/*************************************************************************** * 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" void improve_wpn( CHAR_DATA *ch, int dtype, int right_hand ) { OBJ_DATA *wield; char bufskill [20]; char buf [MAX_INPUT_LENGTH]; int dice1; int dice2; int trapper; int max_skl = 200; int amount = 0; dice1 = number_percent(); dice2 = number_percent(); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_DEMON)) max_skl = balance[0].wpnlvl; if (IS_CLASS(ch, CLASS_WEREWOLF)) max_skl = balance[1].wpnlvl; if (IS_CLASS(ch, CLASS_VAMPIRE)) max_skl = balance[3].wpnlvl; if (IS_CLASS(ch, CLASS_DROW)) max_skl = balance[2].wpnlvl; if (IS_CLASS(ch, CLASS_TANARRI)) max_skl = balance[4].wpnlvl; if (IS_CLASS(ch, CLASS_ANGEL)) max_skl = balance[5].wpnlvl; if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_skl = balance[6].wpnlvl; if (IS_CLASS(ch, CLASS_ASSASSIN)) max_skl = balance[7].wpnlvl; if (IS_CLASS(ch, CLASS_WRAITH)) max_skl = balance[8].wpnlvl; if (IS_CLASS(ch, CLASS_ANTIPALADIN)) max_skl = balance[17].wpnlvl; if (IS_CLASS(ch, CLASS_GHOUL)) max_skl = balance[20].wpnlvl; if (IS_CLASS(ch, CLASS_PRIEST)) max_skl = balance[19].wpnlvl; if (IS_CLASS(ch, CLASS_GIANT)) max_skl = balance[16].wpnlvl; if (IS_CLASS(ch, CLASS_SKYBLADE)) max_skl = balance[18].wpnlvl; if (IS_CLASS(ch, CLASS_PALADIN)) max_skl = balance[10].wpnlvl; if (IS_CLASS(ch, CLASS_ELEMENTAL)) max_skl = balance[9].wpnlvl; if (IS_CLASS(ch, CLASS_DRAGON)) max_skl = balance[12].wpnlvl; if (IS_CLASS(ch, CLASS_HYDRA)) max_skl = balance[11].wpnlvl; if (IS_CLASS(ch, CLASS_ZOMBIE)) max_skl = balance[13].wpnlvl; if (IS_CLASS(ch, CLASS_HUMAN)) max_skl = balance[15].wpnlvl; if (IS_CLASS(ch, CLASS_SHINOBI)) max_skl = balance[14].wpnlvl; if (IS_CLASS(ch, CLASS_UNDEAD_LYCAN)) max_skl = balance[21].wpnlvl; if (IS_CLASS(ch, CLASS_HELLS_SOLDIER)) max_skl = balance[22].wpnlvl; if (IS_CLASS(ch, CLASS_GAIA_WOLF)) max_skl = balance[23].wpnlvl; if (IS_CLASS(ch, CLASS_SHADOWBORN)) max_skl = balance[24].wpnlvl; if (IS_CLASS(ch, CLASS_DRUID)) max_skl = balance[25].wpnlvl; if (IS_CLASS(ch, CLASS_SHADOW_DRAGON)) max_skl = balance[26].wpnlvl; if (IS_CLASS(ch, CLASS_SHADOW_FIEND)) max_skl = balance[27].wpnlvl; if (IS_CLASS(ch, CLASS_STALKER)) max_skl = balance[28].wpnlvl; if (IS_CLASS(ch, CLASS_HELL_SPAWN)) max_skl = balance[29].wpnlvl; if (IS_CLASS(ch, CLASS_BLACK_ASSASSIN)) max_skl = balance[30].wpnlvl; if (IS_CLASS(ch, CLASS_VAMPIRIC_MIST)) max_skl = balance[31].wpnlvl; if (IS_CLASS(ch, CLASS_SILVER_DRAGON)) max_skl += balance[32].wpnlvl; if (IS_CLASS(ch, CLASS_GOLD_DRAGON)) max_skl += balance[33].wpnlvl; // Undead Lycan unarmed is 1k since both classes can be claw users. if(IS_CLASS(ch, CLASS_UNDEAD_LYCAN) && dtype == 1000) max_skl = 1000; if(IS_CLASS(ch, CLASS_WEREWOLF) && dtype == 1000) max_skl = 1000; if (right_hand == 1) wield = get_eq_char( ch, WEAR_WIELD ); else if (right_hand == 2) wield = get_eq_char( ch, WEAR_HOLD ); else if (right_hand == 4) wield = get_eq_char( ch, WEAR_THIRD); else wield = get_eq_char( ch, WEAR_FOURTH); if (wield == NULL) dtype = TYPE_HIT; if ( dtype == TYPE_UNDEFINED ) { dtype = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dtype += wield->value[3]; } if ( dtype < 1000 || dtype > 1018 ) return; dtype -= 1000; if (ch->generation == 2) max_skl += max_skl *0.1; else if(ch->generation == 1) max_skl += max_skl *0.2; if (max_skl > 1100) max_skl = 1100; // if( ch->level < 3 && ch->class != CLASS_MONK && ch->class != CLASS_WEREWOLF) max_skl = 200; if( ch->level < 3 && ch->class != CLASS_WEREWOLF) max_skl = 200; if ( IS_SET( ch->pcwpnprof, WPNPROF_UNARM ) && dtype == WPN_UNARM ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_LONGSWORD ) && dtype == WPN_LONGSWORD ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_SPEAR ) && dtype == WPN_SPEAR ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_BROADSWORD ) && dtype == WPN_BROADSWORD ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_WHIP ) && dtype == WPN_WHIP ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_STAFF ) && dtype == WPN_STAFF ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_KNIFE ) && dtype == WPN_KNIFE ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_WARHAMMER ) && dtype == WPN_WARHAMMER ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_MACE ) && dtype == WPN_MACE ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_AXE ) && dtype == WPN_AXE ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_TWOHANDED ) && dtype == WPN_TWOHANDED ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_SHORTSWORD ) && dtype == WPN_SHORTSWORD ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_BASTARDSWORD ) && dtype == WPN_BASTARDSWORD ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_FLAIL ) && dtype == WPN_FLAIL ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_MORNINGSTAR ) && dtype == WPN_MORNINGSTAR ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_POLEARM ) && dtype == WPN_POLEARM ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_CLUB ) && dtype == WPN_CLUB ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_SICKLE ) && dtype == WPN_SICKLE ) max_skl += 100; if ( IS_SET( ch->pcwpnprof, WPNPROF_DAGGER ) && dtype == WPN_DAGGER ) max_skl += 100; if (ch->wpn[dtype] >= max_skl) return; trapper = ch->wpn[dtype]; if ((dice1 > ch->wpn[dtype] || dice2 > ch->wpn[dtype]) || (dice1>= 80 || dice2>=90)) { amount += 1; if(global_dt) amount += 2; if(get_curr_wis(ch) > 14) amount += 1; ch->wpn[dtype] += amount; if(ch->wpn[dtype] >= max_skl) ch->wpn[dtype] = max_skl; if (!IS_SET(ch->act, PLR_BRIEF4) && amount > 0 && ch->wpn[dtype] < 200) { if (wield == NULL || dtype == 0) sprintf(buf,"#B--#WYour #Gunarmed combat #Wimproves by #R%d#B)#n.\n\r",amount); else sprintf(buf,"#B--#WYour skill with #Y%s #Wimproves by #R%d#B)#n\n\r", wield->short_descr, amount ); send_to_char(buf, ch); } } else return; if (trapper == ch->wpn[dtype]) return; if (ch->wpn[dtype] == 1 ) sprintf(bufskill,"slightly skilled"); else if (ch->wpn[dtype] == 26 ) sprintf(bufskill,"reasonable"); else if (ch->wpn[dtype] == 51 ) sprintf(bufskill,"fairly competent"); else if (ch->wpn[dtype] == 76 ) sprintf(bufskill,"highly skilled"); else if (ch->wpn[dtype] == 101 ) sprintf(bufskill,"very dangerous"); else if (ch->wpn[dtype] == 126 ) sprintf(bufskill,"extremely deadly"); else if (ch->wpn[dtype] == 151 ) sprintf(bufskill,"an expert"); else if (ch->wpn[dtype] == 176 ) sprintf(bufskill,"a master"); else if (ch->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master"); else if (ch->wpn[dtype] == 201 ) sprintf(bufskill,"supremely skilled"); else if (ch->wpn[dtype] == 1000 ) sprintf(bufskill,"divinely skilled"); else return; if (wield == NULL || dtype == 0) sprintf(buf,"You are now %s at unarmed combat.\n\r",bufskill); else sprintf(buf,"#GYou are now %s with %s.\n\r#n",bufskill,wield->short_descr); send_to_char(buf,ch); return; } void improve_stance( CHAR_DATA *ch ) { char buf [MAX_INPUT_LENGTH]; char bufskill [25]; char stancename [10]; int dice1; int dice2; int stance; int amount = 0; dice1 = number_percent(); dice2 = number_percent(); if (IS_NPC(ch)) return; stance = ch->stance[0]; if (stance < 1 || stance > 17) return; if (ch->stance[stance] >= 200) {ch->stance[stance] = 200; return;} if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) ||(dice1>=98 || dice2>=99)) { amount += 1; if(global_dt) amount += 2; if(get_curr_wis(ch) > 15) amount += 1; if(get_curr_wis(ch) > 17) amount += 1; ch->stance[stance] += amount; } else return; if (stance == STANCE_VIPER ) sprintf(stancename,"viper" ); else if (stance == STANCE_CRANE ) sprintf(stancename,"crane" ); else if (stance == STANCE_CRAB ) sprintf(stancename,"crab" ); else if (stance == STANCE_MONGOOSE) sprintf(stancename,"mongoose"); else if (stance == STANCE_PITBULL ) sprintf(stancename,"pitbull" ); else if (stance == STANCE_HAWK ) sprintf(stancename,"hawk" ); else if (stance == STANCE_BADGER ) sprintf(stancename,"badger" ); else if (stance == STANCE_COUGAR ) sprintf(stancename,"cougar" ); else if (stance == STANCE_WOLVERINE ) sprintf(stancename,"wolverine" ); else if (stance == STANCE_GRIZZLY ) sprintf(stancename,"grizzly" ); else if (stance == STANCE_WOLF ) sprintf(stancename,"wolf" ); else if (stance == STANCE_SS1 ) sprintf(stancename,"ss1" ); else if (stance == STANCE_SS2 ) sprintf(stancename,"ss2" ); else if (stance == STANCE_SS3 ) sprintf(stancename,"ss3" ); else if (stance == STANCE_SS4 ) sprintf(stancename,"ss4" ); else if (stance == STANCE_SS5 ) sprintf(stancename,"ss5" ); else return; if (!IS_SET(ch->act, PLR_BRIEF4) && amount > 0 && ch->stance[stance] < 200) { sprintf(buf,"#B(#WYou advance in #R%s #Wstance by #0%d#B)#n\n\r", stancename, amount ); send_to_char(buf, ch); } if (stance == ch->stance[stance]) return; if (ch->stance[stance] == 1 ) sprintf(bufskill,"an apprentice of"); else if (ch->stance[stance] == 26 ) sprintf(bufskill,"a trainee of"); else if (ch->stance[stance] == 51 ) sprintf(bufskill,"a student of"); else if (ch->stance[stance] == 76 ) sprintf(bufskill,"fairly experienced in"); else if (ch->stance[stance] == 101) sprintf(bufskill,"well trained in"); else if (ch->stance[stance] == 126) sprintf(bufskill,"highly skilled in"); else if (ch->stance[stance] == 151) sprintf(bufskill,"an expert of"); else if (ch->stance[stance] == 176) sprintf(bufskill,"a master of"); else if (ch->stance[stance] == 200) sprintf(bufskill,"a grand master of"); else return; sprintf(buf,"#GYou are now %s the %s stance.\n\r#n",bufskill,stancename); send_to_char(buf,ch); return; } void do_alignment( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (IS_CLASS(ch, CLASS_ANGEL) || IS_CLASS(ch, CLASS_TANARRI) || IS_CLASS(ch, CLASS_BETRAYER)) { send_to_char("Your destiny is set for life.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch ); return; } if (!str_cmp(arg,"good")) { ch->alignment = 1000; if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD); send_to_char( "Alignment is now angelic.\n\r", ch ); } else if (!str_cmp(arg,"neutral")) { if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD); if (IS_SET(ch->affected_by, AFF_PROTECT)) REMOVE_BIT(ch->affected_by, AFF_PROTECT); ch->alignment = 0; send_to_char( "Alignment is now neutral.\n\r", ch ); } else if (!str_cmp(arg,"evil")) { if (IS_SET(ch->affected_by, AFF_PROTECT)) REMOVE_BIT(ch->affected_by, AFF_PROTECT); ch->alignment = -1000; send_to_char( "Alignment is now satanic.\n\r", ch ); } else { send_to_char( "Please enter 'good', 'neutral', or 'evil'.\n\r", ch ); return; } ch->exp -= ch->exp * 0.1; return; } /* void do_side( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] != '\0' && !str_cmp(arg,"renegade") && ( ch->class == 1 || ch->class == 2 )) { ch->class = 3; send_to_char( "You are now a renegade.\n\r", ch ); sprintf(buf,"%s has turned renegade!",ch->name); do_info(ch,buf); return; } if (ch->class == 1) { send_to_char( "You are a scavenger.\n\r", ch ); return; } else if (ch->class == 2) { send_to_char( "You are a mutant.\n\r", ch ); return; } else if (ch->class == 3) { send_to_char( "You are a renegade.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "You have not yet picked a side to fight on.\n\r", ch ); send_to_char( "Please enter 'Scavenger' or 'Mutant'.\n\r", ch ); return; } if (!str_cmp(arg,"scavenger")) { ch->class = 1; send_to_char( "You are now a scavenger.\n\r", ch ); sprintf(buf,"%s has sided with the scavengers!",ch->name); do_info(ch,buf); } else if (!str_cmp(arg,"mutant")) { ch->class = 2; send_to_char( "You are now a mutant.\n\r", ch ); sprintf(buf,"%s has sided with the mutants!",ch->name); do_info(ch,buf); } else send_to_char( "Please enter 'Scavenger' or 'Mutant'.\n\r", ch ); return; } */ void do_skill( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; char bufskill [25]; char bufskill2 [25]; char arg [MAX_INPUT_LENGTH]; OBJ_DATA *wield; OBJ_DATA *wield2; int dtype; int dtype2; one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( arg[0] == '\0' ) sprintf(arg,"self"); if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (IS_NPC(victim)) { send_to_char( "Not on NPC's.\n\r", ch ); return; } wield = get_eq_char( victim, WEAR_WIELD ); wield2 = get_eq_char( victim, WEAR_HOLD ); dtype = TYPE_HIT; dtype2 = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dtype += wield->value[3]; if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) dtype2 += wield2->value[3]; dtype -= 1000; dtype2 -= 1000; if (victim->wpn[dtype] == 0 ) sprintf(bufskill,"totally unskilled"); else if (victim->wpn[dtype] <= 25 ) sprintf(bufskill,"slightly skilled"); else if (victim->wpn[dtype] <= 50 ) sprintf(bufskill,"reasonable"); else if (victim->wpn[dtype] <= 75 ) sprintf(bufskill,"fairly competent"); else if (victim->wpn[dtype] <= 100 ) sprintf(bufskill,"highly skilled"); else if (victim->wpn[dtype] <= 125 ) sprintf(bufskill,"very dangerous"); else if (victim->wpn[dtype] <= 150 ) sprintf(bufskill,"extremely deadly"); else if (victim->wpn[dtype] <= 175 ) sprintf(bufskill,"an expert"); else if (victim->wpn[dtype] <= 199 ) sprintf(bufskill,"a master"); else if (victim->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master"); else if (victim->wpn[dtype] <= 999) sprintf(bufskill,"supremely skilled"); else if (victim->wpn[dtype] == 1000) sprintf(bufskill,"divinely skilled"); else return; if (victim->wpn[dtype2] == 0 ) sprintf(bufskill2,"totally unskilled"); else if (victim->wpn[dtype2] <= 25 ) sprintf(bufskill2,"slightly skilled"); else if (victim->wpn[dtype2] <= 50 ) sprintf(bufskill2,"reasonable"); else if (victim->wpn[dtype2] <= 75 ) sprintf(bufskill2,"fairly competent"); else if (victim->wpn[dtype2] <= 100 ) sprintf(bufskill2,"highly skilled"); else if (victim->wpn[dtype2] <= 125 ) sprintf(bufskill2,"very dangerous"); else if (victim->wpn[dtype2] <= 150 ) sprintf(bufskill2,"extremely deadly"); else if (victim->wpn[dtype2] <= 175 ) sprintf(bufskill2,"an expert"); else if (victim->wpn[dtype2] <= 199 ) sprintf(bufskill2,"a master"); else if (victim->wpn[dtype2] == 200 ) sprintf(bufskill2,"a grand master"); else if (victim->wpn[dtype2] <= 999 ) sprintf(bufskill2,"supremely skilled"); else if (victim->wpn[dtype2] == 1000) sprintf(bufskill2,"divinely skilled"); else return; if (ch == victim) { if (dtype == 0 && dtype2 == 0) sprintf(buf,"You are %s at unarmed combat.\n\r",bufskill); else { if (dtype != 0) sprintf(buf,"You are %s with %s.\n\r",bufskill,wield->short_descr); if (dtype2 != 0) sprintf(buf2,"You are %s with %s.\n\r",bufskill2,wield2->short_descr); } } else { if (dtype == 0 && dtype2 == 0) sprintf(buf,"%s is %s at unarmed combat.\n\r",victim->name,bufskill); else { if (dtype != 0) sprintf(buf,"%s is %s with %s.\n\r",victim->name,bufskill,wield->short_descr); if (dtype2 != 0) sprintf(buf2,"%s is %s with %s.\n\r",victim->name,bufskill2,wield2->short_descr); } } if (!(dtype == 0 && dtype2 != 0)) send_to_char(buf,ch); if (dtype2 != 0) send_to_char(buf2,ch); skillstance(ch,victim); return; } void do_throw( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; CHAR_DATA *victim = NULL; OBJ_DATA *obj; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char revdoor [MAX_INPUT_LENGTH]; int door; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You are not holding anything to throw.\n\r", ch ); return; } } if ( arg1[0] == '\0' ) { send_to_char("Which direction do you wish to throw?\n\r", ch); return; } if ( !str_cmp( arg1, "n" ) || !str_cmp( arg1, "north" ) ) {door = 0;sprintf(arg1,"north");} else if ( !str_cmp( arg1, "e" ) || !str_cmp( arg1, "east" ) ) {door = 1;sprintf(arg1,"east");} else if ( !str_cmp( arg1, "s" ) || !str_cmp( arg1, "south" ) ) {door = 2;sprintf(arg1,"south");} else if ( !str_cmp( arg1, "w" ) || !str_cmp( arg1, "west" ) ) {door = 3;sprintf(arg1,"west");} else if ( !str_cmp( arg1, "u" ) || !str_cmp( arg1, "up" ) ) {door = 4;sprintf(arg1,"up");} else if ( !str_cmp( arg1, "d" ) || !str_cmp( arg1, "down" ) ) {door = 5;sprintf(arg1,"down");} else { send_to_char("You can only throw north, south, east, west, up or down.\n\r", ch); return; } if ( !str_cmp( arg1, "north" ) ) {door = 0;sprintf(revdoor,"south");} else if ( !str_cmp( arg1, "east" ) ) {door = 1;sprintf(revdoor,"west" );} else if ( !str_cmp( arg1, "south" ) ) {door = 2;sprintf(revdoor,"north");} else if ( !str_cmp( arg1, "west" ) ) {door = 3;sprintf(revdoor,"east" );} else if ( !str_cmp( arg1, "up" ) ) {door = 4;sprintf(revdoor,"down" );} else if ( !str_cmp( arg1, "down" ) ) {door = 5;sprintf(revdoor,"up" );} else return; location = ch->in_room; sprintf(buf,"You hurl $p %s.",arg1); act(buf,ch,obj,NULL,TO_CHAR); sprintf(buf,"$n hurls $p %s.",arg1); act(buf,ch,obj,NULL,TO_ROOM); /* First room */ if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$p bounces off the %s wall.",arg1); act(buf,ch,obj,NULL,TO_ROOM); act(buf,ch,obj,NULL,TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } pexit = ch->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_CLOSED) ) { sprintf(buf,"$p bounces off the %s door.",arg1); act(buf,ch,obj,NULL,TO_ROOM); act(buf,ch,obj,NULL,TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); return; } char_from_room(ch); char_to_room(ch,to_room); if ( ( victim = get_char_room( ch, arg2 ) ) != NULL ) { sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor); act(buf,ch,obj,victim,TO_NOTVICT); sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor); act(buf,ch,obj,victim,TO_VICT); obj_from_char(obj); obj_to_char(obj, victim); char_from_room(ch); char_to_room(ch,location); return; } /* Second room */ if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1); act(buf,ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); char_from_room(ch); char_to_room(ch,location); return; } pexit = ch->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_CLOSED) ) { sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1); act(buf,ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); char_from_room(ch); char_to_room(ch,location); return; } sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1); act(buf,ch,obj,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,to_room); if ( ( victim = get_char_room( ch, arg2 ) ) != NULL ) { sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor); act(buf,ch,obj,victim,TO_NOTVICT); sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor); act(buf,ch,obj,victim,TO_VICT); obj_from_char(obj); obj_to_char(obj, victim); char_from_room(ch); char_to_room(ch,location); return; } /* Third room */ if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$p comes flying in from the %s and strikes %s wall.",revdoor,arg1); act(buf,ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); char_from_room(ch); char_to_room(ch,location); return; } pexit = ch->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_CLOSED) ) { sprintf(buf,"$p comes flying in from the %s and strikes the %s door.",revdoor,arg1); act(buf,ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); char_from_room(ch); char_to_room(ch,location); return; } sprintf(buf,"$p comes flying in from the %s and carries on %s.",revdoor, arg1); act(buf,ch,obj,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,to_room); if ( ( victim = get_char_room( ch, arg2 ) ) != NULL ) { sprintf(buf,"$p comes flying in from the %s and lands in $N's hands.",revdoor); act(buf,ch,obj,victim,TO_NOTVICT); sprintf(buf,"$p comes flying in from the %s and lands in your hands.",revdoor); act(buf,ch,obj,victim,TO_VICT); obj_from_char(obj); obj_to_char(obj, victim); char_from_room(ch); char_to_room(ch,location); return; } sprintf(buf,"$p comes flying in from the %s and drops at your feet.",revdoor); act(buf,ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); /* Move them back */ char_from_room(ch); char_to_room(ch,location); do_autosave(ch,""); if (victim != NULL && !IS_NPC(victim)) do_autosave(victim,""); return; } void do_stance( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int selection; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; /* if (IS_SET(ch->mounted, IS_RIDING)) { send_to_char("Not while mounted.\n\r",ch); return; } */ if ( arg[0] == '\0' ) { if (ch->stance[0] == -1) { ch->stance[0] = 0; send_to_char("You drop into a fighting stance.\n\r",ch); act("$n drops into a fighting stance.",ch,NULL,NULL,TO_ROOM); } else { ch->stance[0] = -1; send_to_char("You relax from your fighting stance.\n\r",ch); act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM); } return; } if (ch->stance[0] > 0) { send_to_char("You cannot change stances until you come up from the one you are currently in.\n\r",ch); return; } if (!str_cmp(arg,"none") ) {selection = STANCE_NONE; send_to_char("You drop into a general fighting stance.\n\r",ch); act("$n drops into a general fighting stance.",ch,NULL,NULL,TO_ROOM);} else if (!str_cmp(arg,"viper") ) {selection = STANCE_VIPER; send_to_char("You arch your body into the viper fighting stance.\n\r",ch); act("$n arches $s body into the viper fighting stance.",ch,NULL,NULL,TO_ROOM);} else if (!str_cmp(arg,"crane") ) {selection = STANCE_CRANE; send_to_char("You swing your body into the crane fighting stance.\n\r",ch); act("$n swings $s body into the crane fighting stance.",ch,NULL,NULL,TO_ROOM);} else if (!str_cmp(arg,"crab") ) {selection = STANCE_CRAB; send_to_char("You squat down into the crab fighting stance.\n\r",ch); act("$n squats down into the crab fighting stance. ",ch,NULL,NULL,TO_ROOM);} else if (!str_cmp(arg,"mongoose")) {selection = STANCE_MONGOOSE; send_to_char("You twist into the mongoose fighting stance.\n\r",ch); act("$n twists into the mongoose fighting stance. ",ch,NULL,NULL,TO_ROOM);} else if (!str_cmp(arg,"pitbull") ) {selection = STANCE_PITBULL; send_to_char("You hunch down into the pitbull fighting stance.\n\r",ch); act("$n hunches down into the pitbull fighting stance. ",ch,NULL,NULL,TO_ROOM);} else { if (!str_cmp(arg,"hawk") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_HAWK; send_to_char("You spin your body into the hawk fighting stance.\n\r",ch); act("$n spins $s body into the hawk fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"badger") && ch->stance[STANCE_PITBULL] >= 200 && ch->stance[STANCE_CRAB] >= 200) { selection = STANCE_BADGER; send_to_char("You coil your body into the badger fighting stance.\n\r",ch); act("$n coils $s body into the badger fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"cougar") && ch->stance[STANCE_PITBULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { selection = STANCE_COUGAR; send_to_char("You lunge into the cougar fighting stance.\n\r",ch); act("$n lunges into the cougar fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"wolverine") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_WOLVERINE; send_to_char("You rotate your body into the wolverine fighting stance.\n\r",ch); act("$n rotates $s body into the wolverine fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"grizzly") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { selection = STANCE_GRIZZLY; send_to_char("You slide into the grizzly fighting stance.\n\r",ch); act("$n slides into the grizzly fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"ss1") && ch->stance[STANCE_SS1] >= 200) { selection = STANCE_SS1; send_to_char("You drop down into the powerful Super Stance 1.\n\r",ch); act("$n drops down into the powerful Super Stance 1.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"ss2") && ch->stance[STANCE_SS2] >= 200) { selection = STANCE_SS2; send_to_char("You drop down into the powerful Super Stance 2.\n\r",ch); act("$n drops down into the powerful Super Stance 2.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"ss3") && ch->stance[STANCE_SS3] >= 200) { selection = STANCE_SS3; send_to_char("You drop down into the powerful Super Stance 3.\n\r",ch); act("$n drops down into the powerful Super Stance 3.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"ss4") && ch->stance[STANCE_SS4] >= 200) { selection = STANCE_SS4; send_to_char("You drop down into the powerful Super Stance 4.\n\r",ch); act("$n drops down into the powerful Super Stance 4.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"ss5") && ch->stance[STANCE_SS5] >= 200) { selection = STANCE_SS5; send_to_char("You drop down into the powerful Super Stance 5.\n\r",ch); act("$n drops down into the powerful Super Stance 5.",ch,NULL,NULL,TO_ROOM); } /* else if (!str_cmp(arg,"rabbit") && ch->stance[STANCE_SWALLOW] >= 200 && ch->stance[STANCE_MONKEY] >= 200) { selection = STANCE_RABBIT; send_to_char("You hop into the rabbit fighting stance.\n\r",ch); act("$n hops into the rabbit fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"cobra") && ch->stance[STANCE_TIGER] >= 200 && ch->stance[STANCE_DRAGON] >= 200) { selection = STANCE_COBRA; send_to_char("You arch your body into the cobra fighting stance.\r",ch); act("$n archs $s body into the cobra fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"cougar") && ch->stance[STANCE_MANTIS] >= 200 && ch->stance[STANCE_DRAGON] >= 200) { selection = STANCE_COUGAR; send_to_char("You roll into the cougar fighting stance.\n\r",ch); act("$n rolls into the cougar fighting stance.",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"bear") && ch->stance[STANCE_SWALLOW] >=200 && ch->stance[STANCE_DRAGON] >= 200) { selection = STANCE_BEAR; send_to_char("You lunge into the bear fighting stance.\n\r",ch); act("$n lunges into the bear fighting stance",ch,NULL,NULL,TO_ROOM); } else if (!str_cmp(arg,"eagle") && ch->stance[STANCE_SWALLOW] >= 200 && ch->stance[STANCE_TIGER] >= 200) { selection = STANCE_EAGLE; send_to_char("You swoop into the eagle fighting stance.\n\r",ch); act("$n swoops into the eagle fighting stance.",ch,NULL,NULL,TO_ROOM); } */ else if (!str_cmp(arg,"wolf") && ch->stance[STANCE_GRIZZLY] >= 200 && ch->stance[STANCE_COUGAR] >= 200 && ch->stance[STANCE_HAWK] >= 200 && ch->stance[STANCE_BADGER] >= 200 && ch->stance[STANCE_WOLVERINE] >= 200 && ch->power[DISC_WERE_WOLF]> 4 ) { selection = STANCE_WOLF; send_to_char("You fling into the wolf fighting stance.\n\r",ch); act("$n flings into the wolf fighting stance.",ch,NULL,NULL,TO_ROOM); } else { send_to_char("Syntax is: stance <style>.\n\r",ch); send_to_char("Stance being one of: None, Viper, Crane, Crab, Mongoose, Bull.\n\r",ch); return; } } ch->stance[0] = selection; WAIT_STATE( ch, 12 ); return; } // void do_fightstyle( CHAR_DATA *ch, char *argument ) // { // char arg1 [MAX_INPUT_LENGTH]; // char arg2 [MAX_INPUT_LENGTH]; // char buf [MAX_INPUT_LENGTH]; // bool blah = FALSE; // int selection; // int value; // int i; // // argument = one_argument( argument, arg1 ); // argument = one_argument( argument, arg2 ); // // if ( !IS_CLASS(ch, CLASS_MONK)) // { // stc("Huh?\n\r",ch); // return; // } // // if ( arg1[0] == '\0' || arg2[0] == '\0' ) // { // send_to_char("Syntax is: fightstyle <number> <style>.\n\r",ch); // send_to_char("Style can be selected from the following (enter style in text form):\n\r",ch); // send_to_char("==================================================================\n\r",ch); // send_to_char("[ 1] Trip [ 2] Kick [ 3] Bash [ 4] Elbow [ 5] Knee\n\r",ch); // send_to_char("[ 6] Headbutt [ 7] Disarm [ 8] Bite [ 9] Dirt [10] Grapple\n\r",ch); // send_to_char("[11] Punch [12] Gouge [13] Rip [14] Stamp [15] Backfist\n\r",ch); // send_to_char("[16] Jumpkick [17] Spinkick [18] Hurl [19] Sweep [20] Charge\n\r",ch); // send_to_char("==================================================================\n\r",ch); // sprintf(buf,"Selected options: 1:[%d] 2:[%d] 3:[%d] 4:[%d] 5:[%d] 6:[%d] 7:[%d] 8:[%d].\n\r",ch->cmbt[0],ch->cmbt[1], // ch->cmbt[2],ch->cmbt[3],ch->cmbt[4],ch->cmbt[5],ch->cmbt[6],ch->cmbt[7]); // send_to_char(buf,ch); // return; // } // value = is_number( arg1 ) ? atoi( arg1 ) : -1; // if (value < 1 || value > 8) // { // send_to_char("Please enter a value between 1 and 8.\n\r",ch); // return; // } // if (!str_cmp(arg2,"clear") ) selection = 0; // else if (!str_cmp(arg2,"trip") ) selection = 1; // else if (!str_cmp(arg2,"kick") ) selection = 2; // else if (!str_cmp(arg2,"bash") ) selection = 3; // else if (!str_cmp(arg2,"elbow") ) selection = 4; // else if (!str_cmp(arg2,"knee") ) selection = 5; // else if (!str_cmp(arg2,"headbutt")) selection = 6; // else if (!str_cmp(arg2,"disarm") ) selection = 7; // else if (!str_cmp(arg2,"bite") ) selection = 8; // else if (!str_cmp(arg2,"dirt") ) selection = 9; // else if (!str_cmp(arg2,"grapple") ) selection = 10; // else if (!str_cmp(arg2,"punch") ) selection = 11; // else if (!str_cmp(arg2,"gouge") ) selection = 12; // else if (!str_cmp(arg2,"rip") ) selection = 13; // else if (!str_cmp(arg2,"stamp") ) selection = 14; // else if (!str_cmp(arg2,"backfist")) selection = 15; // else if (!str_cmp(arg2,"jumpkick")) selection = 16; // else if (!str_cmp(arg2,"spinkick")) selection = 17; // else if (!str_cmp(arg2,"hurl") ) selection = 18; // else if (!str_cmp(arg2,"sweep") ) selection = 19; // else if (!str_cmp(arg2,"charge") ) selection = 20; // else // { // do_fightstyle(ch, ""); // return; // } // // if ( selection == 1 && !IS_FS(ch, FS_TRIP) ) // blah = TRUE; // else if ( selection == 2 && !IS_FS(ch, FS_KICK) ) // blah = TRUE; // else if ( selection == 3 && !IS_FS(ch, FS_BASH) ) // blah = TRUE; // else if ( selection == 4 && !IS_FS(ch, FS_ELBOW) ) // blah = TRUE; // else if ( selection == 5 && !IS_FS(ch, FS_KNEE) ) // blah = TRUE; // else if ( selection == 6 && !IS_FS(ch, FS_HEADBUTT)) // blah = TRUE; // else if ( selection == 7 && !IS_FS(ch, FS_DISARM) ) // blah = TRUE; // else if ( selection == 8 && !IS_FS(ch, FS_BITE) ) // blah = TRUE; // else if ( selection == 9 && !IS_FS(ch, FS_DIRT) ) // blah = TRUE; // else if ( selection == 10 && !IS_FS(ch, FS_GRAPPLE) ) // blah = TRUE; // else if ( selection == 11 && !IS_FS(ch, FS_PUNCH) ) // blah = TRUE; // else if ( selection == 12 && !IS_FS(ch, FS_GOUGE ) ) // blah = TRUE; // else if ( selection == 13 && !IS_FS(ch, FS_RIP ) ) // blah = TRUE; // else if ( selection == 14 && !IS_FS(ch, FS_STAMP) ) // blah = TRUE; // else if ( selection == 15 && !IS_FS(ch, FS_BACKFIST)) // blah = TRUE; // else if ( selection == 16 && !IS_FS(ch, FS_JUMPKICK) ) // blah = TRUE; // else if ( selection == 17 && !IS_FS(ch, FS_SPINKICK) ) // blah = TRUE; // else if ( selection == 18 && !IS_FS(ch, FS_HURL) ) // blah = TRUE; // else if ( selection == 19 && !IS_FS(ch, FS_SWEEP) ) // blah = TRUE; // else if ( selection == 20 && !IS_FS(ch, FS_CHARGE) ) // blah = TRUE; // else // blah = FALSE; // // if ( blah ) // { // stc("You have not learned that fighting style.\n\r",ch); // return; // } // // for (i=0; i < 8 ; i++) // { // if (ch->cmbt[i] == selection && selection !=0 && !(value-1 == i) ) // { // stc("No doubling of attacks.\n\r", ch); // return; // } // } // ch->cmbt[(value-1)] = selection; // sprintf(buf,"Combat option %d now set to %s (%d).\n\r",value,arg2,ch->cmbt[0]); // send_to_char(buf,ch); // return; // } void fightaction( CHAR_DATA *ch, CHAR_DATA *victim, int actype, int dtype, int wpntype) { AFFECT_DATA af; OBJ_DATA *obj; if ( IS_NPC(ch) ) return; if ( actype < 1 || actype > 20 ) return; if ( victim == NULL ) return; if (is_safe(ch, victim)) return; /* Trip */ if ( actype == 1 ) { if ( number_percent( ) * 4.5 <= ch->wpn[0] ) trip( ch, victim ); return; } else if ( actype == 2 && number_percent() < 75 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) do_kick(ch,""); return; } else if ( actype == 3 ) { act("You slam into $N, sending $M sprawling.",ch,NULL,victim,TO_CHAR); if ( !IS_NPC(victim)) act("$n slams into you, sending you sprawling.",ch,NULL,victim,TO_VICT); act("$n slams into $N, sending $M sprawling.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE(victim,4); return; } else if ( actype == 4 ) { act("You spin around and ram your elbow into $N's forehead.",ch,NULL,victim,TO_CHAR); if ( !IS_NPC(victim)) act("$n spins around and rams his elbow into your forehead.",ch,NULL,victim,TO_VICT); act("$n spins around and rams $s elbow into $N's face.",ch,NULL,victim,TO_NOTVICT); if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, gsn_elbow, wpntype ); return; } else if ( actype == 5 ) { act("You slam your knee into $N's stomach.",ch,NULL,victim,TO_CHAR); act("$n slams $s knee into your stomach.",ch,NULL,victim,TO_VICT); act("$n slams $s knee into $N's stomach.",ch,NULL,victim,TO_NOTVICT); if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, gsn_knee, wpntype ); return; } else if ( actype == 6 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, gsn_headbutt, wpntype ); return; } else if ( actype == 7 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) disarm( ch, victim ); return; } else if ( actype == 8 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) multi_hit( ch, victim, gsn_fangs); return; } else if ( actype == 9 ) { act( "You kick a spray of dirt into $N's face.",ch,NULL,victim,TO_CHAR ); act( "$n kicks a spray of dirt into your face.",ch,NULL,victim,TO_VICT ); act( "$n kicks a spray of dirt into $N's face.",ch,NULL,victim,TO_NOTVICT ); if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 25 ) return; af.type = 4; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); /* act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );*/ send_to_char( "You are blinded!\n\r", victim ); return; } else if ( actype == 11 ) { act( "You punch $N in the face.",ch,NULL,victim,TO_CHAR ); act( "$n punches you in the face.",ch,NULL,victim,TO_VICT ); act( "$n punches $N in the face.",ch,NULL,victim,TO_NOTVICT ); victim->position = POS_STUNNED; return; } else if ( actype == 12 ) { act( "You gouge your fingers into $N's eyes.",ch,NULL,victim,TO_CHAR ); act( "$n gouges $s fingers into your eyes.",ch,NULL,victim,TO_VICT ); act( "$n gouges $s fingers into $N's eyes.",ch,NULL,victim,TO_NOTVICT ); if ( IS_AFFECTED(victim, AFF_BLIND) || number_percent() < 75 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, dtype, wpntype ); return; } af.type = 4; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); /* act( "$n is blinded!",victim,NULL,NULL,TO_ROOM );*/ send_to_char( "You are blinded!\n\r", victim ); return; } else if ( actype == 13 ) { if ( number_percent() > 85 ) { if (!IS_ARM_L(victim,LOST_ARM)) SET_BIT(victim->loc_hp[2],LOST_ARM); else return; 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); if (IS_BLEEDING(victim,BLEEDING_ELBOW_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ELBOW_L); act("You dodge $N's attack, grab $S arm and rip it from its socket.",ch,NULL,victim,TO_CHAR); act("$n dodges your attack, grabs your arm and rips it from its socket.",ch,NULL,victim, TO_VICT); act("$n dodges $N's attack, grabs $N's arm and rips it from its socket.",ch,NULL,victim, TO_NOTVICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) { if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); } if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); return; } } else if ( actype == 14 ) { if ( victim->move < 1 ) return; act( "You leap in the air and stamp on $N's feet.",ch,NULL,victim,TO_CHAR ); act( "$n leaps in the air and stamps on your feet.",ch,NULL,victim,TO_VICT ); act( "$n leaps in the air and stamps on $N's feet.",ch,NULL,victim,TO_NOTVICT ); victim->move -= number_range(25,50); if ( victim->move < 0 ) victim->move = 0; return; } else if ( actype == 15 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, gsn_backfist, wpntype ); return; } else if ( actype == 16 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, gsn_jumpkick, wpntype ); return; } else if ( actype == 17 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, gsn_spinkick, wpntype ); return; } else if ( actype == 18 ) { if ( number_percent() > 1 ) { act("You grab on to $N and hurl $M to the ground.",ch,NULL,victim,TO_CHAR); act("$n grabs you and throws you to the ground.",ch,NULL,victim,TO_VICT); victim->position = POS_STUNNED; return; } } else if ( actype == 19 ) { if( number_percent() * 4.5 <= ch->wpn[0] ) one_hit( ch, victim, gsn_monksweep, wpntype ); return; } else if ( actype == 20 ) { act("You charge into $N, knocking $M from his feet.",ch,NULL,victim,TO_CHAR); act("$n charges into you, knocking you off your feet.",ch,NULL,victim,TO_VICT); act("$n charges into $N, knocking $M off $S feet.",ch,NULL,victim,TO_NOTVICT); victim->position = POS_STUNNED; return; } return; } void critical_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam, int hit_loc, const char *loc) { OBJ_DATA *obj; OBJ_DATA *damaged; char buf [MAX_STRING_LENGTH]; char buf2 [20]; int dtype; int critical = 0; int wpn = 0; int wpn2 = 0; int count; int count2; int vc; int bodyloc = 0; int broken = number_range(1,3); dtype = dt - 1000; if (dtype < 0 || dtype > 12) return; if (IS_NPC(ch)) critical += ((ch->level+1) / 5); if (!IS_NPC(ch)) critical += ((ch->wpn[dtype]+1)/10); if (IS_NPC(victim)) critical -= ((victim->level+1) / 5); if (!IS_NPC(victim)) { obj = get_eq_char( victim, WEAR_WIELD ); dtype = TYPE_HIT; if ( obj != NULL && obj->item_type == ITEM_WEAPON ) dtype += obj->value[3]; wpn = dtype - 1000; if (wpn < 0 || wpn > 18) wpn = 0; obj = get_eq_char( victim, WEAR_HOLD ); dtype = TYPE_HIT; if ( obj != NULL && obj->item_type == ITEM_WEAPON ) dtype += obj->value[3]; wpn2 = dtype - 1000; if (wpn2 < 0 || wpn2 > 18) wpn2 = 0; if (victim->wpn[wpn] > victim->wpn[wpn2]) critical -= ((victim->wpn[wpn]+1)/15); else critical -= ((victim->wpn[wpn2]+1)/15); } vc = critical / 5; if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& number_range(1,25)==1) critical=100; if (critical < 1 ) critical = 1; else if (IS_NPC(ch) && critical > 5) critical = 5; if (number_percent() > critical) return; if (IS_CLASS(victim, CLASS_DROW) && IS_POLYAFF(victim, POLY_SPIDER)) return; if (!loc) { log_string("critical_hit: null loc."); return; } switch(hit_loc) { case 1: if ( !str_cmp(loc,"left hand fingers") ) { if ( number_range(1,2) == 1 ) { if (IS_ARM_L(victim,LOST_ARM)) return; if (IS_ARM_L(victim,LOST_FOREARM)) return; if (IS_ARM_L(victim,LOST_HAND)) return; if (IS_ARM_L(victim,LOST_THUMB) && IS_ARM_L(victim,LOST_FINGER_I) && IS_ARM_L(victim,LOST_FINGER_M) && IS_ARM_L(victim,LOST_FINGER_R) && IS_ARM_L(victim,LOST_FINGER_L)) return; if ( (damaged = get_eq_char(victim,WEAR_FINGER_L) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing some fingers from your left hand.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing some fingers from $s left hand.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; count = 0; count2 = 0; if (!IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],LOST_THUMB);count2 += 1; make_part(victim,"thumb");} if (!IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],LOST_FINGER_I);count += 1; make_part(victim,"index");} if (!IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],LOST_FINGER_M);count += 1; make_part(victim,"middle");} if (!IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],LOST_FINGER_R);count += 1; make_part(victim,"ring"); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj);} if (!IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],LOST_FINGER_L);count += 1; make_part(victim,"little");} if (count == 1) sprintf(buf2,"finger"); else sprintf(buf2,"fingers"); if (count > 0 && count2 > 0) { sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your left hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); } else if (count > 0) { sprintf(buf,"Your skillful blow cuts off %d %s from $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow cuts off %d %s from $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow cuts off %d %s from your left hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); } else if (count2 > 0) { sprintf(buf,"Your skillful blow cuts off the thumb from $N's left hand."); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow cuts off the thumb from $N's left hand."); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow cuts off the thumb from your left hand."); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); } } else { if (IS_ARM_L(victim,LOST_ARM)) return; if (IS_ARM_L(victim,LOST_FOREARM)) return; if (IS_ARM_L(victim,LOST_HAND)) return; if ((IS_ARM_L(victim,LOST_THUMB) || IS_ARM_L(victim,BROKEN_THUMB)) && (IS_ARM_L(victim,LOST_FINGER_I) || IS_ARM_L(victim,BROKEN_FINGER_I)) && (IS_ARM_L(victim,LOST_FINGER_M) || IS_ARM_L(victim,BROKEN_FINGER_M)) && (IS_ARM_L(victim,LOST_FINGER_R) || IS_ARM_L(victim,BROKEN_FINGER_R)) && (IS_ARM_L(victim,LOST_FINGER_L) || IS_ARM_L(victim,BROKEN_FINGER_L))) break; if ( (damaged = get_eq_char(victim,WEAR_FINGER_L) ) != NULL && damaged->toughness > 0) { act("$p prevents you from breaking some fingers on your left hand.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from breaking some fingers on $s left hand.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; count = 0; count2 = 0; if (IS_ARM_L(victim,LOST_ARM)) return; if (IS_ARM_L(victim,LOST_FOREARM)) return; if (IS_ARM_L(victim,LOST_HAND)) return; if (!IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_THUMB) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],BROKEN_THUMB);count2 += 1;} if (!IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_FINGER_I) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_I);count += 1;} if (!IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_FINGER_M) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_M);count += 1;} if (!IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_FINGER_R) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_R);count += 1;} if (!IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_FINGER_L) && number_percent() < 25) {SET_BIT(victim->loc_hp[2],BROKEN_FINGER_L);count += 1;} if (count == 1) sprintf(buf2,"finger"); else sprintf(buf2,"fingers"); if (count > 0 && count2 > 0) { sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your left hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); } else if (count > 0) { sprintf(buf,"Your skillful blow breaks %d %s on $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow breaks %d %s on $N's left hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow breaks %d %s on your left hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); } else if (count2 > 0) { sprintf(buf,"Your skillful blow breaks the thumb on $N's left hand."); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow breaks the thumb on $N's left hand."); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow breaks the thumb on your left hand."); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); } } } else if ( !str_cmp(loc, "right hand fingers") ) { if ( number_range(1,2) == 1 ) { if (IS_ARM_R(victim,LOST_ARM)) return; if (IS_ARM_R(victim,LOST_FOREARM)) return; if (IS_ARM_R(victim,LOST_HAND)) return; if (IS_ARM_R(victim,LOST_THUMB) && IS_ARM_R(victim,LOST_FINGER_I) && IS_ARM_R(victim,LOST_FINGER_M) && IS_ARM_R(victim,LOST_FINGER_R) && IS_ARM_R(victim,LOST_FINGER_L)) return; if ( (damaged = get_eq_char(victim,WEAR_FINGER_R) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing some fingers from your right hand.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing some fingers from $s right hand.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; count = 0; count2 = 0; if (IS_ARM_R(victim,LOST_ARM)) return; if (IS_ARM_R(victim,LOST_FOREARM)) return; if (IS_ARM_R(victim,LOST_HAND)) return; if (!IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],LOST_THUMB);count2 += 1; make_part(victim,"thumb");} if (!IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],LOST_FINGER_I);count += 1; make_part(victim,"index");} if (!IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],LOST_FINGER_M);count += 1; make_part(victim,"middle");} if (!IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],LOST_FINGER_R);count += 1; make_part(victim,"ring"); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj);} if (!IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],LOST_FINGER_L);count += 1; make_part(victim,"little");} if (count == 1) sprintf(buf2,"finger"); else sprintf(buf2,"fingers"); if (count > 0 && count2 > 0) { sprintf(buf,"Your skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow cuts off %d %s and the thumb from your right hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); } else if (count > 0) { sprintf(buf,"Your skillful blow cuts off %d %s from $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow cuts off %d %s from $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow cuts off %d %s from your right hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); } else if (count2 > 0) { sprintf(buf,"Your skillful blow cuts off the thumb from $N's right hand."); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow cuts off the thumb from $N's right hand."); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow cuts off the thumb from your right hand."); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); } } else { if (IS_ARM_R(victim,LOST_ARM)) return; if (IS_ARM_R(victim,LOST_FOREARM)) return; if (IS_ARM_R(victim,LOST_HAND)) return; if ((IS_ARM_R(victim,LOST_THUMB) || IS_ARM_R(victim,BROKEN_THUMB)) && (IS_ARM_R(victim,LOST_FINGER_I) || IS_ARM_R(victim,BROKEN_FINGER_I)) && (IS_ARM_R(victim,LOST_FINGER_M) || IS_ARM_R(victim,BROKEN_FINGER_M)) && (IS_ARM_R(victim,LOST_FINGER_R) || IS_ARM_R(victim,BROKEN_FINGER_R)) && (IS_ARM_R(victim,LOST_FINGER_L) || IS_ARM_R(victim,BROKEN_FINGER_L))) break; if ( (damaged = get_eq_char(victim,WEAR_FINGER_R) ) != NULL && damaged->toughness > 0) { act("$p prevents you from breaking some fingers on your right hand.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from breaking some fingers on $s right hand.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; count = 0; count2 = 0; if (IS_ARM_R(victim,LOST_ARM)) return; if (IS_ARM_R(victim,LOST_FOREARM)) return; if (IS_ARM_R(victim,LOST_HAND)) return; if (!IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_THUMB) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],BROKEN_THUMB);count2 += 1;} if (!IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_FINGER_I) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_I);count += 1;} if (!IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_FINGER_M) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_M);count += 1;} if (!IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_FINGER_R) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_R);count += 1;} if (!IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_FINGER_L) && number_percent() < 25) {SET_BIT(victim->loc_hp[3],BROKEN_FINGER_L);count += 1;} if (count == 1) sprintf(buf2,"finger"); else sprintf(buf2,"fingers"); if (count > 0 && count2 > 0) { sprintf(buf,"Your skillful breaks %d %s and the thumb on $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow breaks %d %s and the thumb on your right hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); } else if (count > 0) { sprintf(buf,"Your skillful blow breaks %d %s on $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow breaks %d %s on $N's right hand.",count,buf2); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow breaks %d %s on your right hand.",count,buf2); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); } else if (count2 > 0) { sprintf(buf,"Your skillful blow breaks the thumb on $N's right hand."); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow breaks the thumb on $N's right hand."); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow breaks the thumb on your right hand."); act(buf,ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); } } } else { sprintf(buf,"critical_hit: case 1, bad loc %s",loc); log_string(buf); return; } break; case 2: switch(number_range(1,2)) { case 1: if (IS_BODY(victim,CUT_THROAT) || IS_BLEEDING(victim,BLEEDING_THROAT)) return; if ( (damaged = get_eq_char(victim,WEAR_NECK_1) ) != NULL && damaged->toughness > 0) { act("$p prevents you from having your neck cut open.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n's neck from being cut open.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; 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"); break; case 2: if (IS_BODY(victim,CUT_THROAT) || IS_BLEEDING(victim,BLEEDING_THROAT)) return; if ( (damaged = get_eq_char(victim,WEAR_NECK_2) ) != NULL && damaged->toughness > 0) { act("$p prevents you from having your neck cut open.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n's neck from being cut open.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; 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 $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); break; } break; case 3: if ( !str_cmp(loc,"chest") ) { if (IS_BODY(victim,BROKEN_RIBS_1 )) bodyloc += 1; if (IS_BODY(victim,BROKEN_RIBS_2 )) bodyloc += 2; if (IS_BODY(victim,BROKEN_RIBS_4 )) bodyloc += 4; if (IS_BODY(victim,BROKEN_RIBS_8 )) bodyloc += 8; if (IS_BODY(victim,BROKEN_RIBS_16)) bodyloc += 16; if (bodyloc >= 24) return; if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL && damaged->toughness > 0) { act("$p prevents you from breaking some ribs.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from breaking some ribs.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (IS_BODY(victim,BROKEN_RIBS_1 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1); if (IS_BODY(victim,BROKEN_RIBS_2 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2); if (IS_BODY(victim,BROKEN_RIBS_4 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4); if (IS_BODY(victim,BROKEN_RIBS_8 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8); if (IS_BODY(victim,BROKEN_RIBS_16)) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16); if (bodyloc+broken > 24) broken -= 1; if (bodyloc+broken > 24) broken -= 1; bodyloc += broken; 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);} sprintf(buf,"Your skillful blow breaks %d of $N's ribs!",broken); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow breaks %d of $N's ribs!",broken); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow breaks %d of your ribs!",broken); act(buf,ch,NULL,victim,TO_VICT); } else if ( !str_cmp(loc,"left shoulder") ) { if (IS_ARM_L(victim,LOST_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing your left arm.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing $s left arm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_L(victim,LOST_ARM)) SET_BIT(victim->loc_hp[2],LOST_ARM); else return; 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); if (IS_BLEEDING(victim,BLEEDING_ELBOW_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ELBOW_L); act("Your skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your left arm!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc,"right shoulder") ) { if (IS_ARM_R(victim,LOST_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing your right arm.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing $s right arm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_R(victim,LOST_ARM)) SET_BIT(victim->loc_hp[3],LOST_ARM); else return; 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); if (IS_BLEEDING(victim,BLEEDING_ELBOW_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ELBOW_R); act("Your skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your right arm!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc,"back") ) { if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL && damaged->toughness > 0) { act("$p prevents you from having a broken back.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n's back from breaking.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE); act("$n's blow crashes into your back, shattering your spine.",ch,NULL,victim,TO_VICT); act("$n's blow crashes into $N's back, shattering $S spine.",ch,NULL,victim,TO_NOTVICT); act("Your blow crashes into $N's back, shattering $S spine.",ch,NULL,victim,TO_CHAR); } else if ( !str_cmp(loc,"stomach") ) { if ( (damaged = get_eq_char(victim,WEAR_BODY) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing your entrails.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing $s entrails.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; act("$n's weapon cuts deep into your stomach, ripping out your entrails.",ch,NULL,victim,TO_VICT); act("$n's weapon cuts deep into $N's stomach, ripping out $S entrails.",ch,NULL,victim,TO_NOTVICT); act("Your weapon cuts deep into $N's stomach, ripping our $S entrails.",ch,NULL,victim,TO_CHAR); make_part(victim,"entrails"); } else { sprintf(buf,"critical_hit: case 3, bad loc %s",loc); log_string(buf); return; } break; case 4: if ( !str_cmp(loc, "left ear") || !str_cmp(loc, "right ear") ) { if (IS_HEAD(victim,LOST_EAR_L) && IS_HEAD(victim,LOST_EAR_R)) return; if ( (damaged = get_eq_char(victim,WEAR_HEAD) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing an ear.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing an ear.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_HEAD(victim,LOST_EAR_L) && number_percent() < 50) SET_BIT(victim->loc_hp[0],LOST_EAR_L); else if (!IS_HEAD(victim,LOST_EAR_R)) SET_BIT(victim->loc_hp[0],LOST_EAR_R); else if (!IS_HEAD(victim,LOST_EAR_L)) SET_BIT(victim->loc_hp[0],LOST_EAR_L); else return; act("Your skillful blow cuts off $N's ear!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's ear!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your ear!",ch,NULL,victim,TO_VICT); make_part(victim,"ear"); } else if ( !str_cmp(loc,"head") ) { if ( (damaged = get_eq_char(victim,WEAR_HEAD) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing your head.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing $s head.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } else { if (is_affected(victim, skill_lookup("stone skin"))) return; if (number_percent() > vc*3 || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } } } else { sprintf(buf,"critical_hit: case 4, bad loc %s",loc); log_string(buf); return; } break; case 5: if ( !str_cmp(loc, "left thigh") ) { if (IS_LEG_L(victim,LOST_LEG)) return; if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your left leg.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s left leg.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_LEG_L(victim,LOST_LEG)) SET_BIT(victim->loc_hp[4],LOST_LEG); else return; 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); act("Your skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's left leg!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your left leg!",ch,NULL,victim,TO_VICT); make_part(victim,"leg"); if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG)) if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc, "right thigh") ) { if (IS_LEG_R(victim,LOST_LEG)) return; if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your right leg.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s right leg.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_LEG_R(victim,LOST_LEG)) SET_BIT(victim->loc_hp[5],LOST_LEG); else return; 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); act("Your skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's right leg!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your right leg!",ch,NULL,victim,TO_VICT); make_part(victim,"leg"); if (IS_LEG_L(victim,LOST_LEG) && IS_LEG_R(victim,LOST_LEG)) if ((obj = get_eq_char( victim, WEAR_LEGS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc, "left calf") ) { if (IS_LEG_L(victim,BROKEN_LEG) || IS_LEG_L(victim,LOST_LEG)) return; if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from breaking your left leg.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from breaking $s left leg.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG)) SET_BIT(victim->loc_hp[4],BROKEN_LEG); else return; act("Your skillful blow breaks $N's left leg!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow breaks $N's left leg!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow breaks your left leg!",ch,NULL,victim,TO_VICT); } else if ( !str_cmp(loc, "right calf") ) { if (IS_LEG_R(victim,BROKEN_LEG) || IS_LEG_R(victim,LOST_LEG)) return; if ( (damaged = get_eq_char(victim,WEAR_LEGS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from breaking your right leg.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from breaking $s right leg.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG)) SET_BIT(victim->loc_hp[5],BROKEN_LEG); else return; act("Your skillful blow breaks $N's right leg!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow breaks $N's right leg!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow breaks your right leg!",ch,NULL,victim,TO_VICT); break; } else { sprintf(buf,"critical_hit: case 5, bad loc %s",loc); log_string(buf); return; } break; case 6: if ( !str_cmp(loc, "left foot") || !str_cmp(loc, "left ankle") ) { if (IS_LEG_L(victim,LOST_LEG) || IS_LEG_L(victim,LOST_FOOT)) return; if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your left foot.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s left foot.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_L(victim,LOST_FOOT)) SET_BIT(victim->loc_hp[4],LOST_FOOT); else return; if (IS_BLEEDING(victim,BLEEDING_LEG_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L); if (!IS_BLEEDING(victim,BLEEDING_FOOT_L)) SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_L); act("Your skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's left foot!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your left foot!",ch,NULL,victim,TO_VICT); make_part(victim,"foot"); if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc, "right foot") || !str_cmp(loc, "right ankle") ) { if (IS_LEG_R(victim,LOST_LEG) || IS_LEG_R(victim,LOST_FOOT)) return; if ( (damaged = get_eq_char(victim,WEAR_FEET) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your right foot.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s right foot.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_LEG_R(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_FOOT)) SET_BIT(victim->loc_hp[5],LOST_FOOT); else return; if (IS_BLEEDING(victim,BLEEDING_LEG_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R); if (!IS_BLEEDING(victim,BLEEDING_FOOT_R)) SET_BIT(victim->loc_hp[6],BLEEDING_FOOT_R); act("Your skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's right foot!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your right foot!",ch,NULL,victim,TO_VICT); make_part(victim,"foot"); if ((obj = get_eq_char( victim, WEAR_FEET )) != NULL) take_item(victim,obj); } else { sprintf(buf,"critical_hit: case 6, bad loc %s",loc); log_string(buf); return; } break; case 7: if ( !str_cmp(loc, "left hand") ) { if (IS_ARM_L(victim,LOST_HAND) || IS_ARM_L(victim,LOST_FOREARM) || IS_ARM_L(victim,LOST_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your left hand.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s left hand.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_FOREARM)) SET_BIT(victim->loc_hp[2],LOST_HAND); else return; if (IS_BLEEDING(victim,BLEEDING_ARM_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L); if (IS_BLEEDING(victim,BLEEDING_ELBOW_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ELBOW_L); if (!IS_BLEEDING(victim,BLEEDING_HAND_L)) SET_BIT(victim->loc_hp[6],BLEEDING_HAND_L); act("Your skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's left hand!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your left hand!",ch,NULL,victim,TO_VICT); make_part(victim,"hand"); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc, "right hand") ) { if (IS_ARM_R(victim,LOST_HAND) || IS_ARM_R(victim,LOST_FOREARM) || IS_ARM_R(victim,LOST_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_HANDS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your right hand.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s right hand.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_FOREARM)) SET_BIT(victim->loc_hp[3],LOST_HAND); else return; if (IS_BLEEDING(victim,BLEEDING_ARM_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R); if (IS_BLEEDING(victim,BLEEDING_ELBOW_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ELBOW_R); if (!IS_BLEEDING(victim,BLEEDING_HAND_R)) SET_BIT(victim->loc_hp[6],BLEEDING_HAND_R); act("Your skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's right hand!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your right hand!",ch,NULL,victim,TO_VICT); make_part(victim,"hand"); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj); } else { sprintf(buf,"critical_hit: case 7, bad loc %s",loc); log_string(buf); return; } break; case 8: if ( !str_cmp(loc, "left bicep") ) { if (IS_ARM_L(victim,LOST_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your left arm.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s left arm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_L(victim,LOST_ARM)) SET_BIT(victim->loc_hp[2],LOST_ARM); else return; 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); if (IS_BLEEDING(victim,BLEEDING_ELBOW_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ELBOW_L); act("Your skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's left arm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your left arm!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc, "left elbow") ) { if (IS_ARM_L(victim,LOST_ARM) || IS_ARM_L(victim,BROKEN_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from breaking your left arm.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from breaking $s left arm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM)) SET_BIT(victim->loc_hp[2],BROKEN_ARM); else return; act("Your skillful blow breaks $N's left arm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow breaks $N's left arm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow breaks your left arm!",ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc, "right elbow") ) { if (IS_ARM_R(victim,LOST_ARM) || IS_ARM_R(victim,BROKEN_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from breaking your right arm.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from breaking $s right arm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM)) SET_BIT(victim->loc_hp[3],BROKEN_ARM); else return; act("Your skillful blow breaks $N's right arm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow breaks $N's right arm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow breaks your right arm!",ch,NULL,victim,TO_VICT); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc, "right bicep") ) { if (IS_ARM_R(victim,LOST_ARM)) return; if ( (damaged = get_eq_char(victim,WEAR_ARMS) ) != NULL && damaged->toughness > 0) { act("$p prevent you from losing your right arm.",victim,damaged,NULL,TO_CHAR); act("$p prevent $n from losing $s right arm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_R(victim,LOST_ARM)) SET_BIT(victim->loc_hp[3],LOST_ARM); else return; 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); if (IS_BLEEDING(victim,BLEEDING_ELBOW_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_ELBOW_R); act("Your skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's right arm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your right arm!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if (IS_ARM_L(victim,LOST_ARM) && IS_ARM_R(victim,LOST_ARM)) if ((obj = get_eq_char( victim, WEAR_ARMS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj); } else { sprintf(buf,"critical_hit: case 8, bad loc %s",loc); log_string(buf); return; } break; case 9: if ( (damaged = get_eq_char(victim,WEAR_WAIST) ) != NULL && damaged->toughness > 0) { act("$p prevents you from being sliced in two.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from being sliced in two.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } else { if (is_affected(victim, skill_lookup("stone skin"))) return; if (number_percent() > vc*3 || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } } break; case 10: if ( !str_cmp(loc,"left wrist") || !str_cmp(loc,"left forearm")) { if ( (damaged = get_eq_char(victim,WEAR_WRIST_L)) != NULL && damaged->toughness > 0 ) { act("$p prevents you from losing your left forearm.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing $s left forearm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_L(victim,LOST_FOREARM) && !IS_ARM_L(victim,LOST_ARM)) SET_BIT(victim->loc_hp[2],LOST_FOREARM); else return; if (!IS_BLEEDING(victim,BLEEDING_ELBOW_L)) SET_BIT(victim->loc_hp[6],BLEEDING_ELBOW_L); if (IS_BLEEDING(victim,BLEEDING_HAND_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L); act("Your skillful blow cuts off $N's left forearm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's left forearm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your left forearm!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if ((obj = get_eq_char( victim, WEAR_HOLD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_L )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_L )) != NULL) take_item(victim,obj); } else if ( !str_cmp(loc,"right wrist") || !str_cmp(loc,"right forearm")) { if ( (damaged = get_eq_char(victim,WEAR_WRIST_R)) != NULL && damaged->toughness > 0 ) { act("$p prevents you from losing your right forearm.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing $s right forearm.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_ARM_R(victim,LOST_FOREARM) && !IS_ARM_R(victim,LOST_ARM)) SET_BIT(victim->loc_hp[3],LOST_FOREARM); else return; if (!IS_BLEEDING(victim,BLEEDING_ELBOW_R)) SET_BIT(victim->loc_hp[6],BLEEDING_ELBOW_R); if (IS_BLEEDING(victim,BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R); act("Your skillful blow cuts off $N's right forearm!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's right forearm!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your right forearm!",ch,NULL,victim,TO_VICT); make_part(victim,"arm"); if ((obj = get_eq_char( victim, WEAR_WIELD )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_HANDS )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_WRIST_R )) != NULL) take_item(victim,obj); if ((obj = get_eq_char( victim, WEAR_FINGER_R )) != NULL) take_item(victim,obj); } else { sprintf(buf,"critical_hit: case 10, bad loc %s",loc); log_string(buf); return; } break; case 11: if ( !str_cmp(loc, "eyes") ) { if (IS_HEAD(victim,LOST_EYE_L) && IS_HEAD(victim,LOST_EYE_R)) return; if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing an eye.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing an eye.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; 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 return; act("Your skillful blow takes out $N's eye!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow takes out $N's eye!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow takes out your eye!",ch,NULL,victim,TO_VICT); make_part(victim,"eyeball"); } else if ( !str_cmp(loc, "face") ) { if (IS_HEAD(victim,LOST_TOOTH_1 )) bodyloc += 1; if (IS_HEAD(victim,LOST_TOOTH_2 )) bodyloc += 2; if (IS_HEAD(victim,LOST_TOOTH_4 )) bodyloc += 4; if (IS_HEAD(victim,LOST_TOOTH_8 )) bodyloc += 8; if (IS_HEAD(victim,LOST_TOOTH_16)) bodyloc += 16; if (bodyloc >= 28) return; if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing some teeth.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing some teeth.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p fall broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p fall broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (IS_HEAD(victim,LOST_TOOTH_1 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1); if (IS_HEAD(victim,LOST_TOOTH_2 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2); if (IS_HEAD(victim,LOST_TOOTH_4 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4); if (IS_HEAD(victim,LOST_TOOTH_8 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8); if (IS_HEAD(victim,LOST_TOOTH_16)) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16); if (bodyloc+broken > 28) broken -= 1; if (bodyloc+broken > 28) broken -= 1; bodyloc += broken; if (bodyloc >= 16) {bodyloc -= 16; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);} if (bodyloc >= 8) {bodyloc -= 8; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);} if (bodyloc >= 4) {bodyloc -= 4; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);} if (bodyloc >= 2) {bodyloc -= 2; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);} if (bodyloc >= 1) {bodyloc -= 1; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);} sprintf(buf,"Your skillful blow knocks out %d of $N's teeth!",broken); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's skillful blow knocks out %d of $N's teeth!",broken); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's skillful blow knocks out %d of your teeth!",broken); act(buf,ch,NULL,victim,TO_VICT); if (broken >= 1) make_part(victim,"tooth"); if (broken >= 2) make_part(victim,"tooth"); if (broken >= 3) make_part(victim,"tooth"); } else if ( !str_cmp(loc, "nose") ) { if ( number_range(1,2) == 1 ) { if (IS_HEAD(victim,LOST_NOSE)) return; if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL && damaged->toughness > 0) { act("$p prevents you from losing your nose.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from losing $s nose.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; SET_BIT(victim->loc_hp[0],LOST_NOSE); act("Your skillful blow cuts off $N's nose!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow cuts off $N's nose!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow cuts off your nose!",ch,NULL,victim,TO_VICT); make_part(victim,"nose"); } else { if (IS_HEAD(victim,LOST_NOSE) || IS_HEAD(victim,BROKEN_NOSE)) return; if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL && damaged->toughness > 0) { act("$p prevents you from breaking your nose.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from breaking $s nose.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_HEAD(victim,LOST_NOSE) && !IS_HEAD(victim,BROKEN_NOSE)) SET_BIT(victim->loc_hp[0],BROKEN_NOSE); else return; act("Your skillful blow breaks $N's nose!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow breaks $N's nose!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow breaks your nose!",ch,NULL,victim,TO_VICT); } } else if ( !str_cmp(loc, "jaw") ) { if (IS_HEAD(victim,BROKEN_JAW)) return; if ( (damaged = get_eq_char(victim,WEAR_FACE) ) != NULL && damaged->toughness > 0) { act("$p prevents you from breaking your jaw.",victim,damaged,NULL,TO_CHAR); act("$p prevents $n from breaking $s jaw.",victim,damaged,NULL,TO_ROOM); if (dam - damaged->toughness < 0) return; if ((dam - damaged->toughness > 15)) damaged->condition -= 1; else damaged->condition -= (dam - damaged->toughness); if (damaged->condition < 1) { act("$p falls broken to the ground.",ch,damaged,NULL,TO_CHAR); act("$p falls broken to the ground.",ch,damaged,NULL,TO_ROOM); obj_from_char(damaged); obj_to_room(damaged,victim->in_room); } } if (is_affected(victim, skill_lookup("stone skin"))) return; if (!damaged) vc *= 3; if (number_percent() > vc || !IS_ITEMAFF(ch, ITEMA_VORPAL)) return; if (!IS_HEAD(victim,BROKEN_JAW)) SET_BIT(victim->loc_hp[0],BROKEN_JAW); else return; act("Your skillful blow breaks $N's jaw!",ch,NULL,victim,TO_CHAR); act("$n's skillful blow breaks $N's jaw!",ch,NULL,victim,TO_NOTVICT); act("$n's skillful blow breaks your jaw!",ch,NULL,victim,TO_VICT); } else { sprintf(buf,"critical_hit: case 11, bad loc %s",loc); log_string(buf); return; } break; } } void special_move( CHAR_DATA *ch, CHAR_DATA *victim ) { int dam = number_range(5,10) + char_damroll(ch); if (dam < 10) dam = 10; switch (number_range(1,7)) { default: return; case 1: act("You pull your hands into your waist then snap them into $N's stomach.",ch,NULL,victim,TO_CHAR); act("$n pulls $s hands into $s waist then snaps them into your stomach.",ch,NULL,victim,TO_VICT); act("$n pulls $s hands into $s waist then snaps them into $N's stomach.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_punch); if (victim == NULL || victim->position == POS_DEAD) return; act("You double over in agony, and fall to the ground gasping for breath.",victim,NULL,NULL,TO_CHAR); act("$n doubles over in agony, and falls to the ground gasping for breath.",victim,NULL,NULL,TO_ROOM); stop_fighting(victim, TRUE); victim->position = POS_STUNNED; break; case 2: act("You spin in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_CHAR); act("$n spins in a low circle, catching you behind your ankle.",ch,NULL,victim,TO_VICT); act("$n spins in a low circle, catching $N behind $S ankle.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_sweep); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent() <= 25 && !IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG)) {act("Your left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's left leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);} else if (number_percent() <= 25 && !IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG)) {act("Your right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's right leg shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);} act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR); act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM); stop_fighting(victim, TRUE); victim->position = POS_STUNNED; break; case 3: act("You roll between $N's legs and flip to your feet.",ch,NULL,victim,TO_CHAR); act("$n rolls between your legs and flips to $s feet.",ch,NULL,victim,TO_VICT); act("$n rolls between $N's legs and flips to $s feet.",ch,NULL,victim,TO_NOTVICT); act("You spin around and smash your elbow into the back of $N's head.",ch,NULL,victim,TO_CHAR); act("$n spins around and smashes $s elbow into the back of your head.",ch,NULL,victim,TO_VICT); act("$n spins around and smashes $s elbow into the back of $N's head.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_elbow); if (victim == NULL || victim->position == POS_DEAD) return; act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR); act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM); stop_fighting(victim, TRUE); victim->position = POS_STUNNED; break; case 4: act("You somersault over $N's head and land lightly on your toes.",ch,NULL,victim,TO_CHAR); act("$n somersaults over your head and lands lightly on $s toes.",ch,NULL,victim,TO_VICT); act("$n somersaults over $N's head and lands lightly on $s toes.",ch,NULL,victim,TO_NOTVICT); act("You roll back onto your shoulders and kick both feet into $N's back.",ch,NULL,victim,TO_CHAR); act("$n rolls back onto $s shoulders and kicks both feet into your back.",ch,NULL,victim,TO_VICT); act("$n rolls back onto $s shoulders and kicks both feet into $N's back.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_kick); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_SPINE)) {act("Your spine shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's spine shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);} act("You fall to the ground, stunned.",victim,NULL,NULL,TO_CHAR); act("$n falls to the ground, stunned.",victim,NULL,NULL,TO_ROOM); act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR); act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM); stop_fighting(victim, TRUE); victim->position = POS_STUNNED; break; case 5: act("You grab $N by the neck and slam your head into $S face.",ch,NULL,victim,TO_CHAR); act("$n grabs $N by the neck and slams $s head into $S face.",ch,NULL,victim,TO_NOTVICT); act("$n grabs you by the neck and slams $s head into your face.",ch,NULL,victim,TO_VICT); damage(ch,victim,dam,gsn_headbutt); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) {act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$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("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);} else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK)) {act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);} act("You grab $N by the waist and hoist $M above your head.",ch,NULL,victim,TO_CHAR); act("$n grabs $N by the waist and hoists $M above $s head.",ch,NULL,victim,TO_NOTVICT); act("$n grabs you by the waist and hoists you above $s head.",ch,NULL,victim,TO_VICT); if (victim == NULL || victim->position == POS_DEAD) return; special_hurl(ch,victim); if (victim == NULL || victim->position == POS_DEAD) return; act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR); act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM); stop_fighting(victim, TRUE); victim->position = POS_STUNNED; break; case 6: act("You slam your fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_CHAR); act("$n slams $s fist into your stomach, and you double over in agony.",ch,NULL,victim,TO_VICT); act("$n slams $s fist into $N's stomach, who doubles over in agony.",ch,NULL,victim,TO_NOTVICT); act("You grab $N by the head and slam $S face into your knee.",ch,NULL,victim,TO_CHAR); act("$n grabs you by the head and slams your face into $s knee.",ch,NULL,victim,TO_VICT); act("$n grabs $N by the head and slams $S face into $s knee.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_knee); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) {act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$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("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);} else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK)) {act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);} act("You roll onto your back and smash your feet into $N's chest.",ch,NULL,victim,TO_CHAR); act("$n rolls onto $s back and smashes $s feet into your chest.",ch,NULL,victim,TO_VICT); act("$n rolls onto $s back and smashes $s feet into $N's chest.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_kick); if (victim == NULL || victim->position == POS_DEAD) return; act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR); act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM); act("You flip back up to your feet.",ch,NULL,NULL,TO_CHAR); act("$n flips back up to $s feet.",ch,NULL,NULL,TO_ROOM); stop_fighting(victim, TRUE); victim->position = POS_STUNNED; break; case 7: act("You duck under $N's attack and pound your fist into $S stomach.",ch,NULL,victim,TO_CHAR); act("$n ducks under your attack and pounds $s fist into your stomach.",ch,NULL,victim,TO_VICT); act("$n ducks under $N's attack and pounds $s fist into $N's stomach.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_punch); if (victim == NULL || victim->position == POS_DEAD) return; act("You double over in agony.",victim,NULL,NULL,TO_CHAR); act("$n doubles over in agony.",victim,NULL,NULL,TO_ROOM); act("You grab $M by the head and smash your knee into $S face.",ch,NULL,victim,TO_CHAR); act("$n grabs you by the head and smashes $s knee into your face.",ch,NULL,victim,TO_VICT); act("$n grabs $M by the head and smashes $s knee into $N's face.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_knee); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) {act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$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("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);} else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK)) {act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);} act("You stamp on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_CHAR); act("$n stamps on the back of your leg, forcing you to drop to one knee.",ch,NULL,victim,TO_VICT); act("$n stamps on the back of $N's leg, forcing $M to drop to one knee.",ch,NULL,victim,TO_NOTVICT); act("You grab $N by the hair and yank $S head back.",ch,NULL,victim,TO_CHAR); act("$n grabs you by the hair and yank your head back.",ch,NULL,victim,TO_VICT); act("$n grabs $N by the hair and yank $S head back.",ch,NULL,victim,TO_NOTVICT); act("You hammer your elbow down into $N's face.",ch,NULL,victim,TO_CHAR); act("$n hammers $s elbow down into your face.",ch,NULL,victim,TO_VICT); act("$n hammers $s elbow down into $N's face.",ch,NULL,victim,TO_NOTVICT); damage(ch,victim,dam,gsn_elbow); if (victim == NULL || victim->position == POS_DEAD) return; if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) {act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$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("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);} else if (number_percent() <= 25 && !IS_BODY(victim,BROKEN_NECK)) {act("Your neck shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's neck shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);} act("You crash to the ground, stunned.",victim,NULL,NULL,TO_CHAR); act("$n crashes to the ground, stunned.",victim,NULL,NULL,TO_ROOM); stop_fighting(victim, TRUE); victim->position = POS_STUNNED; break; } return; } void special_hurl( CHAR_DATA *ch, CHAR_DATA *victim ) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; char buf [MAX_INPUT_LENGTH]; char direction [MAX_INPUT_LENGTH]; int door; int rev_dir; int dam; if (victim->in_room == NULL) return; rev_dir = 0; door = number_range(0,3); if (door == 0) {sprintf(direction,"north");rev_dir = 2;} if (door == 1) {sprintf(direction,"east");rev_dir = 3;} if (door == 2) {sprintf(direction,"south");rev_dir = 0;} if (door == 3) {sprintf(direction,"west");rev_dir = 1;} if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$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; } if (victim->in_room) pexit = victim->in_room->exit[door]; else return; 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 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, 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; }