/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * God Wars Mud originally written by KaVir aka Richard Woolcock. * * Changes done to the code done by Sage aka Walter Howard, this mud is * * for the public, however if you run this code it means you agree * * to the license.low, license.gw, and license.merc have fun. :) * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "leader.h" #include "commands.h" #include "angel.h" #include "priest.h" #define MONK_AUTODROP ch->pcdata->autostance /* * Local functions. */ void autodrop args( ( CHAR_DATA *ch) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void death_cry args( ( CHAR_DATA *ch ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_counter args( ( CHAR_DATA *ch) ); bool can_bypass args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int number_attacks args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int dambonus args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance) ); void update_damcap args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int add_bonuses args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); int get_maxq args( ( CHAR_DATA *ch ) ); int count_artifacts args( ( CHAR_DATA *ch ) ); int count_satanic args( ( CHAR_DATA *ch ) ); #define MIN_CRIT_PER 20 #define MAX_CRIT_PER 400 bool will_crit( CHAR_DATA *ch, CHAR_DATA *victim ) { int per1 = number_range( MIN_CRIT_PER, MAX_CRIT_PER ); int per2 = number_range( MIN_CRIT_PER, MAX_CRIT_PER ); if( IS_NPC(ch) ) { if( IS_SET(ch->act, ACT_SKILLED) && number_percent( ) > 75 ) return TRUE; return FALSE; } if( !can_see(ch,victim) ) return FALSE; if( IS_SET(ch->extra,FROUND) ) return FALSE; if( IS_ITEMAFF( ch, ITEMA_CRITICALS ) ) { if( get_curr_int(ch) > per1 ) return TRUE; return FALSE; } if( get_curr_int(ch) < per1 || get_curr_int(ch) < per2 ) return FALSE; return TRUE; } int crit_damage( CHAR_DATA *ch, CHAR_DATA *victim ) { int dam; int x = 100; dam = ch->damcap[DAM_CAP]; if( IS_NPC(ch)) { dam *= number_range(105,120); return (dam/100); } if( ch->level < 3 ) dam *= number_range( 105, 120 ); else switch( ch->class ) { default: dam *= number_range( 105, 120 ); break; case CLASS_MONK: x += ch->monkab[AWARE]; x += ch->monkab[COMBAT]; x += ch->chi[CURRENT]; /* max of 14 */ dam *= number_range( x, x+20); break; case CLASS_NINJA: x = PC(ch,powers)[NPOWER_NINGENNO]; /* max of 7 */ dam *= number_range( x+110, 100+x*4 ); break; case CLASS_VAMPIRE: x += PC(ch,powers)[VAM_QUIE]; x += PC(ch,powers)[VAM_POTE]; /* max of 10 */ dam *= number_range( x, x+5 ); break; case CLASS_PRIEST: dam *= number_range( 120, 130 ); break; case CLASS_DROW: x = 5; if( room_is_dark( ch->in_room ) ) x += 15; dam *= number_range( 100+x, 100+x*2 ); break; case CLASS_WEREWOLF: x += URANGE( 10, ch->gnosis[GCURRENT], 30 ); dam *= number_range( 110, x ); break; case CLASS_MAGE: x += URANGE( 1, ch->quint[CURRENT], 20 ); dam *= number_range( 101, x ); break; } dam /= 100; if( IS_ITEMAFF(ch,ITEMA_CRITICALS) ) dam += number_range( 3000, 4500 ); return dam; } /* * Control the fights going on. * Called periodically by update_handler. * */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; CHAR_DATA *rch; CHAR_DATA *rch_next; CHAR_DATA *mount; char buf[MAX_STRING_LENGTH]; int chance; chance = number_percent(); for ( ch = char_list; ch != NULL; ch = ch->next ) { if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 ) { check_hunt( ch ); continue; } if ( chance > 60 && ch->position == POS_FIGHTING && IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_SCARED)) { do_flee(ch,""); send_to_char("You are so scared you flee from combat, COWARD!\n\r", ch ); return; } victim = ch->blinkykill; if (ch->blinkykill == NULL) continue; if (IS_SET(ch->flag2, AFF2_BLINK_1ST_RD)) { REMOVE_BIT(ch->flag2, AFF2_BLINK_1ST_RD); SET_BIT(ch->flag2, AFF2_BLINK_2ND_RD); } else if (IS_SET(ch->flag2, AFF2_BLINK_2ND_RD)) { REMOVE_BIT(ch->flag2, AFF2_BLINK_2ND_RD); REMOVE_BIT(ch->flag2, AFF2_BLINK_1ST_RD); if (ch->blinkykill->in_room != ch->in_room) { ch->blinkykill = NULL; act("$n pops back into existence.", ch, NULL, NULL, TO_ROOM); send_to_char("You pop back into existence.\n\r", ch); send_to_char("Your victim is no longer in the room.\n\r", ch); break; } act("$n pops back into existence next to $N.", ch, NULL, ch->blinkykill, TO_NOTVICT); act("You pop back into existence next to $N.", ch, NULL, ch->blinkykill, TO_CHAR); act("$n pops back into existence next to you.", ch, NULL, ch->blinkykill, TO_VICT); set_fighting(ch, ch->blinkykill); ch->blinkykill = NULL; multi_hit(ch, victim, gsn_blinky); multi_hit(ch, victim, gsn_blinky); update_pos(victim); } } for ( ch = char_list; ch != NULL; ch = ch->next ) { ch_next = ch->next; if ( ch->fighting && ch->in_room != ch->fighting->in_room ) { stop_fighting( ch, FALSE ); stop_fighting( ch->fighting, FALSE ); } if ( is_memb( ch ) ) return; if (ch->silence_timer > 0) { ch->silence_timer--; if (ch->silence_timer < 1) { if (IS_SET(ch->newbits, NEW_SILENCE)) { act("The room is no longer silent.",ch,NULL,NULL,TO_CHAR); act("The room is no longer silent.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->affected_by,ROOM2_SILENCE); REMOVE_BIT(ch->newbits, NEW_SILENCE); ch->silence_timer = 60; } else send_to_char("Your ability to call the Silence of Death has returned.\n\r",ch); } } if (ch->obeah_timer > 0 && !IS_SET(ch->newbits, NEW_NEUTRAL)) { ch->obeah_timer--; if (ch->obeah_timer < 1) { if (IS_WEREWOLF(ch)) send_to_char("Your healing powers have returned.\n\r",ch); else { send_to_char("Your third eye stops glowing.\n\r",ch); act("The eye in $n's forehead stops glowing.",ch,NULL,NULL,TO_ROOM); } } } if (ch->reina_timer > 0) { ch->reina_timer--; if (ch->reina_timer < 1) { if (IS_SET(ch->newbits, NEW_REINA)) { send_to_char("The peaceful harmony in the air gradually fades away to nothing.\n\r",ch); act("The peaceful harmony in the air gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->affected_by, ROOM_SAFE); REMOVE_BIT(ch->newbits, NEW_REINA); ch->reina_timer = 60; } else if (IS_WEREWOLF(ch)) { send_to_char("You may once again use madness.\n\r", ch); REMOVE_BIT(ch->affected_by, AFF_STEELSHIELD); } else send_to_char("You have recovered your voice.\n\r",ch); REMOVE_BIT(ch->affected_by, AFF_STEELSHIELD); } } if (ch->cobra_timer > 0) { ch->cobra_timer--; if (ch->cobra_timer < 1) { if (IS_WEREWOLF(ch)) { send_to_char("You may once again use eyes of the cobra\n\r",ch); } else send_to_char("EMPTY PLACE FOR A NEW MESSAGE..:)\n\r",ch); } } if (ch->majesty_timer > 0) { ch->majesty_timer--; if (ch->majesty_timer < 1) { if (IS_WEREWOLF(ch)) { send_to_char("You may now use your icy chill of despair\n\r",ch); } else send_to_char("Your may once again use majesty.\n\r",ch); } } if (ch->darkness_timer > 0) ch->darkness_timer--; if (ch->arena_timer > 0) ch->arena_timer--; if (ch->arena_timer < 1) { if ( IS_SET(ch->flag2, AFF2_INARENA) || IS_SET(ch->flag2, AFF2_CHALLENGED) || IS_SET(ch->flag2, AFF2_CHALLENGER)) { REMOVE_BIT(ch->flag2, AFF2_CHALLENGED); REMOVE_BIT(ch->flag2, AFF2_CHALLENGER); REMOVE_BIT(ch->flag2, AFF2_INARENA ); undo_arena(ch); arena = FIGHT_CLEAR; sprintf(buf,"The arena is no longer busy!"); do_info(ch,buf); send_to_char("You waited to long, arena status cleared!\n\r", ch); } } if (ch->wyld_timer > 0) ch->wyld_timer--; if (ch->fight_timer > 0) ch->fight_timer--; if (ch->hit < 1) update_pos( ch ); if ( IS_SET(ch->monkstuff, MONK_DEATH) ) { if ( ch->position < POS_STUNNED ) { REMOVE_BIT( ch->monkstuff, MONK_DEATH ); send_to_char("You feel the magical forces leave your body.\n\r",ch); act("The magical forces leave $n's body.",ch,NULL,NULL,TO_ROOM); } else if ( ch->hit > (ch->max_hit /2 ) ) { ch->hit -= number_range( 50,200 ); send_to_char("Your writhe in agony as magical energies tear you asunder.\n\r",ch); act("$n's writhes in agony as magical forces tear apart $s body.",ch,NULL,NULL,TO_ROOM); } else { if ( number_range( 1,2 ) == 1 ) { send_to_char("You feel the magical forces leave your body.\n\r",ch); act("The magical forces leave $n's body.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->monkstuff, MONK_DEATH); } else { ch->hit -= number_range( 50,200 ); send_to_char("Your writhe in agony as magical energies tear you asunder.\n\r",ch); act("$n's writhes in agony as magical forces tear apart $s body.",ch,NULL,NULL,TO_ROOM); } } } if ( IS_SET(ch->monkstuff, MONK_HEAL) ) { if( ch->position < POS_STUNNED ) { REMOVE_BIT( ch->monkstuff, MONK_HEAL); send_to_char("The sparks fizzle and die.\n\r",ch); } else if ( ch->hit < (ch->max_hit/2) ) { if ( ch->hit < ch->max_hit ) ch->hit += number_range( 5000,10000 ); if ( ch->move < ch->max_move ) ch->move += number_range( 1750,4000 ); send_to_char("Your body emits glowing sparks.\n\r",ch); act("$n's body emits glowing sparks and fizzes.",ch,NULL,NULL,TO_ROOM); } else { if ( number_range( 1,2 ) == 1 ) { send_to_char("The sparks fizzle and die.\n\r",ch); act("The sparks around $n's body fizzle and die.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->monkstuff, MONK_HEAL); } else { if ( ch->hit < ch->max_hit ) ch->hit += number_range( 5000,10000 ); if ( ch->move < ch->max_move ) ch->move += number_range( 1750,4000 ); send_to_char("Your body emits glowing sparks.\n\r",ch); act("$n's body emits glowing sparks and fizzes.",ch,NULL,NULL,TO_ROOM); } } } if ( IS_SET(ch->newbits, NEW_POWER) ) { if ( ch->move < 75 ) do_spiritpower(ch,""); else ch->move -= 15; } if ( ch->chi[CURRENT] > 0 && IS_CLASS(ch,CLASS_MONK) ) { if ( ch->move > (ch->chi[CURRENT] * 50 ) ) ch->move -= ch->chi[CURRENT] * 50; else { if ( ch->chi[CURRENT] > 0 ) { send_to_char("You feel exhausted, and lose control of your ch'i.\n\r",ch); ch->chi[CURRENT] -= 1; } } } if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if (!IS_NPC(ch) && !IS_NPC(victim) && !is_safe(ch, victim) && !is_safe(victim,ch)) ch->fight_timer = 10; if ( IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room ) { multi_hit( ch, victim, TYPE_UNDEFINED ); } if (IS_CLASS(ch, CLASS_DROW) && IS_POLYAFF(ch,POLY_SPIDERFORM) && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) multi_hit(ch, victim, gsn_spiderform); if ( ( victim = ch->fighting ) == NULL ) continue; for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) { rch_next = rch->next_in_room; if ( IS_AWAKE(rch) && rch->fighting == NULL ) { if ( (mount = rch->mount) != NULL ) { if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) ) { if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) ) && is_same_group(ch, rch) ) multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) ) { if ( rch->pIndexData == ch->pIndexData || number_bits( 3 ) == 0 ) { CHAR_DATA *vch; CHAR_DATA *target; int number; target = NULL; number = 0; for ( vch = ch->in_room->people; vch; vch = vch->next ) { if ( can_see( rch, vch ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 ) { target = vch; number++; } } if ( target != NULL ) multi_hit( rch, target, TYPE_UNDEFINED ); } } } } } return; } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *wield; OBJ_DATA *wield1; OBJ_DATA *wield2; OBJ_DATA *wield3; OBJ_DATA *wield4; int sn; int level; int chance; int unarmed; int wieldorig = 0; int wieldtype = 0; int maxcount; int countup; int wieldie; if ( ch->position < POS_SLEEPING ) return; /* * Moved the following safe checks to before the dt =='s * --Dreimas */ if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE)) { send_to_char( "You can't seem to attack them.\n\r", ch ); return; } if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_STEELSHIELD) ) { send_to_char( "You cannot attack them while they are in majesty.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_STEELSHIELD) ) { send_to_char( "They are protected by a powerful being.\n\r", ch ); return; } if ( dt == gsn_spiket ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_magma ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_shards ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_venomt ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_headbutt ) { one_hit( ch, victim, dt, 1 ); return; } if ( dt == gsn_quills) { one_hit(ch,victim,dt,1); return; } if ( dt == gsn_spiderform ) { one_hit( ch, victim, dt, 2 ); one_hit( ch, victim, dt, 2 ); one_hit( ch, victim, dt, 4 ); one_hit( ch, victim, dt, 4 ); one_hit( ch, victim, dt, 6 ); one_hit( ch, victim, dt, 6 ); one_hit( ch, victim, dt, 8 ); one_hit( ch, victim, dt, 8 ); return; } if ( dt == gsn_tail ) { one_hit( ch, victim, dt, 1 ); return; } wield1 = get_eq_char( ch, WEAR_WIELD ); wield2 = get_eq_char( ch, WEAR_HOLD ); if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1; if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2; wieldtype = wieldorig; wield1 = get_eq_char( ch, WEAR_WIELD ); wield2 = get_eq_char( ch, WEAR_HOLD ); wield3 = get_eq_char( ch, WEAR_THIRD ); wield4 = get_eq_char( ch, WEAR_FOURTH); if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1; if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2; if ( wield3 != NULL && wield3->item_type == ITEM_WEAPON ) wieldorig += 4; if ( wield4 != NULL && wield4->item_type == ITEM_WEAPON ) wieldorig += 8; wieldtype = wieldorig; wieldie = number_range(1,4); if ( wieldorig == 15 ) { if (wieldie == 2) wieldtype = 8; else wieldtype = 4; } if ( wieldorig == 14 ) { if (wieldie == 2) wieldtype = 8; else if (wieldie == 1) wieldtype = 4; else if (wieldie == 3) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 13 ) { if ( wieldie == 1) wieldtype = 8; else if (wieldie == 2) wieldtype = 4; else wieldtype = 1; } if ( wieldorig == 12 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 4; } if ( wieldorig == 11 ) { if ( wieldie == 1 ) wieldtype = 8; if ( wieldie == 2 ) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 10 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 2; } if ( wieldorig == 9 ) { if ( wieldie == 1 ) wieldtype = 8; else wieldtype = 1; } if ( wieldorig == 8 ) wieldtype = 8; if ( wieldorig == 7 ) { if ( wieldie == 1 ) wieldtype = 4; else if ( wieldie == 2 ) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 6 ) { if ( wieldie == 1 || wieldie == 2) wieldtype = 2; else wieldtype = 4; } if ( wieldorig == 5 ) { if ( wieldie == 1) wieldtype = 4; else wieldtype = 1; } if ( wieldorig == 4 ) wieldtype = 4; if ( wieldorig == 3 ) { if ( wieldie == 2 || wieldie == 4) wieldtype = 2; else wieldtype = 1; } if ( wieldorig == 2 ) wieldtype = 2; if ( wieldorig == 1 ) wieldtype = 1; if ( wieldtype == 8 ) wield = wield4; else if ( wieldtype == 4 ) wield = wield3; else if ( wieldtype == 2 ) wield = wield2; else wield = wield1; if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 1) { int stance = ch->stance[0]; if (ch->stance[stance] >= 200) { special_move(ch,victim); return; } } if ( IS_CREATOR(ch) || IS_CLASS(ch, CLASS_MONK) ) { if (!IS_NPC(ch)) { unarmed = number_range(1,7); if ( !IS_NPC(ch) && ch->cmbt[unarmed] != 0 ) { fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype); } } } unarmed = 0; one_hit( ch, victim, dt, wieldtype ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) { dt += wield->value[3]; if (wield->value[0] >= 1 && wield->value[0] < MAX_SKILL ) { sn = wield->value[0]; if (sn != 0 && victim->position == POS_FIGHTING) (*skill_table[sn].spell_fun) (sn,wield->level,ch,victim); } } } if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_headbutt ) return; if ( !IS_NPC(victim) && !IS_SET(victim->special, SPC_WOLFMAN) && number_percent( ) <= victim->pcdata->learned[gsn_fastdraw] ) { OBJ_DATA *obj; int wpntype = 0; int wpntype2 = 0; if ((obj = get_eq_char(victim,WEAR_SCABBARD_R)) != NULL) { wpntype = obj->value[3]; if (wpntype < 0 || wpntype > 12) wpntype = 0; if ((obj = get_eq_char(victim,WEAR_WIELD)) != NULL) { obj_from_char(obj); obj_to_room(obj,victim->in_room); act("You hurl $p aside.",victim,obj,NULL,TO_CHAR); act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM); } do_draw(victim,"right"); } if ((obj = get_eq_char(victim,WEAR_SCABBARD_L)) != NULL) { wpntype2 = obj->value[3]; if (wpntype2 < 0 || wpntype2 > 12) wpntype2 = 0; if ((obj = get_eq_char(victim,WEAR_HOLD)) != NULL) { obj_from_char(obj); obj_to_room(obj,victim->in_room); act("You hurl $p aside.",victim,obj,NULL,TO_CHAR); act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM); } do_draw(victim,"left"); } if (wpntype > 0) one_hit( victim, ch, TYPE_UNDEFINED, 1 ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (wpntype2 > 0) one_hit( victim, ch, TYPE_UNDEFINED, 2 ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; } maxcount = number_attacks(ch,victim); if (!IS_NPC(ch)) { chance = 0; if (wield != NULL && wield->item_type == ITEM_WEAPON) { int tempnum = wield->value[3]; chance = (ch->wpn[tempnum]) / 10; } else chance = (ch->wpn[0]) / 10; if (number_percent() <= chance) maxcount += 1; } if (wieldorig == 3) maxcount += 1; for (countup = 0; countup <= maxcount; countup++) { wieldtype = wieldorig; if ( wieldorig == 3 ) { if (number_range(1,2) == 2) wieldtype = 2; else wieldtype = 1; } if( will_crit(ch,victim) ) one_hit( ch, victim, gsn_critical, wieldtype ); else one_hit( ch, victim, -1, wieldtype ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if ( ch->fighting != victim ) return; } if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS)) one_hit( ch, victim, ( TYPE_HIT + 10 + TYPE_ADD_AGG), 0 ); if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (!IS_NPC(ch)) { if ( IS_CLASS(ch, CLASS_WEREWOLF) && IS_GAR1(ch, WOLF_VISCERAL ) ) { if ( !IS_SET(victim->newbits, NEW_VISCERAL) ) { SET_BIT(victim->newbits, NEW_VISCERAL); act("The venom on your claws mingles with $N's blood",ch, NULL, victim, TO_CHAR); act("Something black on $n's claws mingles with your blood.",ch,NULL,victim,TO_VICT); act("Something black on $n's mingles with $N's blood.",ch,NULL,victim,TO_NOTVICT); } } if ((IS_CLASS(ch, CLASS_WEREWOLF) && ch->gifts[BLACKFURIES] > 2) && number_range(1,3) == 1) one_hit( ch, victim, gsn_waspt, 0); if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_SPIKETAIL) && number_range(1,3) == 1) one_hit( ch, victim, gsn_spiket, 0); if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_SHARDS) && number_range(1,3) == 1) one_hit( ch, victim, gsn_shards, 0); if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_MAGMA) && number_range(1,3) == 1) one_hit( ch, victim, gsn_magma, 0); if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_VENOMTONG) && number_range(1,3) == 1) one_hit( ch, victim, gsn_venomt, 0); if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch,DEM_HORNS) && number_range(1,3) == 1) {one_hit( ch, victim, gsn_headbutt, 0 );dt += TYPE_ADD_AGG;} if (ch->mageshields[mPRIS][mON] && IS_CLASS(ch, CLASS_MAGE)) { int deek; deek = ch->spl[0] + ch->spl[1] + ch->spl[2] + ch->spl[3] + ch->spl[4]; deek *= ch->spl[TAR_CHAR_OFFENSIVE] / 100; if( PC(ch,powers[MPOWER_RUNE0]) == GREEN_MAGIC ) deek *= ch->spl[GREEN_MAGIC] / 300; if( deek < 0 ) deek = 0; mage_damage( ch, victim, deek, "{mpr{Mis{Wmatic shield{x", MAGEDAM_OTHER ); } if (ch->mageshields[mCHAOS][mON] == TRUE && IS_CLASS(ch, CLASS_MAGE)) { int deek = number_range(ch->race * 100, ch->race * 150); deek *= ch->spl[TAR_CHAR_OFFENSIVE] / 100; if( PC(ch,powers[MPOWER_RUNE0]) == GREEN_MAGIC ) deek *= ch->spl[GREEN_MAGIC] / 300; if( deek < 0 ) deek = 0; mage_damage( ch, victim, deek, "{gshadowy force{x", MAGEDAM_OTHER); } if (ch->mageshields[mBLADE][mON] && IS_CLASS(ch, CLASS_MAGE)) { int deek; int x; deek = 0; for( x=0;x<13;x++) deek += ch->wpn[x]; deek *= ch->spl[TAR_CHAR_OFFENSIVE] / 100; if( PC(ch,powers[MPOWER_RUNE0]) == GREEN_MAGIC ) deek *= ch->spl[GREEN_MAGIC] / 300; if( deek < 0 ) deek = 0; mage_damage( ch, victim, deek, "{rBlade{RBarrier", MAGEDAM_OTHER); } if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] > 0 && number_range(1,2 ) == 1) one_hit(ch, victim, gsn_claws, 0); if ( IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] > 3 && number_range(1,3) == 1) multi_hit( ch, victim, gsn_shiroken+TYPE_ADD_AGG); /* if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] >=5 && number_range(1,2) != 1) multi_hit(ch, victim, gsn_shiroken); */ if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch,DEM_TAIL) && number_range(1,3) == 1) one_hit( ch, victim,gsn_tail , 0); if (IS_SET(ch->newbits, NEW_QUILLS) ) one_hit( ch, victim, gsn_quills, 0 ); if ( IS_DROW(ch) && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS) ) { int ii; if( IS_POLYAFF(ch, POLY_SPIDERFORM) ) { for( ii = 0; ii < 8; ii++ ) { if( number_range(1,4) == 1 ) { if( number_range(1,3) == 1 ) one_hit( ch, victim, gsn_spiderform + TYPE_ADD_AGG, 0 ); else one_hit(ch, victim, gsn_spiderform, 0); } } } else { for( ii = 0; ii < 4; ii++ ) { if( number_range(1,3) == 1 ) { if( number_range(1,2) == 1 ) one_hit( ch, victim, gsn_spiderform + TYPE_ADD_AGG, 0 ); else one_hit( ch, victim, gsn_spiderform, 0 ); } } } } if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_WINGS) && number_range(1,3) == 1) one_hit( ch, victim, gsn_buffet, 0 ); if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_WINGS) && number_range(1,3) == 1) one_hit( ch, victim, gsn_buffet, 0 ); if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_HORNS) && number_range(1,3) == 1) one_hit( ch, victim, gsn_headbutt, 0 ); if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_TAIL) && number_range(1,3) == 1) one_hit( ch, victim, gsn_tail, 0 ); } if ( victim == NULL || victim->position != POS_FIGHTING ) return; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_VAMPAFF(ch, VAM_SERPENTIS)) spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->powers[WPOWER_SPIDER] > 0) spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON)) spell_poison(gsn_poison,(ch->level*number_range(10,20)),ch,victim); else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] > 4) spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); if (victim->itemaffect < 1) return; if (IS_NPC(victim) || victim->spl[1] < 4) level = victim->level; else level = (victim->spl[1] * 0.25); if (IS_SET(victim->newbits, NEW_MONKFLAME) && !IS_AFFECTED(ch,AFF_FLAMING)) { if (number_percent() > 85) { SET_BIT(ch->affected_by, AFF_FLAMING); if (!IS_CLASS(ch, CLASS_WEREWOLF)) { act("Your flaming hands catch $n on fire!", ch, NULL, victim, TO_VICT); act("$N's flaming hands catch $n on fire!", ch, NULL, victim, TO_NOTVICT); act("$N's flaming hands catch you on fire!.", ch, NULL, victim, TO_CHAR); } else { act("Your flaming claws catch $n on fire!", ch, NULL, victim, TO_VICT); act("$N's flaming claws catch $n on fire!", ch, NULL, victim, TO_NOTVICT); act("$N's flaming claws catch you on fire!.", ch, NULL, victim, TO_CHAR); } } else return; } if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position ==POS_FIGHTING) if ( (sn = skill_lookup( "lightning bolt" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "fireball" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "chill touch" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "acid blast" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING) if ( (sn = skill_lookup( "chaos blast" ) ) > 0) (*skill_table[sn].spell_fun) (sn,level,victim,ch); return; } int number_attacks( CHAR_DATA *ch, CHAR_DATA *victim ) { int count = 1; if ( IS_NPC(ch) ) { if (ch->level >= 50) count++; if (ch->level >= 100) count += ( ch->level / 75 ); return count; } if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() > ch->stance[STANCE_VIPER] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() > ch->stance[STANCE_MANTIS] * 0.5) count += 1; else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() > ch->stance[STANCE_TIGER] * 0.5) count += 2; if (!IS_NPC(ch)) { if ( IS_CLASS(ch, CLASS_VAMPIRE)) { count += 2; if (IS_EXTRA(ch, EXTRA_DRAGON)) count += 5; } else if ( IS_CLASS(ch, CLASS_MONK)) count += ch->monkab[COMBAT]; else if ( IS_CLASS(ch, CLASS_ANGEL)) count += 2; else if ( IS_CLASS(ch, CLASS_PRIEST)) count += 2; else if ( IS_CLASS(ch, CLASS_RANGER)) count += 2; else if ( IS_CLASS(ch, CLASS_DEMON)) count += 2; else if ( IS_CLASS(ch, CLASS_DROW)) { count += 3; if (IS_SET(ch->special, SPC_DROW_WAR)) count += 2; if (IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) count += 3; } if ( IS_CLASS(ch, CLASS_WEREWOLF)) count += 1; if ( IS_CLASS(ch, CLASS_HIGHLANDER)) count += 3; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 3) count += 1; if ( IS_CLASS(ch, CLASS_NINJA) ) { if( GET_GEN(ch) >= BELT_TEN ) count += 1; else if( GET_GEN(ch) >= BELT_NINE) count += 2; else if( GET_GEN(ch) >= BELT_EIGHT) count += 3; else if( GET_GEN(ch) >= BELT_FIVE) count += 4; else if( GET_GEN(ch) >= BELT_TWO) count += 5; else count += 6; } } if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count += 1; count += (get_curr_str(ch) + get_curr_dex(ch))/50; return count; } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype) { OBJ_DATA *wield; OBJ_DATA *gloves; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int wdam; int level; bool right_hand; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE)) { send_to_char( "You can't seem to attack them.\n\r", ch ); return; } if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_STEELSHIELD) ) { send_to_char( "There are far to imposing.\n\r", ch ); return; } /* * Figure out the type of damage message. */ if (handtype == 2) { wield = get_eq_char( ch, WEAR_HOLD ); right_hand = FALSE; } else if (handtype == 4 ) { wield = get_eq_char( ch, WEAR_THIRD ); right_hand = FALSE; } else if ( handtype == 8 ) { wield = get_eq_char( ch, WEAR_FOURTH ); right_hand = FALSE; } else { wield = get_eq_char( ch, WEAR_WIELD ); right_hand = TRUE; } if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; if (IS_CLASS(victim, CLASS_WEREWOLF)) { if ((right_hand && IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER)) || (!right_hand && IS_ITEMAFF(ch, ITEMA_LEFT_SILVER)) ) dt += TYPE_ADD_AGG; } } if( dt-1000 < 13 && dt-1000>-1) { if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5); else level = 1; } else level = 1; if (level > 20) level = 20; /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = 0; } else { thac0_00 = SKILL_THAC0_00; thac0_32 = SKILL_THAC0_32; } thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch); victim_ac = UMAX( -100, char_ac(victim) / 10 ); if ( !can_see( ch, victim ) ) victim_ac -= 100; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt ); tail_chain( ); if (!is_safe(ch,victim)) { improve_wpn(ch,dt,right_hand); improve_wpn(ch,dt,right_hand); improve_stance(ch); } return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) ) { dam = number_range( ch->level, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam * 0.5; } else { if ( IS_VAMPAFF(ch,VAM_CLAWS) && wield == NULL) {dam = number_range( 10, 20 );dt += TYPE_ADD_AGG;} else if ( IS_SET(ch->newbits, NEW_MONKADAM)) { dam = number_range( 10, 25 ); } else if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dam = number_range( wield->value[1], wield->value[2] ); else dam = number_range( 1, 4 ); } if ( number_range(1,5) == 2 ) { if ( ch->fighting == victim && IS_CLASS(ch, CLASS_MONK) && !IS_NPC(ch) && ch->monkab[BODY] > 3 ) { wdam = number_range( (ch->chi[CURRENT]*6),(ch->chi[CURRENT]*10) ); if ( victim->alignment < 0 ) wdam *= 1.5; act("$n's hands glow with a heavenly aura.",ch,NULL,victim,TO_VICT); act("$n's aura sears your flesh!",ch,NULL,victim,TO_VICT); act("Your heavenly aura sears $N's flesh.",ch,NULL,victim,TO_CHAR); act("$n's hands' heavenly aura sears $N's flesh.",ch,NULL,victim,TO_ROOM); hurt_person( ch, victim, wdam, FALSE ); update_pos( victim ); } } /* Fun with weapons */ if ( !IS_NPC(ch) && wield != NULL ) { if ( number_range( 1,5 ) == 2 ) { if ( ch->fighting == victim ) { if ( IS_WEAP(wield, WEAPON_FLAMING) ) { wdam = number_range( 1,wield->level / 4 + 1); act("$n is burned by $p.",victim,wield,NULL,TO_ROOM); act("$p sears your flesh.",victim,wield,NULL,TO_CHAR); hurt_person( ch, victim, wdam, FALSE ); update_pos( victim ); } if ( IS_WEAP(wield, WEAPON_FROST) ) { wdam = number_range( 1, wield->level / 6 + 2); act("$p freezes $n.",victim,wield,NULL,TO_ROOM); act("The cold touch of $p surrounds you with ice.",victim,wield,NULL,TO_CHAR); hurt_person( ch, victim, wdam, FALSE ); update_pos(victim); } if ( IS_WEAP(wield, WEAPON_POISON) ) { wdam = number_range( 1, wield->level / 6 + 2); act("$n turns green as $p poisons $m.",victim,wield,NULL,TO_ROOM); act("You feel sick as $p's poisoned edge pierces you.",victim,wield,NULL,TO_CHAR); hurt_person( ch, victim, wdam, FALSE ); update_pos(victim); } } } } dam += char_damroll(ch); dam = add_bonuses( ch, victim, dam, dt ); /* Werewolf Silver Stuff.. */ if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if ( number_percent() > victim->pcdata->powers[WPOWER_SILVER] ) { if ( is_garou(ch) ) { if ( IS_GAR1(ch, GAROU_AVENGER) ) dam *= 2; else if ( ch->gifts[AHROUN] >= 4 || ch->gifts[SILVERFANGS] >= 2 ) dam *= 1.2; else if ( wield != NULL && IS_SET(wield->spectype, SITEM_SILVER) ) dam *= 1; else if ( ( gloves = get_eq_char( ch, WEAR_HANDS ) ) != NULL && IS_SET(gloves->spectype, SITEM_SILVER) ) dam *= 1; dam = dam /2; } else if ( !is_garou(ch) ) { if ( wield != NULL && IS_SET(wield->spectype, SITEM_SILVER) ) dam *= 1; else if ( ( gloves = get_eq_char( ch, WEAR_HANDS ) ) != NULL && IS_SET(gloves->spectype, SITEM_SILVER) ) dam *= 1; } } } if ( dt == gsn_backstab ) { if ( IS_CLASS(ch, CLASS_DROW) ) dam *= number_range( 3, 4 ); else dam *= number_range( 2, 3 ); } if(dt == gsn_spiderform) dam *= number_range( 2, 3 ); if(dt == gsn_blinky)dam /= 1.10; /* * Again bypass the read for backstabs */ if( dt == gsn_backstab || dt == gsn_circle) { if( IS_NINJA( ch ) && PC(ch,powers[NPOWER_NINGENNO]) > 1 ) { update_damcap(ch,victim); if( dam > ch->damcap[DAM_CAP]*2 ) dam = ch->damcap[DAM_CAP]*2; hurt_person(ch,victim,dam,FALSE); dam_message(ch,victim,dam,dt); update_pos(ch); if( !victim ) return; } } /* * Bypass the rest for critical hits * --Dreimas */ if( dt == gsn_critical ) { dam = crit_damage( ch, victim ); damage( ch, victim, dam, dt ); return; } damage( ch, victim, dam, dt ); tail_chain( ); if (!is_safe(ch,victim)) { improve_wpn(ch,dt,right_hand); improve_wpn(ch,dt,right_hand); improve_stance(ch); } return; } int add_bonuses( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { float mult = 1; float reduct = 1; int stance; int wpn; if ( !IS_AWAKE(victim) ) dam *= 2; if ( !IS_NPC(ch)) { /* Stance Bonuses.. */ stance = ch->stance[0]; if ( IS_STANCE(ch, STANCE_NORMAL) ) mult += .25; else dam = dambonus(ch,victim,dam,stance); /* ----------------- */ if ( IS_CLASS(ch, CLASS_VAMPIRE) ) { mult += .3; if ( ch->pcdata->powers[VAM_POTE] > 0 ) mult += ( ch->pcdata->powers[VAM_POTE] / 3 ); /* Vampire Day\Night Bonus Shit */ if ( weather_info.sunlight == SUN_LIGHT && dam > 1 ) mult -= .7; else mult += .3; } if ( IS_CLASS(ch, CLASS_WEREWOLF) ) { if ( ch->gifts[PHILODOX] >= 4 ) mult += .6; if ( ch->gifts[SHADOWLORDS] >= 1 ) mult += .7; if ( ch->gifts[GETOFFENRIS] >= 3 ) mult += 1; if ( ch->gifts[STARGAZERS] >= 1 ) mult += .3; if ( ch->gifts[AHROUN] >= 1 ) mult += .3; if ( ch->gifts[AHROUN] >= 2 ) mult += .3; if ( ch->gifts[BLACKFURIES] >= 3 ) mult += .3; } if ( IS_CLASS(ch, CLASS_MAGE) ) { if ( IS_SET(ch->mflags, MAGE_TELEKINETICS) ) mult += .2; /* 4 */ if ( IS_SET(ch->mflags, MFLAGS_DIMMAK) ) mult += .1; /* 3 */ if ( ch->spheres[MENT] >= 1 ) mult += ( ch->spheres[MENT] *.2 ); } if ( IS_CLASS(ch, CLASS_DROW) ) mult += .7; if ( IS_CLASS(ch, CLASS_DEMON) ) { if ( IS_DEMPOWER(ch, DEM_MIGHT) ) mult += .1; } if ( IS_CLASS(ch, CLASS_ANGEL)) { if( IS_ANGPOWER(ch, ANG_STRENGTH) ) mult += .1; } if ( IS_CLASS(ch, CLASS_MONK) ) { if ( ch->chi[CURRENT] > 0 ) mult += ch->chi[CURRENT] / 30 ; } if ( IS_CLASS(ch, CLASS_PRIEST)) mult += 3; if ( IS_CLASS(ch, CLASS_NINJA) ) { if ( ch->pcdata->powers[NPOWER_CHIKYU] > 1 ) mult += 1; if (GET_GEN(ch) == BELT_ONE) mult += .9; else if (GET_GEN(ch) == BELT_TWO) mult += .8; else if (GET_GEN(ch) == BELT_THREE) mult += .7; else if (GET_GEN(ch) == BELT_FOUR) mult += .6; else if (GET_GEN(ch) == BELT_FIVE) mult += .5; else if (GET_GEN(ch) == BELT_SIX) mult += .4; else if (GET_GEN(ch) == BELT_SEVEN) mult += .3; else if (GET_GEN(ch) == BELT_EIGHT) mult += .2; else if (GET_GEN(ch) == BELT_NINE) mult += .1; } } if ( !IS_NPC( victim ) ) { if ( IS_ITEMAFF(victim, ITEMA_RESISTANCE) ) reduct += 1; if ( IS_CLASS(victim, CLASS_VAMPIRE) ) { if ( victim->pcdata->powers[VAM_FORT] > 0 ) reduct += ( victim->pcdata->powers[VAM_FORT] - .9 ); } if ( IS_CLASS(victim, CLASS_WEREWOLF) ) { if ( IS_GAR1(victim, WOLF_COCOON) ) reduct += .2; if ( victim->gifts[PHILODOX] >= 1 ) reduct += .1; if ( victim->gifts[PHILODOX] >= 3 ) reduct += .2; if ( victim->gifts[SHADOWLORDS] >= 2 ) reduct += .2; if ( victim->gifts[SHADOWLORDS] >= 4 ) reduct += .3; } if ( IS_CLASS(victim, CLASS_MAGE) ) { if ( victim->spheres[MENT] >= 1 ) reduct += 1.5; } if ( IS_CLASS(victim, CLASS_DEMON) ) { if ( IS_DEMPOWER(victim, DEM_TOUGH) ) reduct += 1.5; } if( IS_CLASS(victim, CLASS_ANGEL) ) { if( IS_ANGPOWER(victim, ANG_PROTECTION_OF_GOD) ) reduct += 1.5; } if ( IS_CLASS(victim, CLASS_MONK) ) { if ( victim->chi[CURRENT] > 0 ) reduct += victim->chi[CURRENT]; if ( victim->monkab[BODY] >= 2 ) reduct += .5; } if ( IS_CLASS(victim, CLASS_PRIEST) ) reduct += 1.7; if ( IS_CLASS(victim, CLASS_DROW ) ) reduct += 1.1; if ( IS_CLASS(victim, CLASS_NINJA ) ) reduct += .9; } if ( !IS_NPC(ch) && dt >= TYPE_HIT ) { wpn = ( dt - 1000 ); for( ; wpn >= TYPE_HIT; wpn = wpn - 1000 ) ; dam = dam + ( dam * ((ch->wpn[wpn]+1) / 100 ) ); } if ( !IS_NPC(victim) ) { if ( dt >= TYPE_HIT ) { wpn = ( dt - 1000 ); if ( wpn == 0 && IS_IMMUNE(victim,IMM_ANIMAL) ) dam /= ( number_range( 1, 4 ) ); if ( (wpn == 1 || wpn == 3) && IS_IMMUNE(victim, IMM_SLASH) ) dam /= ( number_range( 1, 4 ) ); if ( (wpn == 2 || wpn == 11) && IS_IMMUNE(victim, IMM_STAB) ) dam /= ( number_range( 1, 4 ) ); if ( (wpn == 6 || wpn == 7 || wpn == 8) && IS_IMMUNE(victim, IMM_SMASH) ) dam /= ( number_range( 1, 4 ) ); if ( (wpn == 5 || wpn == 10) && IS_IMMUNE(victim, IMM_ANIMAL) ) dam /= ( number_range( 1, 4 ) ); if ( (wpn == 4 || wpn == 9 || wpn == 12) && IS_IMMUNE(victim, IMM_MISC) ) dam /= ( number_range( 1, 4 ) ); } } if ( IS_NPC(ch) && ch->level > 200 ) { mult += ( ch->level / 200 ); reduct += ( ch->level / 200 ); reduct += 1; } if ( IS_NPC(victim) && victim->level > 200 ) { mult += ( victim->level / 200 ); reduct += ( victim->level / 200 ); reduct += 1; } dam *= mult; dam /= reduct; if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA)) { if ( !IS_NPC(ch) && dt == gsn_backstab ) dam *= 12-GET_GEN(ch); } return dam; } bool can_counter( CHAR_DATA *ch) { if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_MONKEY)) return TRUE; if (!IS_NPC(ch) && IS_STANCE(ch, STANCE_COUGAR)) return TRUE; return FALSE; } bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim ) { if (IS_NPC(ch) || IS_NPC(victim)) return FALSE; else if (IS_STANCE(ch, STANCE_VIPER)) return TRUE; else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE; else if (IS_STANCE(ch, STANCE_RABBIT)) return TRUE; else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE; else if (IS_STANCE(ch, STANCE_BEAR)) return TRUE; else if (IS_STANCE(ch, STANCE_COBRA)) return TRUE; return FALSE; } void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim ) { int max_dam = 1000; int basecap = 20000; if ( !IS_NPC(ch) ) { int hours; /* * Figure out what there base cap is * */ basecap += PC(ch,basedamcap) * 250; hours = get_hours_played( ch ) - 200; if( hours > 0 ) max_dam += (hours/2)*16; if ( IS_CLASS(ch, CLASS_DROW) ) { max_dam += 4000; if ( weather_info.sunlight == SUN_DARK ) max_dam += 1000; if ( IS_SET(ch->newbits, NEW_DROWHATE) ) max_dam += 1750; if( GET_GEN(ch) < 3 ) max_dam += 1000; } if ( IS_SET(victim->garou1, GAROU_PAWS) ) { max_dam =- 500; } if( IS_CLASS(ch, CLASS_PRIEST ) ) { max_dam += 5000; if( IS_PRIPOWER(ch,PRI_PFORM) ) max_dam += 750; } if ( IS_CLASS(ch, CLASS_DEMON) ) { if ( ch->in_room != NULL ) if ( ch->in_room->vnum == 30000 ) max_dam = 10000; max_dam += 3000; } if ( IS_CLASS(ch, CLASS_VAMPIRE) ) { if ( ch->pcdata->stats[UNI_GEN] < 2 ) max_dam = 1500; else if ( ch->pcdata->stats[UNI_GEN] < 3 ) max_dam = 1400; else if ( ch->pcdata->stats[UNI_GEN] < 4 ) max_dam = 1300; else if ( ch->pcdata->stats[UNI_GEN] < 5 ) max_dam = 1200; else max_dam = 1100; max_dam += ( ch->pcdata->stats[UNI_RAGE] ); max_dam += 3500; if( IS_POLYAFF( ch, POLY_ZULO )) max_dam += 1000; if ( ch->pcdata->powers[VAM_POTE] > 0 ) max_dam += ( 100 * ch->pcdata->powers[VAM_POTE] ); if ( ch->pcdata->rank == AGE_METHUSELAH ) max_dam += 1000; else if ( ch->pcdata->rank == AGE_ELDER ) max_dam += 700; else if ( ch->pcdata->rank == AGE_ANCILLA ) max_dam += 500; } if ( IS_CLASS(ch, CLASS_ANGEL) ) { if ( ch->in_room != NULL ) if ( ch->in_room->vnum == 30010 ) max_dam = 10000; max_dam += 3000; if( IS_ANGPOWER(ch,ANG_STRENGTH) ) max_dam += 500; if( IS_POLYAFF(ch,POLY_ANGELFORM) ) max_dam += 250; if( IS_POLYAFF(ch,POLY_ZULO) ) max_dam += 500; if (IS_ITEMAFF(ch, ITEMA_ANGHALO)) max_dam += 1000; } if ( IS_CLASS(ch, CLASS_MONK) ) { max_dam += 2500; if ( ch->monkab[COMBAT] > 0 ) max_dam += ( ch->monkab[COMBAT] * 150 ); if ( ch->chi[CURRENT] > 0 ) max_dam += ( ch->chi[CURRENT] * 250 ); } if ( IS_CLASS(ch, CLASS_NINJA) ) { if ( ch->pcdata->stats[UNI_GEN] < 3 ) max_dam = 2500; else if ( ch->pcdata->stats[UNI_GEN] < 4 ) max_dam = 1400; else if ( ch->pcdata->stats[UNI_GEN] < 5 ) max_dam = 1300; else max_dam = 1200; max_dam += (ch->pcdata->stats[UNI_RAGE] * 5); if ( ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0 ) max_dam += 600; if ( ch->pcdata->powers[NPOWER_CHIKYU] >= 2 ) max_dam += 500; } if ( IS_CLASS(ch, CLASS_MAGE) ) { max_dam = 2500; if ( ch->spheres[MENT] > 0 ) max_dam += ( 250 * ch->spheres[MENT] ); if( GET_GEN(ch) < WRL_ACOLYTE ) max_dam += 500; if( GET_GEN(ch) < 3 ) max_dam += 500; } if ( IS_CLASS(ch, CLASS_WEREWOLF) ) { max_dam += 3000; /* if ( ch->pcdata->stats[UNI_GEN] < 2 ) max_dam = 2000; else if ( ch->pcdata->stats[UNI_GEN] < 3 ) max_dam = 1900; else if ( ch->pcdata->stats[UNI_GEN] < 4 ) max_dam = 1800; else max_dam = 1700; */ if ( IS_SET(ch->special, SPC_WOLFMAN) ) max_dam += ( ch->pcdata->stats[UNI_RAGE] ); if ( ch->gifts[PHILODOX] >= 3 ) max_dam += 200; if ( ch->gifts[SILVERFANGS] > 0 ) max_dam += 150; if ( ch->gifts[GETOFFENRIS] >= 3 ) max_dam += 300; if (IS_ITEMAFF(ch, ITEMA_SUNSHIELD)) max_dam += 500; } if ( IS_CLASS(ch, CLASS_HIGHLANDER) ) { if ( get_eq_char(ch, WEAR_WIELD) != NULL ) { max_dam += (ch->wpn[1] / 2); max_dam += (ch->race * 50); max_dam += 1000; } } if( IS_ITEMAFF( ch, ITEMA_ARTIFACT ) ) { max_dam += count_artifacts(ch) * 500; max_dam -= count_artifacts(victim) * 500; } max_dam += count_satanic( ch ) * 50; if( get_eq_char( ch, WEAR_MASTERY) ) max_dam += 300; max_dam += get_curr_str(ch) * 10; max_dam += (ch->race / 5 ) * 250; max_dam += (PC(ch,stats)[LEVEL] * 10); max_dam += PC(ch,basedamcap) * 250; } else max_dam += ( ch->level * 50 ); // for NPCs max_dam = URANGE( 1000, max_dam, basecap ); ch->damcap[DAM_CAP] = max_dam; ch->damcap[DAM_CHANGE] = 0; return; } /* * Inflict damage from a hit. */ void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { int max_dam = ch->damcap[DAM_CAP]; bool agg_dam = FALSE; if ( victim->position == POS_DEAD ) return; /* * Stop up any residual loopholes. */ if (ch->damcap[DAM_CHANGE] == 1) { update_damcap(ch,victim); max_dam = ch->damcap[DAM_CAP]; } if ( dam > max_dam && dt != gsn_critical ) dam = number_range( max_dam - 500, max_dam ); /* * Randomize the damage -- Dreimas */ if( IS_SET(sysdata.world, WORLD_RANDOMIZEDAM ) ) dam = dam * (dice(1,100)+50)/100; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return; check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch ); victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return; } } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); /* * Make sure you start counting hits. */ if( ch->num_hits < 0 && victim == ch->fighting ) ch->num_hits = 0; /* * Damage modifiers. */ // First Round Check if(IS_SET(ch->extra,FROUND)) { if(IS_CLASS(ch,CLASS_WEREWOLF) && ch->gifts[BLACKFURIES] >= 1) { send_to_char("You devise the best place to strike your opponent.\n\r",ch); dam *= 1.2; } REMOVE_BIT(ch->extra,FROUND); } if( IS_SET( ch->affected_by, AFF_HIDE ) ) REMOVE_BIT( ch->affected_by, AFF_HIDE ); if ( IS_SET(ch->act, PLR_WIZINVIS ) ) { if (!can_see(victim,ch)) { dam *= 1.2; if( IS_NINJA( ch ) ) send_to_char("You leap from the shadows.\n\r", ch); else if( IS_MONK( ch ) ) send_to_char("You emerge from a flash of light.\n\r", ch); else send_to_char("You use your concealment to get a surprise attack!\n\r",ch); } REMOVE_BIT( ch->act, PLR_WIZINVIS ); if( IS_NINJA( ch ) ) act( "$n leaps from the shadows.", ch, NULL, NULL, TO_ROOM ); else if ( IS_MONK( ch ) ) act( "$n bursts from a flash of light.", ch, NULL, NULL, TO_ROOM ); else act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM ); } if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 ) dam *= 0.5; if ( IS_AFFECTED(victim, AFF_HOLYAURA) && dam > 1 ) dam *= 0.5; if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 ) dam -= dam * 0.25; if ( dam < 0 ) dam = 0; /* * Check if damage is aggravated. if ( dt >= TYPE_ADD_AGG ) { agg_dam = TRUE; dt -= TYPE_ADD_AGG; while ( dt >= TYPE_ADD_AGG ) dt -= TYPE_ADD_AGG; } */ /* * Check for disarm, trip, parry, and dodge. */ if ( dt >= TYPE_HIT ) { if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 ) disarm( ch, victim ); if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 ) trip( ch, victim ); if ( check_parry( ch, victim, dt ) ) return; if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_RABBIT) && victim->stance[STANCE_RABBIT] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_parry( ch, victim, dt )) return; if ( check_dodge( ch, victim, dt ) ) return; if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; else if ( !IS_NPC(victim) && IS_STANCE(victim, STANCE_EAGLE) && victim->stance[STANCE_EAGLE] > 100 && !can_counter(ch) && !can_bypass(ch,victim) && check_dodge( ch, victim, dt )) return; } dam_message( ch, victim, dam, dt ); } /* * Take care of sysdata flags */ if( !IS_NPC(ch) && !IS_NPC(victim) ) dam = (dam * sysdata.dam_plr_vs_plr ) / 100; else if ( IS_NPC(ch) && !IS_NPC(victim) ) dam = (dam * sysdata.dam_mob_vs_plr ) / 100; else if ( IS_NPC(ch) && IS_NPC(victim ) ) dam = ( dam * sysdata.dam_mob_vs_mob ) / 100; else dam = (dam * sysdata.dam_plr_vs_mob ) / 100; if ( dam < 0 ) dam = 0; hurt_person(ch,victim,dam,agg_dam); return; } void adv_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) { if ( victim->position == POS_DEAD ) return; if ( dam > 1500 ) dam = 1500; if ( victim != ch ) { if ( is_safe( ch, victim ) ) return; check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) set_fighting( victim, ch ); victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); if (victim->embracing == NULL) { stop_embrace(ch,victim); } /* * If victim is charmed, ch might attack victim's master. */ if ( IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits( 3 ) == 0 ) { stop_fighting( ch, FALSE ); multi_hit( ch, victim->master, TYPE_UNDEFINED ); return; } } if ( victim->master == ch ) stop_follower( victim ); if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 ) dam /= 2; if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 ) dam -= dam / 4; if (!IS_NPC(victim) && !IS_NPC(ch)) dam = dam *2/3; } return; } void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool agg_dam ) { int vnum; int dmpt = number_range(1,300); char bleh[MAX_STRING_LENGTH]; int sn; /* * Hurt the victim. * Inform the victim of his new state. */ sn = 0; sn = skill_lookup( "manashield" ); if( sn > 1 && is_affected( victim, sn ) && ( victim->hit < dam || victim->hit < 5000 ) ) victim->mana -= dam; else victim->hit -= dam; if ( IS_SET(victim->flag2, AFF2_INARENA) && victim->hit < 0 ) clean_arena(victim, ch); if (agg_dam && victim->agg < 100) victim->agg++; if (agg_dam) { if (victim->position == POS_MORTAL) victim->agg = 100; if (victim->agg < 100) victim->agg++; if (!IS_NPC(victim)) SET_BIT(victim->act, PLR_LAST_AGG); } else if (!IS_NPC(victim)) REMOVE_BIT(victim->act, PLR_LAST_AGG); if ( !IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and spraying blood everywhere.\n\r",victim, NULL, NULL, TO_ROOM ); send_to_char( "You are mortally wounded, and spraying blood everywhere.\n\r",victim ); if ( IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->in_room->affected_by, ROOM_TOTAL_DARKNESS) ) REMOVE_BIT(victim->in_room->affected_by, ROOM_TOTAL_DARKNESS); break; case POS_INCAP: act( "$n is incapacitated, and bleeding badly.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are incapacitated, and bleeding badly.\n\r", victim ); break; case POS_STUNNED: act( "$n is stunned, but will soon recover.", victim, NULL, NULL, TO_ROOM ); send_to_char("You are stunned, but will soon recover.\n\r", victim ); break; case POS_DEAD: act( "{C$n {cis DEAD!!{x", victim, 0, 0, TO_ROOM ); send_to_char( "{RYou have been KILLED!!{x\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 && dam > 0 ) { if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) && number_percent() < victim->beast) vamp_rage(victim); else send_to_char( "You sure are BLEEDING!\n\r", victim ); } break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), victim->in_room->vnum ); log_string( log_buf ); /* * Dying penalty: * 1/2 your current exp. */ if ( victim->exp > 0 ) victim->exp = victim->exp / 2; } if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill += 1; ch->in_room->area->mkills++; if ( ch->level >= 3 ) { if (dmpt > 1) { dmpt = victim->level*2; } if (dmpt > 300) {dmpt = 300;} if (!IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_HIGHLANDER) && !IS_CLASS(ch, CLASS_PRIEST) && !IS_CLASS(ch, CLASS_MAGE) && !IS_CLASS(ch, CLASS_MONK) && (ch->level >= 3 ) ) { dmpt = 0; } if (!IS_NPC(ch)) { if (IS_NPC(victim) && (!IS_SET(victim->act, ACT_NOEXP) && (!IS_SET(victim->act, ACT_MOUNT) && (victim->level > 10)))) { ch->pcdata->stats[DEMON_CURRENT] += dmpt; ch->pcdata->stats[DEMON_TOTAL] += dmpt; sprintf(bleh,"{wYou gain{R %d {wcps.{x\n\r",dmpt); send_to_char(bleh,ch); } if ( (( get_age(ch) - 17) * 2 ) < 2 ) { ch->pcdata->stats[DEMON_CURRENT] += dmpt; ch->pcdata->stats[DEMON_TOTAL] += dmpt; sprintf(bleh,"{wNewbie CPs. {r[{R%d cp{r]{x\n\r",dmpt); send_to_char(bleh,ch); } if( IS_SET( sysdata.world, WORLD_DOUBLEXP ) ) { ch->pcdata->stats[DEMON_CURRENT] += dmpt; ch->pcdata->stats[DEMON_TOTAL] += dmpt; sprintf(bleh,"{wYou gain{R %d {wcps.{x\n\r",dmpt); send_to_char(bleh,ch); sprintf(bleh,"#.*#.*#.*#.*{w Double Exp = Double {RCps #.*#.*#.*#.*{x\n\r"); send_to_char(bleh,ch); } } if (!IS_NPC(ch)) { if ((vnum = victim->pIndexData->vnum) > 29000) { switch (vnum) { default: break; case 29600: case 30001: case 30006: case 30007: case 30008: case 30009: case 30000: break; } } else if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP)) { ch->pcdata->stats[DEMON_CURRENT] += 0; ch->pcdata->stats[DEMON_TOTAL] += 0; } } } if (ch->level == 1 && ch->mkill > 4) { ch->level = 2; do_save(ch,""); } } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; victim->in_room->area->mdeaths++; } raw_kill( victim, ch ); if ( IS_SET(ch->act, PLR_AUTOLOOT) ) do_get( ch, "all corpse" ); else do_look( ch, "in corpse" ); if ( !IS_NPC(ch) ) { if ( IS_SET(ch->act, PLR_AUTOSAC) ) do_sacrifice( ch, "corpse" ); } return; } if ( victim == ch ) return; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return; } } /* * Wimp out? */ if ( IS_NPC(victim) && dam > 0 ) { if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 1 ) == 0 && victim->hit < victim->max_hit / 2 ) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait == 0 ) do_flee( victim, "" ); tail_chain( ); return; } bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim ) { /* int i;*/ if ( IS_NPC(victim) && victim->pIndexData->pShop ) { stc( "You cannot fight shop keepers.\n\r",ch); return TRUE; } if ( IS_NPC(ch) && ch->pIndexData->pShop ) { stc( "You cannot fight shop keepers.\n\r",ch); return TRUE; } if( IS_AFFECTED(ch,AFF_ETHEREAL) ) { stc( "You cannot fight someone who is etheral.\n\r", ch); return TRUE; } if ( !IS_NPC(ch) && ch->level < 3 && !IS_NPC(victim) ) { stc("You must be an avatar to fight other avatars!\n\r",ch); return TRUE; } if ( !IS_NPC(victim) && !IS_NPC(ch) && victim->level < 3 ) { stc("They must be an avatar!\n\r",ch); return TRUE; } if ( !IS_NPC(victim) ) { if (victim->pcdata->in_progress /* && (!victim->pcdata->in_progress->text) */ ) { send_to_char ("Not while they are writting a note!\n\r", ch ); return TRUE; } } if ( victim->fight_timer > 0 ) return FALSE; /* Ethereal people can only attack other ethereal people */ if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot while ethereal.\n\r", ch ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot fight an ethereal person.\n\r", ch ); return TRUE; } /* You cannot attack across planes */ if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( is_safe_room( ch->in_room) ) { send_to_char( "You cannot fight in a safe room.\n\r", ch ); return TRUE; } if ( IS_SET( ch->in_room->affected_by, ROOM_SAFE )) { send_to_char( "You cannot fight in a safe room.\n\r", ch ); return TRUE; } if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) ) { send_to_char( "Objects cannot fight!\n\r", ch ); return TRUE; } else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH)) { send_to_char( "You cannot attack an object.\n\r", ch ); return TRUE; } if ( IS_NPC(ch) || IS_NPC(victim) ) return FALSE; /* Thx Josh! */ if ( victim->fighting == ch ) return FALSE; if (IS_ITEMAFF(ch, ITEMA_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return TRUE; } if (IS_ITEMAFF(victim, ITEMA_PEACE)) { send_to_char( "You can't seem to attack them.\n\r", ch ); return TRUE; } if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return TRUE; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return TRUE; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_STEELSHIELD) ) { send_to_char( "They are far to imposing.\n\r", ch ); return TRUE; } /* if ( ch->trust > LEVEL_BUILDER ) { send_to_char( "You cannot fight if you have implementor powers!\n\r", ch ); return TRUE; } if ( victim->trust > LEVEL_BUILDER ) { send_to_char( "You cannot fight someone with implementor powers!\n\r", ch ); return TRUE; }*/ else if (strlen(ch->pcdata->love) > 1 && !str_cmp(ch->pcdata->love, victim->name)) { send_to_char( "How could you attack someone you love?!\n\r",ch ); return TRUE; } if ( !CAN_PK(ch) || !CAN_PK(victim) ) { send_to_char( "Both players must be avatars to fight.\n\r", ch ); return TRUE; } return FALSE; } bool no_attack( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( !IS_NPC(ch) && ch->level < 3 && !IS_NPC(victim) ) { stc("You must be an avatar to fight other avatars!\n\r",ch); return TRUE; } if ( !IS_NPC(victim) && !IS_NPC(ch) && victim->level < 3 ) { stc("They must be an avatar!\n\r",ch); return TRUE; } if ( victim->fight_timer > 0 ) return FALSE; /* Ethereal people can only attack other ethereal people */ if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot while ethereal.\n\r", ch ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You cannot fight an ethereal person.\n\r", ch ); return TRUE; } /* You cannot attack across planes */ if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) ) { act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR ); return TRUE; } if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) { send_to_char( "You cannot fight in a safe room.\n\r", ch ); return TRUE; } if ( IS_SET( ch->in_room->affected_by, ROOM_SAFE )) { send_to_char( "You cannot fight in a safe room.\n\r", ch ); return TRUE; } if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) ) { send_to_char( "Objects cannot fight!\n\r", ch ); return TRUE; } else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH) ) { send_to_char( "You cannot attack objects.\n\r", ch ); return TRUE; } return FALSE; } bool is_safe_quiet( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( IS_NPC(victim) && victim->pIndexData->pShop ) return TRUE; if ( IS_NPC(ch) && ch->pIndexData->pShop ) return TRUE; if( IS_AFFECTED(ch,AFF_ETHEREAL) ) return TRUE; if ( !IS_NPC(ch) && ch->level < 3 && !IS_NPC(victim) ) return TRUE; if ( !IS_NPC(victim) && !IS_NPC(ch) && victim->level < 3 ) return TRUE; if ( !IS_NPC(victim) ) { if (victim->pcdata->in_progress /* && (!victim->pcdata->in_progress->text) */ ) return TRUE; } if ( victim->fight_timer > 0 ) return FALSE; /* Ethereal people can only attack other ethereal people */ if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) ) return TRUE; if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) ) return TRUE; /* You cannot attack across planes */ if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) ) return TRUE; if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) ) return TRUE; if ( is_safe_room( ch->in_room) ) return TRUE; if ( IS_SET( ch->in_room->affected_by, ROOM_SAFE )) return TRUE; if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) ) return TRUE; else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH)) return TRUE; if ( IS_NPC(ch) || IS_NPC(victim) ) return FALSE; if ( victim->fighting == ch ) return FALSE; if (IS_ITEMAFF(ch, ITEMA_PEACE)) return TRUE; if (IS_ITEMAFF(victim, ITEMA_PEACE)) return TRUE; if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_SAFE) ) return TRUE; if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_SAFE) ) return TRUE; if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_STEELSHIELD) ) return TRUE; else if (strlen(ch->pcdata->love) > 1 && !str_cmp(ch->pcdata->love, victim->name)) return TRUE; if ( !CAN_PK(ch) || !CAN_PK(victim) ) return TRUE; return FALSE; } /* * See if an attack justifies a KILLER flag. */ void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { /* * Follow charm thread to responsible character. * Attacking someone's charmed char is hostile! */ while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) victim = victim->master; /* * NPC's are fair game. * So are killers and thieves. */ if ( IS_NPC(victim) ) return; /* * Charm-o-rama. */ if ( IS_SET(ch->affected_by, AFF_CHARM) ) { if ( ch->master == NULL ) { affect_strip( ch, gsn_charm_person ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } stop_follower( ch ); return; } return; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *obj = NULL; int chance = 0; int thingy; bool claws = FALSE; bool hands = FALSE; if ( !IS_AWAKE(victim) ) return FALSE; if ( !IS_AWAKE(victim) || IS_POLYAFF(victim, POLY_SERPENT) || IS_POLYAFF(victim, POLY_BAT) || IS_POLYAFF(victim, POLY_RAVEN) ) return FALSE; if ( IS_CLASS(victim, CLASS_WEREWOLF) && victim->gifts[AHROUN] >= 2 && IS_VAMPAFF(victim, VAM_CLAWS) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else if ( IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits, NEW_MONKADAM) && get_eq_char(victim, WEAR_WIELD) == NULL && get_eq_char(victim, WEAR_HOLD) == NULL) { obj = NULL; claws = TRUE; } else { if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL || obj->item_type != ITEM_WEAPON ) { if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL || obj->item_type != ITEM_WEAPON ) return FALSE; } } if (dt < 1000 || dt > 1012) return FALSE; if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[dt-1000] * 0.5); else chance += victim->level; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_CRANE) && victim->stance[STANCE_CRANE] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[STANCE_CRANE] * .25); else if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MANTIS) && victim->stance[STANCE_MANTIS] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) chance += (victim->stance[STANCE_MANTIS] * .25); chance -= (char_hitroll(ch) * 0.1); if (claws) { chance += (char_hitroll(victim) * 0.075); } else chance += (char_hitroll(victim) * 0.1); if (hands) { chance += (char_hitroll(victim) * 0.075); } else chance += (char_hitroll(victim) * 0.1); if (!IS_NPC(ch)) { if ( IS_ITEMAFF(ch, ITEMA_MASTERY) ) chance -= 5; if ( IS_CLASS(ch, CLASS_VAMPIRE) ) { if ( ch->pcdata->powers[VAM_CELE] > 0 ) chance -= ( 5 * ch->pcdata->powers[VAM_CELE] ); } if ( IS_CLASS(ch, CLASS_NINJA) ) { if ( ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0 ) chance -= 25; if ( ch->pcdata->powers[NPOWER_CHIKYU] > 2 ) chance -= 20; if ( ch->pcdata->powers[NINJAKI] > 4 ) chance -= ( ch->pcdata->powers[NINJAKI] / 4 ); } if ( IS_CLASS(ch, CLASS_ANGEL) ) { if( IS_ANGPOWER(ch, ANG_SPEED) ) chance -= 15; } if ( IS_CLASS(ch, CLASS_PRIEST) ) { chance -= 10; } if ( IS_CLASS(ch, CLASS_DEMON) ) { if ( IS_DEMPOWER(ch, DEM_SPEED) ) chance -= 15; } if ( IS_CLASS(ch, CLASS_MAGE) ) { if ( IS_SET(ch->mflags, MAGE_POLYAPPEAR) ) chance -= 10; if ( ch->spheres[MTIM] > 0 ) chance -= ( ch->spheres[MTIM] * 3 ); } if ( IS_CLASS(ch, CLASS_DROW) ) { if ( IS_SET(ch->pcdata->powers[1], DPOWER_ARMS) ) chance -= 20; chance -= 40; } if ( IS_CLASS(ch, CLASS_WEREWOLF) ) { if ( IS_SET(ch->special, SPC_WOLFMAN) ) chance -= 5; if ( ch->gifts[SILENTSTRIDERS] > 0 ) chance -= 5; if ( ch->gifts[SILENTSTRIDERS] > 1 ) chance -= 10; if ( ch->gifts[SILENTSTRIDERS] > 2 ) chance -= 10; if ( ch->gifts[STARGAZERS] > 3 ) chance -= 5; } if ( IS_CLASS(ch, CLASS_MONK) ) { if ( ch->chi[CURRENT] > 0 ) chance -= ( ch->chi[CURRENT] * 4 ); } } /* Some shit for Earth Embrace )Mage Power(, works on NPC's.. */ if ( IS_SET(victim->mflags, MAGE_EMBRACED2) ) chance += 10; if ( IS_SET(victim->mflags, MAGE_EMBRACED1) ) chance += 5; if ( IS_SET(ch->mflags, MAGE_EMBRACED2) ) chance -= 10; if ( IS_SET(ch->mflags, MAGE_EMBRACED1) ) chance -= 5; /* if(IS_CLASS(ch,CLASS_DROW)) chance *= 2; if(IS_CLASS(ch,CLASS_DROW)) chance /= 3;*/ if (!IS_NPC(victim)) { /* * Everything was 50, i changed -- Dreimas */ if ( IS_ITEMAFF(victim, ITEMA_MASTERY) ) chance += 5; if ( IS_CLASS(victim,CLASS_VAMPIRE) ) { if ( victim->pcdata->powers[VAM_CELE] > 0 ) chance += ( 3 * victim->pcdata->powers[VAM_CELE] ); } if ( IS_CLASS(victim, CLASS_NINJA) ) { if ( victim->pcdata->powers[NPOWER_CHIKYU] >= 6 && victim->pcdata->powers[HARA_KIRI] > 0 ) chance += 25; if ( victim->pcdata->powers[NPOWER_CHIKYU] > 2 ) chance += 20; if ( victim->pcdata->powers[NINJAKI] > 4 ) chance += ( victim->pcdata->powers[NINJAKI] / 4 ); } if ( IS_CLASS(victim, CLASS_ANGEL) ) { if( IS_ANGPOWER(victim, ANG_SPEED) ) chance += 15; } if ( IS_CLASS(victim, CLASS_PRIEST) ) { chance += 15; } if ( IS_CLASS(victim, CLASS_DEMON) ) { if ( IS_DEMPOWER(victim, DEM_SPEED) ) chance += 15; } if ( IS_CLASS(victim, CLASS_DROW) ) { if ( IS_SET(victim->pcdata->powers[1], DPOWER_ARMS) ) chance += 20; chance += 40; } if ( IS_CLASS(victim, CLASS_MAGE) ) { if ( IS_SET(victim->mflags, MAGE_POLYAPPEAR) ) chance += 10; if ( victim->spheres[MTIM] > 0 ) chance += ( victim->spheres[MTIM] * 2 ); } if ( IS_CLASS(victim, CLASS_MONK) ) { if ( victim->chi[CURRENT] > 0 ) chance += ( victim->chi[CURRENT] * 4 ); } if ( IS_CLASS(victim, CLASS_WEREWOLF) ) { if ( IS_SET(victim->special, SPC_WOLFMAN) ) chance += 5; if ( victim->gifts[SILENTSTRIDERS] > 0 ) chance += 5; if ( victim->gifts[SILENTSTRIDERS] > 1 ) chance += 10; if ( victim->gifts[SILENTSTRIDERS] > 2 ) chance += 10; if ( victim->gifts[STARGAZERS] > 3 ) chance += 5; } } if (chance > 75) chance = 75; else if (chance < 25) chance = 25; if (!IS_NPC(ch) && ch->pcdata->powers[VAM_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 10; else if (ch->pcdata->rank == AGE_ELDER) chance -= 7; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5; } if (!IS_NPC(victim) && victim->pcdata->powers[VAM_CELE] > 0 && IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->pcdata->rank == AGE_METHUSELAH) chance += 10; else if (victim->pcdata->rank == AGE_ELDER) chance += 7; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5; } /* if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) ) { if ( victim->monkblock / 4 > 0 ) chance += victim->monkblock / 4; } */ if ( IS_NPC(victim) ) { if ( victim->level < 100 ) chance = 15; if ( victim->level >= 100 ) chance = ( victim->level * .01 ); if ( victim->level >= 500 ) chance = 50; } chance -= sysdata.parry_mod; thingy = number_range(1,100); if ( thingy >= chance ) return FALSE; if( !IS_NPC(victim) && victim->move < 5 ) return FALSE; if( !IS_NPC(victim) ) victim->move -= 5; if (claws) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "{wYou parry {W$n{w's blow with your claws.{w", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "{W$N{w parries your blow with $S claws.{w", ch, NULL, victim, TO_CHAR ); return TRUE; } if (hands) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "You parry $n's blow with your adamantium hands.", ch, NULL, victim, TO_VICT); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "$N parries your blow with $S adamantium hands.", ch, NULL, victim, TO_CHAR); return TRUE; } /* if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && victim->monkblock < 150 ) victim->monkblock++; */ if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON && obj->value[3] >= 0 && obj->value[3] <= 12) { if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "{wYou parry {W$n{w's blow with $p.{w", ch, obj, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "{W$N{w parries your blow with $p.{w", ch, obj, victim, TO_CHAR ); return TRUE; } if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "{wYou parry {W$n{w's attack.{w", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "{W$N{w parries your attack.{w", ch, NULL, victim, TO_CHAR ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance = 0; int thingy; if ( !IS_AWAKE(victim) ) return FALSE; if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); else chance -= (ch->level * 0.2); if (!IS_NPC(victim)) chance += (victim->wpn[0] * 0.5); else chance += victim->level; if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_MONGOOSE) && victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) (chance += victim->stance[STANCE_MONGOOSE] * 0.25); if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) (chance += victim->stance[STANCE_SWALLOW] * 0.25); if (!IS_NPC(victim) && IS_STANCE(victim, STANCE_EAGLE) && victim->stance[STANCE_EAGLE] > 0 && !can_counter(ch) && !can_bypass(ch,victim)) (chance += victim->stance[STANCE_EAGLE] * 0.30); if ( IS_ITEMAFF(ch, ITEMA_MASTERY) ) chance -= 5; if (!IS_NPC(ch)) { if ( IS_CLASS(ch, CLASS_VAMPIRE) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_NINJA) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_DEMON) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_MAGE) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_DROW) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_WEREWOLF) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_ANGEL) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_PRIEST) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_RANGER) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_MONK) ) { chance -= 20; } if ( IS_CLASS(ch, CLASS_HIGHLANDER) ) { chance -= 20; } } /* Some shit for Earth Embrace )Mage Power(, works on NPC's.. */ if ( IS_SET(victim->mflags, MAGE_EMBRACED2) ) chance += 10; if ( IS_SET(victim->mflags, MAGE_EMBRACED1) ) chance += 5; if ( IS_SET(ch->mflags, MAGE_EMBRACED2) ) chance -= 10; if ( IS_SET(ch->mflags, MAGE_EMBRACED1) ) chance -= 5; if ( IS_ITEMAFF(victim, ITEMA_MASTERY) ) chance += 5; if (!IS_NPC(victim)) { if ( IS_CLASS(victim, CLASS_VAMPIRE) ) { chance += 20; } if ( IS_CLASS(victim, CLASS_NINJA) ) { chance += 20; } if ( IS_CLASS(victim, CLASS_DEMON) ) { chance += 20; } if ( IS_CLASS(victim, CLASS_DROW) ) { chance += 20; } if ( IS_CLASS(victim, CLASS_MAGE) ) { chance += 20; } if ( IS_CLASS(victim, CLASS_MONK) ) { chance += 50; } if ( IS_CLASS(victim, CLASS_ANGEL) ) { chance += 20; } if ( IS_CLASS(ch, CLASS_PRIEST) ) { chance += 20; } if ( IS_CLASS(ch, CLASS_RANGER) ) { chance += 20; } if ( IS_CLASS(victim, CLASS_WEREWOLF) ) { chance += 20; } } if (chance > 75) chance = 75; else if (chance < 25) chance = 25; if (!IS_NPC(ch) && IS_VAMPAFF(ch, VAM_CELERITY) && IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 10; else if (ch->pcdata->rank == AGE_ELDER) chance -= 7; else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5; } if (!IS_NPC(victim) && IS_VAMPAFF(victim, VAM_CELERITY) && IS_CLASS(victim, CLASS_VAMPIRE)) { if (victim->pcdata->rank == AGE_METHUSELAH) chance += 10; else if (victim->pcdata->rank == AGE_ELDER) chance += 7; else if (victim->pcdata->rank == AGE_ANCILLA) chance += 5; } if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_MONK) && ( victim->monkblock / 4 > 0 ) ) chance += (victim->monkblock / 4); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && ( ch->monkblock / 4 > 0 ) ) chance -= (ch->monkblock / 4); if ( IS_NPC(victim) ) { if ( victim->level < 100 ) chance = 15; if ( victim->level >= 100 ) chance = ( victim->level * .01 ); if ( victim->level >= 500 ) chance = 50; } chance -= sysdata.dodge_mod; thingy = number_range(1,100); if ( thingy >= chance ) return FALSE; if( !IS_NPC(victim) && victim->move < 5 ) return FALSE; if( !IS_NPC(victim) ) victim->move -= 5; if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF)) act( "{wYou{w dodge {W$n{w's attack.{x", ch, NULL, victim, TO_VICT ); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) act( "{W$N{w dodges your attack.{x", ch, NULL, victim, TO_CHAR ); return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { CHAR_DATA *mount; if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) { bool gm_stance = FALSE; victim->position = POS_STANDING; if (!IS_NPC(victim) && victim->stance[0] > 0) { int stance = victim->stance[0]; if (victim->stance[stance] >= 200) gm_stance = TRUE; } if (IS_NPC(victim) || victim->max_hit * 0.25 > victim->hit || !gm_stance) { act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM); act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR); } else { act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM); act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR); } } return; } else if ( (mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off $N.",mount,NULL,victim,TO_ROOM); act("You roll off $N.",mount,NULL,victim,TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.",victim,NULL,mount,TO_ROOM); act("You fall off $N.",victim,NULL,mount,TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } if (!IS_NPC(victim) && victim->hit <=-11 && IS_HERO(victim)) { victim->hit = -10; if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE); return; } if ( IS_NPC(victim) || victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { return; } if ( !IS_NPC( ch ) && !IS_NPC( victim) ) ch->fight_timer = 10; if ( !IS_NPC( victim ) && !IS_NPC( ch ) ) victim->fight_timer = 10; if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, gsn_sleep ); ch->fighting = victim; ch->position = POS_FIGHTING; ch->damcap[DAM_CHANGE] = 1; autodrop(ch); autodrop(victim); if (IS_AFFECTED(ch, AFF_STEELSHIELD)) { REMOVE_BIT(ch->affected_by, AFF_STEELSHIELD); } return; } void stop_embrace( CHAR_DATA *ch, CHAR_DATA *victim ) { if (victim==NULL) {ch->embracing=NULL;return;} victim->embraced=NULL; ch->embracing=NULL; stc("You release your hold on your victim!\n\r", ch ); //act("$N releases his hold on $N.",ch,NULL,victim,TO_CHAR); return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = POS_STANDING; update_pos( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch, CHAR_DATA *maker ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 4, 8 ); corpse->value[2]= ch->pIndexData->vnum; if ( ch->gold > 0 ) { obj_to_obj( create_money( ch->gold ), corpse ); ch->gold = 0; } } else { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range( 25, 40 ); /* Why should players keep their gold? */ if ( ch->gold > 0 ) { obj = create_money( ch->gold ); if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_obj( obj, corpse ); ch->gold = 0; } } free_string(corpse->questmaker); if (IS_NPC(maker)) corpse->questmaker = str_dup(maker->short_descr); else corpse->questmaker = str_dup(maker->name); free_string(corpse->questowner); if (IS_NPC(ch)) corpse->questowner = str_dup(ch->short_descr); else corpse->questowner = str_dup(ch->name); if (ch->in_room != NULL) corpse->specpower = ch->in_room->vnum; sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; obj_from_char( obj ); if ( IS_SET( obj->extra_flags, ITEM_VANISH ) ) extract_obj( obj ); else { if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && (!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) ) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_obj( obj, corpse ); } } /* If you die in the shadowplane, your corpse should stay there */ if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE); if (IS_NPC(ch)) obj_to_room( corpse, maker->in_room ); else if( get_hours_played(ch) < 3 ) obj_to_room(corpse, get_room_index(ROOM_VNUM_MORGUE)); else obj_to_room( corpse, maker->in_room ); return; } void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; if ( IS_NPC(ch) ) msg = "You hear something's death cry."; else msg = "You hear someone's death cry."; was_in_room = ch->in_room; if( !was_in_room ) { bugf( "Death_cry: %s null room, setting to 3054", ch->name ); was_in_room = get_room_index( ROOM_VNUM_ESCAPE ); } char_from_room(ch); for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->to_room != NULL && pexit->to_room != was_in_room ) { char_to_room( ch, pexit->to_room); act( msg, ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); } } char_to_room(ch,was_in_room); return; } void make_part( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; int vnum; argument = one_argument(argument,arg); vnum = 0; if (arg[0] == '\0') return; if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD; else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM; else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG; else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART; else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS; else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN; else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL; else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD; else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE; else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE; else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD; else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR; else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE; else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH; else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE; else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND; else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT; else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB; else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX; else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE; else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING; else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE; else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE; if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); if (IS_NPC(ch)) obj->timer = number_range(2,15); else obj->timer = -1; if (!str_cmp(arg,"head") && IS_NPC(ch)) obj->value[1] = ch->pIndexData->vnum; else if (!str_cmp(arg,"head") && !IS_NPC(ch)) {ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(1,2);} /* else if (!str_cmp(arg,"arm")) SET_BIT(obj->extra_flags, ITEM_ARM); */ else if (!str_cmp(arg,"brain") && !IS_NPC(ch) && IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD)) { if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL; ch->pcdata->chobj = obj; obj->chobj = ch; obj->timer = number_range(2,3); } /* For blood :) KaVir */ if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 2; /* For voodoo dolls - KaVir */ if (!IS_NPC(ch)) { sprintf( buf, obj->name, name ); free_string( obj->name ); obj->name = str_dup( buf ); } else { sprintf( buf, obj->name, "mob" ); free_string( obj->name ); obj->name = str_dup( buf ); } sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE); obj_to_room( obj, ch->in_room ); } return; } void raw_kill( CHAR_DATA *victim, CHAR_DATA *ch ) { CHAR_DATA *mount; if (!IS_NPC(victim) && victim->fatal > 0) death_message(ch,victim); stop_fighting( victim, TRUE ); victim->agg = 0; if (IS_NPC(victim) && (IS_SET(victim->flag2, VAMP_CLONE) || IS_SPIRIT(victim))) act("$n slowly fades away to nothing.",victim,NULL,NULL,TO_ROOM); else if (IS_NPC(victim) && strlen(victim->powertype) > 1 && !str_cmp(victim->powertype,"zombie")) act("$n crumbles to dust as $e hits the floor.",victim,NULL,NULL,TO_ROOM); else if (!IS_NPC(victim) || !IS_SET(victim->flag2, VAMP_CLONE) ) { death_cry( victim ); make_corpse( victim, ch ); } if ( (mount = victim->mount) != NULL) { if (victim->mounted == IS_MOUNT) { act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM); act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR); } else if (victim->mounted == IS_RIDING) { act("$n falls off $N.",victim,NULL,mount,TO_ROOM); act("You fall off $N.",victim,NULL,mount,TO_CHAR); } mount->mount = NULL; victim->mount = NULL; mount->mounted = IS_ON_FOOT; victim->mounted = IS_ON_FOOT; } if( IS_NPC(victim ) && ch && !IS_NPC(ch) && ch->level > 1 && GET_PC(ch,aquest,QUEST_NONE)->type == QUEST_KILL && GET_PC(ch,aquest->target,NULL)== victim->pIndexData ) { send_to_char( "{CYou have almost completed your QUEST!{x\n\r", ch ); send_to_char( "Better hurry and finish it now.\n\r", ch ); PC(ch,aquest)->type = QUEST_KILL_COMPLETE; } if ( IS_NPC(victim) ) { if( !IS_NPC( ch ) && ch->level > 1 && GET_PC(ch,aquest,QUEST_NONE)->type == QUEST_KILL && GET_PC(ch,aquest->target,NULL)== victim->pIndexData ) { send_to_char( "{CYou have almost completed your QUEST!{x\n\r", ch ); send_to_char( "Better hurry and finish it now.\n\r", ch ); PC(ch,aquest)->type = QUEST_KILL_COMPLETE; } victim->pIndexData->killed++; kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++; extract_char( victim, TRUE, FALSE ); return; } extract_char( victim, FALSE, FALSE ); while ( victim->affected ) affect_remove( victim, victim->affected ); if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL)) { victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL; else victim->affected_by = 0; REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); REMOVE_BIT(victim->extra, EXTRA_PREGNANT); REMOVE_BIT(victim->extra, EXTRA_LABOUR); victim->pcdata->stats[DEMON_POWER] = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->armor = 100; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; do_call(victim,"all"); save_char_obj( victim ); return; } void behead( CHAR_DATA *victim, CHAR_DATA *ch ) { char buf [MAX_STRING_LENGTH]; ROOM_INDEX_DATA *location; if ( !victim ) return; if (IS_NPC(victim)) return; location = victim->in_room; stop_fighting( victim, TRUE ); make_corpse( victim, ch); extract_char( victim, FALSE, FALSE ); char_from_room(victim); char_to_room(victim,location); if (victim == NULL) {bug( "Behead: Victim no longer exists.", 0 );return;} make_part( victim, "head" ); while ( victim->affected ) affect_remove( victim, victim->affected ); if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL)) { victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; } else if (IS_AFFECTED(victim,AFF_POLYMORPH)) victim->affected_by = AFF_POLYMORPH; else if (IS_AFFECTED(victim,AFF_ETHEREAL)) victim->affected_by = AFF_ETHEREAL; else victim->affected_by = 0; REMOVE_BIT(victim->immune, IMM_STAKE); REMOVE_BIT(victim->extra, TIED_UP); REMOVE_BIT(victim->extra, GAGGED); REMOVE_BIT(victim->extra, BLINDFOLDED); REMOVE_BIT(victim->extra, EXTRA_PREGNANT); REMOVE_BIT(victim->extra, EXTRA_LABOUR); victim->pcdata->stats[DEMON_POWER] = 0; victim->itemaffect = 0; victim->loc_hp[0] = 0; victim->loc_hp[1] = 0; victim->loc_hp[2] = 0; victim->loc_hp[3] = 0; victim->loc_hp[4] = 0; victim->loc_hp[5] = 0; victim->loc_hp[6] = 0; victim->affected_by = 0; victim->armor = 100; victim->position = POS_STANDING; victim->hit = 1; victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->hitroll = 0; victim->damroll = 0; victim->saving_throw = 0; victim->carry_weight = 0; victim->carry_number = 0; victim->fight_timer = 0; SET_BIT(victim->loc_hp[0],LOST_HEAD); SET_BIT(victim->affected_by,AFF_POLYMORPH); sprintf(buf,"the severed head of %s",victim->name); free_string(victim->morph); victim->morph = str_dup(buf); do_call(victim,"all"); save_char_obj( victim ); return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; /* char bleh[MAX_STRING_LENGTH];*/ CHAR_DATA *gch; CHAR_DATA *lch; CHAR_DATA *mount; int xp; int members; /* int blah = victim->level*(number_range( 170, 250 )/60);*/ /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ( (IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch ) return; members = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) members++; } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; } lch = (ch->leader != NULL) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) ) continue; if (members >= 5 && members <= 5) { xp = xp_compute( gch, victim ) * members; } else {xp = xp_compute( gch, victim ) / members; } if( xp < 0 ) xp = 0; if ( (( get_age(gch) - 17) * 2 ) < 2 ) { sprintf( buf, "{m*{M*{b*{B*{c*{C*{r*{R*{g*{G*{w*{W*{y*{Y*{D*{w Newbie Exp! {D*{Y*{y*{W*{w*{G*{g*{R*{r*{C*{c*{B*{b*{M*{m*{x\n\r"); send_to_char(buf,gch ); } sprintf(buf,"{wYou gain{c %d {wexperience points.{x\n\r", xp); send_to_char(buf,gch); if ((mount = gch->mount) != NULL) send_to_char( buf, mount ); gain_exp( gch, xp ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } } } return; } /* * Calculate roughly how much experience a character is worth */ int get_exp_worth( CHAR_DATA *ch, CHAR_DATA *gch ) { int exp; exp = ( 5*( 300 - URANGE( -3, 3 - (ch->level*5/3), 6 ) * 40 ) ); /* exp = ch->level; exp += ch->max_hit; exp -= gch->max_hit; exp -= char_ac(ch) * 10; exp += char_ac(gch) * 10; exp += char_damroll(ch) * 5; exp -= char_damroll(gch) * 5; exp += char_hitroll(ch) * 5; exp -= char_hitroll(gch) * 5; if ( IS_AFFECTED(ch, AFF_SANCTUARY) && !IS_AFFECTED(gch,AFF_SANCTUARY)) exp += exp * 1.5; */ if( IS_SET(sysdata.world, WORLD_DOUBLEXP ) ) exp *= 3; return exp; } /* * 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 ) { char buf[MAX_STRING_LENGTH]; int align; int xp; int extra; int level; int number; int hours; int zlevel; int lcps; int victim_level; /* if IS_SET( sysdata.world, WORLD_DOUBLEXP ) xp = ( 40*( 300 - URANGE( -3, 3 - (victim->level*5/3), 6 ) * 100 ) ); else xp = ( 5*( 300 - URANGE( -3, 3 - (victim->level*5/3), 6 ) * 40 ) ); */ xp = get_exp_worth(victim,gch); align = gch->alignment - victim->alignment; victim_level = victim->level; if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP) || IS_IMMORTAL(gch))) return 0; /* * Adjust for popularity of target: * -1/8 for each target over 'par' (down to -100%) * +1/8 for each target under 'par' ( up to + 25%) */ level = URANGE( 0, victim_level, MAX_LEVEL - 1 ); number = UMAX( 1, kill_table[level].number ); extra = victim->pIndexData->killed - kill_table[level].killed / number; xp -= xp * number_range( -2, 2 ) / 8; xp = number_range( xp * 3 / 4, xp * 5 / 4 ); xp = UMAX( 0, xp ); xp = (xp * (victim_level+1) * 0.50); xp = xp / 2; /* Put in cause players compaling to much exp :P */ if ( (( get_age(gch) - 17) * 2 ) < 2 ) xp = xp * 6; if( !IS_NPC(gch)) { hours = get_hours_played(gch); zlevel = gch->pcdata->stats[LEVEL]; if (zlevel >= 300) xp *= 4; else if (zlevel >= 250) xp *= 3.5; else if (zlevel >= 200) xp *= 3; else if (zlevel >= 150) xp *= 2.5; else if (zlevel >= 100) xp *= 2; else if (zlevel >= 50) xp *= 1.5; if (hours >= 300) xp *=5; else if (hours >= 200) xp *=4; else if (hours >= 160) xp *=3.5; else if (hours >= 110) xp *=3.2; else if (hours >= 100) xp *= 3; else if (hours >= 90) xp *= 2.8; else if (hours >= 80) xp *= 2.6; else if (hours >= 70) xp *= 2.4; else if (hours >= 60) xp *= 2.2; else if (hours >= 50) xp *= 2; else if (hours >= 40) xp *= 1.9; else if (hours >= 30) xp *= 1.7; else if (hours >= 20) xp *= 1.5; else if (hours >= 10) xp *= 1.3; if (xp > 5000000) { if (gch->pcdata->stats[LEVEL] < 10 ) xp = 5000000; if (gch->pcdata->stats[LEVEL] >= 10 ) xp = 5500000; if (gch->pcdata->stats[LEVEL] >= 20 ) xp = 6000000; if (gch->pcdata->stats[LEVEL] >= 30 ) xp = 6500000; if (gch->pcdata->stats[LEVEL] >= 40 ) xp = 7000000; if (gch->pcdata->stats[LEVEL] >= 50 ) xp = 7500000; if (gch->pcdata->stats[LEVEL] >= 100 ) xp = 8000000; if (gch->pcdata->stats[LEVEL] >= 150 ) xp = 8500000; if (gch->pcdata->stats[LEVEL] >= 200 ) xp = 10000000; if (gch->pcdata->stats[LEVEL] >= 250 ) xp = 11000000; if (gch->pcdata->stats[LEVEL] >= 300 ) xp = 50000000; } if IS_EXTRA(gch,EXTRA_OSWITCH) { xp = 0; } /* * Random Mob EXP bonus -- Adia */ if (hours >= 100) { if (number_range(1,50) == 50 ) { xp = xp * 50; send_to_char("{BZ{RA{YP{B!{R!{w You get zapped with the bonus wand!\n\r",gch); sprintf(buf,"%s got zapped!",gch->name); log_string( buf ); } } else { if (number_range(1,150) == 150 ) { xp = xp * 50; send_to_char("{BZ{RA{YP{B!{R!{w You get zapped with the bonus wand!{x\n\r",gch); sprintf(buf,"%s got zapped!",gch->name); log_string( buf ); } } lcps = number_range(1,500); /* Random CP take away - BAD LUCK */ if (number_range(1,800) == 800 && hours > 2) { if (gch->pcdata->stats[DEMON_CURRENT] < lcps) { send_to_char("{wYou're lucky you don't have enough cps.{x\n\r{wThe Bad Luck Bug{r(tm){w would've ate them!{x\n\r",gch); } else { gch->pcdata->stats[DEMON_CURRENT] -= lcps; gch->pcdata->stats[DEMON_TOTAL] -= lcps; send_to_char("#sBAD LUCK {Y-{w Eeck. You've bad luck.\n\r{wThe Bad Luck Bug{r(tm) {whas ate 1-800 of your cps!{x\n\r",gch); sprintf(buf,"%s lost cps!",gch->name); log_string( buf ); } } /* Random CP take away - BAD LUCK */ if (number_range(1,800) == 800 ) { gch->pcdata->stats[DEMON_CURRENT] += lcps; gch->pcdata->stats[DEMON_TOTAL] += lcps; send_to_char("#sGOOD LUCK {Y-{w Woo! You've good luck.\n\r{wThe Good Luck Bug{r(tm){w gave you some cps!",gch); sprintf(buf,"%s gained cps!",gch->name); log_string( buf ); } if (xp > 5000000) { if (gch->pcdata->stats[LEVEL] < 10) xp = 5000000; else if (gch->pcdata->stats[LEVEL] >= 300 ) xp = 50000000; else if (gch->pcdata->stats[LEVEL] >= 250 ) xp = 11000000; else if (gch->pcdata->stats[LEVEL] >= 200 ) xp = 10000000; else if (gch->pcdata->stats[LEVEL] >= 150 ) xp = 8500000; else if (gch->pcdata->stats[LEVEL] >= 100 ) xp = 8000000; else if (gch->pcdata->stats[LEVEL] >= 50 ) xp = 7500000; else if (gch->pcdata->stats[LEVEL] >= 40 ) xp = 7000000; else if (gch->pcdata->stats[LEVEL] >= 30 ) xp = 6500000; else if (gch->pcdata->stats[LEVEL] >= 20 ) xp = 6000000; else if (gch->pcdata->stats[LEVEL] >= 10) xp = 5500000; else xp = 2500000; } } return xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) { static char * const attack_table[] = { "{rhit{w", "{Cslice{w", "{Mstab{w", "{Bslash{w", "{Ywhip{w", "{bclaw{w", "{Dblast{w", "{cpound{w", "{mcrush{w", "{ygrep{w", "{Wbite{w", "{gpierce", "{Rsuck{x" }; static char * const attack_table2[] = { "{rhits{w", "{Cslices{w", "{Mstabs{w", "{Bslashes{w", "{Ywhips{w", "{bclaws{w", "{Dblasts{w", "{cpounds{w", "{mcrushes{w", "{ygreps{w", "{Wbites{w", "{gpierces", "{Rsucks{x" }; char buf1[512], buf2[512], buf3[512]; const char *vs; const char *vp; const char *attack; const char *attack2; int damp; int bodyloc; bool critical = FALSE; char punct; if ( dt >= TYPE_ADD_AGG ) { dt -= TYPE_ADD_AGG; while ( dt >= TYPE_ADD_AGG ) dt -= TYPE_ADD_AGG; } if ( dam == 0 ) { vs = " miss"; vp = " misses"; } else if ( dam <= 50 ) { vs = " {rlike an old granny{w"; vp = " {rlike an old granny{w"; } else if ( dam <= 100 ) { vs = " {bhard{w"; vp = " {bhard{w"; } else if ( dam <= 250 ) { vs = " {ypretty hard{w"; vp = " {ypretty hard{w"; } else if ( dam <= 500 ) { vs = " {gvery hard{w"; vp = " {gvery hard{w"; } else if ( dam <= 750 ) { vs = " {cextremely hard{w"; vp = " {cextremely hard{w"; } else if ( dam <= 1000) { vs = " {C*{b-{B={c>{W Like A GOD {c<{B={b-{C*{w"; vp = " {C*{b-{B={c>{W Like A GOD {c<{B={b-{C*{w"; } else if ( dam <= 2000) { vs = " {D*{m-{M={D(#F{r%%#n{D){m-{WLike a Semi-Truck{m-{D(#F{r%%#n{D){M={m-{D*{w"; vp = " {D*{m-{M={D(#F{r%%#n{D){m-{WLike a Semi-Truck{m-{D(#F{r%%#n{D){M={m-{D*{w"; } else if ( dam <= 3000) { vs = " {D[{C##{D]{g-{G={w){WLike a Bitch{w({G={g-{D[{C##{D]{w"; vp = " {D[{C##{D]{g-{G={w){WLike a Bitch{w({G={g-{D[{C##{D]{w"; } else if ( dam <= 4000) { vs = " {m-{M={w+{D{{{w Amazingly Hard {D}{w+{M={m-{w"; vp = " {m-{M={w+{D{{{w Amazingly Hard {D}{w+{M={m-{w"; } else { vs = " {D({G@{D){c-{C={w*{WIncredibly Hard{w*{C={c-{D({G@{D){w"; vp = " {D({G@{D){c-{C={w*{WIncredibly Hard{w*{C={c-{D({G@{D){w"; } /* if ( dam == 0 ) { vs = " misses"; vp = " misses"; } else if ( dam <= 50 ) { vs = ""; vp = ""; } else if ( dam <= 100 ) { vs = ""; vp = ""; } else if ( dam <= 250 ) { vs = ""; vp = ""; } else if ( dam <= 500 ) { vs = ""; vp = ""; } else if ( dam <= 750 ) { vs = ""; vp = ""; } else if ( dam <= 1000) { vs = ""; vp = ""; } else if ( dam <= 2000) { vs = ""; vp = ""; } else if ( dam <= 3000) { vs = ""; vp = ""; } else { vs = ""; vp = ""; } */ /* If victim's hp are less/equal to 'damp', attacker gets a death blow */ if (IS_NPC(victim)) damp = 0; else damp = -10; if ( (victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) || (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)) ) { punct = (dam <= 250) ? '.' : '!'; if ( dt == TYPE_HIT && !IS_NPC(ch) && !IS_VAMPAFF(ch,VAM_CLAWS) ) { if (dam == 0) { sprintf( buf1, "{R$n%s $N%c{x", vp, punct ); sprintf( buf2, "{RYou%s $N%c{x", vs, punct ); sprintf( buf3, "{R$n %s you#n%c{x", vp, punct ); } else { sprintf( buf1, "{w$n hits $N%s%c{x", vp, punct ); sprintf( buf2, "{wYou hit $N%s {wfor {R%d {wdamage!{x", vs, dam ); sprintf( buf3, "{w$n hits you%s {wfor {R%d {wdamage!{x", vp, dam ); if( number_percent() > 75 ) critical = TRUE; } } else { if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_VAMPAFF(ch,VAM_CLAWS)) { attack = attack_table[dt - TYPE_HIT + 5]; attack2 = attack_table2[dt - TYPE_HIT + 5]; } else if ( dt >= 0 && dt < MAX_SKILL ) { attack = skill_table[dt].noun_damage; attack2 = skill_table[dt].noun_damage; } else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) ) { attack = attack_table[dt - TYPE_HIT]; attack2 = attack_table2[dt - TYPE_HIT]; } else {/* bug( "Dam_mes\sage: bad dt %d.", dt ); */ dt = TYPE_HIT; attack = attack_table[0]; attack2 = attack_table2[0]; } if (dam == 0) { sprintf( buf1, "{w$n's %s%s {w$N%c{x", attack, vp, punct ); sprintf( buf2, "{wYour %s%s {w$N%c{x", attack, vp, punct ); sprintf( buf3, "{w$n's %s%s {wyou%c{x", attack, vp, punct ); } else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0)) { sprintf( buf1, "{w$n's {rflaming {w%s%s $N {wfor {R%d {wdamage!{x", attack2, vp, dam); sprintf( buf2, "{wYour {rflaming {w%s%s $N {wfor {R%d {wdamage!{x", attack, vp, dam ); sprintf( buf3, "{w$n's {rflaming {w%s%s you {wfor {R%d {wdamage!{x", attack2, vp, dam ); } else { if ( dt >= 0 && dt < MAX_SKILL ) { sprintf( buf1, "{w$n's %s {wstrikes $N%s%c{x", attack2, vp, punct ); sprintf( buf2, "{wYour %s {wstrikes $N%s {wfor {R%d {wdamage!", attack, vp, dam); sprintf( buf3, "{w$n's %s {wstrikes you%s {wfor {R%d {wdamage!", attack2, vp, dam); } else if (IS_SET(ch->newbits, NEW_MONKFLAME)) { sprintf( buf1, "{w$n's {rflaming{w %s%s {w$N {wfor{R %d {wdamage!{x", attack2, vp, dam); sprintf( buf2, "{wYour {rflaming{w %s%s {w$N {wfor{R %d {wdamage!{x", attack, vp, dam ); sprintf( buf3, "{w$n's {rflaming{w %s%s {wyou {wfor{R %d {wdamage!{x", attack2, vp, dam); } else { sprintf( buf1, "{w$n %s {w$N%s%c{x", attack2, vp, punct ); sprintf( buf2, "{wYou %s {w$N%s {wfor {R%d {wdamage!{x", attack, vp, dam ); sprintf( buf3, "{w$n %s {wyou%s {wfor {R%d {wdamage!{x", attack2, vp, dam ); critical = TRUE; } } } if( ch->fighting == victim ) { if( dam > 0 ) { ch->num_hits++; ch->tot_dam += dam; } else ch->num_hits = UMAX( ch->num_hits, 0 ); } if( !IS_NPC(ch) && ch->desc && !PLR_FLAGS(ch,PLR_BATTLEOTHER) ) act( buf1, ch, NULL, victim, TO_NOTVICT ); if( !IS_NPC(ch) && ch->desc && !PLR_FLAGS(ch,PLR_BATTLESELF) ) act( buf2, ch, NULL, victim, TO_CHAR ); if( !IS_NPC(victim) && victim->desc && !PLR_FLAGS(victim,PLR_BATTLEOTHER) ) act( buf3, ch, NULL, victim, TO_VICT ); if (critical) critical_hit(ch,victim,dt,dam); return; } if ( dt == TYPE_HIT && !IS_NPC( ch ) && !IS_VAMPAFF(ch,VAM_CLAWS) &&!IS_VAMPAFF(ch,VAM_FANGS)) { damp=number_range(1,5); if ( damp == 1 ) { act("{cYou ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR); act("{c$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT); act("{c$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT); victim->fatal = 21; make_part(victim,"face"); } else if ( damp == 2 ) { act("{cYou grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR); act("{c$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT); act("{c$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT); victim->fatal = 22; make_part(victim,"windpipe"); } else if ( damp == 3 ) { act("{cYou punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR); act("{c$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT); act("{c$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT); victim->fatal = 23; make_part(victim,"entrails"); } else if ( damp == 4 ) { if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE); act("{cYou hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR); act("{c$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT); act("{c$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT); victim->fatal = 24; } else if ( damp == 5 ) { act("{cYou lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR); act("{c$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT); act("{c$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT); if (!IS_BODY(victim,BROKEN_NECK)) { act("{cThere is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR); act("{cThere is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM); SET_BIT(victim->loc_hp[1],BROKEN_NECK); } victim->fatal = 25; } return; } if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) ) attack = attack_table[dt - TYPE_HIT]; else { dt = TYPE_HIT; attack = attack_table[0]; } if ( attack == "slash" || attack == "slice" ) { damp=number_range(1,8); if ( damp == 1 ) { act("{cYou swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT); victim->fatal = 26; make_part(victim,"entrails"); } else if ( damp == 2 ) { act("{cYou thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.",ch, NULL, victim, TO_CHAR); act("{c$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("{c$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); victim->fatal = 27; } else if ( damp == 3 ) { if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); act("{cYour blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR); act("{c$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT); act("{c$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT); victim->fatal = 28; make_part(victim,"blood"); } else if ( damp == 4 ) { if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); act("{cYou swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); victim->fatal = 29; make_part(victim,"blood"); } else if ( damp == 5 ) { if (!IS_HEAD(victim,BROKEN_SKULL)) { act("{cYou swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT); victim->fatal = 30; make_part(victim,"brain"); SET_BIT(victim->loc_hp[0],BROKEN_SKULL); } else { act("{cYou plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("{c$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("{c$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); victim->fatal = 31; } } else if ( damp == 6 ) { act("{cYou swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT); victim->fatal = 32; } else if ( damp == 7 ) { if (!IS_ARM_L(victim,LOST_ARM)) { act("{cYou swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); victim->fatal = 33; make_part(victim,"arm"); SET_BIT(victim->loc_hp[2],LOST_ARM); if (!IS_BLEEDING(victim,BLEEDING_ARM_L)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L); if (IS_BLEEDING(victim,BLEEDING_HAND_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L); } else if (!IS_ARM_R(victim,LOST_ARM)) { act("{cYou swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT); victim->fatal = 33; make_part(victim,"arm"); SET_BIT(victim->loc_hp[3],LOST_ARM); if (!IS_BLEEDING(victim,BLEEDING_ARM_R)) SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R); if (IS_BLEEDING(victim,BLEEDING_HAND_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R); } else { act("{cYou plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("{c$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("{c$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); victim->fatal = 31; } } else if ( damp == 8 ) { if (!IS_LEG_L(victim,LOST_LEG)) { act("{cYou swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); victim->fatal = 34; make_part(victim,"leg"); SET_BIT(victim->loc_hp[4],LOST_LEG); if (!IS_BLEEDING(victim,BLEEDING_LEG_L)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L); if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L); } else if (!IS_LEG_R(victim,LOST_LEG)) { act("{cYou swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR); act("{c$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT); act("{c$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT); victim->fatal = 34; make_part(victim,"leg"); SET_BIT(victim->loc_hp[5],LOST_LEG); if (!IS_BLEEDING(victim,BLEEDING_LEG_R)) SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R); if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R); } else { act("{cYou plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR); act("{c$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT); act("{c$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT); victim->fatal = 31; } } } else if ( attack == "stab" || attack == "pierce" ) { damp=number_range(1,5); if ( damp == 1 ) { act("{cYou defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR); act("{c$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT); act("{c$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT); victim->fatal = 31; make_part(victim,"blood"); } else if ( damp == 2 ) { act("{cYou thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR); act("{c$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT); act("{c$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT); victim->fatal = 35; } else if ( damp == 3 ) { act("{cYou thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR); act("{c$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT); act("{c$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT); victim->fatal = 27; } else if ( damp == 4 ) { act("{cYou ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR); act("{c$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT); act("{c$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT); victim->fatal = 31; } else if ( damp == 5 ) { act("{cYou stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR); act("{c$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT); act("{c$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT); victim->fatal = 36; if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) SET_BIT(victim->loc_hp[0],LOST_EYE_L); else if (!IS_HEAD(victim,LOST_EYE_R)) SET_BIT(victim->loc_hp[0],LOST_EYE_R); else if (!IS_HEAD(victim,LOST_EYE_L)) SET_BIT(victim->loc_hp[0],LOST_EYE_L); } } else if ( attack == "blast" || attack == "pound" || attack == "crush" ) { damp=number_range(1,3); bodyloc = 0; if ( damp == 1) { act("{cYour blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR); act("{c$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT); act("{c$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT); victim->fatal = 37; if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);} if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);} if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);} if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);} if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16; REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);} bodyloc += number_range(1,3); if (bodyloc > 24) bodyloc = 24; if (bodyloc >= 16) {bodyloc -= 16; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);} if (bodyloc >= 8) {bodyloc -= 8; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);} if (bodyloc >= 4) {bodyloc -= 4; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);} if (bodyloc >= 2) {bodyloc -= 2; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);} if (bodyloc >= 1) {bodyloc -= 1; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);} } else if ( damp == 2) { act("{cYour blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR); act("{c$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT); act("{c$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT); victim->fatal = 38; if (!IS_BODY(victim,BROKEN_SPINE)) SET_BIT(victim->loc_hp[1],BROKEN_SPINE); } else if ( damp == 3) { if (!IS_HEAD(victim,BROKEN_SKULL)) { act("{wYou swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR); act("{w$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT); act("{w$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT); victim->fatal = 30; make_part(victim,"brain"); SET_BIT(victim->loc_hp[0],BROKEN_SKULL); } else { act("{cYou hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR); act("{c$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT); act("{c$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT); victim->fatal = 37; } } } else if ( !IS_NPC( ch ) && (attack == "bite" ||IS_VAMPAFF(ch,VAM_FANGS))) { act("{wYou sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR); act("{w$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT); act("{w$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); victim->fatal = 39; if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); } else if ( !IS_NPC(ch) && (attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS))) { damp=number_range(1,2); if ( damp == 1 ) { act("{cYou tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR); act("{c$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT); act("{c$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT); make_part(victim,"blood"); victim->fatal = 40; if (!IS_BODY(victim,CUT_THROAT)) SET_BIT(victim->loc_hp[1],CUT_THROAT); if (!IS_BLEEDING(victim,BLEEDING_THROAT)) SET_BIT(victim->loc_hp[6],BLEEDING_THROAT); } if ( damp == 2 ) { if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50) { act("{cYou rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("{c$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("{c$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim,"eyeball"); victim->fatal = 41; SET_BIT(victim->loc_hp[0],LOST_EYE_L); } else if (!IS_HEAD(victim,LOST_EYE_R)) { act("{cYou rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("{c$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("{c$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim,"eyeball"); victim->fatal = 41; SET_BIT(victim->loc_hp[0],LOST_EYE_R); } else if (!IS_HEAD(victim,LOST_EYE_L)) { act("{cYou rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR); act("{c$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT); act("{c$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT); make_part(victim,"eyeball"); victim->fatal = 41; SET_BIT(victim->loc_hp[0],LOST_EYE_L); } else { act("{cYou claw open $N's chest.", ch, NULL, victim, TO_CHAR); act("{c$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT); act("{c$n claws open $N's chest.", ch, NULL, victim, TO_VICT); victim->fatal = 42; } } } else if ( attack == "whip" ) { act("{cYou entangle $N around the neck, and squeeze the life out of $S.", ch, NULL, victim, TO_CHAR); act("{c$n entangle $N around the neck, and squeezes the life out of $S.", ch, NULL, victim, TO_NOTVICT); act("{c$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT); victim->fatal = 25; if (!IS_BODY(victim,BROKEN_NECK)) SET_BIT(victim->loc_hp[1],BROKEN_NECK); } else if ( attack == "suck" || attack == "grep" ) { act("{cYou place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR); act("{c$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT); act("{c$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT); victim->fatal = 43; } else { /*bug( "Dam_message: bad dt %d.", dt );*/ } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; char buf [MAX_STRING_LENGTH]; /* I'm fed up of being disarmed every 10 seconds - KaVir */ if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM) && !IS_SET(ch->warp, WARP_CLUMSY)) return; /* if ( ( (obj = get_eq_char( ch, WEAR_WIELD ) == NULL) || obj->item_type != ITEM_WEAPON ) && ( (obj = get_eq_char( ch, WEAR_HOLD ) == NULL) || obj->item_type != ITEM_WEAPON ) ) return; */ if ( ( (obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON ) { if ( ( (obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON ) return; } sprintf(buf,"$n disarms you!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"You disarm $N!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"$n disarms $N!"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); /* Loyal weapons come back ;) KaVir */ if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) ) { act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR ); act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM ); obj_to_char( obj, victim ); do_wear( victim, obj->name); } else if ( IS_NPC(victim) ) obj_to_char( obj, victim ); else obj_to_room( obj, victim->in_room ); return; } /* * Trip a creature. * Caller must check for successful attack. */ void trip( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf [MAX_STRING_LENGTH]; if (IS_AFFECTED(victim,AFF_FLYING)) return; if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5) return; if (!IS_NPC(victim)) { if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_VAMPAFF(victim,VAM_FLYING)) return; if (IS_CLASS(victim, CLASS_DEMON) && IS_DEMAFF(victim, DEM_UNFOLDED)) return; if (IS_SET(victim->special, SPC_CHAMPION) && IS_DEMAFF(victim,DEM_UNFOLDED)) return; if (IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->pcdata->powers[1], DPOWER_LEVITATION)) return; } if ( victim->wait == 0) { sprintf(buf,"{W$n{w trips you and you go down!{x"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_VICT ); sprintf(buf,"{wYou trip {W$N {wand $E goes down!{x"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_CHAR ); sprintf(buf,"{W$n {wtrips {W$N {wand $E goes down!{x"); ADD_COLOUR(ch,buf,WHITE); act( buf, ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; } return; } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if (ch->embracing!=NULL || ch->embraced!=NULL) { stc("Not while in an embrace!\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You cannot kill yourself!\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if (IS_AFFECTED(ch, AFF_STEELSHIELD)) { REMOVE_BIT(ch->affected_by, AFF_STEELSHIELD); } /* Autostancing - Loki */ if (!IS_NPC(victim) && IS_SET(victim->extra, EXTRA_STANCE) ) { if ( victim->stance[11] == STANCE_VIPER ) do_stance(victim,"viper"); else if ( victim->stance[11] == STANCE_CRANE ) do_stance(victim,"crane"); else if ( victim->stance[11] == STANCE_CRAB ) do_stance(victim,"crab"); else if ( victim->stance[11] == STANCE_MONGOOSE ) do_stance(victim,"mongoose"); else if ( victim->stance[11] == STANCE_BULL ) do_stance(victim,"bull"); else if ( victim->stance[11] == STANCE_MANTIS ) do_stance(victim,"mantis"); else if ( victim->stance[11] == STANCE_DRAGON ) do_stance(victim,"dragon"); else if ( victim->stance[11] == STANCE_TIGER ) do_stance(victim,"tiger"); else if ( victim->stance[11] == STANCE_MONKEY ) do_stance(victim,"monkey"); else if ( victim->stance[11] == STANCE_SWALLOW ) do_stance(victim,"swallow"); else if ( victim->stance[11] == STANCE_RABBIT ) do_stance(victim,"rabbit"); else if ( victim->stance[11] == STANCE_COBRA ) do_stance(victim,"cobra"); else if ( victim->stance[11] == STANCE_BEAR ) do_stance(victim,"bear"); else if ( victim->stance[11] == STANCE_COUGAR ) do_stance(victim,"cougar"); else if ( victim->stance[11] == STANCE_EAGLE ) do_stance(victim,"eagle"); } /* Autostancing - Loki */ if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) ) { if ( ch->stance[11] == STANCE_VIPER ) do_stance(ch,"viper"); else if ( ch->stance[11] == STANCE_CRANE ) do_stance(ch,"crane"); else if ( ch->stance[11] == STANCE_CRAB ) do_stance(ch,"crab"); else if ( ch->stance[11] == STANCE_MONGOOSE ) do_stance(ch,"mongoose"); else if ( ch->stance[11] == STANCE_BULL ) do_stance(ch,"bull"); else if ( ch->stance[11] == STANCE_MANTIS ) do_stance(ch,"mantis"); else if ( ch->stance[11] == STANCE_DRAGON ) do_stance(ch,"dragon"); else if ( ch->stance[11] == STANCE_TIGER ) do_stance(ch,"tiger"); else if ( ch->stance[11] == STANCE_MONKEY ) do_stance(ch,"monkey"); else if ( ch->stance[11] == STANCE_SWALLOW ) do_stance(ch,"swallow"); else if ( ch->stance[11] == STANCE_RABBIT ) do_stance(ch,"rabbit"); else if ( ch->stance[11] == STANCE_COBRA ) do_stance(ch,"cobra"); else if ( ch->stance[11] == STANCE_BEAR ) do_stance(ch,"bear"); else if ( ch->stance[11] == STANCE_COUGAR ) do_stance(ch,"cougar"); else if ( ch->stance[11] == STANCE_EAGLE ) do_stance(ch,"eagle"); } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); check_killer( ch, victim ); SET_BIT(ch->extra,FROUND); if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && number_range(1,3) == 1 && ch->pcdata->powers[WPOWER_BOAR] > 1 && victim->position == POS_STANDING) { act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR); act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT); act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT); victim->position = POS_STUNNED; multi_hit( ch, victim, TYPE_UNDEFINED ); } multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_circle( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_NINJA) && !IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char("Huh?\n\r", ch ); return; } if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] < 6) { stc("You have not learned this attack.",ch); return; } if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->gifts[STARGAZERS] < 4 ) { stc("You need the fourth gift of the Stargazers to use this power.\n\r",ch); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { if (ch->fighting == NULL) { send_to_char( "They aren't here.\n\r", ch ); return;} else victim = ch->fighting; } if ( victim == ch ) { send_to_char( "How can you circle yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if (IS_CLASS(ch, CLASS_NINJA)) { if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11 ) && ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11 ) ) { send_to_char( "You need to wield a piercing weapon.\n\r", ch ); return; } } check_killer( ch, victim ); if (number_percent() > 50) multi_hit( ch, victim, gsn_circle ); else damage( ch, victim, 0, gsn_circle ); WAIT_STATE( ch, 8 ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Backstab whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 11 ) && ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 11 ) ) { send_to_char( "You need to wield a piercing weapon.\n\r", ch ); return; } if ( victim->fighting != NULL ) { send_to_char( "You can't backstab a fighting person.\n\r", ch ); return; } if ( victim->hit < victim->max_hit && !IS_CLASS(ch, CLASS_DROW)) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_NINJA) && !IS_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) ) { damage( ch, victim, 0, gsn_backstab ); } else if ( !IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_backstab] ) multi_hit( ch, victim, gsn_backstab ); else { one_hit( ch, victim, gsn_backstab, 1 ); } return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if(ch->move <= 0) { send_to_char("You can't find the energy to leave.\n\r",ch); return; } if (IS_AFFECTED(ch, AFF_WEBBED)) { send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch); return; } if ( is_garou(victim) && victim->gifts[GETOFFENRIS] >= 1 ) { if ( number_range( 1, 4 ) == 2 ) { stc("Gaia prevents you from fleeing her child.\n\r",ch); return; } } if( !IS_NPC(victim ) ) { if(IS_CLASS(victim,CLASS_WEREWOLF) && IS_SET(victim->garou1,GAROU_CLENCHED) && number_range(1,6)!=1) { ch_printf( ch,"%s's clenched teeth prevents you from fleeing.\n\r",PERS(victim,ch) ); WAIT_STATE( ch, 12 ); return; } if (IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->newbits,NEW_COIL) && number_percent( ) > 15) { sprintf(buf,"Not with %s coiled around you!",victim->name); send_to_char(buf,ch); act("$n cant escape with $N coiled around them.",ch,NULL,victim,TO_ROOM); WAIT_STATE( ch, 12 ); return; } if( IS_CLASS(victim, CLASS_MONK) && IS_SET(victim->newbits,NEW_COIL) && number_percent( ) > 15) { ch_printf( ch, "%s has a godly hold on you!\n\r", victim->name ); act("$n cannot flee with $N's godly hold on them!", ch,NULL,victim,TO_ROOM); WAIT_STATE( ch, 12 ); return; } if (!IS_NPC(ch) && ch->pcdata->stats[UNI_RAGE] >= 0) { if (IS_CLASS(ch,CLASS_VAMPIRE) && number_percent() <= ch->pcdata->stats[UNI_RAGE]) { send_to_char("Your inner beast refuses to let you run!\n\r",ch); WAIT_STATE(ch,12); return; } else if (IS_CLASS(ch, CLASS_WEREWOLF) && number_percent() <= ch->pcdata->stats[UNI_RAGE] * 0.3) { send_to_char("Your rage is too great!\n\r",ch); WAIT_STATE(ch,12); return; } } } if (IS_AFFECTED(ch,AFF2_TENDRILS)) { send_to_char("You are unable to move while tangled in tendrils.\n\r",ch); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || ( IS_NPC(ch) && IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has fled!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) ) send_to_char( "You flee from combat! Coward!\n\r", ch ); if ( IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->in_room->room_flags, ROOM_TOTAL_DARKNESS) ) REMOVE_BIT(victim->in_room->affected_by, ROOM_TOTAL_DARKNESS); if ( IS_CLASS(victim, CLASS_DROW) && IS_SET(victim->newbits, NEW_DARKNESS) ) { stc("You leave your darkness in a panic!\n\r",ch); REMOVE_BIT(victim->newbits, NEW_DARKNESS); act("$N leaves $S darkness in a panic!",ch,NULL,victim,TO_NOTVICT); } stop_fighting( ch, TRUE ); return; } send_to_char( "You were unable to escape!\n\r", ch ); return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "What about fleeing instead?\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } if ( is_safe(ch, fch) || is_safe(ch, victim) ) return; WAIT_STATE( ch, skill_table[gsn_rescue].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] ) { send_to_char( "You fail the rescue.\n\r", ch ); return; } act( "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( "$n rescues you!", ch, NULL, victim, TO_VICT ); act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT ); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); check_killer( ch, fch ); set_fighting( ch, fch ); set_fighting( fch, ch ); do_humanity(ch,""); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *boots; int dam; int stance; int hitpoints; int chance; chance = number_percent(); if ( !IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level) { send_to_char( "First you should learn to kick.\n\r", ch ); return; } if ( chance > 40 && IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_CLUMSY)) { stc("You are so clumsy you fall on your ass trying to kick!\n\r", ch ); ch->move -= 500; return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE)) { send_to_char( "You are unable to attack them.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_ITEMAFF(victim, ITEMA_PEACE)) { send_to_char( "You can't seem to attack them.\n\r", ch ); return; } if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return; } if (!IS_NPC(victim) && IS_AFFECTED(victim, AFF_SAFE) ) { send_to_char( "You cannot attack people under Gaia's protection.\n\r", ch ); return; } if (is_safe(ch, victim)) return; WAIT_STATE( ch, skill_table[gsn_kick].beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] ) dam = number_range(1,4); else { dam = 0; damage( ch, victim, dam, gsn_kick ); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if ( !IS_AWAKE(victim) ) dam *= 2; if ( IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_STRONGLEGS)) { dam *= 1.5; } if (!str_cmp(ch->name,"Cuthbert")) { dam *= 50; } if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) { dam *= 2.5; } if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_PRIEST)) { dam *= 2.5; } if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_RANGER)) { dam *= 2.5; } if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) { dam *= 1.5; } else if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] > 2 ) dam *= 1.1; /*drow*/ else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW)) { if (IS_SET(victim->pcdata->powers[1], DPOWER_TOUGHSKIN)) dam /= 3; } /*drow*/ else if ( !IS_NPC(ch) && (IS_SET(ch->special, SPC_CHAMPION) || IS_CLASS(ch, CLASS_DEMON)) && IS_DEMPOWER( ch, DEM_MIGHT) ) dam *= 1.8; if (IS_VAMPIRE(ch)) { dam *= (ch->pcdata->powers[VAM_POTE]); } if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) ) { if (IS_SET(victim->special, SPC_WOLFMAN)) dam *= 0.5; if (victim->pcdata->powers[WPOWER_BOAR] > 2 ) dam *= 0.5; if ( ( boots = get_eq_char( ch, WEAR_FEET ) ) != NULL && IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2; } /* Vampires should be tougher at night and weaker during the day. */ if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) ) { if (weather_info.sunlight == SUN_LIGHT && dam > 1) dam *= 1.1; else if (weather_info.sunlight == SUN_DARK) dam *= 1.5; } if ( !IS_NPC(ch) ) dam = dam + (dam * ((ch->wpn[0]+1) / 100)); if ( !IS_NPC(ch) ) { stance = ch->stance[0]; if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25; else dam = dambonus(ch,victim,dam,stance); } if ( dam <= 0 ) dam = 1; hitpoints = victim->hit; if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK) && !(IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES))) { if (IS_CLASS(ch, CLASS_DEMON) && IS_DEMAFF(ch, DEM_HOOVES)) dam = dam /2 ; victim->hit += dam; damage( ch, victim, dam, gsn_kick ); victim->hit = hitpoints; } else damage( ch, victim, dam, gsn_kick ); return; } int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance) { if (dam < 1) return 0; if (stance < 1) return dam; if (!IS_NPC(ch) && !can_counter(victim)) { if ( IS_STANCE(ch, STANCE_MONKEY) ) { int mindam = dam * 0.25; dam *= (ch->stance[STANCE_MONKEY]+1) / 200; if (dam < mindam) dam = mindam; } else if ( IS_STANCE(ch, STANCE_MONKEY) ) { int mindam = dam * 0.25; dam *= (ch->stance[STANCE_COUGAR]+3) / 200; if (dam < mindam) dam = mindam; } else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 ) dam += dam * (ch->stance[STANCE_BULL] / 100); else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 ) dam += dam * (ch->stance[STANCE_DRAGON] / 100); else if ( IS_STANCE(ch, STANCE_COBRA) && ch->stance[STANCE_COBRA] > 100 ) dam += dam * (ch->stance[STANCE_COBRA] / 150); else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 ) dam += dam * (ch->stance[STANCE_TIGER] / 100); else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 ) dam *= 0.5; } if (!IS_NPC(victim) && !can_counter(ch)) { if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 ) dam /= victim->stance[STANCE_CRAB]/100; else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 ) dam /= victim->stance[STANCE_DRAGON]/100; else if ( IS_STANCE(victim, STANCE_COBRA) && victim->stance[STANCE_COBRA] > 100 ) dam /= victim->stance[STANCE_COBRA]/150; else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 ) dam /= victim->stance[STANCE_SWALLOW]/100; else if ( IS_STANCE(victim, STANCE_EAGLE) && victim->stance[STANCE_EAGLE] > 100 ) dam /= victim->stance[STANCE_EAGLE]/150; else if ( IS_STANCE(victim, STANCE_BEAR) && victim->stance[STANCE_BEAR] > 100 ) dam /= victim->stance[STANCE_BEAR]/150; } return dam; } void do_punch( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int dam; int store; bool broke = FALSE; one_argument(argument,arg); if ( IS_NPC(ch) ) return; if ( ch->level < skill_table[gsn_punch].skill_level) { send_to_char( "First you should learn to punch.\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot punch yourself!\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( victim->hit < victim->max_hit ) { send_to_char( "They are hurt and suspicious.\n\r", ch ); return; } if ( victim->position < POS_FIGHTING ) { send_to_char( "You can only punch someone who is standing.\n\r", ch ); return; } act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR); act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT); act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT); WAIT_STATE( ch, skill_table[gsn_punch].beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] ) dam = number_range(1,4); else { dam = 0; damage( ch, victim, dam, gsn_punch ); return; } dam += char_damroll(ch); if (dam == 0) dam = 1; if ( !IS_AWAKE(victim) ) dam *= 2; if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 500)); if ( dam <= 0 ) dam = 1; if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->pcdata->powers[WPOWER_BOAR] > 3) { store = victim->hit; victim->hit += dam; damage( ch, victim, dam, gsn_punch ); victim->hit = store; if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)) { if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;} if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L)) {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;} if (broke) { act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR); act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM); } } else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)) { if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;} if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L)) {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;} if (broke) { act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR); act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM); } } stop_fighting(victim,TRUE); return; } damage( ch, victim, dam, gsn_punch ); if (victim == NULL || victim->position == POS_DEAD || dam < 1) return; if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE); if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) { act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW)) { act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR); act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM); SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW); } act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR); act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM); victim->position = POS_STUNNED; return; } void do_berserk( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *mount; int number_hit = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if ( ch->level < skill_table[gsn_berserk].skill_level) { send_to_char( "You are not wild enough to go berserk.\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE ) ) { send_to_char( "You cannot do that in a safe room.\n\r", ch ); return; } if ( IS_SET( ch->in_room->affected_by, ROOM_SAFE )) { send_to_char( "You cannot fight in a safe room.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_berserk].beats ); if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) { act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR); act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM); return; } act("You go BERSERK!",ch,NULL,NULL,TO_CHAR); act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM); /* Autostancing - Loki */ if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) ) { if ( ch->stance[11] == STANCE_VIPER ) do_stance(ch,"viper"); else if ( ch->stance[11] == STANCE_CRANE ) do_stance(ch,"crane"); else if ( ch->stance[11] == STANCE_CRAB ) do_stance(ch,"crab"); else if ( ch->stance[11] == STANCE_MONGOOSE ) do_stance(ch,"mongoose"); else if ( ch->stance[11] == STANCE_BULL ) do_stance(ch,"bull"); else if ( ch->stance[11] == STANCE_MANTIS ) do_stance(ch,"mantis"); else if ( ch->stance[11] == STANCE_DRAGON ) do_stance(ch,"dragon"); else if ( ch->stance[11] == STANCE_TIGER ) do_stance(ch,"tiger"); else if ( ch->stance[11] == STANCE_MONKEY ) do_stance(ch,"monkey"); else if ( ch->stance[11] == STANCE_SWALLOW ) do_stance(ch,"swallow"); } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if (number_hit > 4) continue; if ( vch->in_room == NULL ) continue; if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) continue; if ( IS_NPC(vch) && vch->pIndexData->pShop ) { continue; } if ( IS_NPC(ch) && ch->pIndexData->pShop ) continue; if ( ch == vch ) continue; if ( vch->in_room == ch->in_room ) { if ( ( mount = ch->mount ) != NULL ) {if ( mount == vch ) continue;} if (can_see(ch,vch) && !is_same_group( ch, vch )) { if (!IS_NPC(vch) && IS_SET(vch->extra, EXTRA_STANCE) ) { if ( vch->stance[11] == STANCE_VIPER ) do_stance(vch,"viper"); else if ( vch->stance[11] == STANCE_CRANE ) do_stance(vch,"crane"); else if ( vch->stance[11] == STANCE_CRAB ) do_stance(vch,"crab"); else if ( vch->stance[11] == STANCE_MONGOOSE ) do_stance(vch,"mongoose"); else if ( vch->stance[11] == STANCE_BULL ) do_stance(vch,"bull"); else if ( vch->stance[11] == STANCE_MANTIS ) do_stance(vch,"mantis"); else if ( vch->stance[11] == STANCE_DRAGON ) do_stance(vch,"dragon"); else if ( vch->stance[11] == STANCE_TIGER ) do_stance(vch,"tiger"); else if ( vch->stance[11] == STANCE_MONKEY ) do_stance(vch,"monkey"); else if ( vch->stance[11] == STANCE_SWALLOW ) do_stance(vch,"swallow"); } multi_hit( ch, vch, TYPE_UNDEFINED ); number_hit++; } } } return; } /* Hurl skill by KaVir */ void do_hurl( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *mount; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; char buf [MAX_INPUT_LENGTH]; char direction [MAX_INPUT_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; int door; int rev_dir; int dam; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 ) { send_to_char("Maybe you should learn the skill first?\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char("Who do you wish to hurl?\n\r", ch); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char("They are not here.\n\r", ch); return; } if ( victim == ch ) { send_to_char( "How can you hurl yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT) { send_to_char("But they have someone on their back!\n\r",ch); return; } else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING) { send_to_char("But they are riding!\n\r",ch); return; } if ( !is_garou(ch) || ( is_garou(ch) && ch->gifts[UKTENA] < 5 ) ) { if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); return; } } if ( !is_garou(ch) || ( is_garou(ch) && ch->gifts[UKTENA] < 5 ) ) { if ( IS_NPC(victim) && victim->level > 900 ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); return; } } if ( (victim->hit < victim->max_hit) || ( victim->position == POS_FIGHTING && victim->fighting != ch) ) { act( "$N is hurt and suspicious, and you are unable to approach $M.", ch, NULL, victim, TO_CHAR ); return; } WAIT_STATE( ch, skill_table[gsn_hurl].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] ) { send_to_char("You are unable to get their feet of the ground.\n\r",ch); multi_hit( victim, ch, TYPE_UNDEFINED ); return; } rev_dir = 0; if ( arg2[0] == '\0' ) door = number_range(0,3); else { if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) ) door = 0; else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) ) door = 1; else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) ) door = 2; else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) ) door = 3; else { send_to_char("You can only hurl people north, south, east or west.\n\r", ch); return; } } if (door == 0) {sprintf(direction,"north");rev_dir = 2;} if (door == 1) {sprintf(direction,"east");rev_dir = 3;} if (door == 2) {sprintf(direction,"south");rev_dir = 0;} if (door == 3) {sprintf(direction,"west");rev_dir = 1;} if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) { sprintf(buf,"$n hurls $N into the %s wall.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hurl $N into the %s wall.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n hurls you into the %s wall.", direction); act(buf,ch,NULL,victim,TO_VICT); dam = number_range(ch->level, (ch->level * 4)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill++; ch->in_room->area->mkills++; } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; victim->in_room->area->mdeaths++; } if (victim->position == POS_DEAD) {raw_kill(victim, ch);return;} return; } pexit = victim->in_room->exit[door]; if (IS_SET(pexit->exit_info, EX_CLOSED) && !IS_AFFECTED(victim,AFF_PASS_DOOR ) && !IS_AFFECTED(victim,AFF_ETHEREAL ) ) { if (IS_SET(pexit->exit_info, EX_LOCKED)) REMOVE_BIT(pexit->exit_info, EX_LOCKED); if (IS_SET(pexit->exit_info, EX_CLOSED)) REMOVE_BIT(pexit->exit_info, EX_CLOSED); sprintf(buf,"$n hoists $N in the air and hurls $M %s.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword); act(buf,ch,NULL,victim,TO_VICT); sprintf(buf,"There is a loud crash as $n smashes through the $d."); act(buf,victim,NULL,pexit->keyword,TO_ROOM); if ( ( to_room = pexit->to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir] ) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL ) { if (IS_SET(pexit_rev->exit_info, EX_LOCKED)) REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); if (IS_SET(pexit_rev->exit_info, EX_CLOSED)) REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); if (door == 0) sprintf(direction,"south"); if (door == 1) sprintf(direction,"west"); if (door == 2) sprintf(direction,"north"); if (door == 3) sprintf(direction,"east"); char_from_room(victim); char_to_room(victim,to_room); sprintf(buf,"$n comes smashing in through the %s $d.", direction); act(buf,victim,NULL,pexit->keyword,TO_ROOM); dam = number_range(ch->level, (ch->level * 6)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill = ch->mkill + 1; ch->in_room->area->mkills++; } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; victim->in_room->area->mdeaths++; } if (victim->position == POS_DEAD) {raw_kill(victim, ch);return;} } } else { sprintf(buf,"$n hurls $N %s.", direction); act(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"You hurl $N %s.", direction); act(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n hurls you %s.", direction); act(buf,ch,NULL,victim,TO_VICT); if (door == 0) sprintf(direction,"south"); if (door == 1) sprintf(direction,"west"); if (door == 2) sprintf(direction,"north"); if (door == 3) sprintf(direction,"east"); char_from_room(victim); char_to_room(victim,to_room); sprintf(buf,"$n comes flying in from the %s.", direction); act(buf,victim,NULL,NULL,TO_ROOM); dam = number_range(ch->level, (ch->level * 2)); victim->hit = victim->hit - dam; update_pos(victim); if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill = ch->mkill + 1; ch->in_room->area->mkills++; } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; victim->in_room->area->mdeaths++; } if (victim->position == POS_DEAD) {raw_kill(victim, ch);return;} } return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL ) && ( get_eq_char( ch, WEAR_HOLD ) == NULL ) ) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) && ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_disarm].beats ); percent = number_percent( ) + victim->level - ch->level; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM)) send_to_char( "You failed.\n\r", ch ); else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 ) disarm( ch, victim ); else send_to_char( "You failed.\n\r", ch ); return; } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } void do_slay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); one_argument( argument, arg2 ); if (!IS_SET(ch->newbits, NEW_MUDCOP)) { send_to_char("You're not a mudcop!\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Syntax: slay <char> <type>\n\r", ch ); send_to_char( "Types: Stab, Rip, Ward, Burn, Shatter, Pull, Impale.\n\r Coder: Fubar\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_SET(ch->newbits, NEW_MUDCOP)) { send_to_char("You're not a mudcop!\n\r",ch); return; } /* if ( !IS_NPC(victim) && get_trust( victim ) >= get_trust( ch ) ) { send_to_char( "You failed.\n\r", ch ); return; }*/ if ( !str_cmp( arg2, "impale" ) ) { act( "You grab $N and shove $S into an inverted pike watching $S blood drain as $S he dies.", ch, NULL, victim, TO_CHAR ); act( "You feel your blood flow from your body after you've been pushed into a pike.", ch, NULL, victim, TO_VICT ); act( "$n shoves $N into a inverted pike, impaling him.", ch, NULL, victim, TO_NOTVICT ); } else if ( !str_cmp( arg2, "fubar" ) && get_trust(ch) == MAX_LEVEL ) { act( "You whip out this fubar code and beat $N to death with it.", ch, NULL, victim, TO_CHAR ); act( "$n pulls out the mud's fubar code and beats you to death with it!", ch, NULL, victim, TO_VICT ); act( "$n pulls out the mud's fubar code and beats $N to death with it!", ch, NULL, victim, TO_NOTVICT ); } else if ( !str_cmp( arg2, "rip" ) ) { act( "You rip through $N's chest and pull out $s beating heart and crush it in your hand.", ch, NULL, victim, TO_CHAR ); act( "You feel a sharp pain as $n rips into your chest and pulls out your beating heart and crushes it with $M hand.", ch, NULL, victim, TO_VICT ); act( "Specks of blood hit your face as $n rips through $N's chest pulling out $M's beating heart.", ch, NULL, victim, TO_NOTVICT ); } else if ( !str_cmp( arg2, "burn" ) ) { act( "You light a match and flick it towards $N causing $M to ignite and burn.", ch, NULL, victim, TO_CHAR ); act( "$n lights a mach and tosses it in your direction, and burns you.", ch, NULL, victim, TO_VICT ); act( "$n lights a match and flicks it at $N, who bursts into a flaming inferno.", ch, NULL, victim, TO_NOTVICT ); } else if ( !str_cmp( arg2, "shatter" ) ) { act( "You freeze $N with a glance and shatter the frozen corpse into tiny shards.", ch, NULL, victim, TO_CHAR ); act( "$n freezes you with a glance and shatters your frozen body into tiny shards.", ch, NULL, victim, TO_VICT ); act( "$n freezes $N with a glance and shatters the frozen body into tiny shards.", ch, NULL, victim, TO_NOTVICT ); } else if ( !str_cmp( arg2, "ward" ) ) { act( "You gesture, and a slavering demon appears. With a horrible grin, the foul creature turns on $N, who screams in panic before being eating you alive.", ch, NULL, victim, TO_CHAR ); act( "$n gestures, and a slavering demon appears. The foul creature turns on you with a horrible grin. You scream in panic before being eaten alive.", ch, NULL, victim, TO_VICT ); act( "$n gestures, and a slavering demon appears. With a horrible grin, the foul creature turns on $N, who screams in panic before being eaten alive.", ch, NULL, victim, TO_NOTVICT ); } else if ( !str_cmp( arg2, "pull" ) ) { act( "Leaping upon $N with your bare hands, you tear out $S throat and toss $S corpse aside.", ch, NULL, victim, TO_CHAR ); act( "In a heartbeat, $n rips $s hands through your throat! Your vision blackens as you are toss aside.", ch, NULL, victim, TO_VICT ); act( "Leaping suddenly, $n rips $s handss into $N's throat. As blood sprays and gushes to the ground, $n tosses $N's dying body away.", ch, NULL, victim, TO_NOTVICT ); } else if ( !str_cmp( arg2, "stab" )) { act( "You calmly slide behind $N and with great power plunge your weapon into $S back.", ch, NULL, victim, TO_CHAR ); act( "You feel a sharp pain in your back as you collapse to the floor bleeding to death.", ch, NULL, victim, TO_VICT ); act( "A shadow appears behind $N, and suddenly $N collapse to the floor....dead..",ch, NULL, victim, TO_NOTVICT ); } else { act( "You slay $N in cold blood!", ch, NULL, victim, TO_CHAR ); act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT ); act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT ); } raw_kill(victim, ch); return; /*This is a more fun slay function made by Erilfin*/ /*copyright (c) 2000 by Anthony Hernandez aka Erilfin this snippet is free to use by all just as long as this copyright notice is in place*/ } /* Had problems with people not dying when POS_DEAD...KaVir */ void do_killperson( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) return; send_to_char( "You have been KILLED!!\n\r\n\r", victim ); if (IS_NPC(victim) && !IS_NPC(ch)) { ch->mkill = ch->mkill + 1; ch->in_room->area->mkills++; } if (!IS_NPC(victim) && IS_NPC(ch)) { victim->mdeath = victim->mdeath + 1; victim->in_room->area->mdeaths++; } raw_kill( victim, ch ); return; } void killperson( CHAR_DATA *ch, CHAR_DATA *victim ) { send_to_char( "You have been KILLED!!\n\r", victim ); raw_kill(victim, ch ); return; } void decap( CHAR_DATA *ch, CHAR_DATA *victim, bool tear ) { char buf [MAX_STRING_LENGTH]; int buf2; buf2 = ch->race * (ch->race - victim->race) * 100 /2; if ( ch->race >= victim->race + 6 && ch->max_hit < buf2) { send_to_char("You don't have enough hitpoints to do this. You -will- get flicked for this. \n\r" " You need the amount of hps you'll be flicked for.\n\r",ch); return; } if ( ch == victim ) { send_to_char( "That might be a bit tricky...\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "You can only decapitate other players.\n\r", ch ); return; } if ( !CAN_PK(ch) ) { send_to_char( "You must be an avatar to decapitate someone.\n\r", ch ); return; } if ( !CAN_PK(victim) ) { send_to_char( "You can only decapitate other avatars.\n\r", ch ); return; } if ( victim->position > 1 ) { send_to_char( "You can only do this to mortally wounded players.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_SET(ch->special, SPC_INCONNU) && (IS_CLASS(victim, CLASS_VAMPIRE) || IS_VAMPAFF(victim, VAM_MORTAL))) { if( !tear ) send_to_char( "You cannot decapitate another vampire.\n\r", ch ); else send_to_char( "You cannot tear another vampire.\n\r",ch); return; } if ( IS_CLASS(victim, CLASS_VAMPIRE) && IS_SET(victim->special, SPC_INCONNU) && (IS_CLASS(ch, CLASS_VAMPIRE) || IS_VAMPAFF(ch, VAM_MORTAL))) { if( !tear ) send_to_char( "You cannot decapitate an Inconnu vampire.\n\r", ch ); else send_to_char( "You cannot tear an Inconnu vampire.\n\r", ch ); return; } if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_CLASS(victim, CLASS_VAMPIRE) && strlen(ch->clan) > 1 && strlen(victim->clan) > 1) { if (!str_cmp(ch->clan,victim->clan)) { if( !tear ) send_to_char( "You cannot decapitate someone of your own clan.\n\r", ch ); else send_to_char( "You cannot tear someone of your own clan.\n\r", ch ); return; } } if( !tear ) { act( "You bring your weapon down upon $N's neck!", ch, NULL, victim, TO_CHAR ); send_to_char( "Your head is sliced from your shoulders!\n\r", victim); act( "$n swings $s weapon down towards $N's neck!", ch, NULL, victim, TO_NOTVICT ); act( "$n's head is sliced from $s shoulders!", victim, NULL, NULL, TO_ROOM); } else { act( "You tear $N's head from $S shoulders!", ch, NULL, victim, TO_CHAR ); send_to_char( "Your head is torn from your shoulders!\n\r", victim); act( "$n tears $N's head from $S shoulders!", ch, NULL, victim, TO_NOTVICT ); } if (strlen(victim->pcdata->love) > 1) { if (!str_cmp(ch->name, victim->pcdata->love)) { free_string(victim->pcdata->love); victim->pcdata->love = str_dup( "" ); } } if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && !IS_CLASS(victim,CLASS_DEMON) && !IS_SET(victim->special,SPC_CHAMPION) && !IS_CLASS(ch, CLASS_DROW)) { if (ch->race == 0 && victim->race == 0) { ch->pcdata->stats[DEMON_CURRENT] += 1; ch->pcdata->stats[DEMON_TOTAL] += 1; } else { ch->pcdata->stats[DEMON_CURRENT] += 1; ch->pcdata->stats[DEMON_TOTAL] += 1; } } if (IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(victim, CLASS_DEMON) && !IS_CLASS(victim, CLASS_DROW)) { if (victim->race == 0 && ch->race == 0 ) ch->pcdata->stats[DROW_POWER] += 0; else ch->pcdata->stats[DROW_POWER] += 0; } if (victim->pcdata->bounty > 0) { ch->pcdata->quest += victim->pcdata->bounty; victim->pcdata->bounty = 0; send_to_char("You receive your reward.\n\r", ch); } if ( (( get_age(victim) - 17) * 2 ) < 2 && (victim->race < 1 && victim->class == 0)) { sprintf(buf,"#F#r%s has #ybeen newbie#n #F#rcapped by %s#n.",victim->name,ch->name); do_fatality(ch,buf); send_to_char("Good job moron. You lost hps for that. (1-2000 hps.)\n\r",ch); ch->max_hit -= number_range(1,2000); if (ch->max_hit < 1) { ch->max_hit = 500; } return; } if ((victim->race == 0 && ch->race > 0)) { ch->paradox[0] += ch->race; ch->paradox[1] += ch->race; ch->paradox[2] += PARADOX_TICK; sprintf(buf,"%s has been decapitated by %s for no status.",victim->name,ch->name); do_fatality(ch,buf); sprintf( log_buf, "%s decapitated by %s at %d for no status.", victim->name, ch->name, victim->in_room->vnum ); log_string( log_buf ); sprintf( buf, "%s is flicked for %d hps!\n\r", ch->name, ch->race * (ch->race - victim->race) * 100 /2); do_info(ch, buf); ch->max_hit -= ch->race * (ch->race - victim->race) * 100 /2; if (ch->max_hit < 1) { ch->max_hit = 500; } if (IS_EXTRA(victim, EXTRA_DRAGON)) { REMOVE_BIT(victim->extra,EXTRA_DRAGON); act( "You transform back into zuloform.", victim, NULL, NULL, TO_CHAR ); act( "$n shrinks back into a big black monster.", victim, NULL, NULL,TO_ROOM ); /* victim->max_hit = victim->max_hit - 500; victim->hit = victim->hit - 500;*/ if (victim->hit < 1) victim->hit = 1; victim->damroll = victim->damroll / 1.2; victim->hitroll = victim->hitroll / 1.2; free_string( victim->morph ); victim->morph = str_dup( "A big black monster" ); } if (IS_POLYAFF(victim, POLY_ZULO)) { REMOVE_BIT(victim->polyaff, POLY_ZULO); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); act( "You transform into human form.", victim, NULL, NULL, TO_CHAR ); act( "$n's shrinks back into human form.", victim, NULL, NULL, TO_ROOM ); free_string( victim->morph ); victim->morph = str_dup( "" ); } if (IS_EXTRA(victim, EXTRA_POTENCY)) { send_to_char("You feel your blood potency fade away.\n\r",victim); victim->pcdata->stats[UNI_GEN] =- 1; REMOVE_BIT(victim->extra, EXTRA_POTENCY); } if (IS_SET(victim->newbits, NEW_TIDE)) { REMOVE_BIT(victim->newbits, NEW_TIDE); } if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); ch->fight_timer += 10; SET_BIT(victim->loc_hp[0],LOST_HEAD); behead( victim,ch ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; ch->in_room->area->pkills++; victim->in_room->area->pdeaths++; victim->level = 2; if( ch->pkill + ch->pdeath != 0 ) { adjust_hiscore( "pkill", ch,ch->pkill ); } if( victim->pkill + victim->pdeath != 0 ) { adjust_hiscore( "pkill", victim, victim->pkill ); adjust_hiscore( "pdeath", victim, victim->pdeath ); } return; } ch->exp = ch->exp + 1000; if( ch->exp < 0 ) ch->exp = 2136627076; if ( ch->race < 100 ) ch->race = ch->race + 1; if ( victim->race > 0 ) victim->race = victim->race - 1; adjust_hiscore( "status", ch, ch->race ); adjust_hiscore( "status", victim, victim->race ); act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR ); act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT ); act( "You double over in agony as raw energy pulses through your veins.", ch, NULL, NULL, TO_CHAR ); act( "$n doubles over in agony as sparks of energy crackle around $m.", ch, NULL, NULL, TO_NOTVICT ); if (IS_EXTRA(victim, EXTRA_DRAGON)) { REMOVE_BIT(victim->extra,EXTRA_DRAGON); act( "You transform back into zuloform.", victim, NULL, NULL, TO_CHAR ); act( "$n shrinks back into a big black monster.", victim, NULL, NULL, TO_ROOM ); /* ch->max_hit = ch->max_hit - 500; ch->hit = ch->hit - 500;*/ if (victim->hit < 1) victim->hit = 1; victim->damroll = victim->damroll / 1.2; victim->hitroll = victim->hitroll / 1.2; free_string( victim->morph ); victim->morph = str_dup( "A big black monster" ); } if (IS_POLYAFF(victim, POLY_ZULO)) { REMOVE_BIT(victim->polyaff, POLY_ZULO); REMOVE_BIT(victim->affected_by, AFF_POLYMORPH); act( "You transform into human form.", victim, NULL, NULL, TO_CHAR); act( "$n's shrinks back into human form.", victim, NULL, NULL,TO_ROOM); free_string( victim->morph ); victim->morph = str_dup( "" ); } if (IS_EXTRA(victim, EXTRA_POTENCY)) { send_to_char("You feel your blood potency fade away.\n\r",victim); victim->pcdata->stats[UNI_GEN] -= 1; REMOVE_BIT(victim->extra, EXTRA_POTENCY); } if (IS_SET(victim->newbits, NEW_TIDE)) { REMOVE_BIT(victim->newbits, NEW_TIDE); } if (IS_CLASS(victim, CLASS_VAMPIRE)) do_mortalvamp(victim,""); else if (IS_SET(victim->special, SPC_WOLFMAN)) do_unwerewolf(victim,""); if (IS_CLASS(victim, CLASS_MAGE) && IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,""); ch->fight_timer += 10; SET_BIT(victim->loc_hp[0],LOST_HEAD); behead( victim,ch ); do_beastlike(ch,""); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; ch->in_room->area->pkills++; victim->in_room->area->pdeaths++; if( ch->pkill + ch->pdeath != 0 ) { adjust_hiscore( "pkill", ch, ch->pkill ); adjust_hiscore( "pdeath", ch, ch->pdeath ); } if( victim->pkill + victim->pdeath != 0 ) { adjust_hiscore( "pkill", victim, victim->pkill ); adjust_hiscore( "pdeath",victim, victim->pdeath ); } victim->pcdata->stats[UNI_RAGE] = 0; victim->level = 2; victim->trust = 0; sprintf(buf,"%s has been decapitated by %s.",victim->name,ch->name); ch->exp += victim->exp / 2; if( ch->exp < 0 ) ch->exp = 2136627076; victim->exp /= 2; do_fatality(ch,buf); sprintf( log_buf, "%s decapitated by %s at %d.", victim->name, ch->name, victim->in_room->vnum ); log_string( log_buf ); king_table[ch->pcdata->kingdom].pk++; king_table[victim->pcdata->kingdom].pd++; if ( ch->race >= victim->race + 6) { char buf[MAX_STRING_LENGTH]; send_to_char("The sins of your past strike back!\n\r", ch); send_to_char("The paradox has come for your soul!\n\r", ch); sprintf( buf, "%s is flicked for %d hps!\n\r", ch->name, ch->race * (ch->race - victim->race) * 100 /2); do_info(ch, buf); ch->max_hit -= ch->race * (ch->race - victim->race) * 100 /2; if (ch->max_hit < 1) ch->max_hit = 500; } if ( !IS_NPC(victim) && PLR_FLAGS(ch, PLR_AUTOHEAD) && !IS_SET(ch->act, PLR_AUTOCRACK)) { do_sacrifice( ch, "head" ); } else { send_to_char("\n\r",ch); } if ( !IS_NPC(victim) && IS_SET(ch->act, PLR_AUTOCRACK) && !PLR_FLAGS(ch,PLR_AUTOHEAD)) { OBJ_DATA *obj; int spot; obj = get_eq_char( ch, WEAR_HOLD ); spot = WEAR_HOLD; if ( !obj ) { obj = get_eq_char( ch, WEAR_WIELD ); spot = WEAR_WIELD; } unequip_char( ch, obj ); do_get( ch, "head" ); do_wear(ch,"head"); do_crack( ch, "head" ); do_remove( ch, "head" ); equip_char( ch, obj, spot ); } else { send_to_char("\n\r",ch); } return; } /* For decapitating players - KaVir */ void do_decapitate( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *obj2; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int buf2; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; obj2 = get_eq_char( ch, WEAR_HOLD ); if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { if ( ( obj2 = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "First you better get a weapon out!\n\r", ch ); return; } } if ( ( obj != NULL && obj->item_type != ITEM_WEAPON ) ) { if ( ( obj2 != NULL && obj2->item_type != ITEM_WEAPON ) ) { send_to_char( "But you are not wielding any weapons!\n\r", ch ); return; } } if ( ( obj != NULL && obj->value[3] != 1 && obj->value[3] != 3 ) && ( obj2 != NULL && obj2->value[3] != 1 && obj2->value[3] != 3 ) ) { send_to_char( "You need to wield a slashing or slicing weapon to decapitate.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Decapitate whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } decap( ch, victim, FALSE ); return; } void do_tear( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int buf2; one_argument( argument, arg ); if ( IS_NPC(ch) ) return; buf2 = ch->race * (ch->race - victim->race) * 100 /2; if ( !IS_CLASS(ch, CLASS_WEREWOLF) && !IS_CLASS(ch, CLASS_MONK)) { send_to_char( "Huh?\n\r", ch ); return; } if ( !IS_SET(ch->special, SPC_WOLFMAN) && IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char( "You can only tear heads off while in Crinos form.\n\r", ch ); return; } if ( !IS_VAMPAFF(ch, VAM_CLAWS) && IS_CLASS(ch, CLASS_WEREWOLF)) { send_to_char( "You better get your claws out first.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Who's head do you wish to tear off?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "That might be a bit tricky...\n\r", ch ); return; } decap( ch, victim, TRUE ); return; } void do_crack( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *right; OBJ_DATA *left; right = get_eq_char( ch, WEAR_WIELD ); left = get_eq_char( ch, WEAR_HOLD ); if (right != NULL && right->pIndexData->vnum == 12) obj = right; else if (left != NULL && left->pIndexData->vnum == 12) obj = left; else { send_to_char("You are not holding any heads.\n\r",ch); return; } act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR); act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM); act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR); if (obj->chobj != NULL) {act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT); act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);} else {act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);} crack_head(ch,obj,obj->name); obj_from_char(obj); extract_obj(obj); } void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument ) { CHAR_DATA *victim; MOB_INDEX_DATA *pMobIndex; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) && IS_AFFECTED(obj->chobj,AFF_POLYMORPH)) { victim = obj->chobj; make_part(victim,"cracked_head"); make_part(victim,"brain"); sprintf(buf,"the quivering brain of %s",victim->name); free_string(victim->morph); victim->morph = str_dup(buf); return; } else if (!str_cmp(arg2,"mob")) { if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return; victim = create_mobile( pMobIndex ); char_to_room(victim,ch->in_room); make_part(victim,"cracked_head"); make_part(victim,"brain"); extract_char(victim,TRUE,FALSE); return; } else { if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return; victim = create_mobile( pMobIndex ); sprintf( buf, capitalize(arg2) ); free_string( victim->short_descr ); victim->short_descr = str_dup( buf ); char_to_room(victim,ch->in_room); make_part(victim,"cracked_head"); make_part(victim,"brain"); extract_char(victim,TRUE,FALSE); return; } return; } void do_garotte(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int chance; one_argument(argument, arg); chance = number_percent(); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)) { send_to_char("Huh?\n\r", ch ); return;} if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("Garotte whom?\n\r", ch ); return;} if (victim == ch) { send_to_char("That would be a bad idea.\n\r", ch ); return;} if (is_safe(ch, victim)) return; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 4 ) && ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 4 ) ) { send_to_char( "You need to wield a whip.\n\r", ch ); return; } if ( victim->fighting != NULL ) { send_to_char( "You can't garotte a fighting person.\n\r", ch ); return; } if (victim->hit < victim->max_hit) { act("$N is too hurt for you to sneak up.", ch, NULL,victim,TO_CHAR); return;} check_killer(ch, victim); WAIT_STATE(ch, skill_table[gsn_garotte].beats); if (chance <= 5) { ch->fight_timer += 5; damage(ch, victim, 0, gsn_garotte); return;} if ( chance == 13 || chance == 31 ) { /* bad luck :) */ act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT); act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR); act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim)) { ch->fight_timer += 5; SET_BIT(ch->loc_hp[0],LOST_HEAD); behead(victim,ch); ch->pkill = ch->pkill + 1; victim->pdeath = victim->pdeath + 1; ch->in_room->area->pkills++; victim->in_room->area->pdeaths++; adjust_hiscore( "pdeath", ch, ch->pdeath ); adjust_hiscore( "pdeath", victim, victim->pdeath ); victim->level = 2; do_call(victim,"all"); sprintf(buf, "%s has been assassinated by %s!",victim->name,ch->name); do_fatality(ch,buf); } else { victim->hit = 1; damage(ch, victim, 3000, gsn_garotte); } return;} else { multi_hit(ch, victim, gsn_garotte); return; } return; } void do_dark_garotte(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int chance; int i; one_argument(argument, arg); chance = number_percent(); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE) || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE)) { send_to_char("Huh?\n\r", ch ); return;} if (!IS_SET(ch->affected_by, AFF_HIDE)) { send_to_char("You have to be hidden!\n\r", ch ); return;} if ((victim = get_char_room(ch, arg)) == NULL) { send_to_char("Dark Garotte whom?\n\r", ch ); return;} if (victim == ch) { send_to_char("That would be a bad idea.\n\r", ch ); return;} if (is_safe(ch, victim)) return; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || obj->value[3] != 4 ) && ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL || obj->value[3] != 4 ) ) { send_to_char( "You need to wield a whip.\n\r", ch ); return; } if ( victim->fighting != NULL ) { send_to_char( "You can't garotte a fighting person.\n\r", ch ); return; } if (victim->hit < victim->max_hit) { act("$N is too hurt for you to sneak up.", ch, NULL,victim,TO_CHAR); return;} check_killer(ch, victim); WAIT_STATE(ch, skill_table[gsn_garotte].beats); REMOVE_BIT(ch->affected_by, AFF_HIDE); if ( chance > 95 ) { /* bad luck :) */ act("$n wraps a whip around $N's neck! $N is choking to death!",ch,NULL,victim,TO_NOTVICT); act("You wrap your whip around $N's neck and refuse to let go!",ch,NULL,victim,TO_CHAR); act("$n wraps his whip around your neck, and you can't break free!",ch,NULL,victim,TO_VICT); if (!IS_NPC(victim)) { ch->fight_timer += 5; behead(victim,ch); ch->pkill = ch->pkill + 1; victim->level = 2; ch->in_room->area->pkills++; victim->in_room->area->pdeaths++; do_call(victim,"all"); sprintf(buf, "%s has been assassinated by %s!",victim->name,ch->name); do_fatality(ch,buf); } else { victim->hit = 1; damage(ch, victim, 5000, gsn_garotte); } return;} else if (chance <= 5) { ch->fight_timer += 5; damage(ch, victim, 0, gsn_garotte); return;} else { for (i = 1; i < 4; i++) multi_hit(ch, victim, gsn_garotte); return; } return; } bool has_timer(CHAR_DATA *ch) { if (ch->fight_timer > 0 && !IS_NPC(ch)) { send_to_char("Not until your fight timer runs out!\n\r", ch ); return TRUE;} return FALSE; } /* Voodoo skill by KaVir */ void do_voodoo( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; char buf [MAX_INPUT_LENGTH]; char part1 [MAX_INPUT_LENGTH]; char part2 [MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0') { send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch ); return; } if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You are not holding a voodoo doll.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } sprintf(part2,obj->name); sprintf(part1,"%s voodoo doll",victim->name); if ( str_cmp(part1,part2) ) { sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name); send_to_char( buf, ch ); return; } if ( arg2[0] == '\0') { send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch ); } else if ( !str_cmp(arg2, "stab") ) { WAIT_STATE(ch,12); act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR); act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR); act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM); } else if ( !str_cmp(arg2, "burn") ) { WAIT_STATE(ch,12); act("You set fire to $p.", ch, obj, NULL, TO_CHAR); act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM); act("$p burns to ashes.", ch, obj, NULL, TO_CHAR); act("$p burns to ashes.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); extract_obj(obj); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (IS_AFFECTED(victim,AFF_FLAMING) ) return; SET_BIT(victim->affected_by, AFF_FLAMING); act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR); act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM); } else if ( !str_cmp(arg2, "throw") ) { WAIT_STATE(ch,12); act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR); act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return; if (victim->position < POS_STANDING) return; if (victim->position == POS_FIGHTING) stop_fighting(victim, TRUE); act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR); act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM); victim->position = POS_RESTING; victim->hit = victim->hit - number_range(ch->level,(5*ch->level)); update_pos(victim); if (victim->position == POS_DEAD && !IS_NPC(victim)) { do_killperson(ch,victim->name); victim->fatal = 7; return; } } else { send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch ); } return; } void do_autostance(CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; argument = one_argument(argument,arg); if (IS_NPC(ch)) return; if (!str_cmp(arg,"none")) { send_to_char("You no longer autostance.\n\r", ch ); ch->pcdata->autostance = STANCE_NONE;} else if (!str_cmp(arg, "crane")) { send_to_char("You now autostance into the crane stance.\n\r",ch ); ch->pcdata->autostance = STANCE_CRANE;} else if (!str_cmp(arg, "crab")) { send_to_char("You now autostance into the crab stance.\n\r", ch ); ch->pcdata->autostance = STANCE_CRAB;} else if (!str_cmp(arg, "bull")) { send_to_char("You now autostance into the bull stance.\n\r", ch ); ch->pcdata->autostance = STANCE_BULL;} else if (!str_cmp(arg, "viper")) { send_to_char("You now autostance into the viper stance.\n\r", ch ); ch->pcdata->autostance = STANCE_VIPER;} else if (!str_cmp(arg, "mongoose")) { send_to_char("You now autostance into the mongoose stance.\n\r", ch); ch->pcdata->autostance = STANCE_MONGOOSE;} else if (!str_cmp(arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) { send_to_char("You now autostance into the mantis stance.\n\r", ch); ch->pcdata->autostance = STANCE_MANTIS;} else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { send_to_char("You now autostance into the monkey stance.\n\r",ch); ch->pcdata->autostance = STANCE_MONKEY;} else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) { send_to_char("You now autostance into the swallow stance.\n\r", ch); ch->pcdata->autostance = STANCE_SWALLOW;} else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) { send_to_char("You now autostance into the tiger stance.\n\r", ch); ch->pcdata->autostance = STANCE_TIGER;} else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_BULL] >= 200) { send_to_char("You now autostance into the dragon stance.\n\r", ch); ch->pcdata->autostance = STANCE_DRAGON;} /* else if (!str_cmp(arg,"rabbit") && ch->stance[STANCE_SWALLOW] >= 200 && ch->stance[STANCE_MONKEY] >= 200) { stc("You now autostance into the rabbit stance.\n\r", ch); ch->pcdata->autostance = STANCE_RABBIT;} else if (!str_cmp(arg, "cobra") && ch->stance[STANCE_TIGER] >= 200 && ch->stance[STANCE_DRAGON] >= 200) { stc("You now autstance into the cobra stance.\n\r", ch); ch->pcdata->autostance = STANCE_COBRA;} else if (!str_cmp(arg, "cougar") && ch->stance[STANCE_MANTIS] >= 200 && ch->stance[STANCE_DRAGON] >= 200) { stc("You now autostance into the cougar stance.\n\r", ch); ch->pcdata->autostance = STANCE_COUGAR; } else if (!str_cmp(arg, "bear") && ch->stance[STANCE_SWALLOW] >= 200 && ch->stance[STANCE_TIGER] >= 200) { stc("You now autostance into the bear stance.\n\r", ch); ch->pcdata->autostance = STANCE_BEAR; } else if (!str_cmp(arg, "eagle") && ch->stance[STANCE_SWALLOW] >=200 && ch->stance[STANCE_DRAGON] >= 200){ stc("You now autostance into the eagle stance.\n\r", ch); ch->pcdata->autostance = STANCE_EAGLE; } */ else send_to_char("You can't set your autostance to that!\n\r",ch); } void autodrop(CHAR_DATA *ch) { int st; char buf [MAX_INPUT_LENGTH]; char buf2 [MAX_INPUT_LENGTH]; char stancename [10]; if ( IS_NPC(ch) && !IS_SET(ch->act, ACT_SKILLED) ) return; st = IS_NPC(ch) ? number_range( STANCE_VIPER, STANCE_SWALLOW ) : PC(ch,autostance); if (st == STANCE_VIPER) sprintf(stancename,"viper"); else if (st == STANCE_CRANE) sprintf(stancename,"crane"); else if (st == STANCE_CRAB) sprintf(stancename,"crab"); else if (st == STANCE_MONGOOSE) sprintf(stancename,"mongoose"); else if (st == STANCE_BULL) sprintf(stancename,"bull"); else if (st == STANCE_MANTIS) sprintf(stancename,"mantis"); else if (st == STANCE_DRAGON) sprintf(stancename,"dragon"); else if (st == STANCE_TIGER) sprintf(stancename,"tiger"); else if (st == STANCE_MONKEY) sprintf(stancename,"monkey"); else if (st == STANCE_SWALLOW) sprintf(stancename,"swallow"); else return; if (ch->stance[0] < 1) { ch->stance[0] = st; sprintf(buf, "You autodrop into the %s stance.", stancename); act(buf, ch, NULL, NULL, TO_CHAR); sprintf(buf2, "$n autodrops into the %s stance.", stancename); act(buf2, ch, NULL, NULL, TO_ROOM); } } void death_message( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf [MAX_STRING_LENGTH]; char *chname; char *chsex; if (ch == NULL || victim == NULL || victim->form < 1) return; chname = !IS_NPC(ch) ? ch->name : ch->short_descr; chsex = ch->sex == SEX_FEMALE ? "her" : "his"; switch (victim->fatal) { default: sprintf(buf,"%s has just died!",chname); break; case 1: sprintf(buf,"%s has just been dissolved by %s's acid blood!",victim->name,chname); break; case 2: sprintf(buf,"%s just committed suicide by tearing %s own heart out!",chname,chsex); break; case 3: sprintf(buf,"%s has just sucked out all of %s's blood!",chname,victim->name); break; case 4: sprintf(buf,"%s has just boiled all of %s's blood!",chname,victim->name); break; case 5: sprintf(buf,"%s has just turned %s's blood into water!",chname,victim->name); break; case 6: sprintf(buf,"%s has just evaporated all of %s's blood!",chname,victim->name); break; case 7: sprintf(buf,"%s has just smashed %s to death!",chname,victim->name); break; case 8: sprintf(buf,"%s has just blown apart %s's mind!",chname,victim->name); break; case 9: sprintf(buf,"%s has just torn out %s's soul!",chname,victim->name); break; case 10: sprintf(buf,"%s has just sucked out %s's life essence!",chname,victim->name); break; case 11: sprintf(buf,"%s has just blown apart %s's eardrums!",chname,victim->name); break; case 12: sprintf(buf,"%s's entrails just poured from %s torn open stomach!",chname,chsex); break; case 13: sprintf(buf,"%s just died from %s wounds!",chname,chsex); break; case 14: sprintf(buf,"%s just burned to death!",chname); break; case 16: sprintf(buf,"%s just died a long, slow, painful death!",chname); break; case 17: sprintf(buf,"%s has just torn apart %s's body!",chname,victim->name); break; case 18: sprintf(buf,"%s has slain %s in cold blood!",chname,victim->name); break; case 19: sprintf(buf,"%s has just shot down %s!",chname,victim->name); break; case 20: sprintf(buf,"%s has struck %s a mortal wound!",chname,victim->name); break; case 21: sprintf(buf,"%s has torn off %s's face!",chname,victim->name); break; case 22: sprintf(buf,"%s has ripped out %s's windpipe!",chname,victim->name); break; case 23: sprintf(buf,"%s has ripped out %s's entrails!",chname,victim->name); break; case 24: sprintf(buf,"%s has broken %s's back!",chname,victim->name); break; case 25: sprintf(buf,"%s has broken %s's neck!",chname,victim->name); break; case 26: sprintf(buf,"%s has disembowelled %s!",chname,victim->name); break; case 27: sprintf(buf,"%s has thrust %s weapon through %s's head!",chname,chsex,victim->name); break; case 28: sprintf(buf,"%s has sliced open %s's carotid artery!",chname,victim->name); break; case 29: sprintf(buf,"%s has sliced open %s's throat!",chname,victim->name); break; case 30: sprintf(buf,"%s has split open %s's head!",chname,victim->name); break; case 31: sprintf(buf,"%s has thrust %s weapon through %s's chest!",chname,chsex,victim->name); break; case 32: sprintf(buf,"%s has swung %s weapon between %s's legs!",chname,chsex,victim->name); break; case 33: sprintf(buf,"%s has sliced off %s's arm!",chname,victim->name); break; case 34: sprintf(buf,"%s has sliced off %s's leg!",chname,victim->name); break; case 35: sprintf(buf,"%s has thrust %s weapon through %s's mouth!",chname,chsex,victim->name); break; case 36: sprintf(buf,"%s has thrust %s weapon through %s's eye!",chname,chsex,victim->name); break; case 37: sprintf(buf,"%s has smashed in %s's chest!",chname,victim->name); break; case 38: sprintf(buf,"%s has shattered %s's spine!",chname,victim->name); break; case 39: sprintf(buf,"%s has torn out %s's throat with %s teeth!",chname,victim->name,chsex); break; case 40: sprintf(buf,"%s has torn out %s's throat with %s claws!",chname,victim->name,chsex); break; case 41: sprintf(buf,"%s has clawed out %s's eyeball!",chname,victim->name); break; case 42: sprintf(buf,"%s has torn open %s's chest with %s claws!",chname,victim->name,chsex); break; case 43: sprintf(buf,"%s has sucked out %s's brains!",chname,victim->name); break; } buf[0] = UPPER( buf[0] ); do_fatality(ch,buf); if (IS_EXTRA(victim, EXTRA_PREGNANT)) { sprintf(buf,"%s's unborn child has been slain!",victim->name); buf[0] = UPPER( buf[0] ); do_fatality(ch,buf); } return; } /* bool is_war( CHAR_DATA *ch, CHAR_DATA *victim) { int i; if( ch == NULL || victim == NULL) return FALSE; if( ch->pcdata->kingdom == 0 || victim->pcdata->kingdom == 0 ) return FALSE; for( i=0 ; i <= MAX_WAR ; i++ ){ if( (war_table[i].one == ch->pcdata->kingdom && war_table[i].two == victim->pcdata->kingdom) || (war_table[i].two == ch->pcdata->kingdom && war_table[i].one == victim->pcdata->kingdom )){ return TRUE; } } return FALSE; } */ int count_artifacts( CHAR_DATA *ch ) { OBJ_DATA *obj; int count; int wear; count = 0; for( wear = 0; wear < MAX_WEAR; wear++ ) { if( (obj = get_eq_char( ch, wear )) && IS_SET(obj->quest, QUEST_ARTIFACT) ) count++; } return count; } int count_satanic( CHAR_DATA *ch ) { OBJ_DATA *obj; int count; int wear; count = 0; for( wear = 0; wear < MAX_WEAR; wear++ ) { if( (obj = get_eq_char( ch, wear )) && IS_OBJ_STAT(obj,ITEM_SATANIC) ) count++; } return count; }