/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 * ****************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #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)); void check_killer 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)); bool is_safe args ((CHAR_DATA * ch, CHAR_DATA * victim)); void make_corpse args ((CHAR_DATA * ch)); void one_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt)); 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; OBJ_DATA *obj, *obj_next; bool room_trig = FALSE; 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_MOB (ch, TRIG_FIGHT)) p_percent_trigger (ch, NULL, NULL, victim, NULL, NULL, TRIG_FIGHT); if (HAS_TRIGGER_MOB (ch, TRIG_HPCNT)) p_hprct_trigger (ch, victim); } for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE && HAS_TRIGGER_OBJ( obj, TRIG_FIGHT ) ) p_percent_trigger( NULL, obj, NULL, victim, NULL, NULL, TRIG_FIGHT ); } if ( HAS_TRIGGER_ROOM( 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; } /* 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); if (ch->fighting != victim) return; if (IS_AFFECTED (ch, AFF_HASTE)) one_hit (ch, victim, dt); 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); 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); 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); 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); } } if (IS_AFFECTED (ch, AFF_HASTE) || (IS_SET (ch->off_flags, OFF_FAST) && !IS_AFFECTED (ch, AFF_SLOW))) one_hit (ch, victim, dt); 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); 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); 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) { 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. */ wield = get_eq_char (ch, WEAR_WIELD); 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 dam; 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)) { send_to_char ("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 $p has worn off.", ch, wield, NULL, TO_CHAR); } } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC)) { dam = number_range (1, wield->level / 5 + 1); act ("$p draws life from $n.", victim, wield, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); ch->alignment = UMAX (-1000, ch->alignment - 1); ch->hit += dam / 2; } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING)) { dam = number_range (1, wield->level / 4 + 1); act ("$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, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_FIRE, FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FROST)) { dam = number_range (1, wield->level / 6 + 2); act ("$p freezes $n.", victim, wield, NULL, TO_ROOM); act ("The cold touch of $p surrounds you with ice.", victim, wield, NULL, TO_CHAR); cold_effect (victim, wield->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_COLD, FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING)) { dam = number_range (1, wield->level / 5 + 2); act ("$n is struck by lightning from $p.", victim, wield, NULL, TO_ROOM); act ("You are shocked by $p.", victim, wield, NULL, TO_CHAR); shock_effect (victim, wield->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE); } } tail_chain (); return; } /* * Inflict damage from a hit. */ bool damage (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show) { OBJ_DATA *corpse; bool immune; if (victim->position == POS_DEAD) return FALSE; /* * Stop up any residual loopholes. */ if (dam > 1200 && dt >= TYPE_HIT) { bug ("Damage: %d: more than 1200 points!", dam); dam = 1200; if (!IS_IMMORTAL (ch)) { OBJ_DATA *obj; obj = get_eq_char (ch, WEAR_WIELD); send_to_char ("You really shouldn't cheat.\n\r", ch); if (obj != NULL) extract_obj (obj); } } /* damage reduction */ if (dam > 35) dam = (dam - 35) / 2 + 35; if (dam > 80) dam = (dam - 80) / 2 + 80; if (victim != ch) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if (is_safe (ch, victim)) return FALSE; check_killer (ch, victim); if (victim->position > POS_STUNNED) { if (victim->fighting == NULL) { set_fighting (victim, ch); if (IS_NPC (victim) && HAS_TRIGGER_MOB (victim, TRIG_KILL)) p_percent_trigger (victim, NULL, NULL, ch, NULL, NULL, TRIG_KILL); } if (victim->timer <= 4) victim->position = POS_FIGHTING; } if (victim->position > POS_STUNNED) { if (ch->fighting == NULL) set_fighting (ch, victim); } /* * More charm stuff. */ if (victim->master == ch) stop_follower (victim); } /* * Inviso attacks ... not. */ if (IS_AFFECTED (ch, AFF_INVISIBLE)) { affect_strip (ch, gsn_invis); affect_strip (ch, gsn_mass_invis); STR_REMOVE_BIT (ch->affected_by, AFF_INVISIBLE); act ("$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 ("$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are mortally wounded, and will die soon, if not aided.\n\r", victim); break; case POS_INCAP: act ("$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are incapacitated and will slowly die, if not aided.\n\r", victim); break; case POS_STUNNED: act ("$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are stunned, but will probably recover.\n\r", victim); break; case POS_DEAD: act ("{R$n is DEAD!!{x", victim, 0, 0, TO_ROOM); send_to_char ("{RYou have been KILLED!!{x\n\r\n\r", victim); break; default: if (dam > victim->max_hit / 4) send_to_char ("{RThat really did HURT!{x\n\r", victim); if (victim->hit < victim->max_hit / 4) send_to_char ("{RYou sure are BLEEDING!{x\n\r", victim); break; } /* * Sleep spells and extremely wounded folks. */ if (!IS_AWAKE (victim)) stop_fighting (victim, FALSE); /* * Payoff for killing things. */ if (victim->position == POS_DEAD) { group_gain (ch, victim); if (!IS_NPC (victim)) { sprintf (log_buf, "%s killed by %s at %d", victim->name, (IS_NPC (ch) ? ch->short_descr : ch->name), 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); } sprintf (log_buf, "%s got toasted by %s at %s [room %d]", (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_MOB (victim, TRIG_DEATH)) { victim->position = POS_STANDING; p_percent_trigger (victim, NULL, NULL, 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; if ((IS_SET(victim->act, ACT_QUESTMOB)) &&(victim->pIndexData->vnum != ch->questmob)) { stc("woops, that's someone's quest mob\n\r",ch); return TRUE; } /* killing mobiles */ if (IS_NPC (victim)) { /* safe room? */ if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) { send_to_char ("Not in this room.\n\r", ch); return TRUE; } if (victim->pIndexData->pShop != NULL) { send_to_char ("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)) { send_to_char ("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) { send_to_char ("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)) { send_to_char ("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) { send_to_char ("Players are your friends!\n\r", ch); return TRUE; } } /* player doing the killing */ else { if (!is_clan (ch)) { send_to_char ("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)) { send_to_char ("They aren't in a clan, leave them alone.\n\r", ch); return TRUE; } if (ch->level > victim->level + 8) { send_to_char ("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 (STR_IS_SET (ch->affected_by, AFF_CHARM)) { if (ch->master == NULL) { char buf[MAX_STRING_LENGTH]; 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); STR_REMOVE_BIT (ch->affected_by, AFF_CHARM); return; } /* send_to_char( "*** 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; send_to_char ("*** 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; ROOM_INDEX_DATA *location; location = get_room_index ( hometown_table[ch->hometown].morgue ); 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); } if ( IS_NPC(ch) ) { obj_to_room( corpse,ch->in_room ); } else { obj_to_room( corpse,location ); } // Removed for Morgues 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; int 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); STR_COPY_STR( victim->affected_by, race_table[victim->race].aff, AFF_FLAGS ); 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 ) { send_to_char( "You are too high for this group.\n\r", gch ); continue; } if ( gch->level - lch->level <= -5 ) { send_to_char( "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); send_to_char (buf, gch); gain_exp (gch, xp); if (IS_SET(ch->act, PLR_QUESTOR)&&IS_NPC(victim)) { if (ch->questmob == victim->pIndexData->vnum && (IS_SET(victim->act, ACT_QUESTMOB))) { send_to_char("You have almost completed your QUEST!\n\r",ch); send_to_char("Return to the questmaster before your time runs out!\n\r",ch); ch->questmob = -1; } } 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; int dam_percent = ((100 * dam) / victim->max_hit); if (ch == NULL || victim == NULL) return; if (dam == 0) { vs = "miss"; vp = "misses"; } else if (dam_percent <= 5) { vs = "scratch"; vp = "scratches"; } else if (dam_percent <= 10) { vs = "graze"; vp = "grazes"; } else if (dam_percent <= 15) { vs = "hit"; vp = "hits"; } else if (dam_percent <= 20) { vs = "injure"; vp = "injures"; } else if (dam_percent <= 25) { vs = "wound"; vp = "wounds"; } else if (dam_percent <= 30) { vs = "maul"; vp = "mauls"; } else if (dam_percent <= 35) { vs = "decimate"; vp = "decimates"; } else if (dam_percent <= 40) { vs = "devastate"; vp = "devastates"; } else if (dam_percent <= 45) { vs = "maim"; vp = "maims"; } else if (dam_percent <= 50) { vs = "MUTILATE"; vp = "MUTILATES"; } else if (dam_percent <= 55) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; } else if (dam_percent <= 60) { vs = "DISMEMBER"; vp = "DISMEMBERS"; } else if (dam_percent <= 65) { vs = "MASSACRE"; vp = "MASSACRES"; } else if (dam_percent <= 70) { vs = "MANGLE"; vp = "MANGLES"; } else if (dam_percent <= 75) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else if (dam_percent <= 80) { vs = "*** DEVASTATE ***"; vp = "*** DEVASTATES ***"; } else if (dam_percent <= 85) { vs = "=== OBLITERATE ==="; vp = "=== OBLITERATES ==="; } else if (dam_percent <= 90) { vs = ">>> ANNIHILATE <<<"; vp = ">>> ANNIHILATES <<<"; } else if (dam_percent <= 95) { vs = "<<< ERADICATE >>>"; vp = "<<< ERADICATES >>>"; } else { vs = "do UNSPEAKABLE things to"; vp = "does UNSPEAKABLE things to"; } punct = (dam_percent <= 45) ? '.' : '!'; if (dt == TYPE_HIT) { if (ch == victim) { sprintf (buf1, "{3$n %s $melf%c{x", vp, punct); sprintf (buf2, "{2You %s yourself%c{x", vs, punct); } else { sprintf (buf1, "{3$n %s $N%c{x", vp, punct); sprintf (buf2, "{2You %s $N%c{x", vs, punct); sprintf (buf3, "{4$n %s you%c{x", 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, "{3$n is unaffected by $s own %s.{x", attack); sprintf (buf2, "{2Luckily, you are immune to that.{x"); } else { sprintf (buf1, "{3$N is unaffected by $n's %s!{x", attack); sprintf (buf2, "{2$N is unaffected by your %s!{x", attack); sprintf (buf3, "{4$n's %s is powerless against you.{x", attack); } } else { if (ch == victim) { sprintf (buf1, "{3$n's %s %s $m%c{x", attack, vp, punct); sprintf (buf2, "{2Your %s %s you%c{x", attack, vp, punct); } else { sprintf (buf1, "{3$n's %s %s $N%c{x", attack, vp, punct); sprintf (buf2, "{2Your %s %s $N%c [%d]{x", attack, vp, punct, dam); sprintf (buf3, "{4$n's %s %s you%c [%d]{x", attack, vp, punct, dam); } } } 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 ("{5$S weapon won't budge!{x", ch, NULL, victim, TO_CHAR); act ("{5$n tries to disarm you, but your weapon won't budge!{x", ch, NULL, victim, TO_VICT); act ("{5$n tries to disarm $N, but fails.{x", ch, NULL, victim, TO_NOTVICT); return; } act ("{5$n DISARMS you and sends your weapon flying!{x", ch, NULL, victim, TO_VICT); act ("{5You disarm $N!{x", ch, NULL, victim, TO_CHAR); act ("{5$n disarms $N!{x", ch, NULL, victim, TO_NOTVICT); obj_from_char (obj); if (IS_OBJ_STAT (obj, ITEM_NODROP) || IS_OBJ_STAT (obj, ITEM_INVENTORY)) obj_to_char (obj, victim); else { obj_to_room (obj, victim->in_room); if (IS_NPC (victim) && victim->wait == 0 && can_see_obj (victim, obj)) get_obj (victim, obj, NULL); } return; } void do_berserk (CHAR_DATA * ch, char *argument) { int chance, hp_percent; if ((chance = get_skill (ch, gsn_berserk)) == 0 || (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_BERSERK)) || (!IS_NPC (ch) && ch->level < skill_table[gsn_berserk].skill_level[ch->class])) { send_to_char ("You turn red in the face, but nothing happens.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_BERSERK) || is_affected (ch, gsn_berserk) || is_affected (ch, skill_lookup ("frenzy"))) { send_to_char ("You get a little madder.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM)) { send_to_char ("You're feeling to mellow to berserk.\n\r", ch); return; } if (ch->mana < 50) { send_to_char ("You can't get up enough energy.\n\r", ch); return; } /* modifiers */ /* fighting */ if (ch->position == POS_FIGHTING) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit / ch->max_hit; chance += 25 - hp_percent / 2; if (number_percent () < chance) { AFFECT_DATA af; WAIT_STATE (ch, PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN (ch->hit, ch->max_hit); send_to_char ("Your pulse races as you are consumed by rage!\n\r", ch); act ("$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; send_to_char ("Your pulse speeds up, but nothing happens.\n\r", ch); check_improve (ch, gsn_berserk, FALSE, 2); } } void do_bash (CHAR_DATA * ch, char *argument) { 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])) { send_to_char ("Bashing? What's that?\n\r", ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char ("But you aren't fighting anyone!\n\r", ch); return; } } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("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) { send_to_char ("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)) { send_to_char ("Kill stealing is not permitted.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is your friend!", ch, NULL, victim, TO_CHAR); return; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat (ch, STAT_STR); chance -= (get_curr_stat (victim, STAT_DEX) * 4) / 3; chance -= GET_AC (victim, AC_BASH) / 25; /* speed */ if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 10; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 30; /* level */ chance += (ch->level - victim->level); if (!IS_NPC (victim) && chance < get_skill (victim, gsn_dodge)) { /* act("{5$n tries to bash you, but you dodge it.{x",ch,NULL,victim,TO_VICT); act("{5$N dodges your bash, you fall flat on your face.{x",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[gsn_bash].beats); return; */ chance -= 3 * (get_skill (victim, gsn_dodge) - chance); } /* now the attack */ if (number_percent () < chance) { act ("{5$n sends you sprawling with a powerful bash!{x", ch, NULL, victim, TO_VICT); act ("{5You slam into $N, and send $M flying!{x", ch, NULL, victim, TO_CHAR); act ("{5$n sends $N sprawling with a powerful bash.{x", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_bash, TRUE, 1); DAZE_STATE (victim, 3 * PULSE_VIOLENCE); WAIT_STATE (ch, skill_table[gsn_bash].beats); victim->position = POS_RESTING; damage (ch, victim, number_range (2, 2 + 2 * ch->size + chance / 20), gsn_bash, DAM_BASH, FALSE); } else { damage (ch, victim, 0, gsn_bash, DAM_BASH, FALSE); act ("{5You fall flat on your face!{x", ch, NULL, victim, TO_CHAR); act ("{5$n falls flat on $s face.{x", ch, NULL, victim, TO_NOTVICT); act ("{5You evade $n's bash, causing $m to fall flat on $s face.{x", ch, NULL, victim, TO_VICT); check_improve (ch, gsn_bash, FALSE, 1); ch->position = POS_RESTING; WAIT_STATE (ch, skill_table[gsn_bash].beats * 3 / 2); } check_killer (ch, victim); } void do_dirt (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument (argument, arg); if ((chance = get_skill (ch, gsn_dirt)) == 0 || (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_KICK_DIRT)) || (!IS_NPC (ch) && ch->level < skill_table[gsn_dirt].skill_level[ch->class])) { send_to_char ("You get your feet dirty.\n\r", ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char ("But you aren't in combat!\n\r", ch); return; } } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (IS_AFFECTED (victim, AFF_BLIND)) { act ("$E's already been blinded.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { send_to_char ("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)) { send_to_char ("Kill stealing is not permitted.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is such a good friend!", ch, NULL, victim, TO_CHAR); return; } /* modifiers */ /* dexterity */ chance += get_curr_stat (ch, STAT_DEX); chance -= 2 * get_curr_stat (victim, STAT_DEX); /* speed */ if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 10; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 25; /* level */ chance += (ch->level - victim->level) * 2; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* terrain */ switch (ch->in_room->sector_type) { case (SECT_INSIDE): chance -= 20; break; case (SECT_CITY): chance -= 10; break; case (SECT_FIELD): chance += 5; break; case (SECT_FOREST): break; case (SECT_HILLS): break; case (SECT_MOUNTAIN): chance -= 10; break; case (SECT_WATER_SWIM): chance = 0; break; case (SECT_WATER_NOSWIM): chance = 0; break; case (SECT_AIR): chance = 0; break; case (SECT_DESERT): chance += 10; break; } if (chance == 0) { send_to_char ("There isn't any dirt to kick.\n\r", ch); return; } /* now the attack */ if (number_percent () < chance) { AFFECT_DATA af; act ("{5$n is blinded by the dirt in $s eyes!{x", victim, NULL, NULL, TO_ROOM); act ("{5$n kicks dirt in your eyes!{x", ch, NULL, victim, TO_VICT); damage (ch, victim, number_range (2, 5), gsn_dirt, DAM_NONE, FALSE); send_to_char ("{5You can't see a thing!{x\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); } void do_trip (CHAR_DATA * ch, char *argument) { 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])) { send_to_char ("Tripping? What's that?\n\r", ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char ("But you aren't fighting anyone!\n\r", ch); return; } } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("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)) { send_to_char ("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) { send_to_char ("{5You fall flat on your face!{x\n\r", ch); WAIT_STATE (ch, 2 * skill_table[gsn_trip].beats); act ("{5$n trips over $s own feet!{x", ch, NULL, NULL, TO_ROOM); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("$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 ("{5$n trips you and you go down!{x", ch, NULL, victim, TO_VICT); act ("{5You trip $N and $N goes down!{x", ch, NULL, victim, TO_CHAR); act ("{5$n trips $N, sending $M to the ground.{x", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_trip, TRUE, 1); DAZE_STATE (victim, 2 * PULSE_VIOLENCE); WAIT_STATE (ch, skill_table[gsn_trip].beats); victim->position = POS_RESTING; damage (ch, victim, number_range (2, 2 + 2 * victim->size), gsn_trip, DAM_BASH, TRUE); } else { damage (ch, victim, 0, gsn_trip, DAM_BASH, TRUE); WAIT_STATE (ch, skill_table[gsn_trip].beats * 2 / 3); check_improve (ch, gsn_trip, FALSE, 1); } check_killer (ch, victim); } void do_kill (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Kill whom?\n\r", ch); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } /* Allow player killing if ( !IS_NPC(victim) ) { if ( !IS_SET(victim->act, PLR_KILLER) && !IS_SET(victim->act, PLR_THIEF) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } } */ if (victim == ch) { send_to_char ("You hit yourself. Ouch!\n\r", ch); multi_hit (ch, ch, TYPE_UNDEFINED); return; } if (is_safe (ch, victim)) return; if (victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { send_to_char ("Kill stealing is not permitted.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (ch->position == POS_FIGHTING) { send_to_char ("You do the best you can!\n\r", ch); return; } WAIT_STATE (ch, 1 * PULSE_VIOLENCE); check_killer (ch, victim); multi_hit (ch, victim, TYPE_UNDEFINED); return; } void do_murde (CHAR_DATA * ch, char *argument) { send_to_char ("If you want to MURDER, spell it out.\n\r", ch); return; } void do_murder (CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("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, NULL, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char ("Suicide is a mortal sin.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (IS_NPC (victim) && victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { send_to_char ("Kill stealing is not permitted.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (ch->position == POS_FIGHTING) { send_to_char ("You do the best you can!\n\r", ch); return; } WAIT_STATE (ch, 1 * PULSE_VIOLENCE); if (IS_NPC (ch)) sprintf (buf, "Help! I am being attacked by %s!", ch->short_descr); else sprintf (buf, "Help! I am being attacked by %s!", ch->name); do_function (victim, &do_yell, buf); check_killer (ch, victim); multi_hit (ch, victim, TYPE_UNDEFINED); return; } void do_backstab (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Backstab whom?\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("You're facing the wrong end.\n\r", ch); return; } else if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char ("How can you sneak up on yourself?\n\r", ch); return; } if (is_safe (ch, victim)) return; if (IS_NPC (victim) && victim->fighting != NULL && !is_same_group (ch, victim->fighting)) { send_to_char ("Kill stealing is not permitted.\n\r", ch); return; } if ((obj = get_eq_char (ch, WEAR_WIELD)) == NULL) { send_to_char ("You need to wield a weapon to backstab.\n\r", ch); return; } if (victim->hit < victim->max_hit / 3) { act ("$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; } void do_flee (CHAR_DATA * ch, char *argument) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ((victim = ch->fighting) == NULL) { if (ch->position == POS_FIGHTING) ch->position = POS_STANDING; send_to_char ("You aren't fighting anyone.\n\r", ch); return; } 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)) { send_to_char ("You flee from combat!\n\r", ch); if ((ch->class == 2) && (number_percent () < 3 * (ch->level / 2))) send_to_char ("You snuck away safely.\n\r", ch); else { send_to_char ("You lost 10 exp.\n\r", ch); gain_exp (ch, -10); } } stop_fighting (ch, TRUE); return; } send_to_char ("PANIC! You couldn't escape!\n\r", ch); return; } void do_rescue (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Rescue whom?\n\r", ch); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char ("What about fleeing instead?\n\r", ch); return; } if (!IS_NPC (ch) && IS_NPC (victim)) { send_to_char ("Doesn't need your help!\n\r", ch); return; } if (ch->fighting == victim) { send_to_char ("Too late.\n\r", ch); return; } if ((fch = victim->fighting) == NULL) { send_to_char ("That person is not fighting right now.\n\r", ch); return; } if (IS_NPC (fch) && !is_same_group (ch, victim)) { send_to_char ("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)) { send_to_char ("You fail the rescue.\n\r", ch); check_improve (ch, gsn_rescue, FALSE, 1); return; } act ("{5You rescue $N!{x", ch, NULL, victim, TO_CHAR); act ("{5$n rescues you!{x", ch, NULL, victim, TO_VICT); act ("{5$n rescues $N!{x", 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; } void do_kick (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; if (!IS_NPC (ch) && ch->level < skill_table[gsn_kick].skill_level[ch->class]) { send_to_char ("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) { send_to_char ("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; } void do_disarm (CHAR_DATA * ch, char *argument) { 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) { send_to_char ("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)))) { send_to_char ("You must wield a weapon to disarm.\n\r", ch); return; } if ((victim = ch->fighting) == NULL) { send_to_char ("You aren't fighting anyone.\n\r", ch); return; } if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL) { send_to_char ("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 ("{5You fail to disarm $N.{x", ch, NULL, victim, TO_CHAR); act ("{5$n tries to disarm you, but fails.{x", ch, NULL, victim, TO_VICT); act ("{5$n tries to disarm $N, but fails.{x", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_disarm, FALSE, 1); } check_killer (ch, victim); return; } void do_surrender (CHAR_DATA * ch, char *argument) { CHAR_DATA *mob; if ((mob = ch->fighting) == NULL) { send_to_char ("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 $N!", ch, NULL, mob, TO_NOTVICT); stop_fighting (ch, TRUE); if (!IS_NPC (ch) && IS_NPC (mob) && (!HAS_TRIGGER_MOB (mob, TRIG_SURR) || !p_percent_trigger (mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR))) { act ("$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR); multi_hit (mob, ch, TYPE_UNDEFINED); } } void do_sla (CHAR_DATA * ch, char *argument) { send_to_char ("If you want to SLAY, spell it out.\n\r", ch); return; } void do_slay (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Slay whom?\n\r", ch); return; } if ((victim = get_char_room (ch, NULL, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch == victim) { send_to_char ("Suicide is a mortal sin.\n\r", ch); return; } if (!IS_NPC (victim) && victim->level >= get_trust (ch)) { send_to_char ("You failed.\n\r", ch); return; } act ("{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR); act ("{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT); act ("{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT); raw_kill (victim); return; }