/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" /* * Local functions. */ void check_assist args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_dodge args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_parry args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_shield_block args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void dam_message args ( ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune ) ); 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, int total_levels ) ); void make_corpse args ( ( CHAR_DATA * ch ) ); void one_hit args ( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary ) ); void mob_hit args ( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) ); void raw_kill args ( ( CHAR_DATA * victim ) ); void set_fighting args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void disarm 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; for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if ( IS_AWAKE ( ch ) && ch->in_room == victim->in_room ) multi_hit ( ch, victim, TYPE_UNDEFINED ); else stop_fighting ( ch, FALSE ); if ( ( victim = ch->fighting ) == NULL ) continue; /* * Fun for the whole family! */ check_assist ( ch, victim ); if ( IS_NPC ( ch ) ) { if ( HAS_TRIGGER ( ch, TRIG_FIGHT ) ) mp_percent_trigger ( ch, victim, NULL, NULL, TRIG_FIGHT ); if ( HAS_TRIGGER ( ch, TRIG_HPCNT ) ) mp_hprct_trigger ( ch, victim ); } } return; } /* for auto assisting */ void check_assist ( CHAR_DATA * ch, CHAR_DATA * victim ) { CHAR_DATA *rch, *rch_next; for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) { rch_next = rch->next_in_room; if ( IS_AWAKE ( rch ) && rch->fighting == NULL ) { /* quick check for ASSIST_PLAYER */ if ( !IS_NPC ( ch ) && IS_NPC ( rch ) && IS_SET ( rch->off_flags, ASSIST_PLAYERS ) && rch->level + 6 > victim->level ) { do_function ( rch, &do_emote, "screams and attacks!" ); multi_hit ( rch, victim, TYPE_UNDEFINED ); continue; } /* PCs next */ if ( !IS_NPC ( ch ) || IS_AFFECTED ( ch, AFF_CHARM ) ) { if ( ( ( !IS_NPC ( rch ) && IS_SET ( rch->act, PLR_AUTOASSIST ) ) || IS_AFFECTED ( rch, AFF_CHARM ) ) && is_same_group ( ch, rch ) && !is_safe ( rch, victim ) ) multi_hit ( rch, victim, TYPE_UNDEFINED ); continue; } /* now check the NPC cases */ if ( IS_NPC ( ch ) && !IS_AFFECTED ( ch, AFF_CHARM ) ) { if ( ( IS_NPC ( rch ) && IS_SET ( rch->off_flags, ASSIST_ALL ) ) || ( IS_NPC ( rch ) && rch->group && rch->group == ch->group ) || ( IS_NPC ( rch ) && rch->race == ch->race && IS_SET ( rch->off_flags, ASSIST_RACE ) ) || ( IS_NPC ( rch ) && IS_SET ( rch->off_flags, ASSIST_ALIGN ) && ( ( IS_GOOD ( rch ) && IS_GOOD ( ch ) ) || ( IS_EVIL ( rch ) && IS_EVIL ( ch ) ) || ( IS_NEUTRAL ( rch ) && IS_NEUTRAL ( ch ) ) ) ) || ( rch->pIndexData == ch->pIndexData && IS_SET ( rch->off_flags, ASSIST_VNUM ) ) ) { CHAR_DATA *vch; CHAR_DATA *target; int number; if ( number_bits ( 1 ) == 0 ) continue; target = NULL; number = 0; for ( vch = ch->in_room->people; vch; vch = vch->next ) { if ( can_see ( rch, vch ) && is_same_group ( vch, victim ) && number_range ( 0, number ) == 0 ) { target = vch; number++; } } if ( target != NULL ) { do_function ( rch, &do_emote, "screams and attacks!" ); multi_hit ( rch, target, TYPE_UNDEFINED ); } } } } } } /* * Do one group of attacks. */ void multi_hit ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) { int chance; /* decrement the wait */ if ( ch->desc == NULL ) ch->wait = UMAX ( 0, ch->wait - PULSE_VIOLENCE ); if ( ch->desc == NULL ) ch->daze = UMAX ( 0, ch->daze - PULSE_VIOLENCE ); /* no attacks for stunnies -- just a check */ if ( ch->position < POS_RESTING ) return; if ( IS_NPC ( ch ) ) { mob_hit ( ch, victim, dt ); return; } one_hit ( ch, victim, dt, FALSE ); if ( get_eq_char ( ch, WEAR_SECONDARY ) ) { one_hit ( ch, victim, dt, TRUE ); if ( ch->fighting != victim ) return; } if ( ch->fighting != victim ) return; if ( IS_AFFECTED ( ch, AFF_HASTE ) ) one_hit ( ch, victim, dt, FALSE ); if ( ch->fighting != victim || dt == gsn_backstab ) return; chance = get_skill ( ch, gsn_second_attack ) / 2; if ( IS_AFFECTED ( ch, AFF_SLOW ) ) chance /= 2; if ( number_percent ( ) < chance ) { one_hit ( ch, victim, dt, FALSE ); check_improve ( ch, gsn_second_attack, TRUE, 5 ); if ( ch->fighting != victim ) return; } chance = get_skill ( ch, gsn_third_attack ) / 4; if ( IS_AFFECTED ( ch, AFF_SLOW ) ) chance = 0;; if ( number_percent ( ) < chance ) { one_hit ( ch, victim, dt, FALSE ); check_improve ( ch, gsn_third_attack, TRUE, 6 ); if ( ch->fighting != victim ) return; } return; } /* procedure for all mobile attacks */ void mob_hit ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) { int chance, number; CHAR_DATA *vch, *vch_next; one_hit ( ch, victim, dt, FALSE ); if ( ch->fighting != victim ) return; /* Area attack -- BALLS nasty! */ if ( IS_SET ( ch->off_flags, OFF_AREA_ATTACK ) ) { for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( ( vch != victim && vch->fighting == ch ) ) one_hit ( ch, vch, dt, FALSE ); } } if ( IS_AFFECTED ( ch, AFF_HASTE ) || ( IS_SET ( ch->off_flags, OFF_FAST ) && !IS_AFFECTED ( ch, AFF_SLOW ) ) ) one_hit ( ch, victim, dt, FALSE ); if ( ch->fighting != victim || dt == gsn_backstab ) return; chance = get_skill ( ch, gsn_second_attack ) / 2; if ( IS_AFFECTED ( ch, AFF_SLOW ) && !IS_SET ( ch->off_flags, OFF_FAST ) ) chance /= 2; if ( number_percent ( ) < chance ) { one_hit ( ch, victim, dt, FALSE ); if ( ch->fighting != victim ) return; } chance = get_skill ( ch, gsn_third_attack ) / 4; if ( IS_AFFECTED ( ch, AFF_SLOW ) && !IS_SET ( ch->off_flags, OFF_FAST ) ) chance = 0; if ( number_percent ( ) < chance ) { one_hit ( ch, victim, dt, FALSE ); if ( ch->fighting != victim ) return; } /* oh boy! Fun stuff! */ if ( ch->wait > 0 ) return; number = number_range ( 0, 2 ); if ( number == 1 && IS_SET ( ch->act, ACT_MAGE ) ) { /* { mob_cast_mage(ch,victim); return; } */ ; } if ( number == 2 && IS_SET ( ch->act, ACT_CLERIC ) ) { /* { mob_cast_cleric(ch,victim); return; } */ ; } /* now for the skills */ number = number_range ( 0, 8 ); switch ( number ) { case ( 0 ): if ( IS_SET ( ch->off_flags, OFF_BASH ) ) do_function ( ch, &do_bash, "" ); break; case ( 1 ): if ( IS_SET ( ch->off_flags, OFF_BERSERK ) && !IS_AFFECTED ( ch, AFF_BERSERK ) ) do_function ( ch, &do_berserk, "" ); break; case ( 2 ): if ( IS_SET ( ch->off_flags, OFF_DISARM ) || ( get_weapon_sn ( ch ) != gsn_hand_to_hand && ( IS_SET ( ch->act, ACT_WARRIOR ) || IS_SET ( ch->act, ACT_THIEF ) ) ) ) do_function ( ch, &do_disarm, "" ); break; case ( 3 ): if ( IS_SET ( ch->off_flags, OFF_KICK ) ) do_function ( ch, &do_kick, "" ); break; case ( 4 ): if ( IS_SET ( ch->off_flags, OFF_KICK_DIRT ) ) do_function ( ch, &do_dirt, "" ); break; case ( 5 ): if ( IS_SET ( ch->off_flags, OFF_TAIL ) ) { /* do_function(ch, &do_tail, "") */ ; } break; case ( 6 ): if ( IS_SET ( ch->off_flags, OFF_TRIP ) ) do_function ( ch, &do_trip, "" ); break; case ( 7 ): if ( IS_SET ( ch->off_flags, OFF_CRUSH ) ) { /* do_function(ch, &do_crush, "") */ ; } break; case ( 8 ): if ( IS_SET ( ch->off_flags, OFF_BACKSTAB ) ) { do_function ( ch, &do_backstab, "" ); } } } /* * Hit one guy once. */ void one_hit ( CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary ) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn, skill; int dam_type; bool result; sn = -1; /* just in case */ if ( victim == ch || ch == NULL || victim == NULL ) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ if ( !secondary ) wield = get_eq_char ( ch, WEAR_WIELD ); else wield = get_eq_char ( ch, WEAR_SECONDARY ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } if ( dt < TYPE_HIT ) if ( wield != NULL ) dam_type = attack_table[wield->value[3]].damage; else dam_type = attack_table[ch->dam_type].damage; else dam_type = attack_table[dt - TYPE_HIT].damage; if ( dam_type == -1 ) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn ( ch ); skill = 20 + get_weapon_skill ( ch, sn ); /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC ( ch ) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if ( IS_SET ( ch->act, ACT_WARRIOR ) ) thac0_32 = -10; else if ( IS_SET ( ch->act, ACT_THIEF ) ) thac0_32 = -4; else if ( IS_SET ( ch->act, ACT_CLERIC ) ) thac0_32 = 2; else if ( IS_SET ( ch->act, ACT_MAGE ) ) thac0_32 = 6; } else { thac0_00 = class_table[ch->Class].thac0_00; thac0_32 = class_table[ch->Class].thac0_32; } thac0 = interpolate ( ch->level, thac0_00, thac0_32 ); if ( thac0 < 0 ) thac0 = thac0 / 2; if ( thac0 < -5 ) thac0 = -5 + ( thac0 + 5 ) / 2; thac0 -= GET_HITROLL ( ch ) * skill / 100; thac0 += 5 * ( 100 - skill ) / 100; if ( dt == gsn_backstab ) thac0 -= 10 * ( 100 - get_skill ( ch, gsn_backstab ) ); switch ( dam_type ) { case ( DAM_PIERCE ): victim_ac = GET_AC ( victim, AC_PIERCE ) / 10; break; case ( DAM_BASH ): victim_ac = GET_AC ( victim, AC_BASH ) / 10; break; case ( DAM_SLASH ): victim_ac = GET_AC ( victim, AC_SLASH ) / 10; break; default: victim_ac = GET_AC ( victim, AC_EXOTIC ) / 10; break; }; if ( victim_ac < -15 ) victim_ac = ( victim_ac + 15 ) / 5 - 15; if ( !can_see ( ch, victim ) ) victim_ac -= 4; if ( victim->position < POS_FIGHTING ) victim_ac += 4; if ( victim->position < POS_RESTING ) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits ( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage ( ch, victim, 0, dt, dam_type, TRUE ); tail_chain ( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC ( ch ) && ( !ch->pIndexData->new_format || wield == NULL ) ) if ( !ch->pIndexData->new_format ) { dam = number_range ( ch->level / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam / 2; } else dam = dice ( ch->damage[DICE_NUMBER], ch->damage[DICE_TYPE] ); else { if ( sn != -1 ) check_improve ( ch, sn, TRUE, 5 ); if ( wield != NULL ) { if ( wield->pIndexData->new_format ) dam = dice ( wield->value[1], wield->value[2] ) * skill / 100; else dam = number_range ( wield->value[1] * skill / 100, wield->value[2] * skill / 100 ); if ( get_eq_char ( ch, WEAR_SHIELD ) == NULL ) /* no shield = more */ dam = dam * 11 / 10; /* sharpness! */ if ( IS_WEAPON_STAT ( wield, WEAPON_SHARP ) ) { int percent; if ( ( percent = number_percent ( ) ) <= ( skill / 8 ) ) dam = 2 * dam + ( dam * 2 * percent / 100 ); } } else dam = number_range ( 1 + 4 * skill / 100, 2 * ch->level / 3 * skill / 100 ); } /* * Bonuses. */ if ( get_skill ( ch, gsn_enhanced_damage ) > 0 ) { diceroll = number_percent ( ); if ( diceroll <= get_skill ( ch, gsn_enhanced_damage ) ) { check_improve ( ch, gsn_enhanced_damage, TRUE, 6 ); dam += 2 * ( dam * diceroll / 300 ); } } if ( !IS_AWAKE ( victim ) ) dam *= 2; else if ( victim->position < POS_FIGHTING ) dam = dam * 3 / 2; if ( dt == gsn_backstab && wield != NULL ) { if ( wield->value[0] != 2 ) dam *= 2 + ( ch->level / 10 ); else dam *= 2 + ( ch->level / 8 ); } dam += GET_DAMROLL ( ch ) * UMIN ( 100, skill ) / 100; if ( dam <= 0 ) dam = 1; result = damage ( ch, victim, dam, dt, dam_type, TRUE ); /* but do we have a funky weapon? */ if ( result && wield != NULL ) { int pdam; if ( ch->fighting == victim && IS_WEAPON_STAT ( wield, WEAPON_POISON ) ) { int level; AFFECT_DATA *poison, af; if ( ( poison = affect_find ( wield->affected, gsn_poison ) ) == NULL ) level = wield->level; else level = poison->level; if ( !saves_spell ( level / 2, victim, DAM_POISON ) ) { chsend ( "You feel poison coursing through your veins.", victim ); act ( "$n is poisoned by the venom on $p.", victim, wield, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3 / 4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join ( victim, &af ); } /* weaken the poison if it's temporary */ if ( poison != NULL ) { poison->level = UMAX ( 0, poison->level - 2 ); poison->duration = UMAX ( 0, poison->duration - 1 ); if ( poison->level == 0 || poison->duration == 0 ) act ( "The poison on $p has worn off.", ch, wield, NULL, TO_CHAR ); } } if ( ch->fighting == victim && IS_WEAPON_STAT ( wield, WEAPON_VAMPIRIC ) ) { pdam = number_range ( 1, wield->level / 5 + 1 ); act ( "$p draws life from $n.", victim, wield, NULL, TO_ROOM ); act ( "You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR ); damage ( ch, victim, pdam, 0, DAM_NEGATIVE, FALSE ); ch->alignment = UMAX ( -1000, ch->alignment - 1 ); ch->hit += pdam / 2; } if ( ch->fighting == victim && IS_WEAPON_STAT ( wield, WEAPON_FLAMING ) ) { pdam = number_range ( 1, wield->level / 4 + 1 ); act ( "$n is burned by $p.", victim, wield, NULL, TO_ROOM ); act ( "$p sears your flesh.", victim, wield, NULL, TO_CHAR ); fire_effect ( ( void * ) victim, wield->level / 2, pdam, TARGET_CHAR ); damage ( ch, victim, pdam, 0, DAM_FIRE, FALSE ); } if ( ch->fighting == victim && IS_WEAPON_STAT ( wield, WEAPON_FROST ) ) { pdam = number_range ( 1, wield->level / 6 + 2 ); act ( "$p freezes $n.", victim, wield, NULL, TO_ROOM ); act ( "The cold touch of $p surrounds you with ice.", victim, wield, NULL, TO_CHAR ); cold_effect ( victim, wield->level / 2, pdam, TARGET_CHAR ); damage ( ch, victim, pdam, 0, DAM_COLD, FALSE ); } if ( ch->fighting == victim && IS_WEAPON_STAT ( wield, WEAPON_SHOCKING ) ) { pdam = number_range ( 1, wield->level / 5 + 2 ); act ( "$n is struck by lightning from $p.", victim, wield, NULL, TO_ROOM ); act ( "You are shocked by $p.", victim, wield, NULL, TO_CHAR ); shock_effect ( victim, wield->level / 2, pdam, TARGET_CHAR ); damage ( ch, victim, pdam, 0, DAM_LIGHTNING, FALSE ); } } tail_chain ( ); return; } /* * Inflict damage from a hit. */ bool damage ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show ) { OBJ_DATA *corpse; bool immune; if ( victim->position == POS_DEAD ) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 1200 && dt >= TYPE_HIT ) { bug ( "Damage: %d: more than 1200 points!", dam ); dam = 1200; if ( !IS_IMMORTAL ( ch ) ) { OBJ_DATA *obj; obj = get_eq_char ( ch, WEAR_WIELD ); chsend ( "You really shouldn't cheat.\n\r", ch ); if ( obj != NULL ) extract_obj ( obj ); } } /* damage reduction */ if ( dam > 35 ) dam = ( dam - 35 ) / 2 + 35; if ( dam > 80 ) dam = ( dam - 80 ) / 2 + 80; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe ( ch, victim ) ) return FALSE; check_killer ( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) { set_fighting ( victim, ch ); if ( IS_NPC ( victim ) && HAS_TRIGGER ( victim, TRIG_KILL ) ) mp_percent_trigger ( victim, ch, NULL, NULL, TRIG_KILL ); } if ( victim->timer <= 4 ) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting ( ch, victim ); } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower ( victim ); } /* * Inviso attacks ... not. */ if ( IS_AFFECTED ( ch, AFF_INVISIBLE ) ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); act ( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC ( victim ) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_AFFECTED ( victim, AFF_SANCTUARY ) ) dam /= 2; if ( dam > 1 && ( ( IS_AFFECTED ( victim, AFF_PROTECT_EVIL ) && IS_EVIL ( ch ) ) || ( IS_AFFECTED ( victim, AFF_PROTECT_GOOD ) && IS_GOOD ( ch ) ) ) ) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim ) { if ( check_parry ( ch, victim ) ) return FALSE; if ( check_dodge ( ch, victim ) ) return FALSE; if ( check_shield_block ( ch, victim ) ) return FALSE; } switch ( check_immune ( victim, dam_type ) ) { case ( IS_IMMUNE ): immune = TRUE; dam = 0; break; case ( IS_RESISTANT ): dam -= dam / 3; break; case ( IS_VULNERABLE ): dam += dam / 2; break; } if ( show ) dam_message ( ch, victim, dam, dt, immune ); if ( dam == 0 ) return FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC ( victim ) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos ( victim ); switch ( victim->position ) { case POS_MORTAL: act ( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); chsend ( "You are mortally wounded, and will die soon, if not aided.\n\r", victim ); break; case POS_INCAP: act ( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); chsend ( "You are incapacitated and will slowly die, if not aided.\n\r", victim ); break; case POS_STUNNED: act ( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); chsend ( "You are stunned, but will probably recover.\n\r", victim ); break; case POS_DEAD: act ( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); chsend ( "You have been KILLED!!\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) chsend ( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) chsend ( "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 %ld", victim->name, ( IS_NPC ( ch ) ? ch->short_descr : ch->name ), ch->in_room->vnum ); log_string ( log_buf ); /* * Dying penalty: * 2/3 way back to previous level. */ if ( victim->exp > exp_per_level ( victim, victim->pcdata->points ) * victim->level ) gain_exp ( victim, ( 2 * ( exp_per_level ( victim, victim->pcdata->points ) * victim->level - victim->exp ) / 3 ) + 50 ); if ( IS_NPC ( ch ) ) victim->pcdata->gamestat[MOB_DEATHS]++; else { victim->pcdata->gamestat[PK_DEATHS]++; ch->pcdata->gamestat[PK_KILLS]++; } } else if ( !IS_NPC ( ch ) ) ch->pcdata->gamestat[MOB_KILLS]++; sprintf ( log_buf, "%s got toasted by %s at %s [room %ld]", ( IS_NPC ( victim ) ? victim->short_descr : victim->name ), ( IS_NPC ( ch ) ? ch->short_descr : ch->name ), ch->in_room->name, ch->in_room->vnum ); if ( IS_NPC ( victim ) ) wiznet ( log_buf, NULL, NULL, WIZ_MOBDEATHS, 0, 0 ); else wiznet ( log_buf, NULL, NULL, WIZ_DEATHS, 0, 0 ); /* * Death trigger */ if ( IS_NPC ( victim ) && HAS_TRIGGER ( victim, TRIG_DEATH ) ) { victim->position = POS_STANDING; mp_percent_trigger ( victim, ch, NULL, NULL, TRIG_DEATH ); } raw_kill ( victim ); /* dump the flags */ if ( ch != victim && !IS_NPC ( ch ) && !is_same_clan ( ch, victim ) ) { if ( IS_SET ( victim->act, PLR_KILLER ) ) REMOVE_BIT ( victim->act, PLR_KILLER ); else REMOVE_BIT ( victim->act, PLR_THIEF ); } /* RT new auto commands */ if ( !IS_NPC ( ch ) && ( corpse = get_obj_list ( ch, "corpse", ch->in_room->contents ) ) != NULL && corpse->item_type == ITEM_CORPSE_NPC && can_see_obj ( ch, corpse ) ) { OBJ_DATA *coins; corpse = get_obj_list ( ch, "corpse", ch->in_room->contents ); if ( IS_SET ( ch->act, PLR_AUTOLOOT ) && corpse && corpse->contains ) /* exists and not empty */ { do_function ( ch, &do_get, "all corpse" ); } if ( IS_SET ( ch->act, PLR_AUTOGOLD ) && corpse && corpse->contains && /* exists and not empty */ !IS_SET ( ch->act, PLR_AUTOLOOT ) ) { if ( ( coins = get_obj_list ( ch, "gcash", corpse->contains ) ) != NULL ) { do_function ( ch, &do_get, "all.gcash corpse" ); } } if ( IS_SET ( ch->act, PLR_AUTOSAC ) ) { if ( IS_SET ( ch->act, PLR_AUTOLOOT ) && corpse && corpse->contains ) { return TRUE; /* leave if corpse has treasure */ } else { do_function ( ch, &do_sacrifice, "corpse" ); } } } return TRUE; } if ( victim == ch ) return TRUE; /* * Take care of link dead people. */ if ( !IS_NPC ( victim ) && victim->desc == NULL ) { if ( number_range ( 0, victim->wait ) == 0 ) { do_function ( victim, &do_recall, "" ); return TRUE; } } /* * Wimp out? */ if ( IS_NPC ( victim ) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2 ) { if ( ( IS_SET ( victim->act, ACT_WIMPY ) && number_bits ( 2 ) == 0 && victim->hit < victim->max_hit / 5 ) || ( IS_AFFECTED ( victim, AFF_CHARM ) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) { do_function ( victim, &do_flee, "" ); } } if ( !IS_NPC ( victim ) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) { do_function ( victim, &do_flee, "" ); } tail_chain ( ); return TRUE; } bool is_safe ( CHAR_DATA * ch, CHAR_DATA * victim ) { if ( victim->in_room == NULL || ch->in_room == NULL ) return TRUE; if ( victim->fighting == ch || victim == ch ) return FALSE; if ( IS_IMMORTAL ( ch ) && ch->level > LEVEL_IMMORTAL ) return FALSE; /* killing mobiles */ if ( IS_NPC ( victim ) ) { /* safe room? */ if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) ) { chsend ( "Not in this room.\n\r", ch ); return TRUE; } if ( victim->pIndexData->pShop != NULL ) { chsend ( "The shopkeeper wouldn't like that.\n\r", ch ); return TRUE; } /* no killing healers, trainers, etc */ if ( IS_SET ( victim->act, ACT_TRAIN ) || IS_SET ( victim->act, ACT_PRACTICE ) || IS_SET ( victim->act, ACT_IS_HEALER ) || IS_SET ( victim->act, ACT_IS_CHANGER ) ) { chsend ( "I don't think Mota would approve.\n\r", ch ); return TRUE; } if ( !IS_NPC ( ch ) ) { /* no pets */ if ( IS_SET ( victim->act, ACT_PET ) ) { act ( "But $N looks so cute and cuddly...", ch, NULL, victim, TO_CHAR ); return TRUE; } /* no charmed creatures unless owner */ if ( IS_AFFECTED ( victim, AFF_CHARM ) && ch != victim->master ) { chsend ( "You don't own that monster.\n\r", ch ); return TRUE; } } } /* killing players */ else { /* NPC doing the killing */ if ( IS_NPC ( ch ) ) { /* safe room check */ if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) ) { chsend ( "Not in this room.\n\r", ch ); return TRUE; } /* charmed mobs and pets cannot attack players while owned */ if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master != NULL && ch->master->fighting != victim ) { chsend ( "Players are your friends!\n\r", ch ); return TRUE; } } /* player doing the killing */ else { if ( !is_clan ( ch ) ) { chsend ( "Join a clan if you want to kill players.\n\r", ch ); return TRUE; } if ( IS_SET ( victim->act, PLR_KILLER ) || IS_SET ( victim->act, PLR_THIEF ) ) return FALSE; if ( !is_clan ( victim ) ) { chsend ( "They aren't in a clan, leave them alone.\n\r", ch ); return TRUE; } if ( ch->level > victim->level + 8 ) { chsend ( "Pick on someone your own size.\n\r", ch ); return TRUE; } } } return FALSE; } bool is_safe_spell ( CHAR_DATA * ch, CHAR_DATA * victim, bool area ) { if ( victim->in_room == NULL || ch->in_room == NULL ) return TRUE; if ( victim == ch && area ) return TRUE; if ( victim->fighting == ch || victim == ch ) return FALSE; if ( IS_IMMORTAL ( ch ) && ch->level > LEVEL_IMMORTAL && !area ) return FALSE; /* killing mobiles */ if ( IS_NPC ( victim ) ) { /* safe room? */ if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) ) return TRUE; if ( victim->pIndexData->pShop != NULL ) return TRUE; /* no killing healers, trainers, etc */ if ( IS_SET ( victim->act, ACT_TRAIN ) || IS_SET ( victim->act, ACT_PRACTICE ) || IS_SET ( victim->act, ACT_IS_HEALER ) || IS_SET ( victim->act, ACT_IS_CHANGER ) ) return TRUE; if ( !IS_NPC ( ch ) ) { /* no pets */ if ( IS_SET ( victim->act, ACT_PET ) ) return TRUE; /* no charmed creatures unless owner */ if ( IS_AFFECTED ( victim, AFF_CHARM ) && ( area || ch != victim->master ) ) return TRUE; /* legal kill? -- cannot hit mob fighting non-group member */ if ( victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) ) return TRUE; } else { /* area effect spells do not hit other mobs */ if ( area && !is_same_group ( victim, ch->fighting ) ) return TRUE; } } /* killing players */ else { if ( area && IS_IMMORTAL ( victim ) && victim->level > LEVEL_IMMORTAL ) return TRUE; /* NPC doing the killing */ if ( IS_NPC ( ch ) ) { /* charmed mobs and pets cannot attack players while owned */ if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master != NULL && ch->master->fighting != victim ) return TRUE; /* safe room? */ if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) ) return TRUE; /* legal kill? -- mobs only hit players grouped with opponent */ if ( ch->fighting != NULL && !is_same_group ( ch->fighting, victim ) ) return TRUE; } /* player doing the killing */ else { if ( !is_clan ( ch ) ) return TRUE; if ( IS_SET ( victim->act, PLR_KILLER ) || IS_SET ( victim->act, PLR_THIEF ) ) return FALSE; if ( !is_clan ( victim ) ) return TRUE; if ( ch->level > victim->level + 8 ) return TRUE; } } return FALSE; } /* * See if an attack justifies a KILLER flag. */ void check_killer ( CHAR_DATA * ch, CHAR_DATA * victim ) { char buf[MAX_STRING_LENGTH]; /* * 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 ) || IS_SET ( victim->act, PLR_KILLER ) || IS_SET ( victim->act, PLR_THIEF ) ) return; /* * Charm-o-rama. */ if ( IS_SET ( ch->affected_by, AFF_CHARM ) ) { if ( ch->master == NULL ) { sprintf ( buf, "Check_killer: %s bad AFF_CHARM", IS_NPC ( ch ) ? ch->short_descr : ch->name ); bug ( buf, 0 ); affect_strip ( ch, gsn_charm_person ); REMOVE_BIT ( ch->affected_by, AFF_CHARM ); return; } /* chsend( "*** You are now a KILLER!! ***\n\r", ch->master ); SET_BIT(ch->master->act, PLR_KILLER); */ stop_follower ( ch ); return; } /* * NPC's are cool of course (as long as not charmed). * Hitting yourself is cool too (bleeding). * So is being immortal (Alander's idea). * And current killers stay as they are. */ if ( IS_NPC ( ch ) || ch == victim || ch->level >= LEVEL_IMMORTAL || !is_clan ( ch ) || IS_SET ( ch->act, PLR_KILLER ) || ch->fighting == victim ) return; chsend ( "*** You are now a KILLER!! ***\n\r", ch ); SET_BIT ( ch->act, PLR_KILLER ); sprintf ( buf, "$N is attempting to murder %s", victim->name ); wiznet ( buf, ch, NULL, WIZ_FLAGS, 0, 0 ); save_char_obj ( ch ); return; } /* * Check for parry. */ bool check_parry ( CHAR_DATA * ch, CHAR_DATA * victim ) { int chance; if ( !IS_AWAKE ( victim ) ) return FALSE; chance = get_skill ( victim, gsn_parry ) / 2; if ( get_eq_char ( victim, WEAR_WIELD ) == NULL ) { if ( IS_NPC ( victim ) ) chance /= 2; else return FALSE; } if ( !can_see ( ch, victim ) ) chance /= 2; if ( number_percent ( ) >= chance + victim->level - ch->level ) return FALSE; act ( "You parry $n's attack.", ch, NULL, victim, TO_VICT ); act ( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); check_improve ( victim, gsn_parry, TRUE, 6 ); return TRUE; } /* * Check for shield block. */ bool check_shield_block ( CHAR_DATA * ch, CHAR_DATA * victim ) { int chance; if ( !IS_AWAKE ( victim ) ) return FALSE; chance = get_skill ( victim, gsn_shield_block ) / 5 + 3; if ( get_eq_char ( victim, WEAR_SHIELD ) == NULL ) return FALSE; if ( number_percent ( ) >= chance + victim->level - ch->level ) return FALSE; act ( "You block $n's attack with your shield.", ch, NULL, victim, TO_VICT ); act ( "$N blocks your attack with a shield.", ch, NULL, victim, TO_CHAR ); check_improve ( victim, gsn_shield_block, TRUE, 6 ); return TRUE; } /* * Check for dodge. */ bool check_dodge ( CHAR_DATA * ch, CHAR_DATA * victim ) { int chance; if ( !IS_AWAKE ( victim ) ) return FALSE; chance = get_skill ( victim, gsn_dodge ) / 2; if ( !can_see ( victim, ch ) ) chance /= 2; if ( number_percent ( ) >= chance + victim->level - ch->level ) return FALSE; act ( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); act ( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); check_improve ( victim, gsn_dodge, TRUE, 6 ); return TRUE; } /* * Set position of a victim. */ void update_pos ( CHAR_DATA * victim ) { if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( IS_NPC ( victim ) && victim->hit < 1 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting ( CHAR_DATA * ch, CHAR_DATA * victim ) { if ( ch->fighting != NULL ) { bug ( "Set_fighting: already fighting", 0 ); return; } if ( IS_AFFECTED ( ch, AFF_SLEEP ) ) affect_strip ( ch, gsn_sleep ); ch->fighting = victim; ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting ( CHAR_DATA * ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = IS_NPC ( fch ) ? fch->default_pos : POS_STANDING; update_pos ( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse ( CHAR_DATA * ch ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if ( IS_NPC ( ch ) ) { name = ch->short_descr; corpse = create_object ( get_obj_index ( OBJ_VNUM_CORPSE_NPC ), 0 ); corpse->timer = number_range ( 3, 6 ); if ( ch->gold > 0 ) { obj_to_obj ( create_money ( ch->gold, ch->silver ), corpse ); ch->gold = 0; ch->silver = 0; } corpse->cost = 0; } else { name = ch->name; corpse = create_object ( get_obj_index ( OBJ_VNUM_CORPSE_PC ), 0 ); corpse->timer = number_range ( 25, 40 ); REMOVE_BIT ( ch->act, PLR_CANLOOT ); if ( !is_clan ( ch ) ) corpse->owner = str_dup ( ch->name ); else { corpse->owner = NULL; if ( ch->gold > 1 || ch->silver > 1 ) { obj_to_obj ( create_money ( ch->gold / 2, ch->silver / 2 ), corpse ); ch->gold -= ch->gold / 2; ch->silver -= ch->silver / 2; } } corpse->cost = 0; } corpse->level = ch->level; sprintf ( buf, corpse->short_descr, name ); free_string ( corpse->short_descr ); corpse->short_descr = str_dup ( buf ); sprintf ( buf, corpse->description, name ); free_string ( corpse->description ); corpse->description = str_dup ( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { bool floating = FALSE; obj_next = obj->next_content; if ( obj->wear_loc == WEAR_FLOAT ) floating = TRUE; obj_from_char ( obj ); if ( obj->item_type == ITEM_POTION ) obj->timer = number_range ( 500, 1000 ); if ( obj->item_type == ITEM_SCROLL ) obj->timer = number_range ( 1000, 2500 ); if ( IS_SET ( obj->extra_flags, ITEM_ROT_DEATH ) && !floating ) { obj->timer = number_range ( 5, 10 ); REMOVE_BIT ( obj->extra_flags, ITEM_ROT_DEATH ); } REMOVE_BIT ( obj->extra_flags, ITEM_VIS_DEATH ); if ( IS_SET ( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj ( obj ); else if ( floating ) { if ( IS_OBJ_STAT ( obj, ITEM_ROT_DEATH ) ) /* get rid of it! */ { if ( obj->contains != NULL ) { OBJ_DATA *in, *in_next; act ( "$p evaporates,scattering its contents.", ch, obj, NULL, TO_ROOM ); for ( in = obj->contains; in != NULL; in = in_next ) { in_next = in->next_content; obj_from_obj ( in ); obj_to_room ( in, ch->in_room ); } } else act ( "$p evaporates.", ch, obj, NULL, TO_ROOM ); extract_obj ( obj ); } else { act ( "$p falls to the floor.", ch, obj, NULL, TO_ROOM ); obj_to_room ( obj, ch->in_room ); } } else obj_to_obj ( obj, corpse ); } obj_to_room ( corpse, ch->in_room ); return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry ( CHAR_DATA * ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; VNUM vnum; vnum = 0; msg = "You hear $n's death cry."; switch ( number_bits ( 4 ) ) { case 0: msg = "$n hits the ground ... DEAD."; break; case 1: if ( ch->material == 0 ) { msg = "$n splatters blood on your armor."; break; } case 2: if ( IS_SET ( ch->parts, PART_GUTS ) ) { msg = "$n spills $s guts all over the floor."; vnum = OBJ_VNUM_GUTS; } break; case 3: if ( IS_SET ( ch->parts, PART_HEAD ) ) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 4: if ( IS_SET ( ch->parts, PART_HEART ) ) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 5: if ( IS_SET ( ch->parts, PART_ARMS ) ) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 6: if ( IS_SET ( ch->parts, PART_LEGS ) ) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 7: if ( IS_SET ( ch->parts, PART_BRAINS ) ) { msg = "$n's head is shattered, and $s brains splash all over you."; vnum = OBJ_VNUM_BRAINS; } } act ( msg, ch, NULL, NULL, TO_ROOM ); if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC ( ch ) ? ch->short_descr : ch->name; obj = create_object ( get_obj_index ( vnum ), 0 ); obj->timer = number_range ( 4, 7 ); sprintf ( buf, obj->short_descr, name ); free_string ( obj->short_descr ); obj->short_descr = str_dup ( buf ); sprintf ( buf, obj->description, name ); free_string ( obj->description ); obj->description = str_dup ( buf ); if ( obj->item_type == ITEM_FOOD ) { if ( IS_SET ( ch->form, FORM_POISON ) ) obj->value[3] = 1; else if ( !IS_SET ( ch->form, FORM_EDIBLE ) ) obj->item_type = ITEM_TRASH; } obj_to_room ( obj, ch->in_room ); } if ( IS_NPC ( ch ) ) msg = "You hear something's death cry."; else msg = "You hear someone's death cry."; was_in_room = ch->in_room; for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room ) { ch->in_room = pexit->u1.to_room; act ( msg, ch, NULL, NULL, TO_ROOM ); } } ch->in_room = was_in_room; return; } void raw_kill ( CHAR_DATA * victim ) { int i; stop_fighting ( victim, TRUE ); death_cry ( victim ); make_corpse ( victim ); if ( IS_NPC ( victim ) ) { victim->pIndexData->killed++; kill_table[URANGE ( 0, victim->level, MAX_LEVEL - 1 )].killed++; extract_char ( victim, TRUE ); return; } extract_char ( victim, FALSE ); while ( victim->affected ) affect_remove ( victim, victim->affected ); victim->affected_by = race_table[victim->race].aff; for ( i = 0; i < 4; i++ ) victim->armor[i] = 100; victim->position = POS_RESTING; victim->hit = UMAX ( 1, victim->hit ); victim->mana = UMAX ( 1, victim->mana ); victim->move = UMAX ( 1, victim->move ); /* save_char_obj( victim ); we're stable enough to not need this :) */ return; } void group_gain ( CHAR_DATA * ch, CHAR_DATA * victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; int xp; int members; int group_levels; /* * 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 ( victim == ch ) return; members = 0; group_levels = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group ( gch, ch ) ) { members++; group_levels += IS_NPC ( gch ) ? gch->level / 2 : gch->level; } } if ( members == 0 ) { bug ( "Group_gain: members.", members ); members = 1; group_levels = ch->level; } lch = ( ch->leader != NULL ) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group ( gch, ch ) || IS_NPC ( gch ) ) continue; /* Taken out, add it back if you want it if ( gch->level - lch->level >= 5 ) { chsend( "You are too high for this group.\n\r", gch ); continue; } if ( gch->level - lch->level <= -5 ) { chsend( "You are too low for this group.\n\r", gch ); continue; } */ xp = xp_compute ( gch, victim, group_levels ); sprintf ( buf, "You receive %d experience points.\n\r", xp ); chsend ( buf, gch ); gain_exp ( gch, xp ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT ( obj, ITEM_ANTI_EVIL ) && IS_EVIL ( ch ) ) || ( IS_OBJ_STAT ( obj, ITEM_ANTI_GOOD ) && IS_GOOD ( ch ) ) || ( IS_OBJ_STAT ( obj, ITEM_ANTI_NEUTRAL ) && IS_NEUTRAL ( ch ) ) ) { act ( "You are zapped by $p.", ch, obj, NULL, TO_CHAR ); act ( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM ); obj_from_char ( obj ); obj_to_room ( obj, ch->in_room ); } } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute ( CHAR_DATA * gch, CHAR_DATA * victim, int total_levels ) { int xp, base_exp; int align, level_range; int change; int time_per_level; level_range = victim->level - gch->level; /* compute the base exp */ switch ( level_range ) { default: base_exp = 0; break; case -9: base_exp = 1; break; case -8: base_exp = 2; break; case -7: base_exp = 5; break; case -6: base_exp = 9; break; case -5: base_exp = 11; break; case -4: base_exp = 22; break; case -3: base_exp = 33; break; case -2: base_exp = 50; break; case -1: base_exp = 66; break; case 0: base_exp = 83; break; case 1: base_exp = 99; break; case 2: base_exp = 121; break; case 3: base_exp = 143; break; case 4: base_exp = 165; break; } if ( level_range > 4 ) base_exp = 160 + 20 * ( level_range - 4 ); /* do alignment computations */ align = victim->alignment - gch->alignment; if ( IS_SET ( victim->act, ACT_NOALIGN ) ) { /* no change */ } else if ( align > 500 ) /* monster is more good than slayer */ { change = ( align - 500 ) * base_exp / 500 * gch->level / total_levels; change = UMAX ( 1, change ); gch->alignment = UMAX ( -1000, gch->alignment - change ); } else if ( align < -500 ) /* monster is more evil than slayer */ { change = ( -1 * align - 500 ) * base_exp / 500 * gch->level / total_levels; change = UMAX ( 1, change ); gch->alignment = UMIN ( 1000, gch->alignment + change ); } else /* improve this someday */ { change = gch->alignment * base_exp / 500 * gch->level / total_levels; gch->alignment -= change; } /* calculate exp multiplier */ if ( IS_SET ( victim->act, ACT_NOALIGN ) ) xp = base_exp; else if ( gch->alignment > 500 ) /* for goodie two shoes */ { if ( victim->alignment < -750 ) xp = ( base_exp * 4 ) / 3; else if ( victim->alignment < -500 ) xp = ( base_exp * 5 ) / 4; else if ( victim->alignment > 750 ) xp = base_exp / 4; else if ( victim->alignment > 500 ) xp = base_exp / 2; else if ( victim->alignment > 250 ) xp = ( base_exp * 3 ) / 4; else xp = base_exp; } else if ( gch->alignment < -500 ) /* for baddies */ { if ( victim->alignment > 750 ) xp = ( base_exp * 5 ) / 4; else if ( victim->alignment > 500 ) xp = ( base_exp * 11 ) / 10; else if ( victim->alignment < -750 ) xp = base_exp / 2; else if ( victim->alignment < -500 ) xp = ( base_exp * 3 ) / 4; else if ( victim->alignment < -250 ) xp = ( base_exp * 9 ) / 10; else xp = base_exp; } else if ( gch->alignment > 200 ) /* a little good */ { if ( victim->alignment < -500 ) xp = ( base_exp * 6 ) / 5; else if ( victim->alignment > 750 ) xp = base_exp / 2; else if ( victim->alignment > 0 ) xp = ( base_exp * 3 ) / 4; else xp = base_exp; } else if ( gch->alignment < -200 ) /* a little bad */ { if ( victim->alignment > 500 ) xp = ( base_exp * 6 ) / 5; else if ( victim->alignment < -750 ) xp = base_exp / 2; else if ( victim->alignment < 0 ) xp = ( base_exp * 3 ) / 4; else xp = base_exp; } else /* neutral */ { if ( victim->alignment > 500 || victim->alignment < -500 ) xp = ( base_exp * 4 ) / 3; else if ( victim->alignment < 200 && victim->alignment > -200 ) xp = base_exp / 2; else xp = base_exp; } /* more exp at the low levels */ if ( gch->level < 6 ) xp = 10 * xp / ( gch->level + 4 ); /* less at high */ if ( gch->level > 35 ) xp = 15 * xp / ( gch->level - 25 ); /* reduce for playing time */ { /* compute quarter-hours per level */ time_per_level = 4 * ( gch->played + ( int ) ( current_time - gch->logon ) ) / 3600 / gch->level; time_per_level = URANGE ( 2, time_per_level, 12 ); if ( gch->level < 15 ) /* make it a curve */ time_per_level = UMAX ( time_per_level, ( 15 - gch->level ) ); xp = xp * time_per_level / 12; } /* randomize the rewards */ xp = number_range ( xp * 3 / 4, xp * 5 / 4 ); /* adjust for grouping */ xp = xp * gch->level / ( UMAX ( 1, total_levels - 1 ) ); return xp; } void dam_message ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune ) { char buf1[256], buf2[256], buf3[256]; const char *vs; const char *vp; const char *attack; char punct; if ( ch == NULL || victim == NULL ) return; 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 = "DISMEMBER"; vp = "DISMEMBERS"; } else if ( dam <= 52 ) { vs = "MASSACRE"; vp = "MASSACRES"; } else if ( dam <= 56 ) { vs = "MANGLE"; vp = "MANGLES"; } else if ( dam <= 60 ) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else if ( dam <= 75 ) { vs = "*** DEVASTATE ***"; vp = "*** DEVASTATES ***"; } else if ( dam <= 100 ) { vs = "=== OBLITERATE ==="; vp = "=== OBLITERATES ==="; } else if ( dam <= 125 ) { vs = ">>> ANNIHILATE <<<"; vp = ">>> ANNIHILATES <<<"; } else if ( dam <= 150 ) { vs = "<<< ERADICATE >>>"; vp = "<<< ERADICATES >>>"; } else { vs = "do UNSPEAKABLE things to"; vp = "does UNSPEAKABLE things to"; } punct = ( dam <= 24 ) ? '.' : '!'; if ( dt == TYPE_HIT ) { if ( ch == victim ) { sprintf ( buf1, "$n %s $melf%c", vp, punct ); sprintf ( buf2, "You %s yourself%c", vs, punct ); } else { sprintf ( buf1, "$n %s $N%c", vp, punct ); sprintf ( buf2, "You %s $N%c", vs, punct ); sprintf ( buf3, "$n %s you%c", vp, punct ); } } else { if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + MAX_DAMAGE_MESSAGE ) attack = attack_table[dt - TYPE_HIT].noun; else { bug ( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0].name; } if ( immune ) { if ( ch == victim ) { sprintf ( buf1, "$n is unaffected by $s own %s.", attack ); sprintf ( buf2, "Luckily, you are immune to that." ); } else { sprintf ( buf1, "$N is unaffected by $n's %s!", attack ); sprintf ( buf2, "$N is unaffected by your %s!", attack ); sprintf ( buf3, "$n's %s is powerless against you.", attack ); } } else { if ( ch == victim ) { sprintf ( buf1, "$n's %s %s $m%c", attack, vp, punct ); sprintf ( buf2, "Your %s %s you%c", attack, vp, punct ); } else { sprintf ( buf1, "$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 ); } } } if ( ch == victim ) { act ( buf1, ch, NULL, NULL, TO_ROOM ); act ( buf2, ch, NULL, NULL, TO_CHAR ); } else { act ( buf1, ch, NULL, victim, TO_NOTVICT ); act ( buf2, ch, NULL, victim, TO_CHAR ); act ( buf3, ch, NULL, victim, TO_VICT ); } 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 ) ) == NULL ) return; if ( IS_OBJ_STAT ( obj, ITEM_NOREMOVE ) ) { act ( "$S weapon won't budge!", ch, NULL, victim, TO_CHAR ); act ( "$n tries to disarm you, but your weapon won't budge!", ch, NULL, victim, TO_VICT ); act ( "$n tries to disarm $N, but fails.", ch, NULL, victim, TO_NOTVICT ); return; } act ( "$n DISARMS you and sends your weapon flying!", ch, NULL, victim, TO_VICT ); act ( "You disarm $N!", ch, NULL, victim, TO_CHAR ); act ( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT ); obj_from_char ( obj ); if ( IS_OBJ_STAT ( obj, ITEM_NODROP ) || IS_OBJ_STAT ( obj, ITEM_INVENTORY ) ) obj_to_char ( obj, victim ); else { obj_to_room ( obj, victim->in_room ); if ( IS_NPC ( victim ) && victim->wait == 0 && can_see_obj ( victim, obj ) ) get_obj ( victim, obj, NULL ); } return; } CH_CMD ( do_berserk ) { int chance, hp_percent; if ( ( chance = get_skill ( ch, gsn_berserk ) ) == 0 || ( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_BERSERK ) ) || ( !IS_NPC ( ch ) && ch->level < skill_table[gsn_berserk].skill_level[ch->Class] ) ) { chsend ( "You turn red in the face, but nothing happens.\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_BERSERK ) || is_affected ( ch, gsn_berserk ) || is_affected ( ch, skill_lookup ( "frenzy" ) ) ) { chsend ( "You get a little madder.\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_CALM ) ) { chsend ( "You're feeling to mellow to berserk.\n\r", ch ); return; } if ( ch->mana < 50 ) { chsend ( "You can't get up enough energy.\n\r", ch ); return; } /* modifiers */ /* fighting */ if ( ch->position == POS_FIGHTING ) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit / ch->max_hit; chance += 25 - hp_percent / 2; if ( number_percent ( ) < chance ) { AFFECT_DATA af; WAIT_STATE ( ch, PULSE_VIOLENCE ); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN ( ch->hit, ch->max_hit ); chsend ( "Your pulse races as you are consumed by rage!\n\r", ch ); act ( "$n gets a wild look in $s eyes.", ch, NULL, NULL, TO_ROOM ); check_improve ( ch, gsn_berserk, TRUE, 2 ); af.where = TO_AFFECTS; af.type = gsn_berserk; af.level = ch->level; af.duration = number_fuzzy ( ch->level / 8 ); af.modifier = UMAX ( 1, ch->level / 5 ); af.bitvector = AFF_BERSERK; af.location = APPLY_HITROLL; affect_to_char ( ch, &af ); af.location = APPLY_DAMROLL; affect_to_char ( ch, &af ); af.modifier = UMAX ( 10, 10 * ( ch->level / 5 ) ); af.location = APPLY_AC; affect_to_char ( ch, &af ); } else { WAIT_STATE ( ch, 3 * PULSE_VIOLENCE ); ch->mana -= 25; ch->move /= 2; chsend ( "Your pulse speeds up, but nothing happens.\n\r", ch ); check_improve ( ch, gsn_berserk, FALSE, 2 ); } } CH_CMD ( do_bash ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument ( argument, arg ); if ( ( chance = get_skill ( ch, gsn_bash ) ) == 0 || ( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_BASH ) ) || ( !IS_NPC ( ch ) && ch->level < skill_table[gsn_bash].skill_level[ch->Class] ) ) { chsend ( "Bashing? What's that?\n\r", ch ); return; } if ( arg[0] == '\0' ) { victim = ch->fighting; if ( victim == NULL ) { chsend ( "But you aren't fighting anyone!\n\r", ch ); return; } } else if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } if ( victim->position < POS_FIGHTING ) { act ( "You'll have to let $M get back up first.", ch, NULL, victim, TO_CHAR ); return; } if ( victim == ch ) { chsend ( "You try to bash your brains out, but fail.\n\r", ch ); return; } if ( is_safe ( ch, victim ) ) return; if ( IS_NPC ( victim ) && victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) ) { chsend ( "Kill stealing is not permitted.\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim ) { act ( "But $N is your friend!", ch, NULL, victim, TO_CHAR ); return; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if ( ch->size < victim->size ) chance += ( ch->size - victim->size ) * 15; else chance += ( ch->size - victim->size ) * 10; /* stats */ chance += get_curr_stat ( ch, STAT_STR ); chance -= ( get_curr_stat ( victim, STAT_DEX ) * 4 ) / 3; chance -= GET_AC ( victim, AC_BASH ) / 25; /* speed */ if ( IS_SET ( ch->off_flags, OFF_FAST ) || IS_AFFECTED ( ch, AFF_HASTE ) ) chance += 10; if ( IS_SET ( victim->off_flags, OFF_FAST ) || IS_AFFECTED ( victim, AFF_HASTE ) ) chance -= 30; /* level */ chance += ( ch->level - victim->level ); if ( !IS_NPC ( victim ) && chance < get_skill ( victim, gsn_dodge ) ) { /* act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT); act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[gsn_bash].beats); return; */ chance -= 3 * ( get_skill ( victim, gsn_dodge ) - chance ); } /* now the attack */ if ( number_percent ( ) < chance ) { act ( "$n sends you sprawling with a powerful bash!", ch, NULL, victim, TO_VICT ); act ( "You slam into $N, and send $M flying!", ch, NULL, victim, TO_CHAR ); act ( "$n sends $N sprawling with a powerful bash.", ch, NULL, victim, TO_NOTVICT ); check_improve ( ch, gsn_bash, TRUE, 1 ); DAZE_STATE ( victim, 3 * PULSE_VIOLENCE ); WAIT_STATE ( ch, skill_table[gsn_bash].beats ); victim->position = POS_RESTING; damage ( ch, victim, number_range ( 2, 2 + 2 * ch->size + chance / 20 ), gsn_bash, DAM_BASH, FALSE ); } else { damage ( ch, victim, 0, gsn_bash, DAM_BASH, FALSE ); act ( "You fall flat on your face!", ch, NULL, victim, TO_CHAR ); act ( "$n falls flat on $s face.", ch, NULL, victim, TO_NOTVICT ); act ( "You evade $n's bash, causing $m to fall flat on $s face.", ch, NULL, victim, TO_VICT ); check_improve ( ch, gsn_bash, FALSE, 1 ); ch->position = POS_RESTING; WAIT_STATE ( ch, skill_table[gsn_bash].beats * 3 / 2 ); } check_killer ( ch, victim ); } CH_CMD ( do_dirt ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument ( argument, arg ); if ( ( chance = get_skill ( ch, gsn_dirt ) ) == 0 || ( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_KICK_DIRT ) ) || ( !IS_NPC ( ch ) && ch->level < skill_table[gsn_dirt].skill_level[ch->Class] ) ) { chsend ( "You get your feet dirty.\n\r", ch ); return; } if ( arg[0] == '\0' ) { victim = ch->fighting; if ( victim == NULL ) { chsend ( "But you aren't in combat!\n\r", ch ); return; } } else if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } if ( IS_AFFECTED ( victim, AFF_BLIND ) ) { act ( "$E's already been blinded.", ch, NULL, victim, TO_CHAR ); return; } if ( victim == ch ) { chsend ( "Very funny.\n\r", ch ); return; } if ( is_safe ( ch, victim ) ) return; if ( IS_NPC ( victim ) && victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) ) { chsend ( "Kill stealing is not permitted.\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim ) { act ( "But $N is such a good friend!", ch, NULL, victim, TO_CHAR ); return; } /* modifiers */ /* dexterity */ chance += get_curr_stat ( ch, STAT_DEX ); chance -= 2 * get_curr_stat ( victim, STAT_DEX ); /* speed */ if ( IS_SET ( ch->off_flags, OFF_FAST ) || IS_AFFECTED ( ch, AFF_HASTE ) ) chance += 10; if ( IS_SET ( victim->off_flags, OFF_FAST ) || IS_AFFECTED ( victim, AFF_HASTE ) ) chance -= 25; /* level */ chance += ( ch->level - victim->level ) * 2; /* sloppy hack to prevent false zeroes */ if ( chance % 5 == 0 ) chance += 1; /* terrain */ switch ( ch->in_room->sector_type ) { case ( SECT_INSIDE ): chance -= 20; break; case ( SECT_CITY ): chance -= 10; break; case ( SECT_FIELD ): chance += 5; break; case ( SECT_FOREST ): break; case ( SECT_HILLS ): break; case ( SECT_MOUNTAIN ): chance -= 10; break; case ( SECT_WATER_SWIM ): chance = 0; break; case ( SECT_WATER_NOSWIM ): chance = 0; break; case ( SECT_AIR ): chance = 0; break; case ( SECT_DESERT ): chance += 10; break; } if ( chance == 0 ) { chsend ( "There isn't any dirt to kick.\n\r", ch ); return; } /* now the attack */ if ( number_percent ( ) < chance ) { AFFECT_DATA af; act ( "$n is blinded by the dirt in $s eyes!", victim, NULL, NULL, TO_ROOM ); act ( "$n kicks dirt in your eyes!", ch, NULL, victim, TO_VICT ); damage ( ch, victim, number_range ( 2, 5 ), gsn_dirt, DAM_NONE, FALSE ); chsend ( "You can't see a thing!\n\r", victim ); check_improve ( ch, gsn_dirt, TRUE, 2 ); WAIT_STATE ( ch, skill_table[gsn_dirt].beats ); af.where = TO_AFFECTS; af.type = gsn_dirt; af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char ( victim, &af ); } else { damage ( ch, victim, 0, gsn_dirt, DAM_NONE, TRUE ); check_improve ( ch, gsn_dirt, FALSE, 2 ); WAIT_STATE ( ch, skill_table[gsn_dirt].beats ); } check_killer ( ch, victim ); } CH_CMD ( do_trip ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument ( argument, arg ); if ( ( chance = get_skill ( ch, gsn_trip ) ) == 0 || ( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_TRIP ) ) || ( !IS_NPC ( ch ) && ch->level < skill_table[gsn_trip].skill_level[ch->Class] ) ) { chsend ( "Tripping? What's that?\n\r", ch ); return; } if ( arg[0] == '\0' ) { victim = ch->fighting; if ( victim == NULL ) { chsend ( "But you aren't fighting anyone!\n\r", ch ); return; } } else if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } if ( is_safe ( ch, victim ) ) return; if ( IS_NPC ( victim ) && victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) ) { chsend ( "Kill stealing is not permitted.\n\r", ch ); return; } if ( IS_AFFECTED ( victim, AFF_FLYING ) ) { act ( "$S feet aren't on the ground.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->position < POS_FIGHTING ) { act ( "$N is already down.", ch, NULL, victim, TO_CHAR ); return; } if ( victim == ch ) { chsend ( "You fall flat on your face!\n\r", ch ); WAIT_STATE ( ch, 2 * skill_table[gsn_trip].beats ); act ( "$n trips over $s own feet!", ch, NULL, NULL, TO_ROOM ); return; } if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim ) { act ( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } /* modifiers */ /* size */ if ( ch->size < victim->size ) chance += ( ch->size - victim->size ) * 10; /* bigger = harder to trip */ /* dex */ chance += get_curr_stat ( ch, STAT_DEX ); chance -= get_curr_stat ( victim, STAT_DEX ) * 3 / 2; /* speed */ if ( IS_SET ( ch->off_flags, OFF_FAST ) || IS_AFFECTED ( ch, AFF_HASTE ) ) chance += 10; if ( IS_SET ( victim->off_flags, OFF_FAST ) || IS_AFFECTED ( victim, AFF_HASTE ) ) chance -= 20; /* level */ chance += ( ch->level - victim->level ) * 2; /* now the attack */ if ( number_percent ( ) < chance ) { act ( "$n trips you and you go down!", ch, NULL, victim, TO_VICT ); act ( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR ); act ( "$n trips $N, sending $M to the ground.", ch, NULL, victim, TO_NOTVICT ); check_improve ( ch, gsn_trip, TRUE, 1 ); DAZE_STATE ( victim, 2 * PULSE_VIOLENCE ); WAIT_STATE ( ch, skill_table[gsn_trip].beats ); victim->position = POS_RESTING; damage ( ch, victim, number_range ( 2, 2 + 2 * victim->size ), gsn_trip, DAM_BASH, TRUE ); } else { damage ( ch, victim, 0, gsn_trip, DAM_BASH, TRUE ); WAIT_STATE ( ch, skill_table[gsn_trip].beats * 2 / 3 ); check_improve ( ch, gsn_trip, FALSE, 1 ); } check_killer ( ch, victim ); } CH_CMD ( do_kill ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { chsend ( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } /* Allow player killing if ( !IS_NPC(victim) ) { if ( !IS_SET(victim->act, PLR_KILLER) && !IS_SET(victim->act, PLR_THIEF) ) { chsend( "You must MURDER a player.\n\r", ch ); return; } } */ if ( victim == ch ) { chsend ( "You hit yourself. Ouch!\n\r", ch ); multi_hit ( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe ( ch, victim ) ) return; if ( victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) ) { chsend ( "Kill stealing is not permitted.\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim ) { act ( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { chsend ( "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; } CH_CMD ( do_murde ) { chsend ( "If you want to MURDER, spell it out.\n\r", ch ); return; } CH_CMD ( do_murder ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { chsend ( "Murder whom?\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_CHARM ) || ( IS_NPC ( ch ) && IS_SET ( ch->act, ACT_PET ) ) ) return; if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { chsend ( "Suicide is a mortal sin.\n\r", ch ); return; } if ( is_safe ( ch, victim ) ) return; if ( IS_NPC ( victim ) && victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) ) { chsend ( "Kill stealing is not permitted.\n\r", ch ); return; } if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim ) { act ( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { chsend ( "You do the best you can!\n\r", ch ); return; } WAIT_STATE ( ch, 1 * PULSE_VIOLENCE ); if ( IS_NPC ( ch ) ) sprintf ( buf, "Help! I am being attacked by %s!", ch->short_descr ); else sprintf ( buf, "Help! I am being attacked by %s!", ch->name ); do_function ( victim, &do_yell, buf ); check_killer ( ch, victim ); multi_hit ( ch, victim, TYPE_UNDEFINED ); return; } CH_CMD ( do_backstab ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { chsend ( "Backstab whom?\n\r", ch ); return; } if ( ch->fighting != NULL ) { chsend ( "You're facing the wrong end.\n\r", ch ); return; } else if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { chsend ( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe ( ch, victim ) ) return; if ( IS_NPC ( victim ) && victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) ) { chsend ( "Kill stealing is not permitted.\n\r", ch ); return; } if ( ( obj = get_eq_char ( ch, WEAR_WIELD ) ) == NULL ) { chsend ( "You need to wield a weapon to backstab.\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 3 ) { act ( "$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 ( number_percent ( ) < get_skill ( ch, gsn_backstab ) || ( get_skill ( ch, gsn_backstab ) >= 2 && !IS_AWAKE ( victim ) ) ) { check_improve ( ch, gsn_backstab, TRUE, 1 ); multi_hit ( ch, victim, gsn_backstab ); } else { check_improve ( ch, gsn_backstab, FALSE, 1 ); damage ( ch, victim, 0, gsn_backstab, DAM_NONE, TRUE ); } return; } CH_CMD ( do_flee ) { 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; chsend ( "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->u1.to_room == NULL || IS_SET ( pexit->exit_info, EX_CLOSED ) || number_range ( 0, ch->daze ) != 0 || ( IS_NPC ( ch ) && IS_SET ( pexit->u1. to_room-> room_flags, ROOM_NO_MOB ) ) ) continue; move_char ( ch, door, FALSE ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act ( "$n has fled!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC ( ch ) ) { chsend ( "You flee from combat!\n\r", ch ); if ( ( ch->Class == 2 ) && ( number_percent ( ) < 3 * ( ch->level / 2 ) ) ) chsend ( "You snuck away safely.\n\r", ch ); else { chsend ( "You lost 10 exp.\n\r", ch ); gain_exp ( ch, -10 ); } } stop_fighting ( ch, TRUE ); return; } chsend ( "PANIC! You couldn't escape!\n\r", ch ); return; } CH_CMD ( do_rescue ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { chsend ( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { chsend ( "What about fleeing instead?\n\r", ch ); return; } if ( !IS_NPC ( ch ) && IS_NPC ( victim ) ) { chsend ( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { chsend ( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { chsend ( "That person is not fighting right now.\n\r", ch ); return; } if ( IS_NPC ( fch ) && !is_same_group ( ch, victim ) ) { chsend ( "Kill stealing is not permitted.\n\r", ch ); return; } WAIT_STATE ( ch, skill_table[gsn_rescue].beats ); if ( number_percent ( ) > get_skill ( ch, gsn_rescue ) ) { chsend ( "You fail the rescue.\n\r", ch ); check_improve ( ch, gsn_rescue, FALSE, 1 ); 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 ); check_improve ( ch, gsn_rescue, TRUE, 1 ); stop_fighting ( fch, FALSE ); stop_fighting ( victim, FALSE ); check_killer ( ch, fch ); set_fighting ( ch, fch ); set_fighting ( fch, ch ); return; } CH_CMD ( do_kick ) { CHAR_DATA *victim; if ( !IS_NPC ( ch ) && ch->level < skill_table[gsn_kick].skill_level[ch->Class] ) { chsend ( "You better leave the martial arts to fighters.\n\r", ch ); return; } if ( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_KICK ) ) return; if ( ( victim = ch->fighting ) == NULL ) { chsend ( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE ( ch, skill_table[gsn_kick].beats ); if ( get_skill ( ch, gsn_kick ) > number_percent ( ) ) { damage ( ch, victim, number_range ( 1, ch->level ), gsn_kick, DAM_BASH, TRUE ); check_improve ( ch, gsn_kick, TRUE, 1 ); } else { damage ( ch, victim, 0, gsn_kick, DAM_BASH, TRUE ); check_improve ( ch, gsn_kick, FALSE, 1 ); } check_killer ( ch, victim ); return; } CH_CMD ( do_disarm ) { CHAR_DATA *victim; OBJ_DATA *obj; int chance, hth, ch_weapon, vict_weapon, ch_vict_weapon; hth = 0; if ( ( chance = get_skill ( ch, gsn_disarm ) ) == 0 ) { chsend ( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char ( ch, WEAR_WIELD ) == NULL && ( ( hth = get_skill ( ch, gsn_hand_to_hand ) ) == 0 || ( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_DISARM ) ) ) ) { chsend ( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { chsend ( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( obj = get_eq_char ( victim, WEAR_WIELD ) ) == NULL ) { chsend ( "Your opponent is not wielding a weapon.\n\r", ch ); return; } /* find weapon skills */ ch_weapon = get_weapon_skill ( ch, get_weapon_sn ( ch ) ); vict_weapon = get_weapon_skill ( victim, get_weapon_sn ( victim ) ); ch_vict_weapon = get_weapon_skill ( ch, get_weapon_sn ( victim ) ); /* modifiers */ /* skill */ if ( get_eq_char ( ch, WEAR_WIELD ) == NULL ) chance = chance * hth / 150; else chance = chance * ch_weapon / 100; chance += ( ch_vict_weapon / 2 - vict_weapon ) / 2; /* dex vs. strength */ chance += get_curr_stat ( ch, STAT_DEX ); chance -= 2 * get_curr_stat ( victim, STAT_STR ); /* level */ chance += ( ch->level - victim->level ) * 2; /* and now the attack */ if ( number_percent ( ) < chance ) { WAIT_STATE ( ch, skill_table[gsn_disarm].beats ); disarm ( ch, victim ); check_improve ( ch, gsn_disarm, TRUE, 1 ); } else { WAIT_STATE ( ch, skill_table[gsn_disarm].beats ); act ( "You fail to disarm $N.", ch, NULL, victim, TO_CHAR ); act ( "$n tries to disarm you, but fails.", ch, NULL, victim, TO_VICT ); act ( "$n tries to disarm $N, but fails.", ch, NULL, victim, TO_NOTVICT ); check_improve ( ch, gsn_disarm, FALSE, 1 ); } check_killer ( ch, victim ); return; } CH_CMD ( do_surrender ) { CHAR_DATA *mob; if ( ( mob = ch->fighting ) == NULL ) { chsend ( "But you're not fighting!\n\r", ch ); return; } act ( "You surrender to $N!", ch, NULL, mob, TO_CHAR ); act ( "$n surrenders to you!", ch, NULL, mob, TO_VICT ); act ( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT ); stop_fighting ( ch, TRUE ); if ( !IS_NPC ( ch ) && IS_NPC ( mob ) && ( !HAS_TRIGGER ( mob, TRIG_SURR ) || !mp_percent_trigger ( mob, ch, NULL, NULL, TRIG_SURR ) ) ) { act ( "$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR ); multi_hit ( mob, ch, TYPE_UNDEFINED ); } } CH_CMD ( do_sla ) { chsend ( "If you want to SLAY, spell it out.\n\r", ch ); return; } CH_CMD ( do_slay ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument ( argument, arg ); if ( arg[0] == '\0' ) { chsend ( "Slay whom?\n\r", ch ); return; } if ( ( victim = get_char_room ( ch, arg ) ) == NULL ) { chsend ( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { chsend ( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC ( victim ) && victim->level >= get_trust ( ch ) ) { chsend ( "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; }