/*************************************************************************** * 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. * * * * Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David * * Love, Guilherme 'Willie' Arnold, and Mitchell Tse. * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * 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 <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); 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 ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_wielding_poisoned args( ( CHAR_DATA *ch ) ); void make_corpse args( ( CHAR_DATA *ch ) ); void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* * Control the fights going on. * Called periodically by update_handler. * Slightly less efficient than Merc 2.2. Takes 10% of * total CPU time. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *victim; CHAR_DATA *rch; bool mobfighting; for ( ch = char_list; ch; ch = ch->next ) { if ( !ch->in_room || ch->deleted ) continue; if ( ( victim = ch->fighting ) ) { if ( IS_AWAKE( ch ) && ch->in_room == victim->in_room ) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, FALSE ); continue; } if ( IS_AFFECTED( ch, AFF_BLIND ) || ( IS_NPC( ch ) && ch->pIndexData->pShop ) ) continue; /* Ok. So ch is not fighting anyone. * Is there a fight going on? */ mobfighting = FALSE; for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch->deleted || !IS_AWAKE( rch ) || !( victim = rch->fighting ) ) continue; if ( !IS_NPC( ch ) && ( !IS_NPC( rch ) || IS_AFFECTED( rch, AFF_CHARM ) ) && is_same_group( ch, rch ) && IS_NPC( victim ) ) break; if ( IS_NPC( ch ) && IS_NPC( rch ) && !IS_NPC( victim ) ) { mobfighting = TRUE; break; } } if ( !victim || !rch ) continue; /* * Now that someone is fighting, consider fighting another pc * or not at all. */ if ( mobfighting ) { CHAR_DATA *vch; int number; number = 0; for ( vch = ch->in_room->people; vch; vch = vch->next_in_room ) { if ( can_see( ch, vch ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 ) { victim = vch; number++; } } if ( ( rch->pIndexData != ch->pIndexData && number_bits( 3 ) != 0 ) || ( IS_GOOD( ch ) && IS_GOOD( victim ) ) || abs( victim->level - ch->level ) > 3 ) continue; } multi_hit( ch, victim, TYPE_UNDEFINED ); } return; } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance; one_hit( ch, victim, dt ); if ( ch->fighting != victim || dt == gsn_backstab ) return; chance = IS_NPC( ch ) ? ch->level : ch->pcdata->learned[gsn_second_attack]/2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ); if ( ch->fighting != victim ) return; } chance = IS_NPC( ch ) ? ch->level : ch->pcdata->learned[gsn_third_attack]/4; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ); if ( ch->fighting != victim ) return; } chance = IS_NPC( ch ) ? ch->level / 2 : 0; if ( number_percent( ) < chance ) one_hit( ch, victim, dt ); return; } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *wield; char buf [ MAX_STRING_LENGTH ]; int victim_ac; int thac0; int thac0_00; int thac0_47; int dam; int diceroll; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ wield = get_eq_char( ch, WEAR_WIELD ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; } /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC( ch ) ) { thac0_00 = 20; thac0_47 = -10; } else { thac0_00 = class_table[ch->class].thac0_00; thac0_47 = class_table[ch->class].thac0_47; } thac0 = interpolate( ch->level, thac0_00, thac0_47 ) - GET_HITROLL( ch ); victim_ac = UMAX( -15, GET_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( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC( ch ) ) { dam = number_range( ch->level / 2, ch->level * 3 / 2 ); if ( wield ) dam += dam / 2; } else { if ( wield ) dam = number_range( wield->value[1], wield->value[2] ); else dam = number_range( 1, 4 ); if ( wield && dam > 1000 ) { sprintf( buf, "One_hit dam range > 1000 from %d to %d", wield->value[1], wield->value[2] ); bug( buf, NULL ); } } /* * Bonuses. */ dam += GET_DAMROLL( ch ); if ( wield && IS_SET( wield->extra_flags, ITEM_POISONED ) ) dam += dam / 4; if ( !IS_NPC( ch ) && ch->pcdata->learned[gsn_enhanced_damage] > 0 ) dam += dam * ch->pcdata->learned[gsn_enhanced_damage] / 150; if ( !IS_AWAKE( victim ) ) dam *= 2; if ( dt == gsn_backstab ) dam *= 2 + UMIN( ( ch->level / 8) , 4 ); if ( dam <= 0 ) dam = 1; damage( ch, victim, dam, dt ); tail_chain( ); return; } /* * Inflict damage from a hit. */ void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { if ( victim->position == POS_DEAD ) return; /* * Stop up any residual loopholes. */ if ( dam > 1000 ) { char buf [ MAX_STRING_LENGTH ]; if ( IS_NPC( ch ) && ch->desc ) sprintf( buf, "Damage: %d from %s by %s: > 1000 points with %d dt!", dam, ch->name, ch->desc->original->name, dt ); else sprintf( buf, "Damage: %d from %s: > 1000 points with %d dt!", dam, ch->name, dt ); bug( buf, NULL ); dam = 1000; } 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 ) set_fighting( victim, ch ); victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( !ch->fighting ) 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 && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); set_fighting( ch, victim->master ); return; } } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); /* * Inviso attacks ... not. */ if ( IS_AFFECTED( ch, AFF_INVISIBLE ) ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( IS_AFFECTED( victim, AFF_SANCTUARY ) ) dam /= 2; if ( IS_AFFECTED( victim, AFF_PROTECT ) && IS_EVIL( ch ) ) dam -= dam / 4; if ( dam < 0 ) dam = 0; /* * Check for disarm, trip, parry, and dodge. */ if ( dt >= TYPE_HIT || dt == gsn_kick ) { int leveldiff = ch->level - victim->level; if ( IS_NPC( ch ) && number_percent( ) < ( leveldiff < -5 ? ch->level / 2 : UMAX( 10, leveldiff ) ) && dam == 0 ) disarm( ch, victim ); if ( IS_NPC( ch ) && number_percent( ) < ( leveldiff < -5 ? ch->level / 2 : UMAX( 20, leveldiff ) ) && dam == 0 ) trip( ch, victim ); if ( check_parry( ch, victim ) && dam > 0 ) return; if ( check_dodge( ch, victim ) && dam > 0 ) return; } } /* We moved dam_message out of the victim != ch if above * so self damage would show. Other valid type_undefined * damage is ok to avoid like mortally wounded damage - Kahn */ if ( dt != TYPE_UNDEFINED ) dam_message( ch, victim, dam, dt ); /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC( victim ) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; if ( dam > 0 && dt > TYPE_HIT && is_wielding_poisoned( ch ) && !saves_spell( ch->level, victim ) ) { AFFECT_DATA af; af.type = gsn_poison; af.duration = 1; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); } update_pos( victim ); switch( victim->position ) { case POS_MORTAL: send_to_char( "You are mortally wounded, and will die soon, if not aided.\n\r", victim ); act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); break; case POS_INCAP: send_to_char( "You are incapacitated and will slowly die, if not aided.\n\r", victim ); act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); break; case POS_STUNNED: send_to_char("You are stunned, but will probably recover.\n\r", victim ); act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); break; case POS_DEAD: send_to_char( "You have been KILLED!!\n\r\n\r", victim ); act( "$n is DEAD!!", victim, NULL, NULL, TO_ROOM ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "You sure are BLEEDING!\n\r", victim ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE( victim ) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !IS_NPC( victim ) ) { 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 way back to previous level. */ if ( victim->exp > 1000 * victim->level ) gain_exp( victim, ( 1000 * victim->level - victim->exp ) / 2 ); } raw_kill( ch, victim ); /* Ok, now we want to remove the deleted flag from the * PC victim. */ if ( !IS_NPC( victim ) ) victim->deleted = FALSE; if ( !IS_NPC( ch ) && IS_NPC( victim ) ) { if ( IS_SET( ch->act, PLR_AUTOLOOT ) ) do_get( ch, "all corpse" ); else do_look( ch, "in corpse" ); 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 ) { 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 && 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 ) { if ( IS_NPC( ch ) || IS_NPC( victim ) ) return FALSE; if ( get_age( ch ) < 21 ) { send_to_char( "You aren't old enough.\n\r", ch ); return TRUE; } if ( IS_SET( victim->act, PLR_KILLER ) ) return FALSE; if ( ch->level > victim->level ) { send_to_char( "You may not attack a lower level player.\n\r", ch ); return TRUE; } return FALSE; } /* * See if an attack justifies a KILLER flag. */ void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { /* * NPC's are fair game. * So are killers and thieves. */ if ( IS_NPC( victim ) || IS_SET( victim->act, PLR_KILLER ) || IS_SET( victim->act, PLR_THIEF ) ) return; /* * NPC's are cool of course * Hitting yourself is cool too (bleeding). * And current killers stay as they are. */ if ( IS_NPC( ch ) || ch == victim || IS_SET( ch->act, PLR_KILLER ) ) return; send_to_char( "*** You are now a KILLER!! ***\n\r", ch ); SET_BIT(ch->act, PLR_KILLER); save_char_obj( ch ); return; } /* * Check to see if weapon is poisoned. */ bool is_wielding_poisoned( CHAR_DATA *ch ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) && IS_SET( obj->extra_flags, ITEM_POISONED ) ) return TRUE; return FALSE; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE( victim ) ) return FALSE; if ( IS_NPC( victim ) ) { /* Tuan was here. :) */ chance = UMIN( 60, 2 * victim->level ); if ( !get_eq_char( victim, WEAR_WIELD ) ) chance = chance / 2; } else { if ( !get_eq_char( victim, WEAR_WIELD ) ) return FALSE; chance = victim->pcdata->learned[gsn_parry] / 2; } if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); act( "You parry $n's attack.", ch, NULL, victim, TO_VICT ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE( victim ) ) return FALSE; if ( IS_NPC( victim ) ) /* Tuan was here. :) */ chance = UMIN( 60, 2 * victim->level ); else chance = victim->pcdata->learned[gsn_dodge] / 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( IS_NPC( victim ) || victim->hit <= -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 ) { char buf [ MAX_STRING_LENGTH ]; if ( ch->fighting ) { bug( "Set_fighting: already fighting", 0 ); sprintf( buf, "...%s attacking %s at %d", ( IS_NPC( ch ) ? ch->short_descr : ch->name ), ( IS_NPC( victim ) ? victim->short_descr : victim->name ), victim->in_room->vnum ); bug( buf , NULL ); return; } if ( IS_AFFECTED( ch, AFF_SLEEP ) ) affect_strip( ch, gsn_sleep ); ch->fighting = victim; ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch; 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 ) { OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; ROOM_INDEX_DATA *location; char *name; char buf [ MAX_STRING_LENGTH ]; if ( IS_NPC( ch ) ) { /* * This longwinded corpse creation routine comes about because * we dont want anything created AFTER a corpse to be placed * INSIDE a corpse. This had caused crashes from obj_update() * in extract_obj() when the updating list got shifted from * object_list to obj_free. --- Thelonius (Monk) */ if ( ch->gold > 0 ) { OBJ_DATA * coins; coins = create_money( ch->gold ); name = ch->short_descr; corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_NPC ), 0 ); corpse->timer = number_range( 2, 4 ); obj_to_obj( coins, corpse ); ch->gold = 0; } else { name = ch->short_descr; corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_NPC ), 0 ); corpse->timer = number_range( 2, 4 ); } } else { name = ch->name; corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_PC ), 0 ); corpse->timer = number_range( 25, 40 ); } 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; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; obj_from_char( obj ); if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj ); else obj_to_obj( obj, corpse ); } if ( IS_NPC( ch ) ) obj_to_room( corpse, ch->in_room ); else { if ( ch->level > LEVEL_HERO ) obj_to_room( corpse, ch->in_room ); else if ( !( location = get_room_index( ROOM_VNUM_GRAVEYARD_A ) ) ) { bug( "Graveyard A does not exist!", NULL ); obj_to_room( corpse, ch->in_room ); } else obj_to_room( corpse, location ); } return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int vnum; int door; vnum = 0; switch ( number_bits( 4 ) ) { default: msg = "You hear $n's death cry."; break; case 0: msg = "$n hits the ground ... DEAD."; break; case 1: msg = "$n splatters blood on your armor."; break; case 2: msg = "You smell $n's sphincter releasing in death."; vnum = OBJ_VNUM_FINAL_TURD; break; case 3: msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; break; case 4: msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; break; case 5: msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; break; case 6: msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; break; } act( msg, ch, NULL, NULL, TO_ROOM ); if ( vnum != 0 ) { OBJ_DATA *obj; char *name; char buf [ MAX_STRING_LENGTH ]; name = IS_NPC( ch ) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); obj->timer = number_range( 4, 7 ); sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); obj_to_room( obj, ch->in_room ); } if ( IS_NPC( ch ) ) msg = "You hear something's death cry."; else msg = "You hear someone's death cry."; was_in_room = ch->in_room; for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) && pexit->to_room && 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 raw_kill( CHAR_DATA *ch, CHAR_DATA *victim ) { AFFECT_DATA *paf; stop_fighting( victim, TRUE ); if ( ch != victim ) death_cry( victim ); make_corpse( victim ); for ( paf = victim->affected; paf; paf = paf->next ) affect_remove( victim, paf ); victim->affected_by = 0; 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 ); 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; save_char_obj( victim ); return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { CHAR_DATA *gch; CHAR_DATA *lch; char buf[ MAX_STRING_LENGTH ]; int members; int xp; /* * 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 ) || !IS_NPC( victim ) || victim == ch ) return; members = 0; for ( gch = ch->in_room->people; gch; 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 ) ? ch->leader : ch; for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) ) continue; if ( gch->level - lch->level >= 6 ) { send_to_char( "You are too high level for this group.\n\r", gch ); continue; } if ( gch->level - lch->level <= -6 ) { send_to_char( "You are too low level for this group.\n\r", gch ); continue; } xp = xp_compute( gch, victim ) / members; sprintf( buf, "You receive %d experience points.\n\r", xp ); send_to_char( buf, gch ); gain_exp( gch, xp ); for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; 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 xp; int align; int extra; int level; int number; xp = 150 - URANGE( -4, gch->level - victim->level, 6 ) * 25; align = gch->alignment - victim->alignment; 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 ); xp = 5 * xp / 4; } else { gch->alignment -= gch->alignment / 4; xp = 3 * xp / 4; } /* * Adjust for popularity of target: * -1/8 for each target over 'par' (down to - 50%) * +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, 4 ) / 8; xp = number_range( xp * 3 / 4, xp * 5 / 4 ); xp = UMAX( 0, 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", "suction", "chop" }; const char *vs; const char *vp; const char *attack; char buf [ MAX_STRING_LENGTH ]; char buf1 [ 256 ]; char buf2 [ 256 ]; char buf3 [ 256 ]; char buf4 [ 256 ]; char buf5 [ 256 ]; char punct; if ( dam == 0 ) { vs = "miss"; vp = "misses"; } else if ( dam <= 4 ) { vs = "scratch"; vp = "scratches"; } else if ( dam <= 8 ) { vs = "graze"; vp = "grazes"; } else if ( dam <= 12 ) { vs = "hit"; vp = "hits"; } else if ( dam <= 16 ) { vs = "injure"; vp = "injures"; } else if ( dam <= 20 ) { vs = "wound"; vp = "wounds"; } else if ( dam <= 24 ) { vs = "maul"; vp = "mauls"; } else if ( dam <= 28 ) { vs = "decimate"; vp = "decimates"; } else if ( dam <= 32 ) { vs = "devastate"; vp = "devastates"; } else if ( dam <= 36 ) { vs = "maim"; vp = "maims"; } else if ( dam <= 40 ) { vs = "MUTILATE"; vp = "MUTILATES"; } else if ( dam <= 44 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; } else if ( dam <= 48 ) { vs = "EVISCERATE"; vp = "EVISCERATES"; } else if ( dam <= 52 ) { vs = "MASSACRE"; vp = "MASSACRES"; } else if ( dam <= 100 ) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else { vs = "*** ANNIHILATE ***"; vp = "*** ANNIHILATES ***"; } punct = ( dam <= 24 ) ? '.' : '!'; if ( dt == TYPE_HIT ) { sprintf( buf1, "You %s $N%c", vs, punct ); sprintf( buf2, "$n %s you%c", vp, punct ); sprintf( buf3, "$n %s $N%c", vp, punct ); sprintf( buf4, "You %s yourself%c", vs, punct ); sprintf( buf5, "$n %s $mself%c", vp, punct ); } else { 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 { sprintf( buf, "Dam_message: bad dt %d caused by %s.", dt, ch->name ); bug( buf, NULL ); dt = TYPE_HIT; attack = attack_table[0]; } if ( dt > TYPE_HIT && is_wielding_poisoned( ch ) ) { sprintf( buf1, "Your poisoned %s %s $N%c", attack, vp, punct ); sprintf( buf2, "$n's poisoned %s %s you%c", attack, vp, punct ); sprintf( buf3, "$n's poisoned %s %s $N%c", attack, vp, punct ); sprintf( buf4, "Your poisoned %s %s you%c", attack, vp, punct ); sprintf( buf5, "$n's poisoned %s %s $n%c", attack, vp, punct ); } else { sprintf( buf1, "Your %s %s $N%c", attack, vp, punct ); sprintf( buf2, "$n's %s %s you%c", attack, vp, punct ); sprintf( buf3, "$n's %s %s $N%c", attack, vp, punct ); sprintf( buf4, "Your %s %s you%c", attack, vp, punct ); sprintf( buf5, "$n's %s %s $n%c", attack, vp, punct ); } } if ( victim != ch ) { act( buf1, ch, NULL, victim, TO_CHAR ); act( buf2, ch, NULL, victim, TO_VICT ); act( buf3, ch, NULL, victim, TO_NOTVICT ); } else { act( buf4, ch, NULL, victim, TO_CHAR ); act( buf5, ch, NULL, victim, TO_ROOM ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; if ( !( obj = get_eq_char( victim, WEAR_WIELD ) ) ) return; if ( !get_eq_char( ch, WEAR_WIELD ) && number_bits( 1 ) == 0 ) return; act( "You disarm $N!", ch, NULL, victim, TO_CHAR ); act( "$n DISARMS you!", ch, NULL, victim, TO_VICT ); act( "$n DISARMS $N!", ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); 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 ) { if ( victim->wait == 0 ) { act( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR ); act( "$n trips you and you go down!", ch, NULL, victim, TO_VICT ); act( "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; } return; } void do_kill( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC( victim ) ) { if ( !IS_SET( victim->act, PLR_KILLER ) && !IS_SET( victim->act, PLR_THIEF ) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } } else { if ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master ) { send_to_char( "You must MURDER a charmed creature.\n\r", ch ); return; } } if ( victim == ch ) { send_to_char( "You hit yourself. Ouch!\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( "$N is your beloved master!", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_murde( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to MURDER, spell it out.\n\r", ch ); return; } void do_murder( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf [ MAX_STRING_LENGTH ]; char arg [ MAX_INPUT_LENGTH ]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Murder whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( "$N is your beloved master!", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); sprintf( buf, "Help! I am being attacked by %s!", ch->name ); do_shout( victim, buf ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; if ( !IS_NPC( ch ) && ch->level < skill_table[gsn_backstab].skill_level[ch->class] ) { send_to_char( "You better leave the assassin trade to thieves.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Backstab whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( !( obj = get_eq_char( ch, WEAR_WIELD ) ) || obj->value[3] != 11 ) { send_to_char( "You need to wield a piercing weapon.\n\r", ch ); return; } if ( victim->fighting ) { send_to_char( "You can't backstab a fighting person.\n\r", ch ); return; } if ( victim->hit < victim->max_hit ) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( !IS_AWAKE( victim ) || IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_backstab] ) multi_hit( ch, victim, gsn_backstab ); else damage( ch, victim, 0, gsn_backstab ); return; } void do_flee( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; int attempt; if ( !( victim = ch->fighting ) ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || !pexit->to_room || IS_SET( pexit->exit_info, EX_CLOSED ) || ( IS_NPC( ch ) && ( IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) || ( IS_SET( ch->act, ACT_STAY_AREA ) && pexit->to_room->area != ch->in_room->area ) ) ) ) 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! You lose 25 exps.\n\r", ch ); gain_exp( ch, -25 ); } stop_fighting( ch, TRUE ); return; } send_to_char( "You failed! You lose 10 exps.\n\r", ch ); gain_exp( ch, -10 ); return; } void do_rescue( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *fch; char arg [ MAX_INPUT_LENGTH ]; if ( !IS_NPC( ch ) && ch->level < skill_table[gsn_rescue].skill_level[ch->class] ) { send_to_char( "You'd better leave the heroic acts to warriors.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg ) ) ) { 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 ) ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } if ( !is_same_group( ch, victim ) ) { send_to_char( "Why would you want to?\n\r", ch ); return; } if ( !check_blind ( ch ) ) return; WAIT_STATE( ch, skill_table[gsn_rescue].beats ); if ( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[gsn_rescue] ) { send_to_char( "You fail the rescue.\n\r", ch ); return; } act( "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( "$n rescues you!", ch, NULL, victim, TO_VICT ); act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT ); stop_fighting( fch, FALSE ); set_fighting( fch, ch ); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; if ( !IS_NPC( ch ) && ch->level < skill_table[gsn_kick].skill_level[ch->class] ) { send_to_char( "You'd better leave the martial arts to fighters.\n\r", ch ); return; } if ( !ch->fighting ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( !check_blind( ch ) ) return; one_argument( argument, arg ); victim = ch->fighting; if ( arg[0] != '\0' ) if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ( IS_NPC( ch ) || number_percent( ) < ch->pcdata->learned[gsn_kick] ) damage( ch, victim, number_range( 1, ch->level ), gsn_kick ); else damage( ch, victim, 0, gsn_kick ); return; } void do_disarm( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; CHAR_DATA *victim; char arg [ MAX_INPUT_LENGTH ]; int percent; if ( !IS_NPC( ch ) && ch->level < skill_table[gsn_disarm].skill_level[ch->class] ) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( !get_eq_char( ch, WEAR_WIELD ) ) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( !ch->fighting ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( !check_blind( ch ) ) return; one_argument( argument, arg ); victim = ch->fighting; if ( arg[0] != '\0' ) if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim->fighting != ch && ch->fighting != victim ) { act( "$E is not fighting you!", ch, NULL, victim, TO_CHAR ); return; } if ( !( obj = get_eq_char( victim, WEAR_WIELD ) ) ) { 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( 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 ) { CHAR_DATA *rch; rch = get_char( ch ); if ( !authorized( rch, gsn_slay ) ) return; 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_DATA *rch; char arg [ MAX_INPUT_LENGTH ]; rch = get_char( ch ); if ( !authorized( rch, gsn_slay ) ) return; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slay whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC( victim ) && victim->level >= ch->level ) { send_to_char( "You failed.\n\r", ch ); return; } act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR ); act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT ); act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT ); raw_kill( ch, victim ); return; }