolf > 0) max_dam += ch->beast; if ( get_disc(ch,DISC_POTENCE) > 0) max_dam += (get_disc(ch,DISC_POTENCE) * 100); break; case CLASS_DEMON: case CLASS_ANGEL: case CLASS_NEPHANDI: if (IS_SET(ch->act, PLR_DEMON)) max_dam += 500; else if (IS_EXTRA(ch, EXTRA_PRINCE)) max_dam += 400; else if (IS_EXTRA(ch, EXTRA_SIRE)) max_dam += 300; else max_dam += 200; if ( !IS_NPC(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) ) max_dam += 200; if ( IS_ANGEL(ch) ) { if (ch->in_room != NULL && ch->in_room->vnum == 30050) max_dam += 5000; } else { if (ch->in_room != NULL && ch->in_room->vnum == 30000) max_dam += 5000; } if ( ch->class == CLASS_DEMON || ch->class == CLASS_ANGEL ) max_dam += (ch->pcdata->demonic * 20); else max_dam += (ch->pcdata->demonic * 10); break; case CLASS_WEREWOLF: case CLASS_SKINDANCER: if (get_tribe(ch,TRIBE_SHADOW_LORDS) > 0) max_dam += 100; if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 1) max_dam += 100; if (IS_SET(ch->act, PLR_WOLFMAN)) max_dam += ch->pcdata->wolf; if ( get_disc(ch,DISC_POTENCE) > 0) max_dam += (get_disc(ch,DISC_POTENCE) * 50); break; case CLASS_HIGHLANDER: if (IS_ITEMAFF(ch, ITEMA_HIGHLANDER)) { int wpn = ch->pcdata->disc[0]; if (wpn == 1 || wpn == 3) max_dam += ch->wpn[wpn]; } break; } if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500; if (IS_ITEMAFF(victim, ITEMA_ARTIFACT)) max_dam -= 500; if (victim->stance[0] != STANCE_MONKEY) { int stance = ch->stance[0]; if (ch->stance[0] == STANCE_BULL) max_dam += ch->stance[stance]; else if (ch->stance[0] == STANCE_DRAGON) max_dam += ch->stance[stance]; else if (ch->stance[0] == STANCE_TIGER) max_dam += ch->stance[stance]; else if ( !IS_NPC(ch) && ch->stance[0] >= 11 && ch->stance[0] <= 15 ) { if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_LESSER)) max_dam += ch->stance[stance]; else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_GREATER)) max_dam += (ch->stance[stance] * 2); else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_SUPREME)) max_dam += (ch->stance[stance] * 3); } } } if (!IS_NPC(victim)) { if ( get_disc(victim,DISC_FORTITUDE) > 0) max_dam -= (get_disc(victim,DISC_FORTITUDE) * 50); switch( victim->class ) { default: break; case CLASS_ABOMINATION: if (IS_ITEMAFF(ch, ITEMA_SUNSHIELD)) max_dam += 500; if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3 && IS_VAMPAFF(ch, VAM_CLAWS)) max_dam += 200; else { if (IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER)) max_dam += 100; if (IS_ITEMAFF(ch, ITEMA_LEFT_SILVER)) max_dam += 100; } break; case CLASS_VAMPIRE: case CLASS_LICH: if (IS_ITEMAFF(ch, ITEMA_SUNSHIELD)) max_dam += 500; break; case CLASS_DEMON: case CLASS_NEPHANDI: if (victim->in_room != NULL && victim->in_room->vnum == 30000) max_dam *= 0.2; break; case CLASS_ANGEL: if (victim->in_room != NULL && victim->in_room->vnum == 30050) max_dam *= 0.2; break; case CLASS_WEREWOLF: case CLASS_SKINDANCER: if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3 && IS_VAMPAFF(ch, VAM_CLAWS)) max_dam += 200; else { if (IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER) && get_auspice(victim, AUSPICE_RAGABASH) < 5) max_dam += 250; if (IS_ITEMAFF(ch, ITEMA_LEFT_SILVER) && get_auspice(victim, AUSPICE_RAGABASH) < 5) max_dam += 250; } if (get_tribe(victim, TRIBE_BONE_GNAWERS) > 4) max_dam -= 250; break; } if (ch->stance[0] != STANCE_MONKEY) { int stance = victim->stance[0]; if (victim->stance[0] == STANCE_CRAB) max_dam -= victim->stance[stance]; else if (victim->stance[0] == STANCE_DRAGON) max_dam -= victim->stance[stance]; else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= victim->stance[stance]; else if ( !IS_NPC(victim) && stance >= 11 && stance <= 15 ) { if (IS_SET(victim->pcdata->qstats[stance-11], QS_RES_LESSER)) max_dam += victim->stance[stance]; else if (IS_SET(victim->pcdata->qstats[stance-11], QS_RES_GREATER)) max_dam += (victim->stance[stance] * 2); else if (IS_SET(victim->pcdata->qstats[stance-11], QS_RES_SUPREME)) max_dam += (victim->stance[stance] * 3); } } } if (max_dam < 1000) max_dam = 1000; ch->damcap[DAM_CAP] = max_dam; ch->damcap[DAM_CHANGE] = 0; return; } /* * Inflict damage from a hit. */ void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { /* For testing char buf[MAX_INPUT_LENGTH]; */ int max_dam = ch->damcap[DAM_CAP]; bool agg_dam = FALSE; if ( victim == NULL || victim->position == POS_DEAD ) return; /* * Stop up any residual loopholes. */ if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim); /* For testing sprintf(buf,"Damage now %d.\n\r",dam); send_to_char(buf,ch); */ if ( dam > max_dam || dam < 0 ) dam = max_dam; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return; check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch ); victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return; } */ } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); /* * Damage modifiers. */ if ( IS_AFFECTED(ch, AFF_HIDE) ) { if (!can_see(victim,ch)) {dam *= 1.5; send_to_char("You use your concealment to get a surprise attack!\n\r",ch);} REMOVE_BIT( ch->affected_by, AFF_HIDE ); act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM ); } if (!IS_IMMORTAL(ch) && !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_OBFUSCATE)) { send_to_char("You drop out of Obfuscate!\n\r",ch); if (!can_see(victim,ch)) dam *= 1.5; REMOVE_BIT( ch->vampaff, VAM_OBFUSCATE ); act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM ); } if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 ) dam *= 0.5; if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 ) dam -= dam * 0.25; if ( dam < 0 ) dam = 0; /* * Check if damage is aggravated. */ if ( dt >= TYPE_ADD_AGG ) { agg_dam = TRUE; dt -= TYPE_ADD_AGG; while ( dt >= TYPE_ADD_AGG ) dt -= TYPE_ADD_AGG; } /* * Check for disarm, trip, parry, and dodge. */ if ( dt >= TYPE_HIT ) { if ( IS_NPC(ch) && number_percent( ) < 2 ) disarm( ch, victim ); /* if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 ) trip( ch, victim ); */ if ( check_parry( ch, victim, dt ) ) return; if ( IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; else if ( IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; else if ( !IS_NPC(victim) && victim->stance[0] >= 11 && victim->stance[0] <= 15 ) { int stance = victim->stance[0]; if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_PARRY)) { if (victim->stance[stance] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; } } if ( check_dodge( ch, victim, dt ) ) return; if ( IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; else if ( !IS_NPC(victim) && victim->stance[0] >= 11 && victim->stance[0] <= 15 ) { int stance = victim->stance[0]; if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_DODGE)) { if (victim->stance[stance] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; } } } if (IS_POLYAFF(ch, POLY_BAT)) {dt = TYPE_HIT + 10; agg_dam = TRUE;} else if (IS_POLYAFF(ch, POLY_SERPENT)) {dt = gsn_tongue; agg_dam = TRUE;} dam_message( ch, victim, dam, dt ); if (victim == NULL || victim->position == POS_DEAD) return; } hurt_person(ch,victim,dam,agg_dam); return; } void adv_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) { if ( victim->position == POS_DEAD ) return; if ( dam > 1000 ) dam = 1000; if ( victim != ch ) { if ( is_safe( ch, victim ) ) return; check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch ); victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return; } } if ( victim->master == ch ) stop_follower( victim ); if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 ) dam *= 0.5; if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 ) dam -= (dam * 0.25); if ( dam < 0 ) dam = 0; } return; } void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool agg_dam ) { bool is_npc = FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ if (agg_dam && victim->agg < 100) victim->agg++; if (agg_dam) { if (victim->position == POS_MORTAL) victim->agg = 100; if (victim->agg < 100) victim->agg++; if (!IS_NPC(victim)) SET_BIT(victim->act, PLR_LAST_AGG); } else if (!IS_NPC(victim)) REMOVE_BIT(victim->act, PLR_LAST_AGG); victim->hit -= dam; if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1) victim->hit = 1; update_pos( victim ); switch( victim->position ) { case POS_MORTAL: if (IS_VAMPIRE(victim)) { act( "$n is mortally wounded, and spraying blood everywhere.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You have been torpored.\n\r",victim ); } else { act( "$n is mortally wounded, and spraying blood everywhere.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are mortally wounded, and spraying blood everywhere.\n\r", victim ); } break; case POS_INCAP: act( "$n is incapacitated, and bleeding badly.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are incapacitated, and bleeding badly.\n\r", victim ); break; case POS_STUNNED: act( "$n is stunned, but will soon recover.", victim, NULL, NULL, TO_ROOM ); send_to_char("You are stunned, but will soon recover.\n\r", victim ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); send_to_char( "You have been KILLED!!\n\r", victim ); break; default: if ( dam > victim->max_hit * 0.25 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit * 0.25 && dam > 0 ) { if (!IS_NPC(victim) && IS_VAMPIRE(victim) && number_percent() < victim->beast) vamp_rage(victim); else send_to_char( "You sure are BLEEDING!\n\r", victim ); } break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if (victim->hit <= 0 ) { group_gain( ch, victim ); victim->position = POS_DEAD; if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum ); log_string( log_buf ); } demon_gain( ch, victim ); if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath++; if (IS_NPC(victim)) is_npc = TRUE; raw_kill( victim, ch ); if ( IS_SET(ch->act, PLR_AUTOLOOT) ) do_get( ch, "all corpse" ); else do_look( ch, "in corpse" ); if ( !IS_NPC(ch) && is_npc ) { if ( IS_SET(ch->act, PLR_AUTOSAC) ) do_sacrifice( ch, "corpse" ); } return; } if ( victim == ch ) return; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return; } } /* * Wimp out? */ if ( IS_NPC(victim) && dam > 0 ) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 1 ) == 0 && victim->hit < victim->max_hit * 0.5 ) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } else if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait == 0 ) do_flee( victim, "" ); else if (IS_AFFECTED(victim, AFF_FEAR)) do_flee(victim,""); tail_chain( ); return; } bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim ) { /* Ethereal people can only attack other ethereal people */ if (ch->in_room != victim->in_room) return TRUE; if ( !IS_NPC(ch) && get_trust(ch) == LEVEL_BUILDER ) { send_to_char( "Don't fight, build.\n\r", ch ); return TRUE; } if ( !IS_NPC(victim) && get_trust(victim) == LEVEL_BUILDER ) { send_to_char( "They build, not fight.\n\r", ch ); return TRUE; } if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot while ethereal.\n\r", ch ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot fight an ethereal person.\n\r", ch ); return TRUE; } if (IS_POLYAFF(ch, POLY_MIST) || IS_POLYAFF(victim, POLY_MIST)) { send_to_char( "People in mist form may not enter combat.\n\r", ch ); return TRUE; } if (IS_POLYAFF(ch, POLY_SHADOW) || IS_POLYAFF(victim, POLY_SHADOW)) { send_to_char( "People in smoke form may not enter combat.\n\r", ch ); return TRUE; } /* You cannot attack across planes */ if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( ch->in_room == NULL || IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) { send_to_char( "Something in the air prevents you from attacking.\n\r", ch ); return TRUE; } if (victim == NULL || victim->in_room == NULL) return TRUE; if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char( "Something in the air prevents you from attacking.\n\r", ch ); return TRUE; } if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) ) { send_to_char( "Objects cannot fight!\n\r", ch ); return TRUE; } else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH)) { send_to_char( "You cannot attack an object.\n\r", ch ); return TRUE; } if ( IS_VAMPAFF(ch,VAM_EARTHMELDED) || IS_VAMPAFF(victim,VAM_EARTHMELDED) ) return TRUE; /* Thx Josh! */ if ( victim->fighting == ch ) return FALSE; if ( IS_NPC(ch) && IS_NEWBIE(victim) && IS_SET(ch->act, ACT_COMMANDED) ) { send_to_char( "Newbie killing of ANY form is forbidden.\n\r", ch ); return TRUE; } if ( IS_NPC(victim) && IS_NEWBIE(ch) && IS_SET(victim->act, ACT_COMMANDED) ) { send_to_char( "Newbies cannot attack player-controlled mobs.\n\r", ch ); return TRUE; } if ( IS_NPC(ch) && IS_MORE(victim, MORE_ANIMAL_MASTER) ) { send_to_char( "You like them too much to attack them.\n\r", ch ); return TRUE; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return TRUE; } if (IS_ITEMAFF(victim, ITEMA_PEACE)) { if (IS_WEREWOLF(victim)) send_to_char( "They look FAR too scary to attack!\n\r", ch ); else send_to_char( "They look FAR too imposing to attack!\n\r", ch ); return TRUE; } if ( IS_NPC(ch) || IS_NPC(victim) ) return FALSE; /* if ( ch->trust > LEVEL_BUILDER ) // Don't like this idea FIXME -Chrono { send_to_char( "You cannot fight if you have implementor powers!\n\r", ch ); return TRUE; } if ( victim->trust > LEVEL_BUILDER ) { send_to_char( "You cannot fight someone with implementor powers!\n\r", ch ); return TRUE; } */ if ( !CAN_PK(ch) || !CAN_PK(victim) ) { send_to_char( "Mortals are not permitted to fight other players.\n\r", ch ); return TRUE; } if ( ch->desc == NULL || victim->desc == NULL ) { if (victim->position != POS_FIGHTING && victim->position > POS_STUNNED) { send_to_char( "They are currently link dead.\n\r", ch ); return TRUE; } } if (!IS_NPC(ch) && !IS_NPC(victim)) { if (IS_NEWBIE(ch)) { send_to_char( "You cannot attack players while you are a newbie.\n\r", ch ); return TRUE; } else if (IS_NEWBIE(victim)) { send_to_char( "You cannot attack newbies.\n\r", ch ); return TRUE; } if (IS_MORE(ch, MORE_LOYAL) && strlen(ch->pcdata->conding) > 1 && !str_cmp(ch->pcdata->conding, victim->name)) { send_to_char( "You refuse to attack your master!\n\r", ch ); return TRUE; } else if (strlen(ch->pcdata->love) > 1 && !str_cmp(ch->pcdata->love, victim->name)) { send_to_char( "How could you attack someone you love?!\n\r", ch ); return TRUE; } } return FALSE; } bool auto_safe( CHAR_DATA *ch, CHAR_DATA *victim ) { if (ch->in_room != victim->in_room) return TRUE; if ( !IS_NPC(ch) && get_trust(ch) == LEVEL_BUILDER ) return TRUE; if ( !IS_NPC(victim) && get_trust(victim) == LEVEL_BUILDER ) return TRUE; if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) ) return TRUE; if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) ) return TRUE; if (IS_POLYAFF(ch, POLY_MIST) || IS_POLYAFF(victim, POLY_MIST)) return TRUE; if (IS_POLYAFF(ch, POLY_SHADOW) || IS_POLYAFF(victim, POLY_SHADOW)) return TRUE; if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) ) return TRUE; if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) ) return TRUE; if ( ch->in_room == NULL || IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) return TRUE; if (victim == NULL || victim->in_room == NULL) return TRUE; if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) return TRUE; if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) ) return TRUE; else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH)) return TRUE; if ( IS_VAMPAFF(ch,VAM_EARTHMELDED) || IS_VAMPAFF(victim,VAM_EARTHMELDED) ) return TRUE; if ( victim->fighting == ch ) return FALSE; if ( IS_NPC(ch) && IS_NEWBIE(victim) && IS_SET(ch->act, ACT_COMMANDED) ) return TRUE; if ( IS_NPC(victim) && IS_NEWBIE(ch) && IS_SET(victim->act, ACT_COMMANDED) ) return TRUE; if ( IS_NPC(ch) && IS_MORE(victim, MORE_ANIMAL_MASTER) ) return TRUE; if (IS_ITEMAFF(ch, ITEMA_PEACE)) return TRUE; if (IS_ITEMAFF(victim, ITEMA_PEACE)) return TRUE; if ( IS_NPC(ch) || IS_NPC(victim) ) return FALSE; if ( ch->trust > LEVEL_BUILDER ) return TRUE; if ( victim->trust > LEVEL_BUILDER ) return TRUE; if ( !CAN_PK(ch) || !CAN_PK(victim) ) return TRUE; if ( ch->desc == NULL || victim->desc == NULL ) { if (victim->position != POS_FIGHTING && victim->position > POS_STUNNED) return TRUE; } if (!IS_NPC(ch) && !IS_NPC(victim)) { if (IS_NEWBIE(ch)) return TRUE; else if (IS_NEWBIE(victim)) return TRUE; if (IS_MORE(ch, MORE_LOYAL) && strlen(ch->pcdata->conding) > 1 && !str_cmp(ch->pcdata->conding, victim->name)) return TRUE; else if (strlen(ch->pcdata->love) > 1 && !str_cmp(ch->pcdata->love, victim->name)) return TRUE; } return FALSE; } bool no_attack( CHAR_DATA *ch, CHAR_DATA *victim ) { if (ch->in_room != victim->in_room) return TRUE; /* Ethereal people can only attack other ethereal people */ if ( !IS_NPC(ch) && get_trust(ch) == LEVEL_BUILDER ) { send_to_char( "Don't fight, build.\n\r", ch ); return TRUE; } if ( !IS_NPC(victim) && get_trust(victim) == LEVEL_BUILDER ) { send_to_char( "They build, not fight.\n\r", ch ); return TRUE; } if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot while ethereal.\n\r", ch ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot fight an ethereal person.\n\r", ch ); return TRUE; } if (IS_POLYAFF(ch, POLY_MIST) || IS_POLYAFF(victim, POLY_MIST)) { send_to_char( "People in mist form may not enter combat.\n\r", ch ); return TRUE; } if (IS_POLYAFF(ch, POLY_SHADOW) || IS_POLYAFF(victim, POLY_SHADOW)) { send_to_char( "People in smoke form may not enter combat.\n\r", ch ); return TRUE; } /* You cannot attack across planes */ if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( ch->in_room == NULL || IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) { send_to_char( "Something in the air prevents you from attacking.\n\r", ch ); return TRUE; } if (IS_ITEMAFF(victim, ITEMA_PEACE)) { if (IS_WEREWOLF(victim)) send_to_char( "They look FAR too scary to attack!\n\r", ch ); else send_to_char( "They look FAR too imposing to attack!\n\r", ch ); return TRUE; } if (victim == NULL || victim->in_room == NULL) return TRUE; if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char( "Something in the air prevents you from attacking.\n\r", ch ); return TRUE; } if ( IS_VAMPAFF(ch,VAM_EARTHMELDED) || IS_VAMPAFF(victim,VAM_EARTHMELDED) ) return TRUE; if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) ) { send_to_char( "Objects cannot fight!\n\r", ch ); return TRUE; } else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH) ) { send_to_char( "You cannot attack objects.\n\r", ch ); return TRUE; } if ( victim->fighting == ch ) return FALSE; if ( IS_NPC(ch) && IS_NEWBIE(victim) && IS_SET(ch->act, ACT_COMMANDED) ) { send_to_char( "Newbie killing of ANY form is forbidden.\n\r", ch ); return TRUE; } if ( IS_NPC(victim) && IS_NEWBIE(ch) && IS_SET(victim->act, ACT_COMMANDED) ) { send_to_char( "Newbies cannot attack player-controlled mobs.\n\r", ch ); return TRUE; } if ( IS_NPC(ch) && IS_MORE(victim, MORE_ANIMAL_MASTER) ) { send_to_char( "You like them too much to attack them.\n\r", ch ); return TRUE; } return FALSE; } /* * See if an attack justifies a KILLER flag. */ void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { /* * Follow charm thread to responsible character. * Attacking someone's charmed char is hostile! */ while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) victim = victim->master; /* * NPC's are fair game. * So are killers and thieves. */ if ( IS_NPC(victim) ) return; /* * Charm-o-rama. */ if ( IS_SET(ch->affected_by, AFF_CHARM) ) { if ( ch->master == NULL ) { affect_strip( ch, gsn_charm_person ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } stop_follower( ch ); return; } return; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *obj = NULL; int chance = 0; bool claws = FALSE; int num_hands = 0; bool no_parry = FALSE; if ( !IS_AWAKE(victim) || IS_POLYAFF(victim, POLY_SERPENT) || IS_POLYAFF(victim, POLY_BAT) || IS_POLYAFF(victim, POLY_RAVEN) ) return FALSE; if ( IS_NPC(victim) ) obj = NULL; else { if (get_eq_char(victim, WEAR_WIELD) != NULL) num_hands++; if (get_eq_char(victim, WEAR_HOLD) != NULL) num_hands++; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL || obj->item_type != ITEM_WEAPON || number_percent() <= 50 ) { if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL || obj->item_type != ITEM_WEAPON ) { if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL || obj->item_type != ITEM_WEAPON ) { if ( num_hands < 2 && IS_VAMPAFF(victim, VAM_CLAWS) ) { if ((IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_RED_TALONS) > 2) || ((IS_VAMPIRE(victim) || IS_GHOUL(victim)) && get_disc(victim, DISC_PROTEAN) >= 2)) { obj = NULL; claws = TRUE; } else no_parry = TRUE; } else no_parry = TRUE; } } if (no_parry) return FALSE; } } if (dt < 1000 || dt > 1012) return FALSE; if (!IS_NPC(ch) || ch->wpn[0] > 0) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(ch) || victim->wpn[0] > 0) chance += (victim->wpn[dt-1000] * 0.5); else chance += victim->level; if (IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[STANCE_CRANE] * 0.25); else if (IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[STANCE_MANTIS] * 0.25); else if ( !IS_NPC(victim) && victim->stance[0] >= 11 && victim->stance[0] <= 15 ) { int stance = victim->stance[0]; if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_PARRY)) { if (victim->stance[stance] > 100 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[stance] * 0.25); } } chance -= (char_hitroll(ch) * 0.1); if (claws) { if ( (IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_RED_TALONS) > 3) || (get_disc(victim, DISC_PROTEAN) >= 5)) chance += (char_hitroll(victim) * 0.1); else if ( (IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_RED_TALONS) > 2) || (get_disc(victim, DISC_PROTEAN) >= 4)) chance += (char_hitroll(victim) * 0.075); else if (get_disc(victim, DISC_PROTEAN) >= 3) chance += (char_hitroll(victim) * 0.050); else chance += (char_hitroll(victim) * 0.025); } else chance += (char_hitroll(victim) * 0.1); if (!IS_NPC(ch)) { if ( get_celerity(ch) > 0) chance -= get_celerity(ch) * 3; else if (IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) ) { if (IS_SET(ch->act, PLR_DEMON)) chance -= 30; else if (IS_EXTRA(ch,EXTRA_PRINCE)) chance -= 25; else if (IS_EXTRA(ch,EXTRA_SIRE)) chance -= 20; else chance -= 15; } if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_PHILODOX) > 3 ) chance -= ((get_auspice(ch, AUSPICE_PHILODOX)-2) * 5); } if (!IS_NPC(victim)) { if ( get_celerity(victim) > 0) chance += get_celerity(victim) * 3; else if (IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED) ) { if (IS_SET(victim->act, PLR_DEMON)) chance += 30; else if (IS_EXTRA(victim,EXTRA_PRINCE)) chance += 25; else if (IS_EXTRA(victim,EXTRA_SIRE)) chance += 20; else chance += 15; } if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_SILENT_STRIDERS) > 0 ) { if (get_tribe(victim, TRIBE_SILENT_STRIDERS) > 2 ) chance += 10; else chance += 5; } } if (chance > 75) chance = 75; else if (chance < 25) chance = 25; if (!IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED)) chance -= 20; if (!IS_NPC(victim) && IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED)) chance += 20; if ( number_percent( ) < 100 && number_percent( ) >= chance ) return FALSE; if (claws) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR ); return TRUE; } if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR ); return TRUE; } if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "You parry $n's blow.", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "$N parries your blow.", ch, NULL, victim, TO_CHAR ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance = 0; int dodge_type = number_range(1,9); if ( !IS_AWAKE(victim) ) return FALSE; if (!IS_NPC(ch) || ch->wpn[0] > 0) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim) || victim->wpn[0] > 0) chance += (victim->wpn[0] * 0.5); else chance += victim->level; if (IS_POLYAFF(victim, POLY_SERPENT)) chance += 50; else if (IS_POLYAFF(victim, POLY_BAT)) chance += 100; else if (IS_POLYAFF(victim, POLY_RAVEN)) chance += 100; else if (IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) (chance += victim->stance[STANCE_MONGOOSE] * 0.25); else if (IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) (chance += victim->stance[STANCE_SWALLOW] * 0.25); else if ( !IS_NPC(victim) && victim->stance[0] >= 11 && victim->stance[0] <= 15 ) { int stance = victim->stance[0]; if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_DODGE)) { if (victim->stance[stance] > 100 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[stance] * 0.25); } } if (!IS_NPC(ch)) { if ( get_celerity(ch) > 0) chance -= get_celerity(ch) * 3; else if (IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) ) { if (IS_SET(ch->act, PLR_DEMON)) chance -= 30; else if (IS_EXTRA(ch,EXTRA_PRINCE)) chance -= 25; else if (IS_EXTRA(ch,EXTRA_SIRE)) chance -= 20; else chance -= 15; } if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_PHILODOX) > 3 ) chance -= ((get_auspice(ch, AUSPICE_PHILODOX)-2) * 5); } if (!IS_NPC(victim)) { if ( get_celerity(victim) > 0) chance += get_celerity(victim) * 3; else if (IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED) ) { if (IS_SET(victim->act, PLR_DEMON)) chance += 30; else if (IS_EXTRA(victim,EXTRA_PRINCE)) chance += 25; else if (IS_EXTRA(victim,EXTRA_SIRE)) chance += 20; else chance += 15; } if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_SILENT_STRIDERS) > 0 ) { if (get_tribe(victim, TRIBE_SILENT_STRIDERS) > 2 ) chance += 10; else chance += 5; } if (IS_WEREWOLF(victim) && get_breed(ch, BREED_LUPUS) > 2 ) chance += ((get_breed(ch, BREED_LUPUS)-2) * 5); } if (chance > 75) chance = 75; else if (chance < 25) chance = 25; if (!IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED)) chance -= 20; if (!IS_NPC(victim) && IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED)) chance += 20; if ( number_percent( ) < 100 && number_percent( ) >= chance ) return FALSE; if (IS_POLYAFF(victim, POLY_BAT) || IS_POLYAFF(victim, POLY_SERPENT)) dodge_type = 0; if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) { switch (dodge_type) { default: act( "You dodge $n's blow.", ch, NULL, victim, TO_VICT ); break; case 1: act( "You duck under $n's blow.", ch, NULL, victim, TO_VICT ); break; case 2: case 3: case 4: case 5: case 6: act( "You sidestep $n's blow.", ch, NULL, victim, TO_VICT ); break; case 7: act( "You jump over $n's blow.", ch, NULL, victim, TO_VICT ); break; case 8: act( "You leap out of the way of $n's blow.", ch, NULL, victim, TO_VICT ); break; case 9: act( "You roll under $n's blow.", ch, NULL, victim, TO_VICT ); break; } } if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) { switch (dodge_type) { default: act( "$N dodges your blow.", ch, NULL, victim, TO_CHAR ); break; case 1: act( "$N ducks under your blow.", ch, NULL, victim, TO_CHAR ); break; case 2: case 3: case 4: case 5: case 6: act( "$N sidesteps your blow.", ch, NULL, victim, TO_CHAR ); break; case 7: act( "$N jumps over your blow.", ch, NULL, victim, TO_CHAR ); break; case 8: act( "$N leaps out of the way of your blow.", ch, NULL, victim, TO_CHAR ); break; case 9: act( "$N rolls under your blow.", ch, NULL, victim, TO_CHAR ); break; } } return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { CHAR_DATA *mount; if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) { bool gm_stance = FALSE; victim->position = POS_STANDING; if (victim->stance[0] > 0) { int stance = victim->stance[0]; if (victim->stance[stance] >= 200) gm_stance = TRUE; } if (victim->max_hit * 0.25 > victim->hit || !gm_stance) { act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM); act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR); } else { act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM); act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR); } } return; } else if ( (mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off $N.",mount,NULL,victim,TO_ROOM); act("You roll off $N.",mount,NULL,victim,TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.",victim,NULL,mount,TO_ROOM); act("You fall off $N.",victim,NULL,mount,TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } if (!IS_NPC(victim) && victim->hit <=-11 && is_undying(victim) && !IS_SET(victim->act, PLR_LAST_AGG)) { victim->hit = -10; if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE); return; } if ( IS_NPC(victim) || victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; if (victim->sat != NULL && !CAN_SIT(victim)) { victim->sat->sat = NULL; victim->sat = NULL; } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch, CHAR_DATA *maker ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 60, 120 ); corpse->value[2]= ch->pIndexData->vnum; if ( ch->gold > 0 ) { obj_to_obj( create_money( ch->gold ), corpse ); ch->gold = 0; } } else { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range( 600, 1200 ); /* Why should players keep their gold? */ if ( ch->gold > 0 ) { obj = create_money( ch->gold ); if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_obj( obj, corpse ); ch->gold = 0; } } free_string(corpse->questmaker); if (IS_NPC(maker)) corpse->questmaker = str_dup(maker->short_descr); else corpse->questmaker = str_dup(maker->name); free_string(corpse->questowner); if (IS_NPC(ch)) corpse->questowner = str_dup(ch->short_descr); else corpse->questowner = str_dup(ch->name); if (ch->in_room != NULL) corpse->specpower = ch->in_room->vnum; sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; obj_from_char( obj ); if ( IS_SET( obj->extra_flags, ITEM_VANISH ) ) extract_obj( obj ); else { if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_obj( obj, corpse ); } } /* If you die in the shadowplane, your corpse should stay there */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE); obj_to_room( corpse, ch->in_room ); return; } void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; if ( IS_NPC(ch) ) msg = "You hear something's death cry."; else msg = "You hear someone's death cry."; was_in_room = ch->in_room; for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->to_room != NULL && pexit->to_room != was_in_room ) { ch->in_room = pexit->to_room; act( msg, ch, NULL, NULL, TO_ROOM ); } } ch->in_room = was_in_room; return; } void make_part( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int vnum; argument = one_argument(argument,arg); vnum = 0; if (arg[0] == '\0') return; if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD; else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM; else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG; else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS; else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN; else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL; else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD; else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE; else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE; else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD; else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR; else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE; else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH; else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE; else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND; else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT; else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB; else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX; else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE; else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING; else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE; else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE; if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); if (IS_NPC(ch)) obj->timer = number_range(30,60); else obj->timer = -1; if (!str_cmp(arg,"head") && IS_NPC(ch)) obj->value[1] = ch->pIndexData->vnum; else if (!str_cmp(arg,"head") && !IS_NPC(ch)) {ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(30,60);} else if (!str_cmp(arg,"brain") && !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD)) { if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL; ch->pcdata->chobj = obj; obj->chobj = ch; obj->timer = number_range(30,60); } /* For blood :) KaVir */ if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 30; /* For voodoo dolls - KaVir */ if (!IS_NPC(ch)) { sprintf( buf, obj->name, name ); free_string( obj->name ); obj->name = str_dup( buf ); } else { sprintf( buf, obj->name, "mob" ); free_string( obj->name ); obj->name = str_dup( buf ); } sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); free_string( obj->questmaker ); obj->questmaker = str_dup( ch->name ); if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); if (IS_DEMON(ch)) SET_BIT( obj->quest, QUEST_FOLLOWING ); obj_to_room( obj, ch->in_room ); } return; } void raw_kill( CHAR_DATA *victim, CHAR_DATA *ch ) { CHAR_DATA *mount; if (!IS_NPC(victim) && victim->form > 0) death_message(ch,victim); stop_fighting( victim, TRUE ); victim->agg = 0; if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill++; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath++; if (!IS_NPC(victim) && !IS_NPC(ch) && ch != victim) { ch->pkill++; victim->pdeath++; } if (IS_NPC(victim) && (IS_EXTRA(victim, EXTRA_ILLUSION) || IS_SPIRIT(victim))) act("$n slowly fades away to nothing.",victim,NULL,NULL,TO_ROOM); else if (IS_NPC(victim) && strlen(victim->powertype) > 1 && !str_cmp(victim->powertype,"zombie")) act("$n crumbles to dust as $e hits the floor.",victim,NULL,NULL,TO_ROOM); else if (!IS_NPC(victim) || !IS_EXTRA(victim, EXTRA_ILLUSION)) { death_cry( victim ); make_corpse( victim, ch ); } if ( (mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM); act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.",victim,NULL,mount,TO_ROOM); act("You fall off $N.",victim,NULL,mount,TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } victim->position = POS_DEAD; if ( IS_NPC(victim) ) { victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++; char_from_room(victim); char_to_room(victim,get_room_index(ROOM_VNUM_DISCONNECTION)); extract_char( victim, TRUE ); return; } victim->hit = 1; REMOVE_BIT(victim->extra, EXTRA_DYING); extract_char( victim, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL)) { victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL; else victim->affected_by = 0; REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); REMOVE_BIT(victim->extra, EXTRA_PREGNANT); REMOVE_BIT(victim->extra, EXTRA_LABOUR); REMOVE_BIT(victim->extra, EXTRA_NO_ACTION); victim->pcdata->demonic = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->blood[0] = victim->blood[1]; victim->armor = 100; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; do_call(victim,"all"); do_autosave( victim,"" ); return; } void behead( CHAR_DATA *victim, CHAR_DATA *ch ) { char buf [MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; location = victim->in_room; stop_fighting( victim, TRUE ); make_corpse( victim, ch ); extract_char( victim, FALSE ); char_from_room(victim); char_to_room(victim,location); if (victim == NULL) {bug( "Behead: Victim no longer exists.", 0 );return;} make_part( victim, "head" ); while ( victim->affected ) affect_remove( victim, victim->affected ); if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL)) { victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL; else victim->affected_by = 0; REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); REMOVE_BIT(victim->extra, EXTRA_PREGNANT); REMOVE_BIT(victim->extra, EXTRA_LABOUR); REMOVE_BIT(victim->extra, EXTRA_NO_ACTION); victim->pcdata->demonic = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->blood[0] = victim->blood[1]; victim->affected_by = 0; victim->armor = 100; victim->position = POS_STANDING; victim->hit = 1; victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; SET_BIT(victim->loc_hp[0],LOST_HEAD); SET_BIT(victim->affected_by,AFF_POLYMORPH); sprintf(buf,"the severed head of %s",victim->name); free_string(victim->morph); victim->morph = str_dup(buf); do_call(victim,"all"); do_autosave( victim,"" ); return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; CHAR_DATA *mount; int xp; int temp = 0; int members; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) return; members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if (IS_NPC(gch)) continue; if ( is_same_group( gch, ch ) ) members++; } if ( members == 0 ) { // bug( "Group_gain: members.", members ); members = 1; } lch = (ch->leader != NULL) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { int xp_modifier = 100; if (IS_NPC(gch)) continue; if (!is_same_group(gch, ch)) continue; xp = xp_compute(gch, victim); xp *= ccenter[CCENTER_EXP_LEVEL]; xp /= 100; sprintf(buf2,"#0-=-=-= #WExp modifiers #G:"); if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_GOOD(gch) && IS_EVIL(victim))) { xp_modifier += 25; strcat(buf2," #Calignment#n"); } if ((IS_EVIL(gch) && IS_EVIL(victim)) || (IS_GOOD(gch) && IS_GOOD(victim))) { xp_modifier -= 25; strcat(buf2," #palignment#n"); } if((get_age(gch)-17)<2) /* 4 hours worth of newbie exp. */ { xp_modifier += 200; strcat(buf2," #CNewbie#n"); } if (gch->race < 1); else if (gch->race < 5) { xp_modifier += 25; xp_modifier += UMIN(100, temp / 50); strcat(buf2," #0status#n"); } else if (gch->race < 10) { xp_modifier += 50; xp_modifier += UMIN(100, temp / 50); strcat(buf2," #cstatus#n"); } else if (gch->race < 15) { xp_modifier += 75; xp_modifier += UMIN(100, temp / 50); strcat(buf2," #Cstatus#n"); } else if (gch->race < 20) { xp_modifier += 100; xp_modifier += UMIN(100, temp / 50); strcat(buf2," #Bstatus#n"); } else if (gch->race < 25) { xp += 150; xp_modifier += UMIN(100, temp / 50); strcat(buf2," #gstatus#n"); } else { xp += 200; xp_modifier += UMIN(100, temp / 50); strcat(buf2," #Gstatus#n"); } if (members > 1) { strcat(buf2," #pgrouped#n"); xp_modifier *= 100; xp_modifier /= 75 * members; } strcat(buf2," #0=-=-=-#n\n\r"); xp = xp * xp_modifier / 100; // if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2, gch); sprintf(buf2,"#0-=-=-= #WTotal modifier #R: #Y%d #Wpercent bonus#n\n\r",xp_modifier - 100); // if (!IS_SET(gch->act, PLR_BRIEF4)) send_to_char(buf2, gch); if ((get_age(gch) - 17) > 2 && ch->level < 3) xp /= 10; /* anti mortal exp bot thingie */ if (xp > ccenter[CCENTER_MAX_EXP]) xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1); if (xp < 0) xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1); if ((mount = gch->mount) != NULL) send_to_char(buf, mount); sprintf( buf, "#R-->#0You receive #W%d #0experience points.#n\n\r", xp ); send_to_char(buf, ch); gain_exp( gch, xp ); if ((gch->exp >= 2000000000) || (gch->exp <= 0)) { send_to_char("Your exp caps at 2 bill, use some of it first.\n\r", ch); gch->exp = 2000000000; } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim ) { int xp; xp = ((victim->level)*number_range(90,110))*ccenter[CCENTER_EXP_LEVEL]; if (xp < 0) xp = 0; if (xp > 0 && xp < ccenter[CCENTER_MIN_EXP]) xp = number_range(ccenter[CCENTER_MIN_EXP] * 0.9, ccenter[CCENTER_MIN_EXP] * 1.1); if (xp > ccenter[CCENTER_MAX_EXP]) xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1); if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP))) return 1; if (!IS_NPC(gch) && IS_NPC(victim)) { if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL]) gch->pcdata->score[SCORE_HIGH_LEVEL] = victim->level; gch->pcdata->score[SCORE_TOTAL_XP] += xp; if (xp > gch->pcdata->score[SCORE_HIGH_XP]) gch->pcdata->score[SCORE_HIGH_XP] = xp; } return (int) xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { static char * const attack_table[] = { "hit", "slice", "stab", "slash", "whip", "claw", "blast", "pound", "crush", "grep", "bite", "pierce", "suck" }; static char * const attack_table2[] = { "hits", "slices", "stabs", "slashes", "whips", "claws", "blasts", "pounds", "crushes", "greps", "bites", "pierces", "sucks" }; char buf1[512], buf2[512], buf3[512]; const char *vs; const char *vp; const char *attack; const char *attack2; int damp; int bodyloc; int recover; bool critical = FALSE; char punct; if ( dt >= TYPE_ADD_AGG ) { dt -= TYPE_ADD_AGG; while ( dt >= TYPE_ADD_AGG ) dt -= TYPE_ADD_AGG; } if ( dam == 0 ) { vs = " #cmiss#n"; vp = " #cmisses#n"; } else if ( dam <= 25 ) { vs = " #ylightly#n"; vp = " #ylightly#n"; } else if ( dam <= 50 ) { vs = " #oslightly#n"; vp = " #oslightly#n"; } else if ( dam <= 100 ) { vs = " #rhard#n"; vp = " #rhard#n"; } else if ( dam <= 250 ) { vs = " #Rvery hard#n"; vp = " #Rvery hard#n"; } else if ( dam <= 500 ) { vs = " #gextremely hard#n";vp = " #gextremely hard#n";} else { vs = " #Gincredibly hard#n";vp = " #gincredibly hard#n";} if (IS_NPC(victim)) damp = 0; else damp = -10; if ( (victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) || (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)) ) { punct = (dam <= 250) ? '.' : '!'; if ( dt == TYPE_HIT ) { if (dam == 0) { if (IS_VAMPAFF(ch, VAM_CLAWS) && IS_MORE(ch, MORE_HAND_FLAME)) { sprintf( buf1, "$n's flaming claw%s $N%c", vp, punct ); sprintf( buf2, "Your flaming claw%s $N%c", vs, punct ); sprintf( buf3, "$n's flaming claw%s you%c", vp, punct ); critical = TRUE; } else if (IS_VAMPAFF(ch, VAM_CLAWS)) { sprintf( buf1, "$n's claw%s $N%c", vp, punct ); sprintf( buf2, "Your claw%s $N%c", vs, punct ); sprintf( buf3, "$n's claw%s you%c", vp, punct ); critical = TRUE; } else if (IS_MORE(ch, MORE_HAND_FLAME)) { sprintf( buf1, "$n's flaming hand%s $N%c", vp, punct ); sprintf( buf2, "Your flaming hand%s $N%c", vs, punct ); sprintf( buf3, "$n's flaming hand%s you%c", vp, punct ); critical = TRUE; } else { sprintf( buf1, "$n%s $N%c", vp, punct ); sprintf( buf2, "You%s $N%c", vs, punct ); sprintf( buf3, "$n%s you%c", vp, punct ); } } else if (IS_VAMPAFF(ch, VAM_CLAWS) && IS_MORE(ch, MORE_HAND_FLAME)) { sprintf( buf1, "$n's flaming claw hits $N%s%c", vp, punct ); sprintf( buf2, "Your flaming claw hits $N%s%c #0[#R%d#0]#n", vs, punct, dam ); sprintf( buf3, "$n's flaming claw hits you%s%c #0[#R%d#0]#n", vp, punct, dam ); critical = TRUE; } else if (IS_VAMPAFF(ch, VAM_CLAWS)) { sprintf( buf1, "$n's claw hits $N%s%c", vp, punct ); sprintf( buf2, "Your claw hits $N%s%c #0[#R%d#0]#n", vs, punct, dam ); sprintf( buf3, "$n's claw hits you%s%c #0[#R%d#0]#n", vp, punct, dam ); critical = TRUE; } else if (IS_MORE(ch, MORE_HAND_FLAME)) { sprintf( buf1, "$n's flaming hand hits $N%s%c", vp, punct ); sprintf( buf2, "Your flaming hand hits $N%s%c #0[#R%d#0]#n", vs, punct, dam ); sprintf( buf3, "$n's flaming hand hits you%s%c #0[#R%d#0]#n", vp, punct, dam ); critical = TRUE; } else { sprintf( buf1, "$n hits $N%s%c", vp, punct ); sprintf( buf2, "You hit $N%s%c #0[#R%d#0]#n", vs, punct, dam ); sprintf( buf3, "$n hits you%s%c #0[#R%d#0]#n", vp, punct, dam ); critical = TRUE; } } else { if ( dt == TYPE_HIT && IS_VAMPAFF(ch,VAM_CLAWS) ) { attack = attack_table[dt - TYPE_HIT + 5]; attack2 = attack_table2[dt - TYPE_HIT + 5]; } else if ( dt >= 0 && dt < MAX_SKILL ) { attack = skill_table[dt].noun_damage; attack2 = skill_table[dt].noun_damage; } else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) ) { attack = attack_table[dt - TYPE_HIT]; attack2 = attack_table2[dt - TYPE_HIT]; } else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0]; attack2 = attack_table2[0]; } if (dam == 0) { sprintf( buf1, "$n's %s%s $N%c", attack, vp, punct ); sprintf( buf2, "Your %s%s $N%c", attack, vp, punct ); sprintf( buf3, "$n's %s%s you%c", attack, vp, punct ); } else { if ( dt >= 0 && dt < MAX_SKILL ) { sprintf( buf1, "$n's %s strikes $N%s%c", attack2, vp, punct ); sprintf( buf2, "Your %s strikes $N%s%c #0[#R%d#0]#n", attack, vp, punct, dam ); sprintf( buf3, "$n's %s strikes you%s%c #0[#R%d#0]#n", attack2, vp, punct, dam ); } else { sprintf( buf1, "$n %s $N%s%c", attack2, vp, punct ); sprintf( buf2, "You %s $N%s%c #0[#R%d#0]#n", attack, vp, punct, dam ); sprintf( buf3, "$n %s you%s%c #0[#R%d#0]#n", attack2, vp, punct, dam ); critical = TRUE; } } recover = 0; if ( IS_IMMUNE(victim, IMM_SLASH) && (attack == "slash" || attack == "slice") && dam > 0 ) recover = number_range(1,dam); if ( IS_IMMUNE(victim, IMM_STAB) && (attack == "stab" || attack == "pierce") && dam > 0 ) recover = number_range(1,dam); if ( IS_IMMUNE(victim, IMM_SMASH) && (attack == "blast" || attack == "pound" || attack == "crush") && dam > 0 ) recover = number_range(1,dam); if ( IS_IMMUNE(victim, IMM_ANIMAL) && (attack == "bite" || attack == "claw") && dam > 0 ) recover = number_range(1,dam); if ( IS_IMMUNE(victim, IMM_MISC) && (attack == "grep" || attack == "suck" || attack == "whip") && dam > 0 ) recover = number_range(1,dam); if ( !IS_NPC(victim) && get_disc(victim,DISC_FORTITUDE) > 0 && (dam-recover) > 0) { int per_red = 0; switch( get_disc(victim,DISC_FORTITUDE) ) { default: per_red = 0; break; case 1: per_red = number_range(10,20); break; case 2: per_red = number_range(20,40); break; case 3: per_red = number_range(30,60); break; case 4: per_red = number_range(40,80); break; case 5: per_red = number_range(50,100); break; } victim->hit += (per_red * (dam-recover) * 0.01); } else if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && (dam-recover) > 0) victim->hit += number_range(1,(dam-recover)); else if ( !IS_NPC(victim) && IS_DEMON(victim) && (dam-recover) > 0 && IS_SET(victim->pcdata->disc[C_POWERS], DEM_TOUGH) ) victim->hit += number_range(1,(dam-recover)); victim->hit += recover; } act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)) critical = FALSE; if (critical) critical_hit(ch,victim,dt,dam); return; } if ( dt == TYPE_HIT && !IS_VAMPAFF(ch,VAM_CLAWS) && !IS_VAMPAFF(ch,VAM_FANGS)) { damp=number_range(1,5); if ( damp == 1 ) { act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR); act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT); act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT); victim->form = 21; make_part(victim,"face"); } else if ( damp == 2 ) { act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR); act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT); act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT); victim->form = 22; make_part(victim,"windpipe"); } else if ( damp == 3 ) { act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR); act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT); act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT); victim->form = 23; make_part(victim,"entrails"); if (!IS_BODY(victim,CUT_STOMACH)) SET_BIT(victim->loc_hp[1],CUT_STOMACH); if (!IS_BLEEDING(victim,BLEEDING_STOMACH)) SET_BIT(victim->loc_hp[6],BLEEDING_STOMACH); SET_BIT(victim->loc_hp[1],LOST_ENTRAILS); } else if ( damp == 4 ) { if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE); act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR); act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT); act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT); victim->form = 24; } else if ( damp == 5 ) { act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR); act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT); act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim,BROKEN_NECK)) { act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR); act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM); SET_BIT(victim->loc_hp[1],BROKEN_NECK); } victim->form = 25; } return; } if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) ) attack = attack_table[dt - TYPE_HIT]; else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0]; } if ( attack == "slash" || attack == "slice" ) { damp=number_range(1,8); if ( damp == 1 ) { act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT); victim->form = 26; make_part(victim,"entrails"); } else if ( damp == 2 ) { act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); victim->form = 27; } else if ( damp == 3 ) { if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR); act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT); act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT); victim->form = 28; make_part(victim,"blood"); } else if ( damp == 4 ) { if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); victim->form = 29; make_part(victim,"blood"); } else if ( damp == 5 ) { if (!IS_HEAD(victim,BROKEN_SKULL)) { act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT); victim->form = 30; make_part(victim,"brain"); SET_BIT(victim->loc_hp[0],BROKEN_SKULL); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); victim->form = 31; if (!IS_BODY(victim,CUT_CHEST)) SET_BIT(victim->loc_hp[1],CUT_CHEST); if (!IS_BLEEDING(victim,BLEEDING_CHEST)) SET_BIT(victim->loc_hp[6],BLEEDING_CHEST); } } else if ( damp == 6 ) { act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT); victim->form = 32; } else if ( damp == 7 ) { if (!IS_ARM_L(victim,LOST_ARM)) { act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); victim->form = 33; make_part(victim,"arm"); SET_BIT(victim->loc_hp[2],LOST_ARM); 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); } else if (!IS_ARM_R(victim,LOST_ARM)) { act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); victim->form = 33; make_part(victim,"arm"); SET_BIT(victim->loc_hp[3],LOST_ARM); 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); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); victim->form = 31; if (!IS_BODY(victim,CUT_CHEST)) SET_BIT(victim->loc_hp[1],CUT_CHEST); if (!IS_BLEEDING(victim,BLEEDING_CHEST)) SET_BIT(victim->loc_hp[6],BLEEDING_CHEST); } } else if ( damp == 8 ) { if (!IS_LEG_L(victim,LOST_LEG)) { act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); victim->form = 34; make_part(victim,"leg"); SET_BIT(victim->loc_hp[4],LOST_LEG); 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); } else if (!IS_LEG_R(victim,LOST_LEG)) { act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); victim->form = 34; make_part(victim,"leg"); SET_BIT(victim->loc_hp[5],LOST_LEG); 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); } else { act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); victim->form = 31; if (!IS_BODY(victim,CUT_CHEST)) SET_BIT(victim->loc_hp[1],CUT_CHEST); if (!IS_BLEEDING(victim,BLEEDING_CHEST)) SET_BIT(victim->loc_hp[6],BLEEDING_CHEST); } } } else if ( attack == "stab" || attack == "pierce" ) { damp=number_range(1,5); if ( damp == 1 ) { act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR); act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT); act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT); victim->form = 31; make_part(victim,"blood"); if (!IS_BODY(victim,CUT_CHEST)) SET_BIT(victim->loc_hp[1],CUT_CHEST); if (!IS_BLEEDING(victim,BLEEDING_CHEST)) SET_BIT(victim->loc_hp[6],BLEEDING_CHEST); } else if ( damp == 2 ) { act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); victim->form = 35; } else if ( damp == 3 ) { act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR); act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT); act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT); victim->form = 27; } else if ( damp == 4 ) { act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR); act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT); act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT); victim->form = 31; if (!IS_BODY(victim,CUT_CHEST)) SET_BIT(victim->loc_hp[1],CUT_CHEST); if (!IS_BLEEDING(victim,BLEEDING_CHEST)) SET_BIT(victim->loc_hp[6],BLEEDING_CHEST); } else if ( damp == 5 ) { act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR); act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT); act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT); victim->form = 36; 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 if ( attack == "blast" || attack == "pound" || attack == "crush" ) { damp=number_range(1,3); bodyloc = 0; if ( damp == 1) { act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR); act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT); act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT); victim->form = 37; if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);} if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);} if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);} if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);} if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);} bodyloc += number_range(1,3); if (bodyloc > 24) bodyloc = 24; 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);} } else if ( damp == 2) { act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR); act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT); act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT); victim->form = 38; if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE); } else if ( damp == 3) { if (!IS_HEAD(victim,BROKEN_SKULL)) { act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR); act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT); act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT); victim->form = 30; make_part(victim,"brain"); SET_BIT(victim->loc_hp[0],BROKEN_SKULL); } else { act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR); act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT); act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT); victim->form = 37; } } } else if ( attack == "bite" || IS_VAMPAFF(ch,VAM_FANGS)) { act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR); act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT); act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT); victim->form = 39; make_part(victim,"blood"); if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); } else if ( attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS)) { damp=number_range(1,2); if ( damp == 1 ) { act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); victim->form = 40; make_part(victim,"blood"); if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); } if ( damp == 2 ) { if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); victim->form = 41; make_part(victim,"eyeball"); SET_BIT(victim->loc_hp[0],LOST_EYE_L); } else if (!IS_HEAD(victim,LOST_EYE_R)) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); victim->form = 41; make_part(victim,"eyeball"); SET_BIT(victim->loc_hp[0],LOST_EYE_R); } else if (!IS_HEAD(victim,LOST_EYE_L)) { act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); victim->form = 41; make_part(victim,"eyeball"); SET_BIT(victim->loc_hp[0],LOST_EYE_L); } else { act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR); act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT); act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT); victim->form = 42; if (!IS_BODY(victim,CUT_CHEST)) SET_BIT(victim->loc_hp[1],CUT_CHEST); if (!IS_BLEEDING(victim,BLEEDING_CHEST)) SET_BIT(victim->loc_hp[6],BLEEDING_CHEST); } } } else if ( attack == "whip" ) { act("You entangle $N around the neck, and squeeze the life out of $S.", ch, NULL, victim, TO_CHAR); act("$n entangle $N around the neck, and squeezes the life out of $S.", ch, NULL, victim, TO_NOTVICT); act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT); victim->form = 25; if (!IS_BODY(victim,BROKEN_NECK)) SET_BIT(victim->loc_hp[1],BROKEN_NECK); } else if ( attack == "suck" || attack == "grep" ) { act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR); act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT); act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT); victim->form = 43; } else { bug( "Dam_message: bad dt %d.", dt ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; char buf [MAX_STRING_LENGTH]; /* I'm fed up of being disarmed every 10 seconds - KaVir */ if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM)) return; /* if ( ( (obj = get_eq_char( ch, WEAR_WIELD ) == NULL) || obj->item_type != ITEM_WEAPON ) && ( (obj = get_eq_char( ch, WEAR_HOLD ) == NULL) || obj->item_type != ITEM_WEAPON ) ) return; */ if ( ( (obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON ) { if ( ( (obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON ) return; } sprintf(buf,"$n disarms you!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You disarm $N!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"$n disarms $N!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); /* Loyal weapons come back ;) KaVir */ if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) ) { act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR ); act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM ); obj_to_char( obj, victim ); do_wear( victim, obj->name); } else if ( IS_NPC(victim) ) obj_to_char( obj, victim ); else obj_to_room( obj, victim->in_room ); return; } /* * Trip a creature. * Caller must check for successful attack. */ void trip( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf [MAX_STRING_LENGTH]; if (IS_AFFECTED(victim,AFF_FLYING)) return; if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim)) { if (IS_VAMPIRE(victim) && IS_VAMPAFF(victim,VAM_FLYING)) return; if (IS_DEMON(victim) && IS_DEMAFF(victim, DEM_UNFOLDED)) return; } if ( victim->wait == 0) { sprintf(buf,"$n trips you and you go down!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You trip $N and $E goes down!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"$n trips $N and $E goes down!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; } return; } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You cannot kill yourself!\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_FEAR)) { send_to_char( "No way, you're too scared!\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } /* Autostancing - Kai */ if (!IS_NPC(victim) && IS_SET(victim->extra, EXTRA_STANCE) ) { if ( victim->stance[11] == STANCE_VIPER ) do_stance(victim,"viper"); else if ( victim->stance[11] == STANCE_CRANE ) do_stance(victim,"crane"); else if ( victim->stance[11] == STANCE_CRAB ) do_stance(victim,"crab"); else if ( victim->stance[11] == STANCE_MONGOOSE ) do_stance(victim,"mongoose"); else if ( victim->stance[11] == STANCE_BULL ) do_stance(victim,"bull"); else if ( victim->stance[11] == STANCE_MANTIS ) do_stance(victim,"mantis"); else if ( victim->stance[11] == STANCE_DRAGON ) do_stance(victim,"dragon"); else if ( victim->stance[11] == STANCE_TIGER ) do_stance(victim,"tiger"); else if ( victim->stance[11] == STANCE_MONKEY ) do_stance(victim,"monkey"); else if ( victim->stance[11] == STANCE_SWALLOW ) do_stance(victim,"swallow"); } if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) ) { if ( ch->stance[11] == STANCE_VIPER ) do_stance(ch,"viper"); else if ( ch->stance[11] == STANCE_CRANE ) do_stance(ch,"crane"); else if ( ch->stance[11] == STANCE_CRAB ) do_stance(ch,"crab"); else if ( ch->stance[11] == STANCE_MONGOOSE ) do_stance(ch,"mongoose"); else if ( ch->stance[11] == STANCE_BULL ) do_stance(ch,"bull"); else if ( ch->stance[11] == STANCE_MANTIS ) do_stance(ch,"mantis"); else if ( ch->stance[11] == STANCE_DRAGON ) do_stance(ch,"dragon"); else if ( ch->stance[11] == STANCE_TIGER ) do_stance(ch,"tiger"); else if ( ch->stance[11] == STANCE_MONKEY ) do_stance(ch,"monkey"); else if ( ch->stance[11] == STANCE_SWALLOW ) do_stance(ch,"swallow"); } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); check_killer( ch, victim ); if (!IS_NPC(ch) && IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_BLACK_FURIES) > 2 && victim->position == POS_STANDING) { act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR); act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT); act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT); victim->position = POS_STUNNED; multi_hit( ch, victim, TYPE_UNDEFINED ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int dam; one_argument( argument, arg ); if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( arg[0] == '\0' ) { send_to_char( "Backstab whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11 ) { if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11 ) { send_to_char( "You need to wield a piercing weapon.\n\r", ch ); return; } } if ( victim->fighting != NULL ) { send_to_char( "You can't backstab a fighting person.\n\r", ch ); return; } if ( victim->hit < victim->max_hit ) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) ) { damage( ch, victim, 0, gsn_backstab ); return; } dam = victim->hit; if ( !IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab] ) multi_hit( ch, victim, gsn_backstab ); else { damage( ch, victim, 0, gsn_backstab ); return; } if ( victim != NULL && victim->position != POS_DEAD && !IS_NPC(victim) ) { if (IS_DEMON(victim) && dam != victim->hit && IS_SET(victim->pcdata->disc[C_POWERS], DEM_INFERNO)) { act("A blast of flames shoot from $N's body and up $p!",ch,obj,victim,TO_CHAR); act("A blast of flames shoot from $N's body and up $p!",ch,obj,victim,TO_NOTVICT); act("A blast of flames shoot from your body and up $p!",ch,obj,victim,TO_VICT); if (IS_SET(obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL) { act("You drop $p as it burns your fingers!",ch,obj,NULL,TO_CHAR); act("$n drops $p as it burns $s fingers!",ch,obj,NULL,TO_ROOM); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } else { act("You release $p as it burns to ashes!",ch,obj,NULL,TO_CHAR); act("$n releases $p as it burns to ashes!",ch,obj,NULL,TO_ROOM); obj_from_char( obj ); if (obj->points > 0 && !IS_NPC(ch)) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "You receive a refund of %d quest points from $p.", obj->points); act( buf, ch, obj, NULL, TO_CHAR ); ch->pcdata->quest += obj->points; } extract_obj( obj ); } } } return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_WEBBED)) { send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch); return; } else if (IS_AFFECTED(ch, AFF_SHADOW)) { send_to_char("You are unable to move with these tendrils of darkness entrapping you.\n\r",ch); return; } else if (IS_AFFECTED(ch, AFF_JAIL)) { send_to_char("You are unable to move with these bands of water entrapping you.\n\r",ch); return; } if (!IS_NPC(ch) && ch->pcdata->wolf >= 0) { if (IS_VAMPIRE(ch) && number_percent() <= ch->beast) { send_to_char("Your inner beast refuses to let you run!\n\r",ch); WAIT_STATE(ch,12); return; } else if (IS_WEREWOLF(ch) && number_percent() <= ch->pcdata->wolf * 0.3) { send_to_char("Your rage is too great!\n\r",ch); WAIT_STATE(ch,12); return; } } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch) && IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has fled!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) ) send_to_char( "You flee from combat! Coward!\n\r", ch ); stop_fighting( ch, TRUE ); return; } send_to_char( "You were unable to escape!\n\r", ch ); return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument( argument, arg ); if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "What about fleeing instead?\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "They don't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } if ( fch->fighting == NULL || fch->fighting != victim) { send_to_char( "They are not being attacked.\n\r", ch ); return; } if ( is_safe(ch, fch) || is_safe(ch, victim) ) return; WAIT_STATE( ch, skill_table[gsn_rescue].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] ) { send_to_char( "You fail the rescue.\n\r", ch ); return; } act( "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( "$n rescues you!", ch, NULL, victim, TO_VICT ); act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT ); stop_fighting( ch, FALSE ); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); check_killer( ch, fch ); set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_kick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *boots; int dam; int stance; int hitpoints; one_argument( argument, arg ); if ( !IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level) { send_to_char( "First you should learn to kick.\n\r", ch ); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if (arg[0] == '\0' && ch->fighting == NULL) { send_to_char( "Who do you wish to kick?\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if ( ch == victim ) { send_to_char( "Kick YOURSELF?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ( IS_NPC(ch) || number_percent( ) <= ch->pcdata->learned[gsn_kick] ) dam = number_range(1,4); else { dam = 0; damage( ch, victim, dam, gsn_kick ); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if ( !IS_AWAKE(victim) ) dam *= 2; if ( !IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) ) dam *= 1.5; if ( !IS_NPC(victim) && IS_WEREWOLF(victim) ) { if (IS_SET(victim->act, PLR_WOLFMAN)) dam *= 0.5; if ( ( boots = get_eq_char( ch, WEAR_FEET ) ) != NULL && IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2; } dam = dam + (dam * ((ch->wpn[0]) * 0.01)); /* if ( !IS_NPC(ch) ) */ { stance = ch->stance[0]; if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25; else dam = dambonus(ch,victim,dam,stance); } if ( dam <= 0 ) dam = 1; hitpoints = victim->hit; if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK) ) { if (!IS_NPC(ch) && IS_DEMON(ch) && IS_DEMAFF(ch,DEM_HOOVES)) damage( ch, victim, dam, gsn_kick ); else { victim->hit += dam; damage( ch, victim, dam, gsn_kick ); victim->hit = hitpoints; } } else damage( ch, victim, dam, gsn_kick ); return; } int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance) { if (dam < 1) return 0; if (stance < 1) return dam; if (!IS_NPC(ch) && !can_counter(victim)) { if ( IS_STANCE(ch, STANCE_MONKEY) ) { int mindam = dam * 0.25; dam *= (ch->stance[STANCE_MONKEY]+1) / 200; if (dam < mindam) dam = mindam; } else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 ) dam += dam * (ch->stance[STANCE_BULL] * 0.01); else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 ) dam += dam * (ch->stance[STANCE_DRAGON] * 0.01); else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 ) dam += dam * (ch->stance[STANCE_TIGER] * 0.01); else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 ) dam *= 0.5; else if ( !IS_NPC(ch) && stance >= 11 && stance <= 15 ) { if (ch->stance[stance] > 100) { if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_LESSER)) dam += dam * (ch->stance[stance] * 0.01); else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_GREATER)) dam += dam * (ch->stance[stance] * 0.02); else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_SUPREME)) dam += dam * (ch->stance[stance] * 0.03); } } } if (!can_counter(ch) && dam > 1) { int victstance = victim->stance[0]; if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 ) dam /= victim->stance[STANCE_CRAB] * 0.01; else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 ) dam /= victim->stance[STANCE_DRAGON] * 0.01; else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 ) dam /= victim->stance[STANCE_SWALLOW] * 0.01; else if ( !IS_NPC(victim) && victstance >= 11 && victstance <= 15 ) { if (victim->stance[victstance] > 100) { if (IS_SET(victim->pcdata->qstats[stance-11], QS_POW_LESSER)) dam /= victim->stance[stance] * 0.01; else if (IS_SET(victim->pcdata->qstats[stance-11],QS_POW_GREATER)) dam /= victim->stance[stance] * 0.02; else if (IS_SET(victim->pcdata->qstats[stance-11],QS_POW_SUPREME)) dam /= victim->stance[stance] * 0.03; } } } return dam; } void do_punch( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; int store; bool broke = FALSE; one_argument(argument,arg); if ( IS_NPC(ch) ) return; if ( ch->level < skill_table[gsn_punch].skill_level) { send_to_char( "First you should learn to punch.\n\r", ch ); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "Nobody here by that name.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot punch yourself!\n\r", ch ); return; } if ( victim->hit < victim->max_hit ) { send_to_char( "They are hurt and suspicious.\n\r", ch ); return; } if ( victim->position < POS_FIGHTING ) { send_to_char( "You can only punch someone who is standing.\n\r", ch ); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if (is_safe(ch,victim)) return; act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR); act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT); act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE( ch, skill_table[gsn_punch].beats ); if ( IS_NPC(ch) || number_percent( ) <= ch->pcdata->learned[gsn_punch] ) dam = number_range(1,4); else { dam = 0; damage( ch, victim, dam, gsn_punch ); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if ( !IS_AWAKE(victim) ) dam *= 2; dam = dam + (dam * ch->wpn[0] * 0.01); if ( dam <= 0 ) dam = 1; if (!IS_NPC(victim) && ( (IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_GET_OF_FENRIS) > 3) || (IS_VAMPIRE(victim) && get_disc(victim, DISC_FORTITUDE) >= 5) ) ) { store = victim->hit; victim->hit += dam; damage( ch, victim, dam, gsn_punch ); victim->hit = store; if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)) { if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;} if (broke) { act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR); act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM); } } else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)) { if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;} if (broke) { act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR); act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM); } } stop_fighting(victim,TRUE); return; } damage( ch, victim, dam, gsn_punch ); if (victim == NULL || victim->position == POS_DEAD || dam < 1) return; if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE); if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) { act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$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("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW); } act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR); act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM); victim->position = POS_STUNNED; return; } void do_berserk( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( ch->level < skill_table[gsn_berserk].skill_level) { send_to_char( "You are not wild enough to go berserk.\n\r", ch ); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); WAIT_STATE( ch, skill_table[gsn_berserk].beats ); if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) { act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM); return; } act("You go BERSERK!",ch,NULL,NULL,TO_CHAR); act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM); /* Autostancing - Kai */ if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) ) { if ( ch->stance[11] == STANCE_VIPER ) do_stance(ch,"viper"); else if ( ch->stance[11] == STANCE_CRANE ) do_stance(ch,"crane"); else if ( ch->stance[11] == STANCE_CRAB ) do_stance(ch,"crab"); else if ( ch->stance[11] == STANCE_MONGOOSE ) do_stance(ch,"mongoose"); else if ( ch->stance[11] == STANCE_BULL ) do_stance(ch,"bull"); else if ( ch->stance[11] == STANCE_MANTIS ) do_stance(ch,"mantis"); else if ( ch->stance[11] == STANCE_DRAGON ) do_stance(ch,"dragon"); else if ( ch->stance[11] == STANCE_TIGER ) do_stance(ch,"tiger"); else if ( ch->stance[11] == STANCE_MONKEY ) do_stance(ch,"monkey"); else if ( ch->stance[11] == STANCE_SWALLOW ) do_stance(ch,"swallow"); } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if (number_hit > 4) continue; if ( vch->in_room == NULL ) continue; if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue; if ( ch == vch ) continue; if ( vch->in_room == ch->in_room ) { if ( ( mount = ch->mount ) != NULL ) {if ( mount == vch ) continue;} if (can_see(ch,vch)) { /* Autostancing - Kai */ if (!IS_NPC(vch) && IS_SET(vch->extra, EXTRA_STANCE) ) { if ( vch->stance[11] == STANCE_VIPER ) do_stance(vch,"viper"); else if ( vch->stance[11] == STANCE_CRANE ) do_stance(vch,"crane"); else if ( vch->stance[11] == STANCE_CRAB ) do_stance(vch,"crab"); else if ( vch->stance[11] == STANCE_MONGOOSE ) do_stance(vch,"mongoose"); else if ( vch->stance[11] == STANCE_BULL ) do_stance(vch,"bull"); else if ( vch->stance[11] == STANCE_MANTIS ) do_stance(vch,"mantis"); else if ( vch->stance[11] == STANCE_DRAGON ) do_stance(vch,"dragon"); else if ( vch->stance[11] == STANCE_TIGER ) do_stance(vch,"tiger"); else if ( vch->stance[11] == STANCE_MONKEY ) do_stance(vch,"monkey"); else if ( vch->stance[11] == STANCE_SWALLOW ) do_stance(vch,"swallow"); } multi_hit( ch, vch, TYPE_UNDEFINED ); number_hit++; } } } do_beastlike(ch,""); return; } /* Hurl skill by KaVir */ void do_hurl( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *mount; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; char buf [MAX_INPUT_LENGTH]; char direction [MAX_INPUT_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int door; int rev_dir; int dam; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( arg1[0] == '\0' ) { send_to_char("Who do you wish to hurl?\n\r", ch); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char("They are not here.\n\r", ch); return; } if ( victim == ch ) { send_to_char( "How can you hurl yourself?\n\r", ch ); return; } if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT) { send_to_char("But they have someone on their back!\n\r",ch); return; } else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING) { send_to_char("But they are riding!\n\r",ch); return; } if ( (victim->hit < victim->max_hit) || ( victim->position == POS_FIGHTING && victim->fighting != ch) ) { act( "$N is hurt and suspicious, and you are unable to approach $M.", ch, NULL, victim, TO_CHAR ); return; } if ( is_safe( ch, victim ) ) return; if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); return; } if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_GET_OF_FENRIS) > 3) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); return; } if ( IS_NPC(victim) && victim->level > 900 ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_hurl].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); multi_hit( victim, ch, TYPE_UNDEFINED ); return; } rev_dir = 0; if ( arg2[0] == '\0' ) door = number_range(0,3); else { if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0; else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1; else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2; else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3; else { send_to_char("You can only hurl people north, south, east or west.\n\r", ch); return; } } if (door == 0) {sprintf(direction,"north");rev_dir = 2;} if (door == 1) {sprintf(direction,"east");rev_dir = 3;} if (door == 2) {sprintf(direction,"south");rev_dir = 0;} if (door == 3) {sprintf(direction,"west");rev_dir = 1;} if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$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 (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) { victim->form = 7; 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 hoists $N in the air and hurls $M %s.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$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 $d.", direction); act(buf,victim,NULL,pexit->keyword,TO_ROOM); dam = number_range(ch->level, (ch->level * 6)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) { victim->form = 7; raw_kill(victim,ch); return; } } } else { sprintf(buf,"$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 (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) { victim->form = 7; raw_kill(victim,ch); return; } } return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL ) && ( get_eq_char( ch, WEAR_HOLD ) == NULL ) ) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) && ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_disarm].beats ); percent = number_percent( ) + victim->hitroll - ch->hitroll; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM)) send_to_char( "You failed.\n\r", ch ); else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 ) disarm( ch, victim ); else { send_to_char( "You failed.\n\r", ch ); } return; } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } void do_slay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slay whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC(victim) && victim->level >= ch->level ) { send_to_char( "You failed.\n\r", ch ); return; } act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR ); act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT ); act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT ); victim->form = 18; raw_kill( victim, ch ); return; } /* Had problems with people not dying when POS_DEAD...KaVir */ void killperson( CHAR_DATA *ch, CHAR_DATA *victim ) { send_to_char( "You have been KILLED!!\n\r", victim ); raw_kill( victim, ch ); return; } /* For decapitating players - KaVir */ void do_decapitate( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *vch; OBJ_DATA *obj; OBJ_DATA *obj2; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if (IS_MORE(ch, MORE_NPC)) { send_to_char("NPC's cannot decapitate other players.\n\r",ch); return; } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); obj2 = get_eq_char( ch, WEAR_HOLD ); if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { if ( ( obj2 = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "First you better get a weapon out!\n\r", ch ); return; } } if ( ( obj != NULL && obj->item_type != ITEM_WEAPON ) ) { if ( ( obj2 != NULL && obj2->item_type != ITEM_WEAPON ) ) { send_to_char( "But you are not wielding any weapons!\n\r", ch ); return; } } if ( ( obj != NULL && obj->value[3] != 1 && obj->value[3] != 3 ) && ( obj2 != NULL && obj2->value[3] != 1 && obj2->value[3] != 3 ) ) { send_to_char( "You need to wield a slashing or slicing weapon to decapitate.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Decapitate whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "That might be a bit tricky...\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "You can only decapitate other players.\n\r", ch ); return; } if ( !CAN_PK(ch) || IS_NEWBIE(ch) ) { send_to_char( "You are not permitted to decapitate other players.\n\r", ch ); return; } if ( !CAN_PK(victim) || IS_NEWBIE(victim)) { send_to_char( "You cannot decapitate newbies.\n\r", ch ); return; } if ( victim->position > 1 ) { send_to_char( "You can only do this to mortally wounded players.\n\r", ch ); return; } if (ch->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char( "You cannot decapitate someone in this room.\n\r", ch ); return; } act( "You bring your weapon down upon $N's neck!", ch, NULL, victim, TO_CHAR ); send_to_char( "Your head is sliced from your shoulders!\n\r", victim); act( "$n swings $s weapon down towards $N's neck!", ch, NULL, victim, TO_NOTVICT ); act( "$n's head is sliced from $s shoulders!", victim, NULL, NULL, TO_ROOM); if (strlen(victim->pcdata->love) > 1) { if (!str_cmp(ch->name, victim->pcdata->love)) { free_string(victim->pcdata->love); victim->pcdata->love = str_dup( "" ); } } if ( ( vch = victim->embrace ) != NULL ) { vch->embrace = NULL; vch->embraced = ARE_NONE; } victim->embrace = NULL; victim->embraced = ARE_NONE; if (IS_DEMON(ch) && !IS_DEMON(victim)) { if (ch->race == 0 && victim->race == 0) { ch->pcdata->power[POWER_CURRENT] += 1000; ch->pcdata->power[POWER_TOTAL] += 1000; } else { ch->pcdata->power[POWER_CURRENT] += victim->race * 1000; ch->pcdata->power[POWER_TOTAL] += victim->race * 1000; } } if ( victim->race < 1 && ch->race > 0 ) { ch->paradox[0] += ch->race; ch->paradox[1] += ch->race; ch->paradox[2] += PARADOX_TICK; sprintf(buf,"#r%s#n has been decapitated by #r%s#n for no status.",victim->name,ch->name); do_fatality(ch,buf); sprintf( log_buf, "%s decapitated by %s at %d for no status.", victim->name, ch->name, victim->in_room->vnum ); log_string( log_buf ); victim->pcdata->wolf = 0; if (IS_WEREWOLF(victim)) { if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,""); else if (victim->pcdata->wolfform[5] != FORM_HOMID) do_shift(victim,""); } if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO)) do_nightsight(victim,""); if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO)) do_fangs(victim,""); if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO)) do_claws(victim,""); mortal_vamp(victim); if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim, ch ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; return; } if ((ch->race < 1 && victim->race >= 0) || (ch->race >= 1 && victim->race >= 1)) { if (strlen(ch->side) < 2 || strlen(victim->side) < 2 || str_cmp(ch->side,victim->side)) { ch->race++; if (victim->race > 0) victim->race--; } else if (ch->race > 0) ch->race--; } if ( IS_VAMPIRE( victim ) ) { act( "An oily black vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "An oily black vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as the strength of Caine pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as the strength of Caine infuses $m!", ch, NULL, NULL, TO_NOTVICT ); do_mortalvamp(victim,""); } else if ( IS_WEREWOLF( victim ) ) { act( "An ethereal grey vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "A ethereal grey vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as the power of Gaia pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as the power of Gaia infuses $m!", ch, NULL, NULL, TO_NOTVICT ); if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,""); } else if ( IS_MAGE( victim ) ) { char *mage_col; switch (victim->pcdata->runes[0]) { default: /* Defaults to purple */ case PURPLE_MAGIC: mage_col = "purple"; break; case BLUE_MAGIC: mage_col = "blue"; break; case RED_MAGIC: mage_col = "red"; break; case GREEN_MAGIC: mage_col = "green"; break; case YELLOW_MAGIC: mage_col = "yellow"; break; } sprintf(buf,"A glowing %s vapour pours from $N's corpse into your body.", mage_col); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"A glowing %s vapour pours from $N's corpse into $n's body.", mage_col); act( buf, ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as arcane magic pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as arcane magic shimmers around $m!", ch, NULL, NULL, TO_NOTVICT ); if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); } else if ( IS_DEMON( victim ) ) { act( "Infernal flames shoot from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "Infernal flames pour from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as infernal fire burns through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as infernal fire surrounds $m!", ch, NULL, NULL, TO_NOTVICT ); if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); } else /* Highlander or normal avatar */ { act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as raw energy pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as sparks of energy crackle around $m!", ch, NULL, NULL, TO_NOTVICT ); } victim->pcdata->wolf = 0; if (IS_WEREWOLF(victim)) { if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,""); else if (victim->pcdata->wolfform[5] != FORM_HOMID) do_shift(victim,""); } if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO)) do_nightsight(victim,""); if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO)) do_fangs(victim,""); if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO)) do_claws(victim,""); mortal_vamp(victim); if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim, ch ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; victim->pcdata->wolf = 0; sprintf(buf,"#r%s#n has been decapitated by #r%s#n.",victim->name,ch->name); do_fatality(ch,buf); sprintf( log_buf, "%s decapitated by %s at %d.", victim->name, ch->name, victim->in_room->vnum ); log_string( log_buf ); return; } void do_tear( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *vch; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_WEREWOLF(ch) ) { if ( !IS_VAMPIRE(ch) || (IS_VAMPIRE(ch) && ch->pcdata->wolf < 1)) { send_to_char( "Huh?\n\r", ch ); return; } } if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,""); if ( IS_WEREWOLF(ch) && !IS_SET(ch->act, PLR_WOLFMAN)) { send_to_char( "You can only tear heads off while in Crinos form.\n\r", ch ); return; } if ( IS_WEREWOLF(ch) && !IS_VAMPAFF(ch, VAM_CLAWS)) { send_to_char( "You better get your claws out first.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Who's head do you wish to tear off?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "That might be a bit tricky...\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "You can only tear the heads off other players.\n\r", ch ); return; } if ( !CAN_PK(ch) || IS_NEWBIE(ch) ) { send_to_char( "You are not permitted to tear the heads off other players.\n\r", ch ); return; } if ( !CAN_PK(victim) || IS_NEWBIE(victim)) { send_to_char( "You cannot tear the heads off newbies.\n\r", ch ); return; } if ( victim->position > 1 ) { send_to_char( "You can only do this to mortally wounded players.\n\r", ch ); return; } if (is_safe(ch,victim)) return; act( "You tear $N's head from $S shoulders!", ch, NULL, victim, TO_CHAR ); send_to_char( "Your head is torn from your shoulders!\n\r", victim); act( "$n tears $N's head from $S shoulders!", ch, NULL, victim, TO_NOTVICT ); if (strlen(victim->pcdata->love) > 1) { if (!str_cmp(ch->name, victim->pcdata->love)) { free_string(victim->pcdata->love); victim->pcdata->love = str_dup( "" ); } } if ( ( vch = victim->embrace ) != NULL ) { vch->embrace = NULL; vch->embraced = ARE_NONE; } victim->embrace = NULL; victim->embraced = ARE_NONE; if (IS_DEMON(ch) && !IS_DEMON(victim)) { if (ch->race == 0 && victim->race == 0) { ch->pcdata->power[POWER_CURRENT] += 1000; ch->pcdata->power[POWER_TOTAL] += 1000; } else { ch->pcdata->power[POWER_CURRENT] += victim->race * 1000; ch->pcdata->power[POWER_TOTAL] += victim->race * 1000; } } if ( victim->race < 1 && ch->race > 0 ) { ch->paradox[0] += ch->race; ch->paradox[1] += ch->race; ch->paradox[2] += PARADOX_TICK; sprintf(buf,"#r%s#n has been decapitated by #r%s#n for no status.",victim->name,ch->name); do_fatality(ch,buf); sprintf( log_buf, "%s decapitated by %s at %d for no status.", victim->name, ch->name, victim->in_room->vnum ); log_string( log_buf ); victim->pcdata->wolf = 0; if (IS_WEREWOLF(victim)) { if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,""); else if (victim->pcdata->wolfform[5] != FORM_HOMID) do_shift(victim,""); } if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO)) do_nightsight(victim,""); if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO)) do_fangs(victim,""); if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO)) do_claws(victim,""); mortal_vamp(victim); if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim, ch ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; return; } if ((ch->race < 1 && victim->race >= 0) || (ch->race >= 1 && victim->race >= 1)) { if (strlen(ch->side) < 2 || strlen(victim->side) < 2 || str_cmp(ch->side,victim->side)) { ch->race++; if (victim->race > 0) victim->race--; } else if (ch->race > 0) ch->race--; } if ( IS_VAMPIRE( victim ) ) { act( "An oily black vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "An oily black vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as the strength of Caine pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as the strength of Caine infuses $m!", ch, NULL, NULL, TO_NOTVICT ); do_mortalvamp(victim,""); } else if ( IS_WEREWOLF( victim ) ) { act( "An ethereal grey vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "A ethereal grey vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as the power of Gaia pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as the power of Gaia infuses $m!", ch, NULL, NULL, TO_NOTVICT ); if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,""); } else if ( IS_MAGE( victim ) ) { char *mage_col; switch (victim->pcdata->runes[0]) { default: /* Defaults to purple */ case PURPLE_MAGIC: mage_col = "purple"; break; case BLUE_MAGIC: mage_col = "blue"; break; case RED_MAGIC: mage_col = "red"; break; case GREEN_MAGIC: mage_col = "green"; break; case YELLOW_MAGIC: mage_col = "yellow"; break; } sprintf(buf,"A glowing %s vapour pours from $N's corpse into your body.", mage_col); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"A glowing %s vapour pours from $N's corpse into $n's body.", mage_col); act( buf, ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as arcane magic pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as arcane magic shimmers around $m!", ch, NULL, NULL, TO_NOTVICT ); if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); } else if ( IS_DEMON( victim ) ) { act( "Infernal flames shoot from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "Infernal flames pour from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as infernal fire burns through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as infernal fire surrounds $m!", ch, NULL, NULL, TO_NOTVICT ); if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); } else /* Highlander or normal avatar */ { act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as raw energy pulses through your veins!", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as sparks of energy crackle around $m!", ch, NULL, NULL, TO_NOTVICT ); } victim->pcdata->wolf = 0; if (IS_WEREWOLF(victim)) { if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,""); else if (victim->pcdata->wolfform[5] != FORM_HOMID) do_shift(victim,""); } if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO)) do_nightsight(victim,""); if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO)) do_fangs(victim,""); if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO)) do_claws(victim,""); mortal_vamp(victim); if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim, ch ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; victim->pcdata->wolf = 0; sprintf(buf,"#r%s#n has been decapitated by #r%s#n.",victim->name,ch->name); do_fatality(ch,buf); sprintf( log_buf, "%s decapitated by %s at %d.", victim->name, ch->name, victim->in_room->vnum ); log_string( log_buf ); return; } void do_crack( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *right; OBJ_DATA *left; right = get_eq_char( ch, WEAR_WIELD ); left = get_eq_char( ch, WEAR_HOLD ); if (right != NULL && right->pIndexData->vnum == 12) obj = right; else if (left != NULL && left->pIndexData->vnum == 12) obj = left; else { send_to_char("You are not holding any heads.\n\r",ch); return; } act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR); act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM); act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR); if (obj->chobj != NULL) {act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT); act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);} else {act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);} crack_head(ch,obj,obj->name); obj_from_char(obj); extract_obj(obj); } void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument ) { CHAR_DATA *victim; MOB_INDEX_DATA *pMobIndex; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj,AFF_POLYMORPH)) { victim = obj->chobj; make_part(victim,"cracked_head"); make_part(victim,"brain"); sprintf(buf,"the quivering brain of %s",victim->name); free_string(victim->morph); victim->morph = str_dup(buf); return; } else if (!str_cmp(arg2,"mob")) { if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return; victim = create_mobile( pMobIndex ); char_to_room(victim,ch->in_room); make_part(victim,"cracked_head"); make_part(victim,"brain"); extract_char(victim,TRUE); return; } else { if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return; victim = create_mobile( pMobIndex ); sprintf( buf, capitalize(arg2) ); free_string( victim->short_descr ); victim->short_descr = str_dup( buf ); char_to_room(victim,ch->in_room); make_part(victim,"cracked_head"); make_part(victim,"brain"); extract_char(victim,TRUE); return; } return; } /* Voodoo skill by KaVir */ void do_voodoo( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char part1 [MAX_INPUT_LENGTH]; char part2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0') { send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch ); return; } if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You are not holding a voodoo doll.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } sprintf(part2,obj->name); sprintf(part1,"%s voodoo doll",victim->name); if ( str_cmp(part1,part2) ) { sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name); send_to_char( buf, ch ); return; } if ( arg2[0] == '\0') { send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch ); } else if ( !str_cmp(arg2, "stab") ) { WAIT_STATE(ch,12); act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR); act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR); act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM); } else if ( !str_cmp(arg2, "burn") ) { WAIT_STATE(ch,12); act("You set fire to $p.", ch, obj, NULL, TO_CHAR); act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM); act("$p burns to ashes.", ch, obj, NULL, TO_CHAR); act("$p burns to ashes.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); extract_obj(obj); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (IS_AFFECTED(victim,AFF_FLAMING) ) return; SET_BIT(victim->affected_by, AFF_FLAMING); act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR); act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM); } else if ( !str_cmp(arg2, "throw") ) { WAIT_STATE(ch,12); act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR); act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (victim->position < POS_STANDING) return; if (victim->position == POS_FIGHTING) stop_fighting(victim, TRUE); act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR); act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM); victim->position = POS_RESTING; victim->hit = victim->hit - number_range(ch->level,(5*ch->level)); update_pos(victim); if (victim->position == POS_DEAD && !IS_NPC(victim)) { victim->form = 7; killperson(ch,victim); return; } } else { send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch ); } return; } void do_firstaid( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int loc_dam; int ribs = 0; one_argument(argument,arg); if ( IS_NPC(ch) ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if (ch->pcdata->firstaid > 0) { sprintf(buf,"You cannot perform first aid for another %d seconds.\n\r",ch->pcdata->firstaid); send_to_char( buf, ch ); return; } if ( ch == victim ) { send_to_char( "You cannot perform first aid on yourself.\n\r", ch ); return; } if (victim->position > POS_RESTING || victim->position == POS_MEDITATING) { send_to_char( "You better get them to rest first.\n\r", ch ); return; } loc_dam = victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5] + victim->loc_hp[6]; if (victim->hit + 1000 >= victim->max_hit && loc_dam < 1) { send_to_char( "They are not that badly injured.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_firstaid].beats ); ch->pcdata->firstaid = 5; if ( number_percent( ) > ch->pcdata->learned[gsn_firstaid] ) { send_to_char( "You failed.\n\r", ch ); return; } if (IS_BODY(victim,BROKEN_RIBS_1 )) ribs += 1; if (IS_BODY(victim,BROKEN_RIBS_2 )) ribs += 2; if (IS_BODY(victim,BROKEN_RIBS_4 )) ribs += 4; if (IS_BODY(victim,BROKEN_RIBS_8 )) ribs += 8; if (IS_BODY(victim,BROKEN_RIBS_16)) ribs += 16; if (IS_BLEEDING(victim,BLEEDING_HEAD)) { act("You wrap some bandages around $S head.",ch,NULL,victim,TO_CHAR); act("$n wraps some bandagess around $N's head.",ch,NULL,victim,TO_NOTVICT); act("$n wraps some bandagess around your head.",ch,NULL,victim,TO_VICT); act("$n's head stops bleeding.",victim,NULL,NULL,TO_ROOM); act("Your head stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD); } else if (IS_BLEEDING(victim,BLEEDING_THROAT)) { act("You wrap some bandages around $S throat.",ch,NULL,victim,TO_CHAR); act("$n wraps some bandagess around $N's throat.",ch,NULL,victim,TO_NOTVICT); act("$n wraps some bandagess around your throat.",ch,NULL,victim,TO_VICT); act("$n's throat stops bleeding.",victim,NULL,NULL,TO_ROOM); act("Your throat stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT); } else if (IS_BLEEDING(victim,BLEEDING_ARM_L)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's left arm stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left arm stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L); } else if (IS_BLEEDING(victim,BLEEDING_ARM_R)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's right arm stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right arm stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R); } else if (IS_BLEEDING(victim,BLEEDING_LEG_L)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's left leg stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left leg stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L); } else if (IS_BLEEDING(victim,BLEEDING_LEG_R)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's right leg stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right leg stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R); } else if (IS_BLEEDING(victim,BLEEDING_HAND_L)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L); } else if (IS_BLEEDING(victim,BLEEDING_HAND_R)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R); } else if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's left ankle stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left ankle stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L); } else if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) { act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR); act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT); act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT); act("The stump of $n's right ankle stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right ankle stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R); } else if (ribs > 0) { 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); ribs -= 1; if (ribs >= 16) {ribs -= 16; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);} if (ribs >= 8 ) {ribs -= 8; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);} if (ribs >= 4 ) {ribs -= 4; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);} if (ribs >= 2 ) {ribs -= 2; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);} if (ribs >= 1 ) {ribs -= 1; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);} act("You wrap a tight bandage around $S chest.",ch,NULL,victim,TO_CHAR); act("$n wraps a tight bandage around $N's chest.",ch,NULL,victim,TO_NOTVICT); act("$n wraps a tight bandage around your chest.",ch,NULL,victim,TO_VICT); act("One of $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM); act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR); } else if (IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) { act("You give $S nose a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's nose a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your nose a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's nose snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your nose snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (IS_HEAD(victim,BROKEN_JAW)) { act("You give $S jaw a hard whack.",ch,NULL,victim,TO_CHAR); act("$n gives $N's jaw a hard whack.",ch,NULL,victim,TO_NOTVICT); act("$n gives your jaw a hard whack.",ch,NULL,victim,TO_VICT); act("$n's jaw snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your jaw snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW); } else if (IS_HEAD(victim,BROKEN_SKULL)) { act("You wrap a tight bandage around $S head.",ch,NULL,victim,TO_CHAR); act("$n wraps a tight bandage around $N's head.",ch,NULL,victim,TO_NOTVICT); act("$n wraps a tight bandage around your head.",ch,NULL,victim,TO_VICT); act("The crack in $n's skull closes.",victim,NULL,NULL,TO_ROOM); act("The crack in your skull closes.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL); } else if (IS_BODY(victim,BROKEN_SPINE)) { act("You run your hands firmly down $S back.",ch,NULL,victim,TO_CHAR); act("$n runs $s hands firmly down $N's back.",ch,NULL,victim,TO_NOTVICT); act("$n runs $s hands firmly down your back.",ch,NULL,victim,TO_VICT); act("$n's spine cracks and pops back into place.",victim,NULL,NULL,TO_ROOM); act("Your spine cracks and pops back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE); } else if (IS_BODY(victim,BROKEN_NECK)) { act("You give $S neck a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's neck a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your neck a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's neck snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your neck snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK); } else if (IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM)) { act("You give $S arm a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's arm a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your arm a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's left arm snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left arm snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM); } else if (IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM)) { act("You give $S arm a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's arm a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your arm a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's right arm snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right arm snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM); } else if (IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG)) { act("You give $S leg a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's leg a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your leg a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's left leg snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left leg snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG); } else if (IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG)) { act("You give $S leg a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's leg a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your leg a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's right leg snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right leg snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG); } else if (IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_THUMB)) { act("You give $S thumb a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's thumb a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your thumb a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_I)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's left index finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left index finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_M)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_R)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's left ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_L)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_THUMB)) { act("You give $S thumb a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's thumb a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your thumb a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's right thumb snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right thumb snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_I)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_M)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's right middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_R)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_L)) { act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR); act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT); act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT); act("$n's right little finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right little finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if (IS_BODY(victim,CUT_THROAT)) { if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT)) send_to_char( "But their throat is still bleeding!\n\r", ch ); else { act("You carefully stitch together $S throat.",ch,NULL,victim,TO_CHAR); act("$n carefully stitches together $N's throat.",ch,NULL,victim,TO_NOTVICT); act("$n carefully stitches together your throat.",ch,NULL,victim,TO_VICT); act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM); act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT); } } else { act("You bend over $N's body and bandage $S wounds.",ch,NULL,victim,TO_CHAR); act("$n bends over $N's body and bandages $S wounds.",ch,NULL,victim,TO_NOTVICT); act("$n bends over your body and bandages your wounds.",ch,NULL,victim,TO_VICT); victim->hit = UMIN(victim->hit + (10 * ch->pcdata->learned[gsn_firstaid]), victim->max_hit); } update_pos(victim); return; } void do_repair( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; int chance = number_percent(); one_argument(argument,arg); if ( IS_NPC(ch) ) return; if (arg[0] == '\0') { send_to_char("What do you want to repair.\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char("You are not carrying that object.\n\r",ch); return; } if (ch->pcdata->repair > 0) { sprintf(buf,"You cannot perform any repairs for another %d seconds.\n\r",ch->pcdata->repair); send_to_char( buf, ch ); return; } if ( obj->item_type != ITEM_ARMOR ) { send_to_char("You can only repair armour.\n\r",ch); return; } if ( obj->condition >= 100 ) { send_to_char("But it doesn't need repairing!\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_repair].beats ); if ( can_see_obj( ch, obj ) ) { act("You careful try to repair $p.",ch,obj,NULL,TO_CHAR); act("$n carefully begins to repair $p.",ch,obj,NULL,TO_ROOM); ch->pcdata->repair = 5; if ( chance > ch->pcdata->learned[gsn_repair] ) { send_to_char( "You failed.\n\r", ch ); return; } obj->condition += (ch->pcdata->learned[gsn_repair] - chance + 1); if ( chance <= 5 && ch->pcdata->learned[gsn_repair] >= 100 ) { obj->condition = 100; act("You have fully repaired $p.",ch,obj,NULL,TO_CHAR); act("$n fully repairs $p.",ch,obj,NULL,TO_ROOM); if (obj->resistance > 15) { obj->resistance = 15; act("You have improved the design of $p, making it stronger.",ch,obj,NULL,TO_CHAR); act("$n has improved the design of $p, making it stronger.",ch,obj,NULL,TO_ROOM); } } else if ( obj->condition >= 100 ) { obj->condition = 100; act("You have fully repaired $p.",ch,obj,NULL,TO_CHAR); act("$n fully repairs $p.",ch,obj,NULL,TO_ROOM); } else { act("You partially repair $p.",ch,obj,NULL,TO_CHAR); act("$n partially repairs $p.",ch,obj,NULL,TO_ROOM); } } else send_to_char("You are unable to repair it.\n\r",ch); return; } void death_message( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf [MAX_STRING_LENGTH]; char *chname; char *chsex; if (ch == NULL || victim == NULL || victim->form < 1) return; chname = !IS_NPC(ch) ? ch->name : ch->short_descr; chsex = ch->sex == SEX_FEMALE ? "her" : "his"; switch (victim->form) { default: sprintf(buf,"#r%s#n has just died!",chname); break; case 1: sprintf(buf,"#r%s#n has just been dissolved by #r%s#n's acid blood!",victim->name,chname); break; case 2: sprintf(buf,"#r%s#n just committed suicide by tearing %s own heart out!",chname,chsex); break; case 3: sprintf(buf,"#r%s#n has just sucked out all of #r%s#n's blood!",chname,victim->name); break; case 4: sprintf(buf,"#r%s#n has just boiled all of #r%s#n's blood!",chname,victim->name); break; case 5: sprintf(buf,"#r%s#n has just turned #r%s#n's blood into water!",chname,victim->name); break; case 6: sprintf(buf,"#r%s#n has just evaporated all of #r%s#n's blood!",chname,victim->name); break; case 7: sprintf(buf,"#r%s#n has just smashed #r%s#n to death!",chname,victim->name); break; case 8: sprintf(buf,"#r%s#n has just blown apart #r%s#n's mind!",chname,victim->name); break; case 9: sprintf(buf,"#r%s#n has just torn out #r%s#n's soul!",chname,victim->name); break; case 10: sprintf(buf,"#r%s#n has just sucked out #r%s#n's life essence!",chname,victim->name); break; case 11: sprintf(buf,"#r%s#n has just blown apart #r%s#n's eardrums!",chname,victim->name); break; case 12: sprintf(buf,"#r%s#n's entrails just poured from %s torn open stomach!",chname,chsex); break; case 13: sprintf(buf,"#r%s#n just died from %s wounds!",chname,chsex); break; case 14: sprintf(buf,"#r%s#n just burned to death!",chname); break; case 16: sprintf(buf,"#r%s#n just died a long, slow, painful death!",chname); break; case 17: sprintf(buf,"#r%s#n has just torn apart #r%s#n's body!",chname,victim->name); break; case 18: sprintf(buf,"#r%s#n has slain #r%s#n in cold blood!",chname,victim->name); break; case 19: sprintf(buf,"#r%s#n has just shot down #r%s#n!",chname,victim->name); break; case 20: sprintf(buf,"#r%s#n has struck #r%s#n a mortal wound!",chname,victim->name); break; case 21: sprintf(buf,"#r%s#n has torn off #r%s#n's face!",chname,victim->name); break; case 22: sprintf(buf,"#r%s#n has ripped out #r%s#n's windpipe!",chname,victim->name); break; case 23: sprintf(buf,"#r%s#n has ripped out #r%s#n's entrails!",chname,victim->name); break; case 24: sprintf(buf,"#r%s#n has broken #r%s#n's back!",chname,victim->name); break; case 25: sprintf(buf,"#r%s#n has broken #r%s#n's neck!",chname,victim->name); break; case 26: sprintf(buf,"#r%s#n has disembowelled #r%s#n!",chname,victim->name); break; case 27: sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's head!",chname,chsex,victim->name); break; case 28: sprintf(buf,"#r%s#n has sliced open #r%s#n's carotid artery!",chname,victim->name); break; case 29: sprintf(buf,"#r%s#n has sliced open #r%s#n's throat!",chname,victim->name); break; case 30: sprintf(buf,"#r%s#n has split open #r%s#n's head!",chname,victim->name); break; case 31: sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's chest!",chname,chsex,victim->name); break; case 32: sprintf(buf,"#r%s#n has swung %s weapon between #r%s#n's legs!",chname,chsex,victim->name); break; case 33: sprintf(buf,"#r%s#n has sliced off #r%s#n's arm!",chname,victim->name); break; case 34: sprintf(buf,"#r%s#n has sliced off #r%s#n's leg!",chname,victim->name); break; case 35: sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's mouth!",chname,chsex,victim->name); break; case 36: sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's eye!",chname,chsex,victim->name); break; case 37: sprintf(buf,"#r%s#n has smashed in #r%s#n's chest!",chname,victim->name); break; case 38: sprintf(buf,"#r%s#n has shattered #r%s#n's spine!",chname,victim->name); break; case 39: sprintf(buf,"#r%s#n has torn out #r%s#n's throat with %s teeth!",chname,victim->name,chsex); break; case 40: sprintf(buf,"#r%s#n has torn out #r%s#n's throat with %s claws!",chname,victim->name,chsex); break; case 41: sprintf(buf,"#r%s#n has clawed out #r%s#n's eyeball!",chname,victim->name); break; case 42: sprintf(buf,"#r%s#n has torn open #r%s#n's chest with %s claws!",chname,victim->name,chsex); break; case 43: sprintf(buf,"#r%s#n has sucked out #r%s#n's brains!",chname,victim->name); break; } buf[0] = UPPER( buf[0] ); do_fatality(ch,buf); if (IS_EXTRA(victim, EXTRA_PREGNANT)) { sprintf(buf,"#r%s#n's unborn child has been slain!",victim->name); buf[0] = UPPER( buf[0] ); do_fatality(ch,buf); } return; } void demon_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { int vnum; if (IS_NPC(victim) && !IS_NPC(ch)) { if (IS_DEMON(ch)) { if ( ( vnum = victim->pIndexData->vnum ) > 29000 ) { switch (vnum) { default: ch->pcdata->power[POWER_CURRENT] += victim->level; ch->pcdata->power[POWER_TOTAL] += victim->level; break; /* List of mob vnums which don't give dp's */ case 29600: case 30000: case 30001: case 30006: case 30007: case 30008: case 30009: case 30010: case 30013: case 30014: case 30015: case 30016: break; } } else if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP)) { ch->pcdata->power[POWER_CURRENT] += victim->level; ch->pcdata->power[POWER_TOTAL] += victim->level; } } if (ch->level == 1 && ch->mkill >= 4) { ch->level = 2; do_save(ch,""); } } return; }