/***************************************************************************
* 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 "magic.h"
#include "interp.h"
#include "disease.h"
/*
* Local functions.
*/
void dam_message ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune );
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));
bool check_phase 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, bool secondary));
void mob_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt));
// void mob_hit args ((CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary));
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));
/* Xrakisis */
void bite args ((CHAR_DATA *ch, CHAR_DATA *victim));
void claws args ((CHAR_DATA *ch, CHAR_DATA *victim));
bool check_critical args ((CHAR_DATA *ch, CHAR_DATA *victim));
bool check_counter args ((CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt));
int critical_strike args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
bool check_force_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_static_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_flame_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void update_casting args((CHAR_DATA *ch ));
bool can_counter args( ( CHAR_DATA *ch, bool forreal) );
/* Stance stuff - Rhaelar */
bool stance_checked = FALSE;
const char* stance_name [] =
{
"None", "Viper", "Crane", "Crab", "Mongoose", "Bull",
"Mantis", "Dragon", "Tiger", "Monkey", "Swallow"
};
void skillstance( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MIL];
char bufskill [25];
int stance;
stance = victim->stance[0];
if (stance < 1 || stance > 10)
{
send_to_char("You aren't in a stance!\n\r",ch);
return;
}
if (victim->stance[stance] <= 0 ) sprintf(bufskill,"completely unskilled in");
else if (victim->stance[stance] <= 12 ) sprintf(bufskill,"an apprentice of");
else if (victim->stance[stance] <= 26 ) sprintf(bufskill,"a trainee of");
else if (victim->stance[stance] <= 39 ) sprintf(bufskill,"a student of");
else if (victim->stance[stance] <= 51 ) sprintf(bufskill,"fairly experienced in");
else if (victim->stance[stance] <= 64 ) sprintf(bufskill,"well trained in");
else if (victim->stance[stance] <= 76 ) sprintf(bufskill,"highly skilled in");
else if (victim->stance[stance] <= 85 ) sprintf(bufskill,"an expert of");
else if (victim->stance[stance] <= 99 ) sprintf(bufskill,"a master of");
else if (victim->stance[stance] >= 100) sprintf(bufskill,"a grand master of");
else
{
send_to_char("You aren't in a stance!\n\r",ch);
return;
}
if (ch == victim)
sprintf(buf,"You are %s the %s stance [%d%%].",bufskill,
stance_name[stance],victim->stance[stance]);
else
sprintf(buf,"$N is %s the %s stance [%d%%].",bufskill,
stance_name[stance] ,victim->stance[stance]);
act( buf,ch,NULL,victim,TO_CHAR);
return;
}
int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool realdam)
{
if (dam < 1) return 0;
if (ch->stance[0] < 1) return dam;
if ( IS_STANCE(ch, STANCE_BULL) || IS_STANCE(ch, STANCE_DRAGON)
|| IS_STANCE(ch, STANCE_TIGER) )
{
if (!can_counter(victim, realdam))
{
if (realdam && !(stance_checked)) improve_stance(ch);
dam += (dam * ch->stance[ch->stance[0]]) / 100;
}
}
else if ( IS_STANCE(ch, STANCE_MONKEY) )
{
int mindam = (int) (dam * 0.25);
dam *= (ch->stance[STANCE_MONKEY]+1) / 100;
if (dam < mindam) dam = mindam;
}
else if (ch->stance[ch->stance[0]] < 100) dam = (int) (dam * 0.5);
return dam;
}
int damreduce( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool realdam)
{
if ( IS_STANCE(victim, STANCE_CRAB) || IS_STANCE(victim, STANCE_DRAGON)
|| IS_STANCE(victim, STANCE_SWALLOW) )
{
if (!can_counter(ch, realdam))
{
if (realdam && !(stance_checked)) improve_stance(victim);
dam = dam * 100 / (100 + victim->stance[victim->stance[0]]);
}
}
return dam;
}
bool can_counter( CHAR_DATA *ch, bool forreal )
{
if (
IS_STANCE(ch, STANCE_MONKEY))
{
if (forreal && !(stance_checked)) improve_stance(ch);
if (number_percent() < ch->stance[ STANCE_MONKEY ])
return TRUE;
}
return FALSE;
}
bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (IS_STANCE(ch, STANCE_VIPER) ||
IS_STANCE(ch, STANCE_MANTIS) ||
IS_STANCE(ch, STANCE_TIGER))
if (!can_counter(victim, TRUE))
{
if (!(stance_checked)) improve_stance(ch);
if (number_percent() < ch->stance[ch->stance[0]])
return TRUE;
}
return FALSE;
}
void improve_stance( CHAR_DATA *ch )
{
// OBJ_DATA *weapon;
char buf [MIL];
char bufskill [35];
int dice1;
int dice2;
int dice3;
int stance;
// bool immune = FALSE;
// int dam_type;
dice1 = number_percent();
dice2 = number_percent();
dice3 = number_percent();
stance = ch->stance[0];
if (stance < 1 || stance > 10) return;
if (ch->stance[stance] >= 100)
{
ch->stance[stance] = 100;
return;
}
if (ch->fighting == NULL ||
(IS_NPC(ch->fighting) && ch->fighting->pIndexData == NULL ))
return;
if ( !double_stance )
{
if ( dice3 > 2) return;
if ( dice1 < 24 ) return;
if ( dice2 < 24 ) return;
}
else
{
if ( dice3 > 4) return;
if ( dice1 < 12 ) return;
if ( dice2 < 12 ) return;
}
if ( (dice1 > ch->stance[stance] && dice2 > ch->stance[stance] ) ||
( dice1 == 100 || dice2 == 100 ) )
ch->stance[stance] += 1;
else
return;
send_to_char("{CYour skill at this fighting stance has improved.{0\n\r",ch);
stance_checked = TRUE;
if (ch->stance[stance] == 1 ) sprintf(bufskill,"an apprentice of");
else if (ch->stance[stance] == 13 ) sprintf(bufskill,"a trainee of");
else if (ch->stance[stance] == 25 ) sprintf(bufskill,"a student of");
else if (ch->stance[stance] == 38 ) sprintf(bufskill,"fairly experienced in");
else if (ch->stance[stance] == 50 ) sprintf(bufskill,"well trained in");
else if (ch->stance[stance] == 63 ) sprintf(bufskill,"highly skilled in");
else if (ch->stance[stance] == 75 ) sprintf(bufskill,"an expert of");
else if (ch->stance[stance] == 84 ) sprintf(bufskill,"a master of");
else if (ch->stance[stance] == 100) sprintf(bufskill,"a grand master of");
else return;
sprintf(buf,"{cYou are now {C%s {cthe {R%s {cstance{x.\n\r",bufskill,
stance_name[stance]);
send_to_char(buf,ch);
return;
}
void do_stance( CHAR_DATA *ch, char *argument )
{
char arg [MIL];
int selection;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
if (ch->stance[0] == -1)
{
ch->stance[0] = -1;
send_to_char("You are not currently in a stance. For a list, type 'sstat'.\n\r",ch);
}
else
{
ch->stance[0] = -1;
send_to_char("You relax from your fighting stance.\n\r",ch);
act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
}
return;
}
if ( ch->stance[0] > 0)
{
if ( !IS_NPC ( ch ) )
do_stance ( ch, "" );
else return;
}
if (!str_cmp(arg,"none") ) {selection = -1;
send_to_char("You drop into a default fighting stance.\n\r",ch);
act("$n drops into a default fighting stance.",ch,NULL,NULL,TO_ROOM);}
else if (!str_cmp(arg,"viper") ) {selection = STANCE_VIPER;
send_to_char("You arch your body into the viper fighting stance.\n\r",ch);
act("$n arches $s body into the viper fighting stance.",ch,NULL,NULL,TO_ROOM);}
else if (!str_cmp(arg,"crane") ) {selection = STANCE_CRANE;
send_to_char("You swing your body into the crane fighting stance.\n\r",ch);
act("$n swings $s body into the crane fighting stance.",ch,NULL,NULL,TO_ROOM);}
else if (!str_cmp(arg,"crab") ) {selection = STANCE_CRAB;
send_to_char("You squat down into the crab fighting stance.\n\r",ch);
act("$n squats down into the crab fighting stance. ",ch,NULL,NULL,TO_ROOM);}
else if (!str_cmp(arg,"mongoose")) {selection = STANCE_MONGOOSE;
send_to_char("You twist into the mongoose fighting stance.\n\r",ch);
act("$n twists into the mongoose fighting stance. ",ch,NULL,NULL,TO_ROOM);}
else if (!str_cmp(arg,"bull") ) {selection = STANCE_BULL;
send_to_char("You hunch down into the bull fighting stance.\n\r",ch);
act("$n hunches down into the bull fighting stance. ",ch,NULL,NULL,TO_ROOM);}
else
{
if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 100 &&
ch->stance[STANCE_VIPER] >= 100)
{
selection = STANCE_MANTIS;
send_to_char("You spin your body into the mantis fighting stance.\n\r",ch);
act("$n spins $s body into the mantis fighting stance.",ch,NULL,NULL,TO_ROOM);
}
else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 100 &&
ch->stance[STANCE_CRAB] >= 100)
{
selection = STANCE_DRAGON;
send_to_char("You coil your body into the dragon fighting stance.\n\r",ch);
act("$n coils $s body into the dragon fighting stance.",ch,NULL,NULL,TO_ROOM);
}
else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 100 &&
ch->stance[STANCE_VIPER] >= 100)
{
selection = STANCE_TIGER;
send_to_char("You lunge into the tiger fighting stance.\n\r",ch);
act("$n lunges into the tiger fighting stance.",ch,NULL,NULL,TO_ROOM);
}
else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 100 &&
ch->stance[STANCE_MONGOOSE] >= 100)
{
selection = STANCE_MONKEY;
send_to_char("You rotate your body into the monkey fighting stance.\n\r",ch);
act("$n rotates $s body into the monkey fighting stance.",ch,NULL,NULL,TO_ROOM);
}
else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 100 &&
ch->stance[STANCE_MONGOOSE] >= 100)
{
selection = STANCE_SWALLOW;
send_to_char("You slide into the swallow fighting stance.\n\r",ch);
act("$n slides into the swallow fighting stance.",ch,NULL,NULL,TO_ROOM);
}
else
{
send_to_char("Syntax is: stance <style>.\n\r",ch);
send_to_char("Stance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",ch);
return;
}
}
ch->stance[0] = selection;
WAIT_STATE(ch,16);
return;
}
bool check_stance ( CHAR_DATA *ch )
{
if (ch->stance[0] < 1 || ch->stance[0] > 10)
return FALSE;
if ( ch->stance[0] == 9 )
if ((ch->fighting->stance[0] <= 0) || (ch->fighting->stance[0] == 9))
return FALSE;
return TRUE;
}
/* Stance stuff done - Rhaelar */
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update (void)
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
for (ch = char_list; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
if ( ch->action[0] == ACTION_CASTING )
update_casting(ch);
if ((victim = ch->fighting) == NULL || ch->in_room == NULL)
continue;
if (IS_AWAKE (ch) && ch->in_room == victim->in_room)
{
if (--ch->init <= 0)
{
multi_hit (ch, victim, TYPE_UNDEFINED);
ch->init = get_speed(ch);
}
else continue;
}
else
stop_fighting (ch, FALSE);
if ((victim = ch->fighting) == NULL)
continue;
/*
* Fun for the whole family!
*/
check_assist (ch, victim);
if (IS_NPC (ch))
{
if (HAS_TRIGGER (ch, TRIG_FIGHT))
mp_percent_trigger (ch, victim, NULL, NULL, TRIG_FIGHT);
if (HAS_TRIGGER (ch, TRIG_HPCNT))
mp_hprct_trigger (ch, victim);
}
}
return;
}
/* for auto assisting */
void check_assist (CHAR_DATA * ch, CHAR_DATA * victim)
{
CHAR_DATA *rch, *rch_next;
for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
{
rch_next = rch->next_in_room;
if (IS_AWAKE (rch) && rch->fighting == NULL)
{
/* quick check for ASSIST_PLAYER */
if (!IS_NPC (ch) && IS_NPC (rch)
&& IS_SET (rch->off_flags, ASSIST_PLAYERS)
&& rch->level + 6 > victim->level)
{
do_function (rch, &do_emote, "screams and attacks!");
multi_hit (rch, victim, TYPE_UNDEFINED);
continue;
}
/* PCs next */
if (!IS_NPC (ch) || IS_AFFECTED (ch, AFF_CHARM))
{
if (((!IS_NPC (rch) && IS_SET (rch->act, PLR_AUTOASSIST))
|| IS_AFFECTED (rch, AFF_CHARM))
&& is_same_group (ch, rch) && !is_safe (rch, victim))
multi_hit (rch, victim, TYPE_UNDEFINED);
continue;
}
/* now check the NPC cases */
if (IS_NPC (ch) && !IS_AFFECTED (ch, AFF_CHARM))
{
if ((IS_NPC (rch) && IS_SET (rch->off_flags, ASSIST_ALL))
|| (IS_NPC (rch) && rch->group && rch->group == ch->group)
|| (IS_NPC (rch) && rch->race == ch->race
&& IS_SET (rch->off_flags, ASSIST_RACE))
|| (IS_NPC (rch) && IS_SET (rch->off_flags, ASSIST_ALIGN)
&& ((IS_GOOD (rch) && IS_GOOD (ch))
|| (IS_EVIL (rch) && IS_EVIL (ch))
|| (IS_NEUTRAL (rch) && IS_NEUTRAL (ch))))
|| (rch->pIndexData == ch->pIndexData
&& IS_SET (rch->off_flags, ASSIST_VNUM)))
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
if (number_bits (1) == 0)
continue;
target = NULL;
number = 0;
for (vch = ch->in_room->people; vch; vch = vch->next)
{
if (can_see (rch, vch)
&& is_same_group (vch, victim)
&& number_range (0, number) == 0)
{
target = vch;
number++;
}
}
if (target != NULL)
{
do_function (rch, &do_emote, "screams and attacks!");
multi_hit (rch, target, TYPE_UNDEFINED);
}
}
}
}
}
}
/*
* Do one group of attacks.
*/
void multi_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt)
{
int chance;
stance_checked = FALSE; /* ensure stance can improve only once per round */
/* 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 (ch->casting_spell)
return;
if (IS_AFFECTED2(ch,AFF_WEAK_STUN) )
{
act("$CYou are too stunned to respond $N's attack.$c",
ch,NULL,victim,TO_CHAR);
act("$C$n is too stunned to respond your attack.$c",
ch,NULL,victim,TO_VICT);
act("$C$n seems to be stunned.$c",
ch,NULL,victim,TO_NOTVICT );
REMOVE_BIT(ch->affected_by,AFF_WEAK_STUN);
return;
}
if (IS_AFFECTED2(ch,AFF_STUN) )
{
act("$CYou are too stunned to respond $N's attack.$c",
ch,NULL,victim,TO_CHAR);
act("$C$n is too stunned to respond your attack.$c",
ch,NULL,victim,TO_VICT);
act("$C$n seems to be stunned.$c",
ch,NULL,victim,TO_NOTVICT);
affect_strip(ch,gsn_power_stun);
SET_BIT(ch->affected_by,AFF_WEAK_STUN);
return;
}
if (IS_NPC (ch))
{
mob_hit (ch, victim, dt);
return;
}
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim)
return;
if (get_eq_char (ch, WEAR_SECONDARY))
{
one_hit( ch, victim, dt, TRUE );
if ( ch->fighting != victim )
return;
}
if (IS_AFFECTED (ch, AFF_HASTE))
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim || dt == gsn_backstab || dt == gsn_circle
|| dt == gsn_dual_backstab || dt == gsn_assassinate
|| dt == gsn_precisionstrike || dt == gsn_dual_circle)
return;
chance = get_skill (ch, gsn_second_attack) / 2;
if (IS_AFFECTED (ch, AFF_SLOW))
chance /= 2;
if (number_percent () < chance)
{
one_hit (ch, victim, dt, FALSE);
check_improve (ch, gsn_second_attack, TRUE, 5);
if (ch->fighting != victim)
return;
}
chance = get_skill(ch,gsn_third_attack)/3;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE);
check_improve(ch,gsn_third_attack,TRUE,6);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_fourth_attack)/6;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE);
check_improve(ch,gsn_fourth_attack,TRUE,7);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_fifth_attack)/8;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE);
check_improve(ch,gsn_fifth_attack,TRUE,8);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_sixth_attack)/8;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE);
check_improve(ch,gsn_sixth_attack,TRUE,8);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_seventh_attack)/8;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE);
check_improve(ch,gsn_seventh_attack,TRUE,8);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_secondary_attack) / 8;
if ( number_percent( ) < chance )
{
if (get_eq_char(ch , WEAR_SECONDARY))
{
one_hit(ch , victim , dt, TRUE );
check_improve(ch, gsn_secondary_attack,TRUE,2);
if (ch->fighting != victim )
return;
}
}
if (!IS_NPC(ch) && ch->disease != -1) bite(ch,victim);
if (!IS_NPC(ch) && ch->disease == 1)claws(ch,victim);
if (IS_AFFECTED (ch, AFF_SLOW))
chance = 0;;
if (number_percent () < chance)
{
one_hit (ch, victim, dt, FALSE);
check_improve (ch, gsn_third_attack, TRUE, 6);
if (ch->fighting != victim)
return;
}
return;
}
/* procedure for all mobile attacks */
void mob_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt)
// void mob_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary)
{
int chance, number;
CHAR_DATA *vch, *vch_next;
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim)
return;
if (ch->casting_spell)
return;
/* Area attack -- BALLS nasty! */
if (IS_SET (ch->off_flags, OFF_AREA_ATTACK))
{
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if ((vch != victim && vch->fighting == ch))
one_hit (ch, vch, dt, FALSE);
}
}
if (IS_AFFECTED (ch, AFF_HASTE)
|| (IS_SET (ch->off_flags, OFF_FAST) && !IS_AFFECTED (ch, AFF_SLOW)))
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim || dt == gsn_backstab || dt == gsn_dual_backstab)
return;
chance = get_skill (ch, gsn_second_attack) / 2;
if (IS_AFFECTED (ch, AFF_SLOW) && !IS_SET (ch->off_flags, OFF_FAST))
chance /= 2;
if (number_percent () < chance)
{
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim)
return;
}
chance = get_skill (ch, gsn_third_attack) / 4;
if (IS_AFFECTED (ch, AFF_SLOW) && !IS_SET (ch->off_flags, OFF_FAST))
chance = 0;
if (number_percent () < chance)
{
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim)
return;
}
/* oh boy! Fun stuff! */
if (ch->wait > 0)
return;
number = number_range (0, 2);
if (number == 1 && IS_SET (ch->act, ACT_MAGE))
{
/* { mob_cast_mage(ch,victim); return; } */ ;
}
if (number == 2 && IS_SET (ch->act, ACT_CLERIC))
{
/* { mob_cast_cleric(ch,victim); return; } */ ;
}
/* now for the skills */
number = number_range (0, 8);
switch (number)
{
case (0):
if (IS_SET (ch->off_flags, OFF_BASH))
do_function (ch, &do_bash, "");
break;
case (1):
if (IS_SET (ch->off_flags, OFF_BERSERK)
&& !IS_AFFECTED (ch, AFF_BERSERK))
do_function (ch, &do_berserk, "");
break;
case (2):
if (IS_SET (ch->off_flags, OFF_DISARM)
|| (get_weapon_sn (ch) != gsn_hand_to_hand
&& (IS_SET (ch->act, ACT_WARRIOR)
|| IS_SET (ch->act, ACT_THIEF))))
do_function (ch, &do_disarm, "");
break;
case (3):
if (IS_SET (ch->off_flags, OFF_KICK))
do_function (ch, &do_kick, "");
break;
case (4):
if (IS_SET (ch->off_flags, OFF_KICK_DIRT))
do_function (ch, &do_dirt, "");
break;
case (5):
if (IS_SET (ch->off_flags, OFF_TAIL))
{
/* do_function(ch, &do_tail, "") */ ;
}
break;
case (6):
if (IS_SET (ch->off_flags, OFF_TRIP))
do_function (ch, &do_trip, "");
break;
case (7):
if (IS_SET (ch->off_flags, OFF_CRUSH))
{
/* do_function(ch, &do_crush, "") */ ;
}
break;
case (8):
if (IS_SET (ch->off_flags, OFF_BACKSTAB))
{
do_function (ch, &do_backstab, "");
}
}
}
/*
* Hit one guy once.
*/
void one_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary)
{
OBJ_DATA *wield;
OBJ_DATA *wield2;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn, skill;
int dam_type;
bool result;
bool counter;
OBJ_DATA *corpse;
sn = -1;
counter = FALSE;
/* just in case */
if (victim == ch || ch == NULL || victim == NULL)
return;
if(ch->casting_spell)
return;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
/*
* Figure out the type of damage message.
*/
if (!secondary)
wield = get_eq_char( ch, WEAR_WIELD );
else
wield = get_eq_char( ch, WEAR_SECONDARY );
if (dt == TYPE_UNDEFINED)
{
dt = TYPE_HIT;
if (wield != NULL && wield->item_type == ITEM_WEAPON)
dt += wield->value[3];
else
dt += ch->dam_type;
}
if (dt < TYPE_HIT)
if (wield != NULL)
dam_type = attack_table[wield->value[3]].damage;
else
dam_type = attack_table[ch->dam_type].damage;
else
dam_type = attack_table[dt - TYPE_HIT].damage;
if (dam_type == -1)
dam_type = DAM_BASH;
/* get the weapon skill */
sn = get_weapon_sn (ch);
skill = 20 + get_weapon_skill (ch, sn);
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if (IS_NPC (ch))
{
thac0_00 = 20;
thac0_32 = -4; /* as good as a thief */
if (IS_SET (ch->act, ACT_WARRIOR))
thac0_32 = -10;
else if (IS_SET (ch->act, ACT_THIEF))
thac0_32 = -4;
else if (IS_SET (ch->act, ACT_CLERIC))
thac0_32 = 2;
else if (IS_SET (ch->act, ACT_MAGE))
thac0_32 = 6;
}
else
{
thac0_00 = class_table[ch->class].thac0_00;
thac0_32 = class_table[ch->class].thac0_32;
}
thac0 = interpolate (ch->level, thac0_00, thac0_32);
if (thac0 < 0)
thac0 = thac0 / 2;
if (thac0 < -5)
thac0 = -5 + (thac0 + 5) / 2;
thac0 -= GET_HITROLL (ch) * skill / 100;
thac0 += 5 * (100 - skill) / 100;
if (dt == gsn_backstab)
thac0 -= 10 * (100 - get_skill (ch, gsn_backstab));
if (dt == gsn_dual_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_dual_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;
}
if (!is_safe(ch,victim))
{
improve_stance(ch);
}
/*
* 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)
dam = (ch->level < 50) ? (ch->level/10 + 1) * dam + ch->level
: (ch->level/10) * dam + ch->level;
else if ( dt == gsn_dual_backstab && wield != NULL)
dam = (ch->level < 56) ? (ch->level/14 + 1) * dam + ch->level
: (ch->level/14) * dam + ch->level;
else if (dt == gsn_circle)
dam = (ch->level/40 + 1) * dam + ch->level;
else if (dt == gsn_dual_circle)
dam = (ch->level/40 + 1) * dam + ch->level;
else if (dt == gsn_precisionstrike)
dam = (ch->level/40 + 1) * dam + ch->level;
else if ( dt == gsn_cleave && wield != NULL)
{
if (number_percent() < URANGE(4, 5+(ch->level-victim->level),10))
{
act("Your cleave chops $N $CIN HALF!$c",
ch,NULL,victim,TO_CHAR);
act("$n's cleave chops you $CIN HALF!$c",
ch,NULL,victim,TO_VICT);
act("$n's cleave chops $N $CIN HALF!$c",
ch,NULL,victim,TO_NOTVICT);
send_to_char("You have been KILLED!\n\r",victim);
act("$n is DEAD!",victim,NULL,NULL,TO_ROOM);
WAIT_STATE( ch, 2 );
raw_kill(victim);
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
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_get( ch, "all corpse" );
if (IS_SET(ch->act,PLR_AUTOGOLD) &&
corpse && corpse->contains && /* exists and not empty */
!IS_SET(ch->act,PLR_AUTOLOOT)) {
do_get(ch, "gold corpse");
do_get(ch, "silver corpse");
}
if ( IS_SET(ch->act, PLR_AUTOSAC) )
{ if (IS_SET(ch->act,PLR_AUTOLOOT) && corpse
&& corpse->contains)
return; /* leave if corpse has treasure */
else
do_sacrifice( ch, "corpse" );
}
}
return;
}
else dam = (dam * 2 + ch->level);
}
if (dt == gsn_assassinate)
{
if (number_percent() <= URANGE(10, 20+(ch->level-victim->level)*2, 50) && !counter)
{
act("You $C+++ASSASSINATE+++$c $N!",ch,NULL,victim,TO_CHAR);
act("$N is DEAD!",ch,NULL,victim,TO_CHAR);
act("$n $C+++ASSASSINATES+++$c $N!",ch,NULL,victim,
TO_NOTVICT);
act("$N is DEAD!",ch,NULL,victim,TO_NOTVICT);
act("$n $C+++ASSASSINATES+++$c you!",ch,NULL,victim,
TO_VICT);
send_to_char("You have been KILLED!\n\r",victim);
check_improve(ch,gsn_assassinate,TRUE,1);
raw_kill(victim);
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
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_get( ch, "all corpse" );
if (IS_SET(ch->act,PLR_AUTOGOLD) &&
corpse && corpse->contains && /* exists and not empty */
!IS_SET(ch->act,PLR_AUTOLOOT))
do_get(ch, "gold corpse");
if ( IS_SET(ch->act, PLR_AUTOSAC) )
{ if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse
&& corpse->contains)
return; /* leave if corpse has treasure */
else
do_sacrifice( ch, "corpse" );
}
}
return;
}
else
{
check_improve(ch,gsn_assassinate,FALSE,1);
dam *= 2;
}
}
dam += GET_DAMROLL (ch) * UMIN (100, skill) / 100;
if (dam <= 0)
dam = 1;
if ( !check_counter( ch, victim, dam, dt ) )
result = damage( ch, victim, dam, dt, dam_type, TRUE );
else return;
/* 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);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
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 $p has worn off.", ch, wield, NULL,
TO_CHAR);
}
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC))
{
dam = number_range (1, wield->level / 5 + 1);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$p draws {Gl{gi{Gf{ge{x from $n.", victim, wield, NULL, TO_ROOM);
act ("You feel $p drawing your {Gl{gi{Gf{ge{x away.",
victim, wield, NULL, TO_CHAR);
}
damage (ch, victim, dam, 0, DAM_NEGATIVE, FALSE);
ch->alignment = UMAX (-1000, ch->alignment - 1);
ch->hit += dam / 2;
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING))
{
dam = number_range (1, wield->level / 4 + 1);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$n is {Yb{yu{rr{Rn{Ye{Rd{x 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);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$p {Cf{cr{We{ce{Cz{We{Cs{x $n.", victim, wield, NULL, TO_ROOM);
act ("The cold touch of $p surrounds you with ice.",
victim, wield, NULL, TO_CHAR);
}
cold_effect (victim, wield->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_COLD, FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING))
{
dam = number_range (1, wield->level / 5 + 2);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$n is struck by {cl{Wi{cg{Wh{ct{Wn{ci{Wn{cg{x from $p.", victim, wield, NULL, TO_ROOM);
act ("You are {cs{Wh{co{Wc{ck{We{cd{x by $p.", victim, wield, NULL, TO_CHAR);
}
shock_effect (victim, wield->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE);
}
}
/*
* Figure out the type of damage message.
*/
wield2 = get_eq_char (ch, WEAR_SECONDARY);
if (dt == TYPE_UNDEFINED)
{
dt = TYPE_HIT;
if (wield2 != NULL && wield2->item_type == ITEM_WEAPON)
dt += wield2->value[3];
else
dt += ch->dam_type;
}
if (dt < TYPE_HIT)
if (wield2 != NULL)
dam_type = attack_table[wield2->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));
if (dt == gsn_dual_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_dual_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 || wield2 == NULL))
if (!ch->pIndexData->new_format)
{
dam = number_range (ch->level / 2, ch->level * 3 / 2);
if (wield2 != 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 (wield2 != NULL)
{
if (wield2->pIndexData->new_format)
dam = dice (wield2->value[1], wield2->value[2]) * skill / 100;
else
dam = number_range (wield2->value[1] * skill / 100,
wield2->value[2] * skill / 100);
if (get_eq_char (ch, WEAR_SHIELD) == NULL) /* no shield = more */
dam = dam * 11 / 10;
/* sharpness! */
if (IS_WEAPON_STAT (wield2, 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)
dam = (ch->level < 50) ? (ch->level/10 + 1) * dam + ch->level
: (ch->level/10) * dam + ch->level;
else if ( dt == gsn_dual_backstab && wield != NULL)
dam = (ch->level < 56) ? (ch->level/14 + 1) * dam + ch->level
: (ch->level/14) * dam + ch->level;
else if (dt == gsn_circle)
dam = (ch->level/40 + 1) * dam + ch->level;
else if (dt == gsn_dual_circle)
dam = (ch->level/40 + 1) * dam + ch->level;
else if (dt == gsn_precisionstrike)
dam = (ch->level/40 + 1) * dam + ch->level;
dam += GET_DAMROLL (ch) * UMIN (100, skill) / 100;
if (dam <= 0)
dam = 1;
if ( !check_counter( ch, victim, dam, dt ) )
result = damage( ch, victim, dam, dt, dam_type, TRUE );
else return;
/* but do we have a funky weapon? */
if (result && wield2 != NULL)
{
int dam;
if (ch->fighting == victim && IS_WEAPON_STAT (wield2, WEAPON_POISON))
{
int level;
AFFECT_DATA *poison, af;
if ((poison = affect_find (wield2->affected, gsn_poison)) == NULL)
level = wield2->level;
else
level = poison->level;
if (!saves_spell (level / 2, victim, DAM_POISON))
{
send_to_char ("You feel poison coursing through your veins.",
victim);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$n is poisoned by the venom on $p.",
victim, wield2, 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 $p has worn off.", ch, wield2, NULL,
TO_CHAR);
}
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield2, WEAPON_VAMPIRIC))
{
dam = number_range (1, wield2->level / 5 + 1);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$p draws {Gl{gi{Gf{ge{x from $n.", victim, wield2, NULL, TO_ROOM);
act ("You feel $p drawing your {Gl{gi{Gf{ge{x away.",
victim, wield2, NULL, TO_CHAR);
}
damage (ch, victim, dam, 0, DAM_NEGATIVE, FALSE);
ch->alignment = UMAX (-1000, ch->alignment - 1);
ch->hit += dam / 2;
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield2, WEAPON_FLAMING))
{
dam = number_range (1, wield2->level / 4 + 1);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$n is {Yb{yu{rr{Rn{Ye{Rd{x by $p.", victim, wield2, NULL, TO_ROOM);
act ("$p sears your flesh.", victim, wield2, NULL, TO_CHAR);
}
fire_effect ((void *) victim, wield2->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_FIRE, FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield2, WEAPON_FROST))
{
dam = number_range (1, wield2->level / 6 + 2);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$p {Cf{cr{We{ce{Cz{We{Cs{x $n.", victim, wield2, NULL, TO_ROOM);
act ("The cold touch of $p surrounds you with ice.",
victim, wield2, NULL, TO_CHAR);
}
cold_effect (victim, wield2->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_COLD, FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield2, WEAPON_SHOCKING))
{
dam = number_range (1, wield2->level / 5 + 2);
if (!IS_SET(ch->comm, COMM_BRIEF2))
{
act ("$n is struck by {cl{Wi{cg{Wh{ct{Wn{ci{Wn{cg{x from $p.", victim, wield2, NULL,
TO_ROOM);
act ("You are {cs{Wh{co{Wc{ck{We{cd{x by $p.", victim, wield2, NULL, TO_CHAR);
}
shock_effect (victim, wield2->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE);
}
}
tail_chain ();
return;
}
/*
* Inflict damage from a hit.
*/
bool damage (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt,
int dam_type, bool show)
{
OBJ_DATA *corpse;
bool immune;
// bool stance;
int diety;
int dam2;
if (victim->position == POS_DEAD)
return FALSE;
/* damage reduction */
if (dam > 35)
dam = (dam - 35) / 2 + 35;
if (dam > 80)
dam = (dam - 80) / 2 + 80;
if (victim != ch)
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if (is_safe (ch, victim))
return FALSE;
check_killer (ch, victim);
if (victim->position > POS_STUNNED)
{
if (victim->fighting == NULL)
{
set_fighting (victim, ch);
if (IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_KILL))
mp_percent_trigger (victim, ch, NULL, NULL, TRIG_KILL);
}
if (victim->timer <= 4)
victim->position = POS_FIGHTING;
}
if (victim->position > POS_STUNNED)
{
if (ch->fighting == NULL)
set_fighting (ch, victim);
}
/*
* More charm stuff.
*/
if (victim->master == ch)
stop_follower (victim);
}
/*
* Inviso attacks ... not.
*/
if (IS_AFFECTED (ch, AFF_INVISIBLE))
{
affect_strip (ch, gsn_invis);
affect_strip (ch, gsn_mass_invis);
REMOVE_BIT (ch->affected_by, AFF_INVISIBLE);
act ("$n fades into existence.", ch, NULL, NULL, TO_ROOM);
}
/*
* Damage modifiers.
*/
if (dam > 1 && !IS_NPC (victim)
&& victim->pcdata->condition[COND_DRUNK] > 10)
dam = 9 * dam / 10;
if (dam > 1 && IS_AFFECTED (victim, AFF_SANCTUARY))
dam /= 2;
if (dam > 1 && IS_AFFECTED2 (victim, AFF_SCLOAK))
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(!victim->casting_spell) // Ensure the victim isn't casting.
{
if (dt >= TYPE_HIT && ch != victim)
{
if (!can_bypass(ch,victim)) {
if (check_parry (ch, victim))
return FALSE;
if (check_dodge (ch, victim))
return FALSE;
if (check_shield_block (ch, victim))
return FALSE;
if (check_phase( ch, victim))
return FALSE;
}
if(IS_AFFECTED (victim, AFF_FORCE_SHIELD) && check_force_shield(ch, victim))
return FALSE;
if(IS_AFFECTED (victim, AFF_STATIC_SHIELD) && check_static_shield(ch, victim))
return FALSE;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE)
&& victim->stance[STANCE_CRANE] >= 100
&& check_parry( ch, victim ))
return FALSE;
else if ( !IS_NPC(victim)
&& IS_STANCE(victim, STANCE_MANTIS)
&& victim->stance[STANCE_MANTIS] >= 100
&& check_parry( ch, victim ))
return FALSE;
if ( !IS_NPC(victim)
&& IS_STANCE(victim, STANCE_MONGOOSE)
&& victim->stance[STANCE_MONGOOSE] >= 100
&& check_dodge( ch, victim))
return FALSE;
else if ( !IS_NPC(victim)
&& IS_STANCE(victim, STANCE_SWALLOW)
&& victim->stance[STANCE_SWALLOW] >= 100
&& check_dodge( ch, victim ))
return FALSE;
}
}
if(IS_AFFECTED (victim, AFF_FLAME_SHIELD) && dam_type <= 3)
check_flame_shield(ch, victim);
ch->in_room->blood += dam;
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 ( ch->stance )
{
dam = dambonus( ch, victim, dam, TRUE );
dam = damreduce( ch, victim, dam, TRUE );
}
if ( dam >= 10 /* make sure it's a hit worth a critical */
&& dam_type <= 3 /* NOT a backstab */
&& dt >= TYPE_HIT ) /* only non-spell damage */
{
if ( check_critical(ch,victim) )
dam *= 2;
}
if ( dt >= TYPE_HIT && ch != victim )
{
if ( (dam2 = critical_strike(ch,victim,dam)) != 0 )
dam = dam2;
}
if (show)
dam_message (ch, victim, dam, dt, immune);
// dam_message ( ch, victim, dam, dt, immune, verbose, TRUE );
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);
diety = ch->god;
gods[diety].souls++;
/*
if (ch->god == 0) god[0].souls++;
if (ch->god == 1) god[1].souls++;
if (ch->god == 2) god[2].souls++;
if (ch->god == 3) god[3].souls++;
if (ch->god == 4) god[4].souls++;
if (ch->god == 5) god[5].souls++;
if (ch->god == 6) god[6].souls++;
if (ch->god == 7) god[7].souls++;
if (ch->god == 8) god[8].souls++;
if (ch->god == 9) god[9].souls++;
if (ch->god == 10) god[10].souls++;
if (ch->god == 11) god[11].souls++;
if (ch->god == 12) god[12].souls++;
if (ch->god == 13) god[13].souls++;
if (ch->god == 14) god[14].souls++;
if (ch->god == 15) god[15].souls++;
if (ch->god == 16) god[16].souls++;
if (ch->god == 17) god[17].souls++;
if (ch->god == 18) god[18].souls++;
if (ch->god == 19) god[19].souls++;
if (ch->god == 20) god[20].souls++;
*/
save_gods ();
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 (victim, TRIG_DEATH))
{
victim->position = POS_STANDING;
mp_percent_trigger (victim, ch, NULL, NULL, TRIG_DEATH);
}
raw_kill (victim);
/* dump the flags */
if (ch != victim && !IS_NPC (ch) && !is_same_clan (ch, victim))
{
if (IS_SET (victim->act, PLR_KILLER))
REMOVE_BIT (victim->act, PLR_KILLER);
else
REMOVE_BIT (victim->act, PLR_THIEF);
}
/* RT new auto commands */
if (!IS_NPC (ch)
&& (corpse =
get_obj_list (ch, "corpse", ch->in_room->contents)) != NULL
&& corpse->item_type == ITEM_CORPSE_NPC
&& can_see_obj (ch, corpse))
{
OBJ_DATA *coins;
corpse = get_obj_list (ch, "corpse", ch->in_room->contents);
if (IS_SET (ch->act, PLR_AUTOLOOT) && corpse && corpse->contains)
{ /* exists and not empty */
do_function (ch, &do_get, "all corpse");
}
if (IS_SET (ch->act, PLR_AUTOGOLD) && corpse && corpse->contains && /* exists and not empty */
!IS_SET (ch->act, PLR_AUTOLOOT))
{
if ((coins = get_obj_list (ch, "gcash", corpse->contains))
!= NULL)
{
do_function (ch, &do_get, "all.gcash corpse");
}
}
if (IS_SET (ch->act, PLR_AUTOSAC))
{
if (IS_SET (ch->act, PLR_AUTOLOOT) && corpse
&& corpse->contains)
{
return TRUE; /* leave if corpse has treasure */
}
else
{
do_function (ch, &do_sacrifice, "corpse");
}
}
}
return TRUE;
}
if (victim == ch)
return TRUE;
/*
* Take care of link dead people.
*/
if (!IS_NPC (victim) && victim->desc == NULL)
{
if (number_range (0, victim->wait) == 0)
{
do_function (victim, &do_recall, "");
return TRUE;
}
}
/*
* Wimp out?
*/
if (IS_NPC (victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2)
{
if ((IS_SET (victim->act, ACT_WIMPY) && number_bits (2) == 0
&& victim->hit < victim->max_hit / 5)
|| (IS_AFFECTED (victim, AFF_CHARM) && victim->master != NULL
&& victim->master->in_room != victim->in_room))
{
do_function (victim, &do_flee, "");
}
}
if (!IS_NPC (victim)
&& victim->hit > 0
&& victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2)
{
do_function (victim, &do_flee, "");
}
tail_chain ();
return TRUE;
}
bool is_safe (CHAR_DATA * ch, CHAR_DATA * victim)
{
if (victim->in_room == NULL || ch->in_room == NULL)
return TRUE;
if (victim->fighting == ch || victim == ch)
return FALSE;
if (IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL)
return FALSE;
/* killing mobiles */
if (IS_NPC (victim))
{
/* safe room? */
if (IS_SET (victim->in_room->room_flags, ROOM_SAFE))
{
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_nomessage(CHAR_DATA *ch, CHAR_DATA *victim )
{
if (victim->fighting == ch || ch==victim)
return FALSE;
if ((!IS_NPC(ch) && !IS_NPC(victim) && victim->level < 5 ) ||
( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 5 ))
return TRUE;
/* level adjustement */
if ( ch != victim && !IS_IMMORTAL(ch) && !IS_NPC(ch) && !IS_NPC(victim) &&
( ch->level >= (victim->level + UMAX(4,ch->level/10 +2) )
|| ch->level <= (victim->level - UMAX(4,ch->level/10 +2)) )&&
( victim->level >= (ch->level + UMAX(4,victim->level/10 +2) )
|| victim->level <= (ch->level - UMAX(4,victim->level/10 +2))) )
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;
}
void bite( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam;
if (ch->disease == DISEASE_VAMPIRE)
{
dam = number_range(20, 100);
victim->hit -= dam;
if (ch->blood >= 9950)
ch->blood += 50;
sprintf(buf, "You Have Been Bitten by a Vampire! [%d]",dam);
sprintf(buf2, "You Bite Them for [%d] damage.", dam);
act(buf, ch, NULL, victim, TO_VICT);
act(buf2, ch, NULL, victim, TO_CHAR);
}
if (ch->disease == DISEASE_WEREWOLF)
{
dam = number_range(200, 400);
victim->hit -= dam;
sprintf(buf, "You Have Been Bitten by a Werewolf! [%d]",dam);
sprintf(buf2, "You Bite Them for [%d] damage.", dam);
act(buf, ch, NULL, victim, TO_VICT);
act(buf2, ch, NULL, victim, TO_CHAR);
}
return;
}
void claws( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int dam;
if (ch->disease == DISEASE_WEREWOLF)
{
dam = number_range(400,700);
victim->hit -= dam;
sprintf(buf, "A Werewolf rakes their claws across you! [%d]",dam);
sprintf(buf2, "You rake you claws across them! [%d] damage.", dam);
act(buf, ch, NULL, victim, TO_VICT);
act(buf2, ch, NULL, victim, TO_CHAR);
}
return;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer (CHAR_DATA * ch, CHAR_DATA * victim)
{
char buf[MAX_STRING_LENGTH];
/*
* Follow charm thread to responsible character.
* Attacking someone's charmed char is hostile!
*/
while (IS_AFFECTED (victim, AFF_CHARM) && victim->master != NULL)
victim = victim->master;
/*
* NPC's are fair game.
* So are killers and thieves.
*/
if (IS_NPC (victim)
|| IS_SET (victim->act, PLR_KILLER)
|| IS_SET (victim->act, PLR_THIEF))
return;
/*
* Charm-o-rama.
*/
if (IS_SET (ch->affected_by, AFF_CHARM))
{
if (ch->master == NULL)
{
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);
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 (IS_STANCE(victim, STANCE_CRANE)
&& !can_counter(ch, TRUE)
&& !can_bypass(ch,victim))
{
chance += (int) (victim->stance[STANCE_CRANE] * 0.25);
if (!(stance_checked)) improve_stance(victim);
}
else if (IS_STANCE(victim, STANCE_MANTIS)
&& !can_counter(ch, TRUE)
&& !can_bypass(ch,victim))
{
chance += (int) (victim->stance[STANCE_MANTIS] * 0.25);
if (!(stance_checked)) improve_stance(victim);
}
else if ((victim->stance[0]>0) && (victim->stance[victim->stance[0]]<100))
chance /= 2;
chance *= (2*get_weapon_skill(victim,get_weapon_sn(victim)) +
get_weapon_skill(victim,get_weapon_sn(ch)) );
chance += get_curr_stat(victim,STAT_AGI) / 7;
chance /= 300;
if (number_percent () >= chance + victim->level - ch->level)
return FALSE;
act ("You {cparry{x $n's attack.", ch, NULL, victim, TO_VICT);
act ("$N {cparries{x 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)
{
bool levitate;
int chance;
if (!IS_AWAKE (victim))
return FALSE;
levitate = ( get_skill ( victim, gsn_shield_levitation ) != 0 ) &&
( ( skill_table[gsn_shield_levitation].skill_level[ch->class] <= ch->level )
|| ( skill_table[gsn_shield_levitation].skill_level[ch->class2] <= ch->level2 )
|| ( skill_table[gsn_shield_levitation].skill_level[ch->class3] <= ch->level3 ))
&& ( get_eq_char ( victim, WEAR_SHIELD ) != NULL ) &&
( ( get_eq_char ( victim, WEAR_SECONDARY ) != NULL ) ||
( ( get_eq_char ( victim, WEAR_WIELD ) != NULL ) &&
( get_eq_char ( victim, WEAR_SECONDARY ) == NULL ) &&
IS_WEAPON_STAT ( get_eq_char ( victim, WEAR_WIELD ),
WEAPON_TWO_HANDS ) ) );
chance = get_skill (victim, gsn_shield_block) / 5 + 3;
if ( levitate )
chance =
( chance +
( get_skill ( victim, gsn_shield_levitation ) / 3 + 3 ) ) / 2;
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);
if ( levitate )
check_improve ( victim, gsn_shield_levitation, 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 (IS_STANCE(victim, STANCE_MONGOOSE)
&& !can_counter(ch, TRUE)
&& !can_bypass(ch,victim))
{
chance += (int) (victim->stance[STANCE_MONGOOSE] * 0.25);
if (!(stance_checked)) improve_stance(victim);
}
else if (IS_STANCE(victim, STANCE_SWALLOW)
&& !can_counter(ch, TRUE)
&& !can_bypass(ch,victim))
{
chance += (int) (victim->stance[STANCE_SWALLOW] * 0.25);
if (!(stance_checked)) improve_stance(victim);
}
else if ((victim->stance[0]>0) && (victim->stance[victim->stance[0]]<100))
chance /= 2;
chance += get_curr_stat(victim,STAT_AGI) / 7;
if (!can_see (victim, ch))
chance /= 2;
if (number_percent () >= chance + victim->level - ch->level)
return FALSE;
act ("You {cdodge{x $n's attack.", ch, NULL, victim, TO_VICT);
act ("$N {cdodges{x your attack.", ch, NULL, victim, TO_CHAR);
check_improve (victim, gsn_dodge, TRUE, 6);
return TRUE;
}
bool check_phase( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
chance = get_skill(victim,gsn_phase) / 2;
if (!can_see(victim,ch))
chance /= 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "Your body {cphases{x to avoid $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N's body {cphases{x to avoid your attack.", ch, NULL, victim, TO_CHAR );
check_improve(victim,gsn_phase,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;
}
bool check_critical(CHAR_DATA *ch, CHAR_DATA *victim)
{
OBJ_DATA *obj = NULL;
int chance;
/* check for damage from hand-held weapons */
// if ( !throw_damage )
// {
obj = get_eq_char(ch,WEAR_WIELD);
if (
( ( obj == NULL && get_skill(ch,gsn_hand_to_hand) != 100 ) ||
( obj != NULL && get_weapon_skill(ch,get_weapon_sn(ch)) < 90 ) )
)
return FALSE;
/* }
else
{
if ( get_skill(ch,gsn_throw) < 90 )
return FALSE;
}
*/
/* mob even get a 1% chance of landing a Critical Hit */
if ( IS_NPC( ch ) )
chance = 1;
else
{
if ( obj == NULL ) /* no weapon? 2% chance for hand to hand */
chance = 2;
else /* increased chance when weapon skill is >= 90% */
chance = 10 - ( 100 - get_weapon_skill( ch, get_weapon_sn( ch ) ) );
if ( IS_IMMORTAL( ch ) ) /* Immortals?? 50% chance, just cause you rock */
chance = 50;
}
if ( number_range(0,100) > chance )
return FALSE; /* check to see if it was your lucky day */
/* Now, if it passed all the tests... */
if ( obj == NULL ) /* you personally strike */
{
act("$n {cCRITICALLY STRIKES{x $N!",ch,NULL,victim,TO_NOTVICT);
act("You {cCRITICALLY STRIKE{x $N!",ch,NULL,victim,TO_CHAR);
}
else /* your weapon strikes */
act("$p {cCRITICALLY STRIKES{x $n!",victim,obj,NULL,TO_NOTVICT);
/* let the victim know they just got a beat down */
act("{cCRITICAL STRIKE!{x",ch,NULL,victim,TO_VICT);
return TRUE;
}
bool check_counter( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt)
{
int chance;
int dam_type;
OBJ_DATA *wield;
if ( ( get_eq_char(victim, WEAR_WIELD) == NULL ) ||
( !IS_AWAKE(victim) ) ||
( !can_see(victim,ch) ) ||
( get_skill(victim,gsn_counter) < 1 )
)
return FALSE;
wield = get_eq_char(victim,WEAR_WIELD);
chance = get_skill(victim,gsn_counter) / 6;
chance += ( victim->level - ch->level ) / 2;
// chance += 2 * (get_curr_stat(victim,STAT_DEX) - get_curr_stat(ch,STAT_DEX));
chance += get_curr_stat(ch,STAT_DEX) / 15;
chance += get_weapon_skill(victim,get_weapon_sn(victim)) -
get_weapon_skill(ch,get_weapon_sn(ch));
// chance += (get_curr_stat(victim,STAT_STR) - get_curr_stat(ch,STAT_STR) );
chance += get_curr_stat(ch,STAT_STR) / 15;
if ( number_percent( ) >= chance )
return FALSE;
dt = gsn_counter;
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;
act( "You reverse $n's attack and counter with your own!", ch, NULL, victim, TO_VICT );
act( "$N reverses your attack!", ch, NULL, victim, TO_CHAR );
damage(victim,ch,dam/2, gsn_counter , dam_type ,TRUE ); /* DAM MSG NUMBER!! */
check_improve(victim,gsn_counter,TRUE,6);
return TRUE;
}
bool check_force_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if(!IS_AFFECTED(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;
}
/*
* Shield Spell Group by Tandon
* Static Shield Check
*/
bool check_static_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance, sn;
AFFECT_DATA *shock;
if(!IS_AFFECTED(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->affected, 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;
}
/*
* Shield Spell Group by Tandon
* Flame Shield Check
*/
bool check_flame_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance, sn;
AFFECT_DATA *burn;
if(!IS_AFFECTED(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->affected, 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;
}
/*
* 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 ( ROOM_VNUM_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);
}
// obj_to_room (corpse, ch->in_room);
// return;
//}
if ( IS_NPC(ch) )
obj_to_room( corpse,ch->in_room );
else
obj_to_room( corpse,location );
return;
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry (CHAR_DATA * ch)
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int 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;
}
if (!IS_NPC (victim))
{
mobdeaths_today++;
}
pkills_today++;
extract_char (victim, FALSE);
while (victim->affected)
affect_remove (victim, victim->affected);
victim->affected_by = race_table[victim->race].aff;
for (i = 0; i < 4; i++)
victim->armor[i] = 100;
victim->position = POS_RESTING;
victim->hit = UMAX (1, victim->hit);
victim->mana = UMAX (1, victim->mana);
victim->move = UMAX (1, victim->move);
free_cast(victim); // Make them stop casting ;)
/* 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;
OBJ_DATA *wield;
OBJ_DATA *wield2;
int xp;
int members;
int group_levels;
int livingweap_exp = 0;
int livingweap_needed = 0;
/*
* 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 (IS_SET(ch->act, PLR_QUESTOR)&&IS_NPC(victim))
{
if (ch->questmob == victim->pIndexData->vnum)
{
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;
}
}
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;
// int xp_modifier = 100;
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);
// if (global_exp) xp_modifier += 200;
sprintf (buf, "{gYou receive {w%d {gexperience points.{x\n\r", xp);
send_to_char (buf, gch);
if (global_exp)
{
sprintf ( buf, "{gYou receive {w%d {Gdouble {gexp!{x\n\r", xp );
send_to_char ( buf, gch );
xp = xp * 2;
}
if (!IS_NPC(ch))
{
ch->pcdata->mkills++;
mobkills_today++;
sprintf(buf, "{B[{CMob Kills{W:{C%d{B]{x\n\r", ch->pcdata->mkills);
send_to_char(buf, gch);
}
// if (ch->class2 == -1 && ch->class3 == -1)
// gain_exp (gch, xp);
ch->exp += xp; // to replace gain_exp
wield = get_eq_char( ch, WEAR_WIELD );
wield2 = get_eq_char( ch, WEAR_SECONDARY );
if (wield != NULL)
{
livingweap_needed = 1500;
// if (!wield->extra_flags, ITEM_RELIC) return;
if (!IS_OBJ_STAT (wield, ITEM_RELIC)) return;
if (wield->weapon_level < 100)
{
livingweap_exp = (xp * .2);
xp -= (livingweap_exp);
sprintf(buf, "{gYour Weapon receives {w%d {gexperience points.{x\n\r", livingweap_exp);
stc(buf, gch);
wield->weapon_currentxp += livingweap_exp;
if (wield->weapon_currentxp >= livingweap_needed )
{
wield->weapon_level++;
wield->value[1]++;
send_to_char("{wYour {rweapon {whas gained a Level{x\n\r", gch);
wield->weapon_currentxp -= livingweap_needed;
wield->weapon_points++;
}
}
}
if (wield2 != NULL)
{
livingweap_needed = 1500;
// if (!wield2->extra_flags, ITEM_RELIC) return;
if (!IS_OBJ_STAT (wield2, ITEM_RELIC)) return;
if (wield2->weapon_level < 100)
{
livingweap_exp = (xp * .2);
xp -= (livingweap_exp);
sprintf(buf, "{gYour Weapon receives {w%d {gexperience points.{x\n\r", livingweap_exp);
stc(buf, gch);
wield2->weapon_currentxp += livingweap_exp;
if (wield2->weapon_currentxp >= livingweap_needed )
{
wield2->weapon_level++;
wield2->value[1]++;
send_to_char("{wYour {rweapon {whas gained a Level{x\n\r", gch);
wield2->weapon_currentxp -= livingweap_needed;
wield2->weapon_points++;
}
}
}
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,
int level_range;
// int change;
// int time_per_level;
// char buf[MAX_STRING_LENGTH];
level_range = victim->level - gch->level;
/* compute the base exp */
switch (level_range)
{
default:
base_exp = 0;
break;
case -9:
base_exp = 10;
break;
case -8:
base_exp = 20;
break;
case -7:
base_exp = 50;
break;
case -6:
base_exp = 90;
break;
case -5:
base_exp = 110;
break;
case -4:
base_exp = 220;
break;
case -3:
base_exp = 330;
break;
case -2:
base_exp = 500;
break;
case -1:
base_exp = 660;
break;
case 0:
base_exp = 830;
break;
case 1:
base_exp = 990;
break;
case 2:
base_exp = 1210;
break;
case 3:
base_exp = 1430;
break;
case 4:
base_exp = 1650;
break;
}
// if (level_range > 4)
// base_exp = 140 + 20 * (level_range - 4); // was levelrange - 4
/* Lets try something else -xrak */
if (level_range > 1)
base_exp = 500 + 250 * level_range;
/* calculate exp multiplier */
if (IS_SET (victim->act, ACT_NOALIGN))
xp = base_exp;
/* alignment */
else if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_EVIL(victim) && IS_GOOD(gch)))
xp = base_exp * 8/5;
else if ( IS_GOOD(gch) && IS_GOOD(victim) )
xp = 0;
else if ( !IS_NEUTRAL(gch) && IS_NEUTRAL(victim) )
xp = base_exp * 1.1;
else if ( IS_NEUTRAL(gch) && !IS_NEUTRAL(victim) )
xp = base_exp * 1.3;
else xp = base_exp;
/* Xp Increase for newbies -Xrak*/
if (gch->level < 20)
xp = 7 * xp;
/*
Why is this in here? seems like overkill, -Xrak
if (gch->level < victim->level)
{
xp += level_range * 30;
}
*/
/* level_range = victim->level - gch->level; */
/*
I put in something, shouldnt need this anymore, -Xrak
if (level_range < 50 && level_range > 0) xp += 1000;
if (level_range < 40 && level_range > 0) xp += 500;
if (level_range < 35 && level_range > 0) xp += 500;
if (level_range < 30 && level_range > 0) xp += 500;
if (level_range < 25 && level_range > 0) xp += 500;
if (level_range < 20 && level_range > 0) xp += 500;
if (level_range < 15 && level_range > 0) xp += 500;
if (level_range < 10 && level_range > 0) xp += 500;
if (level_range < 5 && level_range > 0) xp += 500;
*/
/* more exp at the low levels */
// if (gch->level < 6)
// xp = 20 * xp / (gch->level + 4);
/* less at high */
// if (gch->level > 35)
// xp = 30 * xp / (gch->level - 25);
/* reduce for playing time */
// {
// 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)
// 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));
// if (global_exp)
// xp = 2 * xp;
// if (IS_AFFECTED(gch, AFF_4XEXP)) xp * 4;
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 ( 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 <= 42 ) { vs = "MUTILATE"; vp = "MUTILATES"; }
else if ( dam <= 52 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; }
else if ( dam <= 65 ) { vs = "DISMEMBER"; vp = "DISMEMBERS"; }
else if ( dam <= 80 ) { vs = "MASSACRE"; vp = "MASSACRES"; }
else if ( dam <= 100 ) { vs = "MANGLE"; vp = "MANGLES"; }
else if ( dam <= 130 ) { vs = "*** DEMOLISH ***";
vp = "*** DEMOLISHES ***"; }
else if ( dam <= 175 ) { vs = "*** DEVASTATE ***";
vp = "*** DEVASTATES ***"; }
else if ( dam <= 250) { vs = "=== OBLITERATE ===";
vp = "=== OBLITERATES ==="; }
else if ( dam <= 325) { vs = "==== ATOMIZE ====";
vp = "==== ATOMIZES ===="; }
else if ( dam <= 400) { vs = "<*> <*> ANNIHILATE <*> <*>";
vp = "<*> <*> ANNIHILATES <*> <*>"; }
else if ( dam <= 500) { vs = "<*>!<*> ERADICATE <*>!<*>";
vp = "<*>!<*> ERADICATES <*>!<*>"; }
else if ( dam <= 650) { vs = "<*><*><*> ELECTRONIZE <*><*><*>";
vp = "<*><*><*> ELECTRONIZES <*><*><*>"; }
else if ( dam <= 800) { vs = "(<*>)!(<*>) SKELETONIZE (<*>)!(<*>)";
vp = "(<*>)!(<*>) SKELETONIZES (<*>)!(<*>)";}
else if ( dam <= 1000) { vs = "(*)!(*)!(*) NUKE (*)!(*)!(*)";
vp = "(*)!(*)!(*) NUKES (*)!(*)!(*)"; }
else if ( dam <= 1250) { vs = "(*)!<*>!(*) TERMINATE (*)!<*>!(*)";
vp = "(*)!<*>!(*) TERMINATES (*)!<*>!(*)"; }
else if ( dam <= 1500) { vs = "<*>!(*)!<*>> TEAR UP <<*)!(*)!<*>";
vp = "<*>!(*)!<*>> TEARS UP <<*)!(*)!<*>"; }
else { vs = "\007=<*) (*>= ! POWER HIT ! =<*) (*>=\007";
vp = "\007=<*) (*>= ! POWER HITS ! =<*) (*>=\007";}
if (victim->level < 20 ) punct = (dam <= 24) ? '.' : '!';
else if (victim->level < 50) punct = (dam <= 50 ) ? '.' : '!';
else punct = (dam <= 75) ? '.' : '!';
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 $N%c{x", attack, vp, punct);
sprintf (buf3, "{4$n's %s %s you%c{x", attack, vp, punct);
}
}
}
if (ch == victim)
{
act (buf1, ch, NULL, NULL, TO_ROOM);
act (buf2, ch, NULL, NULL, TO_CHAR);
}
else
{
act (buf1, ch, NULL, victim, TO_NOTVICT);
act (buf2, ch, NULL, victim, TO_CHAR);
act (buf3, ch, NULL, victim, TO_VICT);
}
return;
}
*/
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 = "{bmiss{x";
vp = "{bmisses{x";
}
else if ( dam <= 4 )
{
vs = "{Wscratch{x";
vp = "{Wscratches{x";
}
else if ( dam <= 8 )
{
vs = "{Wgraze{x";
vp = "{Wgrazes{x";
}
else if ( dam <= 12 )
{
vs = "{Whit{x";
vp = "{Whits{x";
}
else if ( dam <= 16 )
{
vs = "{Winjure{x";
vp = "{Winjures{x";
}
else if ( dam <= 25 )
{
vs = "{Wwound{x";
vp = "{Wwounds{x";
}
else if ( dam <= 35 )
{
vs = "{Wmaul{x";
vp = "{Wmauls{x";
}
else if ( dam <= 45 )
{
vs = "{Wdecimate{x";
vp = "{Wdecimates{x";
}
else if ( dam <= 55 )
{
vs = "{Wdevastate{x";
vp = "{Wdevastates{x";
}
else if ( dam <= 65 )
{
vs = "{ymaim{x";
vp = "{ymaims{x";
}
else if ( dam <= 75 )
{
vs = "{DMUTILATE{x";
vp = "{DMUTILATES{x";
}
else if ( dam <= 85 )
{
vs = "{mDISEMBOWEL{x";
vp = "{mDISEMBOWELS{x";
}
else if ( dam <= 95 )
{
vs = "{gDISMEMBER{x";
vp = "{gDISMEMBERS{x";
}
else if ( dam <= 105 )
{
vs = "{rMASSACRE{x";
vp = "{rMASSACRES{x";
}
else if ( dam <= 115 )
{
vs = "{GMANGLE{x";
vp = "{GMANGLES{x";
}
else if ( dam <= 125 )
{
vs = "{Y***{MDEMOLISH{Y***{x";
vp = "{Y***{MDEMOLISHES{Y***{x";
}
else if ( dam <= 145 )
{
vs = "{Y***{rDEVASTATE{x{Y***{x";
vp = "{Y***{rDEVASTATES{x{Y***{x";
}
else if ( dam <= 200 )
{
vs = "{Y==={x{MOBLITERATE{Y==={x{x";
vp = "{Y==={x{MOBLITERATES{Y==={x{x";
}
else if ( dam <= 250 )
{
vs = "{c<{R*{c> <{R*{c> {GA{gN{GN{gI{GH{gI{GL{gA{GT{gE {c<{R*{c> <{R*{c>{x";
vp = "{c<{R*{c> <{R*{c> {GA{gN{GN{gI{GH{gI{GL{gA{GT{gE{GS {c<{R*{c> <{R*{c>{x{x";
// Annihilates
}
else if ( dam <= 350 )
{
vs = "{c<{w*{c>{w!{c<{w*{c> {GE{gR{GA{gD{GI{gC{GA{gT{GE{gS {c<{w*{c>{w!{c<{w*{c>{x";
vp = "{c<{w*{c>{w!{c<{w*{c> {GE{gR{GA{gD{GI{gC{GA{gT{GE{gS {c<{w*{c>{w!{c<{w*{c>{x";
// Eradicates
}
else if ( dam <= 500 )
{
vs = "{C={c={C={c= {GA{gT{GO{gM{GI{gZ{GE {C={c={C={c={x";
vp = "{C={c={C={c= {GA{gT{GO{gM{GI{gZ{GE{gS {C={c={C={c={x";
// Atomizes
}
else if ( dam <= 600 )
{
vs = "{C({c<{w*{c>{C){w!{C({c<{w*{c>{C) {GS{gK{GE{gL{GE{gT{GO{gN{GI{gZ{GE {C({c<{w*{c>{C){w!{C({c<{w*{c>{C){x";
vp = "{C({c<{w*{c>{C){w!{C({c<{w*{c>{C) {GS{gK{GE{gL{GE{gT{GO{gN{GI{gZ{GE{gS {C({c<{w*{c>{C){w!{C({c<{w*{c>{C){x";
// Skeletonizes
}
else if ( dam <= 850 )
{
vs = "{c<{C*{c>{w={c<{C*{c> {GE{gV{GI{gC{GE{gR{GA{gT{GE {c<{C*{c>{w={c<{C*{c>{x";
vp = "{c<{C*{c>{w={c<{C*{c> {GE{gV{GI{gC{GE{gR{GA{gT{GE{gS {c<{C*{c>{w={c<{C*{c>{x";
// Evicerates
}
else if ( dam <= 1050 )
{
vs = "{B({R*{B){rD{De{rs{Dt{rr{Do{r{B({R*{B){x";
vp = "{B({R*{B){rD{De{rs{Dt{rr{Do{ry{Ds{B({R*{B){x";
}
else if ( dam <= 1350 )
{
vs = "{r^{b^{r^{yT{Re{ya{Rr{ys {RI{yn{Rt{yo{r^{b^{r^{x";
vp = "{r^{b^{r^{yT{Re{ya{Rr{ys {RI{yn{Rt{yo{r^{b^{r^{x";
}
else if ( dam <= 2800 )
{
vs = "{B!{r*{B!{RR{Di{Rp{Ds {RO{Dp{{Re{Dn{B!{r*{B!{x";
vp = "{B!{r*{B!{RR{Di{Rp{Ds {RO{Dp{Re{Dn{B!{r*{B!{x";
}
else if ( dam <= 3800 )
{
vs = "{R+{x{Y+{R+{x{Y+{BE{cx{Bt{ce{Br{cm{Bi{cn{Ba{ct{Be{cs{Y+{R+{x{Y+{R+{x{x";
vp = "{R+{x{Y+{R+{X{Y+{BE{cx{Bt{ce{Br{cm{Bi{cn{Ba{ct{Be{cs{Y+{R+{x{Y+{R+{x{x";
}
else if ( dam <= 5800 )
{
vs = "{W**{R**{Ddo {WG{co{WD{cl{WI{ck{We {Ddamage to{R**{W**{x";
vp = "{W**{R**{Ddoes {WG{co{WD{cl{WI{ck{We {Ddamage to{R**{W**{x";
}
else
{
vs = "{R!!{x{Y!!{WT{GO{WT{GA{WL{GL{WY {BF{CU{BC{CK{BS{x {WU{GP{Y!!{R!!{x{x";
vp = "{R!!{x{Y!!{WT{GO{WT{GA{WL{GL{WY {BF{CU{BC{CK{BS{x {WU{GP{Y!!{R!!{x{x";
}
punct = ( dam <= 24 ) ? '.' : '!';
if ( dt == TYPE_HIT )
{
if ( ch == victim )
{
sprintf ( buf1, "{m}%d%%}{x $n %s $melf for {G*{W%d{G*{x damage%c{x", dam_percent, vp,
dam, punct );
sprintf ( buf2, "{m}%d%%}{x You %s yourself for {G*{W%d{G*{x damage%c{x", dam_percent, vs,
dam, punct );
}
else
{
sprintf ( buf1, "{m}%d%%}{x $n %s $N for {g>{G>{Y%d{G<{g<{x damage%c{x",dam_percent, vp,
dam, punct );
sprintf ( buf2, "{m}%d%%}{x You %s $N for {g>{G>{B%d{G<{g<{x damage%c{x",dam_percent, vs,
dam, punct );
sprintf ( buf3, "{m}%d%%}{x $n %s you for {w>{W>{R%d{W<{w<{x damage%c{x",dam_percent, vp,
dam, punct );
}
}
/* else
{
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + MAX_DAMAGE_MESSAGE)
attack = attack_table[dt - TYPE_HIT].noun;
else
{
bug( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
*/
else
{
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT && dt < TYPE_HIT + MAX_DAMAGE_MESSAGE )
attack = attack_table[dt - TYPE_HIT].noun;
else
{
bug ( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
if ( immune )
{
if ( ch == victim )
{
sprintf ( buf1, "$n is unaffected by $s own %s.{x", attack );
sprintf ( buf2, "Luckily, you are immune to that.{x" );
}
else
{
sprintf ( buf1, "$N is unaffected by $n's %s!{x", attack );
sprintf ( buf2, "$N is unaffected by your %s!{x", attack );
sprintf ( buf3, "$n's %s is powerless against you.{x",
attack );
}
}
else
{
if ( ch == victim )
{
sprintf ( buf1,
"{m}%d%%}{x $n's %s %s $m for {g>{G>{W%d{G<{g<{x damage%c{x",
dam_percent,attack, vp, dam, punct );
sprintf ( buf2,
"{m}%d%%}{x Your %s %s you for {w>{W>{R%d{W<{w<{x damage%c{x",
dam_percent,attack, vp, dam, punct );
}
else
{
sprintf ( buf1,
"{m}%d%%}{x $n's %s %s $N for {g>{G>{Y%d{G<{g<{x damage%c{x",
dam_percent,attack, vp, dam, punct );
sprintf ( buf2,
"{m}%d%%}{x Your %s %s $N for {g>{G>{W%d{G<{g<{x damage%c{x",
dam_percent,attack, vp, dam, punct );
sprintf ( buf3,
"{m}%d%%}{x $n's %s %s you for {w>{W>{R%d{W<{w<{x damage%c{x",
dam_percent,attack, vp, dam, punct );
}
}
}
if (ch == victim)
{
act (buf1, ch, NULL, NULL, TO_ROOM);
act (buf2, ch, NULL, NULL, TO_CHAR);
}
else
{
act (buf1, ch, NULL, victim, TO_NOTVICT);
act (buf2, ch, NULL, victim, TO_CHAR);
act (buf3, ch, NULL, victim, TO_VICT);
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm (CHAR_DATA * ch, CHAR_DATA * victim)
{
OBJ_DATA *obj;
if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL)
return;
if (IS_OBJ_STAT (obj, ITEM_NOREMOVE))
{
act ("{5$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 $N, but fails.{x", ch, NULL, victim,
TO_NOTVICT);
return;
}
if ( !IS_NPC(victim) &&
victim->level >= skill_table[gsn_grip].skill_level[victim->class])
{
int skill = get_skill(victim,gsn_grip);
// skill +=
// (get_curr_stat(victim,STAT_STR) - get_curr_stat(ch,STAT_STR)) * 5;
skill++;
if ( number_percent() < skill )
{
act("$N grips and prevent you to disarm $S!",ch,NULL,victim,TO_CHAR);
act("$n tries to disarm you, but you grip and escape!",
ch,NULL,victim,TO_VICT);
act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_grip,TRUE,1);
return;
}
else check_improve(victim,gsn_grip,FALSE,1);
}
act ("{5$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 $N!{x", ch, NULL, victim, TO_NOTVICT);
obj_from_char (obj);
if (IS_OBJ_STAT (obj, ITEM_NODROP) || IS_OBJ_STAT (obj, ITEM_INVENTORY))
obj_to_char (obj, victim);
else
{
obj_to_room (obj, victim->in_room);
if (IS_NPC (victim) && victim->wait == 0 && can_see_obj (victim, obj))
get_obj (victim, obj, NULL);
}
return;
}
void do_berserk(CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int number_hit = 0;
int chance;
char buf[MSL];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ((chance = get_skill (ch, gsn_berserk)) == 0
|| (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_BERSERK))
|| (!IS_NPC (ch)
&& ch->level < skill_table[gsn_berserk].skill_level[ch->class]))
{
send_to_char ("You turn red in the face, but nothing happens.\n\r", ch);
return;
}
WAIT_STATE( ch, 8);
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
check_improve (ch, gsn_berserk, FALSE, 2);
return;
}
act("You go {RB{WE{RR{WS{RE{WR{RK{W!{x",ch,NULL,NULL,TO_CHAR);
act("$n goes {RB{WE{RR{WS{RE{WR{RK{W!{x",ch,NULL,NULL,TO_ROOM);
check_improve (ch, gsn_berserk, TRUE, 2);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
if (vch->in_room == NULL) continue;
if (!IS_NPC(vch)) continue;
if ( ch == vch ) continue;
if ( vch->in_room == ch->in_room )
{
if (can_see(ch,vch))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
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;
}
if (ch->position == POS_FIGHTING)
chance += 10;
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;
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, 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 $N is your friend!", ch, NULL, victim, TO_CHAR);
return;
}
/* modifiers */
/* size and weight */
chance += ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 15;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance += get_curr_stat (ch, STAT_STR) / 5;
chance -= (get_curr_stat (victim, STAT_DEX) * 4) / 3;
chance -= GET_AC (victim, AC_BASH) / 25;
/* speed */
if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE))
chance += 10;
if (IS_SET (victim->off_flags, OFF_FAST)
|| IS_AFFECTED (victim, AFF_HASTE))
chance -= 30;
/* level */
chance += (ch->level - victim->level);
if (!IS_NPC (victim) && chance < get_skill (victim, gsn_dodge))
{ /*
act("{5$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 $s face.{x",
ch, NULL, victim, TO_VICT);
check_improve (ch, gsn_bash, FALSE, 1);
ch->position = POS_RESTING;
WAIT_STATE (ch, skill_table[gsn_bash].beats * 3 / 2);
}
check_killer (ch, victim);
}
void do_dirt (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument (argument, arg);
if ((chance = get_skill (ch, gsn_dirt)) == 0
|| (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_KICK_DIRT))
|| (!IS_NPC (ch)
&& ch->level < skill_table[gsn_dirt].skill_level[ch->class]))
{
send_to_char ("You get your feet dirty.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char ("But you aren't in combat!\n\r", ch);
return;
}
}
else if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED (victim, AFF_BLIND))
{
act ("$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, 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 $M to the ground.{x", ch, NULL, victim,
TO_NOTVICT);
check_improve (ch, gsn_trip, TRUE, 1);
DAZE_STATE (victim, 2 * PULSE_VIOLENCE);
WAIT_STATE (ch, skill_table[gsn_trip].beats);
victim->position = POS_RESTING;
damage (ch, victim, number_range (2, 2 + 2 * victim->size), gsn_trip,
DAM_BASH, TRUE);
}
else
{
damage (ch, victim, 0, gsn_trip, DAM_BASH, TRUE);
WAIT_STATE (ch, skill_table[gsn_trip].beats * 2 / 3);
check_improve (ch, gsn_trip, FALSE, 1);
}
check_killer (ch, victim);
}
void do_kill (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Kill whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
/* Allow player killing
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER)
&& !IS_SET(victim->act, PLR_THIEF) )
{
send_to_char( "You must MURDER a player.\n\r", ch );
return;
}
}
*/
if (victim == ch)
{
send_to_char ("You hit yourself. Ouch!\n\r", ch);
multi_hit (ch, ch, TYPE_UNDEFINED);
return;
}
if (is_safe (ch, victim))
return;
if (victim->fighting != NULL && !is_same_group (ch, victim->fighting))
{
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)
{
act ("$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, 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 ("$N is your beloved master.", ch, NULL, victim, TO_CHAR);
return;
}
if (ch->position == POS_FIGHTING)
{
send_to_char ("You do the best you can!\n\r", ch);
return;
}
WAIT_STATE (ch, 1 * PULSE_VIOLENCE);
if (IS_NPC (ch))
sprintf (buf, "Help! I am being attacked by %s!", ch->short_descr);
else
sprintf (buf, "Help! I am being attacked by %s!", ch->name);
do_function (victim, &do_yell, buf);
check_killer (ch, victim);
multi_hit (ch, victim, TYPE_UNDEFINED);
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
// char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_backstab].skill_level[ch->class]
&& ch->level < skill_table[gsn_backstab].skill_level[ch->class2]
&& ch->level < skill_table[gsn_backstab].skill_level[ch->class3] )
{
send_to_char("You don't know how to backstab.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( (IS_NPC(ch)) && (!(IS_NPC(victim))) )
return;
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to backstab.\n\r", ch );
return;
}
/* if (attack_table[obj->value[3]].damage != DAM_PIERCE)
{
send_to_char("You need to wield a piercing weapon to backstab.\n\r",
ch);
return;
}
*/
if ( victim->fighting != NULL )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if ( victim->hit < (0.7 * victim->max_hit) &&
(IS_AWAKE(victim) ) )
{
act( "$N is hurt and suspicious ... you couldn't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
/* if ( current_time-victim->last_fight_time<300 && IS_AWAKE(victim) )
{
act( "$N is suspicious ... you couldn't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
*/
if ( !IS_AWAKE(victim)
|| IS_NPC(ch)
|| number_percent( ) < get_skill(ch,gsn_backstab) )
{
check_improve(ch,gsn_backstab,TRUE,1);
if (!IS_NPC(ch) &&
number_percent( ) < (get_skill(ch,gsn_dual_backstab)/10)*8)
{
check_improve(ch,gsn_dual_backstab,TRUE,1);
one_hit(ch,victim,gsn_backstab, FALSE);
one_hit(ch,victim,gsn_dual_backstab, FALSE);
}
else
{
check_improve(ch,gsn_dual_backstab,FALSE,1);
multi_hit( ch, victim, gsn_backstab );
}
}
else
{
check_improve(ch,gsn_backstab,FALSE,1);
damage( ch, victim, 0, gsn_backstab,DAM_NONE, TRUE );
}
return;
}
void do_flee (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ((victim = ch->fighting) == NULL)
{
if (ch->position == POS_FIGHTING)
ch->position = POS_STANDING;
send_to_char ("You aren't fighting anyone.\n\r", ch);
return;
}
if (IS_AFFECTED2(ch, AFF2_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
was_in = ch->in_room;
for (attempt = 0; attempt < 6; attempt++)
{
EXIT_DATA *pexit;
int door;
door = number_door ();
if ((pexit = was_in->exit[door]) == 0
|| pexit->u1.to_room == NULL
|| IS_SET (pexit->exit_info, EX_CLOSED)
|| number_range (0, ch->daze) != 0 || (IS_NPC (ch)
&& IS_SET (pexit->u1.
to_room->
room_flags,
ROOM_NO_MOB)))
continue;
move_char (ch, door, FALSE);
if ((now_in = ch->in_room) == was_in)
continue;
ch->in_room = was_in;
act ("$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, 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) / 5);
/* 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 $N!", ch, NULL, mob, TO_NOTVICT);
stop_fighting (ch, TRUE);
if (!IS_NPC (ch) && IS_NPC (mob)
&& (!HAS_TRIGGER (mob, TRIG_SURR)
|| !mp_percent_trigger (mob, ch, NULL, NULL, TRIG_SURR)))
{
act ("$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR);
multi_hit (mob, ch, TYPE_UNDEFINED);
}
}
void do_sla (CHAR_DATA * ch, char *argument)
{
send_to_char ("If you want to SLAY, spell it out.\n\r", ch);
return;
}
void do_slay (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument (argument, arg);
if (arg[0] == '\0')
{
send_to_char ("Slay whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char ("Suicide is a mortal sin.\n\r", ch);
return;
}
if (!IS_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;
}