/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Battle & death module * ****************************************************************************/ #include <sys/types.h> #include <errno.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include <unistd.h> #include <sys/stat.h> #include <fcntl.h> #include <sys/time.h> #include "mud.h" /*#if defined(__FreeBSD__) #endif*/ #if defined(__FreeBSD__) #include <dirent.h> #else #include <sys/dir.h> #endif extern char lastplayercmd[MAX_INPUT_LENGTH]; extern CHAR_DATA * gch_prev; /* From Skills.c */ int ris_save( CHAR_DATA *ch, int chance, int ris ); /* * Local functions. */ void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) ); int align_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) ); ch_ret one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); int obj_hitroll args( ( OBJ_DATA *obj ) ); bool get_cover( CHAR_DATA *ch ); bool dual_flip = FALSE; CHAR_DATA *get_char_room_see( CHAR_DATA *ch, char *argument ); /* * Check to see if weapon is poisoned. */ bool is_wielding_poisoned( CHAR_DATA *ch ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) && (IS_SET( obj->extra_flags, ITEM_POISONED) ) ) return TRUE; return FALSE; } /* * hunting, hating and fearing code -Thoric */ bool is_hunting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( !ch->hunting || ch->hunting->who != victim ) return FALSE; return TRUE; } bool is_hating( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( !ch->hating || ch->hating->who != victim ) return FALSE; return TRUE; } bool is_fearing( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( !ch->fearing || ch->fearing->who != victim ) return FALSE; return TRUE; } void stop_hunting( CHAR_DATA *ch ) { if ( ch->hunting ) { STRFREE( ch->hunting->name ); DISPOSE( ch->hunting ); ch->hunting = NULL; } return; } void stop_hating( CHAR_DATA *ch ) { if ( ch->hating ) { STRFREE( ch->hating->name ); DISPOSE( ch->hating ); ch->hating = NULL; } return; } void stop_fearing( CHAR_DATA *ch ) { if ( ch->fearing ) { STRFREE( ch->fearing->name ); DISPOSE( ch->fearing ); ch->fearing = NULL; } return; } void start_hunting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->hunting ) stop_hunting( ch ); CREATE( ch->hunting, HHF_DATA, 1 ); ch->hunting->name = QUICKLINK( victim->name ); ch->hunting->who = victim; return; } void start_hating( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->hating ) stop_hating( ch ); CREATE( ch->hating, HHF_DATA, 1 ); ch->hating->name = QUICKLINK( victim->name ); ch->hating->who = victim; return; } void start_fearing( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fearing ) stop_fearing( ch ); CREATE( ch->fearing, HHF_DATA, 1 ); ch->fearing->name = QUICKLINK( victim->name ); ch->fearing->who = victim; return; } int max_fight( CHAR_DATA *ch ) { return 8; } /* * Control the fights going on. * Called periodically by update_handler. * Many hours spent fixing bugs in here by Thoric, as noted by residual * debugging checks. If you never get any of these error messages again * in your logs... then you can comment out some of the checks without * worry. */ void violence_update( void ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *ch; CHAR_DATA *lst_ch; CHAR_DATA *victim; CHAR_DATA *rch, *rch_next; AFFECT_DATA *paf, *paf_next; TIMER *timer, *timer_next; ch_ret retcode; SKILLTYPE *skill; lst_ch = NULL; for ( ch = last_char; ch; lst_ch = ch, ch = gch_prev ) { set_cur_char( ch ); if ( ch == first_char && ch->prev ) { bug( "ERROR: first_char->prev != NULL, fixing...", 0 ); ch->prev = NULL; } gch_prev = ch->prev; if ( gch_prev && gch_prev->next != ch ) { sprintf( buf, "FATAL: violence_update: %s->prev->next doesn't point to ch.", ch->name ); bug( buf, 0 ); bug( "Short-cutting here", 0 ); ch->prev = NULL; gch_prev = NULL; do_shout( ch, "Thoric says, 'Prepare for the worst!'" ); } /* * See if we got a pointer to someone who recently died... * if so, either the pointer is bad... or it's a player who * "died", and is back at the healer... * Since he/she's in the char_list, it's likely to be the later... * and should not already be in another fight already */ if ( char_died(ch) ) continue; /* * See if we got a pointer to some bad looking data... */ if ( !ch->in_room || !ch->name ) { log_string( "violence_update: bad ch record! (Shortcutting.)" ); sprintf( buf, "ch: %d ch->in_room: %d ch->prev: %d ch->next: %d", (int) ch, (int) ch->in_room, (int) ch->prev, (int) ch->next ); log_string( buf ); log_string( lastplayercmd ); if ( lst_ch ) sprintf( buf, "lst_ch: %d lst_ch->prev: %d lst_ch->next: %d", (int) lst_ch, (int) lst_ch->prev, (int) lst_ch->next ); else strcpy( buf, "lst_ch: NULL" ); log_string( buf ); gch_prev = NULL; continue; } /* * Experience gained during battle deceases as battle drags on */ if ( ch->fighting ) if ( (++ch->fighting->duration % 24) == 0 ) ch->fighting->xp = ((ch->fighting->xp * 9) / 10); /*for ( timer = ch->first_timer; timer; timer = timer_next ) { timer_next = timer->next; if ( --timer->count <= 0 ) { if ( timer->type == TIMER_DO_FUN ) { int tempsub; tempsub = ch->substate; ch->substate = timer->value; (timer->do_fun)( ch, "" ); if ( char_died(ch) ) break; ch->substate = tempsub; } extract_timer( ch, timer ); } }*/ for ( timer = ch->first_timer; timer; timer = timer_next ) { timer_next = timer->next; if ( --timer->count <= 0 ) { if ( timer->type == TIMER_ASUPRESSED ) { if ( timer->value == -1 ) { timer->count = 1000; continue; } } if ( timer->type == TIMER_NUISANCE ) { DISPOSE( ch->pcdata->nuisance ); } if ( timer->type == TIMER_DO_FUN ) { int tempsub; tempsub = ch->substate; ch->substate = timer->value; (timer->do_fun)( ch, "" ); if ( char_died(ch) ) break; ch->substate = tempsub; } extract_timer( ch, timer ); } } if ( char_died(ch) ) continue; /* * We need spells that have shorter durations than an hour. * So a melee round sounds good to me... -Thoric */ for ( paf = ch->first_affect; paf; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) paf->duration--; else if ( paf->duration < 0 ) ; else { if ( !paf_next || paf_next->type != paf->type || paf_next->duration > 0 ) { skill = get_skilltype(paf->type); if ( paf->type > 0 && skill && skill->msg_off ) { set_char_color( AT_WEAROFF, ch ); send_to_char( skill->msg_off, ch ); send_to_char( "\n\r", ch ); } } if (paf->type == gsn_possess) { ch->desc->character = ch->desc->original; ch->desc->original = NULL; ch->desc->character->desc = ch->desc; ch->desc->character->switched = NULL; ch->desc = NULL; } affect_remove( ch, paf ); } } if ( ( victim = who_fighting( ch ) ) == NULL || IS_AFFECTED( ch, AFF_PARALYSIS ) ) continue; retcode = rNONE; if ( xIS_SET(ch->in_room->room_flags, ROOM_SAFE ) ) { sprintf( buf, "violence_update: %s fighting %s in a SAFE room.", ch->name, victim->name ); log_string( buf ); stop_fighting( ch, TRUE ); } else if ( IS_AWAKE(ch) && ch->in_room == victim->in_room ) retcode = multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, FALSE ); if ( char_died(ch) ) continue; if ( retcode == rCHAR_DIED || ( victim = who_fighting( ch ) ) == NULL ) continue; /* * Mob triggers */ rprog_rfight_trigger( ch ); if ( char_died(ch) ) continue; mprog_hitprcnt_trigger( ch, victim ); if ( char_died(ch) ) continue; mprog_fight_trigger( ch, victim ); if ( char_died(ch) ) continue; /* * Fun for the whole family! */ for ( rch = ch->in_room->first_person; rch; rch = rch_next ) { rch_next = rch->next_in_room; if ( IS_AWAKE(rch) && !rch->fighting ) { /* * PC's auto-assist others in their group. */ if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) ) { if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) ) && is_same_group(ch, rch) ) multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } /* * NPC's assist NPC's of same type or 12.5% chance regardless. */ if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) && !IS_SET(rch->act, ACT_NOASSIST) ) { if ( char_died(ch) ) break; if ( rch->pIndexData == ch->pIndexData || number_bits( 3 ) == 0 ) { CHAR_DATA *vch; CHAR_DATA *target; int number; target = NULL; number = 0; for ( vch = ch->in_room->first_person; vch; vch = vch->next ) { if ( can_see( rch, vch ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 ) { target = vch; number++; } } if ( target ) multi_hit( rch, target, TYPE_UNDEFINED ); } } } } } return; } /* * Do one group of attacks. */ ch_ret multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance; int dual_bonus; ch_ret retcode; /* add timer if player is attacking another player */ if ( !IS_NPC(ch) && !IS_NPC(victim) ) add_timer( ch, TIMER_RECENTFIGHT, 20, NULL, 0 ); if ( !IS_NPC(ch) && IS_SET( ch->act, PLR_NICE ) && !IS_NPC( victim ) ) return rNONE; if ( (retcode = one_hit( ch, victim, dt )) != rNONE ) return retcode; if ( who_fighting( ch ) != victim || dt == gsn_backstab /* || dt == gsn_circle */ ) return rNONE; /* Very high chance of hitting compared to chance of going berserk */ /* 40% or higher is always hit.. don't learn anything here though. */ /* -- Altrag */ chance = IS_NPC(ch) ? 100 : (ch->pcdata->learned[gsn_berserk]*5/2); if ( IS_AFFECTED(ch, AFF_BERSERK) && number_percent() < chance ) if ( (retcode = one_hit( ch, victim, dt )) != rNONE || who_fighting( ch ) != victim ) return retcode; if ( get_eq_char( ch, WEAR_DUAL_WIELD ) ) { dual_bonus = IS_NPC(ch) ? (ch->skill_level[COMBAT_ABILITY] / 10) : (ch->pcdata->learned[gsn_dual_wield] / 10); chance = IS_NPC(ch) ? ch->top_level : ch->pcdata->learned[gsn_dual_wield]; if ( number_percent( ) < chance ) { learn_from_success( ch, gsn_dual_wield ); retcode = one_hit( ch, victim, dt ); if ( retcode != rNONE || who_fighting( ch ) != victim ) return retcode; } else learn_from_failure( ch, gsn_dual_wield ); } else dual_bonus = 0; if ( ch->move < 10 ) dual_bonus = -20; /* * NPC predetermined number of attacks -Thoric */ if ( IS_NPC(ch) && ch->numattacks > 0 ) { for ( chance = 0; chance <= ch->numattacks; chance++ ) { retcode = one_hit( ch, victim, dt ); if ( retcode != rNONE || who_fighting( ch ) != victim ) return retcode; } return retcode; } chance = IS_NPC(ch) ? ch->top_level : (int) ((ch->pcdata->learned[gsn_second_attack]+dual_bonus)/1.5); if ( number_percent( ) < chance ) { learn_from_success( ch, gsn_second_attack ); retcode = one_hit( ch, victim, dt ); if ( retcode != rNONE || who_fighting( ch ) != victim ) return retcode; } else learn_from_failure( ch, gsn_second_attack ); chance = IS_NPC(ch) ? ch->top_level : (int) ((ch->pcdata->learned[gsn_third_attack]+(dual_bonus*1.5))/2); if ( number_percent( ) < chance ) { learn_from_success( ch, gsn_third_attack ); retcode = one_hit( ch, victim, dt ); if ( retcode != rNONE || who_fighting( ch ) != victim ) return retcode; } else learn_from_failure( ch, gsn_third_attack ); retcode = rNONE; chance = IS_NPC(ch) ? (int) (ch->top_level / 4) : 0; if ( number_percent( ) < chance ) retcode = one_hit( ch, victim, dt ); if ( retcode == rNONE ) { int move; if ( !IS_AFFECTED(ch, AFF_FLYING) && !IS_AFFECTED(ch, AFF_FLOATING) ) move = encumbrance( ch, movement_loss[UMIN(SECT_MAX-1, ch->in_room->sector_type)] ); else move = encumbrance( ch, 1 ); if ( ch->move ) ch->move = UMAX( 0, ch->move - move ); } return retcode; } /* * Weapon types, haus */ int weapon_prof_bonus_check( CHAR_DATA *ch, OBJ_DATA *wield, int *gsn_ptr ) { int bonus; bonus = 0; *gsn_ptr = -1; if ( !IS_NPC(ch) && wield ) { switch(wield->value[3]) { default: *gsn_ptr = -1; break; case 3: *gsn_ptr = gsn_lightsabers; break; case 2: *gsn_ptr = gsn_vibro_blades; break; case 4: break; case 5: *gsn_ptr = gsn_talonous_arms; break; case 6: *gsn_ptr = gsn_blasters; break; case 8: *gsn_ptr = gsn_bludgeons; break; case 9: *gsn_ptr = gsn_bowcasters; break; case 11: *gsn_ptr = gsn_force_pikes; break; } if ( *gsn_ptr != -1 ) bonus = (int) ( ch->pcdata->learned[*gsn_ptr] ); } if ( IS_NPC(ch) && wield ) bonus = get_trust(ch); return bonus; } /* * Calculate the tohit bonus on the object and return RIS values. * -- Altrag */ int obj_hitroll( OBJ_DATA *obj ) { int tohit = 0; AFFECT_DATA *paf; for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next ) if ( paf->location == APPLY_HITROLL ) tohit += paf->modifier; for ( paf = obj->first_affect; paf; paf = paf->next ) if ( paf->location == APPLY_HITROLL ) tohit += paf->modifier; return tohit; } /* * Offensive shield level modifier */ sh_int off_shld_lvl( CHAR_DATA *ch, CHAR_DATA *victim ) { sh_int lvl; if ( !IS_NPC(ch) ) /* players get much less effect */ { /* lvl = UMAX( 1, (ch->skill_level[FORCE_ABILITY]) );*/ lvl = 1; if ( number_percent() + (victim->skill_level[COMBAT_ABILITY] - lvl) < 35 ) return lvl; else return 0; } else { lvl = ch->top_level; if ( number_percent() + (victim->skill_level[COMBAT_ABILITY] - lvl) < 70 ) return lvl; else return 0; } } /* * Hit one guy once. */ ch_ret one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int plusris; int dam, x; int diceroll; int attacktype, cnt; int prof_bonus; int prof_gsn; ch_ret retcode; int chance; bool fail; AFFECT_DATA af; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return rVICT_DIED; /* * Figure out the weapon doing the damage -Thoric */ if ( (wield = get_eq_char( ch, WEAR_DUAL_WIELD )) != NULL ) { if ( dual_flip == FALSE ) { dual_flip = TRUE; wield = get_eq_char( ch, WEAR_WIELD ); } else dual_flip = FALSE; } else wield = get_eq_char( ch, WEAR_WIELD ); prof_bonus = weapon_prof_bonus_check( ch, wield, &prof_gsn ); if ( ch->fighting /* make sure fight is already started */ && dt == TYPE_UNDEFINED && IS_NPC(ch) && ch->attacks != 0 ) { cnt = 0; for ( ;; ) { x = number_range( 0, 6 ); attacktype = 1 << x; if ( IS_SET( ch->attacks, attacktype ) ) break; if ( cnt++ > 16 ) { attacktype = 0; break; } } if ( attacktype == ATCK_BACKSTAB ) attacktype = 0; if ( wield && number_percent( ) > 25 ) attacktype = 0; switch ( attacktype ) { default: break; case ATCK_BITE: do_bite( ch, "" ); retcode = global_retcode; break; case ATCK_CLAWS: do_claw( ch, "" ); retcode = global_retcode; break; case ATCK_TAIL: do_tail( ch, "" ); retcode = global_retcode; break; case ATCK_STING: do_sting( ch, "" ); retcode = global_retcode; break; case ATCK_PUNCH: do_punch( ch, "" ); retcode = global_retcode; break; case ATCK_KICK: do_kick( ch, "" ); retcode = global_retcode; break; case ATCK_TRIP: do_trip( ch, "" ); retcode = global_retcode; break; } if ( attacktype ) return retcode; } if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; } /* * Calculate to-hit-armor-class-0 versus armor. */ thac0_00 = 20; thac0_32 = 10; thac0 = interpolate( ch->skill_level[COMBAT_ABILITY] , thac0_00, thac0_32 ) - GET_HITROLL(ch); victim_ac = (int) (GET_AC(victim) / 10); /* if you can't see what's coming... */ if ( wield && !can_see_obj( victim, wield) ) victim_ac += 1; if ( !can_see( ch, victim ) ) victim_ac -= 4; if ( ch->race == RACE_DEFEL ) victim_ac += 2; if ( !IS_AWAKE ( victim ) ) victim_ac += 5; /* Weapon proficiency bonus */ victim_ac += prof_bonus/20; /* * The moment of excitement! */ diceroll = number_range( 1,20 ); if ( diceroll == 1 || ( diceroll < 20 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ if ( prof_gsn != -1 ) learn_from_failure( ch, prof_gsn ); damage( ch, victim, 0, dt ); tail_chain( ); return rNONE; } /* * Hit. * Calc damage. */ if ( !wield ) /* dice formula fixed by Thoric */ dam = number_range( ch->barenumdie, ch->baresizedie * ch->barenumdie ); else dam = number_range( wield->value[1], wield->value[2] ); /* * Bonuses. */ dam += GET_DAMROLL(ch); if ( prof_bonus ) dam *= ( 1 + prof_bonus / 100 ); if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_enhanced_damage] > 0 ) { dam += (int) (dam * ch->pcdata->learned[gsn_enhanced_damage] / 120); learn_from_success( ch, gsn_enhanced_damage ); } if ( !IS_AWAKE(victim) ) dam *= 2; if ( dt == gsn_backstab ) dam *= (2 + URANGE( 2, ch->skill_level[HUNTING_ABILITY] - (victim->skill_level[COMBAT_ABILITY]/4), 30 ) / 8); /* if ( dt == gsn_circle ) dam *= (2 + URANGE( 2, ch->skill_level[HUNTING_ABILITY] - (victim->skill_level[COMBAT_ABILITY]/4), 30 ) / 16); */ plusris = 0; if ( wield ) { if ( IS_SET( wield->extra_flags, ITEM_MAGIC ) ) dam = ris_damage( victim, dam, RIS_MAGIC ); else dam = ris_damage( victim, dam, RIS_NONMAGIC ); /* * Handle PLUS1 - PLUS6 ris bits vs. weapon hitroll -Thoric */ plusris = obj_hitroll( wield ); } else dam = ris_damage( victim, dam, RIS_NONMAGIC ); /* check for RIS_PLUSx -Thoric */ if ( dam ) { int x, res, imm, sus, mod; if ( plusris ) plusris = RIS_PLUS1 << UMIN(plusris, 7); /* initialize values to handle a zero plusris */ imm = res = -1; sus = 1; /* find high ris */ for ( x = RIS_PLUS1; x <= RIS_PLUS6; x <<= 1 ) { if ( IS_SET( victim->immune, x ) ) imm = x; if ( IS_SET( victim->resistant, x ) ) res = x; if ( IS_SET( victim->susceptible, x ) ) sus = x; } mod = 10; if ( imm >= plusris ) mod -= 10; if ( res >= plusris ) mod -= 2; if ( sus <= plusris ) mod += 2; /* check if immune */ if ( mod <= 0 ) dam = -1; if ( mod != 10 ) dam = (dam * mod) / 10; } /* race modifier */ if ( victim->race == RACE_DUINUOGWUIN ) dam /= 5; /* * check to see if weapon is charged */ if ( dt == (TYPE_HIT + WEAPON_BLASTER ) && wield && wield->item_type == ITEM_WEAPON ) { if ( wield->value[4] < 1 ) { act( AT_YELLOW, "$n points their blaster at you but nothing happens.", ch, NULL, victim, TO_VICT ); act( AT_YELLOW, "*CLICK* ... your blaster needs a new ammunition cell!", ch, NULL, victim, TO_CHAR ); if ( IS_NPC(ch) ) { do_remove( ch, wield->name ); } return rNONE; } else if ( wield->blaster_setting == BLASTER_FULL && wield->value[4] >=5 ) { dam *= 1.5; wield->value[4] -= 5; } else if ( wield->blaster_setting == BLASTER_HIGH && wield->value[4] >=4 ) { dam *= 1.25; wield->value[4] -= 4; } else if ( wield->blaster_setting == BLASTER_NORMAL && wield->value[4] >=3 ) { wield->value[4] -= 3; } else if ( wield->blaster_setting == BLASTER_STUN && wield->value[4] >=5 ) { dam /= 10; wield->value[4] -= 3; fail = FALSE; chance = ris_save( victim, ch->skill_level[COMBAT_ABILITY], RIS_PARALYSIS ); if ( chance == 1000 ) fail = TRUE; else fail = saves_para_petri( chance, victim ); if ( victim->was_stunned > 0 ) { fail = TRUE; victim->was_stunned--; } chance = 100 - get_curr_con(victim) - victim->skill_level[COMBAT_ABILITY]/2; /* harder for player to stun another player */ if ( !IS_NPC(ch) && !IS_NPC(victim) ) chance -= sysdata.stun_plr_vs_plr; else chance -= sysdata.stun_regular; chance = URANGE( 5, chance, 95 ); if ( !fail && number_percent( ) < chance ) { WAIT_STATE( victim, PULSE_VIOLENCE ); act( AT_BLUE, "Blue rings of energy from $N's blaster knock you down leaving you stunned!", victim, NULL, ch, TO_CHAR ); act( AT_BLUE, "Blue rings of energy from your blaster strike $N, leaving $M stunned!", ch, NULL, victim, TO_CHAR ); act( AT_BLUE, "Blue rings of energy from $n's blaster hit $N, leaving $M stunned!", ch, NULL, victim, TO_NOTVICT ); stop_fighting( victim, TRUE ); if ( !IS_AFFECTED( victim, AFF_PARALYSIS ) ) { af.type = gsn_stun; af.location = APPLY_AC; af.modifier = 20; af.duration = 7; af.bitvector = AFF_PARALYSIS; affect_to_char( victim, &af ); update_pos( victim ); if ( IS_NPC(victim) ) { start_hating( victim, ch ); start_hunting( victim, ch ); victim->was_stunned = 10; } } } else { act( AT_BLUE, "Blue rings of energy from $N's blaster hit you but have little effect", victim, NULL, ch, TO_CHAR ); act( AT_BLUE, "Blue rings of energy from your blaster hit $N, but nothing seems to happen!", ch, NULL, victim, TO_CHAR ); act( AT_BLUE, "Blue rings of energy from $n's blaster hit $N, but nothing seems to happen!", ch, NULL, victim, TO_NOTVICT ); } } else if ( wield->blaster_setting == BLASTER_HALF && wield->value[4] >=2 ) { dam *= 0.75; wield->value[4] -= 2; } else { dam *= 0.5; wield->value[4] -= 1; } } else if ( dt == (TYPE_HIT + WEAPON_VIBRO_BLADE ) && wield && wield->item_type == ITEM_WEAPON ) { if ( wield->value[4] < 1 ) { act( AT_YELLOW, "Your vibro-blade needs recharging ...", ch, NULL, victim, TO_CHAR ); dam /= 3; } } else if ( dt == (TYPE_HIT + WEAPON_FORCE_PIKE ) && wield && wield->item_type == ITEM_WEAPON ) { if ( wield->value[4] < 1 ) { act( AT_YELLOW, "Your force-pike needs recharging ...", ch, NULL, victim, TO_CHAR ); dam /= 2; } else wield->value[4]--; } else if ( dt == (TYPE_HIT + WEAPON_LIGHTSABER ) && wield && wield->item_type == ITEM_WEAPON ) { if ( wield->value[4] < 1 ) { act( AT_YELLOW, "$n waves a dead hand grip around in the air.", ch, NULL, victim, TO_VICT ); act( AT_YELLOW, "You need to recharge your lightsaber ... it seems to be lacking a blade.", ch, NULL, victim, TO_CHAR ); if ( IS_NPC(ch) ) { do_remove( ch, wield->name ); } return rNONE; } } else if ( dt == (TYPE_HIT + WEAPON_BOWCASTER ) && wield && wield->item_type == ITEM_WEAPON ) { if ( wield->value[4] < 1 ) { act( AT_YELLOW, "$n points their bowcaster at you but nothing happens.", ch, NULL, victim, TO_VICT ); act( AT_YELLOW, "*CLICK* ... your bowcaster needs a new bolt cartridge!", ch, NULL, victim, TO_CHAR ); if ( IS_NPC(ch) ) { do_remove( ch, wield->name ); } return rNONE; } else wield->value[4]--; } if ( dam <= 0 ) dam = 1; if ( prof_gsn != -1 ) { if ( dam > 0 ) learn_from_success( ch, prof_gsn ); else learn_from_failure( ch, prof_gsn ); } /* immune to damage */ if ( dam == -1 ) { if ( dt >= 0 && dt < top_sn ) { SKILLTYPE *skill = skill_table[dt]; bool found = FALSE; if ( skill->imm_char && skill->imm_char[0] != '\0' ) { act( AT_HIT, skill->imm_char, ch, NULL, victim, TO_CHAR ); found = TRUE; } if ( skill->imm_vict && skill->imm_vict[0] != '\0' ) { act( AT_HITME, skill->imm_vict, ch, NULL, victim, TO_VICT ); found = TRUE; } if ( skill->imm_room && skill->imm_room[0] != '\0' ) { act( AT_ACTION, skill->imm_room, ch, NULL, victim, TO_NOTVICT ); found = TRUE; } if ( found ) return rNONE; } dam = 0; } if ( (retcode = damage( ch, victim, dam, dt )) != rNONE ) return retcode; if ( char_died(ch) ) return rCHAR_DIED; if ( char_died(victim) ) return rVICT_DIED; retcode = rNONE; if ( dam == 0 ) return retcode; /* weapon spells -Thoric */ if ( wield && !IS_SET(victim->immune, RIS_MAGIC) && !xIS_SET(victim->in_room->room_flags, ROOM_NO_MAGIC) ) { AFFECT_DATA *aff; for ( aff = wield->pIndexData->first_affect; aff; aff = aff->next ) if ( aff->location == APPLY_WEAPONSPELL && IS_VALID_SN(aff->modifier) && skill_table[aff->modifier]->spell_fun ) retcode = (*skill_table[aff->modifier]->spell_fun) ( aff->modifier, (wield->level+3)/3, ch, victim ); if ( retcode != rNONE || char_died(ch) || char_died(victim) ) return retcode; for ( aff = wield->first_affect; aff; aff = aff->next ) if ( aff->location == APPLY_WEAPONSPELL && IS_VALID_SN(aff->modifier) && skill_table[aff->modifier]->spell_fun ) retcode = (*skill_table[aff->modifier]->spell_fun) ( aff->modifier, (wield->level+3)/3, ch, victim ); if ( retcode != rNONE || char_died(ch) || char_died(victim) ) return retcode; } /* * magic shields that retaliate -Thoric */ if ( IS_AFFECTED( victim, AFF_FIRESHIELD ) && !IS_AFFECTED( ch, AFF_FIRESHIELD ) ) retcode = spell_fireball( gsn_fireball, off_shld_lvl(victim, ch), victim, ch ); if ( retcode != rNONE || char_died(ch) || char_died(victim) ) return retcode; if ( retcode != rNONE || char_died(ch) || char_died(victim) ) return retcode; if ( IS_AFFECTED( victim, AFF_SHOCKSHIELD ) && !IS_AFFECTED( ch, AFF_SHOCKSHIELD ) ) retcode = spell_lightning_bolt( gsn_lightning_bolt, off_shld_lvl(victim, ch), victim, ch ); if ( retcode != rNONE || char_died(ch) || char_died(victim) ) return retcode; /* * folks with blasters move and snipe instead of getting neatin up in one spot. */ if ( IS_NPC(victim) ) { OBJ_DATA *wield; wield = get_eq_char( victim, WEAR_WIELD ); if ( wield != NULL && wield->value[3] == WEAPON_BLASTER && get_cover( victim ) == TRUE ) { start_hating( victim, ch ); start_hunting( victim, ch ); } } tail_chain( ); return retcode; } /* * Calculate damage based on resistances, immunities and suceptibilities * -Thoric */ sh_int ris_damage( CHAR_DATA *ch, sh_int dam, int ris ) { sh_int modifier; modifier = 10; if ( IS_SET(ch->immune, ris ) ) modifier -= 10; if ( IS_SET(ch->resistant, ris ) ) modifier -= 2; if ( IS_SET(ch->susceptible, ris ) ) modifier += 2; if ( modifier <= 0 ) return -1; if ( modifier == 10 ) return dam; return (dam * modifier) / 10; } /* * Inflict damage from a hit. */ ch_ret damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { char buf1[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; sh_int dameq; bool npcvict; bool loot; int xp_gain; OBJ_DATA *damobj; ch_ret retcode; sh_int dampmod; int init_gold, new_gold, gold_diff; retcode = rNONE; if ( !ch ) { bug( "Damage: null ch!", 0 ); return rERROR; } if ( !victim ) { bug( "Damage: null victim!", 0 ); return rVICT_DIED; } if ( victim->position == POS_DEAD ) return rVICT_DIED; npcvict = IS_NPC(victim); /* * Check damage types for RIS -Thoric */ if ( dam && dt != TYPE_UNDEFINED ) { if ( IS_FIRE(dt) ) dam = ris_damage(victim, dam, RIS_FIRE); else if ( IS_COLD(dt) ) dam = ris_damage(victim, dam, RIS_COLD); else if ( IS_ACID(dt) ) dam = ris_damage(victim, dam, RIS_ACID); else if ( IS_ELECTRICITY(dt) ) dam = ris_damage(victim, dam, RIS_ELECTRICITY); else if ( IS_ENERGY(dt) ) dam = ris_damage(victim, dam, RIS_ENERGY); else if ( IS_DRAIN(dt) ) dam = ris_damage(victim, dam, RIS_DRAIN); else if ( dt == gsn_poison || IS_POISON(dt) ) dam = ris_damage(victim, dam, RIS_POISON); else if ( dt == (TYPE_HIT + 7) || dt == (TYPE_HIT + 8) ) dam = ris_damage(victim, dam, RIS_BLUNT); else if ( dt == (TYPE_HIT + 2) || dt == (TYPE_HIT + 11) || dt == (TYPE_HIT + 10) ) dam = ris_damage(victim, dam, RIS_PIERCE); else if ( dt == (TYPE_HIT + 1) || dt == (TYPE_HIT + 3) || dt == (TYPE_HIT + 4) || dt == (TYPE_HIT + 5) ) dam = ris_damage(victim, dam, RIS_SLASH); if ( dam == -1 ) { if ( dt >= 0 && dt < top_sn ) { bool found = FALSE; SKILLTYPE *skill = skill_table[dt]; if ( skill->imm_char && skill->imm_char[0] != '\0' ) { act( AT_HIT, skill->imm_char, ch, NULL, victim, TO_CHAR ); found = TRUE; } if ( skill->imm_vict && skill->imm_vict[0] != '\0' ) { act( AT_HITME, skill->imm_vict, ch, NULL, victim, TO_VICT ); found = TRUE; } if ( skill->imm_room && skill->imm_room[0] != '\0' ) { act( AT_ACTION, skill->imm_room, ch, NULL, victim, TO_NOTVICT ); found = TRUE; } if ( found ) return rNONE; } dam = 0; } } if ( dam && npcvict && ch != victim ) { if ( !IS_SET( victim->act, ACT_SENTINEL ) ) { if ( victim->hunting ) { if ( victim->hunting->who != ch ) { STRFREE( victim->hunting->name ); victim->hunting->name = QUICKLINK( ch->name ); victim->hunting->who = ch; } } else start_hunting( victim, ch ); } if ( victim->hating ) { if ( victim->hating->who != ch ) { STRFREE( victim->hating->name ); victim->hating->name = QUICKLINK( ch->name ); victim->hating->who = ch; } } else start_hating( victim, ch ); } if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return rNONE; if ( victim->position > POS_STUNNED ) { if ( !victim->fighting ) set_fighting( victim, ch ); if ( victim->fighting ) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( !ch->fighting ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && npcvict && IS_AFFECTED(victim, AFF_CHARM) && victim->master && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); retcode = multi_hit( ch, victim->master, TYPE_UNDEFINED ); return retcode; } } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); /* * Inviso attacks ... not. */ if ( IS_AFFECTED(ch, AFF_INVISIBLE) && ch->race != RACE_DEFEL ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( AT_MAGIC, "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* Take away Hide */ if ( IS_AFFECTED(ch, AFF_HIDE) ) REMOVE_BIT(ch->affected_by, AFF_HIDE); /* * Damage modifiers. */ if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) dam /= 2; if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) ) dam -= (int) (dam / 4); if ( dam < 0 ) dam = 0; /* * Check for disarm, trip, parry, and dodge. */ if ( dt >= TYPE_HIT ) { if ( IS_NPC(ch) && IS_SET( ch->attacks, DFND_DISARM ) && number_percent( ) < ch->skill_level[COMBAT_ABILITY] / 2 ) disarm( ch, victim ); if ( IS_NPC(ch) && IS_SET( ch->attacks, ATCK_TRIP ) && number_percent( ) < ch->skill_level[COMBAT_ABILITY] ) do_trip( ch, victim->name ); if ( check_parry( ch, victim ) ) return rNONE; if ( check_dodge( ch, victim ) ) return rNONE; } /* * Check control panel settings and modify damage */ if ( IS_NPC(ch) ) { if ( npcvict ) dampmod = sysdata.dam_mob_vs_mob; else dampmod = sysdata.dam_mob_vs_plr; } else { if ( npcvict ) dampmod = sysdata.dam_plr_vs_mob; else dampmod = sysdata.dam_plr_vs_plr; } if ( dampmod > 0 ) dam = ( dam * dampmod ) / 100; dam_message( ch, victim, dam, dt ); } /* * Code to handle equipment getting damaged, and also support -Thoric * bonuses/penalties for having or not having equipment where hit * Update by ackbar to ignore damaging equipment and eq bonuses * if your in an arena room. */ if (dam > 10 && dt != TYPE_UNDEFINED && !xIS_SET( ch->in_room->room_flags, ROOM_ARENA)) { /* get a random body eq part */ dameq = number_range(WEAR_LIGHT, WEAR_EYES); damobj = get_eq_char(victim, dameq); if ( damobj ) { if ( dam > get_obj_resistance(damobj) ) { set_cur_obj(damobj); damage_obj(damobj); } dam -= 5; /* add a bonus for having something to block the blow */ } else dam += 5; /* add penalty for bare skin! */ } /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; /* * Get experience based on % of damage done -Thoric */ if ( dam && ch != victim && !IS_NPC(ch) && ch->fighting && ch->fighting->xp ) { xp_gain = (int) (xp_compute( ch, victim ) * 0.1 * dam) / victim->max_hit; gain_exp( ch, xp_gain, COMBAT_ABILITY ); } if ( !IS_NPC(victim) && victim->top_level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; /* Make sure newbies dont die */ if (!IS_NPC(victim) && NEW_AUTH(victim) && victim->hit < 1) /* new auth */ victim->hit = 1; if (xIS_SET( victim->in_room->room_flags, ROOM_NODEATH ) && victim->hit < 1 && !IS_NPC(victim) ) { stop_fighting(ch, TRUE); stop_fighting(victim, TRUE ); victim->hit = 50; update_pos(victim); } if (xIS_SET( ch->in_room->room_flags, ROOM_ARENA ) && victim->hit < 1 && !IS_NPC(victim) ) { stop_fighting( ch, TRUE ); stop_fighting( victim, TRUE ); victim->hit = victim->max_hit; ch->hit = ch->max_hit; update_pos(ch); update_pos (victim); send_to_char("A Godly Glow Surrounds your body and life is returned to you.\n\r", victim); sprintf( buf, "You have been defeated in combat by %s\n\r", ch->name); send_to_char(buf, victim); act(AT_RED, "$n has defeated $N in combat",ch, NULL, victim,TO_ROOM); return rNONE; } if ( dam > 0 && dt > TYPE_HIT && !IS_AFFECTED( victim, AFF_POISON ) && is_wielding_poisoned( ch ) && !IS_SET( victim->immune, RIS_POISON ) && !saves_poison_death( ch->skill_level[COMBAT_ABILITY], victim ) ) { AFFECT_DATA af; af.type = gsn_poison; af.duration = 20; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); ch->mental_state = URANGE( 20, ch->mental_state + 2, 100 ); } if ( !npcvict && get_trust(victim) >= LEVEL_IMMORTAL && get_trust(ch) >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( AT_DYING, "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "&RYou are mortally wounded, and will die soon, if not aided.",victim); break; case POS_INCAP: act( AT_DYING, "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "&RYou are incapacitated and will slowly die, if not aided.",victim); break; case POS_STUNNED: if ( !IS_AFFECTED( victim, AFF_PARALYSIS ) ) { act( AT_ACTION, "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); send_to_char( "&RYou are stunned, but will probably recover.",victim); } break; case POS_DEAD: if ( dt >= 0 && dt < top_sn ) { SKILLTYPE *skill = skill_table[dt]; if ( skill->die_char && skill->die_char[0] != '\0' ) act( AT_DEAD, skill->die_char, ch, NULL, victim, TO_CHAR ); if ( skill->die_vict && skill->die_vict[0] != '\0' ) act( AT_DEAD, skill->die_vict, ch, NULL, victim, TO_VICT ); if ( skill->die_room && skill->die_room[0] != '\0' ) act( AT_DEAD, skill->die_room, ch, NULL, victim, TO_NOTVICT ); } if ( IS_NPC(victim) && IS_SET( victim->act, ACT_NOKILL ) ) act( AT_YELLOW, "$n flees for $s life ... barely escaping certain death!", victim, 0, 0, TO_ROOM ); else if ( IS_NPC(victim) && IS_SET( victim->act, ACT_DROID ) ) act( AT_DEAD, "$n EXPLODES into many small pieces!", victim, 0, 0, TO_ROOM ); else act( AT_DEAD, "$n is DEAD!", victim, 0, 0, TO_ROOM ); send_to_char( "&WYou have been KILLED!\n\r", victim); clear_carry(victim); break; default: if ( dam > victim->max_hit / 4 ) { act( AT_HURT, "That really did HURT!", victim, 0, 0, TO_CHAR ); if ( number_bits(3) == 0 ) worsen_mental_state( ch, 1 ); } if ( victim->hit < victim->max_hit / 4 ) { act( AT_DANGER, "You wish that your wounds would stop BLEEDING so much!", victim, 0, 0, TO_CHAR ); if ( number_bits(2) == 0 ) worsen_mental_state( ch, 1 ); } break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) /* lets make NPC's not slaughter PC's */ && !IS_AFFECTED( victim, AFF_PARALYSIS ) ) { if ( victim->fighting && victim->fighting->who->hunting && victim->fighting->who->hunting->who == victim ) stop_hunting( victim->fighting->who ); if ( victim->fighting && victim->fighting->who->hating && victim->fighting->who->hating->who == victim ) stop_hating( victim->fighting->who ); stop_fighting( victim, TRUE ); } if ( victim->hit <=0 && !IS_NPC(victim)) { OBJ_DATA *obj; OBJ_DATA *obj_next; int cnt=0; stop_fighting( victim, TRUE ); if ( ( obj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL ) unequip_char( victim, obj ); if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) != NULL ) unequip_char( victim, obj ); if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) != NULL ) unequip_char( victim, obj ); if ( ( obj = get_eq_char( victim, WEAR_MISSILE_WIELD ) ) != NULL ) unequip_char( victim, obj ); if ( ( obj = get_eq_char( victim, WEAR_LIGHT ) ) != NULL ) unequip_char( victim, obj ); for ( obj = victim->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) { if ( obj->pIndexData->progtypes & DROP_PROG && obj->count > 1 ) { ++cnt; separate_obj( obj ); obj_from_char( obj ); if ( !obj_next ) obj_next = victim->first_carrying; } else { cnt += obj->count; obj_from_char( obj ); } act( AT_ACTION, "$n drops $p.", victim, obj, NULL, TO_ROOM ); act( AT_ACTION, "You drop $p.", victim, obj, NULL, TO_CHAR ); obj = obj_to_room( obj, victim->in_room ); } } if ( IS_NPC( ch ) && !IS_NPC( victim ) ) { long lose_exp; lose_exp = UMAX( ( victim->experience[COMBAT_ABILITY] - exp_level( victim->skill_level[COMBAT_ABILITY] ) ) , 0 ); ch_printf( victim, "You lose %ld experience.\n\r", lose_exp ); victim->experience[COMBAT_ABILITY] -= lose_exp; } add_timer( victim, TIMER_RECENTFIGHT, 100, NULL, 0 ); } /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !npcvict ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum ); log_string( log_buf ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL ); } else if ( !IS_NPC(ch) ) /* keep track of mob vnum killed */ add_kill( ch, victim ); check_killer( ch, victim ); if ( !IS_NPC(victim) || !IS_SET( victim->act, ACT_NOKILL ) ) loot = legal_loot( ch, victim ); else loot = FALSE; set_cur_char(victim); raw_kill( ch, victim ); victim = NULL; if ( !IS_NPC(ch) && loot ) { /* Autogold by Scryn 8/12 */ if ( IS_SET(ch->act, PLR_AUTOGOLD) ) { init_gold = ch->gold; do_get( ch, "credits corpse" ); new_gold = ch->gold; gold_diff = (new_gold - init_gold); if (gold_diff > 0) { sprintf(buf1,"%d",gold_diff); do_split( ch, buf1 ); } } if ( IS_SET(ch->act, PLR_AUTOLOOT) ) do_get( ch, "all corpse" ); else do_look( ch, "in corpse" ); if ( IS_SET(ch->act, PLR_AUTOSAC) ) do_sacrifice( ch, "corpse" ); } if ( IS_SET( sysdata.save_flags, SV_KILL ) ) save_char_obj( ch ); return rVICT_DIED; } if ( victim == ch ) return rNONE; /* * Take care of link dead people. */ if ( !npcvict && !victim->desc && !victim->switched ) { if ( number_range( 0, victim->wait ) == 0) { do_flee( victim, "" ); do_flee( victim, "" ); do_flee( victim, "" ); do_flee( victim, "" ); do_flee( victim, "" ); do_hail( victim, "" ); do_quit( victim, "" ); return rNONE; } } /* * Wimp out? */ if ( npcvict && dam > 0 ) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 1 ) == 0 && victim->hit < victim->max_hit / 2 ) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master && victim->master->in_room != victim->in_room ) ) { start_fearing( victim, ch ); stop_hunting( victim ); do_flee( victim, "" ); } } if ( !npcvict && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait == 0 ) do_flee( victim, "" ); else if ( !npcvict && IS_SET( victim->act, PLR_FLEE ) ) do_flee( victim, "" ); tail_chain( ); return rNONE; } bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( !victim ) return FALSE; /* Thx Josh! */ if ( who_fighting( ch ) == ch ) return FALSE; if ( xIS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You'll have to do that elswhere.\n\r", ch ); return TRUE; } if ( get_trust(ch) > LEVEL_HERO ) return FALSE; if ( IS_NPC(ch) || IS_NPC(victim) ) return FALSE; return FALSE; } /* checks is_safe but without the output cuts out imms and safe rooms as well for info only */ bool is_safe_nm( CHAR_DATA *ch, CHAR_DATA *victim ) { return FALSE; } /* * just verify that a corpse looting is legal */ bool legal_loot( CHAR_DATA *ch, CHAR_DATA *victim ) { /* pc's can now loot .. why not .. death is pretty final */ if ( !IS_NPC(ch) ) return TRUE; /* non-charmed mobs can loot anything */ if ( IS_NPC(ch) && !ch->master ) return TRUE; return FALSE; } /* see if an attack justifies a KILLER flag --- edited so that none do but can't murder a no pk person. --- edited again for planetary wanted flags -- well will be soon :p */ void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { int x; /* * Charm-o-rama. */ if ( IS_SET(ch->affected_by, AFF_CHARM) ) { if ( !ch->master ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Check_killer: %s bad AFF_CHARM", IS_NPC(ch) ? ch->short_descr : ch->name ); bug( buf, 0 ); affect_strip( ch, gsn_charm_person ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } /* stop_follower( ch ); */ if ( ch->master ) check_killer( ch->master, victim ); } if ( IS_NPC(victim) ) { if ( !IS_NPC( ch ) ) { for ( x = 0; x < 32; x++ ) { if ( IS_SET(victim->vip_flags , 1 << x ) ) { SET_BIT(ch->pcdata->wanted_flags, 1 << x ); ch_printf( ch, "&YYou are now wanted on %s.&w\n\r", planet_flags[x] , victim->short_descr ); } } ch->pcdata->mkills++; } return; } if ( !IS_NPC(ch) && !IS_NPC(victim) ) { ch->pcdata->pkills++; update_pos(victim); } return; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { if ( !victim ) { bug( "update_pos: null victim", 0 ); return; } if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; if ( IS_AFFECTED( victim, AFF_PARALYSIS ) ) victim->position = POS_STUNNED; return; } if ( IS_NPC(victim) || victim->hit <= -500 ) { if ( victim->mount ) { act( AT_ACTION, "$n falls from $N.", victim, NULL, victim->mount, TO_ROOM ); REMOVE_BIT( victim->mount->act, ACT_MOUNTED ); victim->mount = NULL; } victim->position = POS_DEAD; return; } if ( victim->hit <= -400 ) victim->position = POS_MORTAL; else if ( victim->hit <= -200 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; if ( victim->position > POS_STUNNED && IS_AFFECTED( victim, AFF_PARALYSIS ) ) victim->position = POS_STUNNED; if ( victim->mount ) { act( AT_ACTION, "$n falls unconscious from $N.", victim, NULL, victim->mount, TO_ROOM ); REMOVE_BIT( victim->mount->act, ACT_MOUNTED ); victim->mount = NULL; } return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { FIGHT_DATA *fight; if ( ch->fighting ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Set_fighting: %s -> %s (already fighting %s)", ch->name, victim->name, ch->fighting->who->name ); bug( buf, 0 ); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, gsn_sleep ); /* Limit attackers -Thoric */ if ( victim->num_fighting > max_fight(victim) ) { send_to_char( "There are too many people fighting for you to join in.\n\r", ch ); return; } if ( ch->char_carrying != NULL ) { CHAR_DATA * carry; carry = ch->char_carrying; clear_carry(carry); clear_carry(ch); carry->position = POS_STANDING; ch->position = POS_STANDING; act( AT_ACTION, "You quickly drop $N and prepare to fight.", ch, NULL, carry, TO_CHAR ); act( AT_ACTION, "$n drops you and starts fighting.", ch, NULL, carry, TO_VICT ); act( AT_ACTION, "$n quickly drops $N and starts fighting.", ch, NULL, carry, TO_NOTVICT ); } if ( victim->char_carrying != NULL ) { CHAR_DATA * carry; carry = victim->char_carrying; clear_carry(carry); clear_carry(victim); carry->position = POS_STANDING; victim->position = POS_STANDING; act( AT_ACTION, "You quickly drop $N and prepare to fight.", victim, NULL, carry, TO_CHAR ); act( AT_ACTION, "$n drops you and starts fighting.", victim, NULL, carry, TO_VICT ); act( AT_ACTION, "$n quickly drops $N and starts fighting.", victim, NULL, carry, TO_NOTVICT ); } if ( ch->char_carriedby != NULL ) { CHAR_DATA * carry; carry = ch->char_carriedby; clear_carry(carry); clear_carry(ch); carry->position = POS_STANDING; ch->position = POS_STANDING; act( AT_ACTION, "$N quickly drops you as you start to fight.", ch, NULL, carry, TO_CHAR ); act( AT_ACTION, "You quickly drop $n as $n starts to fight.", ch, NULL, carry, TO_VICT ); act( AT_ACTION, "$N quickly drops $n as $n begins to fight.", ch, NULL, carry, TO_NOTVICT ); } if ( victim->char_carriedby != NULL ) { CHAR_DATA * carry; carry = victim->char_carriedby; clear_carry(carry); clear_carry(victim); carry->position = POS_STANDING; ch->position = POS_STANDING; act( AT_ACTION, "$N quickly drops you as you start to fight.", victim, NULL, carry, TO_CHAR ); act( AT_ACTION, "You quickly drop $n as $n starts to fight.", victim, NULL, carry, TO_VICT ); act( AT_ACTION, "$N quickly drops $n as $n begins to fight.", victim, NULL, carry, TO_NOTVICT ); } CREATE( fight, FIGHT_DATA, 1 ); fight->who = victim; fight->xp = (int) xp_compute( ch, victim ); fight->align = align_compute( ch, victim ); if ( !IS_NPC(ch) && IS_NPC(victim) ) fight->timeskilled = times_killed(ch, victim); ch->num_fighting = 1; ch->fighting = fight; ch->position = POS_FIGHTING; victim->num_fighting++; if ( victim->switched && IS_AFFECTED(victim->switched, AFF_POSSESS) ) { send_to_char( "You are disturbed!\n\r", victim->switched ); do_return( victim->switched, "" ); } return; } CHAR_DATA *who_fighting( CHAR_DATA *ch ) { if ( !ch ) { bug( "who_fighting: null ch", 0 ); return NULL; } if ( !ch->fighting ) return NULL; return ch->fighting->who; } void free_fight( CHAR_DATA *ch ) { if ( !ch ) { bug( "Free_fight: null ch!", 0 ); return; } if ( ch->fighting ) { if ( !char_died(ch->fighting->who) ) --ch->fighting->who->num_fighting; DISPOSE( ch->fighting ); } ch->fighting = NULL; if ( ch->mount ) ch->position = POS_MOUNTED; else ch->position = POS_STANDING; /* Berserk wears off after combat. -- Altrag */ if ( IS_AFFECTED(ch, AFF_BERSERK) ) { affect_strip(ch, gsn_berserk); set_char_color(AT_WEAROFF, ch); send_to_char(skill_table[gsn_berserk]->msg_off, ch); send_to_char("\n\r", ch); } return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; free_fight( ch ); update_pos( ch ); if ( !fBoth ) /* major short cut here by Thoric */ return; for ( fch = first_char; fch; fch = fch->next ) { if ( who_fighting( fch ) == ch ) { free_fight( fch ); update_pos( fch ); } } return; } void raw_kill( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; OBJ_DATA *obj, *obj_next; SHIP_DATA *ship; HOME_DATA *home; bool newbie; if ( !victim ) { bug( "raw_kill: null victim!", 0 ); return; } /* backup in case hp goes below 1 */ if ( (ch != victim ) && ( NEW_AUTH( victim ) && !IS_IMMORTAL(ch) ) ) /* new auth */ { bug( "raw_kill: killing unauthed", 0 ); return; } if (xIS_SET( ch->in_room->room_flags, ROOM_NODEATH ) && victim->hit < 1 && !IS_NPC(victim) ) { stop_fighting(ch, TRUE); stop_fighting( victim, TRUE ); victim->hit = 50; update_pos(victim); return; } if (xIS_SET( ch->in_room->room_flags, ROOM_ARENA ) && victim->hit < 1 && !IS_NPC(victim) ) { stop_fighting( ch, TRUE ); stop_fighting( victim, TRUE ); victim->hit = victim->max_hit; ch->hit = ch->max_hit; update_pos(ch); update_pos (victim); send_to_char("A Godly Glow Surrounds your body and life is returned to you.\n\r", victim); sprintf( buf, "You have been defeated in combat by %s\n\r", ch->name); send_to_char(buf, victim); act(AT_RED, "$n has defeated $N in combat",ch, NULL, victim,TO_ROOM); return; } strcpy( arg , victim->name ); stop_fighting( victim, TRUE ); if ( ch && !IS_NPC(ch) && !IS_NPC(victim) ) claim_disintigration( ch , victim ); if ( victim->in_room && IS_NPC(victim) && victim->in_room->area && victim->in_room->area->planet ) { if ( victim->guard_data ) { GUARD_DATA * guard = victim->guard_data; if ( guard->planet ) UNLINK( guard , guard->planet->first_guard, guard->planet->last_guard, next_on_planet, prev_on_planet ); UNLINK( guard , first_guard, last_guard, next, prev ); victim->guard_data = NULL; DISPOSE( guard ); } else if ( IS_SET(victim->act , ACT_CITIZEN ) ) /*if ( victim->in_room && IS_NPC(victim) && IS_SET( victim->act, ACT_CITIZEN ) && victim->in_room->area && victim->in_room->area->planet )*/ { victim->in_room->area->planet->population--; victim->in_room->area->planet->population = UMAX( victim->in_room->area->planet->population , 0 ); victim->in_room->area->planet->pop_support -= (float) ( 1 + 1 / (victim->in_room->area->planet->population + 1) ); if ( victim->in_room->area->planet->pop_support < -100 ) victim->in_room->area->planet->pop_support = -100; } } if ( victim->in_room && IS_NPC(victim) && victim->vip_flags != 0 && victim->in_room->area && victim->in_room->area->planet ) { victim->in_room->area->planet->population--; victim->in_room->area->planet->population = UMAX( victim->in_room->area->planet->population , 0 ); victim->in_room->area->planet->pop_support -= (float) ( 1 + 1 / (victim->in_room->area->planet->population + 1) ); if ( victim->in_room->area->planet->pop_support < -100 ) victim->in_room->area->planet->pop_support = -100; } if ( !IS_NPC(victim) || !IS_SET( victim->act, ACT_NOKILL ) ) mprog_death_trigger( ch, victim ); if ( char_died(victim) ) return; if ( !IS_NPC(victim) || !IS_SET( victim->act, ACT_NOKILL ) ) rprog_death_trigger( ch, victim ); if ( char_died(victim) ) return; if ( !IS_NPC(victim) || ( !IS_SET( victim->act, ACT_NOKILL ) && !IS_SET( victim->act, ACT_NOCORPSE ) ) ) make_corpse( victim, ch ); else { for ( obj = victim->last_carrying; obj; obj = obj_next ) { obj_next = obj->prev_content; obj_from_char( obj ); extract_obj( obj ); } } if ( IS_NPC(victim) ) { victim->pIndexData->killed++; extract_char( victim, TRUE ); victim = NULL; return; } if ( !IS_NPC(victim) && victim->top_level > 5 ) newbie = TRUE; else newbie = FALSE; set_char_color( AT_DIEMSG, victim ); do_help(victim, "_DIEMSG_" ); /* swreality chnages begin here */ for ( ship = first_ship; ship; ship = ship->next ) { if ( !str_cmp( ship->owner, victim->name ) ) { STRFREE( ship->owner ); ship->owner = STRALLOC( "" ); STRFREE( ship->pilot ); ship->pilot = STRALLOC( "" ); STRFREE( ship->copilot ); ship->copilot = STRALLOC( "" ); resetship( ship ); save_ship( ship ); } } /* * Unknown Regions Change Follows */ for ( home = first_home; home; home = home->next ) { if ( !str_cmp( home->owner, victim->name ) ) resethome( home); } if ( victim->pcdata->plr_home ) { ROOM_INDEX_DATA *room = victim->pcdata->plr_home; STRFREE( room->name ); room->name = STRALLOC( "An Empty Apartment" ); xREMOVE_BIT( room->room_flags , ROOM_PLR_HOME ); xSET_BIT( room->room_flags , ROOM_EMPTY_HOME ); fold_area( room->area, room->area->filename, FALSE ); } if ( victim->pcdata && victim->pcdata->clan ) { CLAN_DATA * clan; clan = victim->pcdata->clan; if ( !str_cmp( victim->name, victim->pcdata->clan->leader ) ) { STRFREE( victim->pcdata->clan->leader ); if ( victim->pcdata->clan->number1 ) { victim->pcdata->clan->leader = STRALLOC( victim->pcdata->clan->number1 ); STRFREE( victim->pcdata->clan->number1 ); victim->pcdata->clan->number1 = STRALLOC( "" ); } else if ( victim->pcdata->clan->number2 ) { victim->pcdata->clan->leader = STRALLOC( victim->pcdata->clan->number2 ); STRFREE( victim->pcdata->clan->number2 ); victim->pcdata->clan->number2 = STRALLOC( "" ); } else victim->pcdata->clan->leader = STRALLOC( "" ); } victim->pcdata->clan->members--; if ( clan->memberslist[0] != '\0' ) { char arg[MAX_STRING_LENGTH]; char memberslist[MAX_STRING_LENGTH]; char * members; members = str_alloc(clan->memberslist); strcpy(memberslist,""); while ( members[0] != '\0' ) { members = one_argument(members,arg); if (str_cmp(victim->name,arg) ) { arg[0] = UPPER(arg[0]); sprintf(buf, "%s %s",memberslist, arg); sprintf(memberslist,"%s",buf); } } STRFREE( clan->memberslist ); clan->memberslist = STRALLOC( memberslist ); save_clan(clan); } } if ( !victim ) { DESCRIPTOR_DATA *d; /* Make sure they aren't halfway logged in. */ for ( d = first_descriptor; d; d = d->next ) if ( (victim = d->character) && !IS_NPC(victim) ) break; if ( d ) close_socket( d, TRUE ); } else { int x, y; quitting_char = victim; save_char_obj( victim ); saving_char = NULL; extract_char( victim, TRUE ); for ( x = 0; x < MAX_WEAR; x++ ) for ( y = 0; y < MAX_LAYERS; y++ ) save_equipment[x][y] = NULL; } sprintf( buf, "%s%c/%s", PLAYER_DIR, tolower(arg[0]), capitalize( arg ) ); sprintf( buf2, "%s%c/%s", BACKUP_DIR, tolower(arg[0]), capitalize( arg ) ); rename( buf, buf2 ); sprintf( buf, "%s%c/%s.clone", PLAYER_DIR, tolower(arg[0]), capitalize( arg ) ); sprintf( buf2, "%s%c/%s", PLAYER_DIR, tolower(arg[0]), capitalize( arg ) ); rename( buf, buf2 ); return; /* original player kill started here extract_char( victim, FALSE ); if ( !victim ) { bug( "oops! raw_kill: extract_char destroyed pc char", 0 ); return; } while ( victim->first_affect ) affect_remove( victim, victim->first_affect ); victim->affected_by = race_table[victim->race].affected; victim->resistant = 0; victim->susceptible = 0; victim->immune = 0; victim->carry_weight= 0; victim->armor = 100; victim->mod_str = 0; victim->mod_dex = 0; victim->mod_wis = 0; victim->mod_int = 0; victim->mod_con = 0; victim->mod_cha = 0; victim->mod_lck = 0; victim->damroll = 0; victim->hitroll = 0; victim->mental_state = -10; victim->alignment = URANGE( -1000, victim->alignment, 1000 ); victim->saving_spell_staff = 0; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->pcdata->condition[COND_FULL] = 12; victim->pcdata->condition[COND_THIRST] = 12; if ( IS_SET( sysdata.save_flags, SV_DEATH ) ) save_char_obj( victim ); return; */ } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; int xp; int members; /* * Monsters don't get kill xp's or alignment changes. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ( IS_NPC(ch) || victim == ch ) return; members = 0; for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; } lch = ch->leader ? ch->leader : ch; for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) ) continue; xp = (int) (xp_compute( gch, victim ) / members); gch->alignment = align_compute( gch, victim ); if ( !IS_NPC(gch) && IS_NPC(victim) && gch->pcdata && gch->pcdata->clan && victim->mob_clan && !str_cmp( gch->pcdata->clan->name , victim->mob_clan->name ) ) { xp = 0; sprintf( buf, "You receive no experience for killing your organizations resources.\n\r"); send_to_char( buf, gch ); } else { sprintf( buf, "You receive %d combat experience.\n\r", xp ); send_to_char( buf, gch ); } gain_exp( gch, xp , COMBAT_ABILITY ); if (IS_SET(ch->act, PLR_QUESTOR)&&IS_NPC(victim)) { if (ch->questmob == victim->pIndexData->vnum) { send_to_char("You have almost completed your QUEST!\n\r",ch); send_to_char("Return to the questmaster before your time runs out!\n\r",ch); ch->questmob = -1; } } for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) )) { act( AT_MAGIC, "You are zapped by $p.", ch, obj, NULL, TO_CHAR ); act( AT_MAGIC, "$n is zapped by $p.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj = obj_to_room( obj, ch->in_room ); oprog_zap_trigger(ch, obj); /* mudprogs */ if ( char_died(ch) ) return; } } } return; } int align_compute( CHAR_DATA *gch, CHAR_DATA *victim ) { /* never cared much for this system int align, newalign; align = gch->alignment - victim->alignment; if ( align > 500 ) newalign = UMIN( gch->alignment + (align-500)/4, 1000 ); else if ( align < -500 ) newalign = UMAX( gch->alignment + (align+500)/4, -1000 ); else newalign = gch->alignment - (int) (gch->alignment / 4); return newalign; make it simple instead */ return URANGE ( -1000, (int) ( gch->alignment - victim->alignment/5 ), 1000 ); } /* * Calculate how much XP gch should gain for killing victim * Lots of redesigning for new exp system by Thoric */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim ) { int align; int xp; xp = (get_exp_worth( victim ) * URANGE( 1, (victim->skill_level[COMBAT_ABILITY] - gch->skill_level[COMBAT_ABILITY]) + 10, 20 )) / 10; align = gch->alignment - victim->alignment; /* bonus for attacking opposite alignment */ if ( align > 990 || align < -990 ) xp = (xp*5) >> 2; else /* penalty for good attacking same alignment */ if ( gch->alignment > 300 && align < 250 ) xp = (xp*3) >> 2; xp = number_range( (xp*3) >> 2, (xp*5) >> 2 ); /* reduce exp for killing the same mob repeatedly -Thoric */ if ( !IS_NPC( gch ) && IS_NPC( victim ) ) { int times = times_killed( gch, victim ); if ( times >= 5 ) xp = 0; else if ( times ) xp = (xp * (5-times)) / 5; } /* new xp cap for swreality */ return URANGE(1, xp, ( exp_level( gch->skill_level[COMBAT_ABILITY]+1 ) - exp_level( gch->skill_level[COMBAT_ABILITY]) ) ); } /* * Revamped by Thoric to be more realistic */ void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { char buf1[256], buf2[256], buf3[256]; const char *vs; const char *vp; const char *attack; char punct; sh_int dampc; struct skill_type *skill = NULL; bool gcflag = FALSE; bool gvflag = FALSE; if ( ! dam ) dampc = 0; else dampc = ( (dam * 1000) / victim->max_hit) + ( 50 - ((victim->hit * 50) / victim->max_hit) ); /* 10 * percent */ if ( dam == 0 ) { vs = "miss"; vp = "misses"; } else if ( dampc <= 5 ) { vs = "barely scratch";vp = "barely scratches";} else if ( dampc <= 10 ) { vs = "scratch"; vp = "scratches"; } else if ( dampc <= 20 ) { vs = "nick"; vp = "nicks"; } else if ( dampc <= 30 ) { vs = "graze"; vp = "grazes"; } else if ( dampc <= 40 ) { vs = "bruise"; vp = "bruises"; } else if ( dampc <= 50 ) { vs = "hit"; vp = "hits"; } else if ( dampc <= 60 ) { vs = "injure"; vp = "injures"; } else if ( dampc <= 75 ) { vs = "thrash"; vp = "thrashes"; } else if ( dampc <= 80 ) { vs = "wound"; vp = "wounds"; } else if ( dampc <= 90 ) { vs = "maul"; vp = "mauls"; } else if ( dampc <= 125 ) { vs = "decimate";vp = "decimates"; } else if ( dampc <= 150 ) { vs = "devastate";vp = "devastates"; } else if ( dampc <= 200 ) { vs = "maim"; vp = "maims"; } else if ( dampc <= 300 ) { vs = "MUTILATE";vp = "MUTILATES"; } else if ( dampc <= 400 ) { vs = "DISEMBOWEL";vp = "DISEMBOWELS"; } else if ( dampc <= 500 ) { vs = "MASSACRE"; vp = "MASSACRES"; } else if ( dampc <= 600 ) { vs = "PULVERIZE"; vp = "PULVERIZES"; } else if ( dampc <= 750 ) { vs = "EVISCERATE";vp = "EVISCERATES"; } else if ( dampc <= 990 ) { vs = "* OBLITERATE *"; vp = "* OBLITERATES *"; } else { vs = "*** ANNIHILATE ***"; vp = "*** ANNIHILATES ***"; } punct = (dampc <= 30) ? '.' : '!'; if ( dam == 0 && (!IS_NPC(ch) && (IS_SET(ch->pcdata->flags, PCFLAG_GAG)))) gcflag = TRUE; if ( dam == 0 && (!IS_NPC(victim) && (IS_SET(victim->pcdata->flags, PCFLAG_GAG)))) gvflag = TRUE; if ( dt >=0 && dt < top_sn ) skill = skill_table[dt]; if ( dt == (TYPE_HIT + WEAPON_BLASTER ) ) { char sound[MAX_STRING_LENGTH]; int vol = number_range( 20 , 80 ); sprintf( sound , "!!SOUND(blaster V=%d U=http://mercury.spaceports.com/~gavin1/)" , vol ); sound_to_room(ch->in_room, sound); } if ( dt == TYPE_HIT || dam==0 ) { sprintf( buf1, "$n %s $N%c", vp, punct ); sprintf( buf2, "You %s $N%c", vs, punct ); sprintf( buf3, "$n %s you%c", vp, punct ); } else if ( dt > TYPE_HIT && is_wielding_poisoned( ch ) ) { if ( dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) ) attack = attack_table[dt - TYPE_HIT]; else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0]; } sprintf( buf1, "$n's poisoned %s %s $N%c", attack, vp, punct ); sprintf( buf2, "Your poisoned %s %s $N%c", attack, vp, punct ); sprintf( buf3, "$n's poisoned %s %s you%c", attack, vp, punct ); } else { if ( skill ) { attack = skill->noun_damage; if ( dam == 0 ) { bool found = FALSE; if ( skill->miss_char && skill->miss_char[0] != '\0' ) { act( AT_HIT, skill->miss_char, ch, NULL, victim, TO_CHAR ); found = TRUE; } if ( skill->miss_vict && skill->miss_vict[0] != '\0' ) { act( AT_HITME, skill->miss_vict, ch, NULL, victim, TO_VICT ); found = TRUE; } if ( skill->miss_room && skill->miss_room[0] != '\0' ) { act( AT_ACTION, skill->miss_room, ch, NULL, victim, TO_NOTVICT ); found = TRUE; } if ( found ) /* miss message already sent */ return; } else { if ( skill->hit_char && skill->hit_char[0] != '\0' ) act( AT_HIT, skill->hit_char, ch, NULL, victim, TO_CHAR ); if ( skill->hit_vict && skill->hit_vict[0] != '\0' ) act( AT_HITME, skill->hit_vict, ch, NULL, victim, TO_VICT ); if ( skill->hit_room && skill->hit_room[0] != '\0' ) act( AT_ACTION, skill->hit_room, ch, NULL, victim, TO_NOTVICT ); } } else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) ) attack = attack_table[dt - TYPE_HIT]; else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0]; } sprintf( buf1, "$n's %s %s $N%c", attack, vp, punct ); sprintf( buf2, "Your %s %s $N%c", attack, vp, punct ); sprintf( buf3, "$n's %s %s you%c", attack, vp, punct ); } if ( ch->skill_level[COMBAT_ABILITY] >= 100 ) sprintf( buf2, "%s You do %d points of damage.", buf2, dam); act( AT_ACTION, buf1, ch, NULL, victim, TO_NOTVICT ); if (!gcflag) act( AT_HIT, buf2, ch, NULL, victim, TO_CHAR ); if (!gvflag) act( AT_HITME, buf3, ch, NULL, victim, TO_VICT ); return; } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room_see( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } /* * else { if ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) { send_to_char( "You must MURDER a charmed creature.\n\r", ch ); return; } } * */ if ( victim == ch ) { send_to_char( "You hit yourself. Ouch!\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if ( victim->vip_flags != 0 ) ch->alignment -= 10; WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_murde( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to MURDER, spell it out.\n\r", ch ); return; } void do_murder( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Murder whom?\n\r", ch ); return; } if ( ( victim = get_char_room_see( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char("You Must Kill A Mob.",ch); return; } if ( IS_NPC(ch) ) { do_say(ch, "I cannot do that sorry."); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) ) { if ( ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if ( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } ch->alignment -= 10; WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; char buf[MAX_STRING_LENGTH]; int attempt; sh_int door; EXIT_DATA *pexit; if ( !who_fighting( ch ) ) { if ( ch->position == POS_FIGHTING ) { if ( ch->mount ) ch->position = POS_MOUNTED; else ch->position = POS_STANDING; } send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ch->move <= 0 ) { send_to_char( "You're too exhausted to flee from combat!\n\r", ch ); return; } /* No fleeing while stunned. - Narn */ if ( ch->position < POS_FIGHTING ) return; was_in = ch->in_room; for ( attempt = 0; attempt < 8; attempt++ ) { door = number_door( ); if ( ( pexit = get_exit(was_in, door) ) == NULL || !pexit->to_room || ( IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED( ch, AFF_PASS_DOOR ) ) || ( IS_NPC(ch) && xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) ) continue; affect_strip ( ch, gsn_sneak ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); if ( ch->mount && ch->mount->fighting ) stop_fighting( ch->mount, TRUE ); move_char( ch, pexit, 0 ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( AT_FLEE, "$n runs for cover!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; act( AT_FLEE, "$n glances around for signs of pursuit.", ch, NULL, NULL, TO_ROOM ); sprintf(buf, "You run for cover!"); send_to_char( buf, ch ); stop_fighting( ch, TRUE ); return; } sprintf(buf, "You attempt to run for cover!"); send_to_char( buf, ch ); return; } bool get_cover( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; int attempt; sh_int door; EXIT_DATA *pexit; if ( !who_fighting( ch ) ) return FALSE; if ( ch->position < POS_FIGHTING ) return FALSE; was_in = ch->in_room; for ( attempt = 0; attempt < 10; attempt++ ) { door = number_door( ); if ( ( pexit = get_exit(was_in, door) ) == NULL || !pexit->to_room || ( IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED( ch, AFF_PASS_DOOR ) ) || ( IS_NPC(ch) && xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) ) continue; affect_strip ( ch, gsn_sneak ); REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); if ( ch->mount && ch->mount->fighting ) stop_fighting( ch->mount, TRUE ); move_char( ch, pexit, 0 ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( AT_FLEE, "$n sprints for cover!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; act( AT_FLEE, "$n spins around and takes aim.", ch, NULL, NULL, TO_ROOM ); stop_fighting( ch, TRUE ); return TRUE; } return FALSE; } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } void do_trip( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_trip]->beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_trip] ) { act( AT_HIT, "You pull $N's legs from underneath $M.", ch, NULL, victim, TO_CHAR); act( AT_HITME, "$n pulls your legs from underneath you.", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n pulls $N's legs from underneath $M.", ch, NULL, victim, TO_NOTVICT ); learn_from_success( ch, gsn_trip ); global_retcode = damage( ch, victim, number_range( 1, ch->skill_level[COMBAT_ABILITY] ), gsn_trip ); } else { act( AT_HIT, "You swing your foot but connect with nothing.", ch, NULL, victim, TO_CHAR); act( AT_HITME, "$n swing $s foot but connect with nothing.", ch, NULL, NULL, TO_ROOM ); learn_from_failure( ch, gsn_trip ); global_retcode = damage( ch, victim, 0, gsn_trip ); } if ( number_percent() <= 25 && !IS_IMMORTAL(ch) ) { if ( !IS_NPC(victim) && !IS_SET( victim->pcdata->cyber, CYBER_LEGS ) ) { if ( !xIS_SET(victim->bodyparts,BODY_L_LEG ) ) { act( AT_HITME, "You hit $N's legs!", ch, NULL, victim, TO_CHAR); act( AT_HITME, "Ouch!", ch, NULL, victim, TO_VICT); xSET_BIT(victim->bodyparts, BODY_L_LEG); } else if ( !xIS_SET(victim->bodyparts,BODY_R_LEG) ) { act( AT_HITME, "You hit $N's legs!", ch, NULL, victim, TO_CHAR); act( AT_HITME, "Ouch!", ch, NULL, victim, TO_VICT); xSET_BIT(victim->bodyparts, BODY_R_LEG); } } else if ( ( !IS_NPC(victim) && IS_SET(victim->pcdata->cyber, CYBER_LEGS) ) && ( !IS_NPC(ch) && !IS_SET(ch->pcdata->cyber, CYBER_LEGS) ) ) { if ( !xIS_SET(ch->bodyparts,BODY_L_LEG ) ) { act( AT_HITME, "Ouch! that hurt!", ch, NULL, NULL, TO_CHAR); act( AT_HITME, "You Hit $N's legs fiarly hard", ch, NULL, victim, TO_VICT); xSET_BIT(ch->bodyparts, BODY_L_LEG); } else if ( !xIS_SET(ch->bodyparts,BODY_R_LEG) ) { act( AT_HITME, "Ouch! that hurt!", ch, NULL, NULL, TO_CHAR); act( AT_HITME, "You Hit $N's legs fiarly hard", ch, NULL, victim, TO_VICT); xSET_BIT(ch->bodyparts, BODY_R_LEG); } } } return; } /* * Find a char in the room. */ CHAR_DATA *get_char_room_see( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *rch; int number, count, vnum; number = number_argument( argument, arg ); if ( !str_cmp( arg, "self" ) ) return ch; if ( get_trust(ch) >= LEVEL_SAVIOR && is_number( arg ) ) vnum = atoi( arg ); else vnum = -1; count = 0; for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) if ( (can_see( ch, rch ) || rch->race == RACE_DEFEL ) && (nifty_is_name( arg, rch->name ) || (IS_NPC(rch) && vnum == rch->pIndexData->vnum)) ) { if ( number == 0 && !IS_NPC(rch) ) return rch; else if ( ++count == number ) return rch; } if ( vnum != -1 ) return NULL; /* If we didn't find an exact match, run through the list of characters again looking for prefix matching, ie gu == guard. Added by Narn, Sept/96 */ count = 0; for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if ( ( !can_see( ch, rch ) || rch->race == RACE_DEFEL ) || !nifty_is_name_prefix( arg, rch->name ) ) continue; if ( number == 0 && !IS_NPC(rch) ) return rch; else if ( ++count == number ) return rch; } return NULL; }