/*************************************************************************** * 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. * ***************************************************************************/ #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 ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, 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 dambonus args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance) ); 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 = char_list; ch != NULL; ch = ch->next ) { ch_next = ch->next; if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if ( IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room ) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, FALSE ); if ( ( victim = ch->fighting ) == NULL ) 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 chance; int unarmed; int wieldorig = 0; int wieldtype = 0; int maxcount; int countup; if ( ch->position < POS_SLEEPING ) return; if ( dt == gsn_headbutt ) { one_hit( ch, victim, dt, 1 ); return; } if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE)) { send_to_char( "You can't seem to attack them.\n\r", ch ); 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 (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 1) { int stance = ch->stance[0]; if (ch->stance[stance] >= 200) { special_move(ch,victim); return; } } unarmed = 0; /* if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_POLYMORPH) && ch->cmbt[unarmed] != 0 && wieldorig == 0 ) fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype); else */ one_hit( ch, victim, dt, wieldtype ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; /* Only want one spell per round from spell weapons...otherwise it's * too powerful, and would unbalance player killing (as this is a PK mud). */ 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->special, SPC_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; } maxcount = number_attacks(ch); if (!IS_NPC(ch)) { chance = 0; if (wield != NULL && wield->item_type == ITEM_WEAPON) { int tempnum = wield->value[3]; chance = (ch->wpn[tempnum]) * 0.5; } else chance = (ch->wpn[0]) * 0.5; if (number_percent() <= chance) maxcount += 1; } if (wieldorig == 3) maxcount += 1; for (countup = 0; countup <= maxcount; countup++) { /* if (!IS_NPC(ch) && wieldorig == 0) { if (countup == 0) unarmed = number_range(0,3); else if (countup == 1) unarmed = number_range(4,7); else unarmed = number_range(0,7); if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_POLYMORPH) && ch->cmbt[unarmed] != 0 && wieldorig == 0 ) { fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype); continue; } } */ wieldtype = wieldorig; if ( wieldorig == 3 ) { if (number_range(1,2) == 2) wieldtype = 2; else wieldtype = 1; } one_hit( ch, victim, -1, wieldtype ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( ch->fighting != victim ) return; } if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS)) one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (!IS_NPC(ch)) { if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch,DEM_HORNS) && number_range(1,3) == 1) multi_hit( ch, victim, gsn_headbutt ); } if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_SERPENTIS)) spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_SPIDER] > 0) spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); if (victim->itemaffect < 1) return; if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level; else level = (victim->spl[1] * 0.25); 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 (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 (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 (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 (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 ( IS_NPC(ch) ) { if (ch->level >= 50) count += 1; if (ch->level >= 100) count += 1; return count; } if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() > ch->stance[STANCE_VIPER] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() > ch->stance[STANCE_MANTIS] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() > ch->stance[STANCE_TIGER] * 0.5) count += 1; if (!IS_NPC(ch)) { if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_CELERITY) ) count += 1; else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_LYNX] > 2 ) count += 1; else if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER( ch, DEM_SPEED) ) count += 1; } if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 1; 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->position == POS_DEAD || ch->in_room != victim->in_room ) return; if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE)) { send_to_char( "You can't seem to attack them.\n\r", ch ); 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 (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( -75, 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 / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam * 0.5; } else { if ( IS_VAMPAFF(ch,VAM_CLAWS) && wield == NULL) dam = number_range( 10, 20 ); else if ( wield != NULL && 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_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_POTENCE) ) dam *= 1.5; else if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_MIGHT) ) dam *= 1.5; if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.5; if (victim->pcdata->powers[WPOWER_BOAR] > 2 ) dam *= 0.5; if (wield != NULL && IS_SET(wield->spectype, SITEM_SILVER)) dam *= 2; else if ( ( gloves = get_eq_char( ch, WEAR_HANDS ) ) != NULL && IS_SET(gloves->spectype, SITEM_SILVER)) dam *= 2; } /* Vampires should be tougher at night and weaker during the day. */ if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) ) { if (weather_info.sunlight == SUN_LIGHT && dam > 1) dam /= 1.5; else if (weather_info.sunlight == SUN_DARK) dam *= 1.5; } if ( !IS_NPC(ch) && dt >= TYPE_HIT) dam = dam + (dam * ((ch->wpn[dt-1000]+1) / 100)); 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_NPC(ch) && IS_STANCE(ch, STANCE_MONKEY)) return TRUE; return FALSE; } bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim ) { if (IS_NPC(ch) || IS_NPC(victim)) return FALSE; else 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; return FALSE; } void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim ) { int max_dam = 1000; if (!IS_NPC(ch)) { if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && ch->in_room != NULL) { if (ch->in_room->vnum == 30000) max_dam = 10000; /* was5000Rotain*/ max_dam += (ch->pcdata->stats[DEMON_POWER] * 20); } else if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->pcdata->stats[UNI_GEN] < 3) max_dam = 1500; else if (ch->pcdata->stats[UNI_GEN] < 4) max_dam = 1400; else if (ch->pcdata->stats[UNI_GEN] < 5) max_dam = 1300; else max_dam = 1200; max_dam += (ch->pcdata->stats[UNI_RAGE] * 10); if (IS_VAMPAFF(ch, VAM_POTENCE)) max_dam += 100; if (ch->pcdata->rank == AGE_METHUSELAH) max_dam += 300; else if (ch->pcdata->rank == AGE_ELDER) max_dam += 200; else if (ch->pcdata->rank == AGE_ANCILLA) max_dam += 100; } else if (IS_SET(ch->special, SPC_WOLFMAN)) { if (ch->pcdata->stats[UNI_GEN] < 2) max_dam = 2000; else if (ch->pcdata->stats[UNI_GEN] < 3) max_dam = 1900; else if (ch->pcdata->stats[UNI_GEN] < 4) max_dam = 1800; else max_dam = 1700; max_dam += ch->pcdata->stats[UNI_RAGE]; } else if (IS_CLASS(ch, CLASS_DEMON)) max_dam += 500; else if (IS_SET(ch->special, SPC_CHAMPION)) max_dam += 250; else if (IS_CLASS(ch, CLASS_HIGHLANDER) && IS_ITEMAFF(ch, ITEMA_HIGHLANDER)) { int wpn = ch->pcdata->powers[HPOWER_WPNSKILL]; if (wpn == 1 || wpn == 3) max_dam += ch->wpn[wpn]; } if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500; if (IS_ITEMAFF(victim, ITEMA_ARTIFACT)) max_dam -= 500; if (IS_NPC(victim) || victim->stance[0] != STANCE_MONKEY) { if (ch->stance[0] == STANCE_BULL) max_dam += 250; else if (ch->stance[0] == STANCE_DRAGON) max_dam += 250; else if (ch->stance[0] == STANCE_TIGER) max_dam += 250; } } else max_dam += (ch->level * 2); if (!IS_NPC(victim)) { int silver_tol = (victim->pcdata->powers[WPOWER_SILVER] * 2.5); if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER)) max_dam += (250 - silver_tol); if (IS_CLASS(victim, CLASS_WEREWOLF) && IS_ITEMAFF(ch, ITEMA_LEFT_SILVER)) max_dam += (250 - silver_tol); if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY) { if (victim->stance[0] == STANCE_CRAB) max_dam -= 250; else if (victim->stance[0] == STANCE_DRAGON) max_dam -= 250; else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= 250; } if ((IS_CLASS(victim,CLASS_DEMON) || IS_SET(victim->special,SPC_CHAMPION)) && victim->in_room != NULL && victim->in_room->vnum == 30000) max_dam *= 0.2; } 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 ) { int max_dam = ch->damcap[DAM_CAP]; if ( victim->position == POS_DEAD ) return; /* * Stop up any residual loopholes. */ if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim); if ( dam > max_dam ) 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_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 for disarm, trip, parry, and dodge. */ if ( dt >= TYPE_HIT ) { if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 ) 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_NPC(victim) && 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_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; if ( check_dodge( ch, victim, dt ) ) return; if ( !IS_NPC(victim) && 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_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; } dam_message( ch, victim, dam, dt ); } hurt_person(ch,victim,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 /= 2; if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 ) dam -= dam / 4; if ( dam < 0 ) dam = 0; } return; } void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) { bool is_npc = FALSE; int vnum; /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and 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\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 && dam > 0 ) { if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) && 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->position == POS_DEAD ) { group_gain( ch, victim ); 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 ); /* * Dying penalty: * 1/2 your current exp. */ if ( victim->exp > 0 ) victim->exp = victim->exp / 2; } if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill += 1; if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) { if ((vnum = victim->pIndexData->vnum) > 29000) { switch (vnum) { default: ch->pcdata->stats[DEMON_CURRENT] += victim->level; ch->pcdata->stats[DEMON_TOTAL] += victim->level; break; case 29600: case 30001: case 30006: case 30007: case 30008: case 30009: case 30000: break; } } else if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP)) { ch->pcdata->stats[DEMON_CURRENT] += victim->level; ch->pcdata->stats[DEMON_TOTAL] += victim->level; } } if (ch->level == 1 && ch->mkill > 4) { ch->level = 2; do_save(ch,""); } } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; } raw_kill( victim ); 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 / 2 ) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait == 0 ) do_flee( victim, "" ); tail_chain( ); return; } bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim ) { /* Ethereal people can only attack other ethereal people */ 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; } /* 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 ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) { send_to_char( "You cannot fight in a safe room.\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_NPC(ch) || IS_NPC(victim) ) return FALSE; /* Thx Josh! */ if ( victim->fighting == ch ) return FALSE; 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)) { send_to_char( "You can't seem to attack them.\n\r", ch ); return TRUE; } if ( ch->trust > LEVEL_BUILDER ) { 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( "Both players must be avatars to fight.\n\r", ch ); return TRUE; } if ( ch->desc == NULL || victim->desc == NULL ) { if (victim->position != POS_FIGHTING) { send_to_char( "They are currently link dead.\n\r", ch ); return TRUE; } } return FALSE; } bool no_attack( CHAR_DATA *ch, CHAR_DATA *victim ) { /* Ethereal people can only attack other ethereal people */ 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; } /* 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 ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) { send_to_char( "You cannot fight in a safe room.\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 objects.\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; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) ) obj = NULL; else if ( IS_CLASS(victim, CLASS_WEREWOLF) && victim->pcdata->powers[WPOWER_BEAR] > 2 && IS_VAMPAFF(victim, VAM_CLAWS) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else { 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 FALSE; } } if (dt < 1000 || dt > 1012) return FALSE; if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[dt-1000] * 0.5); else chance += victim->level; if (!IS_NPC(victim) && 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_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[STANCE_MANTIS] * 0.25); chance -= (char_hitroll(ch) * 0.1); if (claws) { if ( victim->pcdata->powers[WPOWER_LYNX] > 3 ) chance += (char_hitroll(victim) * 0.1); else chance += (char_hitroll(victim) * 0.075); } else chance += (char_hitroll(victim) * 0.1); if (!IS_NPC(ch)) { if (IS_VAMPAFF(ch, VAM_CELERITY) && IS_CLASS(ch, CLASS_VAMPIRE)) chance -= 20; else if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_SPEED) ) chance -= 10; else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_MANTIS] < 5 ) chance -= (ch->pcdata->powers[WPOWER_MANTIS] * 5); } if (!IS_NPC(victim)) { if (IS_VAMPAFF(victim, VAM_CELERITY) && IS_CLASS(victim, CLASS_VAMPIRE)) chance += 20; else if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED) ) chance += 10; } if (chance > 75) chance = 75; else if (chance < 25) chance = 25; if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_CELERITY) && IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15; else if (ch->pcdata->rank == AGE_ELDER) chance -= 10; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5; } if (!IS_NPC(victim) && IS_VAMPAFF(victim, VAM_CELERITY) && IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15; else if (victim->pcdata->rank == AGE_ELDER) chance += 10; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5; } 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 $n's attack.", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance = 0; if ( !IS_AWAKE(victim) ) return FALSE; if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5); else chance += victim->level; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) (chance += victim->stance[STANCE_MONGOOSE] * 0.25); if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) (chance += victim->stance[STANCE_SWALLOW] * 0.25); if (!IS_NPC(ch)) { if (IS_VAMPAFF(ch, VAM_CELERITY) && IS_CLASS(ch, CLASS_VAMPIRE)) chance -= 20; else if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER( ch, DEM_SPEED) ) chance -= 10; else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_MANTIS] < 5 ) chance -= (ch->pcdata->powers[WPOWER_MANTIS] * 10); } if (!IS_NPC(victim)) { if (IS_VAMPAFF(victim, VAM_CELERITY) && IS_CLASS(victim, CLASS_VAMPIRE)) chance += 20; else if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED) ) chance += 10; } if (chance > 75) chance = 75; else if (chance < 25) chance = 25; if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_CELERITY) && IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15; else if (ch->pcdata->rank == AGE_ELDER) chance -= 10; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5; } if (!IS_NPC(victim) && IS_VAMPAFF(victim, VAM_CELERITY) && IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15; else if (victim->pcdata->rank == AGE_ELDER) chance += 10; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5; } if ( number_percent( ) < 100 && number_percent( ) >= chance ) return FALSE; if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); 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 (!IS_NPC(victim) && victim->stance[0] > 0) { int stance = victim->stance[0]; if (victim->stance[stance] >= 200) gm_stance = TRUE; } if (IS_NPC(victim) || 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_HERO(victim)) { 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; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { bug( "Set_fighting: already fighting", 0 ); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, gsn_sleep ); ch->fighting = victim; ch->position = POS_FIGHTING; ch->damcap[DAM_CHANGE] = 1; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = POS_STANDING; update_pos( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 4, 8 ); 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( 25, 40 ); /* 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; } } 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(2,5); 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(2,3);} 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(2,3); } /* For blood :) KaVir */ if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2; /* 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 ); if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_room( obj, ch->in_room ); } return; } void raw_kill( CHAR_DATA *victim ) { CHAR_DATA *mount; stop_fighting( victim, TRUE ); death_cry( victim ); make_corpse( victim ); 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; } if ( IS_NPC(victim) ) { victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++; extract_char( victim, TRUE ); return; } extract_char( victim, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); 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); victim->pcdata->stats[DEMON_POWER] = 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->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"); save_char_obj( victim ); return; } void behead( CHAR_DATA *victim ) { 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 ); 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); victim->pcdata->stats[DEMON_POWER] = 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->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"); save_char_obj( victim ); return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; CHAR_DATA *mount; int xp; 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_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 ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) ) continue; xp = xp_compute( gch, victim ) / members; sprintf( buf, "You receive %d experience points.\n\r", xp ); send_to_char( buf, gch ); if ((mount = gch->mount) != NULL) send_to_char( buf, mount ); gain_exp( gch, xp ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim ) { int align; int xp; int extra; int level; int number; int vnum; int victim_level; /* put to stop mass exp give outs Rotain */ xp = 300 - URANGE( -3, 3 - victim->level, 6 ) * 50; align = gch->alignment - victim->alignment; if (victim->level > 1000 ) victim_level = 1000; else victim_level = victim->level; if (IS_HERO(gch)) { /* Avatars shouldn't be able to change their alignment */ gch->alignment = gch->alignment; } else if ( align > 500 ) { gch->alignment = UMIN( gch->alignment + (align-500)/4, 1000 ); xp = 5 * xp / 4; } else if ( align < -500 ) { gch->alignment = UMAX( gch->alignment + (align+500)/4, -1000 ); } else { gch->alignment -= gch->alignment / 4; xp = 3 * xp / 4; } /* * Put in mob vnum that you don't want players to gain exp for * Rotain */ if (IS_NPC(victim) && (vnum = victim->pIndexData->vnum) > 29000) { switch (vnum) { default: break; case 29600: case 30001: case 30006: case 30007: case 30008: case 30009: case 30000: return 0; } } if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP) || IS_IMMORTAL(gch))) return 0; /* * Adjust for popularity of target: * -1/8 for each target over 'par' (down to -100%) * +1/8 for each target under 'par' ( up to + 25%) */ level = URANGE( 0, victim_level, MAX_LEVEL - 1 ); number = UMAX( 1, kill_table[level].number ); extra = victim->pIndexData->killed - kill_table[level].killed / number; /* xp -= xp * URANGE( -2, extra, 8 ) / 8; xp -= xp * URANGE( -2, extra, 6 ) / 8; */ xp -= xp * number_range( -2, 2 ) / 8; xp = number_range( xp * 3 / 4, xp * 5 / 4 ); xp = UMAX( 0, xp ); xp = (xp * (victim_level+1) * 0.25); xp = xp / 2; /* Put in cause players compaling to much exp :P */ if (!IS_NPC(gch)) { gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level; if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL]) gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level; if (victim->level > 950) return 0; gch->pcdata->score[SCORE_TOTAL_XP] += xp; if (xp > gch->pcdata->score[SCORE_HIGH_XP]) gch->pcdata->score[SCORE_HIGH_XP] += xp; } return 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 ( dam == 0 ) { vs = " miss"; vp = " misses"; } else if ( dam <= 25 ) { vs = " lightly"; vp = " lightly"; } else if ( dam <= 50 ) { vs = ""; vp = ""; } else if ( dam <= 100 ) { vs = " hard"; vp = " hard"; } else if ( dam <= 250 ) { vs = " very hard"; vp = " very hard"; } else if ( dam <= 500 ) { vs = " extremely hard";vp = " extremely hard";} else { vs = " incredibly hard";vp = " incredibly hard";} /* If victim's hp are less/equal to 'damp', attacker gets a death blow */ 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 && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_CLAWS) ) { if (dam == 0) { 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 { sprintf( buf1, "$n hits $N%s%c", vp, punct ); sprintf( buf2, "You hit $N%s%c", vs, punct ); sprintf( buf3, "$n hits you%s%c", vp, punct ); critical = TRUE; } } else { if ( dt == TYPE_HIT && !IS_NPC(ch) && 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 $N%s%c", attack, vp, punct ); sprintf( buf3, "$n's %s strikes you%s%c", attack2, vp, punct ); } else { sprintf( buf1, "$n %s $N%s%c", attack2, vp, punct ); sprintf( buf2, "You %s $N%s%c", attack, vp, punct ); sprintf( buf3, "$n %s you%s%c", attack2, vp, punct ); critical = TRUE; } } /* Check for weapon resistance - KaVir */ recover = 0; if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SLASH) && (attack == "slash" || attack == "slice") && dam > 0 ) recover = number_range(1,dam); if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_STAB) && (attack == "stab" || attack == "pierce") && dam > 0 ) recover = number_range(1,dam); if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SMASH) && (attack == "blast" || attack == "pound" || attack == "crush") && dam > 0 ) recover = number_range(1,dam); if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_ANIMAL) && (attack == "bite" || attack == "claw") && dam > 0 ) recover = number_range(1,dam); if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_MISC) && (attack == "grep" || attack == "suck" || attack == "whip") && dam > 0 ) recover = number_range(1,dam); /* Check for fortitude - KaVir */ if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim, VAM_FORTITUDE) && (dam-recover) > 0) victim->hit = victim->hit+number_range(1,(dam-recover)); else if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && (dam-recover) > 0) victim->hit = victim->hit+number_range(1,(dam-recover)); else if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON) && (dam-recover) > 0 && IS_DEMPOWER( victim, DEM_TOUGH)) victim->hit = victim->hit+number_range(1,(dam-recover)); victim->hit = 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 (critical) critical_hit(ch,victim,dt,dam); return; } if ( dt == TYPE_HIT && !IS_NPC( ch ) && !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); 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); 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); make_part(victim,"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); } 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); } } 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); 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); } 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); 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); 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); 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); } } 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); } 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); 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); 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); } } 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); 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); 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); } } } 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); make_part(victim,"blood"); } 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); } 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); } 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); } 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); 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); 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); 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); 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); } } } else if ( !IS_NPC( ch ) && (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); 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 ( !IS_NPC(ch) && (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); 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); 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); 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); 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); } } } 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); 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 $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT); } else { bug( "Dam_message: bad dt %d.", dt ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; char buf [MAX_STRING_LENGTH]; /* I'm fed up of being disarmed every 10 seconds - KaVir */ if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM)) return; /* if ( ( (obj = get_eq_char( ch, WEAR_WIELD ) == NULL) || obj->item_type != ITEM_WEAPON ) && ( (obj = get_eq_char( ch, WEAR_HOLD ) == NULL) || obj->item_type != ITEM_WEAPON ) ) return; */ if ( ( (obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON ) { if ( ( (obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON ) return; } sprintf(buf,"$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 $n's hand!", victim, obj, NULL, TO_ROOM ); obj_to_char( obj, victim ); do_wear( victim, obj->name); } else if ( IS_NPC(victim) ) obj_to_char( obj, victim ); else obj_to_room( obj, victim->in_room ); return; } /* * Trip a creature. * Caller must check for successful attack. */ void trip( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf [MAX_STRING_LENGTH]; if (IS_AFFECTED(victim,AFF_FLYING)) return; if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_FLYING)) return; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMAFF(victim, DEM_UNFOLDED)) return; if (IS_SET(victim->special, SPC_CHAMPION) && IS_DEMAFF(victim,DEM_UNFOLDED)) return; } if ( victim->wait == 0) { sprintf(buf,"$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 $E goes down!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; } return; } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You cannot kill yourself!\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); check_killer( ch, victim ); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && number_range(1,3) == 1 && ch->pcdata->powers[WPOWER_BOAR] > 1 && victim->position == POS_STANDING) { /* ch->damroll += 50; multi_hit( ch, victim, TYPE_UNDEFINED ); ch->damroll -= 50; */ 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; one_argument( argument, arg ); 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 ) && ( ( 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( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) ) damage( ch, victim, 0, gsn_backstab ); else if ( !IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab] ) multi_hit( ch, victim, gsn_backstab ); else damage( ch, victim, 0, gsn_backstab ); return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_WEBBED)) { send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch); return; } if (!IS_NPC(ch) && ch->pcdata->stats[UNI_RAGE] >= 0) { if (IS_CLASS(ch,CLASS_VAMPIRE) && number_percent() <= ch->pcdata->stats[UNI_RAGE]) { send_to_char("Your inner beast refuses to let you run!\n\r",ch); WAIT_STATE(ch,12); return; } else if (IS_CLASS(ch, CLASS_WEREWOLF) && number_percent() <= ch->pcdata->stats[UNI_RAGE] * 0.3) { send_to_char("Your rage is too great!\n\r",ch); WAIT_STATE(ch,12); return; } } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch) && IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$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 ( 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( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } 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( fch, FALSE ); stop_fighting( victim, FALSE ); check_killer( ch, fch ); set_fighting( ch, fch ); set_fighting( fch, ch ); do_humanity(ch,""); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *boots; int dam; int stance; int hitpoints; 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 ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] ) 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_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_POTENCE) ) dam *= 1.5; else if ( !IS_NPC(ch) && (IS_SET(ch->special, SPC_CHAMPION) || IS_CLASS(ch, CLASS_DEMON)) && IS_DEMPOWER( ch, DEM_MIGHT) ) dam *= 1.5; if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.5; if (victim->pcdata->powers[WPOWER_BOAR] > 2 ) dam *= 0.5; if ( ( boots = get_eq_char( ch, WEAR_FEET ) ) != NULL && IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2; } /* Vampires should be tougher at night and weaker during the day. */ if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) ) { if (weather_info.sunlight == SUN_LIGHT && dam > 1) dam /= 1.5; else if (weather_info.sunlight == SUN_DARK) dam *= 1.5; } if ( !IS_NPC(ch) ) dam = dam + (dam * ((ch->wpn[0]+1) / 100)); 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) ) { 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] / 100); else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 ) dam += dam * (ch->stance[STANCE_DRAGON] / 100); else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 ) dam += dam * (ch->stance[STANCE_TIGER] / 100); else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 ) dam *= 0.5; } if (!IS_NPC(victim) && !can_counter(ch)) { if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 ) dam /= victim->stance[STANCE_CRAB]/100; else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 ) dam /= victim->stance[STANCE_DRAGON]/100; else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 ) dam /= victim->stance[STANCE_SWALLOW]/100; } 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 ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot punch yourself!\n\r", ch ); return; } if (is_safe(ch,victim)) 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; } 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; if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100)); if ( dam <= 0 ) dam = 1; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->pcdata->powers[WPOWER_BOAR] > 3) { 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; } 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); 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)) { 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_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 ) { send_to_char("Maybe you should learn the skill first?\n\r",ch); return; } 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 ( is_safe( ch, victim ) ) 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 ( !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) && victim->level > 900 ) { send_to_char("You are unable to get their feet of the ground.\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 $M.", ch, NULL, victim, TO_CHAR ); return; } WAIT_STATE( ch, skill_table[gsn_hurl].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); multi_hit( victim, ch, TYPE_UNDEFINED ); return; } rev_dir = 0; if ( arg2[0] == '\0' ) door = number_range(0,3); else { if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0; else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1; else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2; else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3; else { send_to_char("You can only hurl people north, south, east or west.\n\r", ch); return; } } if (door == 0) {sprintf(direction,"north");rev_dir = 2;} if (door == 1) {sprintf(direction,"east");rev_dir = 3;} if (door == 2) {sprintf(direction,"south");rev_dir = 0;} if (door == 3) {sprintf(direction,"west");rev_dir = 1;} if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$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) {raw_kill(victim);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 $d.", direction); act(buf,victim,NULL,pexit->keyword,TO_ROOM); dam = number_range(ch->level, (ch->level * 6)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1; if (victim->position == POS_DEAD) {raw_kill(victim);return;} } } else { sprintf(buf,"$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) {raw_kill(victim);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->level - ch->level; 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_SET(victim->act, PLR_GODLESS)) { send_to_char( "You failed.\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 ); raw_kill( victim ); return; } /* Had problems with people not dying when POS_DEAD...KaVir */ void do_killperson( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; send_to_char( "You have been KILLED!!\n\r\n\r", 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; raw_kill( victim ); return; } /* For decapitating players - KaVir */ void do_decapitate( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; 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; 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) ) { send_to_char( "You must be an avatar to decapitate someone.\n\r", ch ); return; } if ( !CAN_PK(victim) ) { send_to_char( "You can only decapitate other avatars.\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; if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_SET(ch->special, SPC_INCONNU) && (IS_CLASS(victim, CLASS_VAMPIRE) || IS_VAMPAFF(victim, VAM_MORTAL))) { send_to_char( "You cannot decapitate another vampire.\n\r", ch ); return; } if ( IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU) && (IS_CLASS(ch, CLASS_VAMPIRE) || IS_VAMPAFF(ch, VAM_MORTAL))) { send_to_char( "You cannot decapitate an Inconnu vampire.\n\r", ch ); return; } if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_CLASS(victim, CLASS_VAMPIRE) && strlen(ch->clan) > 1 && strlen(victim->clan) > 1) { if (!str_cmp(ch->clan,victim->clan)) { send_to_char( "You cannot decapitate someone of your own clan.\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); /* clan_table_dec( ch,victim ); */ if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && !IS_CLASS(victim,CLASS_DEMON) && !IS_SET(victim->special,SPC_CHAMPION)) { if (ch->race == 0 && victim->race == 0) { ch->pcdata->stats[DEMON_CURRENT] += 1000; ch->pcdata->stats[DEMON_TOTAL] += 1000; } else { ch->pcdata->stats[DEMON_CURRENT] += victim->race * 1000; ch->pcdata->stats[DEMON_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; /* if (!str_cmp(ch->name,"amoeba")) { ch->paradox[0] += (25 - ch->race); ch->paradox[1] += (25 - ch->race); } */ sprintf(buf,"%s has been decapitated by %s for no status.",victim->name,ch->name); do_info(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 ); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; return; } ch->exp = ch->exp +1000; if (ch->race - ((ch->race/100)*100) == 0) ch->race = ch->race + 1; else if (ch->race - ((ch->race/100)*100) < 25) ch->race = ch->race + 1; if (ch->race - ((ch->race/100)*100) == 0) victim->race = victim->race; else if (victim->race - ((victim->race/100)*100) > 0) victim->race = victim->race - 1; 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 ); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; victim->pcdata->stats[UNI_RAGE] = 0; victim->level = 2; sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->name); do_info(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 arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; if ( !IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char( "Huh?\n\r", ch ); return; } if ( !IS_SET(ch->special, SPC_WOLFMAN)) { send_to_char( "You can only tear heads off while in Crinos form.\n\r", ch ); return; } if ( !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) ) { send_to_char( "You must be an avatar to tear someone's head off.\n\r", ch ); return; } if ( !CAN_PK(victim) ) { send_to_char( "You can only tear the head off another avatar.\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 ); /* clan_table_dec( ch,victim ); */ if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) { if (ch->race == 0 && victim->race == 0) { ch->pcdata->stats[DEMON_CURRENT] += 1000; ch->pcdata->stats[DEMON_TOTAL] += 1000; } else { ch->pcdata->stats[DEMON_CURRENT] += victim->race * 1000; ch->pcdata->stats[DEMON_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; /* if (!str_cmp(ch->name,"amoeba")) { ch->paradox[0] += (25 - ch->race); ch->paradox[1] += (25 - ch->race); } */ sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->name); do_info(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 ); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; return; } ch->exp = ch->exp +1000; if (ch->race - ((ch->race/100)*100) == 0) ch->race = ch->race + 1; else if (ch->race - ((ch->race/100)*100) < 25) ch->race = ch->race + 1; if (ch->race - ((ch->race/100)*100) == 0) victim->race = victim->race; else if (victim->race - ((victim->race/100)*100) > 0) victim->race = victim->race - 1; 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 ); if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); behead( victim ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; victim->pcdata->stats[UNI_RAGE] = 0; victim->level = 2; sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->name); do_info(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)) { do_killperson(ch,victim->name); return; } } else { send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch ); } return; }