/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "tables.h" /* command procedures needed */ DECLARE_DO_FUN(do_backstab ); DECLARE_DO_FUN(do_emote ); DECLARE_DO_FUN(do_berserk ); DECLARE_DO_FUN(do_bash ); DECLARE_DO_FUN(do_trip ); DECLARE_DO_FUN(do_dirt ); DECLARE_DO_FUN(do_flee ); DECLARE_DO_FUN(do_kick ); DECLARE_DO_FUN(do_disarm ); DECLARE_DO_FUN(do_get ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_sacrifice ); DECLARE_DO_FUN(do_circle ); DECLARE_DO_FUN(do_feed ); DECLARE_DO_FUN(do_gouge ); DECLARE_DO_FUN(do_vdpi ); DECLARE_DO_FUN(do_vdtr ); DECLARE_DO_FUN(do_vdth ); DECLARE_DO_FUN(do_look ); /* * Local functions. */ void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_shield_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, bool immune ) ); void death_cry args( ( CHAR_DATA *ch ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe_mock args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_voodood args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void make_corpse args( ( CHAR_DATA *ch, CHAR_DATA *killer ) ); void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) ); void one_hit_mock args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) ); void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void raw_kill args( ( CHAR_DATA *victim, CHAR_DATA *killer ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; for ( ch = char_list; ch != NULL; ch = ch->next ) { ch_next = ch->next; if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if ( IS_AWAKE(ch) && ch->in_room == victim->in_room ) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, FALSE ); if ( ( victim = ch->fighting ) == NULL ) continue; /* * Fun for the whole family! */ check_assist(ch,victim); if ( IS_NPC( ch ) ) { if ( HAS_TRIGGER( ch, TRIG_FIGHT ) ) mp_percent_trigger( ch, victim, NULL, NULL, TRIG_FIGHT ); if ( HAS_TRIGGER( ch, TRIG_HPCNT ) ) mp_hprct_trigger( ch, victim ); } } return; } /* for auto assisting */ void check_assist(CHAR_DATA *ch,CHAR_DATA *victim) { CHAR_DATA *rch, *rch_next; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IS_AWAKE(rch) && rch->fighting == NULL) { /* quick check for ASSIST_PLAYER */ if (!IS_NPC(ch) && IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_PLAYERS) && rch->level + 6 > victim->level) { do_emote(rch,"{Rscreams and attacks!{x"); multi_hit(rch,victim,TYPE_UNDEFINED); continue; } /* PCs next */ if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM)) { if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST)) || IS_AFFECTED(rch,AFF_CHARM)) && is_same_group(ch,rch) && !is_safe(rch, victim)) multi_hit (rch,victim,TYPE_UNDEFINED); continue; } /* now check the NPC cases */ if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM)) { if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL)) || (IS_NPC(rch) && rch->group && rch->group == ch->group) || (IS_NPC(rch) && rch->race == ch->race && IS_SET(rch->off_flags,ASSIST_RACE)) || (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN) && ((IS_GOOD(rch) && IS_GOOD(ch)) || (IS_EVIL(rch) && IS_EVIL(ch)) || (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) || (rch->pIndexData == ch->pIndexData && IS_SET(rch->off_flags,ASSIST_VNUM))) { CHAR_DATA *vch; CHAR_DATA *target; int number; if (number_bits(1) == 0) continue; target = NULL; number = 0; for (vch = ch->in_room->people; vch; vch = vch->next) { if (can_see(rch,vch) && is_same_group(vch,victim) && number_range(0,number) == 0) { target = vch; number++; } } if (target != NULL) { do_emote(rch,"{Rscreams and attacks!{x"); multi_hit(rch,target,TYPE_UNDEFINED); } } } } } } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance; /* decrement the wait */ if (ch->desc == NULL) ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE); if (ch->desc == NULL) ch->daze = UMAX(0,ch->daze - PULSE_VIOLENCE); /* no attacks for stunnies -- just a check */ if (ch->position < POS_RESTING) return; if (ch->stunned) { ch->stunned--; if (!ch->stunned) { send_to_char( "You regain your equilibrium.\n\r", ch); act( "$n regains $m equilibrium.", ch, NULL, NULL, TO_ROOM ); } return; } if (IS_NPC(ch)) { mob_hit(ch,victim,dt); return; } one_hit( ch, victim, dt, FALSE ); if (get_eq_char (ch, WEAR_SECONDARY)) { chance = (get_skill(ch,gsn_dual_wield)/3)*2; chance += 33; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, TRUE ); if ( get_skill(ch,gsn_dual_wield) != 0 && (!IS_NPC(ch) && ch->level >= skill_table[gsn_dual_wield].skill_level[ch->class])) { check_improve(ch,gsn_dual_wield,TRUE,1); } } if ( ch->fighting != victim ) return; } if (ch->fighting != victim) return; if (IS_AFFECTED(ch,AFF_HASTE)) one_hit(ch,victim,dt, FALSE); if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_circle) return; chance = get_skill(ch,gsn_second_attack)/2; if (IS_AFFECTED(ch,AFF_SLOW)) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,gsn_second_attack,TRUE,5); if ( ch->fighting != victim ) return; } else { return; } chance = get_skill(ch,gsn_third_attack)/2; if (IS_AFFECTED(ch,AFF_SLOW)) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,gsn_third_attack,TRUE,6); if ( ch->fighting != victim ) return; } else { return; } chance = get_skill(ch, gsn_fourth_attack)/2; if (IS_AFFECTED(ch, AFF_SLOW)) chance /= 3; if (number_percent( ) < chance) { one_hit( ch, victim, dt, FALSE ); check_improve(ch, gsn_fourth_attack, TRUE, 6); if (ch->fighting != victim) return; } else { return; } chance = get_skill(ch, gsn_fifth_attack)/2; if (IS_AFFECTED(ch, AFF_SLOW)) chance = 0; if (number_percent( ) < chance) { one_hit( ch, victim, dt, FALSE ); check_improve(ch, gsn_fifth_attack, TRUE, 6); if (ch->fighting != victim) return; } return; } /* procedure for all mobile attacks */ void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt) { int chance,number; CHAR_DATA *vch, *vch_next; one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; if (ch->stunned) return; /* Area attack -- BALLS nasty! */ if (IS_SET(ch->off_flags,OFF_AREA_ATTACK)) { for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next; if ((vch != victim && vch->fighting == ch)) one_hit(ch,vch,dt, FALSE); } } if (ch->fighting != victim) return; if (get_eq_char (ch, WEAR_SECONDARY)) { chance = (get_skill(ch,gsn_dual_wield)/3)*2; chance += 33; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, TRUE ); } if ( ch->fighting != victim ) return; } if (IS_AFFECTED(ch,AFF_HASTE) || (IS_SET(ch->off_flags,OFF_FAST) && !IS_AFFECTED(ch,AFF_SLOW))) one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim || dt == gsn_backstab || dt == gsn_circle) return; chance = get_skill(ch,gsn_second_attack)/2; if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) chance /= 2; if (number_percent() < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; chance = get_skill(ch,gsn_third_attack)/2; if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) chance /= 2; if (number_percent() < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; chance = get_skill(ch, gsn_fourth_attack)/2; if (IS_AFFECTED(ch, AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) chance /= 3; if (number_percent( ) < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; chance = get_skill(ch, gsn_fifth_attack)/2; if (IS_AFFECTED(ch, AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) chance = 0; if (number_percent( ) < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; } } } } /* oh boy! Fun stuff! */ if (ch->wait > 0) return; number = number_range(0,2); if (number == 1 && IS_SET(ch->act,ACT_MAGE)) { /* { mob_cast_mage(ch,victim); return; } */ ; } if (number == 2 && IS_SET(ch->act,ACT_CLERIC)) { /* { mob_cast_cleric(ch,victim); return; } */ ; } /* now for the skills */ number = number_range(0,8); switch(number) { case (0) : if (IS_SET(ch->off_flags,OFF_BASH)) do_bash(ch,""); break; case (1) : if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK)) do_berserk(ch,""); break; case (2) : if (IS_SET(ch->off_flags,OFF_DISARM) || (get_weapon_sn(ch) != gsn_hand_to_hand && (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_VAMPIRE) || IS_SET(ch->act,ACT_THIEF)))) do_disarm(ch,""); break; case (3) : if (IS_SET(ch->off_flags,OFF_KICK)) do_kick(ch,""); break; case (4) : if (IS_SET(ch->off_flags,OFF_KICK_DIRT)) do_dirt(ch,""); break; case (5) : if (IS_SET(ch->off_flags,OFF_TAIL)) { /* do_tail(ch,"") */ ; } break; case (6) : if (IS_SET(ch->off_flags,OFF_TRIP)) do_trip(ch,""); break; case (7) : if (IS_SET(ch->off_flags,OFF_CRUSH)) { /* do_crush(ch,"") */ ; } break; case (8) : if (IS_SET(ch->off_flags,OFF_BACKSTAB)) { do_backstab(ch,""); } } } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn,skill; int dam_type; bool result; sn = -1; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. * if secondary == true, use the second weapon. */ if (!secondary) wield = get_eq_char( ch, WEAR_WIELD ); else wield = get_eq_char( ch, WEAR_SECONDARY ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } if (dt < TYPE_HIT) if (wield != NULL) dam_type = attack_table[wield->value[3]].damage; else dam_type = attack_table[ch->dam_type].damage; else dam_type = attack_table[dt - TYPE_HIT].damage; if (dam_type == -1) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn(ch); skill = 20 + get_weapon_skill(ch,sn); /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if (IS_SET(ch->act,ACT_VAMPIRE)) thac0_32 = -30; else if (IS_SET(ch->act,ACT_DRUID)) thac0_32 = 0; else if (IS_SET(ch->act,ACT_RANGER)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_WARRIOR)) thac0_32 = -10; else if (IS_SET(ch->act,ACT_THIEF)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_CLERIC)) thac0_32 = 2; else if (IS_SET(ch->act,ACT_MAGE)) thac0_32 = 6; } else { thac0_00 = class_table[ch->class].thac0_00; thac0_32 = class_table[ch->class].thac0_32; } thac0 = interpolate( ch->level, thac0_00, thac0_32 ); if (thac0 < 0) thac0 = thac0/2; if (thac0 < -5) thac0 = -5 + (thac0 + 5) / 2; thac0 -= GET_HITROLL(ch) * skill/100; thac0 += 5 * (100 - skill) / 100; if (dt == gsn_backstab) thac0 -= 10 * (100 - get_skill(ch,gsn_backstab)); if (dt == gsn_circle) thac0 -= 10 * (100 - get_skill(ch,gsn_circle)); switch(dam_type) { case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break; case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break; case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break; default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break; }; if (victim_ac < -15) victim_ac = (victim_ac + 15) / 5 - 15; if ( !can_see( ch, victim ) ) victim_ac -= 4; if ( victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt, dam_type, TRUE ); tail_chain( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL)) if (!ch->pIndexData->new_format) { dam = number_range( ch->level / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam / 2; } else dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]); else { if (sn != -1) check_improve(ch,sn,TRUE,5); if ( wield != NULL ) { if (wield->clan) { dam = dice(ch->level/3,3) * skill/100; } else { if (wield->pIndexData->new_format) dam = dice(wield->value[1],wield->value[2]) * skill/100; else dam = number_range( wield->value[1] * skill/100, wield->value[2] * skill/100); } if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */ dam = dam * 11/10; /* sharpness! */ if (IS_WEAPON_STAT(wield,WEAPON_SHARP)) { int percent; if ((percent = number_percent()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); } } else dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100); } /* * Bonuses. */ if ( get_skill(ch,gsn_enhanced_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_enhanced_damage)) { check_improve(ch,gsn_enhanced_damage,TRUE,6); dam += 2 * ( dam * diceroll/300); } } if ( !IS_AWAKE(victim) ) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; if ( dt == gsn_backstab && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); } if ( dt == gsn_circle && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 15); else dam *= 2 + (ch->level / 12); } dam += GET_DAMROLL(ch) * UMIN(100,skill) /100; if ( dam <= 0 ) dam = 1; result = damage( ch, victim, dam, dt, dam_type, TRUE ); /* but do we have a funky weapon? */ if (result && wield != NULL) { int dam; if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON)) { int level; AFFECT_DATA *poison, af; if ((poison = affect_find(wield->affected,gsn_poison)) == NULL) level = wield->level; else level = poison->level; if (!saves_spell(level / 2,victim,DAM_POISON)) { send_to_char("{cYou feel {ypoison{c coursing through your veins.{x", victim); act("$n is {ypoisoned{x by the venom on $p.", victim,wield,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3/4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* weaken the poison if it's temporary */ if (poison != NULL) { poison->level = UMAX(0,poison->level - 2); poison->duration = UMAX(0,poison->duration - 1); if (poison->level == 0 || poison->duration == 0) act("The {ypoison{x on $p has worn off.",ch,wield,NULL,TO_CHAR); } } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC)) { dam = number_range(1, wield->level / 5 + 1); act("{k$p draws life from $n.{x",victim,wield,NULL,TO_ROOM); act("{iYou feel $p drawing your life away.{x", victim,wield,NULL,TO_CHAR); damage_old(ch,victim,dam,0,DAM_NEGATIVE,FALSE); ch->alignment = UMAX(-1000,ch->alignment - 1); if ( ch->pet != NULL ) ch->pet->alignment = ch->alignment; ch->hit += dam/2; } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING)) { dam = number_range(1,wield->level / 4 + 1); act("{k$n is {rburned{k by $p.{x",victim,wield,NULL,TO_ROOM); act("{i$p {rsears{i your flesh.{x",victim,wield,NULL,TO_CHAR); fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_FIRE,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST)) { dam = number_range(1,wield->level / 6 + 2); act("{k$p {cfreezes{k $n.{x",victim,wield,NULL,TO_ROOM); act("{iThe {Ccold{i touch of $p surrounds you with {Cice.{x", victim,wield,NULL,TO_CHAR); cold_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_COLD,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING)) { dam = number_range(1,wield->level/5 + 2); act("{k$n is struck by {Ylightning{k from $p.{x",victim,wield,NULL,TO_ROOM); act("{iYou are {Yshocked{i by $p.{x",victim,wield,NULL,TO_CHAR); shock_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE); } } if (ch->fighting == victim); { if (result) { if (IS_SHIELDED(victim, SHD_ICE)) { if (!IS_SHIELDED(ch, SHD_ICE)) { dt = skill_lookup("iceshield"); dam = number_range(5, 15); damage_old(victim, ch, dam, dt, DAM_COLD, TRUE); } } if (IS_SHIELDED(victim, SHD_FIRE)) { if (!IS_SHIELDED(ch, SHD_FIRE)) { dt = skill_lookup("fireshield"); dam = number_range(10, 20); damage_old(victim, ch, dam, dt, DAM_FIRE, TRUE); } } if (IS_SHIELDED(victim, SHD_SHOCK)) { if (!IS_SHIELDED(ch, SHD_SHOCK)) { dt = skill_lookup("shockshield"); dam = number_range(15, 25); damage_old(victim, ch, dam, dt, DAM_LIGHTNING, TRUE); } } } } tail_chain( ); return; } /* * Mock hit one guy once. */ void one_hit_mock( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn,skill; int dam_type; bool result; sn = -1; /* just in case */ if (ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. * if secondary == true, use the second weapon. */ if (!secondary) wield = get_eq_char( ch, WEAR_WIELD ); else wield = get_eq_char( ch, WEAR_SECONDARY ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } if (dt < TYPE_HIT) if (wield != NULL) dam_type = attack_table[wield->value[3]].damage; else dam_type = attack_table[ch->dam_type].damage; else dam_type = attack_table[dt - TYPE_HIT].damage; if (dam_type == -1) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn(ch); skill = 20 + get_weapon_skill(ch,sn); /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if (IS_SET(ch->act,ACT_VAMPIRE)) thac0_32 = -30; else if (IS_SET(ch->act,ACT_DRUID)) thac0_32 = 0; else if (IS_SET(ch->act,ACT_RANGER)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_WARRIOR)) thac0_32 = -10; else if (IS_SET(ch->act,ACT_THIEF)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_CLERIC)) thac0_32 = 2; else if (IS_SET(ch->act,ACT_MAGE)) thac0_32 = 6; } else { thac0_00 = class_table[ch->class].thac0_00; thac0_32 = class_table[ch->class].thac0_32; } thac0 = interpolate( ch->level, thac0_00, thac0_32 ); if (thac0 < 0) thac0 = thac0/2; if (thac0 < -5) thac0 = -5 + (thac0 + 5) / 2; thac0 -= GET_HITROLL(ch) * skill/100; thac0 += 5 * (100 - skill) / 100; if (dt == gsn_backstab) thac0 -= 10 * (100 - get_skill(ch,gsn_backstab)); if (dt == gsn_circle) thac0 -= 10 * (100 - get_skill(ch,gsn_circle)); switch(dam_type) { case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break; case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break; case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break; default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break; }; if (victim_ac < -15) victim_ac = (victim_ac + 15) / 5 - 15; if ( !can_see( ch, victim ) ) victim_ac -= 4; if ( victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage_mock( ch, victim, 0, dt, dam_type, TRUE ); tail_chain( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL)) if (!ch->pIndexData->new_format) { dam = number_range( ch->level / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam / 2; } else dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]); else { if (sn != -1) check_improve(ch,sn,TRUE,5); if ( wield != NULL ) { if (wield->clan) { dam = dice(ch->level/3,3) * skill/100; } else { if (wield->pIndexData->new_format) dam = dice(wield->value[1],wield->value[2]) * skill/100; else dam = number_range( wield->value[1] * skill/100, wield->value[2] * skill/100); } if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */ dam = dam * 11/10; /* sharpness! */ if (IS_WEAPON_STAT(wield,WEAPON_SHARP)) { int percent; if ((percent = number_percent()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); } } else dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100); } /* * Bonuses. */ if ( get_skill(ch,gsn_enhanced_damage) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,gsn_enhanced_damage)) { check_improve(ch,gsn_enhanced_damage,TRUE,6); dam += 2 * ( dam * diceroll/300); } } if ( !IS_AWAKE(victim) ) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; if ( dt == gsn_backstab && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); } if ( dt == gsn_circle && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 15); else dam *= 2 + (ch->level / 12); } dam += GET_DAMROLL(ch) * UMIN(100,skill) /100; if ( dam <= 0 ) dam = 1; result = damage_mock( ch, victim, dam, dt, dam_type, TRUE ); tail_chain( ); return; } /* * Inflict damage from a hit. */ bool damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type, bool show) { OBJ_DATA *corpse; bool immune; if ( victim->position == POS_DEAD ) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 1200 && dt >= TYPE_HIT && !IS_IMMORTAL(ch)) { bug( "Damage: %d: more than 1200 points!", dam ); dam = 1200; if (!IS_IMMORTAL(ch)) { OBJ_DATA *obj; obj = get_eq_char( ch, WEAR_WIELD ); send_to_char("{cYou {z{Breally{x{c shouldn't cheat.{x\n\r",ch); if (obj != NULL) extract_obj(obj); } } /* damage reduction */ if ( dam > 35) dam = (dam - 35)/2 + 35; if ( dam > 80) dam = (dam - 80)/2 + 80; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) { set_fighting( victim, ch ); if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_KILL ) ) mp_percent_trigger( victim, ch, NULL, NULL, TRIG_KILL ); } if (victim->timer <= 4) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. taken out by Russ! */ /* if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return FALSE; } */ } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_SHIELDED(ch, SHD_INVISIBLE) ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); REMOVE_BIT( ch->shielded_by, SHD_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC(victim) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_SHIELDED(victim, SHD_SANCTUARY) ) dam /= 2; if ( dam > 1 && ((IS_SHIELDED(victim, SHD_PROTECT_EVIL) && IS_EVIL(ch) ) || (IS_SHIELDED(victim, SHD_PROTECT_GOOD) && IS_GOOD(ch) ))) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim) { if ( check_parry( ch, victim ) ) return FALSE; if ( check_dodge( ch, victim ) ) return FALSE; if ( check_shield_block(ch,victim)) return FALSE; } switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/3; break; case(IS_VULNERABLE): dam += dam/2; break; } if (show) dam_message( ch, victim, dam, dt, immune ); if (dam == 0) return FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); if (dt == gsn_feed) { ch->hit = UMIN(ch->hit+((dam/3)*2), ch->max_hit); update_pos( ch ); } switch( victim->position ) { case POS_MORTAL: act( "{c$n is mortally wounded, and will die soon, if not aided.{x", victim, NULL, NULL, TO_ROOM ); send_to_char( "{cYou are mortally wounded, and will die soon, if not aided.{x\n\r", victim ); break; case POS_INCAP: act( "{c$n is incapacitated and will slowly die, if not aided.{x", victim, NULL, NULL, TO_ROOM ); send_to_char( "{cYou are incapacitated and will slowly {z{Rdie{x{c, if not aided.{x\n\r", victim ); break; case POS_STUNNED: act( "{c$n is stunned, but will probably recover.{x", victim, NULL, NULL, TO_ROOM ); send_to_char("{cYou are stunned, but will probably recover.{x\n\r", victim ); break; case POS_DEAD: if ((IS_NPC(victim)) && ( victim->die_descr[0] != '\0')) { act( "{c$n $T{x", victim, 0, victim->die_descr, TO_ROOM ); } else { act( "{c$n is {CDEAD!!{x", victim, 0, 0, TO_ROOM ); } send_to_char( "{cYou have been {RKILLED!!{x\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "{cThat really did {RHURT!{x\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "{cYou sure are {z{RBLEEDING!{x\n\r", victim ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->vnum ); log_string( log_buf ); /* * Dying penalty: * 2/3 way back to previous level. */ if ( victim->exp > exp_per_level(victim,victim->pcdata->points) * victim->level ) gain_exp( victim, (5 * (exp_per_level(victim,victim->pcdata->points) * victim->level - victim->exp)/6) + 50 ); } sprintf( log_buf, "%s got toasted by %s at %s [room %d]", (IS_NPC(victim) ? victim->short_descr : victim->name), (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name, ch->in_room->vnum); if (IS_NPC(victim)) wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0); else wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0); /* * Death trigger */ if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_DEATH) ) { victim->position = POS_STANDING; mp_percent_trigger( victim, ch, NULL, NULL, TRIG_DEATH ); } raw_kill( victim, ch ); /* dump the flags */ if (ch != victim && !IS_NPC(ch) && (!is_same_clan(ch,victim) || clan_table[victim->clan].independent)) { if (IS_SET(victim->act,PLR_TWIT)) REMOVE_BIT(victim->act,PLR_TWIT); } /* RT new auto commands */ if ( !IS_NPC(ch) && IS_NPC(victim) ) { OBJ_DATA *coins; corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); if ( IS_SET(ch->act, PLR_AUTOLOOT) && corpse && corpse->contains) /* exists and not empty */ do_get( ch, "all corpse" ); if (IS_SET(ch->act,PLR_AUTOGOLD) && corpse && corpse->contains && /* exists and not empty */ !IS_SET(ch->act,PLR_AUTOLOOT)) if ((coins = get_obj_list(ch,"gcash",corpse->contains)) != NULL) do_get(ch, "all.gcash corpse"); if ( IS_SET(ch->act, PLR_AUTOSAC) ) { if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains) return TRUE; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } } return TRUE; } if ( victim == ch ) return TRUE; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return TRUE; } } /* * Wimp out? */ if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0 && victim->hit < victim->max_hit / 5) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) do_flee( victim, "" ); tail_chain( ); return TRUE; } /* * Show damage from a mock hit. */ bool damage_mock(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type, bool show) { long immdam; bool immune; char buf1[256], buf2[256], buf3[256]; const char *attack; if ( victim->position == POS_DEAD ) return FALSE; if ( dam > 35) dam = (dam - 35)/2 + 35; if ( dam > 80) dam = (dam - 80)/2 + 80; if ( is_safe_mock( ch, victim ) ) return FALSE; /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC(victim) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_SHIELDED(victim, SHD_SANCTUARY) ) dam /= 2; if ( dam > 1 && ((IS_SHIELDED(victim, SHD_PROTECT_EVIL) && IS_EVIL(ch) ) || (IS_SHIELDED(victim, SHD_PROTECT_GOOD) && IS_GOOD(ch) ))) dam -= dam / 4; immune = FALSE; switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/3; break; case(IS_VULNERABLE): dam += dam/2; break; } if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].noun; else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0].name; } immdam = 0; if (ch->level == MAX_LEVEL) { immdam = dam*63; } if (ch == victim) { sprintf( buf1, "{y$n's {gmock {B%s{g would have done {R%d hp{g damage to {y$mself{g.{x", attack, dam ); sprintf( buf2, "{yYour {gmock {B%s{g would have done {R%d hp{g damage to {yyourself{g.{x", attack, dam ); act(buf1,ch,NULL,NULL,TO_ROOM); act(buf2,ch,NULL,NULL,TO_CHAR); } else if (ch->level < MAX_LEVEL) { sprintf( buf1, "{y$n's {gmock {B%s{g would have done {R%d hp{g damage to {y$N{g.{x", attack, dam ); sprintf( buf2, "{yYour {gmock {B%s{g would have done {R%d hp{g damage to {y$N{g.{x", attack, dam ); sprintf( buf3, "{y$n's {gmock {B%s{g would have done {R%d hp{g damage to {yyou{g.{x", attack, dam ); act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); } else { sprintf( buf1, "{y$n's {gmock {B%s{g would have done {R%lu hp{g damage to {y$N{g.{x", attack, immdam ); sprintf( buf2, "{yYour {gmock {B%s{g would have done {R%lu hp{g damage to {y$N{g.{x", attack, immdam ); sprintf( buf3, "{y$n's {gmock {B%s{g would have done {R%lu hp{g damage to {yyou{g.{x", attack, immdam ); act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); } tail_chain( ); return TRUE; } /* * Inflict damage from a hit. */ bool damage_old( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show ) { OBJ_DATA *corpse; bool immune; if ( victim->position == POS_DEAD ) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 1200 && dt >= TYPE_HIT && !IS_IMMORTAL(ch)) { bug( "Damage: %d: more than 1200 points!", dam ); dam = 1200; if (!IS_IMMORTAL(ch)) { OBJ_DATA *obj; obj = get_eq_char( ch, WEAR_WIELD ); send_to_char("{cYou {z{Greally{x{c shouldn't cheat.{x\n\r",ch); if (obj != NULL) extract_obj(obj); } } /* damage reduction */ if ( dam > 35) dam = (dam - 35)/2 + 35; if ( dam > 80) dam = (dam - 80)/2 + 80; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch ); if (victim->timer <= 4) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return FALSE; } } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_SHIELDED(ch, SHD_INVISIBLE) ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); REMOVE_BIT( ch->shielded_by, SHD_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC(victim) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_SHIELDED(victim, SHD_SANCTUARY) ) dam /= 2; if ( dam > 1 && ((IS_SHIELDED(victim, SHD_PROTECT_EVIL) && IS_EVIL(ch) ) || (IS_SHIELDED(victim, SHD_PROTECT_GOOD) && IS_GOOD(ch) ))) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim) { if ( check_parry( ch, victim ) ) return FALSE; if ( check_dodge( ch, victim ) ) return FALSE; if ( check_shield_block(ch,victim)) return FALSE; } switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/3; break; case(IS_VULNERABLE): dam += dam/2; break; } if (show) dam_message( ch, victim, dam, dt, immune ); if (dam == 0) return FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); if (dt == gsn_feed) { ch->hit = UMIN(ch->hit+((dam/3)*2), ch->max_hit); update_pos( ch ); } switch( victim->position ) { case POS_MORTAL: act( "{c$n is mortally wounded, and will die soon, if not aided.{x", victim, NULL, NULL, TO_ROOM ); send_to_char( "{cYou are mortally wounded, and will die soon, if not aided.{x\n\r", victim ); break; case POS_INCAP: act( "{c$n is incapacitated and will slowly die, if not aided.{x", victim, NULL, NULL, TO_ROOM ); send_to_char( "{cYou are incapacitated and will slowly {Rdie{c, if not aided.{x\n\r", victim ); break; case POS_STUNNED: act( "{c$n is stunned, but will probably recover.{x", victim, NULL, NULL, TO_ROOM ); send_to_char("{cYou are stunned, but will probably recover.{x\n\r", victim ); break; case POS_DEAD: if ((IS_NPC(victim)) && ( victim->die_descr[0] != '\0')) { act( "{c$n $T{x", victim, 0, victim->die_descr, TO_ROOM ); } else { act( "{c$n is {CDEAD!!{x", victim, 0, 0, TO_ROOM ); } send_to_char( "{cYou have been {RKILLED!!{x\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "{cThat really did {RHURT!{x\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "{cYou sure are {z{RBLEEDING!{x\n\r", victim ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum ); log_string( log_buf ); /* * Dying penalty: * 2/3 way back to previous level. */ if ( victim->exp > exp_per_level(victim,victim->pcdata->points) * victim->level ) gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points) * victim->level - victim->exp)/3) + 50 ); } sprintf( log_buf, "%s got toasted by %s at %s [room %d]", (IS_NPC(victim) ? victim->short_descr : victim->name), (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name, ch->in_room->vnum); if (IS_NPC(victim)) wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0); else wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0); raw_kill( victim, ch ); /* dump the flags */ if (ch != victim && !IS_NPC(ch) && (!is_same_clan(ch,victim) || clan_table[victim->clan].independent)) { if (IS_SET(victim->act,PLR_TWIT)) REMOVE_BIT(victim->act,PLR_TWIT); } /* RT new auto commands */ if ( !IS_NPC(ch) && IS_NPC(victim) ) { corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); if ( IS_SET(ch->act, PLR_AUTOLOOT) && corpse && corpse->contains) /* exists and not empty */ do_get( ch, "all corpse" ); if (IS_SET(ch->act,PLR_AUTOGOLD) && corpse && corpse->contains && /* exists and not empty */ !IS_SET(ch->act,PLR_AUTOLOOT)) do_get(ch, "gold corpse"); if ( IS_SET(ch->act, PLR_AUTOSAC) ) { if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains) return TRUE; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } } return TRUE; } if ( victim == ch ) return TRUE; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return TRUE; } } /* * Wimp out? */ if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0 && victim->hit < victim->max_hit / 5) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) do_flee( victim, "" ); tail_chain( ); return TRUE; } bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim) { if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; if (victim->fighting == ch || victim == ch) return FALSE; if (!IS_NPC(ch) && IS_IMMORTAL(ch)) return FALSE; /* killing mobiles */ if (IS_NPC(victim)) { /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } if (victim->pIndexData->pShop != NULL) { send_to_char("The shopkeeper wouldn't like that.\n\r",ch); return TRUE; } /* no killing healers, trainers, etc */ if (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER) || IS_SET(victim->act,ACT_IS_SATAN) || IS_SET(victim->act,ACT_IS_PRIEST)) { act("I don't think $G would approve.",ch,NULL,NULL,TO_CHAR); return TRUE; } if (!IS_NPC(ch)) { /* no pets */ if (IS_SET(victim->act,ACT_PET)) { act("But $N looks so cute and cuddly...", ch,NULL,victim,TO_CHAR); return TRUE; } /* no charmed creatures unless owner */ if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master) { send_to_char("You don't own that monster.\n\r",ch); return TRUE; } } } /* killing players */ else { /* NPC doing the killing */ if (IS_NPC(ch)) { /* safe room check */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } /* charmed mobs and pets cannot attack players while owned */ if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) { send_to_char("Players are your friends!\n\r",ch); return TRUE; } } /* player doing the killing */ else { if (IS_SET(victim->act,PLR_TWIT) ) return FALSE; if (((victim->level >19) || ((victim->class >= MAX_CLASS/2) && (victim->level > 14))) && (is_voodood(ch, victim) ) ) return FALSE; if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } if (ch->on_quest) { send_to_char("Not while you are on a quest.\n\r",ch); return TRUE; } if (victim->on_quest) { send_to_char("They are on a quest, leave them alone.\n\r",ch); return TRUE; } if (!is_clan(ch)) { send_to_char("Join a clan if you want to fight players.\n\r",ch); return TRUE; } if (!is_pkill(ch)) { send_to_char("Your clan does not allow player fighting.\n\r",ch); return TRUE; } if (!is_clan(victim)) { send_to_char("They aren't in a clan, leave them alone.\n\r",ch); return TRUE; } if (!is_pkill(victim)) { send_to_char("They are in a no pkill clan, leave them alone.\n\r",ch); return TRUE; } if (is_same_clan(ch,victim)) { send_to_char("You can't fight your own clan members.\n\r",ch); return TRUE; } if ( ( ( ch->class < MAX_CLASS/2 ) && ( victim->class < MAX_CLASS/2 ) ) || ( ( ch->class >= MAX_CLASS/2 ) && ( victim->class >= MAX_CLASS/2 ) ) ) { if (ch->level > victim->level + 10) { send_to_char("Pick on someone your own size.\n\r",ch); return TRUE; } if (ch->level < victim->level - 10) { send_to_char("Pick on someone your own size.\n\r",ch); return TRUE; } } else { send_to_char("Pick on someone in your own tier.\n\r",ch); return TRUE; } } } return FALSE; } bool is_safe_mock(CHAR_DATA *ch, CHAR_DATA *victim) { if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; if (!IS_NPC(ch) && IS_IMMORTAL(ch)) return FALSE; if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } if (IS_NPC(victim)) { send_to_char("{RYou can only use this on a player.{x\n\r",ch); return TRUE; } return FALSE; } bool is_voodood(CHAR_DATA *ch, CHAR_DATA *victim) { OBJ_DATA *object; bool found; if ( ch->level > HERO ) return FALSE; found = FALSE; for ( object = victim->carrying; object != NULL; object = object->next_content ) { if (object->pIndexData->vnum == OBJ_VNUM_VOODOO) { char arg[MAX_INPUT_LENGTH]; one_argument(object->name, arg); if (!str_cmp(arg, ch->name)) { return TRUE; } } } return FALSE; } bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area ) { if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; if (victim == ch && area) return TRUE; if (victim->fighting == ch || victim == ch) return FALSE; if (!IS_NPC(ch) && IS_IMMORTAL(ch)) return FALSE; /* killing mobiles */ if (IS_NPC(victim)) { /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) return TRUE; if (victim->pIndexData->pShop != NULL) return TRUE; /* no killing healers, trainers, etc */ if (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER) || IS_SET(victim->act,ACT_IS_SATAN) || IS_SET(victim->act,ACT_IS_PRIEST)) return TRUE; if (!IS_NPC(ch)) { /* no pets */ if (IS_SET(victim->act,ACT_PET)) return TRUE; /* no charmed creatures unless owner */ if (IS_AFFECTED(victim,AFF_CHARM) && (area || ch != victim->master)) return TRUE; /* legal kill? -- cannot hit mob fighting non-group member */ if (victim->fighting != NULL && !is_same_group(ch,victim->fighting)) return TRUE; } else { /* area effect spells do not hit other mobs */ if (area && !is_same_group(victim,ch->fighting)) return TRUE; } } /* killing players */ else { if (area && IS_IMMORTAL(victim) && victim->level > LEVEL_IMMORTAL) return TRUE; /* NPC doing the killing */ if (IS_NPC(ch)) { /* charmed mobs and pets cannot attack players while owned */ if (((IS_AFFECTED(ch,AFF_CHARM)) & (ch->master != NULL)) && (ch->master->fighting != victim)) return TRUE; /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) return TRUE; /* legal kill? -- mobs only hit players grouped with opponent*/ if (ch->fighting != NULL && !is_same_group(ch->fighting,victim)) return TRUE; } /* player doing the killing */ else { if (IS_SET(victim->act,PLR_TWIT) ) return FALSE; if (((victim->level > 19) || ((victim->class >= MAX_CLASS/2) && (victim->level > 14))) && (is_voodood(ch, victim) ) ) return FALSE; if (!is_clan(ch)) return TRUE; if (!is_pkill(ch)) return TRUE; if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) return TRUE; if (ch->on_quest) return TRUE; if (victim->on_quest) return TRUE; if (!is_clan(victim)) return TRUE; if (!is_pkill(victim)) return TRUE; if (is_same_clan(ch,victim)) return TRUE; if ( ( ( ch->class < MAX_CLASS/2 ) && ( victim->class < MAX_CLASS/2 ) ) || ( ( ch->class >= MAX_CLASS/2 ) && ( victim->class >= MAX_CLASS/2 ) ) ) { if (ch->level > victim->level + 10) { return TRUE; } if (ch->level < victim->level - 10) { return TRUE; } } else { return TRUE; } } } return FALSE; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_parry) / 2; if ( get_eq_char( victim, WEAR_WIELD ) == NULL ) { if (IS_NPC(victim)) chance /= 2; else return FALSE; } if (victim->stunned) return FALSE; if (!can_see(ch,victim)) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; act( "{iYou parry $n's attack.{x", ch, NULL, victim, TO_VICT ); act( "{h$N parries your attack.{x", ch, NULL, victim, TO_CHAR ); check_improve(victim,gsn_parry,TRUE,6); return TRUE; } /* * Check for shield block. */ bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_shield_block) / 5 + 3; if ( get_eq_char( victim, WEAR_SHIELD ) == NULL ) return FALSE; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; if (victim->stunned) return FALSE; act( "{iYou block $n's attack with your shield.{x", ch, NULL, victim, TO_VICT ); act( "{h$N blocks your attack with a shield.{x", ch, NULL, victim, TO_CHAR ); check_improve(victim,gsn_shield_block,TRUE,6); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_dodge) / 2; if (!can_see(victim,ch)) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; if (victim->stunned) return FALSE; act( "{iYou dodge $n's attack.{x", ch, NULL, victim, TO_VICT ); act( "{h$N dodges your attack.{x", ch, NULL, victim, TO_CHAR ); check_improve(victim,gsn_dodge,TRUE,6); return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( IS_NPC(victim) && victim->hit < 1 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { bug( "Set_fighting: already fighting", 0 ); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, gsn_sleep ); ch->fighting = victim; ch->position = POS_FIGHTING; ch->stunned = 0; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; char buf[MAX_STRING_LENGTH]; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = IS_NPC(fch) ? fch->default_pos : POS_STANDING; fch->stunned = 0; update_pos( fch ); if (IS_SET(fch->comm,COMM_STORE)) if(fch->tells) { sprintf( buf, "You have {R%d{x tells waiting.\n\r", fch->tells ); send_to_char( buf, fch ); send_to_char("Type 'replay' to see tells.\n\r",fch); } } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch, CHAR_DATA *killer ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if ( IS_NPC(ch) ) { if (IS_SET(ch->act, ACT_NO_BODY) ) { if (IS_SET(ch->act, ACT_NB_DROP) ) { for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; obj_from_char( obj ); if (obj->item_type == ITEM_POTION) obj->timer = number_range(500,1000); if (obj->item_type == ITEM_SCROLL) obj->timer = number_range(1000,2500); if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH)) { obj->timer = number_range(5,10); REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH); } REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH); if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj ); act("$p falls to the floor.",ch,obj,NULL,TO_ROOM); obj_to_room(obj,ch->in_room); } } return; } name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 3, 6 ); if ( ch->gold > 0 || ch->platinum > 0 ) { obj_to_obj( create_money( ch->platinum, ch->gold, ch->silver ), corpse ); ch->platinum = 0; ch->gold = 0; ch->silver = 0; } corpse->cost = 0; } else { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range( 25, 40 ); REMOVE_BIT(ch->act,PLR_CANLOOT); if (!is_clan(ch)) { corpse->owner = str_dup(ch->name); corpse->killer = NULL; } else { corpse->owner = str_dup(ch->name); corpse->killer = str_dup(killer->name); if (ch->platinum > 1 || ch->gold > 1 || ch->silver > 1) { obj_to_obj(create_money(ch->platinum/2, ch->gold / 2, ch->silver/2), corpse); ch->platinum -= ch->platinum/2; ch->gold -= ch->gold/2; ch->silver -= ch->silver/2; } } corpse->cost = 0; } corpse->level = ch->level; sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { bool floating = FALSE; obj_next = obj->next_content; if (obj->wear_loc == WEAR_FLOAT) floating = TRUE; obj_from_char( obj ); if (obj->item_type == ITEM_POTION) obj->timer = number_range(500,1000); if (obj->item_type == ITEM_SCROLL) obj->timer = number_range(1000,2500); if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH) && !floating) { obj->timer = number_range(5,10); REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH); } REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH); if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj ); else if (floating) { if (IS_OBJ_STAT(obj,ITEM_ROT_DEATH)) /* get rid of it! */ { if (obj->contains != NULL) { OBJ_DATA *in, *in_next; act("$p evaporates,scattering its contents.", ch,obj,NULL,TO_ROOM); for (in = obj->contains; in != NULL; in = in_next) { in_next = in->next_content; obj_from_obj(in); obj_to_room(in,ch->in_room); } } else act("$p evaporates.", ch,obj,NULL,TO_ROOM); extract_obj(obj); } else { act("$p falls to the floor.",ch,obj,NULL,TO_ROOM); obj_to_room(obj,ch->in_room); } } else obj_to_obj( obj, corpse ); } obj_to_room( corpse, ch->in_room ); return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; int vnum; vnum = 0; msg = "You hear $n's death cry."; if (IS_NPC(ch)) { if (!IS_SET(ch->act, ACT_NO_BODY) ) { switch ( number_bits(4)) { case 0: msg = "$n hits the ground ... DEAD."; vnum = OBJ_VNUM_BLOOD; break; case 1: msg = "$n splatters blood on your armor."; vnum = OBJ_VNUM_BLOOD; break; case 2: if (IS_SET(ch->parts,PART_GUTS)) { msg = "$n spills $s guts all over the floor."; vnum = OBJ_VNUM_GUTS; } break; case 3: if (IS_SET(ch->parts,PART_HEAD)) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 4: if (IS_SET(ch->parts,PART_HEART)) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 5: if (IS_SET(ch->parts,PART_ARMS)) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 6: if (IS_SET(ch->parts,PART_LEGS)) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 7: if (IS_SET(ch->parts,PART_BRAINS)) { msg = "$n's head is shattered, and $s brains splash all over you."; vnum = OBJ_VNUM_BRAINS; } break; case 8: msg = "$n hits the ground ... DEAD."; vnum = OBJ_VNUM_BLOOD; break; case 9: msg = "$n hits the ground ... DEAD."; vnum = OBJ_VNUM_BLOOD; } } } else if (ch->level > 19) { switch ( number_bits(4)) { case 0: msg = "$n hits the ground ... DEAD."; vnum = OBJ_VNUM_BLOOD; break; case 1: msg = "$n splatters blood on your armor."; vnum = OBJ_VNUM_BLOOD; break; case 2: if (IS_SET(ch->parts,PART_GUTS)) { msg = "$n spills $s guts all over the floor."; vnum = OBJ_VNUM_GUTS; } break; case 3: if (IS_SET(ch->parts,PART_HEAD)) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 4: if (IS_SET(ch->parts,PART_HEART)) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 5: if (IS_SET(ch->parts,PART_ARMS)) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 6: if (IS_SET(ch->parts,PART_LEGS)) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 7: if (IS_SET(ch->parts,PART_BRAINS)) { msg = "$n's head is shattered, and $s brains splash all over you."; vnum = OBJ_VNUM_BRAINS; } break; case 8: msg = "$n hits the ground ... DEAD."; vnum = OBJ_VNUM_BLOOD; break; case 9: msg = "$n hits the ground ... DEAD."; vnum = OBJ_VNUM_BLOOD; break; case 10: if (IS_SET(ch->parts,PART_HEAD)) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 11: if (IS_SET(ch->parts,PART_HEART)) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 12: if (IS_SET(ch->parts,PART_ARMS)) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 13: if (IS_SET(ch->parts,PART_LEGS)) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 14: if (IS_SET(ch->parts,PART_BRAINS)) { msg = "$n's head is shattered, and $s brains splash all over you."; vnum = OBJ_VNUM_BRAINS; } } } act( msg, ch, NULL, NULL, TO_ROOM ); if (( vnum == 0 ) && !IS_SET(ch->act, ACT_NO_BODY) ) { switch ( number_bits(4)) { case 0: vnum = 0; break; case 1: vnum = OBJ_VNUM_BLOOD; break; case 2: vnum = 0; break; case 3: vnum = OBJ_VNUM_BLOOD; break; case 4: vnum = 0; break; case 5: vnum = OBJ_VNUM_BLOOD; break; case 6: vnum = 0; break; case 7: vnum = OBJ_VNUM_BLOOD; } } if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); obj->timer = number_range( 4, 7 ); if (!IS_NPC(ch)) { obj->timer = number_range( 12, 18 ); } if (vnum == OBJ_VNUM_BLOOD) { obj->timer = number_range( 1, 4 ); } sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); sprintf( buf, obj->name, name ); free_string( obj->name ); obj->name = str_dup( buf ); if (obj->item_type == ITEM_FOOD) { if (IS_SET(ch->form,FORM_POISON)) obj->value[3] = 1; else if (!IS_SET(ch->form,FORM_EDIBLE)) obj->item_type = ITEM_TRASH; } if (IS_NPC(ch)) { obj->value[4] = 0; } else { obj->value[4] = 1; } obj_to_room( obj, ch->in_room ); } if ( IS_NPC(ch) ) msg = "You hear something's death cry."; else msg = "You hear someone's death cry."; was_in_room = ch->in_room; for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room ) { ch->in_room = pexit->u1.to_room; act( msg, ch, NULL, NULL, TO_ROOM ); } } ch->in_room = was_in_room; return; } void raw_kill( CHAR_DATA *victim, CHAR_DATA *killer ) { int i; death_cry( victim ); stop_fighting( victim, TRUE ); make_corpse( victim, killer ); if ( IS_NPC(victim) ) { victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++; extract_char( victim, TRUE ); return; } extract_char( victim, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); victim->affected_by = race_table[victim->race].aff; victim->shielded_by = race_table[victim->race].shd; for (i = 0; i < 4; i++) victim->armor[i]= 100; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); /* save_char_obj( victim ); we're stable enough to not need this :) */ return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; int xp; int members; int group_levels; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ( victim == ch ) return; members = 0; group_levels = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) { members++; group_levels += IS_NPC(gch) ? gch->level / 2 : gch->level; } } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; group_levels = ch->level ; } lch = (ch->leader != NULL) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) || IS_NPC(gch)) continue; /* Taken out, add it back if you want it if ( gch->level - lch->level >= 5 ) { send_to_char( "You are too high for this group.\n\r", gch ); continue; } if ( gch->level - lch->level <= -5 ) { send_to_char( "You are too low for this group.\n\r", gch ); continue; } */ xp = xp_compute( gch, victim, group_levels ); sprintf( buf, "{BYou receive {W%d{B experience points.{x\n\r", xp ); send_to_char( buf, gch ); gain_exp( gch, xp ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { act( "{cYou are {Wzapped{c by $p.{x", ch, obj, NULL, TO_CHAR ); act( "$n is {Wzapped{x by $p.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) { int xp,base_exp; int align,level_range; int change; int time_per_level; level_range = victim->level - gch->level; if (!IS_NPC(gch)) { if (gch->class >= MAX_CLASS/2) level_range -= 5; } if (!IS_NPC(gch) && !IS_NPC(victim)) { xp = 1; return xp; } /* compute the base exp */ switch (level_range) { default : base_exp = 0; break; case -9 : base_exp = 1; break; case -8 : base_exp = 2; break; case -7 : base_exp = 5; break; case -6 : base_exp = 9; break; case -5 : base_exp = 11; break; case -4 : base_exp = 22; break; case -3 : base_exp = 33; break; case -2 : base_exp = 50; break; case -1 : base_exp = 66; break; case 0 : base_exp = 83; break; case 1 : base_exp = 99; break; case 2 : base_exp = 121; break; case 3 : base_exp = 143; break; case 4 : base_exp = 165; break; } if (level_range > 4) base_exp = 160 + 20 * (level_range - 4); /* do alignment computations */ align = victim->alignment - gch->alignment; if (IS_SET(victim->act,ACT_NOALIGN)) { /* no change */ } else if (align > 500) /* monster is more good than slayer */ { change = (align - 500) * base_exp / 500 * gch->level/total_levels; change = UMAX(1,change); gch->alignment = UMAX(-1000,gch->alignment - change); if ( gch->pet != NULL ) gch->pet->alignment = gch->alignment; } else if (align < -500) /* monster is more evil than slayer */ { change = ( -1 * align - 500) * base_exp/500 * gch->level/total_levels; change = UMAX(1,change); gch->alignment = UMIN(1000,gch->alignment + change); if ( gch->pet != NULL ) gch->pet->alignment = gch->alignment; } else /* improve this someday */ { change = gch->alignment * base_exp/500 * gch->level/total_levels; gch->alignment -= change; if ( gch->pet != NULL ) gch->pet->alignment = gch->alignment; } /* calculate exp multiplier */ if (IS_SET(victim->act,ACT_NOALIGN)) xp = base_exp; else if (gch->alignment > 500) /* for goodie two shoes */ { if (victim->alignment < -750) xp = (base_exp *4)/3; else if (victim->alignment < -500) xp = (base_exp * 5)/4; else if (victim->alignment < -250) xp = (base_exp * 3)/4; else if (victim->alignment > 750) xp = base_exp / 4; else if (victim->alignment > 500) xp = base_exp / 2; else xp = base_exp; } else if (gch->alignment < -500) /* for baddies */ { if (victim->alignment > 750) xp = (base_exp * 5)/4; else if (victim->alignment > 500) xp = (base_exp * 11)/10; else if (victim->alignment < -750) xp = base_exp/2; else if (victim->alignment < -500) xp = (base_exp * 3)/4; else if (victim->alignment < -250) xp = (base_exp * 9)/10; else xp = base_exp; } else if (gch->alignment > 200) /* a little good */ { if (victim->alignment < -500) xp = (base_exp * 6)/5; else if (victim->alignment > 750) xp = base_exp/2; else if (victim->alignment > 0) xp = (base_exp * 3)/4; else xp = base_exp; } else if (gch->alignment < -200) /* a little bad */ { if (victim->alignment > 500) xp = (base_exp * 6)/5; else if (victim->alignment < -750) xp = base_exp/2; else if (victim->alignment < 0) xp = (base_exp * 3)/4; else xp = base_exp; } else /* neutral */ { if (victim->alignment > 500 || victim->alignment < -500) xp = (base_exp * 4)/3; else if (victim->alignment < 200 && victim->alignment > -200) xp = base_exp/2; else xp = base_exp; } /* more exp at the low levels */ if (gch->level < 11) xp = 15 * xp / (gch->level + 4); /* less at high */ if (gch->level > 60 ) xp = 15 * xp / (gch->level - 25 ); /* reduce for playing time */ { /* compute quarter-hours per level */ time_per_level = 4 * (gch->played + (int) (current_time - gch->logon))/3600 / gch->level; time_per_level = URANGE(2,time_per_level,12); if (gch->level < 25) /* make it a curve */ time_per_level = UMAX(time_per_level,(25 - gch->level)); /* * xp = xp * time_per_level / 12; */ } xp = xp*.75; /* randomize the rewards */ xp = number_range (xp * 3/4, xp * 5/4); /* adjust for grouping */ xp = xp * gch->level/( UMAX(1,total_levels -1) ); return xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune ) { char buf1[256], buf2[256], buf3[256]; const char *vs; const char *vp; const char *attack; char punct; if (ch == NULL || victim == NULL) return; if ( dam == 0 ) { vs = "miss"; vp = "misses"; } else if ( dam <= 4 ) { vs = "scratch"; vp = "scratches"; } else if ( dam <= 8 ) { vs = "graze"; vp = "grazes"; } else if ( dam <= 12 ) { vs = "hit"; vp = "hits"; } else if ( dam <= 16 ) { vs = "injure"; vp = "injures"; } else if ( dam <= 20 ) { vs = "wound"; vp = "wounds"; } else if ( dam <= 24 ) { vs = "maul"; vp = "mauls"; } else if ( dam <= 28 ) { vs = "decimate"; vp = "decimates"; } else if ( dam <= 32 ) { vs = "devastate"; vp = "devastates"; } else if ( dam <= 36 ) { vs = "maim"; vp = "maims"; } else if ( dam <= 40 ) { vs = "MUTILATE"; vp = "MUTILATES"; } else if ( dam <= 44 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; } else if ( dam <= 48 ) { vs = "DISMEMBER"; vp = "DISMEMBERS"; } else if ( dam <= 52 ) { vs = "MASSACRE"; vp = "MASSACRES"; } else if ( dam <= 56 ) { vs = "MANGLE"; vp = "MANGLES"; } else if ( dam <= 60 ) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else if ( dam <= 75 ) { vs = "*** DEVASTATE ***"; vp = "*** DEVASTATES ***"; } else if ( dam <= 100) { vs = "=== OBLITERATE ==="; vp = "=== OBLITERATES ==="; } else if ( dam <= 125) { vs = ">>> ANNIHILATE <<<"; vp = ">>> ANNIHILATES <<<"; } else if ( dam <= 150) { vs = "<<< ERADICATE >>>"; vp = "<<< ERADICATES >>>"; } else { vs = "do UNSPEAKABLE things to"; vp = "does UNSPEAKABLE things to"; } punct = (dam <= 24) ? '.' : '!'; if ( dt == TYPE_HIT ) { if (ch == victim) { sprintf( buf1, "{k$n %s $melf%c{x",vp,punct); sprintf( buf2, "{hYou %s yourself%c{x",vs,punct); } else { sprintf( buf1, "{k$n %s $N%c{x", vp, punct ); sprintf( buf2, "{hYou %s $N%c{x", vs, punct ); sprintf( buf3, "{i$n %s you%c{x", vp, punct ); } } else { if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].noun; else { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0].name; } if (immune) { if (ch == victim) { sprintf(buf1,"{k$n is unaffected by $s own %s.{x",attack); sprintf(buf2,"{hLuckily, you are immune to that.{x"); } else { sprintf(buf1,"{k$N is unaffected by $n's %s!{x",attack); sprintf(buf2,"{h$N is unaffected by your %s!{x",attack); sprintf(buf3,"{i$n's %s is powerless against you.{x",attack); } } else { if (ch == victim) { sprintf( buf1, "{k$n's %s %s $m%c{x",attack,vp,punct); sprintf( buf2, "{hYour %s %s you%c{x",attack,vp,punct); } else { sprintf( buf1, "{k$n's %s %s $N%c{x", attack, vp, punct ); sprintf( buf2, "{hYour %s %s $N%c{x", attack, vp, punct ); sprintf( buf3, "{i$n's %s %s you%c{x", attack, vp, punct ); } } } if (ch == victim) { act(buf1,ch,NULL,NULL,TO_ROOM); act(buf2,ch,NULL,NULL,TO_CHAR); } else { act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { act("{j$S weapon won't budge!{x",ch,NULL,victim,TO_CHAR); act("{j$n tries to disarm you, but your weapon won't budge!{x", ch,NULL,victim,TO_VICT); act("{k$n tries to disarm $N, but fails.{x",ch,NULL,victim,TO_NOTVICT); return; } act( "{j$n DISARMS you and sends your weapon flying!{x", ch, NULL, victim, TO_VICT ); act( "{jYou disarm $N!{x", ch, NULL, victim, TO_CHAR ); act( "{k$n disarms $N!{x", ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) ) obj_to_char( obj, victim ); else { obj_to_room( obj, victim->in_room ); if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj)) get_obj(victim,obj,NULL); } return; } void do_berserk( CHAR_DATA *ch, char *argument) { int chance, hp_percent; if ((chance = get_skill(ch,gsn_berserk)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_berserk].skill_level[ch->class])) { send_to_char("{hYou turn {rred{h in the face, but nothing happens.{x\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk) || is_affected(ch,skill_lookup("frenzy"))) { send_to_char("{hYou get a little madder.{x\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("{hYou're feeling to mellow to berserk.{x\n\r",ch); return; } if (ch->mana < 50) { send_to_char("{hYou can't get up enough energy.{x\n\r",ch); return; } /* modifiers */ /* fighting */ if (ch->position == POS_FIGHTING) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit/ch->max_hit; chance += 25 - hp_percent/2; if (number_percent() < chance) { AFFECT_DATA af; WAIT_STATE(ch,PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN(ch->hit,ch->max_hit); send_to_char("{hYour pulse races as you are consumed by {rrage!{x\n\r",ch); act("{k$n gets a {cw{gi{rl{yd{k look in $s eyes.{x",ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_berserk,TRUE,2); af.where = TO_AFFECTS; af.type = gsn_berserk; af.level = ch->level; af.duration = number_fuzzy(ch->level / 8); af.modifier = UMAX(1,ch->level/5); af.bitvector = AFF_BERSERK; af.location = APPLY_HITROLL; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; affect_to_char(ch,&af); af.modifier = UMAX(10,10 * (ch->level/5)); af.location = APPLY_AC; affect_to_char(ch,&af); } else { WAIT_STATE(ch,3 * PULSE_VIOLENCE); ch->mana -= 25; ch->move /= 2; send_to_char("{hYour pulse speeds up, but nothing happens.{x\n\r",ch); check_improve(ch,gsn_berserk,FALSE,2); } } void do_voodoo( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *doll; if (IS_NPC(ch)) return; doll = get_eq_char(ch,WEAR_HOLD); if (doll == NULL || (doll->pIndexData->vnum != OBJ_VNUM_VOODOO)) { send_to_char("You are not holding a voodoo doll.\n\r",ch); return; } one_argument(argument,arg); if (arg[0] == '\0') { send_to_char("Syntax: voodoo <action>\n\r",ch); send_to_char("Actions: pin trip throw\n\r",ch); return; } if (!str_cmp(arg,"pin")) { do_vdpi(ch,doll->name); return; } if (!str_cmp(arg,"trip")) { do_vdtr(ch,doll->name); return; } if (!str_cmp(arg,"throw")) { do_vdth(ch,doll->name); return; } do_voodoo(ch,""); } void do_vdpi( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; AFFECT_DATA af; bool found = FALSE; argument = one_argument( argument, arg1 ); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *wch; if (d->connected != CON_PLAYING || !can_see(ch,d->character)) continue; wch = ( d->original != NULL ) ? d->original : d->character; if (!can_see(ch,wch)) continue; if (!str_cmp(arg1,wch->name) && !found) { if (IS_NPC(wch)) continue; if (IS_IMMORTAL(wch) && (wch->level > ch->level)) { send_to_char( "That's not a good idea.\n\r", ch); return; } if ((wch->level < 20) && !IS_IMMORTAL(ch)) { send_to_char( "They are a little too young for that.\n\r",ch); return; } if (IS_SHIELDED(wch,SHD_PROTECT_VOODOO)) { send_to_char( "They are still realing from a previous voodoo.\n\r",ch); return; } found = TRUE; send_to_char( "You stick a pin into your voodoo doll.\n\r",ch); act( "$n sticks a pin into a voodoo doll.", ch, NULL, NULL, TO_ROOM ); send_to_char( "{RYou double over with a sudden pain in your gut!{x\n\r",wch); act( "$n suddenly doubles over with a look of extreme pain!",wch, NULL,NULL,TO_ROOM); af.where = TO_SHIELDS; af.type = skill_lookup("protection voodoo"); af.level = wch->level; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_PROTECT_VOODOO; affect_to_char(wch,&af); return; } } send_to_char("Your victim doesn't seem to be in the realm.\n\r",ch); return; } void do_vdtr( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; DESCRIPTOR_DATA *d; AFFECT_DATA af; bool found = FALSE; argument = one_argument( argument, arg1 ); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *wch; if (d->connected != CON_PLAYING || !can_see(ch,d->character)) continue; wch = ( d->original != NULL ) ? d->original : d->character; if (!can_see(ch,wch)) continue; if (!str_cmp(arg1,wch->name) && !found) { if (IS_NPC(wch)) continue; if (IS_IMMORTAL(wch) && (wch->level > ch->level)) { send_to_char( "That's not a good idea.\n\r", ch); return; } if ((wch->level < 20) && !IS_IMMORTAL(ch)) { send_to_char( "They are a little too young for that.\n\r",ch); return; } if (IS_SHIELDED(wch,SHD_PROTECT_VOODOO)) { send_to_char( "They are still realing from a previous voodoo.\n\r",ch); return; } found = TRUE; send_to_char( "You slam your voodoo doll against the ground.\n\r",ch); act( "$n slams a voodoo doll against the ground.", ch, NULL, NULL, TO_ROOM ); send_to_char( "{RYour feet slide out from under you!{x\n\r",wch); send_to_char( "{RYou hit the ground face first!{x\n\r",wch); act( "$n trips over $s own feet, and does a nose dive into the ground!",wch, NULL,NULL,TO_ROOM); af.where = TO_SHIELDS; af.type = skill_lookup("protection voodoo"); af.level = wch->level; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_PROTECT_VOODOO; affect_to_char(wch,&af); return; } } send_to_char("Your victim doesn't seem to be in the realm.\n\r",ch); return; } void do_vdth( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; AFFECT_DATA af; ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; bool found = FALSE; int attempt; argument = one_argument( argument, arg1 ); for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *wch; if (d->connected != CON_PLAYING || !can_see(ch,d->character)) continue; wch = ( d->original != NULL ) ? d->original : d->character; if (!can_see(ch,wch)) continue; if (!str_cmp(arg1,wch->name) && !found) { if (IS_NPC(wch)) continue; if (IS_IMMORTAL(wch) && (wch->level > ch->level)) { send_to_char( "That's not a good idea.\n\r", ch); return; } if ((wch->level < 20) && !IS_IMMORTAL(ch)) { send_to_char("They are a little too young for that.\n\r",ch); return; } if (IS_SHIELDED(wch,SHD_PROTECT_VOODOO)) { send_to_char( "They are still realing from a previous voodoo.\n\r",ch); return; } found = TRUE; send_to_char( "You toss your voodoo doll into the air.\n\r",ch); act( "$n tosses a voodoo doll into the air.", ch, NULL, NULL, TO_ROOM ); af.where = TO_SHIELDS; af.type = skill_lookup("protection voodoo"); af.level = wch->level; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_PROTECT_VOODOO; affect_to_char(wch,&af); if ((wch->fighting != NULL) || (number_percent() < 25)) { send_to_char( "{RA sudden gust of wind throws you through the air!{x\n\r",wch); send_to_char( "{RYou slam face first into the nearest wall!{x\n\r",wch); act( "A sudden gust of wind picks up $n and throws $m into a wall!",wch, NULL,NULL,TO_ROOM); return; } wch->position = POS_STANDING; was_in = wch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(wch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( wch, door, FALSE, TRUE ); if ( ( now_in = wch->in_room ) == was_in ) continue; wch->in_room = was_in; sprintf(buf, "A sudden gust of wind picks up $n and throws $m to the %s.", dir_name[door]); act( buf, wch, NULL, NULL, TO_ROOM ); send_to_char( "{RA sudden gust of wind throws you through the air!{x\n\r",wch); wch->in_room = now_in; act( "$n sails into the room and slams face first into a wall!",wch,NULL,NULL,TO_ROOM); do_look( wch, "auto" ); send_to_char( "{RYou slam face first into the nearest wall!{x\n\r",wch); return; } send_to_char( "{RA sudden gust of wind throws you through the air!{x\n\r",wch); send_to_char( "{RYou slam face first into the nearest wall!{x\n\r",wch); act( "A sudden gust of wind picks up $n and throws $m into a wall!",wch, NULL,NULL,TO_ROOM); return; } } send_to_char("Your victim doesn't seem to be in the realm.\n\r",ch); return; } void do_bash( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_bash)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_bash].skill_level[ch->class])) { send_to_char("Bashing? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim->position < POS_FIGHTING) { act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("You try to bash your brains out, but fail.\n\r",ch); return; } if (is_safe(ch,victim)) return; if ( IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is your friend!",ch,NULL,victim,TO_CHAR); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( !can_see( ch, victim ) ) { send_to_char("You get a running start, and slam right into a wall.\n\r",ch); return; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat(ch,STAT_STR); chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3; chance -= GET_AC(victim,AC_BASH) /25; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 30; /* level */ chance += (ch->level - victim->level); if (!IS_NPC(victim) && chance < get_skill(victim,gsn_dodge) ) { /* act("{i$n tries to bash you, but you dodge it.{x",ch,NULL,victim,TO_VICT); act("{h$N dodges your bash, you fall flat on your face.{x",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[gsn_bash].beats); return;*/ chance -= 3 * (get_skill(victim,gsn_dodge) - chance); } /* now the attack */ if (number_percent() < chance ) { act("{i$n sends you sprawling with a powerful bash!{x", ch,NULL,victim,TO_VICT); act("{hYou slam into $N, and send $M flying!{x",ch,NULL,victim,TO_CHAR); act("{k$n sends $N sprawling with a powerful bash.{x", ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_bash,TRUE,1); DAZE_STATE(victim, 3 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[gsn_bash].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash, DAM_BASH,FALSE); chance = (get_skill(ch,gsn_stun)/5); if (number_percent() < chance ) { chance = (get_skill(ch,gsn_stun)/5); if (number_percent() < chance ) { victim->stunned = 2; } else { victim->stunned = 1; } act("{iYou are stunned, and have trouble getting back up!{x", ch,NULL,victim,TO_VICT); act("{h$N is stunned by your bash!{x",ch,NULL,victim,TO_CHAR); act("{k$N is having trouble getting back up.{x", ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_stun,TRUE,1); } } else { damage(ch,victim,0,gsn_bash,DAM_BASH,FALSE); act("{hYou fall flat on your face!{x", ch,NULL,victim,TO_CHAR); act("{k$n falls flat on $s face.{x", ch,NULL,victim,TO_NOTVICT); act("{iYou evade $n's bash, causing $m to fall flat on $s face.{x", ch,NULL,victim,TO_VICT); check_improve(ch,gsn_bash,FALSE,1); ch->position = POS_RESTING; WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2); } } void do_dirt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_dirt)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_dirt].skill_level[ch->class])) { send_to_char("{hYou get your feet dirty.{x\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't in combat!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_BLIND)) { act("{h$E's already been blinded.{x",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } /* modifiers */ /* dexterity */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_DEX); /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 25; /* level */ chance += (ch->level - victim->level) * 2; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* terrain */ switch(ch->in_room->sector_type) { case(SECT_INSIDE): chance -= 20; break; case(SECT_CITY): chance -= 10; break; case(SECT_FIELD): chance += 5; break; case(SECT_FOREST): break; case(SECT_HILLS): break; case(SECT_MOUNTAIN): chance -= 10; break; case(SECT_WATER_SWIM): chance = 0; break; case(SECT_WATER_NOSWIM): chance = 0; break; case(SECT_AIR): chance = 0; break; case(SECT_DESERT): chance += 10; break; } if (chance == 0) { send_to_char("{hThere isn't any dirt to kick.{x\n\r",ch); return; } /* now the attack */ if (number_percent() < chance) { AFFECT_DATA af; act("{k$n is blinded by the dirt in $s eyes!{x",victim,NULL,NULL,TO_ROOM); act("{i$n kicks dirt in your eyes!{x",ch,NULL,victim,TO_VICT); damage(ch,victim,number_range(2,5),gsn_dirt,DAM_NONE,FALSE); send_to_char("{DYou can't see a thing!{x\n\r",victim); check_improve(ch,gsn_dirt,TRUE,2); WAIT_STATE(ch,skill_table[gsn_dirt].beats); af.where = TO_AFFECTS; af.type = gsn_dirt; af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char(victim,&af); } else { damage(ch,victim,0,gsn_dirt,DAM_NONE,TRUE); check_improve(ch,gsn_dirt,FALSE,2); WAIT_STATE(ch,skill_table[gsn_dirt].beats); } } void do_gouge( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_gouge)) == 0 || (!IS_NPC(ch) && ch->level < skill_table[gsn_gouge].skill_level[ch->class])) { send_to_char("Gouge? What's that?{x\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't in combat!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_BLIND)) { act("{h$E's already been blinded.{x",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } /* modifiers */ /* dexterity */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_DEX); /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 25; /* level */ chance += (ch->level - victim->level) * 2; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* now the attack */ if (number_percent() < chance) { AFFECT_DATA af; act("{k$n is blinded by a poke in the eyes!{x",victim,NULL,NULL,TO_ROOM); act("{i$n gouges at your eyes!{x",ch,NULL,victim,TO_VICT); damage(ch,victim,number_range(2,5),gsn_gouge,DAM_NONE,FALSE); send_to_char("{DYou see nothing but stars!{x\n\r",victim); check_improve(ch,gsn_gouge,TRUE,2); WAIT_STATE(ch,skill_table[gsn_gouge].beats); af.where = TO_AFFECTS; af.type = gsn_gouge; af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char(victim,&af); } else { damage(ch,victim,0,gsn_gouge,DAM_NONE,TRUE); check_improve(ch,gsn_gouge,FALSE,2); WAIT_STATE(ch,skill_table[gsn_gouge].beats); } } void do_trip( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_trip)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP)) || (!IS_NPC(ch) && ch->level < skill_table[gsn_trip].skill_level[ch->class])) { send_to_char("Tripping? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_FLYING)) { act("{h$S feet aren't on the ground.{x",ch,NULL,victim,TO_CHAR); return; } if (victim->position < POS_FIGHTING) { act("{h$N is already down.{c",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("{hYou fall flat on your face!{x\n\r",ch); WAIT_STATE(ch,2 * skill_table[gsn_trip].beats); act("{k$n trips over $s own feet!{x",ch,NULL,NULL,TO_ROOM); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("$N is your beloved master.",ch,NULL,victim,TO_CHAR); return; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } /* modifiers */ /* size */ if (ch->size < victim->size) chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */ /* dex */ chance += get_curr_stat(ch,STAT_DEX); chance -= get_curr_stat(victim,STAT_DEX) * 3 / 2; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 20; /* level */ chance += (ch->level - victim->level) * 2; /* now the attack */ if (number_percent() < chance) { act("{i$n trips you and you go down!{x",ch,NULL,victim,TO_VICT); act("{hYou trip $N and $N goes down!{x",ch,NULL,victim,TO_CHAR); act("{k$n trips $N, sending $M to the ground.{x",ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_trip,TRUE,1); DAZE_STATE(victim,2 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[gsn_trip].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2, 2 + 2 * victim->size),gsn_trip, DAM_BASH,TRUE); } else { damage(ch,victim,0,gsn_trip,DAM_BASH,TRUE); WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3); check_improve(ch,gsn_trip,FALSE,1); } } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "{hYou hit yourself. {z{COuch!{x\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if ( !IS_NPC(victim) ) { if ( !IS_SET(victim->act, PLR_TWIT) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } } if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_mock( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mock hit whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( is_safe_mock( ch, victim ) ) return; if ( victim->fighting != NULL) { send_to_char("{gThis player is busy at the moment.{x\n\r",ch); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "{gYou've already got your hands full!{x\n\r", ch ); return; } one_hit_mock( ch, victim, TYPE_UNDEFINED, FALSE ); return; } void do_murde( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to {RMURDER{x, spell it out.\n\r", ch ); return; } void do_murder( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Murder whom?\n\r", ch ); return; } if (IS_NPC(ch)) return; if (IS_AFFECTED(ch,AFF_CHARM)) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if (IS_NPC(ch)) sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr); else sprintf( buf, "Help! I am being attacked by %s!", ch->name ); do_yell( victim, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Backstab whom?\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char("{hYou're facing the wrong end.{x\n\r",ch); return; } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "{hYou need to wield a primary weapon to backstab.{x\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 3) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( number_percent( ) < get_skill(ch,gsn_backstab) || ( get_skill(ch,gsn_backstab) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_backstab,TRUE,1); multi_hit( ch, victim, gsn_backstab ); } else { check_improve(ch,gsn_backstab,FALSE,1); damage( ch, victim, 0, gsn_backstab,DAM_NONE,TRUE); } return; } void do_circle( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; if ( get_skill(ch,gsn_circle) == 0 || (!IS_NPC(ch) && ch->level < skill_table[gsn_circle].skill_level[ch->class])) { send_to_char("Circle? What's that?\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a primary weapon to circle.\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 6) { act( "$N is hurt and suspicious ... you can't sneak around.", ch, NULL, victim, TO_CHAR ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( !can_see( ch, victim ) ) { send_to_char("You stumble blindly into a wall.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_circle].beats ); if ( number_percent( ) < get_skill(ch,gsn_circle) || ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_circle,TRUE,1); act( "{i$n circles around behind you.{x", ch, NULL, victim, TO_VICT); act( "{hYou circle around $N.{x", ch, NULL, victim, TO_CHAR); act( "{k$n circles around behind $N.{x", ch, NULL, victim, TO_NOTVICT); multi_hit( ch, victim, gsn_circle ); } else { check_improve(ch,gsn_circle,FALSE,1); act( "{i$n tries to circle around you.{x", ch, NULL, victim, TO_VICT); act( "{h$N circles with you.{x", ch, NULL, victim, TO_CHAR); act( "{k$n tries to circle around $N.{x", ch, NULL, victim, TO_NOTVICT); damage( ch, victim, 0, gsn_circle,DAM_NONE,TRUE); } return; } void do_feed( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int dam; if ( get_skill(ch,gsn_feed) == 0 || (!IS_NPC(ch) && ch->level < skill_table[gsn_feed].skill_level[ch->class])) { send_to_char("Feed? What's that?\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 6) { act( "$N is hurt and suspicious ... you can't get close enough.", ch, NULL, victim, TO_CHAR ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_feed].beats ); if ( number_percent( ) < get_skill(ch,gsn_feed)/3 || ( get_skill(ch,gsn_feed) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_feed,TRUE,1); act( "{i$n bites you.{x", ch, NULL, victim, TO_VICT); act( "{hYou bite $N.{x", ch, NULL, victim, TO_CHAR); act( "{k$n bites $N.{x", ch, NULL, victim, TO_NOTVICT); dam=number_range( (((ch->level/2)+(victim->level/2))/3), (((ch->level/2)+(victim->level/2))/3)*2 ); damage( ch, victim, dam, gsn_feed,DAM_NEGATIVE,TRUE); } else { check_improve(ch,gsn_feed,FALSE,1); act( "{i$n tries to bite you, but hits only air.{x", ch, NULL, victim, TO_VICT); act( "{hYou chomp a mouthfull of air.{x", ch, NULL, victim, TO_CHAR); act( "{k$n tries to bite $N.{x", ch, NULL, victim, TO_NOTVICT); damage( ch, victim, 0, gsn_feed,DAM_NEGATIVE,TRUE); } return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || number_range(0,ch->daze) != 0 || ( IS_NPC(ch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door, FALSE, FALSE ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has {Yfled{x!", ch, NULL, NULL, TO_ROOM ); if ( !IS_NPC(ch) ) { send_to_char( "{BYou {Yflee{B from combat!{x\n\r", ch ); if( ( (ch->class == 2) || (ch->class == (MAX_CLASS/2)+1) ) && (number_percent() < 3*(ch->level/2) ) ) { if ( IS_NPC(victim) || ch->attacker == FALSE) { send_to_char( "You {Ysnuck away{x safely.\n\r", ch); } else { send_to_char( "You feel something singe your butt on the way out.\n\r", ch); act( "$n is nearly {Yzapped{x in the butt by a lightning bolt from above!", ch, NULL, NULL, TO_ROOM ); ch->hit -= (ch->hit/8); } } else { if ( !IS_NPC(victim) && ch->attacker == TRUE) { send_to_char( "The {RWrath of Thoth {YZAPS{x your butt on the way out!\n\r", ch); act( "$n is {Yzapped{x in the butt by a lightning bolt from above!", ch, NULL, NULL, TO_ROOM ); ch->hit -= (ch->hit/4); } send_to_char( "You lost 10 exp.\n\r", ch); gain_exp( ch, -10 ); } } ch->in_room = now_in; stop_fighting( ch, TRUE ); return; } send_to_char( "{z{CPANIC!{x{B You couldn't escape!{x\n\r", ch ); return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "What about {Yfleeing{x instead?\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } if ( IS_NPC(fch) && !is_same_group(ch,victim)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_rescue].beats ); if ( number_percent( ) > get_skill(ch,gsn_rescue)) { send_to_char( "You fail the rescue.\n\r", ch ); check_improve(ch,gsn_rescue,FALSE,1); return; } act( "{yYou rescue $N!{x", ch, NULL, victim, TO_CHAR ); act( "{y$n rescues you!{x", ch, NULL, victim, TO_VICT ); act( "{y$n rescues $N!{x", ch, NULL, victim, TO_NOTVICT ); check_improve(ch,gsn_rescue,TRUE,1); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int dam; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK)) return; if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } dam = number_range( 1, ch->level ); WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ( get_skill(ch,gsn_kick) > number_percent()) { damage(ch,victim,number_range( dam, (ch->level*1.5) ), gsn_kick,DAM_BASH,TRUE); check_improve(ch,gsn_kick,TRUE,1); } else { damage( ch, victim, 0, gsn_kick,DAM_BASH,TRUE); check_improve(ch,gsn_kick,FALSE,1); } return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int chance,hth,ch_weapon,vict_weapon,ch_vict_weapon; hth = 0; if ((chance = get_skill(ch,gsn_disarm)) == 0) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL && ((hth = get_skill(ch,gsn_hand_to_hand)) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM)))) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) { send_to_char( "{hYour opponent is not wielding a weapon.{x\n\r", ch ); return; } /* find weapon skills */ ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch)); vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim)); ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim)); /* modifiers */ /* skill */ if ( get_eq_char(ch,WEAR_WIELD) == NULL) chance = chance * hth/150; else chance = chance * ch_weapon/100; chance += (ch_vict_weapon/2 - vict_weapon) / 2; /* dex vs. strength */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_STR); /* level */ chance += (ch->level - victim->level) * 2; chance /= 2; /* and now the attack */ if (number_percent() < chance) { if (((chance = get_skill(victim,gsn_grip)) == 0) || (!IS_NPC(victim) && victim->level < skill_table[gsn_grip].skill_level[victim->class])) { WAIT_STATE( ch, skill_table[gsn_disarm].beats ); disarm( ch, victim ); check_improve(ch,gsn_disarm,TRUE,1); return; } if (number_percent() > (chance/5)*4) { WAIT_STATE( ch, skill_table[gsn_disarm].beats ); disarm( ch, victim ); check_improve(ch,gsn_disarm,TRUE,1); check_improve(victim,gsn_grip,FALSE,1); return; } check_improve(victim,gsn_grip,TRUE,1); } WAIT_STATE(ch,skill_table[gsn_disarm].beats); act("{hYou fail to disarm $N.{x",ch,NULL,victim,TO_CHAR); act("{i$n tries to disarm you, but fails.{x",ch,NULL,victim,TO_VICT); act("{k$n tries to disarm $N, but fails.{x",ch,NULL,victim,TO_NOTVICT); check_improve(ch,gsn_disarm,FALSE,1); return; } void do_surrender( CHAR_DATA *ch, char *argument ) { CHAR_DATA *mob; if ( (mob = ch->fighting) == NULL ) { send_to_char( "But you're not fighting!\n\r", ch ); return; } act( "You surrender to $N!", ch, NULL, mob, TO_CHAR ); act( "$n surrenders to you!", ch, NULL, mob, TO_VICT ); act( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT ); stop_fighting( ch, TRUE ); if ( !IS_NPC( ch ) && IS_NPC( mob ) && ( !HAS_TRIGGER( mob, TRIG_SURR ) || !mp_percent_trigger( mob, ch, NULL, NULL, TRIG_SURR ) ) ) { act( "$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR ); multi_hit( mob, ch, TYPE_UNDEFINED ); } } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to {RSLAY{x, spell it out.\n\r", ch ); return; } void do_slay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slay whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC(victim) && victim->level >= get_trust(ch) ) { send_to_char( "{hYou failed.{c\n\r", ch ); return; } if ( IS_NPC(victim) || get_trust(ch) >= CREATOR ) { act( "{hYou slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR ); act( "{i$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT ); act( "{k$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT ); raw_kill( victim, ch ); } else { act( "{i$N wields a sword called '{z{RGodSlayer{i'!{x", ch, NULL, victim, TO_CHAR ); act( "{hYou wield a sword called '{z{RGodSlayer{h'!{x", ch, NULL, victim, TO_VICT ); act( "{k$N wields a sword called '{z{RGodSlayer{k'!{x", ch, NULL, victim, TO_NOTVICT ); act("{i$N's slice takes off your left arm!{x",ch,NULL,victim,TO_CHAR); act("{hYour slice takes off $n's left arm!{x",ch,NULL,victim,TO_VICT); act("{k$N's slice takes off $n's left arm!{x",ch,NULL,victim,TO_NOTVICT); act("{i$N's slice takes off your right arm!{x",ch,NULL,victim,TO_CHAR); act("{hYour slice takes off $n's right arm!{x",ch,NULL,victim,TO_VICT); act("{k$N's slice takes off $n's right arm!{x",ch,NULL,victim,TO_NOTVICT); act("{i$N's slice cuts off both of your legs!{x",ch,NULL,victim,TO_CHAR); act("{hYour slice cuts off both of $n's legs!{x",ch,NULL,victim,TO_VICT); act("{k$N's slice cuts off both of $n's legs!{x",ch,NULL,victim,TO_NOTVICT); act("{i$N's slice beheads you!{x",ch,NULL,victim,TO_CHAR); act("{hYour slice beheads $n!{x",ch,NULL,victim,TO_VICT); act("{k$N's slice beheads $n!{x",ch,NULL,victim,TO_NOTVICT); act("{iYou are DEAD!!!{x",ch,NULL,victim,TO_CHAR); act("{h$n is DEAD!!!{x",ch,NULL,victim,TO_VICT); act("{k$n is DEAD!!!{x", ch,NULL,victim,TO_NOTVICT); act("A sword called '{z{RGodSlayer{x' vanishes.",ch,NULL,victim,TO_VICT); act("A sword called '{z{RGodSlayer{x' vanishes.",ch,NULL,victim,TO_NOTVICT); raw_kill( ch, victim ); } return; }