/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements 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 * * benefiting. 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 * *************************************************************************** * 1stMud ROM Derivative (c) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "recycle.h" #include "vnums.h" #include "tables.h" #include "magic.h" Proto (void check_assist, (CharData *, CharData *)); Proto (bool check_dodge, (CharData *, CharData *)); Proto (bool check_parry, (CharData *, CharData *)); Proto (bool check_shield_block, (CharData *, CharData *)); Proto (void dam_message, (CharData *, CharData *, int, int, bool)); Proto (void death_cry, (CharData *)); Proto (void group_gain, (CharData *, CharData *)); Proto (int xp_compute, (CharData *, CharData *, int)); Proto (void make_corpse, (CharData *)); Proto (void one_hit, (CharData *, CharData *, int, bool)); Proto (void mob_hit, (CharData *, CharData *, int)); Proto (void raw_kill, (CharData *, CharData *)); Proto (void update_death, (CharData *, CharData *)); Proto (void set_fighting, (CharData *, CharData *)); Proto (void disarm, (CharData *, CharData *)); Proto (bool check_force_shield, (CharData *, CharData *)); Proto (bool check_static_shield, (CharData *, CharData *)); Proto (bool check_flame_shield, (CharData *, CharData *)); void violence_update (void) { CharData *ch; CharData *ch_next; CharData *victim; ObjData *obj, *obj_next; bool room_trig = false; for (ch = char_first; ch != NULL; ch = ch_next) { ch_next = ch->next; if (IsNPC (ch) && ch->fighting == NULL && IsAwake (ch) && ch->hunting != NULL) { hunt_victim (ch); continue; } if ((victim = ch->fighting) == NULL || ch->in_room == NULL) continue; if (IsAwake (ch) && ch->in_room == victim->in_room) multi_hit (ch, victim, TYPE_UNDEFINED); else stop_fighting (ch, false); if ((victim = ch->fighting) == NULL) continue; check_assist (ch, victim); if (IsNPC (ch)) { if (HasTriggerMob (ch, TRIG_FIGHT)) p_percent_trigger (ch, NULL, NULL, victim, NULL, NULL, TRIG_FIGHT); if (HasTriggerMob (ch, TRIG_HPCNT)) p_hprct_trigger (ch, victim); } for (obj = ch->carrying_first; obj; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc != WEAR_NONE && HasTriggerObj (obj, TRIG_FIGHT)) p_percent_trigger (NULL, obj, NULL, victim, NULL, NULL, TRIG_FIGHT); } if (HasTriggerRoom (ch->in_room, TRIG_FIGHT) && room_trig == false) { room_trig = true; p_percent_trigger (NULL, NULL, ch->in_room, victim, NULL, NULL, TRIG_FIGHT); } } return; } void check_assist (CharData * ch, CharData * victim) { CharData *rch, *rch_next; for (rch = ch->in_room->person_first; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IsAwake (rch) && rch->fighting == NULL) { if (!IsNPC (ch) && IsNPC (rch) && IsSet (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; } if (!IsNPC (ch) || IsAffected (ch, AFF_CHARM)) { if (((!IsNPC (rch) && IsSet (rch->act, PLR_AUTOASSIST)) || IsAffected (rch, AFF_CHARM)) && is_same_group (ch, rch) && !is_safe (rch, victim)) multi_hit (rch, victim, TYPE_UNDEFINED); continue; } if (IsNPC (ch) && !IsAffected (ch, AFF_CHARM)) { if ((IsNPC (rch) && IsSet (rch->off_flags, ASSIST_ALL)) || (IsNPC (rch) && rch->group && rch->group == ch->group) || (IsNPC (rch) && rch->race == ch->race && IsSet (rch->off_flags, ASSIST_RACE)) || (IsNPC (rch) && IsSet (rch->off_flags, ASSIST_ALIGN) && ((IsGood (rch) && IsGood (ch)) || (IsEvil (rch) && IsEvil (ch)) || (IsNeutral (rch) && IsNeutral (ch)))) || (rch->pIndexData == ch->pIndexData && IsSet (rch->off_flags, ASSIST_VNUM))) { CharData *vch; CharData *target; int number; if (number_bits (1) == 0) continue; target = NULL; number = 0; for (vch = ch->in_room->person_first; 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); } } } } } } void special_move (CharData * ch, CharData * victim) { if (!victim || victim->position == POS_DEAD) return; switch (number_range (1, 7)) { default: return; case 1: act ("{RYou pull your hands into your waist then snap them into $N's{R stomach.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R pulls $s{R hands into $s{R waist then snaps them into your stomach.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R pulls $s{R hands into $s{R waist then snaps them into $N's{R stomach.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou double over in agony, and fall to the ground gasping for breath.{x", victim, NULL, NULL, TO_CHAR); act ("{R$n{R doubles over in agony, and falls to the ground gasping for breath.{x", victim, NULL, NULL, TO_ROOM); break; case 2: act ("{RYou spin in a low circle, catching $N{R behind $S{R ankle.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R spins in a low circle, catching you behind your ankle.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R spins in a low circle, catching $N{R behind $S{R ankle.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou crash to the ground, stunned.{x", victim, NULL, NULL, TO_CHAR); act ("{R$n{R crashes to the ground, stunned.{x", victim, NULL, NULL, TO_ROOM); break; case 3: act ("{RYou roll between $N's{R legs and flip to your feet.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R rolls between your legs and flips to $s{R feet.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R rolls between $N's{R legs and flips to $s{R feet.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou spin around and smash your elbow into the back of $N's{R head.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R spins around and smashes $s{R elbow into the back of your head.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R spins around and smashes $s{R elbow into the back of $N's{R head.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou fall to the ground, stunned.{x", victim, NULL, NULL, TO_CHAR); act ("{R$n{R falls to the ground, stunned.{x", victim, NULL, NULL, TO_ROOM); break; case 4: act ("{RYou somersault over $N's{R head and land lightly on your toes.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R somersaults over your head and lands lightly on $s toes.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R somersaults over $N's{R head and lands lightly on $s toes.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou roll back onto your shoulders and kick both feet into $N's{R back.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R rolls back onto $s{R shoulders and kicks both feet into your back.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R rolls back onto $s{R shoulders and kicks both feet into $N's{R back.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou fall to the ground, stunned.", victim, NULL, NULL, TO_CHAR); act ("{R$n{R falls to the ground, stunned.", victim, NULL, NULL, TO_ROOM); act ("{RYou flip back up to your feet.", ch, NULL, NULL, TO_CHAR); act ("{R$n{R flips back up to $s feet.", ch, NULL, NULL, TO_ROOM); break; case 5: act ("{RYou grab $N{R by the waist and hoist $M{R above your head.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R grabs $N{R by the waist and hoists $M{R above $s{R head.{x", ch, NULL, victim, TO_NOTVICT); act ("{R$n{R grabs you by the waist and hoists you above $s{R head.{x", ch, NULL, victim, TO_VICT); act ("{RYou crash to the ground, stunned.{x", victim, NULL, NULL, TO_CHAR); act ("{R$n{R crashes to the ground, stunned.{x", victim, NULL, NULL, TO_ROOM); break; case 6: act ("{RYou grab $N{R by the head and slam $S{R face into your knee.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R grabs you by the head and slams your face into $s{R knee.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R grabs $N{R by the head and slams $S{R face into $s{R knee.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou crash to the ground, stunned.{x", victim, NULL, NULL, TO_CHAR); act ("{R$n{R crashes to the ground, stunned.{x", victim, NULL, NULL, TO_ROOM); act ("{RYou flip back up to your feet.{x", ch, NULL, NULL, TO_CHAR); act ("{R$n{R flips back up to $s{R feet.{x", ch, NULL, NULL, TO_ROOM); break; case 7: act ("{RYou duck under $N's{R attack and pound your fist into $S{R stomach.{x", ch, NULL, victim, TO_CHAR); act ("{R$n{R ducks under your attack and pounds $s{R fist into your stomach.{x", ch, NULL, victim, TO_VICT); act ("{R$n{R ducks under $N's{R attack and pounds $s{R fist into $N's{R stomach.{x", ch, NULL, victim, TO_NOTVICT); act ("{RYou double over in agony.{x", victim, NULL, NULL, TO_CHAR); act ("{R$n{R doubles over in agony.{x", victim, NULL, NULL, TO_ROOM); break; } stop_fighting (victim, true); victim->position = POS_STUNNED; return; } void multi_hit (CharData * ch, CharData * victim, int dt) { int chance; if (ch->desc == NULL) ch->wait = Max (0, ch->wait - PULSE_VIOLENCE); if (ch->desc == NULL) ch->daze = Max (0, ch->daze - PULSE_VIOLENCE); if (ch->position < POS_RESTING) return; if (IsNPC (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 (IsAffected (ch, AFF_HASTE)) one_hit (ch, victim, dt, false); if (ch->fighting != victim || dt == gsn_backstab) return; if (ValidStance (GetStance (ch, STANCE_CURRENT)) && GetStance (ch, STANCE_CURRENT) >= 200 && number_percent () == 50) { special_move (ch, victim); return; } chance = get_skill (ch, gsn_second_attack) / 2; if (IsAffected (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 (IsAffected (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; } if (InStance (ch, STANCE_VIPER) && number_percent () < GetStance (ch, STANCE_VIPER) * 0.5) { one_hit (ch, victim, dt, false); if (ch->fighting != victim) return; } else if (InStance (ch, STANCE_MANTIS) && number_percent () < GetStance (ch, STANCE_MANTIS) * 0.5) { one_hit (ch, victim, dt, false); if (ch->fighting != victim) return; } else if (InStance (ch, STANCE_TIGER) && number_percent () < GetStance (ch, STANCE_TIGER) * 0.5) { one_hit (ch, victim, dt, false); if (ch->fighting != victim) return; } return; } void mob_hit (CharData * ch, CharData * victim, int dt) { int chance, number; CharData *vch, *vch_next; one_hit (ch, victim, dt, false); if (ch->fighting != victim) return; if (IsSet (ch->off_flags, OFF_AREA_ATTACK)) { for (vch = ch->in_room->person_first; vch != NULL; vch = vch_next) { vch_next = vch->next; if ((vch != victim && vch->fighting == ch)) one_hit (ch, vch, dt, false); } } if (IsAffected (ch, AFF_HASTE) || (IsSet (ch->off_flags, OFF_FAST) && !IsAffected (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 (IsAffected (ch, AFF_SLOW) && !IsSet (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 (IsAffected (ch, AFF_SLOW) && !IsSet (ch->off_flags, OFF_FAST)) chance = 0; if (number_percent () < chance) { one_hit (ch, victim, dt, false); if (ch->fighting != victim) return; } if (ch->wait > 0) return; number = number_range (0, 2); if (number == 1 && IsSet (ch->act, ACT_MAGE)) { ; } if (number == 2 && IsSet (ch->act, ACT_CLERIC)) { ; } number = number_range (0, 8); switch (number) { case (0): if (IsSet (ch->off_flags, OFF_BASH)) do_function (ch, &do_bash, ""); break; case (1): if (IsSet (ch->off_flags, OFF_BERSERK) && !IsAffected (ch, AFF_BERSERK)) do_function (ch, &do_berserk, ""); break; case (2): if (IsSet (ch->off_flags, OFF_DISARM) || (get_weapon_sn (ch) != gsn_hand_to_hand && (IsSet (ch->act, ACT_WARRIOR) || IsSet (ch->act, ACT_THIEF)))) do_function (ch, &do_disarm, ""); break; case (3): if (IsSet (ch->off_flags, OFF_KICK)) do_function (ch, &do_kick, ""); break; case (4): if (IsSet (ch->off_flags, OFF_KICK_DIRT)) do_function (ch, &do_dirt, ""); break; case (5): if (IsSet (ch->off_flags, OFF_TAIL)) { ; } break; case (6): if (IsSet (ch->off_flags, OFF_TRIP)) do_function (ch, &do_trip, ""); break; case (7): if (IsSet (ch->off_flags, OFF_CRUSH)) { ; } break; case (8): if (IsSet (ch->off_flags, OFF_BACKSTAB)) { do_function (ch, &do_backstab, ""); } } } void one_hit (CharData * ch, CharData * victim, int dt, bool secondary) { ObjData *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn, skill; dam_class dam_type; bool result; sn = -1; if (victim == ch || ch == NULL || victim == NULL) return; if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; 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; sn = get_weapon_sn (ch); skill = 20 + get_weapon_skill (ch, sn); if (IsNPC (ch)) { thac0_00 = 20; thac0_32 = -4; if (IsSet (ch->act, ACT_WARRIOR)) thac0_32 = -10; else if (IsSet (ch->act, ACT_THIEF)) thac0_32 = -4; else if (IsSet (ch->act, ACT_CLERIC)) thac0_32 = 2; else if (IsSet (ch->act, ACT_MAGE)) thac0_32 = 6; } else { thac0_00 = get_thac00 (ch); thac0_32 = get_thac32 (ch); } thac0 = interpolate (ch->level, thac0_00, thac0_32); if (thac0 < 0) thac0 = thac0 / 2; if (thac0 < -5) thac0 = -5 + (thac0 + 5) / 2; thac0 -= GetHitroll (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 = GetArmor (victim, AC_PIERCE) / 10; break; case (DAM_BASH): victim_ac = GetArmor (victim, AC_BASH) / 10; break; case (DAM_SLASH): victim_ac = GetArmor (victim, AC_SLASH) / 10; break; default: victim_ac = GetArmor (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; while ((diceroll = number_bits (5)) >= 20) ; if (diceroll == 0 || (diceroll != 19 && diceroll < thac0 - victim_ac)) { damage (ch, victim, 0, dt, dam_type, true); improve_stance (ch); tail_chain (); return; } if (IsNPC (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) dam = dam * 11 / 10; if (IsWeaponStat (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); } if (InStance (ch, STANCE_NORMAL)) { if (IsNPC (ch)) dam = dam * 113 / 100; else dam = dam * 115 / 100; } else dam = dambonus (ch, victim, dam, GetStance (ch, STANCE_CURRENT)); 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 (!IsAwake (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 += GetDamroll (ch) * Min (100, skill) / 100; if (dam <= 0) dam = 1; result = damage (ch, victim, dam, dt, dam_type, true); if (result && wield != NULL) { int pdam; if (ch->fighting == victim && IsWeaponStat (wield, WEAPON_POISON)) { int level; AffectData *poison, af; if ((poison = affect_find (wield->affect_first, gsn_poison)) == NULL) level = wield->level; else level = poison->level; if (!saves_spell (level / 2, victim, DAM_POISON)) { chprintln (victim, "You feel poison coursing through your veins."); 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); } if (poison != NULL) { poison->level = Max (0, poison->level - 2); poison->duration = Max (0, poison->duration - 1); if (poison->level == 0 || poison->duration == 0) act ("The poison on $p has worn off.", ch, wield, NULL, TO_CHAR); } } if (ch->fighting == victim && IsWeaponStat (wield, WEAPON_VAMPIRIC)) { pdam = number_range (1, wield->level / 5 + 1); act ("$p draws life from $n.", victim, wield, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage (ch, victim, pdam, 0, DAM_NEGATIVE, false); ch->alignment = Max (-1000, ch->alignment - 1); ch->hit += pdam / 2; } if (ch->fighting == victim && IsWeaponStat (wield, WEAPON_FLAMING)) { pdam = number_range (1, wield->level / 4 + 1); act ("$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 && IsWeaponStat (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 $p surrounds you with ice.", victim, wield, NULL, TO_CHAR); cold_effect (victim, wield->level / 2, pdam, TARGET_CHAR); damage (ch, victim, pdam, 0, DAM_COLD, false); } if (ch->fighting == victim && IsWeaponStat (wield, WEAPON_SHOCKING)) { pdam = number_range (1, wield->level / 5 + 2); act ("$n is struck by lightning from $p.", victim, wield, NULL, TO_ROOM); act ("You are shocked by $p.", victim, wield, NULL, TO_CHAR); shock_effect (victim, wield->level / 2, pdam, TARGET_CHAR); damage (ch, victim, pdam, 0, DAM_LIGHTNING, false); } } tail_chain (); return; } int randomize_damage (CharData * ch, int dam, int am) { dam = (dam * (am + 50)) / 100; return dam; } bool damage (CharData * ch, CharData * victim, int dam, int dt, dam_class dam_type, bool show) { ObjData *corpse; bool immune; if (victim->position == POS_DEAD) return false; if (dam > 10000 && dt >= TYPE_HIT) { bugf ("Damage: %d: more than 10000 points!", dam); dam = 10000; if (!IsImmortal (ch)) { ObjData *obj; obj = get_eq_char (ch, WEAR_WIELD); chprintln (ch, "You really shouldn't cheat."); if (obj != NULL) extract_obj (obj); } } if (dam > 35) dam = (dam - 35) / 2 + 35; if (dam > 80) dam = (dam - 80) / 2 + 80; if (!IsNPC (ch)) { if (IsNPC (victim)) dam *= mud_info.pcdam / 100; } else dam *= mud_info.mobdam / 100; if (victim != ch) { if (is_safe (ch, victim)) return false; check_killer (ch, victim); if (victim->position > POS_STUNNED) { if (victim->fighting == NULL) { set_fighting (victim, ch); if (IsNPC (victim) && HasTriggerMob (victim, TRIG_KILL)) p_percent_trigger (victim, NULL, NULL, ch, NULL, NULL, TRIG_KILL); } if (victim->timer <= 4) victim->position = POS_FIGHTING; } if (victim->position > POS_STUNNED) { if (ch->fighting == NULL) set_fighting (ch, victim); } if (victim->master == ch) stop_follower (victim); } if (IsAffected (ch, AFF_INVISIBLE)) { affect_strip (ch, gsn_invis); affect_strip (ch, gsn_mass_invis); RemBit (ch->affected_by, AFF_INVISIBLE); act ("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } if (dam > 1 && !IsNPC (victim) && victim->pcdata->condition[COND_DRUNK] > 10) dam = 9 * dam / 10; if (dam > 1 && IsAffected (victim, AFF_SANCTUARY)) dam /= 2; if (dam > 1 && ((IsAffected (victim, AFF_PROTECT_EVIL) && IsEvil (ch)) || (IsAffected (victim, AFF_PROTECT_GOOD) && IsGood (ch)))) dam -= dam / 4; if (mud_info.bonus.status == BONUS_DAM) dam *= mud_info.bonus.mod; immune = false; if (dt >= TYPE_HIT && ch != victim) { if (check_dodge (ch, victim)) return false; if (InStance (victim, STANCE_MONGOOSE) && GetStance (victim, STANCE_MONGOOSE) > 100 && !can_counter (ch) && !can_bypass (ch, victim) && check_dodge (ch, victim)) return false; else if (InStance (victim, STANCE_SWALLOW) && GetStance (victim, STANCE_SWALLOW) > 100 && !can_counter (ch) && !can_bypass (ch, victim) && check_dodge (ch, victim)) return false; if (check_parry (ch, victim)) return false; if (InStance (victim, STANCE_CRANE) && GetStance (victim, STANCE_CRANE) > 100 && !can_counter (ch) && !can_bypass (ch, victim) && check_parry (ch, victim)) return false; else if (InStance (victim, STANCE_MANTIS) && GetStance (victim, STANCE_MANTIS) > 100 && !can_counter (ch) && !can_bypass (ch, victim) && check_parry (ch, victim)) return false; if (check_shield_block (ch, victim)) return false; if (IsAffected (victim, AFF_FORCE_SHIELD) && check_force_shield (ch, victim)) return false; if (IsAffected (victim, AFF_STATIC_SHIELD) && check_static_shield (ch, victim)) return false; } if (IsAffected (victim, AFF_FLAME_SHIELD) && dam_type <= 3) check_flame_shield (ch, victim); 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; default: break; } randomize_damage (ch, dam, dice (1, 100)); if (show) dam_message (ch, victim, dam, dt, immune); if (dam == 0) return false; victim->hit -= dam; if (!IsNPC (victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1) victim->hit = 1; update_pos (victim); switch (victim->position) { case POS_MORTAL: act ("$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM); chprintln (victim, "You are mortally wounded, and will die soon, if not aided."); break; case POS_INCAP: act ("$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM); chprintln (victim, "You are incapacitated and will slowly die, if not aided."); break; case POS_STUNNED: act ("$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM); chprintln (victim, "You are stunned, but will probably recover."); break; case POS_DEAD: act ("$n is DEAD!!", victim, 0, 0, TO_ROOM); chprintln (victim, "You have been KILLED!!"); break; default: if (dam > victim->max_hit / 4) chprintln (victim, "That really did HURT!"); if (victim->hit < victim->max_hit / 4) chprintln (victim, "You sure are BLEEDING!"); break; } if (!IsAwake (victim)) stop_fighting (victim, false); if (victim->position == POS_DEAD) { if (IS_IN_ARENA (ch) && IS_IN_ARENA (victim)) { check_arena (ch, victim); return true; } if (InWar (ch) && InWar (victim)) { check_war (ch, victim); return true; } if (!IsNPC (ch) && !IsNPC (victim) && IsSet (ch->in_room->room_flags, ROOM_ARENA) && IsSet (victim->in_room->room_flags, ROOM_ARENA)) { stop_fighting (victim, true); death_cry (victim); char_from_room (victim); char_to_room (victim, get_room_index (ROOM_VNUM_TEMPLE)); victim->hit = Max (1, victim->hit); victim->mana = Max (1, victim->mana); victim->move = Max (1, victim->move); update_pos (victim); do_function (victim, &do_look, "auto"); if (ch->in_room->area->nplayer == 1) { chprintln (ch, "You emerge victorious in the arena!"); stop_fighting (ch, true); char_from_room (ch); char_to_room (ch, get_room_index (ROOM_VNUM_TEMPLE)); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; update_pos (ch); do_function (ch, &do_look, "auto"); } return true; } group_gain (ch, victim); if (!IsNPC (victim)) { logf ("%s killed by %s at %ld", victim->name, (IsNPC (ch) ? ch->short_descr : ch->name), ch->in_room->vnum); if (!IsQuester (victim) || ch != victim->pcdata->quest.mob) { 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 (IsNPC (victim)) new_wiznet (ch, NULL, WIZ_MOBDEATHS, false, 0, "%s got toasted by $N at %s [room %ld]", victim->short_descr, ch->in_room->name, ch->in_room->vnum); else { new_wiznet (victim, NULL, WIZ_DEATHS, false, 0, "%s killed by $N at %s [room %ld]", victim->name, ch->in_room->name, ch->in_room->vnum); announce (victim, INFO_DEATH, "$n got %s by %s!", chance (50) ? "wasted" : "anihilated", IsNPC (ch) ? ch->short_descr : ch->name); } if (IsNPC (victim) && HasTriggerMob (victim, TRIG_DEATH)) { victim->position = POS_STANDING; p_percent_trigger (victim, NULL, NULL, ch, NULL, NULL, TRIG_DEATH); } update_death (victim, ch); raw_kill (victim, ch); if (ch != victim && !IsNPC (ch) && !is_same_clan (ch, victim)) { if (IsSet (victim->act, PLR_KILLER)) RemBit (victim->act, PLR_KILLER); else RemBit (victim->act, PLR_THIEF); } if (!IsNPC (ch) && (corpse = get_obj_list (ch, "corpse", ch->in_room->content_first)) != NULL && corpse->item_type == ITEM_CORPSE_NPC && can_see_obj (ch, corpse)) { ObjData *coins; corpse = get_obj_list (ch, "corpse", ch->in_room->content_first); if (IsSet (ch->act, PLR_AUTOLOOT) && corpse && corpse->content_first) { do_function (ch, &do_get, "all corpse"); } if (IsSet (ch->act, PLR_AUTOGOLD) && corpse && corpse->content_first && !IsSet (ch->act, PLR_AUTOLOOT)) { if ((coins = get_obj_list (ch, "gcash", corpse->content_first)) != NULL) { do_function (ch, &do_get, "all.gcash corpse"); } } if (IsSet (ch->act, PLR_AUTOSAC)) { if (IsSet (ch->act, PLR_AUTOLOOT) && corpse && corpse->content_first) { return true; } else { do_function (ch, &do_sacrifice, "corpse"); } } } return true; } if (victim == ch) return true; if (!IsNPC (victim) && victim->desc == NULL) { if (number_range (0, victim->wait) == 0) { perform_recall (victim, get_room_index (ROOM_VNUM_LIMBO), "recall"); return true; } } if (IsNPC (victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) { if ((IsSet (victim->act, ACT_WIMPY) && number_bits (2) == 0 && victim->hit < victim->max_hit / 5) || (IsAffected (victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room)) { do_function (victim, &do_flee, ""); } } if (!IsNPC (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 (CharData * ch, CharData * victim) { if (victim->in_room == NULL || ch->in_room == NULL) return true; if (victim->fighting == ch || victim == ch) return false; if (IsImmortal (ch) && ch->level > LEVEL_IMMORTAL) return false; if (IsNPC (victim)) { if (IsSet (victim->in_room->room_flags, ROOM_SAFE)) { chprintln (ch, "Not in this room."); return true; } if (victim->pIndexData->pShop != NULL) { chprintln (ch, "The shopkeeper wouldn't like that."); return true; } if (IsSet (victim->act, ACT_TRAIN) || IsSet (victim->act, ACT_PRACTICE) || IsSet (victim->act, ACT_IS_HEALER) || IsSet (victim->act, ACT_IS_CHANGER)) { act ("I don't think $g would approve.", ch, NULL, NULL, TO_CHAR); return true; } if (!IsNPC (ch)) { if (IsSet (victim->act, ACT_PET)) { act ("But $N looks so cute and cuddly...", ch, NULL, victim, TO_CHAR); return true; } if (IsAffected (victim, AFF_CHARM) && ch != victim->master) { chprintln (ch, "You don't own that monster."); return true; } if (IsQuester (ch) && ch->pcdata->quest.mob == victim && (ch->pcdata->quest.status == QUEST_DELIVER || ch->pcdata->quest.status == QUEST_FINDMOB)) { act ("You are supposed to deliver $p to $N, not kill $M.", ch, ch->pcdata->quest.obj, victim, TO_CHAR); return true; } } } else { if (IsNPC (ch)) { if (IsSet (victim->in_room->room_flags, ROOM_SAFE)) { chprintln (ch, "Not in this room."); return true; } if (IsAffected (ch, AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) { chprintln (ch, "Players are your friends!"); return true; } } else { if (is_safe_war (ch, victim)) { chprintln (ch, "They're on YOUR team."); return true; } if (IsSet (victim->in_room->room_flags, ROOM_ARENA)) return false; if (!is_clan (ch)) { chprintln (ch, "Join a clan if you want to kill players."); return true; } if (IsSet (victim->act, PLR_KILLER) || IsSet (victim->act, PLR_THIEF)) return false; if (!is_clan (victim)) { chprintln (ch, "They aren't in a clan, leave them alone."); return true; } if (IsSet (victim->in_room->room_flags, ROOM_SAFE)) { chprintln (ch, "Not in this room."); return true; } if (ch->level > victim->level + 8) { chprintln (ch, "Pick on someone your own size."); return true; } if (Gquester (ch)) { chprintln (ch, "I don't beleive they are on the target list."); return true; } if (Gquester (victim)) { chprintln (ch, "They are to closey involved in something right now."); return true; } } } return false; } bool is_safe_spell (CharData * ch, CharData * 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 (IsImmortal (ch) && ch->level > LEVEL_IMMORTAL && !area) return false; if (IsNPC (victim)) { if (IsSet (victim->in_room->room_flags, ROOM_SAFE)) return true; if (victim->pIndexData->pShop != NULL) return true; if (IsSet (victim->act, ACT_TRAIN) || IsSet (victim->act, ACT_PRACTICE) || IsSet (victim->act, ACT_IS_HEALER) || IsSet (victim->act, ACT_IS_CHANGER)) return true; if (!IsNPC (ch)) { if (IsSet (victim->act, ACT_PET)) return true; if (IsAffected (victim, AFF_CHARM) && (area || ch != victim->master)) return true; if (victim->fighting != NULL && !is_same_group (ch, victim->fighting)) return true; if (IsQuester (ch) && ch->pcdata->quest.mob == victim && (ch->pcdata->quest.status == QUEST_DELIVER || ch->pcdata->quest.status == QUEST_FINDMOB)) return true; } else { if (area && !is_same_group (victim, ch->fighting)) return true; } } else { if (area && IsImmortal (victim) && victim->level > LEVEL_IMMORTAL) return true; if (IsNPC (ch)) { if (IsAffected (ch, AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) return true; if (IsSet (victim->in_room->room_flags, ROOM_SAFE)) return true; if (ch->fighting != NULL && !is_same_group (ch->fighting, victim)) return true; } else { if (is_safe_war (ch, victim)) return true; if (IsSet (victim->in_room->room_flags, ROOM_ARENA)) return false; if (!is_clan (ch)) return true; if (IsSet (victim->act, PLR_KILLER) || IsSet (victim->act, PLR_THIEF)) return false; if (!is_clan (victim)) return true; if (ch->level > victim->level + 8) return true; if (Gquester (ch) || Gquester (victim)) return true; } } return false; } void check_killer (CharData * ch, CharData * victim) { char buf[MAX_STRING_LENGTH]; if (IsSet (ch->in_room->room_flags, ROOM_ARENA)) return; while (IsAffected (victim, AFF_CHARM) && victim->master != NULL) victim = victim->master; if (IsNPC (victim) || IsSet (victim->act, PLR_KILLER) || IsSet (victim->act, PLR_THIEF)) return; if (IsSet (ch->affected_by, AFF_CHARM)) { if (ch->master == NULL) { sprintf (buf, "Check_killer: %s bad AFF_CHARM", IsNPC (ch) ? ch->short_descr : ch->name); bug (buf); affect_strip (ch, gsn_charm_person); RemBit (ch->affected_by, AFF_CHARM); return; } stop_follower (ch); return; } if (IsNPC (ch) || ch == victim || ch->level >= LEVEL_IMMORTAL || !is_clan (ch) || IsSet (ch->act, PLR_KILLER) || ch->fighting == victim) return; chprintln (ch, "*** You are now a KILLER!! ***"); SetBit (ch->act, PLR_KILLER); new_wiznet (ch, NULL, WIZ_FLAGS, true, 0, "$N is attempting to murder %s", GetName (victim)); save_char_obj (ch); return; } bool check_parry (CharData * ch, CharData * victim) { int chance; if (!IsAwake (victim)) return false; chance = get_skill (victim, gsn_parry) / 2; if (get_eq_char (victim, WEAR_WIELD) == NULL) { if (IsNPC (victim)) chance /= 2; else return false; } if (!can_see (ch, victim)) chance /= 2; if (InStance (victim, STANCE_CRANE) && GetStance (victim, STANCE_CRANE) > 0 && !can_counter (ch) && !can_bypass (ch, victim)) chance += (GetStance (victim, STANCE_CRANE) * 25 / 100); else if (InStance (victim, STANCE_MANTIS) && GetStance (victim, STANCE_MANTIS) > 0 && !can_counter (ch) && !can_bypass (ch, victim)) chance += (GetStance (victim, STANCE_MANTIS) * 25 / 100); 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; } bool check_shield_block (CharData * ch, CharData * victim) { int chance; if (!IsAwake (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; } bool check_dodge (CharData * ch, CharData * victim) { int chance; if (!IsAwake (victim)) return false; chance = get_skill (victim, gsn_dodge) / 2; if (!can_see (victim, ch)) chance /= 2; if (InStance (victim, STANCE_MONGOOSE) && GetStance (victim, STANCE_MONGOOSE) > 0 && !can_counter (ch) && !can_bypass (ch, victim)) (chance += GetStance (victim, STANCE_MONGOOSE) * 25 / 100); if (InStance (victim, STANCE_SWALLOW) && GetStance (victim, STANCE_SWALLOW) > 0 && !can_counter (ch) && !can_bypass (ch, victim)) (chance += GetStance (victim, STANCE_SWALLOW) * 25 / 100); 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; } void update_pos (CharData * victim) { if (victim->hit > 0) { if (victim->position <= POS_STUNNED) victim->position = POS_STANDING; return; } if (IsNPC (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; } void set_fighting (CharData * ch, CharData * victim) { if (ch->fighting != NULL) { bug ("Set_fighting: already fighting"); return; } if (IsAffected (ch, AFF_SLEEP)) affect_strip (ch, gsn_sleep); ch->fighting = victim; ch->position = POS_FIGHTING; autodrop (ch); return; } void stop_fighting (CharData * ch, bool fBoth) { CharData *fch; for (fch = char_first; fch != NULL; fch = fch->next) { if (fch == ch || (fBoth && fch->fighting == ch)) { fch->fighting = NULL; fch->position = IsNPC (fch) ? fch->default_pos : POS_STANDING; update_pos (fch); SetStance (fch, STANCE_CURRENT, STANCE_NONE); } } return; } void make_corpse (CharData * ch) { char buf[MAX_STRING_LENGTH]; ObjData *corpse; ObjData *obj; ObjData *obj_next; const char *name; RoomIndex *morgue = NULL; if (IsSet (ch->in_room->room_flags, ROOM_ARENA)) return; if (IsNPC (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); RemBit (ch->act, PLR_CANLOOT); corpse->owner = str_dup (ch->name); if (is_clan (ch)) { 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); replace_str (&corpse->short_descr, buf); sprintf (buf, corpse->description, name); replace_str (&corpse->description, buf); for (obj = ch->carrying_first; 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 (IsSet (obj->extra_flags, ITEM_ROT_DEATH) && !floating) { obj->timer = number_range (5, 10); RemBit (obj->extra_flags, ITEM_ROT_DEATH); } RemBit (obj->extra_flags, ITEM_VIS_DEATH); if (IsSet (obj->extra_flags, ITEM_INVENTORY)) extract_obj (obj); else if (floating) { if (IsObjStat (obj, ITEM_ROT_DEATH)) { if (obj->content_first != NULL) { ObjData *in, *in_next; act ("$p evaporates,scattering its contents.", ch, obj, NULL, TO_ROOM); for (in = obj->content_first; in != NULL; in = in_next) { in_next = in->next_content; obj_from_obj (in); obj_to_room (in, ch->in_room); } } else act ("$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); } if (!is_clan (ch) || IsNPC (ch)) { if (IsNPC (ch) || get_trust (ch) >= 20) morgue = ch->in_room; else morgue = get_room_index (ROOM_VNUM_MORGUE); } else if ((morgue = get_room_index (CharClan (ch)->rooms[CLAN_ROOM_MORGUE])) == NULL) morgue = get_room_index (ROOM_VNUM_MORGUE); obj_to_room (corpse, ch->in_room); return; } void death_cry (CharData * ch) { RoomIndex *was_in_room; char *msg; int door; vnum_t 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 = "$n splatters blood on your armor."; break; } case 2: if (IsSet (ch->parts, PART_GUTS)) { msg = "$n spills $s guts all over the floor."; vnum = OBJ_VNUM_GUTS; } break; case 3: if (IsSet (ch->parts, PART_HEAD)) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 4: if (IsSet (ch->parts, PART_HEART)) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 5: if (IsSet (ch->parts, PART_ARMS)) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 6: if (IsSet (ch->parts, PART_LEGS)) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 7: if (IsSet (ch->parts, PART_BRAINS)) { msg = "$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]; ObjData *obj; const char *name; name = IsNPC (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); replace_str (&obj->short_descr, buf); sprintf (buf, obj->description, name); replace_str (&obj->description, buf); if (obj->item_type == ITEM_FOOD) { if (IsSet (ch->form, FORM_POISON)) obj->value[3] = 1; else if (!IsSet (ch->form, FORM_EDIBLE)) obj->item_type = ITEM_TRASH; } obj_to_room (obj, ch->in_room); } if (IsNPC (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++) { ExitData *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 update_death (CharData * victim, CharData * killer) { MspData *snd; if (victim == killer) return; snd = new_msp (); snd->type = MSP_COMBAT; if (!IsNPC (victim)) { if (IsNPC (killer)) { kill_table[Range (0, killer->level, MAX_LEVEL - 1)].kills++; killer->pIndexData->kills++; TouchArea (killer->pIndexData->area); AddStat (victim, MOB_DEATHS, 1); mud_info.stats.pdied++; } else { if (!IsImmortal (killer)) { AddStat (victim, PK_DEATHS, 1); } AddStat (killer, PK_KILLS, 1); mud_info.stats.pkill++; } snd->file = str_dup ("deathpc*"); act_sound (snd, victim, NULL, TO_ZONE, POS_RESTING); victim->in_room->area->kills++; TouchArea (victim->in_room->area); } else { if (!IsNPC (killer)) { AddStat (killer, MOB_KILLS, 1); snd->file = str_dup ("deathmob*"); act_sound (snd, victim, NULL, TO_ROOM, POS_RESTING); } else { kill_table[Range (0, killer->level, MAX_LEVEL - 1)].kills++; killer->pIndexData->kills++; TouchArea (killer->pIndexData->area); } victim->pIndexData->deaths++; TouchArea (victim->pIndexData->area); kill_table[Range (0, victim->level, MAX_LEVEL - 1)].deaths++; mud_info.stats.mobdeaths++; if (mud_info.stats.mobdeaths % 1000000 == 0) { set_bonus (BONUS_XP, 2, 50, "in honour of %s killing the %s mob", GetName (killer), ordinal_string (mud_info.stats.mobdeaths)); } victim->in_room->area->deaths++; TouchArea (victim->in_room->area); } free_msp (snd); } void raw_kill (CharData * victim, CharData * killer) { int i; stop_fighting (victim, true); death_cry (victim); make_corpse (victim); if (IsNPC (victim)) { extract_char (victim, true); return; } extract_char (victim, false); while (victim->affect_first) affect_remove (victim, victim->affect_first); victim->affected_by = victim->race->aff; for (i = 0; i < MAX_AC; i++) victim->armor[i] = 100; victim->position = POS_RESTING; victim->hit = Max (1, victim->hit); victim->mana = Max (1, victim->mana); victim->move = Max (1, victim->move); update_all_qobjs (victim); return; } void group_gain (CharData * ch, CharData * victim) { CharData *gch; CharData *lch; int xp; int members; int group_levels; int i; int highestlevel = 0; if (victim == ch) return; members = 0; group_levels = 0; for (gch = ch->in_room->person_first; gch != NULL; gch = gch->next_in_room) { if (is_same_group (gch, ch)) { members++; group_levels += IsNPC (gch) ? gch->level / 2 : gch->level; } } if (members == 0) { bug ("Group_gain: members == 0."); members = 1; group_levels = ch->level; } for (lch = ch->in_room->person_first; lch != NULL; lch = lch->next_in_room) { if (!is_same_group (lch, ch)) continue; if (lch->level > highestlevel) highestlevel = lch->level; } for (gch = ch->in_room->person_first; gch != NULL; gch = gch->next_in_room) { ObjData *obj; ObjData *obj_next; if (!is_same_group (gch, ch) || IsNPC (gch)) continue; if (highestlevel - gch->level >= mud_info.group_lvl_limit || highestlevel - gch->level <= (mud_info.group_lvl_limit * -1)) { chprintln (gch, "Your powers are useless to such an advanced group of adventurers."); if (IsNPC (gch) && gch->master != NULL) act ("$n's powers are useless to such an advanced group of adventurers.", gch, NULL, gch->master, TO_VICT); continue; } xp = xp_compute (gch, victim, group_levels); if (mud_info.bonus.status == BONUS_XP) { xp = xp * mud_info.bonus.mod; if (!NullStr (mud_info.bonus.msg)) { chprintlnf (gch, "{GYou receive %d %dx exp %s!{x", xp, mud_info.bonus.mod, mud_info.bonus.msg); } else chprintlnf (gch, "{GYou receive %d %dx exp!{x", xp, mud_info.bonus.mod); } else { xp = xp * 1; chprintlnf (gch, "You receive %d experience points.", xp); } gain_exp (gch, xp); if (IsQuester (gch) && gch->pcdata->quest.mob == victim) { if (ch->pcdata->quest.status == QUEST_DELIVER) { act ("{rOOPS! Now you did it! You were supposed to deliver $p to $N!", ch, ch->pcdata->quest.obj, victim, TO_CHAR); act ("You just lost {R50{r questpoints and $N is very mad!{x", ch, NULL, ch->pcdata->quest.giver, TO_CHAR); end_quest (ch, QUEST_TIME + 10); ch->pcdata->quest.points = Max (0, ch->pcdata->quest.points - 50); } else if (ch->pcdata->quest.status == QUEST_KILL) { chprintln (gch, "{5+RYou have almost completed your QUEST!{x"); act ("{RReturn to $N before your time runs out!", gch, NULL, gch->pcdata->quest.giver, TO_CHAR); gch->pcdata->quest.status = QUEST_RETURN_KILL; } } if (IsNPC (victim) && gquest_info.running == GQUEST_RUNNING && Gquester (gch) && (i = is_gqmob (gch->gquest, victim->pIndexData->vnum)) != -1) { gch->gquest->gq_mobs[i] = -1; chprintln (gch, "Congratulations, that that mob was part of your global quest!"); chprint (gch, "You receive an extra 3 Quest Points"); gch->pcdata->quest.points += 3; if (chance (Range (5, gquest_info.mob_count, 95))) { chprintln (gch, " and a Trivia Point!"); gch->pcdata->trivia += 1; } else chprintln (gch, "."); new_wiznet (gch, victim->short_descr, 0, false, 0, "$N has killed $t, a global questmob."); if (count_gqmobs (gch->gquest) == gquest_info.mob_count) chprintln (gch, "You are now ready to complete the global quest. Type 'Gquest COMPLETE' to finish."); } for (obj = gch->carrying_first; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE) continue; if ((IsObjStat (obj, ITEM_ANTI_EVIL) && IsEvil (ch)) || (IsObjStat (obj, ITEM_ANTI_GOOD) && IsGood (ch)) || (IsObjStat (obj, ITEM_ANTI_NEUTRAL) && IsNeutral (ch))) { act ("You are zapped by $p.", gch, obj, NULL, TO_CHAR); act ("$n is zapped by $p.", gch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, gch->in_room); } } } return; } int xp_compute (CharData * gch, CharData * victim, int total_levels) { int xp, base_exp; int align, level_range; int change; int time_per_level; level_range = victim->level - gch->level; 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); align = victim->alignment - gch->alignment; if (IsSet (victim->act, ACT_NOALIGN)) { } else if (align > 500) { change = (align - 500) * base_exp / 500 * gch->level / total_levels; change = Max (1, change); gch->alignment = Max (-1000, gch->alignment - change); } else if (align < -500) { change = (-1 * align - 500) * base_exp / 500 * gch->level / total_levels; change = Max (1, change); gch->alignment = Min (1000, gch->alignment + change); } else { change = gch->alignment * base_exp / 500 * gch->level / total_levels; gch->alignment -= change; } if (IsSet (victim->act, ACT_NOALIGN)) xp = base_exp; else if (gch->alignment > 500) { 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) { 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) { 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) { 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 (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; } if (gch->level < 6) xp = 10 * xp / (gch->level + 4); if (gch->level > 35) xp = 15 * xp / (gch->level - 25); { time_per_level = 4 * (gch->pcdata->played + (int) (current_time - gch->logon)) / HOUR / gch->level; time_per_level = Range (2, time_per_level, 12); if (gch->level < 15) time_per_level = Max (time_per_level, (15 - gch->level)); xp = xp * time_per_level / 12; } xp = number_range (xp * 3 / 4, xp * 5 / 4); xp = xp * gch->level / (Max (1, total_levels - 1)); return xp; } void dam_message (CharData * ch, CharData * victim, int dam, int dt, bool immune) { char buf1[256], buf2[256], buf3[256], chmesg[256], vmesg[256], omesg[256]; const char *vs; const char *vp; const char *attack; const char *punct; if (ch == NULL || victim == NULL) return; sprintf (chmesg, "{W [{R%d{W]{x", dam); sprintf (vmesg, "{W [{R%d{W]{x", dam); sprintf (omesg, "{W [{R%d{W]{x", dam); 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 = "{b*** {BDEMOLISH {b***{x"; vp = "{b*** {BDEMOLISHES {b***{x"; } else if (dam <= 75) { vs = "{m*** {MDEVASTATE {m***{x"; vp = "{m*** {MDEVASTATES {m***{x"; } else if (dam <= 100) { vs = "{c=== {COBLITERATE {c==={x"; vp = "{c=== {COBLITERATES {c==={x"; } else if (dam <= 125) { vs = "{R>>> {YANNIHILATE {R<<<{x"; vp = "{R>>> {YANNIHILATES {R<<<{x"; } else if (dam <= 150) { vs = "{Y<<< {RERADICATE {Y>>>{x"; vp = "{Y<<< {RERADICATES {Y>>>{x"; } else if (dam <= 185) { vs = "{W***** {CPULVERIZE {W*****{x"; vp = "{W***** {CPULVERIZES {W*****{x"; } else if (dam <= 220) { vs = "{B-=- VAPORIZE -=-{x"; vp = "{B-=- VAPORIZES -=-{x"; } else if (dam <= 275) { vs = "{M<-==-> {CATOMIZE {M<-==->{x"; vp = "{M<-==-> {CATOMIZES {M<-==->{x"; } else if (dam <= 315) { vs = "{C<{W-:-{C>{W ASPHYXIATE {C<{W-:-{C>{x"; vp = "{C<{W-:-{C>{W ASPHYXIATES {C<{W-:-{C>{x"; } else if (dam <= 390) { vs = "{W<-*-> {CRAVAGE {W<-*->{x"; vp = "{W<-*-> {CRAVAGES {W<-*->{x"; } else if (dam <= 435) { vs = "{M<>*<> {CFISSURE {M<>*<>{x"; vp = "{M<>*<> {CFISSURES {M<>*<>{x"; } else if (dam <= 500) { vs = "{Y<*>{R<*> {bLIQUIDATE {R<*>{Y<*>{x"; vp = "{Y<*>{R<*> {bLIQUIDATES {R<*>{Y<*>{x"; } else if (dam <= 590) { vs = "{b<*>{Y<*>{R<*>{G EVAPORATE {R<*>{Y<*>{b<*>{x"; vp = "{b<*>{Y<*>{R<*>{G EVAPORATES {R<*>{Y<*>{b<*>{x"; } else if (dam <= 650) { vs = "{Y<-=-> {RSUNDER {Y<-=->{x"; vp = "{Y<-=-> {RSUNDERS {Y<-=->{x"; } else if (dam <= 790) { vs = "{W<=-=><=-=> {GTEAR INTO {W<=-=><=-=>{x"; vp = "{W<=-=><=-=> {GTEARS INTO {W<=-=><=-=>{x"; } else if (dam <= 880) { vs = "{Y<->*<=> {bWASTE {Y<=>*<->{x"; vp = "{Y<->*<=> {bWASTES {Y<=>*<->{x"; } else if (dam <= 960) { vs = "{R<-+-><-*-> {WCREMATE {R<-*-><-+->{x"; vp = "{R<-+-><-*-> {WCREMATES {R<-*-><-+->{x"; } else if (dam <= 1040) { vs = "{M<*><*>{R<*><*> ANNIHILATE <*><*>{M<*><*>{x"; vp = "{M<*><*>{R<*><*> ANNIHILATES <*><*>{M<*><*>{x"; } else if (dam <= 3000) { vs = "{rinflict {f{RUNSPEAKABLE PAIN{r on{x"; vp = "{rinflicts {f{RUNSPEAKABLE PAIN{r on{x"; } else if (dam <= 6000) { vs = "{rinflict {f{RUNTHINKABLE PAIN{r on{x"; vp = "{rinflicts {f{RUNTHINKABLE PAIN{r on{x"; } else if (dam <= 9000) { vs = "{rinflict {f{RUNIMAGINABLE PAIN{r on{x"; vp = "{rinflicts {f{RUNIMAGINABLE PAIN{r on{x"; } else if (dam <= 12000) { vs = "{rinflict {f{RUNBELIEVABLE PAIN{r on{x"; vp = "{rinflicts {f{RUNBELIEVABLE PAIN{r on{x"; } else { vs = "does {mTOTALLY{x, {mUTTERLY{x, and in all other ways {m{fINCONCEIVABLE{w{x things to"; vp = "does {mTOTALLY{x, {mUTTERLY{x, and in all other ways {m{fINCONCEIVABLE{w{x things to"; } punct = (dam < 0) ? "?" : (dam <= 250) ? "." : (dam <= 1000) ? "!" : (dam <= 3000) ? "!!" : (dam <= 5000) ? "!!!" : "!!!!"; #define SEE_DAMAGE(ch) (!IsNPC(ch) && IsSet(ch->act, PLR_AUTODAMAGE)) if (dt == TYPE_HIT) { if (ch == victim) { sprintf (buf1, CTAG (_OHIT) "$n %s" CTAG (_OHIT) " $melf%s$t", vp, punct); sprintf (buf2, CTAG (_YHIT) "You %s" CTAG (_YHIT) " yourself%s%s", vs, punct, SEE_DAMAGE (ch) ? chmesg : "{x"); } else { sprintf (buf1, CTAG (_OHIT) "$n %s" CTAG (_OHIT) " $N%s$t", vp, punct); sprintf (buf2, CTAG (_YHIT) "You %s" CTAG (_YHIT) " $N%s%s", vs, punct, SEE_DAMAGE (ch) ? chmesg : "{x"); sprintf (buf3, CTAG (_VHIT) "$n %s" CTAG (_VHIT) " you%s%s", vp, punct, SEE_DAMAGE (victim) ? vmesg : "{x"); } } else { if (dt >= 0 && dt < top_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 { bugf ("Dam_message: bad dt %d.", dt); dt = TYPE_HIT; attack = attack_table[0].name; } if (immune) { if (ch == victim) { sprintf (buf1, CTAG (_OHIT) "$n is unaffected by $s own %s.{x", attack); sprintf (buf2, CTAG (_YHIT) "Luckily, you are immune to that.{x"); } else { sprintf (buf1, CTAG (_OHIT) "$N is unaffected by $n's %s!{x", attack); sprintf (buf2, CTAG (_YHIT) "$N is unaffected by your %s!{x", attack); sprintf (buf3, CTAG (_VHIT) "$n's %s is powerless against you.{x", attack); } } else { if (ch == victim) { sprintf (buf1, CTAG (_OHIT) "$n's %s %s" CTAG (_OHIT) " $m%s$t", attack, vp, punct); sprintf (buf2, CTAG (_YHIT) "Your %s %s" CTAG (_YHIT) " you%s%s", attack, vp, punct, SEE_DAMAGE (ch) ? chmesg : "{x"); } else { sprintf (buf1, CTAG (_OHIT) "$n's %s %s" CTAG (_OHIT) " $N%s$t", attack, vp, punct); sprintf (buf2, CTAG (_YHIT) "Your %s %s" CTAG (_YHIT) " $N%s%s", attack, vp, punct, SEE_DAMAGE (ch) ? chmesg : "{x"); sprintf (buf3, CTAG (_VHIT) "$n's %s %s" CTAG (_VHIT) " you%s%s", attack, vp, punct, SEE_DAMAGE (victim) ? vmesg : "{x"); } } } if (ch == victim) { act (buf1, ch, omesg, NULL, TO_ROOM | TO_DAMAGE); act (buf2, ch, NULL, NULL, TO_CHAR); } else { act (buf1, ch, omesg, victim, TO_NOTVICT | TO_DAMAGE); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); } return; } void disarm (CharData * ch, CharData * victim) { ObjData *obj; if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL) return; if (IsObjStat (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 $N!", ch, NULL, victim, TO_NOTVICT); obj_from_char (obj); if (IsObjStat (obj, ITEM_NODROP) || IsObjStat (obj, ITEM_INVENTORY) || IsSet (victim->in_room->room_flags, ROOM_ARENA)) obj_to_char (obj, victim); else { obj_to_room (obj, victim->in_room); if (IsNPC (victim) && victim->wait == 0 && can_see_obj (victim, obj)) get_obj (victim, obj, NULL); } return; } Do_Fun (do_berserk) { int chance, hp_percent; if ((chance = get_skill (ch, gsn_berserk)) == 0 || (IsNPC (ch) && !IsSet (ch->off_flags, OFF_BERSERK)) || (!IsNPC (ch) && !can_use_skpell (ch, gsn_berserk))) { chprintln (ch, "You turn red in the face, but nothing happens."); return; } if (IsAffected (ch, AFF_BERSERK) || IsAffected (ch, gsn_berserk) || IsAffected (ch, skill_lookup ("frenzy"))) { chprintln (ch, "You get a little madder."); return; } if (IsAffected (ch, AFF_CALM)) { chprintln (ch, "You're feeling to mellow to berserk."); return; } if (ch->mana < 50) { chprintln (ch, "You can't get up enough energy."); return; } if (ch->position == POS_FIGHTING) chance += 10; hp_percent = 100 * ch->hit / ch->max_hit; chance += 25 - hp_percent / 2; if (number_percent () < chance) { AffectData af; WaitState (ch, PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; ch->hit += ch->level * 2; ch->hit = Min (ch->hit, ch->max_hit); chprintln (ch, "Your pulse races as you are consumed by rage!"); act ("$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 = Max (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 = Max (10, 10 * (ch->level / 5)); af.location = APPLY_AC; affect_to_char (ch, &af); if (skill_table[gsn_berserk].sound) act_sound (skill_table[gsn_berserk].sound, ch, NULL, skill_table[gsn_berserk].sound->to, POS_RESTING); } else { WaitState (ch, 3 * PULSE_VIOLENCE); ch->mana -= 25; ch->move /= 2; chprintln (ch, "Your pulse speeds up, but nothing happens."); check_improve (ch, gsn_berserk, false, 2); } } Do_Fun (do_bash) { char arg[MAX_INPUT_LENGTH]; CharData *victim; int chance; one_argument (argument, arg); if ((chance = get_skill (ch, gsn_bash)) == 0 || (IsNPC (ch) && !IsSet (ch->off_flags, OFF_BASH)) || (!IsNPC (ch) && !can_use_skpell (ch, gsn_bash))) { chprintln (ch, "Bashing? What's that?"); return; } if (NullStr (arg)) { victim = ch->fighting; if (victim == NULL) { chprintln (ch, "But you aren't fighting anyone!"); return; } } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); 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) { chprintln (ch, "You try to bash your brains out, but fail."); return; } if (is_safe (ch, victim)) return; if (IsNPC (victim) && victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { chprintln (ch, "Kill stealing is not permitted."); return; } if (IsAffected (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is your friend!", ch, NULL, victim, TO_CHAR); return; } chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; chance += get_curr_stat (ch, STAT_STR); chance -= (get_curr_stat (victim, STAT_DEX) * 4) / 3; chance -= GetArmor (victim, AC_BASH) / 25; if (IsSet (ch->off_flags, OFF_FAST) || IsAffected (ch, AFF_HASTE)) chance += 10; if (IsSet (victim->off_flags, OFF_FAST) || IsAffected (victim, AFF_HASTE)) chance -= 30; chance += (ch->level - victim->level); if (!IsNPC (victim) && chance < get_skill (victim, gsn_dodge)) { chance -= 3 * (get_skill (victim, gsn_dodge) - chance); } if (number_percent () < chance) { act ("$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 $N sprawling with a powerful bash.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_bash, true, 1); DazeState (victim, 3 * PULSE_VIOLENCE); WaitState (ch, skill_table[gsn_bash].beats); victim->position = POS_RESTING; damage (ch, victim, number_range (2, 2 + 2 * ch->size + chance / 20), gsn_bash, DAM_BASH, false); if (skill_table[gsn_bash].sound) act_sound (skill_table[gsn_bash].sound, ch, victim, skill_table[gsn_bash].sound->to, POS_RESTING); } else { damage (ch, victim, 0, gsn_bash, DAM_BASH, false); act ("You fall flat on your face!", ch, NULL, victim, TO_CHAR); act ("$n falls flat on $s face.", ch, NULL, victim, TO_NOTVICT); act ("You evade $n's bash, causing $m to fall flat on $s face.", ch, NULL, victim, TO_VICT); check_improve (ch, gsn_bash, false, 1); ch->position = POS_RESTING; WaitState (ch, skill_table[gsn_bash].beats * 3 / 2); } check_killer (ch, victim); } Do_Fun (do_dirt) { char arg[MAX_INPUT_LENGTH]; CharData *victim; int chance; one_argument (argument, arg); if ((chance = get_skill (ch, gsn_dirt)) == 0 || (IsNPC (ch) && !IsSet (ch->off_flags, OFF_KICK_DIRT)) || (!IsNPC (ch) && !can_use_skpell (ch, gsn_dirt))) { chprintln (ch, "You get your feet dirty."); return; } if (NullStr (arg)) { victim = ch->fighting; if (victim == NULL) { chprintln (ch, "But you aren't in combat!"); return; } } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (IsAffected (victim, AFF_BLIND)) { act ("$E's already been blinded.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { chprintln (ch, "Very funny."); return; } if (is_safe (ch, victim)) return; if (IsNPC (victim) && victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { chprintln (ch, "Kill stealing is not permitted."); return; } if (IsAffected (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is such a good friend!", ch, NULL, victim, TO_CHAR); return; } chance += get_curr_stat (ch, STAT_DEX); chance -= 2 * get_curr_stat (victim, STAT_DEX); if (IsSet (ch->off_flags, OFF_FAST) || IsAffected (ch, AFF_HASTE)) chance += 10; if (IsSet (victim->off_flags, OFF_FAST) || IsAffected (victim, AFF_HASTE)) chance -= 25; chance += (ch->level - victim->level) * 2; if (chance % 5 == 0) chance += 1; switch (ch->in_room->sector_type) { case (SECT_INSIDE): chance -= 20; break; case (SECT_CITY): chance -= 10; break; case (SECT_FIELD): chance += 5; break; case (SECT_MOUNTAIN): chance -= 10; break; case (SECT_WATER_SWIM): chance = 0; break; case (SECT_WATER_NOSWIM): chance = 0; break; case (SECT_AIR): chance = 0; break; case (SECT_DESERT): chance += 10; break; case (SECT_PATH): chance += 5; break; case (SECT_SWAMP): chance -= 10; break; default: break; } if (chance == 0) { chprintln (ch, "There isn't any dirt to kick."); return; } if (number_percent () < chance) { AffectData af; act ("$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); chprintln (victim, "You can't see a thing!"); check_improve (ch, gsn_dirt, true, 2); WaitState (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); if (skill_table[gsn_dirt].sound) act_sound (skill_table[gsn_dirt].sound, ch, victim, skill_table[gsn_dirt].sound->to, POS_RESTING); } else { damage (ch, victim, 0, gsn_dirt, DAM_NONE, true); check_improve (ch, gsn_dirt, false, 2); WaitState (ch, skill_table[gsn_dirt].beats); } check_killer (ch, victim); } Do_Fun (do_trip) { char arg[MAX_INPUT_LENGTH]; CharData *victim; int chance; one_argument (argument, arg); if ((chance = get_skill (ch, gsn_trip)) == 0 || (IsNPC (ch) && !IsSet (ch->off_flags, OFF_TRIP)) || (!IsNPC (ch) && !can_use_skpell (ch, gsn_trip))) { chprintln (ch, "Tripping? What's that?"); return; } if (NullStr (arg)) { victim = ch->fighting; if (victim == NULL) { chprintln (ch, "But you aren't fighting anyone!"); return; } } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (is_safe (ch, victim)) return; if (IsNPC (victim) && victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { chprintln (ch, "Kill stealing is not permitted."); return; } if (IsAffected (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) { chprintln (ch, "You fall flat on your face!"); WaitState (ch, 2 * skill_table[gsn_trip].beats); act ("$n trips over $s own feet!", ch, NULL, NULL, TO_ROOM); return; } if (IsAffected (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (ch->size < victim->size) chance += (ch->size - victim->size) * 10; chance += get_curr_stat (ch, STAT_DEX); chance -= get_curr_stat (victim, STAT_DEX) * 3 / 2; if (IsSet (ch->off_flags, OFF_FAST) || IsAffected (ch, AFF_HASTE)) chance += 10; if (IsSet (victim->off_flags, OFF_FAST) || IsAffected (victim, AFF_HASTE)) chance -= 20; chance += (ch->level - victim->level) * 2; 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); DazeState (victim, 2 * PULSE_VIOLENCE); WaitState (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); if (number_percent () < chance - 5 && ValidStance (GetStance (victim, STANCE_CURRENT))) { SetStance (victim, STANCE_CURRENT, STANCE_NONE); act ("You trip up $N's stance!", ch, NULL, victim, TO_CHAR); act ("$n trips up $N's stance!", ch, NULL, victim, TO_NOTVICT); act ("$n trips up your stance!", ch, NULL, victim, TO_VICT); } if (skill_table[gsn_trip].sound) act_sound (skill_table[gsn_trip].sound, ch, victim, skill_table[gsn_trip].sound->to, POS_RESTING); } else { damage (ch, victim, 0, gsn_trip, DAM_BASH, true); WaitState (ch, skill_table[gsn_trip].beats * 2 / 3); check_improve (ch, gsn_trip, false, 1); } check_killer (ch, victim); } Do_Fun (do_kill) { char arg[MAX_INPUT_LENGTH]; CharData *victim; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Kill whom?"); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (victim == ch) { chprintln (ch, "You hit yourself. Ouch!"); multi_hit (ch, ch, TYPE_UNDEFINED); return; } if (is_safe (ch, victim)) return; if (victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { chprintln (ch, "Kill stealing is not permitted."); return; } if (IsAffected (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (ch->position == POS_FIGHTING) { chprintln (ch, "You do the best you can!"); return; } WaitState (ch, 1 * PULSE_VIOLENCE); check_killer (ch, victim); multi_hit (ch, victim, TYPE_UNDEFINED); return; } Do_Fun (do_murder) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CharData *victim; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Murder whom?"); return; } if (IsAffected (ch, AFF_CHARM) || (IsNPC (ch) && IsSet (ch->act, ACT_PET))) return; if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (victim == ch) { chprintln (ch, "Suicide is a mortal sin."); return; } if (is_safe (ch, victim)) return; if (IsNPC (victim) && victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { chprintln (ch, "Kill stealing is not permitted."); return; } if (IsAffected (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (ch->position == POS_FIGHTING) { chprintln (ch, "You do the best you can!"); return; } WaitState (ch, 1 * PULSE_VIOLENCE); if (IsNPC (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; } Do_Fun (do_backstab) { char arg[MAX_INPUT_LENGTH]; CharData *victim; ObjData *obj; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Backstab whom?"); return; } if (ch->fighting != NULL) { chprintln (ch, "You're facing the wrong end."); return; } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (victim == ch) { chprintln (ch, "How can you sneak up on yourself?"); return; } if (is_safe (ch, victim)) return; if (IsNPC (victim) && victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { chprintln (ch, "Kill stealing is not permitted."); return; } if ((obj = get_eq_char (ch, WEAR_WIELD)) == NULL) { chprintln (ch, "You need to wield a weapon to backstab."); return; } if (victim->hit < victim->max_hit / 3) { act ("$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR); return; } check_killer (ch, victim); WaitState (ch, skill_table[gsn_backstab].beats); if (number_percent () < get_skill (ch, gsn_backstab) || (get_skill (ch, gsn_backstab) >= 2 && !IsAwake (victim))) { check_improve (ch, gsn_backstab, true, 1); if (skill_table[gsn_backstab].sound) act_sound (skill_table[gsn_backstab].sound, ch, victim, skill_table[gsn_backstab].sound->to, POS_RESTING); multi_hit (ch, victim, gsn_backstab); } else { check_improve (ch, gsn_backstab, false, 1); damage (ch, victim, 0, gsn_backstab, DAM_NONE, true); } return; } Do_Fun (do_flee) { RoomIndex *was_in; RoomIndex *now_in; CharData *victim; int attempt; if ((victim = ch->fighting) == NULL) { if (ch->position == POS_FIGHTING) ch->position = POS_STANDING; chprintln (ch, "You aren't fighting anyone."); return; } if (IsSet (ch->in_room->room_flags, ROOM_ARENA)) return; was_in = ch->in_room; for (attempt = 0; attempt < 6; attempt++) { ExitData *pexit; int door; door = number_door (); if ((pexit = was_in->exit[door]) == 0 || pexit->u1.to_room == NULL || IsSet (pexit->exit_info, EX_CLOSED) || number_range (0, ch->daze) != 0 || (IsNPC (ch) && IsSet (pexit->u1. to_room->room_flags, ROOM_NO_MOB))) continue; move_char (ch, door, false); if ((now_in = ch->in_room) == was_in) continue; ch->in_room = was_in; act ("$n has fled!", ch, NULL, NULL, TO_ROOM); ch->in_room = now_in; if (!IsNPC (ch)) { chprintln (ch, "You flee from combat!"); if ((is_class (ch, 2)) && (number_percent () < 3 * (ch->level / 2))) chprintln (ch, "You snuck away safely."); else { chprintln (ch, "You lost 10 exp."); gain_exp (ch, -10); } } stop_fighting (ch, true); return; } chprintln (ch, "PANIC! You couldn't escape!"); return; } Do_Fun (do_rescue) { char arg[MAX_INPUT_LENGTH]; CharData *victim; CharData *fch; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Rescue whom?"); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (victim == ch) { chprintln (ch, "What about fleeing instead?"); return; } if (!IsNPC (ch) && IsNPC (victim)) { chprintln (ch, "Doesn't need your help!"); return; } if (ch->fighting == victim) { chprintln (ch, "Too late."); return; } if ((fch = victim->fighting) == NULL) { chprintln (ch, "That person is not fighting right now."); return; } if (IsNPC (fch) && !is_same_group (ch, victim)) { chprintln (ch, "Kill stealing is not permitted."); return; } WaitState (ch, skill_table[gsn_rescue].beats); if (number_percent () > get_skill (ch, gsn_rescue)) { chprintln (ch, "You fail the rescue."); 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; } Do_Fun (do_kick) { CharData *victim; if (!IsNPC (ch) && !can_use_skpell (ch, gsn_kick)) { chprintln (ch, "You better leave the martial arts to fighters."); return; } if (IsNPC (ch) && !IsSet (ch->off_flags, OFF_KICK)) return; if ((victim = ch->fighting) == NULL) { chprintln (ch, "You aren't fighting anyone."); return; } WaitState (ch, skill_table[gsn_kick].beats); if (get_skill (ch, gsn_kick) > number_percent ()) { if (skill_table[gsn_kick].sound) act_sound (skill_table[gsn_kick].sound, ch, victim, skill_table[gsn_kick].sound->to, POS_RESTING); 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; } Do_Fun (do_disarm) { CharData *victim; ObjData *obj; int chance, hth, ch_weapon, vict_weapon, ch_vict_weapon; hth = 0; if ((chance = get_skill (ch, gsn_disarm)) == 0) { chprintln (ch, "You don't know how to disarm opponents."); return; } if (get_eq_char (ch, WEAR_WIELD) == NULL && ((hth = get_skill (ch, gsn_hand_to_hand)) == 0 || (IsNPC (ch) && !IsSet (ch->off_flags, OFF_DISARM)))) { chprintln (ch, "You must wield a weapon to disarm."); return; } if ((victim = ch->fighting) == NULL) { chprintln (ch, "You aren't fighting anyone."); return; } if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL) { chprintln (ch, "Your opponent is not wielding a weapon."); return; } 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)); 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; chance += get_curr_stat (ch, STAT_DEX); chance -= 2 * get_curr_stat (victim, STAT_STR); chance += (ch->level - victim->level) * 2; if (number_percent () < chance) { if (skill_table[gsn_disarm].sound) act_sound (skill_table[gsn_disarm].sound, ch, victim, skill_table[gsn_disarm].sound->to, POS_RESTING); WaitState (ch, skill_table[gsn_disarm].beats); disarm (ch, victim); check_improve (ch, gsn_disarm, true, 1); } else { WaitState (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; } Do_Fun (do_surrender) { CharData *mob; if ((mob = ch->fighting) == NULL) { chprintln (ch, "But you're not fighting!"); 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 $N!", ch, NULL, mob, TO_NOTVICT); stop_fighting (ch, true); if (!IsNPC (ch) && IsNPC (mob) && (!HasTriggerMob (mob, TRIG_SURR) || !p_percent_trigger (mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR))) { act ("$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR); multi_hit (mob, ch, TYPE_UNDEFINED); } } Do_Fun (do_slay) { CharData *victim; char arg[MAX_INPUT_LENGTH]; one_argument (argument, arg); if (NullStr (arg)) { chprintln (ch, "Slay whom?"); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { chprintln (ch, "They aren't here."); return; } if (ch == victim) { chprintln (ch, "Suicide is a mortal sin."); return; } if (!IsNPC (victim) && victim->level >= get_trust (ch)) { chprintln (ch, "You failed."); 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, ch); return; } Do_Fun (do_sskill) { int i; chprintln (ch, stringf (ch, 0, Center, "{w-{W-", "{R[ Fighting Stances{W ]")); for (i = 0; i < MAX_STANCE; i++) { if (stance_table[i].prereq[0] == STANCE_NONE) continue; if (stance_table[i].prereq[0] == STANCE_NORMAL) { chprintlnf (ch, "%-9s: {Y%d%%{x", stance_table[i].name, GetStance (ch, stance_table[i].stance)); continue; } if (stance_table[i].prereq[0] == STANCE_CURRENT) { chprintlnf (ch, "%-9s: {R%s{x", stance_table[i].name, stance_name (GetStance (ch, stance_table[i].stance))); continue; } if (GetStance (ch, stance_table[i].prereq[0]) >= 200 && GetStance (ch, stance_table[i].prereq[1]) >= 200) { chprintlnf (ch, "%-9s: {Y%d%%{x", stance_table[i].name, GetStance (ch, stance_table[i].stance)); } else { chprintlnf (ch, "%-9s: {yrequires master in %s and %s.{x", stance_table[i].name, stance_name (stance_table[i].prereq[0]), stance_name (stance_table[i].prereq[1])); } } chprintln (ch, draw_line (ch, "{w-{W-", 0)); return; } int dambonus (CharData * ch, CharData * victim, int dam, int stance) { if (dam < 1) return 0; if (!ValidStance (stance)) return dam; if (!can_counter (victim)) { if (InStance (ch, STANCE_MONKEY)) { int mindam = dam * 25 / 100; dam *= (GetStance (ch, STANCE_MONKEY) + 1) / 200; if (dam < mindam) dam = mindam; } else if (InStance (ch, STANCE_BULL) && GetStance (ch, STANCE_BULL) > 100) dam += dam * (GetStance (ch, STANCE_BULL) / 100); else if (InStance (ch, STANCE_DRAGON) && GetStance (ch, STANCE_DRAGON) > 100) dam += dam * (GetStance (ch, STANCE_DRAGON) / 100); else if (InStance (ch, STANCE_TIGER) && GetStance (ch, STANCE_TIGER) > 100) dam += dam * (GetStance (ch, STANCE_TIGER) / 100); else if (GetStance (ch, STANCE_CURRENT) > 0 && GetStance (ch, stance) < 100) dam = dam * 5 / 10; } if (!can_counter (ch)) { if (InStance (victim, STANCE_CRAB) && GetStance (victim, STANCE_CRAB) > 100) dam /= GetStance (victim, STANCE_CRAB) / 100; else if (InStance (victim, STANCE_DRAGON) && GetStance (victim, STANCE_DRAGON) > 100) dam /= GetStance (victim, STANCE_DRAGON) / 100; else if (InStance (victim, STANCE_SWALLOW) && GetStance (victim, STANCE_SWALLOW) > 100) dam /= GetStance (victim, STANCE_SWALLOW) / 100; } return dam; } bool can_counter (CharData * ch) { if (InStance (ch, STANCE_MONKEY)) return true; return false; } bool can_bypass (CharData * ch, CharData * victim) { if (InStance (ch, STANCE_VIPER)) return true; if (InStance (ch, STANCE_MANTIS)) return true; if (InStance (ch, STANCE_TIGER)) return true; return false; } const char * stance_name (int stance) { int i; for (i = 0; i < MAX_STANCE; i++) { if (stance_table[i].stance == stance) return stance_table[i].name; } return "unknown"; } bool can_use_stance (CharData * ch, int stance) { int pos; if (!ValidStance (stance)) return false; for (pos = 0; pos < MAX_STANCE; pos++) { if (stance_table[pos].stance == stance) break; } if (pos == MAX_STANCE) return false; if (stance_table[pos].prereq[0] <= STANCE_NORMAL) return true; if (GetStance (ch, stance_table[pos].prereq[0]) >= 200 && GetStance (ch, stance_table[pos].prereq[1]) >= 200) return true; return false; } void improve_stance (CharData * ch) { char bufskill[25]; int dice1; int dice2; int stance; int skill; dice1 = number_percent (); dice2 = number_percent (); stance = GetStance (ch, STANCE_CURRENT); if (!ValidStance (stance)) return; skill = GetStance (ch, stance); if (skill >= 200) { SetStance (ch, stance, 200); return; } if ((dice1 > skill && dice2 > skill) || (dice1 == 100 || dice2 == 100)) ch->stance[stance] += 1; else return; if (skill == GetStance (ch, stance)) return; if (IsNPC (ch)) return; switch (GetStance (ch, stance)) { case 1: sprintf (bufskill, "an apprentice of"); break; case 26: sprintf (bufskill, "a trainee of"); break; case 51: sprintf (bufskill, "a student of"); break; case 76: sprintf (bufskill, "fairly experienced in"); break; case 101: sprintf (bufskill, "well trained in"); break; case 126: sprintf (bufskill, "highly skilled in"); break; case 151: sprintf (bufskill, "an expert of"); break; case 176: sprintf (bufskill, "a master of"); break; case 200: sprintf (bufskill, "a grand master of"); break; default: return; } chprintlnf (ch, "{RYou are now %s the %s stance.{x", bufskill, stance_name (stance)); return; } void show_available_stances (CharData * ch, const char *n_fun) { int i; bool found = false; cmd_syntax (ch, NULL, n_fun, "<stance>", NULL); chprint (ch, "Valid stances are: "); for (i = 0; i < MAX_STANCE; i++) { if (!ValidStance (stance_table[i].stance)) continue; if (stance_table[i].prereq[0] <= STANCE_NORMAL) { found = true; chprintf (ch, " %s", stance_table[i].name); } else if (GetStance (ch, stance_table[i].prereq[0]) >= 200 && GetStance (ch, stance_table[i].prereq[1]) >= 200) { found = true; chprintf (ch, " %s", stance_table[i].name); } } if (!found) chprintln (ch, "none!"); else chprintln (ch, "."); return; } Do_Fun (do_stance) { char arg[MIL]; int i; argument = one_argument (argument, arg); if (NullStr (arg)) { if (!ValidStance (GetStance (ch, STANCE_CURRENT))) { SetStance (ch, STANCE_CURRENT, STANCE_NORMAL); chprintln (ch, "You drop into a general fighting stance."); act ("$n drops into a general fighting stance.", ch, NULL, NULL, TO_ROOM); } else { SetStance (ch, STANCE_CURRENT, STANCE_NONE); chprintln (ch, "You relax from your fighting stance."); act ("$n relaxes from $s fighting stance.", ch, NULL, NULL, TO_ROOM); } return; } if (ValidStance (GetStance (ch, STANCE_CURRENT))) { chprintln (ch, "You cannot change stances until you come up from the one you are currently in."); return; } i = stance_lookup (arg); if (i == -1 || !ValidStance (stance_table[i].stance)) { show_available_stances (ch, n_fun); return; } if (!can_use_stance (ch, stance_table[i].stance)) { chprintlnf (ch, "You need to master %s and %s stances to use %s.", stance_name (stance_table[i].prereq[0]), stance_name (stance_table[i].prereq[1]), stance_table[i].name); return; } SetStance (ch, STANCE_CURRENT, stance_table[i].stance); chprintln (ch, stance_table[i].chdrop); act (stance_table[i].odrop, ch, NULL, NULL, TO_ROOM); if (IsNPC (ch)) SetStance (ch, stance_table[i].stance, Min (ch->level * 4 / 2, 200)); return; } Do_Fun (do_autostance) { char arg[MIL]; int i; if (IsNPC (ch)) return; argument = one_argument (argument, arg); if (!str_cmp (arg, "none")) { chprintln (ch, "You no longer autostance."); SetStance (ch, STANCE_AUTODROP, STANCE_NONE); return; } i = stance_lookup (arg); if (i == -1 || !ValidStance (stance_table[i].stance)) { show_available_stances (ch, n_fun); return; } if (!can_use_stance (ch, stance_table[i].stance)) { chprintlnf (ch, "You need to master %s and %s stances to use %s.", stance_name (stance_table[i].prereq[0]), stance_name (stance_table[i].prereq[1]), stance_table[i].name); return; } SetStance (ch, STANCE_AUTODROP, stance_table[i].stance); chprintlnf (ch, "You now autostance to %s.", stance_table[i].name); if (IsNPC (ch)) SetStance (ch, stance_table[i].stance, Min (ch->level * 4 / 2, 200)); } void autodrop (CharData * ch) { int stance; stance = GetStance (ch, STANCE_AUTODROP); if (!ValidStance (stance)) return; if (!ValidStance (GetStance (ch, STANCE_CURRENT))) { SetStance (ch, STANCE_CURRENT, stance); chprintlnf (ch, "You autodrop into the %s stance. (%d%%)", stance_name (stance), GetStance (ch, stance)); act ("$n autodrops into the $T stance.", ch, NULL, stance_name (stance), TO_ROOM); } } bool check_force_shield (CharData * ch, CharData * victim) { int chance; if (!IsAffected (victim, AFF_FORCE_SHIELD)) return false; chance = 100 / 15; if (victim->level >= ch->level) chance += 2; if (number_percent () >= chance) return false; act ("Your force-shield blocks $n's attack!", ch, NULL, victim, TO_VICT); act ("$N's force-shield blocks your attack.", ch, NULL, victim, TO_CHAR); return true; } bool check_static_shield (CharData * ch, CharData * victim) { int chance, sn; AffectData *shock; if (!IsAffected (victim, AFF_STATIC_SHIELD)) return false; chance = 10; if (victim->level >= ch->level) chance += 2; if (number_percent () >= chance) return false; sn = skill_lookup ("static shield"); shock = affect_find (victim->affect_first, sn); if (shock != NULL) { damage (victim, ch, number_fuzzy (shock->level / 5), sn, DAM_ENERGY, true); } if (get_eq_char (ch, WEAR_WIELD) == NULL) return true; act ("Your static shield catches $n!", victim, NULL, ch, TO_VICT); act ("$N's static shield catches you!", victim, NULL, ch, TO_CHAR); spell_heat_metal (skill_lookup ("heat metal"), victim->level / 2, victim, (void *) ch, TARGET_CHAR); return true; } bool check_flame_shield (CharData * ch, CharData * victim) { int chance, sn; AffectData *burn; if (!IsAffected (victim, AFF_FLAME_SHIELD)) return false; if (get_eq_char (victim, WEAR_WIELD) != NULL) return false; chance = 100 / 3; if (victim->level >= ch->level) chance += 2; if (number_percent () >= chance) return false; sn = skill_lookup ("flame shield"); burn = affect_find (victim->affect_first, sn); if (burn != NULL) { fire_effect (ch, burn->level, number_fuzzy (10), TARGET_CHAR); damage (victim, ch, number_fuzzy (burn->level), sn, DAM_FIRE, true); } return true; }