/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt ) );
void death_cry args( ( CHAR_DATA *ch ) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_counter args( ( CHAR_DATA *ch) );
bool can_bypass args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int number_attacks args( ( CHAR_DATA *ch ) );
int dambonus args( ( CHAR_DATA *ch, CHAR_DATA *victim,
int dam, int stance) );
void update_damcap args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
CHAR_DATA *rch;
CHAR_DATA *rch_next;
CHAR_DATA *mount;
for ( ch = char_list; ch != NULL; ch = ch->next )
{
ch_next = ch->next;
if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
continue;
if ( IS_AWAKE(ch) && IS_AWAKE(victim) &&
ch->in_room == victim->in_room )
multi_hit( ch, victim, TYPE_UNDEFINED );
else
stop_fighting( ch, FALSE );
if ( ( victim = ch->fighting ) == NULL )
continue;
/*
* Fun for the whole family!
*/
for ( rch = ch->in_room->people; rch != NULL; rch = rch_next )
{
rch_next = rch->next_in_room;
if ( IS_AWAKE(rch) && rch->fighting == NULL )
{
/*
* Mount's auto-assist their riders and vice versa.
*/
if ( (mount = rch->mount) != NULL )
{
if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* PC's auto-assist others in their group.
*/
if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) )
{
if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) )
&& is_same_group(ch, rch) )
multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* NPC's assist NPC's of same type or 12.5% chance regardless.
*/
if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) )
{
if ( rch->pIndexData == ch->pIndexData
|| number_bits( 3 ) == 0 )
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
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 )
multi_hit( rch, target, TYPE_UNDEFINED );
}
}
}
}
}
return;
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
OBJ_DATA *wield1;
OBJ_DATA *wield2;
int sn;
int level;
int chance;
int unarmed;
int wieldorig = 0;
int wieldtype = 0;
int maxcount;
int countup;
if ( ch->position < POS_SLEEPING ) return;
if ( dt == gsn_headbutt )
{
one_hit( ch, victim, dt, 1 );
return;
}
if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return;
}
if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return;
}
wield1 = get_eq_char( ch, WEAR_WIELD );
wield2 = get_eq_char( ch, WEAR_HOLD );
if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1;
if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2;
wieldtype = wieldorig;
if ( wieldorig == 3 ) { if (number_range(1,2) == 2) wieldtype = 2; else wieldtype = 1;}
if ( wieldtype == 2 ) wield = wield2;
else wield = wield1;
if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 1)
{
int stance = ch->stance[0];
if (ch->stance[stance] >= 200)
{
special_move(ch,victim);
return;
}
}
unarmed = 0;
/*
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_POLYMORPH) &&
ch->cmbt[unarmed] != 0 && wieldorig == 0 )
fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype);
else
*/
one_hit( ch, victim, dt, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
/* Only want one spell per round from spell weapons...otherwise it's
* too powerful, and would unbalance player killing (as this is a PK mud).
*/
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dt += wield->value[3];
if (wield->value[0] >= 1)
{
/* Look, just don't ask... KaVir */
if (wield->value[0] >= 1000)
sn = wield->value[0] - ((wield->value[0] / 1000) * 1000);
else
sn = wield->value[0];
if (sn != 0 && victim->position == POS_FIGHTING)
(*skill_table[sn].spell_fun) (sn,wield->level,ch,victim);
}
}
}
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_headbutt )
return;
if ( !IS_NPC(victim) && !IS_SET(victim->special, SPC_WOLFMAN) &&
number_percent( ) <= victim->pcdata->learned[gsn_fastdraw] )
{
OBJ_DATA *obj;
int wpntype = 0;
int wpntype2 = 0;
if ((obj = get_eq_char(victim,WEAR_SCABBARD_R)) != NULL)
{
wpntype = obj->value[3];
if (wpntype < 0 || wpntype > 12) wpntype = 0;
if ((obj = get_eq_char(victim,WEAR_WIELD)) != NULL)
{
obj_from_char(obj);
obj_to_room(obj,victim->in_room);
act("You hurl $p aside.",victim,obj,NULL,TO_CHAR);
act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM);
}
do_draw(victim,"right");
}
if ((obj = get_eq_char(victim,WEAR_SCABBARD_L)) != NULL)
{
wpntype2 = obj->value[3];
if (wpntype2 < 0 || wpntype2 > 12) wpntype2 = 0;
if ((obj = get_eq_char(victim,WEAR_HOLD)) != NULL)
{
obj_from_char(obj);
obj_to_room(obj,victim->in_room);
act("You hurl $p aside.",victim,obj,NULL,TO_CHAR);
act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM);
}
do_draw(victim,"left");
}
if (wpntype > 0) one_hit( victim, ch, TYPE_UNDEFINED, 1 );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (wpntype2 > 0) one_hit( victim, ch, TYPE_UNDEFINED, 2 );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
}
maxcount = number_attacks(ch);
if (!IS_NPC(ch))
{
chance = 0;
if (wield != NULL && wield->item_type == ITEM_WEAPON)
{
int tempnum = wield->value[3];
chance = (ch->wpn[tempnum]) * 0.5;
}
else chance = (ch->wpn[0]) * 0.5;
if (number_percent() <= chance) maxcount += 1;
}
if (wieldorig == 3) maxcount += 1;
for (countup = 0; countup <= maxcount; countup++)
{
/*
if (!IS_NPC(ch) && wieldorig == 0)
{
if (countup == 0) unarmed = number_range(0,3);
else if (countup == 1) unarmed = number_range(4,7);
else unarmed = number_range(0,7);
if ( !IS_NPC(ch) && !IS_AFFECTED(ch, AFF_POLYMORPH) &&
ch->cmbt[unarmed] != 0 && wieldorig == 0 )
{
fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype);
continue;
}
}
*/
wieldtype = wieldorig;
if ( wieldorig == 3 )
{
if (number_range(1,2) == 2) wieldtype = 2;
else wieldtype = 1;
}
one_hit( ch, victim, -1, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( ch->fighting != victim ) return;
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS))
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch))
{
if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch,DEM_HORNS)
&& number_range(1,3) == 1)
multi_hit( ch, victim, gsn_headbutt );
}
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_SERPENTIS))
spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim );
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_SPIDER] > 0)
spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim );
if (victim->itemaffect < 1) return;
if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level;
else level = (victim->spl[1] * 0.25);
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "lightning bolt" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chill touch" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "acid blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
if ( (sn = skill_lookup( "chaos blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
return;
}
int number_attacks( CHAR_DATA *ch )
{
int count = 1;
if ( IS_NPC(ch) )
{
if (ch->level >= 50) count += 1;
if (ch->level >= 100) count += 1;
return count;
}
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() >
ch->stance[STANCE_VIPER] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() >
ch->stance[STANCE_MANTIS] * 0.5) count += 1;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() >
ch->stance[STANCE_TIGER] * 0.5) count += 1;
if (!IS_NPC(ch))
{
if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_CELERITY) )
count += 1;
else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_LYNX] > 2 )
count += 1;
else if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER( ch, DEM_SPEED) )
count += 1;
}
if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 1;
return count;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype)
{
OBJ_DATA *wield;
OBJ_DATA *gloves;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int level;
int stance;
bool right_hand;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return;
}
if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return;
}
/*
* Figure out the type of damage message.
*/
if (handtype == 2)
{
wield = get_eq_char( ch, WEAR_HOLD );
right_hand = FALSE;
}
else
{
wield = get_eq_char( ch, WEAR_WIELD );
right_hand = TRUE;
}
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
}
if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5);
else level = 1;
if (level > 40) level = 40;
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = 0;
}
else
{
thac0_00 = SKILL_THAC0_00;
thac0_32 = SKILL_THAC0_32;
}
thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch);
victim_ac = UMAX( -75, char_ac(victim) / 10 );
if ( !can_see( ch, victim ) )
victim_ac -= 4;
/*
* The moment of excitement!
*/
while ( ( diceroll = number_bits( 5 ) ) >= 20 )
;
if ( diceroll == 0
|| ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{
/* Miss. */
damage( ch, victim, 0, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) )
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if ( wield != NULL )
dam += dam * 0.5;
}
else
{
if ( IS_VAMPAFF(ch,VAM_CLAWS) && wield == NULL)
dam = number_range( 10, 20 );
else if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dam = number_range( wield->value[1], wield->value[2] );
else
dam = number_range( 1, 4 );
}
/*
* Bonuses.
*/
dam += char_damroll(ch);
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( dt == gsn_backstab )
dam *= number_range(2,4);
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
IS_VAMPAFF(ch, VAM_POTENCE) )
dam *= 1.5;
else if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) &&
IS_DEMPOWER(ch, DEM_MIGHT) )
dam *= 1.5;
if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) )
{
if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.5;
if (victim->pcdata->powers[WPOWER_BOAR] > 2 ) dam *= 0.5;
if (wield != NULL && IS_SET(wield->spectype, SITEM_SILVER))
dam *= 2;
else if ( ( gloves = get_eq_char( ch, WEAR_HANDS ) ) != NULL
&& IS_SET(gloves->spectype, SITEM_SILVER)) dam *= 2;
}
/* Vampires should be tougher at night and weaker during the day. */
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) )
{
if (weather_info.sunlight == SUN_LIGHT && dam > 1)
dam /= 1.5;
else if (weather_info.sunlight == SUN_DARK)
dam *= 1.5;
}
if ( !IS_NPC(ch) && dt >= TYPE_HIT)
dam = dam + (dam * ((ch->wpn[dt-1000]+1) / 100));
if ( !IS_NPC(ch) )
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25;
else dam = dambonus(ch,victim,dam,stance);
}
if ( dam <= 0 )
dam = 1;
damage( ch, victim, dam, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
return;
}
bool can_counter( CHAR_DATA *ch)
{
if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_MONKEY)) return TRUE;
return FALSE;
}
bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (IS_NPC(ch) || IS_NPC(victim)) return FALSE;
else if (IS_STANCE(ch, STANCE_VIPER)) return TRUE;
else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE;
else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE;
return FALSE;
}
void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim )
{
int max_dam = 1000;
if (!IS_NPC(ch))
{
if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) &&
ch->in_room != NULL)
{
if IS_SET(ch->in_room->room_flags, ROOM_ISHELL) max_dam = 10000; /* was5000Rotain*/
max_dam += (ch->pcdata->stats[DEMON_POWER] * 30); /*was 20, now 30*/
}
/*Damcaps Modified by Death*/
else if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->pcdata->stats[UNI_GEN] < 3) max_dam = 1700;
else if (ch->pcdata->stats[UNI_GEN] < 4) max_dam = 1600;
else if (ch->pcdata->stats[UNI_GEN] < 5) max_dam = 1500;
else max_dam = 1200;
max_dam += (ch->pcdata->stats[UNI_RAGE] * 10);
if (IS_VAMPAFF(ch, VAM_POTENCE)) max_dam += 200;
if (ch->pcdata->rank == AGE_METHUSELAH) max_dam += 400;
else if (ch->pcdata->rank == AGE_ELDER) max_dam += 300;
else if (ch->pcdata->rank == AGE_ANCILLA) max_dam += 200;
}
else if (IS_SET(ch->special, SPC_WOLFMAN))
{
if (ch->pcdata->stats[UNI_GEN] < 2) max_dam = 2200;
else if (ch->pcdata->stats[UNI_GEN] < 3) max_dam = 2100;
else if (ch->pcdata->stats[UNI_GEN] < 4) max_dam = 1900;
else max_dam = 1800;
max_dam += ch->pcdata->stats[UNI_RAGE];
}
if (IS_CLASS(ch, CLASS_DEMON)) max_dam +=500;
else if (IS_SET(ch->special, SPC_CHAMPION)) max_dam += 250;
else if (IS_CLASS(ch, CLASS_HIGHLANDER) && IS_ITEMAFF(ch, ITEMA_HIGHLANDER))
{
int wpn = ch->pcdata->powers[HPOWER_WPNSKILL];
if (wpn == 1 || wpn == 3)
max_dam += 1500;
}
/*Stance Bonuses edited by Death, all were 250*/
if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500;
if (IS_ITEMAFF(victim, ITEMA_ARTIFACT)) max_dam -= 500;
if (IS_NPC(victim) || victim->stance[0] != STANCE_MONKEY)
{
if (ch->stance[0] == STANCE_BULL) max_dam += 150;
else if (ch->stance[0] == STANCE_DRAGON) max_dam += 250;
else if (ch->stance[0] == STANCE_TIGER) max_dam += 350;
}
}
/*changed line from level to race by cryic*/
else max_dam += (ch->race * 2);
if (!IS_NPC(victim))
{
int silver_tol = (victim->pcdata->powers[WPOWER_SILVER] * 2.5);
if (IS_CLASS(victim, CLASS_WEREWOLF) &&
IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER))
max_dam += (250 - silver_tol);
if (IS_CLASS(victim, CLASS_WEREWOLF) &&
IS_ITEMAFF(ch, ITEMA_LEFT_SILVER))
max_dam += (250 - silver_tol);
if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY)
{
if (victim->stance[0] == STANCE_CRAB) max_dam -= 150;
else if (victim->stance[0] == STANCE_DRAGON) max_dam -= 250;
else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= 350;
}
if ((IS_CLASS(victim,CLASS_DEMON) || IS_SET(victim->special,SPC_CHAMPION))
&& victim->in_room != NULL && IS_SET(victim->in_room->room_flags, ROOM_ISHELL))
max_dam *= 0.2;
}
if (max_dam < 1000) max_dam = 1000;
ch->damcap[DAM_CAP] = max_dam;
ch->damcap[DAM_CHANGE] = 0;
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
int max_dam = ch->damcap[DAM_CAP];
if ( victim->position == POS_DEAD )
return;
/*
* Stop up any residual loopholes.
*/
if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
if ( dam > max_dam ) dam = max_dam;
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
if (!can_see(victim,ch)) {dam *= 1.5;
send_to_char("You use your concealment to get a surprise attack!\n\r",ch);}
REMOVE_BIT( ch->affected_by, AFF_HIDE );
act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM );
}
/* Modified by Shakti : Through testing, highlanders allowed to have sanc. */
/* become almost unkillable death machines. This mod, sets the bonus they */
/* get from sanc to 15%, and none for protection. */
if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 )
dam *= 0.5;
if ( (IS_CLASS(victim, CLASS_HIGHLANDER) ) && dam > 1 &&
(IS_AFFECTED(victim, AFF_SANCTUARY) ) )
dam *=1.0;
/* Calculation works like this : 1000 damage *.5 = 500 * 1.7 = 850 */
/* or 1000 *.85 = 850. Cant make it a blanket number, is it still is the */
/* main procedure to check for sanc affects. */
/*changed to 1.0 by Death, highlanders need adjustment*/
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam * 0.25;
if ( IS_AFFECTED(victim, AFF_PROTECT) && (IS_CLASS(victim, CLASS_HIGHLANDER) )
&& IS_EVIL(ch) && dam >1 )
dam +=dam *1.33;
/* END OF MODIFICATION */
if ( dam < 0 )
dam = 0;
/*
* Check for disarm, trip, parry, and dodge.
*/
if ( dt >= TYPE_HIT )
{
if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 )
disarm( ch, victim );
if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 )
trip( ch, victim );
if ( check_parry( ch, victim, dt ) )
return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
if ( check_dodge( ch, victim, dt ) )
return;
if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) &&
victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) &&
victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
}
dam_message( ch, victim, dam, dt );
}
hurt_person(ch,victim,dam);
return;
}
void adv_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
if ( victim->position == POS_DEAD )
return;
if ( dam > 1000 ) dam = 1000;
if ( victim != ch )
{
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
if ( victim->master == ch )
stop_follower( victim );
if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 )
dam /= 2;
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam / 4;
if ( dam < 0 )
dam = 0;
}
return;
}
void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
int vnum;
/*
* 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 spraying blood everywhere.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are mortally wounded, and spraying blood everywhere.\n\r",
victim );
break;
case POS_INCAP:
act( "$n is incapacitated, and bleeding badly.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are incapacitated, and bleeding badly.\n\r",
victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will soon recover.",
victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will soon recover.\n\r",
victim );
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 && dam > 0 )
{
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE)
&& number_percent() < victim->beast)
vamp_rage(victim);
else
send_to_char( "You sure are BLEEDING!\n\r", victim );
}
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if ( !IS_AWAKE(victim) )
stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if ( !IS_NPC(victim) )
{
sprintf( log_buf, "%s killed by %s at %d",
victim->name,
(IS_NPC(ch) ? ch->short_descr : ch->name),
victim->in_room->vnum );
log_string( log_buf );
/*
* Dying penalty:
* 1/2 your current exp.
*/
if ( victim->exp > 0 )
victim->exp = victim->exp / 2;
}
if (IS_NPC(victim) && !IS_NPC(ch))
{
ch->mkill += 1;
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if ((vnum = victim->pIndexData->vnum) > 29000)
{
switch (vnum)
{
default:
ch->pcdata->stats[DEMON_CURRENT] += victim->level;
ch->pcdata->stats[DEMON_TOTAL] += victim->level;
break;
case 29600:
case 30001:
case 30006:
case 30007:
case 30008:
case 30009:
case 30000:
break;
}
}
else if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP))
{
ch->pcdata->stats[DEMON_CURRENT] += victim->level;
ch->pcdata->stats[DEMON_TOTAL] += victim->level;
}
}
if (ch->level == 1 && ch->mkill > 4)
{
ch->level = 2;
do_save(ch,"");
}
}
if (!IS_NPC(victim) && IS_NPC(ch))
{
victim->mdeath = victim->mdeath + 1;
}
raw_kill( victim );
if ( IS_SET(ch->act, PLR_AUTOLOOT) )
do_get( ch, "all corpse" );
else
do_look( ch, "in corpse" );
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
if ( IS_SET(ch->act, PLR_AUTOSAC) )
do_sacrifice( ch, "corpse" );
}
return;
}
if ( victim == ch )
return;
/*
* Take care of link dead people.
*/
if ( !IS_NPC(victim) && victim->desc == NULL )
{
if ( number_range( 0, victim->wait ) == 0 )
{
do_recall( victim, "" );
return;
}
}
/*
* Wimp out?
*/
if ( IS_NPC(victim) && dam > 0 )
{
if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 1 ) == 0
&& victim->hit < victim->max_hit / 2 )
|| ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
&& victim->master->in_room != victim->in_room ) )
do_flee( victim, "" );
}
if ( !IS_NPC(victim)
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait == 0 )
do_flee( victim, "" );
tail_chain( );
return;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
/* Ethereal people can only attack other ethereal people */
if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot while ethereal.\n\r", ch );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot fight an ethereal person.\n\r", ch );
return TRUE;
}
/* You cannot attack across planes */
if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
{
send_to_char( "You cannot fight in a safe room.\n\r", ch );
return TRUE;
}
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
{
send_to_char( "Objects cannot fight!\n\r", ch );
return TRUE;
}
else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH))
{
send_to_char( "You cannot attack an object.\n\r", ch );
return TRUE;
}
if ( IS_NPC(ch) || IS_NPC(victim) )
return FALSE;
/* Thx Josh! */
if ( victim->fighting == ch )
return FALSE;
if (IS_ITEMAFF(ch, ITEMA_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(victim, ITEMA_PEACE))
{
send_to_char( "You can't seem to attack them.\n\r", ch );
return TRUE;
}
if ( ch->trust > LEVEL_BUILDER )
{
send_to_char( "You cannot fight if you have implementor powers!\n\r", ch );
return TRUE;
}
if ( victim->trust > LEVEL_BUILDER )
{
send_to_char( "You cannot fight someone with implementor powers!\n\r", ch );
return TRUE;
}
if ( !CAN_PK(ch) || !CAN_PK(victim) )
{
send_to_char( "Both players must be avatars to fight.\n\r", ch );
return TRUE;
}
if ( ch->desc == NULL || victim->desc == NULL )
{
if (victim->position != POS_FIGHTING)
{
send_to_char( "They are currently link dead.\n\r", ch );
return TRUE;
}
}
return FALSE;
}
bool no_attack( CHAR_DATA *ch, CHAR_DATA *victim )
{
/* Ethereal people can only attack other ethereal people */
if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot while ethereal.\n\r", ch );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot fight an ethereal person.\n\r", ch );
return TRUE;
}
/* You cannot attack across planes */
if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
{
send_to_char( "You cannot fight in a safe room.\n\r", ch );
return TRUE;
}
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
{
send_to_char( "Objects cannot fight!\n\r", ch );
return TRUE;
}
else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH) )
{
send_to_char( "You cannot attack objects.\n\r", ch );
return TRUE;
}
return FALSE;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
/*
* 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) )
return;
/*
* Charm-o-rama.
*/
if ( IS_SET(ch->affected_by, AFF_CHARM) )
{
if ( ch->master == NULL )
{
affect_strip( ch, gsn_charm_person );
REMOVE_BIT( ch->affected_by, AFF_CHARM );
return;
}
stop_follower( ch );
return;
}
return;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *obj = NULL;
int chance = 0;
bool claws = FALSE;
if ( !IS_AWAKE(victim) )
return FALSE;
if ( IS_NPC(victim) )
obj = NULL;
else if ( IS_CLASS(victim, CLASS_WEREWOLF) &&
victim->pcdata->powers[WPOWER_BEAR] > 2 &&
IS_VAMPAFF(victim, VAM_CLAWS) &&
get_eq_char(victim, WEAR_WIELD) == NULL &&
get_eq_char(victim, WEAR_HOLD) == NULL)
{
obj = NULL;
claws = TRUE;
}
else
{
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL
|| obj->item_type != ITEM_WEAPON )
{
if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL
|| obj->item_type != ITEM_WEAPON ) return FALSE;
}
}
if (dt < 1000 || dt > 1012) return FALSE;
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[dt-1000] * 0.5);
else chance += victim->level;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
chance += (victim->stance[STANCE_CRANE] * 0.25);
else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
chance += (victim->stance[STANCE_MANTIS] * 0.25);
chance -= (char_hitroll(ch) * 0.1);
if (claws)
{
if ( victim->pcdata->powers[WPOWER_LYNX] > 3 )
chance += (char_hitroll(victim) * 0.1);
else
chance += (char_hitroll(victim) * 0.075);
}
else chance += (char_hitroll(victim) * 0.1);
if (!IS_NPC(ch))
{
if (IS_VAMPAFF(ch, VAM_CELERITY) &&
IS_CLASS(ch, CLASS_VAMPIRE))
chance -= 20;
else if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER(ch, DEM_SPEED) )
chance -= 10;
else if (IS_CLASS(ch, CLASS_WEREWOLF) &&
ch->pcdata->powers[WPOWER_MANTIS] < 5 )
chance -= (ch->pcdata->powers[WPOWER_MANTIS] * 5);
}
if (!IS_NPC(victim))
{
if (IS_VAMPAFF(victim, VAM_CELERITY) &&
IS_CLASS(victim, CLASS_VAMPIRE))
chance += 20;
else if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED) )
chance += 10;
}
if (chance > 75) chance = 75;
else if (chance < 25) chance = 25;
if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_CELERITY) &&
IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15;
else if (ch->pcdata->rank == AGE_ELDER) chance -= 10;
else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5;
}
if (!IS_NPC(victim) && IS_VAMPAFF(victim, VAM_CELERITY) &&
IS_CLASS(victim, CLASS_VAMPIRE))
{
if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15;
else if (victim->pcdata->rank == AGE_ELDER) chance += 10;
else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5;
}
if ( number_percent( ) < 100 && number_percent( ) >= chance )
return FALSE;
if (claws)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON &&
obj->value[3] >= 0 && obj->value[3] <= 12)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR );
return TRUE;
}
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
/* char poly [MAX_STRING_LENGTH]; added by cryic for colors */
/* Commented out by Shakti, variable POLY unused in entire module */
/* got tired of seeing "fight.c :1324 warning : unused variable 'poly' */
/* during every compile, dont like seeing warn/errors during compile ;) */
int chance = 0;
if ( !IS_AWAKE(victim) )
return FALSE;
if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) &&
victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
(chance += victim->stance[STANCE_MONGOOSE] * 0.25);
if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) &&
victim->stance[STANCE_SWALLOW] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
(chance += victim->stance[STANCE_SWALLOW] * 0.25);
if (!IS_NPC(ch))
{
if (IS_VAMPAFF(ch, VAM_CELERITY) &&
IS_CLASS(ch, CLASS_VAMPIRE))
chance -= 20;
else if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMPOWER( ch, DEM_SPEED) )
chance -= 10;
else if (IS_CLASS(ch, CLASS_WEREWOLF) &&
ch->pcdata->powers[WPOWER_MANTIS] < 5 )
chance -= (ch->pcdata->powers[WPOWER_MANTIS] * 10);
}
if (!IS_NPC(victim))
{
if (IS_VAMPAFF(victim, VAM_CELERITY) &&
IS_CLASS(victim, CLASS_VAMPIRE))
chance += 20;
else if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMPOWER( victim, DEM_SPEED) )
chance += 10;
}
if (chance > 75) chance = 75;
else if (chance < 25) chance = 25;
if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_CELERITY) &&
IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15;
else if (ch->pcdata->rank == AGE_ELDER) chance -= 10;
else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5;
}
if (!IS_NPC(victim) && IS_VAMPAFF(victim, VAM_CELERITY) &&
IS_CLASS(victim, CLASS_VAMPIRE))
{
if (victim->pcdata->rank == AGE_METHUSELAH) chance += 15;
else if (victim->pcdata->rank == AGE_ELDER) chance += 10;
else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5;
}
if ( number_percent( ) < 100 && number_percent( ) >= chance )
return FALSE;
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
{
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
}
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
{
/*added by cryic*/
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
/* having problems with having the, not THE
sprintf(poly,"$N dodges your attack.");
ADD_COLOUR(ch,poly,GREY);
act(poly, ch, NULL, victim, TO_CHAR );
*/
}
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
CHAR_DATA *mount;
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED )
{
bool gm_stance = FALSE;
victim->position = POS_STANDING;
if (!IS_NPC(victim) && victim->stance[0] > 0)
{
int stance = victim->stance[0];
if (victim->stance[stance] >= 200) gm_stance = TRUE;
}
if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit ||
!gm_stance)
{
act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR);
}
else
{
act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR);
}
}
return;
}
else if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off $N.",mount,NULL,victim,TO_ROOM);
act("You roll off $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if (!IS_NPC(victim) && victim->hit <=-11 && IS_HERO(victim))
{
victim->hit = -10;
if (victim->position == POS_FIGHTING)
stop_fighting(victim,TRUE);
return;
}
if ( IS_NPC(victim) || victim->hit <= -11 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
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;
ch->damcap[DAM_CHANGE] = 1;
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 = POS_STANDING;
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 4, 8 );
corpse->value[2]= ch->pIndexData->vnum;
if ( ch->gold > 0 )
{
obj_to_obj( create_money( ch->gold ), corpse );
ch->gold = 0;
}
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 25, 40 );
/* Why should players keep their gold? */
if ( ch->gold > 0 )
{
obj = create_money( ch->gold );
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
ch->gold = 0;
}
}
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 )
{
obj_next = obj->next_content;
obj_from_char( obj );
if ( IS_SET( obj->extra_flags, ITEM_VANISH ) )
extract_obj( obj );
else
{
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
}
}
/* If you die in the shadowplane, your corpse should stay there */
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( corpse, ch->in_room );
return;
}
void death_cry( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
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->to_room != NULL
&& pexit->to_room != was_in_room )
{
ch->in_room = pexit->to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void make_part( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int vnum;
argument = one_argument(argument,arg);
vnum = 0;
if (arg[0] == '\0') return;
if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD;
else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM;
else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG;
else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS;
else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN;
else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL;
else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD;
else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE;
else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE;
else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD;
else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR;
else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE;
else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH;
else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE;
else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND;
else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT;
else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB;
else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX;
else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE;
else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING;
else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE;
else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE;
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 );
if (IS_NPC(ch)) obj->timer = number_range(2,5);
else obj->timer = -1;
if (!str_cmp(arg,"head") && IS_NPC(ch))
obj->value[1] = ch->pIndexData->vnum;
else if (!str_cmp(arg,"head") && !IS_NPC(ch))
{ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(2,3);}
else if (!str_cmp(arg,"brain") && !IS_NPC(ch) &&
IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD))
{
if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = obj;
obj->chobj = ch;
obj->timer = number_range(2,3);
}
/* For blood :) KaVir */
if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2;
/* For voodoo dolls - KaVir */
if (!IS_NPC(ch))
{
sprintf( buf, obj->name, name );
free_string( obj->name );
obj->name = str_dup( buf );
}
else
{
sprintf( buf, obj->name, "mob" );
free_string( obj->name );
obj->name = str_dup( buf );
}
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 (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( obj, ch->in_room );
}
return;
}
void raw_kill( CHAR_DATA *victim )
{
CHAR_DATA *mount;
stop_fighting( victim, TRUE );
death_cry( victim );
make_corpse( victim );
if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM);
act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH))
victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL))
victim->affected_by = AFF_ETHEREAL;
else
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->armor = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
do_call(victim,"all");
save_char_obj( victim );
return;
}
void behead( CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(victim)) return;
location = victim->in_room;
stop_fighting( victim, TRUE );
make_corpse( victim );
extract_char( victim, FALSE );
char_from_room(victim);
char_to_room(victim,location);
if (victim == NULL)
{bug( "Behead: Victim no longer exists.", 0 );return;}
make_part( victim, "head" );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH))
victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL))
victim->affected_by = AFF_ETHEREAL;
else
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
victim->pcdata->stats[DEMON_POWER] = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->affected_by = 0;
victim->armor = 100;
victim->position = POS_STANDING;
victim->hit = 1;
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
SET_BIT(victim->loc_hp[0],LOST_HEAD);
SET_BIT(victim->affected_by,AFF_POLYMORPH);
sprintf(buf,"the severed head of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
do_call(victim,"all");
save_char_obj( victim );
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
CHAR_DATA *mount;
int xp;
int members;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( (IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch )
return;
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
}
lch = (ch->leader != NULL) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !is_same_group( gch, ch ) )
continue;
xp = xp_compute( gch, victim ) / members;
sprintf( buf, "You receive %d experience points.\n\r", xp );
send_to_char( buf, gch );
if ((mount = gch->mount) != NULL) send_to_char( buf, mount );
gain_exp( gch, xp );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
}
}
return;
}
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* Edit this function to change xp computations.
*/
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
{
int align;
int xp;
int extra;
int level;
int number;
int vnum;
int victim_level; /* put to stop mass exp give outs Rotain */
/* Modified by Shakti */
/* Original calc : xp=300-urange(-3,3-victim->level,6)*50 */
/* gave around 600 exp for cityguards, and an embarassing 1.3K */
/* for vortex guardian. */
xp = 300 - URANGE( -3, 3 - victim->level, 6 ) * 100;
align = gch->alignment - victim->alignment;
if (victim->level > 1000 )
victim_level = 1000;
else
victim_level = victim->level;
if (IS_HERO(gch))
{
/* Avatars shouldn't be able to change their alignment */
gch->alignment = gch->alignment;
}
else if ( align > 500 )
{
gch->alignment = UMIN( gch->alignment + (align-500)/4, 1000 );
xp = 5 * xp / 4;
}
else if ( align < -500 )
{
gch->alignment = UMAX( gch->alignment + (align+500)/4, -1000 );
}
else
{
gch->alignment -= gch->alignment / 4;
xp = 3 * xp / 4;
}
/*
* Put in mob vnum that you don't want players to gain exp for
* Rotain
*/
if (IS_NPC(victim) && (vnum = victim->pIndexData->vnum) > 29000)
{
switch (vnum)
{
default:
break;
case 29600:
case 30001:
case 30006:
case 30007:
case 30008:
case 30009:
case 30000:
return 0;
}
}
if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP) || IS_IMMORTAL(gch)))
return 0;
/*
* Adjust for popularity of target:
* -1/8 for each target over 'par' (down to -100%)
* +1/8 for each target under 'par' ( up to + 25%)
*/
level = URANGE( 0, victim_level, MAX_LEVEL - 1 );
number = UMAX( 1, kill_table[level].number );
extra = victim->pIndexData->killed - kill_table[level].killed / number;
/* xp -= xp * URANGE( -2, extra, 8 ) / 8;
xp -= xp * URANGE( -2, extra, 6 ) / 8; */
xp -= xp * number_range( -2, 2 ) / 8;
xp = number_range( xp * 3 / 4, xp * 5 / 4 );
xp = UMAX( 0, xp );
xp = (xp * (victim_level+1) * 0.25);
/* Added By Shakti : promotes killing of high level mobs, by high level chars. */
/* if (victim_level > 300)
{
xp = (xp * 4.5);
} */
/* xp = xp /2 ; Removed By SHAKTI, halved exp, not a good thing. */
if (!IS_NPC(gch))
{
gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level;
if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL])
gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level;
if (victim->level > 950) return 0;
gch->pcdata->score[SCORE_TOTAL_XP] += xp;
if (xp > gch->pcdata->score[SCORE_HIGH_XP])
gch->pcdata->score[SCORE_HIGH_XP] += xp;
}
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
static char * const attack_table[] =
{
"hit",
"slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite",
"pierce", "suck"
};
static char * const attack_table2[] =
{
"hits",
"slices", "stabs", "slashes", "whips", "claws",
"blasts", "pounds", "crushes", "greps", "bites",
"pierces", "sucks"
};
char buf1[512], buf2[512], buf3[512];
const char *vs;
const char *vp;
const char *attack;
const char *attack2;
int damp;
int bodyloc;
int recover;
bool critical = FALSE;
char punct;
if ( dam == 0 ) { vs = " miss"; vp = " misses"; }
else if ( dam <= 25 ) { vs = " lightly"; vp = " lightly"; }
else if ( dam <= 50 ) { vs = ""; vp = ""; }
else if ( dam <= 100 ) { vs = " hard"; vp = " hard"; }
else if ( dam <= 250 ) { vs = " very hard"; vp = " very hard"; }
else if ( dam <= 500 ) { vs = " extremely hard";vp = " extremely hard";}
else { vs = " incredibly hard";vp = " incredibly hard";}
/* If victim's hp are less/equal to 'damp', attacker gets a death blow */
if (IS_NPC(victim)) damp = 0;
else damp = -10;
if ( (victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) ||
(IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)) )
{
punct = (dam <= 250) ? '.' : '!';
if ( dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_CLAWS) )
{
if (dam == 0)
{
sprintf( buf1, "$n%s $N%c", vp, punct );
sprintf( buf2, "You%s $N%c", vs, punct );
sprintf( buf3, "$n%s you%c", vp, punct );
}
else
{
sprintf( buf1, "$n hits $N%s%c", vp, punct );
sprintf( buf2, "You hit $N%s%c", vs, punct );
sprintf( buf3, "$n hits you%s%c", vp, punct );
critical = TRUE;
}
}
else
{
if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_VAMPAFF(ch,VAM_CLAWS))
{
attack = attack_table[dt - TYPE_HIT + 5];
attack2 = attack_table2[dt - TYPE_HIT + 5];
}
else if ( dt >= 0 && dt < MAX_SKILL )
{
attack = skill_table[dt].noun_damage;
attack2 = skill_table[dt].noun_damage;
}
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) )
{
attack = attack_table[dt - TYPE_HIT];
attack2 = attack_table2[dt - TYPE_HIT];
}
else
{
/* bug( "Dam_message: bad dt %d.", dt ); */
dt = TYPE_HIT;
attack = attack_table[0];
attack2 = attack_table2[0];
}
if (dam == 0)
{
sprintf( buf1, "$n's %s%s $N%c", attack, vp, punct );
sprintf( buf2, "Your %s%s $N%c", attack, vp, punct );
sprintf( buf3, "$n's %s%s you%c", attack, vp, punct );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
{
sprintf( buf1, "$n's %s strikes $N%s%c", attack2, vp, punct );
sprintf( buf2, "Your %s strikes $N%s%c", attack, vp, punct );
sprintf( buf3, "$n's %s strikes you%s%c", attack2, vp, punct );
}
else
{
sprintf( buf1, "$n %s $N%s%c", attack2, vp, punct );
sprintf( buf2, "You %s $N%s%c", attack, vp, punct );
sprintf( buf3, "$n %s you%s%c", attack2, vp, punct );
critical = TRUE;
}
}
/* Check for weapon resistance - KaVir */
recover = 0;
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SLASH) &&
(attack == "slash" || attack == "slice") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_STAB) &&
(attack == "stab" || attack == "pierce") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SMASH) &&
(attack == "blast" || attack == "pound" || attack == "crush") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_ANIMAL) &&
(attack == "bite" || attack == "claw") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_MISC) &&
(attack == "grep" || attack == "suck" || attack == "whip") && dam > 0 )
recover = number_range(1,dam);
/* Check for fortitude - KaVir */
if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) &&
IS_VAMPAFF(victim, VAM_FORTITUDE) && (dam-recover) > 0)
victim->hit = victim->hit+number_range(1,(dam-recover));
else if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && (dam-recover) > 0)
victim->hit = victim->hit+number_range(1,(dam-recover));
else if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON)
&& (dam-recover) > 0 && IS_DEMPOWER( victim, DEM_TOUGH))
victim->hit = victim->hit+number_range(1,(dam-recover));
victim->hit = victim->hit+recover;
}
act( buf1, ch, NULL, victim, TO_NOTVICT );
act( buf2, ch, NULL, victim, TO_CHAR );
act( buf3, ch, NULL, victim, TO_VICT );
if (critical) critical_hit(ch,victim,dt,dam);
return;
}
if ( dt == TYPE_HIT && !IS_NPC( ch ) && !IS_VAMPAFF(ch,VAM_CLAWS)
&&!IS_VAMPAFF(ch,VAM_FANGS))
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR);
act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT);
make_part(victim,"face");
}
else if ( damp == 2 )
{
act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR);
act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT);
act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT);
make_part(victim,"windpipe");
}
else if ( damp == 3 )
{
act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR);
act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT);
act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR);
act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT);
act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR);
act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT);
act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
{
act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR);
act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM);
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
}
return;
}
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) )
attack = attack_table[dt - TYPE_HIT];
else
{
/* bug( "Dam_message: bad dt %d.", dt ); */
dt = TYPE_HIT;
attack = attack_table[0];
}
if ( attack == "slash" || attack == "slice" )
{
damp=number_range(1,8);
if ( damp == 1 )
{
act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT);
make_part(victim,"entrails");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR);
act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 5 )
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 6 )
{
act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 7 )
{
if (!IS_ARM_L(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[2],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_L))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
if (IS_BLEEDING(victim,BLEEDING_HAND_L))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (!IS_ARM_R(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
make_part(victim,"arm");
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
else if ( damp == 8 )
{
if (!IS_LEG_L(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[4],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_L))
SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (!IS_LEG_R(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
make_part(victim,"leg");
SET_BIT(victim->loc_hp[5],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_R))
SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "stab" || attack == "pierce" )
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR);
act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT);
act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 3 )
{
act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 4 )
{
act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR);
act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT);
}
else if ( damp == 5 )
{
act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT);
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
else if (!IS_HEAD(victim,LOST_EYE_R))
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
else if (!IS_HEAD(victim,LOST_EYE_L))
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
}
else if ( attack == "blast" || attack == "pound" || attack == "crush" )
{
damp=number_range(1,3);
bodyloc = 0;
if ( damp == 1)
{
act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT);
if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
bodyloc += number_range(1,3);
if (bodyloc > 24) bodyloc = 24;
if (bodyloc >= 16) {bodyloc -= 16;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (bodyloc >= 8) {bodyloc -= 8;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (bodyloc >= 4) {bodyloc -= 4;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (bodyloc >= 2) {bodyloc -= 2;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (bodyloc >= 1) {bodyloc -= 1;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
}
else if ( damp == 2)
{
act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
}
else if ( damp == 3)
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR);
act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT);
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR);
act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT);
act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( !IS_NPC( ch ) && (attack == "bite" ||IS_VAMPAFF(ch,VAM_FANGS)))
{
act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR);
act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT);
act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if ( !IS_NPC(ch) && (attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS)))
{
damp=number_range(1,2);
if ( damp == 1 )
{
act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
if ( damp == 2 )
{
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else if (!IS_HEAD(victim,LOST_EYE_R))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
}
else if (!IS_HEAD(victim,LOST_EYE_L))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else
{
act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT);
}
}
}
else if ( attack == "whip" )
{
act("You entangle $N around the neck, and squeeze the life out of $S.", ch, NULL, victim, TO_CHAR);
act("$n entangle $N around the neck, and squeezes the life out of $S.", ch, NULL, victim, TO_NOTVICT);
act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
else if ( attack == "suck" || attack == "grep" )
{
act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR);
act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT);
act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT);
}
else
/* {
bug( "Dam_message: bad dt %d.", dt );
} */
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
char buf [MAX_STRING_LENGTH];
/* I'm fed up of being disarmed every 10 seconds - KaVir */
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5)
return;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
return;
/*
if ( ( (obj = get_eq_char( ch, WEAR_WIELD ) == NULL) || obj->item_type != ITEM_WEAPON )
&& ( (obj = get_eq_char( ch, WEAR_HOLD ) == NULL) || obj->item_type != ITEM_WEAPON ) )
return;
*/
if ( ( (obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON )
{
if ( ( (obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON )
return;
}
sprintf(buf,"$n disarms you!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You disarm $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n disarms $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
/* Loyal weapons come back ;) KaVir */
if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) )
{
act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR );
act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM );
obj_to_char( obj, victim );
do_wear( victim, obj->name);
}
else if ( IS_NPC(victim) )
obj_to_char( obj, victim );
else
obj_to_room( obj, victim->in_room );
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
if (IS_AFFECTED(victim,AFF_FLYING))
return;
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 1)
return;
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_FLYING))
return;
if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMAFF(victim, DEM_UNFOLDED))
return;
if (IS_SET(victim->special, SPC_CHAMPION) && IS_DEMAFF(victim,DEM_UNFOLDED))
return;
}
if ( victim->wait == 0)
{ /* changed from white to L_GREEN by cryic*/
sprintf(buf,"$n trips you and you go down!");
ADD_COLOUR(ch,buf,L_GREEN);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You trip $N and $E goes down!");
ADD_COLOUR(ch,buf,L_GREEN);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n trips $N and $E goes down!");
ADD_COLOUR(ch,buf,L_GREEN);
act( buf, ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You cannot kill yourself!\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
check_killer( ch, victim );
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && number_range(1,3) == 1
&& ch->pcdata->powers[WPOWER_BOAR] > 1 && victim->position == POS_STANDING)
{
/*
ch->damroll += 50;
multi_hit( ch, victim, TYPE_UNDEFINED );
ch->damroll -= 50;
*/
act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR);
act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT);
act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT);
victim->position = POS_STUNNED;
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL
|| obj->value[3] != 11 )
&& ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL
|| obj->value[3] != 11 ) )
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit )
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
/*modified by cryic, taking out immunity to backstab
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) )
damage( ch, victim, 0, gsn_backstab );*/
/*added by cryic, gives vamps immunity to backstab*/
if ( !IS_NPC(victim) && IS_CLASS( victim, CLASS_VAMPIRE))
{
act( "$N notices you tring to circle around behind $M!", ch, NULL, victim, TO_CHAR );
act( "You notice $n tring to circle around behind you!", ch, NULL, victim, TO_VICT );
act( "You notice $n tring to circle around behind $N.", ch, NULL, victim, TO_NOTVICT );
return;
}
if ( !IS_AWAKE(victim)
|| IS_NPC(ch)
|| number_percent( ) < ch->pcdata->learned[gsn_backstab] )
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
if (!IS_NPC(ch) && ch->pcdata->stats[UNI_RAGE] >= 0)
{
if (IS_CLASS(ch,CLASS_VAMPIRE) && number_percent() <= ch->pcdata->stats[UNI_RAGE])
{
send_to_char("Your inner beast refuses to let you run!\n\r",ch);
WAIT_STATE(ch,12);
return;
}
else if (IS_CLASS(ch, CLASS_WEREWOLF) && number_percent() <= ch->pcdata->stats[UNI_RAGE] * 0.3)
{
send_to_char("Your rage is too great!\n\r",ch);
WAIT_STATE(ch,12);
return;
}
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED)
|| ( IS_NPC(ch)
&& IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
send_to_char( "You flee from combat! Coward!\n\r", ch );
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You were unable to 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_safe(ch, fch) || is_safe(ch, victim) ) return;
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "You fail the rescue.\n\r", ch );
return;
}
act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act( "$n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
check_killer( ch, fch );
set_fighting( ch, fch );
set_fighting( fch, ch );
do_humanity(ch,"");
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *boots;
int dam;
int stance;
int hitpoints;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_kick].skill_level)
{
send_to_char(
"First you should learn to kick.\n\r", ch );
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 ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_kick );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) &&
IS_VAMPAFF(ch, VAM_POTENCE) )
dam *= 1.5;
/*modifed by cryic, originally still listed
else if ( !IS_NPC(ch) && (IS_SET(ch->special, SPC_CHAMPION) ||
IS_CLASS(ch, CLASS_DEMON)) &&
IS_DEMPOWER( ch, DEM_MIGHT) )
dam *= 1.5;*/
else if ( !IS_NPC(ch) && (IS_SET(ch->special, SPC_CHAMPION) ||
IS_CLASS(ch, CLASS_DEMON)))
dam *= .5;
if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) )
{
if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.5;
if (victim->pcdata->powers[WPOWER_BOAR] > 2 ) dam *= 0.5;
if ( ( boots = get_eq_char( ch, WEAR_FEET ) ) != NULL
&& IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2;
}
/* Vampires should be tougher at night and weaker during the day. */
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) )
{
if (weather_info.sunlight == SUN_LIGHT && dam > 1)
dam /= 1.5;
else if (weather_info.sunlight == SUN_DARK)
dam *= 1.5;
}
if ( !IS_NPC(ch) ) dam = dam + (dam * ((ch->wpn[0]+1) / 100));
if ( !IS_NPC(ch) )
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25;
else dam = dambonus(ch,victim,dam,stance);
}
if ( dam <= 0 )
dam = 1;
hitpoints = victim->hit;
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK) && !IS_CLASS(ch, CLASS_DEMON) )
{
victim->hit += dam;
damage( ch, victim, dam, gsn_kick );
victim->hit = hitpoints;
}
else damage( ch, victim, dam, gsn_kick );
return;
}
int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance)
{
if (dam < 1) return 0;
if (stance < 1) return dam;
if (!IS_NPC(ch) && !can_counter(victim))
{
if ( IS_STANCE(ch, STANCE_MONKEY) )
{
int mindam = dam * 0.25;
dam *= (ch->stance[STANCE_MONKEY]+1) / 200;
if (dam < mindam) dam = mindam;
}
else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 )
dam += dam * (ch->stance[STANCE_BULL] / 100);
else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 )
dam += dam * (ch->stance[STANCE_DRAGON] / 100);
else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 )
dam += dam * (ch->stance[STANCE_TIGER] / 100);
else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 )
dam *= 0.5;
}
if (!IS_NPC(victim) && !can_counter(ch))
{
if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 )
dam /= victim->stance[STANCE_CRAB]/100;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 )
dam /= victim->stance[STANCE_DRAGON]/100;
else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 )
dam /= victim->stance[STANCE_SWALLOW]/100;
}
return dam;
}
void do_punch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
int store;
bool broke = FALSE;
one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if ( ch->level < skill_table[gsn_punch].skill_level)
{
send_to_char( "First you should learn to punch.\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot punch yourself!\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( victim->hit < victim->max_hit )
{
send_to_char( "They are hurt and suspicious.\n\r", ch );
return;
}
if ( victim->position < POS_FIGHTING )
{
send_to_char( "You can only punch someone who is standing.\n\r", ch );
return;
}
act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR);
act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT);
act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE( ch, skill_table[gsn_punch].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_punch );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100));
if ( dam <= 0 )
dam = 1;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->pcdata->powers[WPOWER_BOAR] > 3)
{
store = victim->hit;
victim->hit += dam;
damage( ch, victim, dam, gsn_punch );
victim->hit = store;
if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) &&
!IS_ARM_L(ch,LOST_HAND))
{
if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) &&
!IS_ARM_R(ch,LOST_HAND))
{
if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
stop_fighting(victim,TRUE);
return;
}
damage( ch, victim, dam, gsn_punch );
if (victim == NULL || victim->position == POS_DEAD || dam < 1) return;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE)
&& !IS_HEAD(victim,LOST_NOSE))
{
act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
{
act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR);
act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM);
victim->position = POS_STUNNED;
return;
}
void do_berserk( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
/* Added By Shakti : Thou Shalt Not Berserk in Safe Rooms. */
if IS_SET(ch->in_room->room_flags, ROOM_SAFE)
{
send_to_char( "The magic of the room prevents you from even thinking of violence.\n\r", ch );
return;
}
/* End of addition */
WAIT_STATE( ch, skill_table[gsn_berserk].beats );
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 $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
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) && vch->pcdata->chobj != NULL )
continue;
if ( ch == vch )
continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL ) {if ( mount == vch ) continue;}
if (can_see(ch,vch))
{
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
do_beastlike(ch,"");
return;
}
/* Hurl skill by KaVir */
void do_hurl( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
char buf [MAX_INPUT_LENGTH];
char direction [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int door;
int rev_dir;
int dam;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 )
{
send_to_char("Maybe you should learn the skill first?\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char("Who do you wish to hurl?\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char("They are not here.\n\r", ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you hurl yourself?\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT)
{
send_to_char("But they have someone on their back!\n\r",ch);
return;
}
else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
{
send_to_char("But they are riding!\n\r",ch);
return;
}
/*added by cryic to not allow werewolves to be hurled */
if ( !IS_NPC(victim) && IS_CLASS( victim, CLASS_WEREWOLF))
{
act( "You are unable to get $N's feet off the ground!", ch, NULL, victim, TO_CHAR );
act( "You wonder why $n is tring to pick you up!", ch, NULL, victim, TO_VICT );
act( "You try not to laugh as $n attempts to hurl $N.", ch, NULL, victim, TO_NOTVICT );
return;
}
/*added by cryic to not allow demons with wings extened to be hurled */
if ( !IS_NPC(victim) && IS_CLASS( victim, CLASS_DEMON))
{
if(IS_DEMAFF(victim,DEM_UNFOLDED))
{
act( "$N's wings prevent you from hurling $M!", ch, NULL, victim, TO_CHAR );
act( "You wonder why $n is tring to pick you up!", ch, NULL, victim, TO_VICT );
act( "You try not to laugh as $n attempts to hurl $N.", ch, NULL, victim, TO_NOTVICT );
return;
}
}
/*remove by cryic, no longer have immunity to hurl
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
*/
if ( IS_NPC(victim) && victim->level > 900 )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( (victim->hit < victim->max_hit)
|| ( victim->position == POS_FIGHTING && victim->fighting != ch) )
{
act( "$N is hurt and suspicious, and you are unable to approach $M.",
ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_hurl].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
return;
}
rev_dir = 0;
if ( arg2[0] == '\0' )
door = number_range(0,3);
else
{
if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) )
door = 0;
else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) )
door = 1;
else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) )
door = 2;
else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) )
door = 3;
else
{
send_to_char("You can only hurl people north, south, east or west.\n\r", ch);
return;
}
}
if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
if (door == 3) {sprintf(direction,"west");rev_dir = 1;}
if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
{
sprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
return;
}
pexit = victim->in_room->exit[door];
if (IS_SET(pexit->exit_info, EX_CLOSED) &&
!IS_AFFECTED(victim,AFF_PASS_DOOR ) &&
!IS_AFFECTED(victim,AFF_ETHEREAL ) )
{
if (IS_SET(pexit->exit_info, EX_LOCKED))
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
if (IS_SET(pexit->exit_info, EX_CLOSED))
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
sprintf(buf,"$n hoists $N in the air and hurls $M %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"There is a loud crash as $n smashes through the $d.");
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir] ) != NULL
&& pexit_rev->to_room == ch->in_room
&& pexit_rev->keyword != NULL )
{
if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes smashing in through the %s $d.", direction);
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
dam = number_range(ch->level, (ch->level * 6));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
}
}
else
{
sprintf(buf,"$n hurls $N %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s.", direction);
act(buf,ch,NULL,victim,TO_VICT);
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes flying in from the %s.", direction);
act(buf,victim,NULL,NULL,TO_ROOM);
dam = number_range(ch->level, (ch->level * 2));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD) {raw_kill(victim);return;}
}
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_disarm].skill_level)
{
send_to_char( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL )
&& ( get_eq_char( ch, WEAR_HOLD ) == NULL ) )
{
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 )
&& ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) )
{
send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( ) + victim->level - ch->level;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
send_to_char( "You failed.\n\r", ch );
else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
send_to_char( "You failed.\n\r", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
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 ( IS_IMMORTAL(victim) )
{
send_to_char( "Suicide is a mortal sin.\n\r", ch );
return;
}
*/
/* if (IS_SET(victim->act, PLR_GODLESS))
{
send_to_char( "You failed.\n\r", ch );
return;
}
*/
if ( !IS_NPC(victim) && victim->level >= MAX_LEVEL )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR );
act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT );
act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
raw_kill( victim );
return;
}
/* Had problems with people not dying when POS_DEAD...KaVir */
void do_killperson( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
return;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
return;
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
raw_kill( victim );
return;
}
/* For decapitating players - KaVir */
void do_decapitate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
OBJ_DATA *obj2;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
obj2 = get_eq_char( ch, WEAR_HOLD );
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
{
if ( ( obj2 = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "First you better get a weapon out!\n\r", ch );
return;
}
}
if ( ( obj != NULL && obj->item_type != ITEM_WEAPON ) )
{
if ( ( obj2 != NULL && obj2->item_type != ITEM_WEAPON ) )
{
send_to_char( "But you are not wielding any weapons!\n\r", ch );
return;
}
}
if ( ( obj != NULL && obj->value[3] != 1 && obj->value[3] != 3 )
&& ( obj2 != NULL && obj2->value[3] != 1 && obj2->value[3] != 3 ) )
{
send_to_char( "You need to wield a slashing or slicing weapon to decapitate.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Decapitate 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( "That might be a bit tricky...\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "You can only decapitate other players.\n\r", ch );
return;
}
if ( !CAN_PK(ch) )
{
send_to_char( "You must be an avatar to decapitate someone.\n\r", ch );
return;
}
if ( !CAN_PK(victim) )
{
send_to_char( "You can only decapitate other avatars.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_SET(ch->special, SPC_INCONNU) &&
(IS_CLASS(victim, CLASS_VAMPIRE) || IS_VAMPAFF(victim, VAM_MORTAL)))
{
send_to_char( "You cannot decapitate another vampire.\n\r", ch );
return;
}
if ( IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU) &&
(IS_CLASS(ch, CLASS_VAMPIRE) || IS_VAMPAFF(ch, VAM_MORTAL)))
{
send_to_char( "You cannot decapitate an Inconnu vampire.\n\r", ch );
return;
}
if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_CLASS(victim, CLASS_VAMPIRE) &&
strlen(ch->clan) > 1 && strlen(victim->clan) > 1)
{
if (!str_cmp(ch->clan,victim->clan))
{
send_to_char( "You cannot decapitate someone of your own clan.\n\r", ch );
return;
}
}
act( "You bring your weapon down upon $N's neck!", ch, NULL, victim, TO_CHAR );
send_to_char( "Your head is sliced from your shoulders!\n\r", victim);
act( "$n swings $s weapon down towards $N's neck!", ch, NULL, victim, TO_NOTVICT );
act( "$n's head is sliced from $s shoulders!", victim, NULL, NULL, TO_ROOM);
/*
clan_table_dec( ch,victim );
*/
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) &&
!IS_CLASS(victim,CLASS_DEMON) && !IS_SET(victim->special,SPC_CHAMPION))
{
if (ch->race == 0 && victim->race == 0)
{
ch->pcdata->stats[DEMON_CURRENT] += 1000;
ch->pcdata->stats[DEMON_TOTAL] += 1000;
}
else
{
ch->pcdata->stats[DEMON_CURRENT] += victim->race * 1000;
ch->pcdata->stats[DEMON_TOTAL] += victim->race * 1000;
}
}
/*addition by cryic to make paradox work on a percent basis for each kill*/
if ((ch->race - victim->race) > 0)
{
if (number_percent() < ((ch->race - victim->race) * 3))
{
paradox(ch);
}
}
if ( victim->race < 1 && ch->race > 0 )
{
/* Removed By Shakti : Paradox[0] is the TOTAL paradox, and is not used */
/* for ANY calculations by the mud, and is simply adding to the size of */
/* Pfiles. */
/* ch->paradox[0] += ch->race; */
/* END OF MODIFICATION */
ch->paradox[1] += ch->race;
ch->paradox[2] += PARADOX_TICK;
/*
if (!str_cmp(ch->name,"amoeba"))
{
ch->paradox[0] += (25 - ch->race);
ch->paradox[1] += (25 - ch->race);
}
*/
sprintf(buf,"%s has been decapitated by %s for no status.",victim->name,ch->name);
/*added by Cryic*/
ADD_COLOUR(ch,buf,YELLOW);
do_info(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d for no status.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
return;
}
ch->exp = ch->exp +1000;
if (ch->race - ((ch->race/100)*100) == 0)
ch->race = ch->race + 1;
/* changed from 25 to 50 by Cryic*/
else if (ch->race - ((ch->race/100)*100) < 50)
ch->race = ch->race + 1;
if (ch->race - ((ch->race/100)*100) == 0)
victim->race = victim->race;
else if (victim->race - ((victim->race/100)*100) > 0)
victim->race = victim->race - 1;
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
victim->pcdata->stats[UNI_RAGE] = 0;
victim->level = 2;
sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->name);
/*added by Cryic*/
ADD_COLOUR(ch,buf,YELLOW);
do_info(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
return;
}
void do_tear( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_CLASS(ch, CLASS_WEREWOLF))
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( !IS_SET(ch->special, SPC_WOLFMAN))
{
send_to_char( "You can only tear heads off while in Crinos form.\n\r", ch );
return;
}
if ( !IS_VAMPAFF(ch, VAM_CLAWS))
{
send_to_char( "You better get your claws out first.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who's head do you wish to tear off?\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( "That might be a bit tricky...\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "You can only tear the heads off other players.\n\r", ch );
return;
}
if ( !CAN_PK(ch) )
{
send_to_char( "You must be an avatar to tear someone's head off.\n\r", ch );
return;
}
if ( !CAN_PK(victim) )
{
send_to_char( "You can only tear the head off another avatar.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
act( "You tear $N's head from $S shoulders!", ch, NULL, victim, TO_CHAR );
send_to_char( "Your head is torn from your shoulders!\n\r", victim);
act( "$n tears $N's head from $S shoulders!", ch, NULL, victim, TO_NOTVICT );
/*
clan_table_dec( ch,victim );
*/
if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION))
{
if (ch->race == 0 && victim->race == 0)
{
ch->pcdata->stats[DEMON_CURRENT] += 1000;
ch->pcdata->stats[DEMON_TOTAL] += 1000;
}
else
{
/*modified by cryic to give demons more power from pkills was 1k*/
ch->pcdata->stats[DEMON_CURRENT] += victim->race * 1000;
ch->pcdata->stats[DEMON_TOTAL] += victim->race * 1000;
}
}
if ( victim->race < 1 && ch->race > 0 )
{
ch->paradox[0] += ch->race;
ch->paradox[1] += ch->race;
ch->paradox[2] += PARADOX_TICK;
/*
if (!str_cmp(ch->name,"amoeba"))
{
ch->paradox[0] += (25 - ch->race);
ch->paradox[1] += (25 - ch->race);
}
*/
sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->name);
/*added by Cryic*/
ADD_COLOUR(ch,buf,YELLOW);
do_info(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d for no status.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
return;
}
ch->exp = ch->exp +1000;
if (ch->race - ((ch->race/100)*100) == 0)
ch->race = ch->race + 1;
/*changed from 25 to 50 by Cryic*/
else if (ch->race - ((ch->race/100)*100) < 50)
ch->race = ch->race + 1;
if (ch->race - ((ch->race/100)*100) == 0)
victim->race = victim->race;
else if (victim->race - ((victim->race/100)*100) > 0)
victim->race = victim->race - 1;
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT );
if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,"");
else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,"");
if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
victim->pcdata->stats[UNI_RAGE] = 0;
victim->level = 2;
sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->name);
/*added by Cryic*/
ADD_COLOUR(ch,buf,YELLOW);
do_info(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
return;
}
void do_crack( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *right;
OBJ_DATA *left;
right = get_eq_char( ch, WEAR_WIELD );
left = get_eq_char( ch, WEAR_HOLD );
if (right != NULL && right->pIndexData->vnum == 12) obj = right;
else if (left != NULL && left->pIndexData->vnum == 12) obj = left;
else
{
send_to_char("You are not holding any heads.\n\r",ch);
return;
}
act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR);
act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM);
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR);
if (obj->chobj != NULL)
{act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT);
act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);}
else
{act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);}
crack_head(ch,obj,obj->name);
obj_from_char(obj);
extract_obj(obj);
}
void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument )
{
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) &&
IS_AFFECTED(obj->chobj,AFF_POLYMORPH))
{
victim = obj->chobj;
make_part(victim,"cracked_head");
make_part(victim,"brain");
sprintf(buf,"the quivering brain of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg2,"mob"))
{
if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
else
{
if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
sprintf( buf, capitalize(arg2) );
free_string( victim->short_descr );
victim->short_descr = str_dup( buf );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
return;
}
/* Voodoo skill by KaVir */
void do_voodoo( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0')
{
send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch );
return;
}
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You are not holding a voodoo doll.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
sprintf(part2,obj->name);
sprintf(part1,"%s voodoo doll",victim->name);
if ( str_cmp(part1,part2) )
{
sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
send_to_char( buf, ch );
return;
}
if ( arg2[0] == '\0')
{
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
}
else if ( !str_cmp(arg2, "stab") )
{
WAIT_STATE(ch,12);
act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR);
act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR);
act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "burn") )
{
WAIT_STATE(ch,12);
act("You set fire to $p.", ch, obj, NULL, TO_CHAR);
act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM);
act("$p burns to ashes.", ch, obj, NULL, TO_CHAR);
act("$p burns to ashes.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (IS_AFFECTED(victim,AFF_FLAMING) )
return;
SET_BIT(victim->affected_by, AFF_FLAMING);
act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR);
act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "throw") )
{
WAIT_STATE(ch,12);
act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR);
act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (victim->position < POS_STANDING)
return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR);
act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_RESTING;
victim->hit = victim->hit - number_range(ch->level,(5*ch->level));
update_pos(victim);
if (victim->position == POS_DEAD && !IS_NPC(victim))
{
do_killperson(ch,victim->name);
return;
}
}
else
{
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
}
return;
}