/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* EnvyMud 2.2 improvements copyright (C) 1996, 1997 by Michael Quan. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* In particular, you may not remove either of these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_shield_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int wpn, bool immune ) );
void spl_dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, bool immune ) );
void death_cry args( ( CHAR_DATA *ch ) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) );
bool is_wielding_poisoned args( ( CHAR_DATA *ch, int wpn ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt,
int wpn ) );
void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_race_special args( ( CHAR_DATA *ch ) );
void use_magical_item args( ( CHAR_DATA *ch ) );
/*
* Control the fights going on.
* Called periodically by update_handler.
* Slightly less efficient than Merc 2.2. Takes 10% of
* total CPU time.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *victim;
CHAR_DATA *rch;
bool mobfighting;
for ( ch = char_list; ch; ch = ch->next )
{
if ( !ch->in_room || ch->deleted )
continue;
if ( ( victim = ch->fighting ) )
{
mprog_hitprcnt_trigger( ch, victim );
mprog_fight_trigger( ch, victim );
if ( IS_AWAKE( ch ) && ch->in_room == victim->in_room
&& !victim->deleted )
{
/* Ok here we test for switch if victim is charmed */
if ( IS_AFFECTED( victim, AFF_CHARM )
&& victim->master
&& victim->in_room == victim->master->in_room
&& ch != victim
&& number_percent( ) > 40 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
}
else
{
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
else
{
stop_fighting( ch, FALSE );
}
continue;
}
if ( IS_AFFECTED( ch, AFF_BLIND )
|| ( IS_NPC( ch ) && ch->pIndexData->pShop )
|| ( IS_NPC( ch ) && ch->pIndexData->pGame ) )
continue;
/*
* Ok. So ch is not fighting anyone.
* Is there a fight going on?
*/
mobfighting = FALSE;
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
{
if ( rch->deleted
|| !IS_AWAKE( rch )
|| !( victim = rch->fighting ) )
continue;
if ( !IS_NPC( ch )
&& ( !IS_NPC( rch ) || IS_AFFECTED( rch, AFF_CHARM ) )
&& is_same_group( ch, rch )
&& IS_NPC( victim ) )
break;
if ( IS_NPC( ch )
&& IS_NPC( rch )
&& !IS_NPC( victim ) )
{
mobfighting = TRUE;
break;
}
}
if ( !victim || !rch )
continue;
/*
* Now that someone is fighting, consider fighting another pc
* or not at all.
*/
if ( mobfighting )
{
CHAR_DATA *vch;
int number;
number = 0;
for ( vch = ch->in_room->people; vch; vch = vch->next_in_room )
{
if ( can_see( ch, vch )
&& is_same_group( vch, victim )
&& number_range( 0, number ) == 0 )
{
victim = vch;
number++;
}
}
if ( ( rch->pIndexData != ch->pIndexData && number_bits( 3 ) != 0 )
|| ( IS_GOOD( ch ) && IS_GOOD( victim ) )
|| abs( victim->level - ch->level ) > 3 )
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
}
return;
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance;
/*
* Set the fighting fields now.
*/
if ( victim->position > POS_STUNNED )
{
if ( !victim->fighting )
set_fighting( victim, ch );
// Can't have bashed/prone people just automatically be standing.
if( victim->position == POS_STANDING )
victim->position = POS_FIGHTING;
if ( !ch->fighting )
set_fighting( ch, victim );
}
// Okay, so what is check_race_special?
if ( !IS_NPC( ch ) && ch->fighting )
{
if ( check_race_special( ch ) )
return;
}
// Everyone gets at least one swing in battle.
one_hit( ch, victim, dt, WEAR_HAND );
// And if they're initiating combat, backstabbing, or circling it's their only swing this round.
// Except for the case of thieves/assassins doing a double backstab which hasn't been coded yet.
if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_circle )
return;
// For NPCs we assume they have max skill value for their level.
// When checking combat skills we only practice them on a successful
// check in order to make them go up slower. If they go up too slow
// we can always practice them before they check - Veygoth
// Check for second attack
if( IS_NPC( ch ))
{
if( ch->level < skills_table[gsn_second_attack].skill_level[ch->class] )
chance = 0;
else
chance = ((ch->level - skills_table[gsn_second_attack].skill_level[ch->class] ) * 2 + 25) * 3 / 4;
}
else
{
chance = ch->pcdata->skl_lrn[gsn_second_attack] * 3 / 4;
}
if( chance > 95 ) chance = 95;
if ( number_percent( ) < chance )
{
skill_practice( ch, gsn_second_attack );
one_hit( ch, victim, dt, WEAR_HAND );
if ( ch->fighting != victim )
return;
}
// Check for third attack
if( IS_NPC( ch ))
{
if( ch->level < skills_table[gsn_third_attack].skill_level[ch->class] )
chance = 0;
else
chance = ((ch->level - skills_table[gsn_third_attack].skill_level[ch->class] ) * 2 + 25 ) * 3 / 8;
}
else
{
chance = ch->pcdata->skl_lrn[gsn_third_attack] * 3 / 8;
}
if( chance > 95 ) chance = 95;
if ( number_percent( ) < chance )
{
skill_practice( ch, gsn_third_attack );
one_hit( ch, victim, dt, WEAR_HAND );
if ( ch->fighting != victim )
return;
}
// Check for fourth attack
if( IS_NPC( ch ))
{
if( ch->level < skills_table[gsn_fourth_attack].skill_level[ch->class] )
chance = 0;
else
chance = ((ch->level - skills_table[gsn_fourth_attack].skill_level[ch->class] ) * 2 + 25 ) / 4;
}
else
{
chance = ch->pcdata->skl_lrn[gsn_fourth_attack] / 4;
}
if( chance > 95 ) chance = 95;
if ( number_percent( ) < chance )
{
skill_practice( ch, gsn_fourth_attack );
one_hit( ch, victim, dt, WEAR_HAND );
if ( ch->fighting != victim )
return;
}
// Check for dual wield. May want to allow a second swing when dual wielding.
// We'll wait and see what combat looks like before we decide - Veygoth
if ( get_eq_char( ch, WEAR_HAND_2 ) )
{
skill_practice( ch, gsn_dual );
chance = IS_NPC( ch ) ? ch->level : ch->pcdata->skl_lrn[gsn_dual] * 2 / 3;
if ( number_percent( ) < chance )
one_hit( ch, victim, dt, WEAR_HAND_2 );
}
return;
}
/*
* Hit one guy once.
*
* Hitroll is now done on a 200-sided die rather than a 20-sided die
* This allows for more dynamic modifiers to hitroll.
* i.e. a couple extra points of strength and whatnot _may_ make the
* difference between a hit and a miss rather than incrementing something
* every 10-20 points of an ability we can modify it every 1-2 points.
* - Veygoth
*
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int wpn )
{
OBJ_DATA *wield;
char buf [ MAX_STRING_LENGTH ];
int victim_ac;
int thac0;
int thac0_00;
int thac0_47;
int dam;
int chance;
int diceroll;
int wpn_gsn;
int dam_type;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
{
sprintf( buf, "one_hit: ch %s not with victim %s, or victim POS_DEAD",
ch->name, victim->name );
bug( buf, 0 );
return;
}
/*
* Figure out the type of damage message.
*/
wield = get_eq_char( ch, wpn );
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield && wield->item_type == TYPE_WEAPON )
dt += wield->value[3];
}
/*
* Weapon proficiencies.
*/
wpn_gsn = gsn_hit;
dam_type = DAM_BASH;
if ( wield && wield->item_type == TYPE_WEAPON )
{
if ( wield->value[3] >= 0 && wield->value[3] < MAX_ATTACK )
{
wpn_gsn = (*attack_table[wield->value[3]].wpn_gsn);
dam_type = attack_table[wield->value[3]].dam_type;
}
else
{
sprintf( buf, "one_hit: bad weapon dt %d caused by %s.",
dt, ch->name );
bug( buf, 0 );
wield->value[3] = 0;
}
}
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
thac0_00 = class_table[ch->class]->thac0_00;
thac0_47 = class_table[ch->class]->thac0_47;
/* Weapon-specific hitroll and damroll */
thac0 = interpolate( ch->level, thac0_00, thac0_47 )
- get_hitroll( ch, wpn );
victim_ac = UMAX( -150, get_ac( victim ) );
// Added blindfighting skill - Veygoth
if ( !can_see( ch, victim ) )
{
if( ch->level >= skills_table[gsn_blindfighting].skill_level[ch->class] )
{
if( IS_NPC( ch ))
{
chance = ((ch->level * 3) / 2 + 15);
}
else
{
chance = ch->pcdata->skl_lrn[gsn_blindfighting];
skill_practice( ch, gsn_blindfighting );
}
if( number_percent() > chance )
victim_ac -= 40;
else
victim_ac -= 5;
}
else
{
victim_ac -= 40;
}
}
/* Weapon proficiencies */
if ( wield && wield->item_type == TYPE_WEAPON
&& ( IS_NPC( ch )
? UMIN( 30, 2 * ch->level ) : ch->pcdata->skl_lrn[wpn_gsn] ) >
( IS_NPC( victim )
? UMIN( 30, 2 * victim->level ) : victim->pcdata->skl_lrn[wpn_gsn] ) )
{
skill_practice( ch, wpn_gsn );
victim_ac += 20;
}
/*
* The moment of excitement!
*/
diceroll = number_range( 0, 199 );
// Give them a small bonus if they can make a successful luck check.
if( number_percent() <= get_curr_luk( ch ) )
diceroll += 5;
if ( diceroll == 0
|| ( diceroll <= 196 && diceroll < thac0 - victim_ac ) )
{
/* Miss. */
damage( ch, victim, 0, dt, wpn, dam_type );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*
* NPCs are more badass barehanded than players. If they weren't
* the game would be too damned easy since mobs almost never have
* weapons.
*/
if ( IS_NPC( ch ) )
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if ( wield )
dam += dice( wield->value[1], wield->value[2] );
else if( ch->level >= skills_table[gsn_unarmed].skill_level[ch->class] )
{
chance = ((ch->level * 3) / 2 + 15);
if( number_percent() < chance )
dam += number_range( 1, 3 );
}
}
else
{
if ( wield )
dam = dice( wield->value[1], wield->value[2] );
else
{
dam = number_range( 1, 2 ) + race_table[ ch->race ].size / 2;
if( ch->level >= skills_table[gsn_unarmed].skill_level[ch->class] )
{
skill_practice( ch, gsn_unarmed );
chance = ch->pcdata->skl_lrn[gsn_unarmed];
if( number_percent() < chance )
dam += number_range( 1, 3 );
}
}
if ( wield && dam > 1000 )
{
sprintf( buf, "One_hit dam range > 1000 from %d to %d",
wield->value[1], wield->value[2] );
bug( buf, 0 );
}
}
/*
* Bonuses.
*/
dam += get_damroll( ch, wpn );
// Ya know we might want to check whether they are resistant to poison
// before we do this math.
if ( wield && IS_OBJ_STAT( wield, ITEM_POISONED ) )
dam += dam / 4;
/* Weapon proficiencies */
/* Up to 50% increase based on weapon skill */
if ( wield && !IS_NPC( ch ) && ch->pcdata->skl_lrn[wpn_gsn] > 0 )
dam += dam * ch->pcdata->skl_lrn[wpn_gsn] / 180;
/* Up to 33% for offense skill */
/* This means someone that has mastered a weapon and offense
automatically does double damage in combat */
if ( !IS_NPC( ch ) && ch->pcdata->skl_lrn[gsn_enhanced_damage] > 0 )
{
dam += dam * ch->pcdata->skl_lrn[gsn_enhanced_damage] / 270;
skill_practice( ch, gsn_enhanced_damage );
}
/* Bad idea to get caught napping in a fight */
if ( !IS_AWAKE( victim ) )
dam *= 2;
/* Ummm.... what the hell does this math out to!? */
if ( dt == gsn_backstab )
dam *= 2 + UMIN( ( ch->level / 8 ), 4 );
else if ( dt == gsn_circle ) /* 150% to 200% at lev. 50 */
dam += dam / 2 + ( dam * ch->level ) / 100;
if ( dam <= 0 )
dam = 1;
if ( wield && wield->item_type == TYPE_WEAPON
&& attack_table[wield->value[3]].hit_fun
&& (*attack_table[wield->value[3]].hit_fun)(ch, victim, diceroll, dam) )
return;
damage( ch, victim, dam, dt, wpn, dam_type );
tail_chain( );
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int wpn,
int dam_type )
{
bool immune;
char buf[MAX_STRING_LENGTH];
if ( victim->position == POS_DEAD )
return;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1000 )
{
char buf [ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) && ch->desc )
sprintf( buf,
"Damage: %d from %s by %s: > 1000 points with %d dt!",
dam, ch->name, ch->desc->original->name, dt );
else
sprintf( buf,
"Damage: %d from %s: > 1000 points with %d dt!",
dam, IS_NPC( ch ) ? ch->short_descr : ch->name, dt );
bug( buf, 0 );
dam = 1000;
}
// Remove memorization and meditation bits - Veygoth
if( !IS_NPC( victim ) && IS_SET( victim->act, PLR_MEMORIZING ))
{
act( "$N&n abandons $S studies.", ch, NULL, victim, TO_ROOM );
act( "$N&n abandons $S studies.", ch, NULL, victim, TO_CHAR );
act( "You abandon your studies.", ch, NULL, victim, TO_VICT );
REMOVE_BIT( victim->act, PLR_MEMORIZING );
}
if( !IS_NPC( victim ) && IS_SET( victim->act, PLR_MEDITATING ))
{
act( "$N&n is disrupted from meditation.", ch, NULL, victim, TO_ROOM );
act( "$N&n is disrupted from meditation.", ch, NULL, victim, TO_CHAR );
act( "Your meditation is disrupted.", ch, NULL, victim, TO_VICT );
REMOVE_BIT( victim->act, PLR_MEDITATING );
}
immune = FALSE;
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
victim = check_guarding( ch, victim );
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( !victim->fighting )
set_fighting( victim, ch );
// Can't have prone people automatically stand
if( victim->position == POS_STANDING )
victim->position = POS_FIGHTING;
if ( !ch->fighting )
set_fighting( ch, victim );
/*
* If NPC victim is following, ch might attack victim's master.
* No charm check here because charm would be dispelled from
* tanking mobile when combat ensues thus ensuring PC charmer is
* not harmed.
* Check for is_same_group wont work as following mobile is not
* always grouped with PC charmer - Kahn
*/
if ( IS_NPC( ch )
&& IS_NPC( victim )
&& victim->master
&& victim->master->in_room == ch->in_room
&& number_bits( 2 ) == 0 )
{
stop_fighting( ch, FALSE );
set_fighting( ch, victim->master );
return;
}
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
/*
* Inviso attacks ... not.
*/
if ( IS_AFFECTED( ch, AFF_INVISIBLE ) )
{
affect_strip( ch, 0, spl_invis );
affect_strip( ch, 0, spl_mass_invis );
REMOVE_AFF_BIT( ch, AFF_INVISIBLE );
act( "$n&n snaps into visibility.", ch, NULL, NULL, TO_ROOM );
}
/*
* Hunting stuff...
*/
if ( dam && IS_NPC( victim ) )
{
if ( !IS_SET( victim->act, ACT_SENTINEL ) )
{
if ( victim->hunting )
{
if ( victim->hunting->who != ch )
{
free_string( victim->hunting->name );
victim->hunting->name = str_dup( ch->name );
victim->hunting->who = ch;
}
}
else
start_hunting( victim, ch );
}
if ( victim->hating )
{
if ( victim->hating->who != ch )
{
free_string( victim->hating->name );
victim->hating->name = str_dup( ch->name );
victim->hating->who = ch;
}
}
else
start_hating( victim, ch );
}
/*
* Damage modifiers.
*/
if ( IS_AFFECTED( victim, AFF_SANCTUARY )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_SANCT ) )
dam /= 2;
if ( ( IS_AFFECTED( victim, AFF_PROTECT_EVIL )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_PROTECTION ) )
&& IS_EVIL( ch ) )
dam -= dam / 4;
else if ( ( IS_AFFECTED( victim, AFF_PROTECT_GOOD )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_PROTECTION ) )
&& IS_GOOD( ch ) )
dam -= dam / 4;
if ( dam < 0 )
dam = 0;
/*
* Check for disarm, trip, parry, dodge and shield block.
*/
if ( dt >= TYPE_HIT || dt == gsn_kick )
{
// Trip and disarm removed because those should be handled
// by each individual mob's special function.
if ( IS_NPC( ch )
&& IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD )
&& number_percent( ) < UMIN( 25, UMAX( 10, ch->level ) )
&& !IS_NPC( victim ) )
use_magical_item( ch );
if ( check_parry( ch, victim ) && dam > 0 )
return;
if ( check_shield_block( ch, victim ) && dam > 0 )
return;
if ( check_dodge( ch, victim ) && dam > 0 )
return;
}
}
switch( check_ris( victim, dam_type ) )
{
case IS_RESISTANT: dam -= dam / 3; break;
case IS_IMMUNE: immune = TRUE; dam = 0; break;
case IS_SUSCEPTIBLE: dam += dam / 2; break;
}
/*
* We moved dam_message out of the victim != ch if above
* so self damage would show. Other valid type_undefined
* damage is ok to avoid like mortally wounded damage - Kahn
*/
if ( dt != TYPE_UNDEFINED )
dam_message( ch, victim, dam, dt, wpn, immune );
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if ( !IS_NPC( victim )
&& victim->level >= LEVEL_IMMORTAL
&& victim->hit < 1 )
victim->hit = 1;
/*
* Magic shields that retaliate
*/
if ( ( dam > 1 ) && victim != ch )
{
/* For compatibility with old Envy2.2 areas & pfiles */
if ( IS_AFFECTED( victim, AFF_FLAMING )
&& !IS_AFFECTED( ch, AFF_FLAMING ) )
spell_damage( victim, ch, dam/2, spl_flame_shield, DAM_FIRE );
if ( is_affected( victim, 0, spl_frost_shield )
&& !is_affected( ch, 0, spl_frost_shield ) )
spell_damage( victim, ch, dam/2, spl_frost_shield, DAM_COLD );
if ( is_affected( victim, 0, spl_shock_shield )
&& !is_affected( ch, 0, spl_shock_shield ) )
spell_damage( victim, ch, dam/2, spl_shock_shield, DAM_ELECTRICITY );
}
if ( is_affected( victim, gsn_berserk, 0 )
&& victim->position <= POS_STUNNED )
affect_strip( victim, gsn_berserk, 0 );
if ( dam > 0 && dt > TYPE_HIT
&& is_wielding_poisoned( ch, wpn )
&& !saves_spell( ch->level, victim, DAM_POISON ) )
{
AFFECT_DATA af;
af.skill = 0;
af.spell = spl_poison;
af.duration = 1;
af.location = APPLY_STR;
af.modifier = -2;
set_bitvector( &af, AFF_POISON);
affect_join( victim, &af );
}
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
send_to_char(
"You are mortally wounded, and will die soon, if not aided.\n\r",
victim );
act( "$n&n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_INCAP:
send_to_char(
"You are incapacitated and will slowly die, if not aided.\n\r",
victim );
act( "$n&n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_STUNNED:
send_to_char("You are stunned, but will probably recover.\n\r",
victim );
act( "$n&n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_DEAD:
if( victim == ch )
{
send_to_char( "You have been slain!\n\r\n\r", victim );
}
else
{
sprintf( buf, "You have been slain by %s!\n\r\n\r",
PERS( ch, victim ) );
send_to_char( buf, victim );
}
act( "$n&n is DEAD!!", victim, NULL, NULL, TO_ROOM );
break;
default:
if ( dam > victim->max_hit / 5 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 10 )
send_to_char( "You sure are BLEEDING!\n\r", victim );
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if ( !IS_AWAKE( victim ) ) /* lets make NPC's not slaughter PC's */
{
if ( victim->fighting
&& victim->fighting->hunting
&& victim->fighting->hunting->who == victim )
stop_hunting( victim->fighting );
if ( victim->fighting
&& victim->fighting->hating
&& victim->fighting->hating->who == victim )
stop_hating( victim->fighting );
if ( victim->fighting
&& !IS_NPC( victim )
&& IS_NPC( ch ) )
stop_fighting( victim, TRUE );
else
stop_fighting( victim, FALSE );
}
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if ( !IS_NPC( victim ) )
{
int exp = 0;
char buf[ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) )
{
victim->pcdata->mdeaths++;
if ( is_clan( victim ) )
victim->pcdata->clan->mdeaths++;
}
else
{
ch->pcdata->pkills++;
victim->pcdata->pdeaths++;
if ( is_clan( ch )
&& is_clan( victim )
&& ch->pcdata->clan != victim->pcdata->clan )
{
ch->pcdata->clan->pkills++;
victim->pcdata->clan->pdeaths++;
}
}
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 way back to previous 2 levels.
*/
if ( IS_NPC( ch ) )
{
if ( victim->exp > EXP_PER_LEVEL * ( victim->level - 1 ) )
gain_exp( victim, ( EXP_PER_LEVEL * ( victim->level - 1 )
- victim->exp ) / 4 );
}
else
{
if ( ch != victim )
{
exp = number_range( 250, 750 );
gain_exp( victim, 0 - exp );
send_to_char( buf, victim );
if( victim->exp < 1000)
victim->exp = 1000;
}
}
}
else
{
if ( !IS_NPC( ch ))
{
ch->pcdata->mkills++;
if ( is_clan( ch ) )
ch->pcdata->clan->mkills++;
}
}
raw_kill( ch, victim );
// Keep in mind after this point the character is not in the
// char_list, not in any room, and is at the menu. Don't do
// anything that would cause a segmentation fault - Veygoth
if ( is_clan( ch )
&& is_clan( victim )
&& ch->pcdata->clan != victim->pcdata->clan
&& ch->pcdata->clan->clan_type != CLAN_NOKILL
&& victim->pcdata->clan->clan_type != CLAN_NOKILL )
{
ch->pcdata->clan->score += 20;
}
/*
* Ok, now we want to remove the deleted flag from the
* PC victim.
*/
if ( !IS_NPC( victim ) )
victim->deleted = FALSE;
return;
}
if ( victim == ch )
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
&& victim->master->in_room != victim->in_room ) )
{
start_fearing( victim, ch );
stop_hunting( victim );
do_flee( victim, "" );
}
}
if ( !IS_NPC( victim )
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait == 0 )
do_flee( victim, "" );
tail_chain( );
return;
}
/*
* Inflict damage from a spell.
*/
void spell_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type )
{
bool immune;
char buf[MAX_STRING_LENGTH];
if ( victim->position == POS_DEAD )
return;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1000 )
{
char buf [ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) && ch->desc )
sprintf( buf,
"Damage: %d from %s by %s: > 1000 points with %d dt!",
dam, ch->name, ch->desc->original->name, dt );
else
sprintf( buf,
"Damage: %d from %s: > 1000 points with %d dt!",
dam, IS_NPC( ch ) ? ch->short_descr : ch->name, dt );
bug( buf, 0 );
dam = 1000;
}
// Remove memorization and meditation bits - Veygoth
if( !IS_NPC( victim ) && IS_SET( victim->act, PLR_MEMORIZING ))
{
act( "$N&n abandons $S studies.", ch, NULL, victim, TO_ROOM );
act( "$N&n abandons $S studies.", ch, NULL, victim, TO_CHAR );
act( "You abandon your studies.", ch, NULL, victim, TO_VICT );
REMOVE_BIT( victim->act, PLR_MEMORIZING );
}
if( !IS_NPC( victim ) && IS_SET( victim->act, PLR_MEDITATING ))
{
act( "$N&n is disrupted from meditation.", ch, NULL, victim, TO_ROOM );
act( "$N&n is disrupted from meditation.", ch, NULL, victim, TO_CHAR );
act( "Your meditation is disrupted.", ch, NULL, victim, TO_VICT );
REMOVE_BIT( victim->act, PLR_MEDITATING );
}
immune = FALSE;
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
victim = check_guarding( ch, victim );
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( !victim->fighting )
set_fighting( victim, ch );
// Can't have prone people automaticaly stand.
if( victim->position == POS_STANDING )
victim->position = POS_FIGHTING;
if ( !ch->fighting )
set_fighting( ch, victim );
/*
* If NPC victim is following, ch might attack victim's master.
* No charm check here because charm would be dispelled from
* tanking mobile when combat ensues thus ensuring PC charmer is
* not harmed.
* Check for is_same_group wont work as following mobile is not
* always grouped with PC charmer - Kahn
*/
if ( IS_NPC( ch )
&& IS_NPC( victim )
&& victim->master
&& victim->master->in_room == ch->in_room
&& number_bits( 2 ) == 0 )
{
stop_fighting( ch, FALSE );
set_fighting( ch, victim->master );
return;
}
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
/*
* Inviso attacks ... not.
*/
if ( IS_AFFECTED( ch, AFF_INVISIBLE ) )
{
affect_strip( ch, 0, spl_invis );
affect_strip( ch, 0, spl_mass_invis );
REMOVE_AFF_BIT( ch, AFF_INVISIBLE );
act( "$n&n snaps into visibility.", ch, NULL, NULL, TO_ROOM );
}
/*
* Hunting stuff...
*/
if ( dam && IS_NPC( victim ) )
{
if ( !IS_SET( victim->act, ACT_SENTINEL ) )
{
if ( victim->hunting )
{
if ( victim->hunting->who != ch )
{
free_string( victim->hunting->name );
victim->hunting->name = str_dup( ch->name );
victim->hunting->who = ch;
}
}
else
start_hunting( victim, ch );
}
if ( victim->hating )
{
if ( victim->hating->who != ch )
{
free_string( victim->hating->name );
victim->hating->name = str_dup( ch->name );
victim->hating->who = ch;
}
}
else
start_hating( victim, ch );
}
/*
* Damage modifiers.
*/
if ( IS_AFFECTED( victim, AFF_SANCTUARY )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_SANCT ) )
dam /= 2;
if ( ( IS_AFFECTED( victim, AFF_PROTECT_EVIL )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_PROTECTION ) )
&& IS_EVIL( ch ) )
dam -= dam / 4;
else if ( ( IS_AFFECTED( victim, AFF_PROTECT_GOOD )
|| IS_SET( race_table[ victim->race ].race_abilities,
RACE_PROTECTION ) )
&& IS_GOOD( ch ) )
dam -= dam / 4;
if ( dam < 0 )
dam = 0;
}
switch( check_ris( victim, dam_type ) )
{
case IS_RESISTANT: dam -= dam / 3; break;
case IS_IMMUNE: immune = TRUE; dam = 0; break;
case IS_SUSCEPTIBLE: dam += dam / 2; break;
}
/*
* We moved dam_message out of the victim != ch if above
* so self damage would show. Other valid type_undefined
* damage is ok to avoid like mortally wounded damage - Kahn
*/
if ( dt != TYPE_UNDEFINED )
spl_dam_message( ch, victim, dam, dt, immune );
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if ( !IS_NPC( victim )
&& victim->level >= LEVEL_IMMORTAL
&& victim->hit < 1 )
victim->hit = 1;
if ( is_affected( victim, gsn_berserk, 0 )
&& victim->position <= POS_STUNNED )
affect_strip( victim, gsn_berserk, 0 );
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
send_to_char(
"You are mortally wounded, and will die soon, if not aided.\n\r",
victim );
act( "$n&n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_INCAP:
send_to_char(
"You are incapacitated and will slowly die, if not aided.\n\r",
victim );
act( "$n&n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_STUNNED:
send_to_char("You are stunned, but will probably recover.\n\r",
victim );
act( "$n&n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM );
break;
case POS_DEAD:
if( victim == ch )
{
send_to_char( "You have been slain!\n\r\n\r", victim );
}
else
{
sprintf( buf, "You have been slain by %s!\n\r\n\r",
PERS( ch, victim ) );
send_to_char( buf, victim );
}
act( "$n&n is DEAD!!", victim, NULL, NULL, TO_ROOM );
break;
default:
if ( dam > victim->max_hit / 5 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 10 )
send_to_char( "You sure are BLEEDING!\n\r", victim );
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if ( !IS_AWAKE( victim ) ) /* lets make NPC's not slaughter PC's */
{
if ( victim->fighting
&& victim->fighting->hunting
&& victim->fighting->hunting->who == victim )
stop_hunting( victim->fighting );
if ( victim->fighting
&& victim->fighting->hating
&& victim->fighting->hating->who == victim )
stop_hating( victim->fighting );
if ( victim->fighting
&& !IS_NPC( victim )
&& IS_NPC( ch ) )
stop_fighting( victim, TRUE );
else
stop_fighting( victim, FALSE );
}
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if ( !IS_NPC( victim ) )
{
int exp = 0;
char buf[ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) )
{
victim->pcdata->mdeaths++;
if ( is_clan( victim ) )
victim->pcdata->clan->mdeaths++;
}
else
{
ch->pcdata->pkills++;
victim->pcdata->pdeaths++;
if ( is_clan( ch )
&& is_clan( victim )
&& ch->pcdata->clan != victim->pcdata->clan )
{
ch->pcdata->clan->pkills++;
victim->pcdata->clan->pdeaths++;
}
}
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 way back to previous 2 levels.
*/
if ( IS_NPC( ch ) )
{
if ( victim->exp > EXP_PER_LEVEL * ( victim->level - 1 ) )
gain_exp( victim, ( EXP_PER_LEVEL * ( victim->level - 1 )
- victim->exp ) / 4 );
}
else
{
if ( ch != victim )
{
exp = number_range( 250, 750 );
gain_exp( victim, 0 - exp );
send_to_char( buf, victim );
if( victim->exp < 1000)
victim->exp = 1000;
}
}
}
else
{
if ( !IS_NPC( ch ))
{
ch->pcdata->mkills++;
if ( is_clan( ch ) )
ch->pcdata->clan->mkills++;
}
}
raw_kill( ch, victim );
// Keep in mind after this point the character is not in the
// char_list, not in any room, and is at the menu. Don't do
// anything that would cause a segmentation fault - Veygoth
if ( is_clan( ch )
&& is_clan( victim )
&& ch->pcdata->clan != victim->pcdata->clan
&& ch->pcdata->clan->clan_type != CLAN_NOKILL
&& victim->pcdata->clan->clan_type != CLAN_NOKILL )
{
ch->pcdata->clan->score += 20;
}
/*
* Ok, now we want to remove the deleted flag from the
* PC victim.
*/
if ( !IS_NPC( victim ) )
victim->deleted = FALSE;
/*
* Remove victims of pk who no longer have exps left
*/
if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_DENY ) )
{
do_quit( victim, "" );
}
return;
}
if ( victim == ch )
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
&& victim->master->in_room != victim->in_room ) )
{
start_fearing( victim, ch );
stop_hunting( victim );
do_flee( victim, "" );
}
}
if ( !IS_NPC( victim )
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait == 0 )
do_flee( victim, "" );
tail_chain( );
return;
}
CHAR_DATA *check_guarding( CHAR_DATA *ch, CHAR_DATA *victim )
{
CHAR_DATA *guard;
for( guard = victim->in_room->people; guard; guard = guard->next_in_room )
{
if( !IS_NPC( guard ) && (guard->pcdata->guarding == victim) && (guard != victim)
&& (guard != ch))
{
skill_practice( guard, gsn_guard );
if(number_percent() < guard->pcdata->skl_lrn[gsn_guard] )
{
act( "$n&n bravely jumps in front of you!.", guard, NULL, victim, TO_VICT );
act( "$n&n bravely jumps in front of $N&n.", guard, NULL, victim, TO_NOTVICT );
act( "You heriocally jump in front of $N&n's attacker.", guard, NULL, victim, TO_CHAR );
ch->fighting = guard;
return guard;
}
else
{
act( "$n&n watches helplessly as you are attacked.", guard, NULL, victim, TO_VICT );
act( "$n&n futilely tries to protect $N&n.", guard, NULL, victim, TO_NOTVICT );
act( "You heriocally step aside for $N&n's attacker.", guard, NULL, victim, TO_CHAR );
}
}
}
return victim;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( !IS_NPC( ch ) && IS_AFFECTED( ch, AFF_GHOUL ) )
{
send_to_char(
"You may not participate in combat while in ghoul form.\n\r",
ch );
return TRUE;
}
if ( !IS_NPC( victim ) && IS_AFFECTED( victim, AFF_GHOUL ) )
{
act( "Your attack passes through $N.", ch, NULL, victim, TO_CHAR );
act( "$n's attack passes through $N.", ch, NULL, victim, TO_NOTVICT );
act( "$n's attack passes through you.", ch, NULL, victim, TO_VICT );
return TRUE;
}
if ( IS_NPC( ch ) || IS_NPC( victim ) )
return FALSE;
if ( IS_SET( victim->act, PLR_KILLER )
|| IS_SET( victim->act, PLR_THIEF ) )
return FALSE;
// removed restriction allowing only registered players to pkill
if ( victim->level >= LEVEL_HERO )
{
act( "$N&n is a HERO and is automatically safe.", ch, NULL, victim,
TO_CHAR );
return TRUE;
}
if ( victim->fighting )
return FALSE;
if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
{
act( "$N&n is in a safe room.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
return FALSE;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
/*
* NPC's are fair game.
*/
if ( IS_NPC( victim ) )
return;
/*
* NPC's are cool of course
* Hitting yourself is cool too (bleeding).
* Hitting immortals are fine.
*/
if ( IS_NPC( ch )
|| ch == victim
|| victim->level > LEVEL_HERO )
return;
/*
* KILLERs are fair game.
* THIEVES are fair game too.
* KILLER aggressors should not be penalized 1000 exps per attack but
* per combat started.
* ARENA combat is fair game.
*/
if ( IS_SET( victim->act, PLR_KILLER )
|| IS_SET( victim->act, PLR_THIEF )
|| ( IS_SET( ch->act, PLR_KILLER ) && ch->fighting) )
return;
/*
* Vampires are fair game.
*/
if ( !str_cmp( race_table[victim->race].name, "Vampire" ) )
return;
// Veygoth - took away all of the pkilling penalties, since this
// is meant for a pkill MUD. If you are not licensed or registered
// to kill, then you get a killer flag.
if ( !licensed( ch ))
{
SET_BIT( ch->act, PLR_KILLER );
return;
}
return;
}
/*
* Check to see if weapon is poisoned.
*/
bool is_wielding_poisoned( CHAR_DATA *ch, int wpn )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, wpn ) )
&& IS_OBJ_STAT( obj, ITEM_POISONED ) )
return TRUE;
return FALSE;
}
/*
* Hunting, Hating and Fearing code. -Thoric
*/
bool is_hunting( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( !ch->hunting || ch->hunting->who != victim )
return FALSE;
return TRUE;
}
bool is_hating( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( !ch->hating || ch->hating->who != victim )
return FALSE;
return TRUE;
}
bool is_fearing( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( !ch->fearing || ch->fearing->who != victim )
return FALSE;
return TRUE;
}
void stop_hunting( CHAR_DATA *ch )
{
if ( ch->hunting )
{
free_string( ch->hunting->name );
free_mem( ch->hunting, sizeof( HHF_DATA ) );
ch->hunting = NULL;
}
return;
}
void stop_hating( CHAR_DATA *ch )
{
if ( ch->hating )
{
free_string( ch->hating->name );
free_mem( ch->hating, sizeof( HHF_DATA ) );
ch->hating = NULL;
}
return;
}
void stop_fearing( CHAR_DATA *ch )
{
if ( ch->fearing )
{
free_string( ch->fearing->name );
free_mem( ch->fearing, sizeof( HHF_DATA ) );
ch->fearing = NULL;
}
return;
}
void start_hunting( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch->hunting )
stop_hunting( ch );
ch->hunting = alloc_mem( sizeof( HHF_DATA ) );
ch->hunting->name = str_dup( victim->name );
ch->hunting->who = victim;
return;
}
void start_hating( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch->hating )
stop_hating( ch );
ch->hating = alloc_mem( sizeof( HHF_DATA ) );
ch->hating->name = str_dup( victim->name );
ch->hating->who = victim;
return;
}
void start_fearing( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch->fearing )
stop_fearing( ch );
ch->fearing = alloc_mem( sizeof( HHF_DATA ) );
ch->fearing->name = str_dup( victim->name );
ch->fearing->who = victim;
return;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE( victim ) )
return FALSE;
if ( IS_NPC( victim ) )
{
/* Tuan was here. :) */
chance = UMIN( 60, 2 * victim->level );
if ( !get_eq_char( victim, WEAR_HAND ) )
{
if ( !get_eq_char( victim, WEAR_HAND_2 ) )
chance /= 2;
else
chance = 3 * chance / 4;
}
}
else
{
if ( !get_eq_char( victim, WEAR_HAND ) )
{
if ( !get_eq_char( victim, WEAR_HAND_2 ) )
return FALSE;
chance = victim->pcdata->skl_lrn[gsn_parry] / 4;
}
else
chance = victim->pcdata->skl_lrn[gsn_parry] / 2;
skill_practice( ch, gsn_parry );
}
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "$N&n parries your attack.", ch, NULL, victim, TO_CHAR );
act( "You parry $n&n's attack.", ch, NULL, victim, TO_VICT );
act( "$N&n parries $n&n's attack.", ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
/*
* Check for block.
*/
bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
int chance;
if ( !IS_AWAKE( victim ) )
return FALSE;
if ( !(obj = get_eq_char( victim, WEAR_HAND )) )
{
if ( !(obj = get_eq_char( victim, WEAR_HAND_2 )) )
return FALSE;
else if( obj->item_type != TYPE_SHIELD )
return FALSE;
}
if ( obj->item_type != TYPE_SHIELD )
{
if ( !(obj = get_eq_char( victim, WEAR_HAND_2 )) )
return FALSE;
else if( obj->item_type != TYPE_SHIELD )
return FALSE;
}
if ( IS_NPC( victim ) )
/* Zen was here. :) */
chance = UMIN( 60, 2 * victim->level );
else
chance = victim->pcdata->skl_lrn[gsn_shield_block] / 2;
skill_practice( ch, gsn_shield_block );
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "You block $n&n's attack with your shield.", ch, NULL, victim, TO_VICT );
act( "$N&n blocks your attack with a shield.", ch, NULL, victim, TO_CHAR );
act( "$N&n blocks $n&n's attack with a shield.", ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE( victim ) )
return FALSE;
if ( IS_NPC( victim ) )
/* Tuan was here. :) */
chance = UMIN( 60, 2 * victim->level );
else
chance = victim->pcdata->skl_lrn[gsn_dodge] / 2;
skill_practice( ch, gsn_dodge );
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "$N&n dodges your attack.", ch, NULL, victim, TO_CHAR );
act( "You dodge $n&n's attack.", ch, NULL, victim, TO_VICT );
act( "$N&n dodges $n&n's attack.", ch, NULL, victim, TO_NOTVICT );
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED )
victim->position = POS_STANDING;
return;
}
if ( IS_NPC( victim ) || victim->hit <= -11 )
{
if ( victim->riding )
{
act( "$n&n falls from $N&n.", victim, NULL, victim->riding, TO_ROOM );
victim->riding->rider = NULL;
victim->riding = NULL;
}
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
if ( victim->riding )
{
act( "$n falls unconscious from $N.", victim, NULL, victim->riding, TO_ROOM );
victim->riding->rider = NULL;
victim->riding = NULL;
}
return;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [ MAX_STRING_LENGTH ];
if ( ch->fighting )
{
bug( "Set_fighting: already fighting", 0 );
sprintf( buf, "...%s attacking %s at %d",
( IS_NPC( ch ) ? ch->short_descr : ch->name ),
( IS_NPC( victim ) ? victim->short_descr : victim->name ),
victim->in_room->vnum );
bug( buf, 0 );
return;
}
if ( IS_AFFECTED( ch, AFF_SLEEP ) )
affect_strip( ch, 0, spl_sleep );
ch->fighting = victim;
if( ch->position == POS_STANDING )
ch->position = POS_FIGHTING;
return;
}
/*
* Stop fights.
*/
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
for ( fch = char_list; fch; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
if( fch->position == POS_FIGHTING )
fch->position = POS_STANDING;
if ( is_affected( fch, gsn_berserk, 0 ) )
affect_strip( fch, gsn_berserk, 0 );
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
char buf [ MAX_STRING_LENGTH ];
int corpse_vnum;
int timer;
// Different corpse settings for players and mobs - Veygoth
if( IS_NPC( ch ) )
{
corpse_vnum = OBJ_VNUM_CORPSE_NPC;
name = ch->short_descr;
timer = number_range( 15, 45 );
}
else
{
corpse_vnum = OBJ_VNUM_CORPSE_PC;
name = ch->name;
timer = number_range( 180, 360 ) + (ch->level * 2);
}
/*
* This longwinded corpse creation routine comes about because
* we dont want anything created AFTER a corpse to be placed
* INSIDE a corpse. This had caused crashes from obj_update()
* in extract_obj() when the updating list got shifted from
* object_list to obj_free. --- Thelonius (Monk)
*/
if ( get_cash( ch ) > 0 )
{
OBJ_DATA * coins;
coins = create_money( ch->money.copper, ch->money.silver,
ch->money.gold, ch->money.platinum );
corpse = create_object( get_obj_index( corpse_vnum ), 0 );
obj_to_obj( coins, corpse );
ch->money.copper = 0;
ch->money.silver = 0;
ch->money.gold = 0;
ch->money.platinum = 0;
}
else
{
corpse = create_object( get_obj_index( corpse_vnum ), 0 );
}
corpse->timer = timer;
corpse->value[0] = race_table[ch->race].parts;
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 );
sprintf( buf, "%s corpse", name );
free_string( corpse->name );
corpse->name = str_dup( buf );
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
obj_from_char( obj );
/*
* Remove item inventories from all corpses.
* Includes licenses to kill
*/
if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
{
extract_obj( obj );
}
else
{
obj_to_obj( obj, corpse );
}
}
obj_to_room( corpse, ch->in_room );
return;
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
char mesg [ MAX_STRING_LENGTH ];
int vnum;
int door;
int parts;
vnum = 0;
msg = "You hear $n&n's death cry.";
parts = race_table[ch->race].parts;
switch ( number_bits( 6 ) )
{
default: msg = "You hear $n&n's death cry."; break;
case 0: msg = "$n&n hits the ground ... DEAD."; break;
case 1: msg = "$n&n splatters blood on your armor."; break;
case 4: if ( IS_SET( parts, PART_HEAD ) )
{
msg = "$n&n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD;
} break;
case 6: if ( IS_SET( parts, PART_ARMS ) )
{
msg = "$n&n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM;
} break;
case 7: if ( IS_SET( parts, PART_LEGS ) )
{
msg = "$n&n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG;
} break;
}
sprintf( mesg, "%s", msg );
act( mesg, ch, NULL, NULL, TO_ROOM );
if ( vnum != 0 )
{
OBJ_DATA *obj;
char *name;
char buf [ MAX_STRING_LENGTH ];
name = IS_NPC( ch ) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 );
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if ( IS_AFFECTED( ch, AFF_POISON ) )
obj->value[3] = 1;
obj_to_room( obj, ch->in_room );
}
if ( IS_NPC( ch ) )
msg = "You hear something's death cry.";
else
msg = "You hear someone's death cry.";
was_in_room = ch->in_room;
for ( door = 0; door < MAX_DIR; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] )
&& pexit->to_room
&& pexit->to_room != was_in_room )
{
ch->in_room = pexit->to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void raw_kill( CHAR_DATA *ch, CHAR_DATA *victim )
{
AFFECT_DATA *paf;
CHAR_DATA *wch;
ROOM_INDEX_DATA *room;
stop_fighting( victim, TRUE );
if ( ch != victim )
mprog_death_trigger( victim );
make_corpse( victim );
if ( victim->rider )
{
act( "$n&n dies suddenly, and you fall to the ground.",
victim, NULL, victim->rider, TO_VICT );
victim->rider->riding = NULL;
victim->rider->position = POS_RESTING;
victim->rider = NULL;
}
if ( victim->riding )
{
act( "$n&n falls off you, dead.",
victim, NULL, victim->riding, TO_VICT );
victim->riding->rider = NULL;
victim->riding = NULL;
}
if ( !IS_NPC( victim ) && IS_AFFECTED( victim, AFF_VAMP_BITE ) )
victim->race = race_lookup( "Vampire" );
for ( paf = victim->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
/* Keep the ghoul affect */
if ( !IS_NPC( victim ) && IS_AFFECTED( victim, AFF_GHOUL ) )
continue;
affect_remove( victim, paf );
}
if ( IS_NPC( victim ) )
{
victim->pIndexData->killed++;
kill_table[URANGE( 0, victim->level, MAX_LEVEL-1 )].killed++;
extract_char( victim, TRUE );
return;
}
// Character has died in combat, extract them to repop point and put
// them at the menu.
extract_char( victim, FALSE );
victim->armor = 100;
victim->position = POS_STANDING;
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] = 0;
victim->saving_throw[1] = 0;
victim->saving_throw[2] = 0;
victim->saving_throw[3] = 0;
victim->saving_throw[4] = 0;
victim->mod_str = 0;
victim->mod_int = 0;
victim->mod_wis = 0;
victim->mod_dex = 0;
victim->mod_con = 0;
victim->mod_agi = 0;
victim->mod_cha = 0;
victim->mod_pow = 0;
victim->mod_luk = 0;
/*
* Pardon crimes... -Thoric
*/
if ( IS_SET( victim->act, PLR_KILLER ) )
{
REMOVE_BIT( victim->act, PLR_KILLER );
send_to_char( "The gods have pardoned you for your murderous acts.\n\r", victim );
}
if ( IS_SET( victim->act, PLR_THIEF ) )
{
REMOVE_BIT( victim->act, PLR_THIEF );
send_to_char( "The gods have pardoned you for your thievery.\n\r", victim );
}
if ( !str_cmp( race_table[ch->race].name, "Vampire" ) )
{
victim->pcdata->condition[COND_FULL ] = 0;
victim->pcdata->condition[COND_THIRST] = 0;
}
// This is where we send them to the menu.
die_follower( victim, victim->name );
if( victim->in_room )
{
log_string( "Victim had a room when they died." );
room = victim->in_room;
}
else
{
log_string( "Victim did not have a room when they died." );
room = get_room_index( repop_point[ch->race][ch->class] );
if( !room ) room = get_room_index( ROOM_VNUM_LIMBO );
}
char_from_room( victim );
if( room )
victim->in_room = room;
// Put them in the correct body
if( victim->desc && victim->desc->original )
{
log_string( "Returning victim to original body." );
do_return( victim, "" );
}
// Reset reply pointers
for( wch = char_list; wch; wch = wch->next )
if( wch->reply == victim )
wch->reply = NULL;
log_string( "Saving victim..." );
save_char_obj( victim );
for( wch = char_list; wch; wch = wch->next )
{
if( wch == victim )
{
log_string( "Removing victim from the top of char_list..." );
char_list = victim->next;
}
else if( wch->next && wch->next == victim )
{
if( victim->next )
{
log_string( "Removing victim from middle of char_list..." );
wch->next = victim->next;
}
else
{
log_string( "Removing victim from end of char_list..." );
wch->next = NULL;
}
}
}
log_string( "Sending victim to the menu." );
do_help( victim, "login_menu" );
if( victim->desc )
victim->desc->connected = CON_MENU;
else
victim->deleted = TRUE;
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
CHAR_DATA *gch;
CHAR_DATA *lch;
char buf[ MAX_STRING_LENGTH ];
int members;
int xp;
/*
* Monsters don't get kill xp's or alignment changes.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( IS_NPC( ch ) || victim == ch )
return;
members = 0;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
members++;
}
if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
}
lch = ( ch->leader ) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !is_same_group( gch, ch ) )
continue;
if ( gch->level - lch->level >= 6 )
{
send_to_char( "You are too high level for this group.\n\r", gch );
continue;
}
if ( gch->level - lch->level <= -6 )
{
send_to_char( "You are too low level for this group.\n\r", gch );
continue;
}
xp = xp_compute( gch, victim ) / members;
if( IS_NPC( victim ) && !IS_NPC( gch ) && (gch->level > 4))
xp = ( xp * check_trophy( gch, victim, members )) / 100;
check_frag( ch, victim );
if ( !str_infix( race_table[lch->race].name,
race_table[gch->race].hate) && members > 1 )
{
send_to_char( "You lost a third of your exps due to grouping with scum.\n\r", ch );
xp -= xp/3;
}
sprintf( buf, "You receive your share of experience.\n\r" );
send_to_char( buf, gch );
gain_exp( gch, xp );
for ( obj = gch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( ( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL )
&& IS_EVIL ( gch ) )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_GOOD )
&& IS_GOOD ( gch ) )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_NEUTRAL )
&& IS_NEUTRAL( gch ) ) )
{
act( "You are zapped by $p&n.", gch, obj, NULL, TO_CHAR );
act( "$n&n is zapped by $p&n.", gch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, gch->in_room );
}
}
}
return;
}
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* Edit this function to change xp computations.
*/
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
double bonus;
int xp;
int align;
int extra;
int level;
int number;
bonus = 1.0;
xp = 105 - URANGE( -4, gch->level - victim->level, 6 ) * 25;
align = gch->alignment - victim->alignment;
if ( align > 500 )
{
gch->alignment = UMIN( gch->alignment + ( align - 500 ) / 4, 1000 );
xp = 5 * xp / 4;
}
else if ( align < -500 )
{
gch->alignment = UMAX( gch->alignment + ( align + 500 ) / 4, -1000 );
xp = 5 * xp / 4;
}
else
{
gch->alignment -= gch->alignment / 4;
xp = 3 * xp / 4;
}
if ( IS_AFFECTED( victim, AFF_SANCTUARY )
|| IS_SET( race_table[ victim->race ].race_abilities, RACE_SANCT ) )
{
bonus += 1.0/2.0;
}
if ( IS_AFFECTED( victim, AFF_FLAMING ) )
{
bonus += 4.0/10.0;
}
if ( ( obj = get_eq_char( victim, WEAR_HAND ) ) )
{
bonus += 1.0/4.0;
}
if ( ( obj = get_eq_char( victim, WEAR_HAND_2 ) ) )
{
bonus += 1.0/5.0;
}
if ( !str_infix( race_table[victim->race].name,
race_table[gch->race].hate ) )
{
bonus += 1.0/10.0;
}
if ( victim->race == gch->race )
{
bonus -= 1.0/8.0;
}
if ( IS_NPC( victim ) )
{
if ( IS_SET( victim->act, ACT_AGGRESSIVE ) )
{
bonus += 1.0/20.0;
}
if ( victim->pIndexData->pShop != 0 )
bonus -= 1.0/4.0;
if ( victim->spec_fun != 0 )
{
bonus += 1.0/10.0;
}
if( victim->spec_fun2 != 0 )
{
bonus += 1.0/20.0;
}
}
else
{
// Player-vs-player experience
// no exp for under level 5, 1/2 exp for level 6-10, double exp
// for non-newbies (10+)
if( victim->level < 6)
{
send_to_char( "You killed a newbie! You are a twink!\n\r", gch );
bonus = 0.0;
}
else if( victim->level < 11)
bonus *= 0.5;
else
bonus *= 2.0;
}
xp = (int) ( xp * bonus );
/*
* Adjust for popularity of target:
* -1/8 for each target over 'par' (down to - 50%)
* +1/8 for each target under 'par' ( up to + 25%)
*/
if ( IS_NPC( victim ) )
{
level = URANGE( 0, victim->level, MAX_LEVEL - 1 );
number = UMAX( 1, kill_table[level].number );
extra = victim->pIndexData->killed - kill_table[level].killed
/ number;
xp -= xp * URANGE( -2, extra, 4 ) / 8;
}
xp = number_range( xp * 3 / 4, xp * 5 / 4 );
xp = UMAX( 0, xp );
if ( !IS_NPC( victim ) )
xp = UMIN( xp, 250 );
return xp;
}
void spl_dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt,
bool immune )
{
const char *vp;
const char *attack;
char buf [ MAX_STRING_LENGTH ];
char buf1 [ 256 ];
char buf2 [ 256 ];
char buf3 [ 256 ];
char buf4 [ 256 ];
char buf5 [ 256 ];
if ( dam == 0 ) { vp = "misses"; }
else
{
vp = "hits";
}
if ( dt == TYPE_HIT )
{
if ( ch->race > MAX_RACE )
{
bug( "Spl_Dam_message: %d invalid race", ch->race );
ch->race = 0;
}
attack = race_table[ch->race].dmg_message;
sprintf( buf1, "Your %s %s $N&n.", attack, vp );
sprintf( buf2, "$n&n's %s %s you.", attack, vp );
sprintf( buf3, "$n&n's %s %s $N&n.", attack, vp );
sprintf( buf4, "You %s %s yourself.", attack, vp );
sprintf( buf5, "$n&n's %s %s $m.", attack, vp );
}
else
{
if ( dt >= 0 && dt < MAX_SPELL )
attack = spells_table[dt].msg_damage;
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + MAX_ATTACK )
attack = attack_table[dt - TYPE_HIT].name;
else
{
sprintf( buf, "Spl_dam_message: bad dt %d for %d damage caused by %s to %s.",
dt,
dam,
ch->name,
victim->name );
bug( buf, 0 );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
if ( immune )
{
sprintf( buf1, "$N&n seems unaffected by your %s!", attack );
sprintf( buf2, "$n&n's %s seems powerless against you.", attack );
sprintf( buf3, "$N&n seems unaffected by $n&n's %s!", attack );
sprintf( buf4, "$n&n seems unaffected by $s own %s.", attack );
sprintf( buf5, "Luckily, you are immune to %s.", attack );
}
else
{
{
sprintf( buf1, "Your %s %s $N&n.", attack, vp );
sprintf( buf2, "$n&n's %s %s you.", attack, vp );
sprintf( buf3, "$n&n's %s %s $N&n.", attack, vp );
sprintf( buf4, "Your %s %s you.", attack, vp );
sprintf( buf5, "$n&n's %s %s $m.", attack, vp );
}
}
}
if ( victim != ch )
{
act( buf1, ch, NULL, victim, TO_CHAR );
act( buf2, ch, NULL, victim, TO_VICT );
act( buf3, ch, NULL, victim, TO_NOTVICT );
}
else
{
act( buf4, ch, NULL, victim, TO_CHAR );
act( buf5, ch, NULL, victim, TO_ROOM );
}
return;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt,
int wpn, bool immune )
{
const char *vp;
const char *attack;
char buf [ MAX_STRING_LENGTH ];
char buf1 [ 256 ];
char buf2 [ 256 ];
char buf3 [ 256 ];
char buf4 [ 256 ];
char buf5 [ 256 ];
char punct;
if ( dam == 0 ) { vp = "misses"; }
else
{
dam *= 100;
if ( victim->hit > 0 )
dam /= victim->hit;
if ( dam <= 2 ) { vp = "scratches"; }
else if ( dam <= 4 ) { vp = "grazes"; }
else if ( dam <= 8 ) { vp = "hits"; }
else if ( dam <= 12 ) { vp = "injures"; }
else if ( dam <= 20 ) { vp = "wounds"; }
else if ( dam <= 30 ) { vp = "mauls"; }
else if ( dam <= 40 ) { vp = "decimates"; }
else if ( dam <= 50 ) { vp = "devastates"; }
else if ( dam <= 60 ) { vp = "maims"; }
else if ( dam <= 70 ) { vp = "mutilates"; }
else if ( dam <= 80 ) { vp = "disembowels"; }
else if ( dam <= 90 ) { vp = "eviscerates"; }
else if ( dam <= 100 ) { vp = "massacres"; }
else { vp = "annihilates"; }
}
punct = ( dam <= 40 ) ? '.' : '!';
if ( dt == TYPE_HIT )
{
if ( ch->race > MAX_RACE )
{
bug( "Dam_message: %d invalid race", ch->race );
ch->race = 0;
}
attack = race_table[ch->race].dmg_message;
sprintf( buf1, "Your %s %s $N&n%c", attack, vp, punct );
sprintf( buf2, "$n&n's %s %s you%c", attack, vp, punct );
sprintf( buf3, "$n&n's %s %s $N&n%c", attack, vp, punct );
sprintf( buf4, "You %s %s yourself%c", attack, vp, punct );
sprintf( buf5, "$n&n's %s %s $m%c", attack, vp, punct );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
attack = skills_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + MAX_ATTACK )
attack = attack_table[dt - TYPE_HIT].name;
else
{
sprintf( buf, "Dam_message: bad dt %d for %d damage caused by %s to %s with weapon %d.",
dt,
dam,
ch->name,
victim->name,
wpn );
bug( buf, 0 );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
if ( immune )
{
sprintf( buf1, "$N&n seems unaffected by your %s!", attack );
sprintf( buf2, "$n&n's %s seems powerless against you.", attack );
sprintf( buf3, "$N&n seems unaffected by $n&n's %s!", attack );
sprintf( buf4, "$n&n seems unaffected by $s own %s.", attack );
sprintf( buf5, "Luckily, you seem immune to %s.", attack );
}
else
{
if ( dt > TYPE_HIT && is_wielding_poisoned( ch, wpn ) )
{
sprintf( buf1, "Your poisoned %s %s $N&n%c", attack, vp, punct );
sprintf( buf2, "$n&n's poisoned %s %s you%c", attack, vp, punct );
sprintf( buf3, "$n&n's poisoned %s %s $N&n%c", attack, vp, punct );
sprintf( buf4, "Your poisoned %s %s you%c", attack, vp, punct );
sprintf( buf5, "$n&n's poisoned %s %s $m%c", attack, vp, punct );
}
else
{
sprintf( buf1, "Your %s %s $N&n%c", attack, vp, punct );
sprintf( buf2, "$n&n's %s %s you%c", attack, vp, punct );
sprintf( buf3, "$n&n's %s %s $N&n%c", attack, vp, punct );
sprintf( buf4, "Your %s %s you%c", attack, vp, punct );
sprintf( buf5, "$n&n's %s %s $m%c", attack, vp, punct );
}
}
}
if ( victim != ch )
{
act( buf1, ch, NULL, victim, TO_CHAR );
act( buf2, ch, NULL, victim, TO_VICT );
act( buf3, ch, NULL, victim, TO_NOTVICT );
}
else
{
act( buf4, ch, NULL, victim, TO_CHAR );
act( buf5, ch, NULL, victim, TO_ROOM );
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
if ( ( race_table[ ch->race ].size - race_table[ victim->race ].size )
< -2 )
return;
if ( !( obj = get_eq_char( victim, WEAR_HAND ) ) )
if ( !( obj = get_eq_char( victim, WEAR_HAND_2 ) ) )
return;
if ( IS_OBJ_STAT( obj, ITEM_NODROP ) )
return;
if ( !get_eq_char( ch, WEAR_HAND )
&& !get_eq_char( ch, WEAR_HAND_2 )
&& number_bits( 1 ) == 0 )
return;
act( "You disarm $N!", ch, NULL, victim, TO_CHAR );
act( "$n DISARMS you!", ch, NULL, victim, TO_VICT );
act( "$n DISARMS $N!", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_NPC( victim ) )
obj_to_char( obj, victim );
else
obj_to_room( obj, victim->in_room );
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( IS_AFFECTED( victim, AFF_FLYING )
|| IS_SET( race_table[ victim->race ].race_abilities, RACE_FLY ) )
return;
if ( victim->riding )
{
if ( IS_AFFECTED( victim->riding, AFF_FLYING )
|| IS_SET( race_table[ victim->riding->race ].race_abilities, RACE_FLY ) )
return;
act( "$n trips your mount and you fall off!", ch, NULL, victim, TO_VICT );
act( "You trip $N's mount and $N falls off!", ch, NULL, victim, TO_CHAR );
act( "$n trips $N's mount and $N falls off!", ch, NULL, victim, TO_NOTVICT );
victim->riding->rider = NULL;
victim->riding = NULL;
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
return;
}
if ( victim->wait == 0 )
{
act( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR );
act( "$n trips you and you go down!", ch, NULL, victim, TO_VICT );
act( "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
int chance;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Don't be a moron.\n\r", ch );
return;
}
victim = check_guarding( ch, victim );
if ( is_safe( ch, victim ) )
return;
if ( ch->position == POS_FIGHTING || ch->fighting )
{
if( victim == ch->fighting )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
else
{
if( IS_NPC( ch ))
{
chance = (ch->level * 3 / 2 + 15);
}
else if( ch->level >= skills_table[gsn_switch].skill_level[ch->class] )
{
chance = ch->pcdata->skl_lrn[gsn_switch];
skill_practice( ch, gsn_switch );
}
else
{
chance = ch->level / 2;
}
if( number_percent() < chance )
{
send_to_char( "You switch opponents!\n\r", ch );
act( "$n&n switches targets...", ch, NULL, victim, TO_NOTVICT );
act( "$n&n switches targets...", ch, NULL, victim, TO_NOTVICT );
ch->fighting = victim;
WAIT_STATE( ch, skills_table[gsn_switch].beats );
return;
}
else
{
send_to_char( "You can't seem to break away from your current opponent.\n\r", ch );
stop_fighting( ch, FALSE );
WAIT_STATE( ch, skills_table[gsn_switch].beats );
return;
}
}
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
/*
* I'm only allowing backstabbing with the primary weapon...immortals
* who wield two weapons, with the first not being a dagger, will be
* unable to backstab or circle. Tough cookie. --- Thelonius
*/
void do_backstab( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skills_table[gsn_backstab].skill_level[ch->class] )
{
send_to_char(
"You better leave the assassin trade to thieves.\n\r", ch );
return;
}
if ( ch->riding )
{
send_to_char( "You can't get close enough while mounted.\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Backstab whom?\n\r", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
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;
}
victim = check_guarding( ch, victim );
if ( is_safe( ch, victim ) )
return;
if ( !( obj = get_eq_char( ch, WEAR_HAND ) )
|| (*attack_table[obj->value[3]].wpn_gsn) != gsn_pierce )
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
if ( victim->fighting )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skills_table[gsn_backstab].beats );
if ( !IS_AWAKE( victim )
|| IS_NPC( ch )
|| number_percent( ) < ch->pcdata->skl_lrn[gsn_backstab] )
multi_hit( ch, victim, gsn_backstab );
else
damage( ch, victim, 0, gsn_backstab, WEAR_HAND, DAM_PIERCE );
skill_practice( ch, gsn_backstab );
return;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *rch;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !IS_NPC( ch )
&& ch->level < skills_table[gsn_circle].skill_level[ch->class] )
{
send_to_char(
"You'd better leave the assassin trade to thieves.\n\r", ch );
return;
}
if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
return;
if ( !ch->fighting )
{
send_to_char( "You must be fighting in order to do that.\n\r", ch );
return;
}
if ( ch->riding )
{
send_to_char( "You can't circle while mounted.\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
victim = ch->fighting;
else
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You spin around in a circle. Whee!\n\r", ch );
return;
}
victim = check_guarding( ch, victim );
if ( is_safe( ch, victim ) )
return;
if ( victim != ch->fighting )
{
send_to_char( "One fight at a time.\n\r", ch );
return;
}
if ( !victim->fighting )
{
act( "Why? $E isn't bothering anyone.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !is_same_group( ch, victim->fighting ) )
{
send_to_char( "Why call attention to yourself?\n\r", ch );
return;
}
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
if ( rch->fighting == ch )
break;
if ( rch )
{
send_to_char( "You're too busy being hit right now.\n\r", ch );
return;
}
if ( !( obj = get_eq_char( ch, WEAR_HAND ) )
|| obj->value[3] != 11 )
{
send_to_char( "You need to wield a piercing weapon.\n\r", ch );
return;
}
act( "You circle around behind $N...", ch, NULL, victim, TO_CHAR );
act( "$n circles around behind $N...", ch, NULL, victim, TO_NOTVICT );
check_killer( ch, victim );
WAIT_STATE( ch, skills_table[gsn_circle].beats );
if ( IS_NPC( ch )
|| number_percent( ) < ch->pcdata->skl_lrn[gsn_circle] / 2 )
{
stop_fighting( victim, FALSE );
multi_hit( ch, victim, gsn_circle );
}
else
act( "You failed to get around $M", ch, NULL, victim, TO_CHAR );
skill_practice( ch, gsn_circle );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
int attempt;
char buf[MAX_STRING_LENGTH];
// Panicked people can flee when not fighting - Veygoth
if ( !( victim = ch->fighting ) )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
}
if ( is_affected( ch, gsn_berserk, 0 ) )
{
send_to_char( "You can't flee, you're &+RBerserk&n!\n\r", ch );
return;
}
if ( IS_AFFECTED( ch, AFF_HOLD ) )
{
send_to_char( "You are stuck in a snare! You can't move!\n\r", ch );
act( "$n&n wants to flee, but is caught in a snare!",
ch, NULL, NULL, TO_ROOM );
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
|| IS_SET( pexit->exit_info, EX_CLOSED )
|| ( IS_NPC( ch )
&& ( IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
|| ( IS_SET( ch->act, ACT_STAY_AREA )
&& pexit->to_room->area != ch->in_room->area ) ) ) )
continue;
if ( ch->riding && ch->riding->fighting )
stop_fighting( ch->riding, TRUE );
// Just to keep the damned messages from being wacky...
SET_AFF_BIT( ch, AFF_IS_FLEEING );
move_char( ch, door );
REMOVE_AFF_BIT( ch, AFF_IS_FLEEING );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n&n panics and attempts to flee...", ch, NULL, NULL, TO_ROOM );
if( IS_AFFECTED( ch, AFF_SNEAK ))
{
act( "$n&n has fled!", ch, NULL, NULL, TO_ROOM );
}
else
{
sprintf( buf, "$n&n flees %sward.", dir_name[door] );
act( buf, ch, NULL, NULL, TO_ROOM );
}
ch->in_room = now_in;
if ( !IS_NPC( ch ) )
{
sprintf( buf, "You flee %sward!\n\r", dir_name[door] );
send_to_char( buf, ch );
}
stop_fighting( ch, TRUE );
return;
}
send_to_char( "PANIC! You cannot escape!\n\r", ch );
return;
}
void do_berserk( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
/* Don't allow charmed mobs to do this, check player's level */
if ( ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
|| ( !IS_NPC( ch )
&& ch->level < skills_table[gsn_berserk].skill_level[ch->class] ) )
{
send_to_char( "You're not enough of a warrior to go Berserk.\n\r",
ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( is_affected( ch, gsn_berserk, 0 ) )
return;
send_to_char(
"Your weapon hits your foe and blood splatters all over!\n\r",
ch );
send_to_char( "The taste of blood begins to drive you crazy!\n\r",
ch );
if ( IS_NPC( ch )
|| number_percent( ) < ch->pcdata->skl_lrn[gsn_berserk] )
{
af.skill = gsn_berserk;
af.spell = 0;
af.duration = -1;
af.location = APPLY_HITROLL;
af.modifier = UMIN( ch->level / 4, 8 );
set_bitvector( &af, AFF_NONE);
affect_to_char( ch, &af );
af.location = APPLY_DAMROLL;
affect_to_char( ch, &af );
af.location = APPLY_AC;
af.modifier = ch->level;
affect_to_char( ch, &af );
send_to_char( "You have gone BERSERK!\n\r", ch );
act( "$n has gone BERSERK!", ch, NULL, NULL, TO_ROOM );
return;
}
send_to_char( "You shake off the madness.\n\r", ch );
skill_practice( ch, gsn_berserk );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *fch;
char arg [ MAX_INPUT_LENGTH ];
int count;
/* Don't allow charmed mobs to do this, check player's level */
if ( ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
|| ( !IS_NPC( ch )
&& ch->level < skills_table[gsn_rescue].skill_level[ch->class] ) )
{
send_to_char(
"You'd better leave the heroic acts to warriors.\n\r", ch );
return;
}
if ( is_affected( ch, gsn_berserk, 0 ) )
{
send_to_char( "You can't rescue anyone, you're BERSERK!\n\r", ch );
return;
}
if ( ch->riding )
{
send_to_char( "You can't do that while mounted.\n\r", ch );
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\n\r", ch );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
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 ( !victim->fighting )
{
send_to_char( "That person is not fighting right now.\n\r", ch );
return;
}
if ( !is_same_group( ch, victim ) )
{
send_to_char( "Why would you want to?\n\r", ch );
return;
}
if ( !check_blind ( ch ) )
return;
WAIT_STATE( ch, skills_table[gsn_rescue].beats );
count = 0;
for ( fch = victim->in_room->people; fch; fch = fch->next_in_room )
{
if ( !IS_NPC( fch )
|| fch->deleted )
continue;
if ( fch->fighting == victim )
{
if ( number_range( 0, count ) == 0 )
break;
count++;
}
}
skill_practice( ch, gsn_rescue );
if ( !fch
|| ( !IS_NPC( ch )
&& number_percent( ) > ch->pcdata->skl_lrn[gsn_rescue] ) )
{
send_to_char( "You fail the rescue.\n\r", ch );
return;
}
act( "You rescue $N&n!", ch, NULL, victim, TO_CHAR );
act( "$n&n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n&n rescues $N&n!", ch, NULL, victim, TO_NOTVICT );
stop_fighting( fch, FALSE );
set_fighting( fch, ch );
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
/* Check player's level and class, allow mobs to do this too */
if ( ( ch->level < skills_table[gsn_kick].skill_level[ch->class] ) )
{
send_to_char(
"You'd better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
if( !victim )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
}
WAIT_STATE( ch, number_fuzzy(skills_table[gsn_kick].beats) );
skill_practice( ch, gsn_kick );
if ( IS_NPC( ch ) || number_percent( ) < ch->pcdata->skl_lrn[gsn_kick] )
damage( ch, victim, number_range( 1, ch->level ), gsn_kick,
WEAR_NONE, DAM_BASH );
else
damage( ch, victim, 0, gsn_kick, WEAR_NONE, DAM_BASH );
return;
}
/*
* Bash by Veygoth
* Usable to initiate combat and during combat
*/
void do_bash( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int chance;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
/* Check player's level and class, mobs can use this skill */
if ( (ch->level < skills_table[gsn_bash].skill_level[ch->class] ) )
{
send_to_char(
"You'd better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
/* Bash self? JPG */
if ( victim == ch )
{
send_to_char( "You knock yourself to the ground!\n\r", ch );
damage( ch, ch, number_range( 1,ch->level ), gsn_bash, WEAR_NONE,
DAM_BASH );
WAIT_STATE( ch, ( skills_table[gsn_bash].beats * 5 / 6 ));
ch->position = POS_SITTING;
return;
}
victim = ch->fighting;
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
if( !victim )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
}
WAIT_STATE( ch, number_fuzzy( skills_table[gsn_bash].beats ));
if( IS_NPC( ch ))
chance = (ch->level * 3) / 2 + 15;
else
chance = ch->pcdata->skl_lrn[gsn_bash] - 5;
if( victim->position <= POS_RESTING )
chance = 0;
if( chance > 95 )
chance = 95;
if ( !(obj = get_eq_char( victim, WEAR_HAND )) )
{
if ( !(obj = get_eq_char( victim, WEAR_HAND_2 )) )
{
if( ch->class != CLASS_PALADIN && ch->class != CLASS_ANTIPALADIN )
{
chance -= 25;
send_to_char( "Bashing without a shield is tough, but you try anyway...\n\r", ch );
}
else
{
chance -=5; // Hidden penalty for not having a shield
}
}
else if( obj->item_type != TYPE_SHIELD )
{
if( ch->class != CLASS_PALADIN && ch->class != CLASS_ANTIPALADIN )
{
chance -= 25;
send_to_char( "Bashing without a shield is tough, but you try anyway...\n\r", ch );
}
else
{
chance -= 3; // Small hidden penalty for not having a shield
}
}
else if( ch->class == CLASS_PALADIN || ch->class == CLASS_ANTIPALADIN )
{
chance += 3; // Small hidden bonus for having a shield
}
}
else if ( obj->item_type != TYPE_SHIELD )
{
if ( !(obj = get_eq_char( victim, WEAR_HAND_2 )) )
{
if( ch->class != CLASS_PALADIN && ch->class != CLASS_ANTIPALADIN )
{
chance -= 25;
send_to_char( "Bashing without a shield is tough, but you try anyway...\n\r", ch );
}
else
{
chance -=5; // Hidden penalty for not having a shield
}
}
else if( obj->item_type != TYPE_SHIELD )
{
if( ch->class != CLASS_PALADIN && ch->class != CLASS_ANTIPALADIN )
{
chance -= 25;
send_to_char( "Bashing without a shield is tough, but you try anyway...\n\r", ch );
}
else
{
chance -=5; // Hidden penalty for not having a shield
}
}
else if( ch->class == CLASS_PALADIN || ch->class == CLASS_ANTIPALADIN )
{
chance += 3; // Small hidden bonus for having a shield
}
}
skill_practice( ch, gsn_bash );
if (!ch->fighting)
set_fighting( ch, victim );
if(!victim->fighting)
set_fighting( victim, ch );
if ( IS_NPC( ch ) || number_percent( ) < chance )
{
damage( ch, victim, number_range( 1, ch->level ), gsn_bash,
WEAR_NONE, DAM_BASH );
WAIT_STATE( victim, ( skills_table[gsn_bash].beats * 5 / 6 ));
victim->position = POS_SITTING;
}
else
{
act( "As $N&n avoids your bash you topple to the ground.", ch, NULL, victim, TO_CHAR );
act( "$n&n falls over as you avoid $s bash.", ch, NULL, victim, TO_VICT );
act( "$n&n misses $s bash at $N&n and topples to the ground.", ch, NULL, victim, TO_NOTVICT );
ch->position = POS_KNEELING;
}
return;
}
/*
* Trip by Veygoth
* Usable to initiate combat and during combat
*/
void do_trip( CHAR_DATA *ch, char *argument )
{
int chance;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
/* Check player's level and class, mobs can use this skill */
if ( (ch->level < skills_table[gsn_trip].skill_level[ch->class] ) )
{
send_to_char(
"You would just fall over if you tried to trip someone.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
if( !victim )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
}
WAIT_STATE( ch, number_fuzzy(skills_table[gsn_trip].beats) );
skill_practice( ch, gsn_trip );
if( IS_NPC( ch ))
chance = (ch->level * 3) / 2 + 10;
else
chance = ch->pcdata->skl_lrn[gsn_trip] - 10;
if( chance > 90 )
chance = 90;
if (!ch->fighting)
set_fighting( ch, victim );
if(!victim->fighting)
set_fighting( victim, ch );
if ( IS_NPC( ch ) || number_percent( ) < chance )
{
WAIT_STATE( victim, ( skills_table[gsn_trip].beats * 5 / 6 ));
act( "You trip $N&n and $E goes down!", ch, NULL, victim, TO_CHAR );
act( "$n&n trips you and you go down!", ch, NULL, victim, TO_VICT );
act( "$n&n trips $N&n and $E goes down!", ch, NULL, victim, TO_NOTVICT );
if( victim->position > POS_SITTING )
victim->position = POS_SITTING;
}
else
{
act( "You try to trip $N&n and fall down!", ch, NULL, victim, TO_CHAR );
act( "$n&n tries to trip you and falls down!", ch, NULL, victim, TO_VICT );
act( "$n&n tries to trip $N&n and falls down!", ch, NULL, victim, TO_NOTVICT );
ch->position = POS_RECLINING;
}
return;
}
/*
* Springleap by Veygoth
* Usable to initiate combat and during combat
*/
void do_springleap( CHAR_DATA *ch, char *argument )
{
int chance;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
/* Check player's level and class, mobs can use this skill */
if ( (ch->level < skills_table[gsn_springleap].skill_level[ch->class] ) )
{
send_to_char(
"You'd better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
if( !victim )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
}
WAIT_STATE( ch, number_fuzzy(skills_table[gsn_springleap].beats) );
skill_practice( ch, gsn_springleap );
if( IS_NPC( ch ))
chance = (ch->level * 3) / 2 + 15;
else
chance = ch->pcdata->skl_lrn[gsn_springleap] - 5;
if( chance > 95 )
chance = 95;
if (!ch->fighting)
set_fighting( ch, victim );
if(!victim->fighting)
set_fighting( victim, ch );
if ( IS_NPC( ch ) || number_percent( ) < chance )
{
damage( ch, victim, number_range( 1, ch->level ), gsn_springleap,
WEAR_NONE, DAM_BASH );
WAIT_STATE( victim, ( skills_table[gsn_springleap].beats * 5 / 6 ));
if( victim->position > POS_SITTING )
victim->position = POS_SITTING;
}
else
{
ch->hit -= number_range( 1, 4 );
act( "As $N&n avoids your leap you crash to the ground.", ch, NULL, victim, TO_CHAR );
act( "$n&n crashes to the ground as you avoid $s springleap.", ch, NULL, victim, TO_VICT );
act( "$n&n misses a springleap at $N&n and falls to the ground.", ch, NULL, victim, TO_NOTVICT );
ch->position = POS_RECLINING;
}
return;
}
/*
* Bodyslam by Veygoth
* Usable to initiate combat
*/
void do_bodyslam( CHAR_DATA *ch, char *argument )
{
int chance;
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
/* Check player's level and class, mobs can use this skill */
if ( !IS_SET( race_table[ch->race].race_abilities, RACE_BODYSLAM ) )
{
send_to_char(
"You don't feel massive enough.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
send_to_char( "Bodyslam who?\n\r", ch );
return;
}
WAIT_STATE( ch, skills_table[gsn_bodyslam].beats );
skill_practice( ch, gsn_bodyslam );
if( IS_NPC( ch ))
chance = (ch->level * 3) / 2 + 15;
else
chance = ch->pcdata->skl_lrn[gsn_bodyslam] - 5;
if( chance > 95 )
chance = 95;
if( IS_AFFECTED( victim, AFF_AWARE ))
{
chance -= 15;
}
else if( IS_AFFECTED( victim, AFF_SKL_AWARE ))
{
if( ch->level >= skills_table[gsn_aware].skill_level[ch->class] )
{
if( IS_NPC( ch ))
{
if( number_percent() < ((ch->level * 3) / 2 + 15))
{
chance -= 15;
}
}
else if( number_percent() < ch->pcdata->skl_lrn[gsn_aware] )
{
skill_practice( ch, gsn_aware );
chance -= 15;
}
else
{
skill_practice( ch, gsn_aware );
}
}
}
if (!ch->fighting)
set_fighting( ch, victim );
if(!victim->fighting)
set_fighting( victim, ch );
if ( IS_NPC( ch ) || number_percent( ) < chance )
{
damage( ch, victim, number_range( 1, ch->level ), gsn_bodyslam,
WEAR_NONE, DAM_BASH );
WAIT_STATE( victim, skills_table[gsn_bodyslam].beats );
victim->position = POS_RECLINING;
}
else
{
ch->hit -= number_range( 1, 5 );
act( "As $N&n avoids your slam, you smack headfirst into the ground.", ch, NULL, victim, TO_CHAR );
act( "$n&n throws $mself to the ground in a fit of clumsiness.", ch, NULL, victim, TO_VICT );
act( "$n&n misses a bodyslam on $N&n and slams $s head into the ground.", ch, NULL, victim, TO_NOTVICT );
ch->position = POS_RECLINING;
}
return;
}
/*
* Headbutt by Veygoth
* Usable to initiate combat and during combat
*/
void do_headbutt( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
/* Check player's level and class, mobs can use this skill */
if ( (ch->level < skills_table[gsn_headbutt].skill_level[ch->class] ) )
{
send_to_char(
"You'd better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
if( !victim )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
}
WAIT_STATE( ch, number_fuzzy(skills_table[gsn_headbutt].beats) );
skill_practice( ch, gsn_headbutt );
if (!ch->fighting)
set_fighting( ch, victim );
if(!victim->fighting)
set_fighting( victim, ch );
if ( IS_NPC( ch ) || number_percent( ) < ( ch->pcdata->skl_lrn[gsn_headbutt] - 5) )
{
damage( ch, victim, number_range( 1, ch->level ), gsn_headbutt,
WEAR_NONE, DAM_BASH );
WAIT_STATE( victim, (skills_table[gsn_headbutt].beats / 2) );
}
else
damage( ch, victim, 0, gsn_headbutt, WEAR_NONE, DAM_BASH );
return;
}
/*
* Charge by Veygoth
* Usable to initiate combat
*/
void do_charge( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
/* Check player's level and class, mobs can use this skill */
if ( !IS_SET( race_table[ch->race].race_abilities, RACE_CHARGE ) )
{
send_to_char(
"You can't do that.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
send_to_char( "Charge who?\n\r", ch );
return;
}
WAIT_STATE( ch, number_fuzzy( skills_table[gsn_charge].beats ));
skill_practice( ch, gsn_charge );
if (!ch->fighting)
set_fighting( ch, victim );
if(!victim->fighting)
set_fighting( victim, ch );
if ( IS_NPC( ch ) || number_percent( ) < ( ch->pcdata->skl_lrn[gsn_charge] - 5))
damage( ch, victim, number_range( 1, ch->level ), gsn_charge,
WEAR_NONE, DAM_BASH );
else
damage( ch, victim, 0, gsn_charge, WEAR_NONE, DAM_BASH );
return;
}
void do_dirt( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
int percent;
/* Don't allow charmed mobs to do this, check player's level */
if ( ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
|| ( !IS_NPC( ch )
&& ch->level < skills_table[gsn_dirt].skill_level[ch->class] ) )
{
send_to_char( "You get your feet dirty.\n\r", ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if ( victim == ch )
{
send_to_char( "Very funny.\n\r", ch );
return;
}
if ( IS_AFFECTED( victim, AFF_BLIND ) )
{
act( "$E's already been blinded.", ch, NULL, victim, TO_CHAR );
return;
}
percent = ( ch->level - victim->level ) * 2;
percent += get_curr_dex( ch ) - 2 * get_curr_dex( victim );
// Why waste time listing sectors with no modifier? - Veygoth
switch( ch->in_room->sector_type )
{
case SECT_INSIDE:
case SECT_ARCTIC:
case SECT_SWAMP:
percent -= 20;
break;
case SECT_CITY:
case SECT_MOUNTAIN:
percent -= 10;
break;
case SECT_PLANE_FIRE:
case SECT_PLANE_AIR:
case SECT_PLANE_WATER:
case SECT_PLANE_ASTRAL:
case SECT_PLANE_ETHEREAL:
case SECT_UNDERWATER:
case SECT_UNDERWATER_GROUND:
case SECT_WATER_SWIM:
case SECT_WATER_NOSWIM:
case SECT_AIR:
case SECT_OCEAN:
case SECT_UNDERG_WATER:
case SECT_UNDERG_WATER_NOSWIM:
percent = 0;
break;
case SECT_FIELD:
percent += 5;
break;
case SECT_DESERT:
percent += 10;
break;
case SECT_PLANE_EARTH:
percent += 15;
default:
break;
}
if ( percent <= 0 )
{
send_to_char( "There isn't any dirt to kick.\n\r", ch );
return;
}
skill_practice( ch, gsn_dirt );
if ( percent > number_percent( ) )
{
AFFECT_DATA af;
act( "$n is blinded by the dirt in $s eyes!", victim, NULL, NULL,
TO_ROOM );
act( "$n kicks dirt into your eyes!", ch, NULL, victim, TO_VICT );
damage( ch, victim, 5, gsn_dirt, WEAR_NONE, DAM_NONE );
send_to_char( "You can't see a thing!\n\r", victim );
af.skill = gsn_dirt;
af.spell = 0;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
set_bitvector( &af, AFF_BLIND);
affect_to_char( victim, &af );
}
WAIT_STATE( ch, skills_table[gsn_dirt].beats );
return;
}
void do_whirlwind( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *pChar;
CHAR_DATA *pChar_next;
OBJ_DATA *wield;
bool found = FALSE;
if ( !IS_NPC( ch )
&& ch->level < skills_table[gsn_whirlwind].skill_level[ch->class] )
{
send_to_char( "You don't know how to do that...\n\r", ch );
return;
}
if ( !( wield = get_eq_char( ch, WEAR_HAND ) )
|| wield->item_type != TYPE_WEAPON )
{
send_to_char( "You need to wield a weapon first...\n\r", ch );
return;
}
act( "$n&n holds $p&n firmly, and starts spinning round...", ch, wield, NULL,
TO_ROOM );
act( "You hold $p&n firmly, and start spinning round...", ch, wield, NULL,
TO_CHAR );
pChar_next = NULL;
for ( pChar = ch->in_room->people; pChar; pChar = pChar_next )
{
pChar_next = pChar->next_in_room;
if ( IS_NPC( pChar ) )
{
found = TRUE;
act( "$n&n turns towards YOU!", ch, NULL, pChar, TO_VICT );
one_hit( ch, pChar, gsn_whirlwind, WEAR_HAND );
// Added small amount of lag per target hit
WAIT_STATE( ch, 4 );
}
}
if ( !found )
{
act( "$n&n looks dizzy, and a tiny bit embarassed.", ch, NULL, NULL,
TO_ROOM );
act( "You feel dizzy, and a tiny bit embarassed.", ch, NULL, NULL,
TO_CHAR );
}
WAIT_STATE( ch, skills_table[gsn_whirlwind].beats );
skill_practice( ch, gsn_whirlwind );
if ( !found
&& number_percent( ) < 25 )
{
act( "$n&n loses $s balance and falls into a heap.", ch, NULL, NULL,
TO_ROOM );
act( "You lose your balance and fall into a heap.", ch, NULL, NULL,
TO_CHAR );
ch->position = POS_STUNNED;
}
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
int percent;
/* Don't allow charmed mobiles to do this, check player's level */
if ( ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
|| ( !IS_NPC( ch )
&& ch->level < skills_table[gsn_disarm].skill_level[ch->class] ) )
{
send_to_char( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( !get_eq_char( ch, WEAR_HAND )
&& !get_eq_char( ch, WEAR_HAND_2 ) )
{
send_to_char( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( !ch->fighting )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
one_argument( argument, arg );
victim = ch->fighting;
if ( arg[0] != '\0' )
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim->fighting != ch && ch->fighting != victim )
{
act( "$E is not fighting you!", ch, NULL, victim, TO_CHAR );
return;
}
if ( !get_eq_char( victim, WEAR_HAND )
&& !get_eq_char( victim, WEAR_HAND_2 ) )
{
send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
if( victim->level > ch->level + 3 )
{
send_to_char( "They are much too clever for such a maneuver.\n\r", ch );
return;
}
WAIT_STATE( ch, skills_table[gsn_disarm].beats );
skill_practice( ch, gsn_disarm );
percent = number_percent( ) + victim->level - ch->level;
if ( !get_eq_char( ch, WEAR_HAND ) )
percent *= 2; /* 1/2 as likely with only 2nd weapon */
if ( IS_NPC( ch ) || percent < ch->pcdata->skl_lrn[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else if( number_percent() < 50 )
{
send_to_char( "They expertly counter your maneuver and dislodge your weapon.\n\r", ch );
disarm( victim, ch );
}
else
send_to_char( "You failed.\n\r", ch );
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *rch;
rch = get_char( ch );
if ( !authorized( rch, "slay" ) )
return;
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_DATA *rch;
char arg1 [ MAX_INPUT_LENGTH ];
char arg2 [ MAX_INPUT_LENGTH ];
rch = get_char( ch );
if ( !authorized( rch, "slay" ) )
return;
one_argument( argument, arg1 );
one_argument( argument, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Slay whom?\n\r", ch );
return;
}
if ( !( victim = get_char_room( ch, arg1 ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( !IS_NPC( victim ) && victim->level >= ch->level )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( !str_cmp( arg2, "immolate" ) )
{
act( "Your fireball turns $N into a blazing inferno.",
ch, NULL, victim, TO_CHAR );
act( "$n releases a searing fireball in your direction.",
ch, NULL, victim, TO_VICT );
act( "$n points at $N, who bursts into a flaming inferno.",
ch, NULL, victim, TO_NOTVICT );
}
else if ( !str_cmp( arg2, "pounce" ) && get_trust( ch ) >= L_DIR )
{
act( "Leaping upon $N with bared fangs, you tear open $S throat and toss the corpse to the ground...",
ch, NULL, victim, TO_CHAR );
act( "In a heartbeat, $n rips $s fangs through your throat! Your blood sprays and pours to the ground as your life ends...",
ch, NULL, victim, TO_VICT );
act( "Leaping suddenly, $n sinks $s fangs 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, "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, "slit" ) && get_trust( ch ) >= L_DIR )
{
act( "You calmly slit $N's throat.",
ch, NULL, victim, TO_CHAR );
act( "$n reaches out with a clawed finger and calmly slits your throat.",
ch, NULL, victim, TO_VICT );
act( "$n calmly slits $N's throat.",
ch, NULL, victim, TO_NOTVICT );
}
else if ( !str_cmp( arg2, "squeeze" ) )
{
act( "You grasp $S head and squeeze it until it explodes!",
ch, NULL, victim, TO_CHAR );
act( "$n grasps your head and squeezes until it explodes!",
ch, NULL, victim, TO_VICT );
act( "$n grasps $N's head and squeezes until it explodes!",
ch, NULL, victim, TO_NOTVICT );
}
else
{
act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR );
act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT );
act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
}
raw_kill( ch, victim );
return;
}
/* This code is for PC's who polymorph into dragons.
* Yeah I know this is specialized code, but this is fun. :)
* Breathe on friend and enemy alike.
* -Kahn
*/
void pc_breathe( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *victim_next;
int sn;
send_to_char( "You feel the urge to burp!\n\r", ch );
act( "$n belches!", ch, NULL, NULL, TO_ROOM );
for ( victim = ch->in_room->people; victim; victim = victim_next )
{
victim_next = victim->next_in_room;
if ( victim->deleted )
continue;
if ( victim == ch )
continue;
if ( !IS_NPC( victim )
|| ( !licensed( ch )
&& str_cmp( race_table[victim->race].name, "Vampire" ) ) )
continue;
sn = spell_lookup( "fire breath" );
(*spells_table[sn].spell_fun) ( sn, ch->level, ch, victim );
}
return;
}
/* This code is for PC's who polymorph into harpies.
* Yeah I know this is specialized code, but this is fun. :)
* Scream into the ears of enemy and friend alike.
* -Kahn
*/
void pc_screech( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *victim_next;
int sn;
send_to_char( "You feel the urge to scream!\n\r", ch );
interpret( ch, "scream" );
for ( victim = ch->in_room->people; victim; victim = victim_next )
{
victim_next = victim->next_in_room;
if ( victim->deleted )
continue;
if ( victim == ch )
continue;
if ( !IS_NPC( victim )
|| ( !licensed( ch )
&& str_cmp( race_table[victim->race].name, "Vampire" ) ) )
continue;
act( "Your ears pop from $n's scream. Ouch!", ch, NULL, victim,
TO_VICT );
sn = spell_lookup( "agitation" );
(*spells_table[sn].spell_fun) ( sn, ch->level, ch, victim );
}
return;
}
void pc_spit( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *victim_next;
send_to_char( "You feel the urge to spit!\n\r", ch );
act( "$n spews vitriol!", ch, NULL, NULL, TO_ROOM );
for ( victim = ch->in_room->people; victim; victim = victim_next )
{
victim_next = victim->next_in_room;
if ( victim->deleted )
continue;
if ( victim == ch )
continue;
if ( !IS_NPC( victim )
|| ( !licensed( ch )
&& str_cmp( race_table[victim->race].name, "Vampire" ) ) )
continue;
act( "You are splattered with $n's vitriol. Ouch!", ch, NULL, victim,
TO_VICT );
(*spells_table[spl_poison].spell_fun) ( spl_poison, ch->level, ch, victim );
damage( ch, victim, number_range( 1, ch->level ),
gsn_poison_weapon, WEAR_NONE, DAM_POISON );
}
return;
}
bool check_race_special( CHAR_DATA *ch )
{
if ( !str_cmp( race_table[ch->race].name, "Dragon" ) )
{
if ( number_percent( ) < ch->level )
{
pc_breathe( ch );
return TRUE;
}
}
if ( !str_cmp( race_table[ch->race].name, "Harpy" ) )
{
if ( number_percent( ) < ch->level )
{
pc_screech( ch );
return TRUE;
}
}
if ( !str_cmp( race_table[ch->race].name, "Arachnid" )
|| !str_cmp( race_table[ch->race].name, "Snake" ) )
{
if ( number_percent( ) < ch->level )
{
pc_spit( ch );
return TRUE;
}
}
return FALSE;
}
bool licensed ( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( !str_cmp( race_table[ch->race].name, "Vampire" ) )
return TRUE;
/*
* If already fighting then we just jump out.
*/
if ( ch->fighting )
return TRUE;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == OBJ_VNUM_LICENSE )
return TRUE;
}
return FALSE;
}
/*
* Mobs using magical items by Spitfire from merc mailing list
* Modified to give every magical item an equal chance of being used plus
* eating pills -Kahn
*/
void use_magical_item( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *cobj = NULL;
int number = 0;
int i = 0;
int sn = 0;
char buf[ MAX_INPUT_LENGTH ];
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( ( obj->item_type == TYPE_SCROLL
|| obj->item_type == TYPE_WAND
|| obj->item_type == TYPE_STAFF
|| obj->item_type == TYPE_PILL )
&& number_range( 0, number ) == 0 )
{
cobj = obj;
number++;
}
}
if ( !cobj )
return;
/*
* Modified so mobs don't cause damage to themselves and
* don't aid players to help stop HEAVY player cheating -Zen
*/
switch( cobj->item_type )
{
case TYPE_SCROLL: for ( i = 1; i < 5; i++ )
{
sn = cobj->value[i];
if ( sn <= 0
|| sn >= MAX_SPELL )
{
extract_obj( cobj );
return;
}
if ( spells_table[sn].target == TAR_CHAR_DEFENSIVE )
{
act( "$n discards a $p.", ch, cobj, NULL, TO_ROOM );
extract_obj( cobj );
return;
}
}
break;
case TYPE_POTION:
case TYPE_PILL: for ( i = 1; i < 5; i++ )
{
sn = cobj->value[i];
if ( sn <= 0
|| sn >= MAX_SPELL )
{
extract_obj( cobj );
return;
}
if ( spells_table[sn].target == TAR_CHAR_OFFENSIVE )
{
act( "$n discards a $p.", ch, cobj, NULL, TO_ROOM );
extract_obj( cobj );
return;
}
}
break;
}
switch( cobj->item_type )
{
case TYPE_SCROLL: do_recite( ch, "scroll" );
break;
case TYPE_WAND: if ( cobj->wear_loc == WEAR_HAND )
do_zap( ch, "" );
break;
case TYPE_STAFF: if ( cobj->wear_loc == WEAR_HAND )
do_brandish( ch, "" );
break;
case TYPE_POTION: do_quaff( ch, "potion" );
break;
case TYPE_PILL: sprintf( buf, "%s", cobj->name );
do_eat( ch, buf );
break;
}
return;
}
/*
* From TheIsles16 code. TheIsles by Locke <locke@lm.com>
*/
bool hit_suck_disarm( CHAR_DATA *ch, CHAR_DATA *victim, int hit, int dam )
{
OBJ_DATA *obj;
if ( number_percent( ) <= ch->level )
{
if ( ( race_table[ch->race].size
- race_table[victim->race].size ) < -2 )
return FALSE;
if ( !( obj = get_eq_char( victim, WEAR_HAND ) ) )
if ( !( obj = get_eq_char( victim, WEAR_HAND_2 ) ) )
return FALSE;
if ( IS_OBJ_STAT( obj, ITEM_NODROP ) )
return FALSE;
if ( !get_eq_char( ch, WEAR_HAND )
&& !get_eq_char( ch, WEAR_HAND_2 )
&& number_bits( 1 ) == 0 )
return FALSE;
act( "You suck $N's weapon right out of $S hand!",
ch, NULL, victim, TO_CHAR );
act( "$n sucks your weapon right out of your hand!",
ch, NULL, victim, TO_VICT );
act( "$n sucks $N's weapon right out of $S hand!",
ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
obj_to_char( obj, ch );
return TRUE;
}
return FALSE;
}
/*
* From TheIsles16 code. TheIsles by Locke <locke@lm.com>
*/
bool hit_vorpal( CHAR_DATA *ch, CHAR_DATA *victim, int hit, int dam )
{
OBJ_DATA *obj;
char *name;
char buf [MAX_STRING_LENGTH];
dam *= 100;
if ( victim->hit > 0 )
dam /= victim->hit;
if ( hit >= 17 && dam >= 40 ) /* dam >= 40 is MUTILATES */
/*
* Cut victim's head off, generate a corpse, do not
* give experience for kill. Needless to say,
* it would be bad to be a target of this weapon!
*/
{
act( "You slice $N's head clean off!", ch, 0, victim, TO_CHAR );
act( "$n slices your head clean off!", ch, 0, victim, TO_VICT );
act( "$n slices $N's head clean off!", ch, 0, victim, TO_NOTVICT );
act( "$n's severed head plops on the ground.", victim, 0, 0, TO_ROOM );
stop_fighting( victim, TRUE );
name = IS_NPC( victim ) ? victim->short_descr : victim->name;
obj = create_object( get_obj_index( OBJ_VNUM_SEVERED_HEAD ), 0 );
obj->timer = number_range( 4, 7 );
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( victim, AFF_POISON ) )
obj->value[3] = 1;
obj_to_room( obj, ch->in_room );
raw_kill( ch, victim );
return TRUE;
}
return FALSE;
}
/*
* From TheIsles16 code. TheIsles by Locke <locke@lm.com>
* Heavily modified by Zen.
*/
void do_shoot( CHAR_DATA *ch, char *argument )
{
extern char * const dir_name [ ];
extern char * const dir_rev [ ];
OBJ_DATA *obj;
OBJ_DATA *newobj;
OBJ_INDEX_DATA *pObjIndex;
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
CHAR_DATA *mob;
char *msg;
char arg2 [ MAX_INPUT_LENGTH ];
char arg3 [ MAX_INPUT_LENGTH ];
char buf [ MAX_STRING_LENGTH ];
int range = 3;
int dir;
int n;
if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
return;
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
dir = -1;
for ( dir = 0; dir < MAX_DIR; dir++ )
{
if ( !str_prefix( arg2, dir_name[dir] ) )
break;
}
if ( arg2[0] == '\0' || dir < 0 )
{
send_to_char( "Syntax: shoot <direction> [range]\n\r", ch );
return;
}
if ( !( obj = get_eq_char( ch, WEAR_HAND ) ) )
{
send_to_char( "You aren't using a missile weapon.\n\r", ch );
return;
}
if ( obj->item_type != TYPE_WEAPON
|| obj->value[1] < 0 || obj->value[2] < 0 )
{
send_to_char( "You can't do that.\n\r", ch);
return;
}
if ( obj->value[0] == 0 )
{
send_to_char( "Its payload is empty.\n\r", ch);
return;
}
if ( obj->value[3] == RNG_CATAPULT )
{
if ( arg3[0] != '\0' )
range = atoi( arg3 );
if ( range <= 0 )
{
send_to_char( "Try shooting it away from you.\n\r", ch );
return;
}
if ( range > obj->value[4] )
{
if ( obj->value[4] > 0 ) range = obj->value[4];
else range = 1;
}
}
switch ( obj->value[3] )
{
default: msg = "You pull back the string on %s and fire %s!\n\r";
break;
case RNG_BOW: msg = "You pull back the string on %s and fire %s!\n\r";
break;
case RNG_CROSSBOW: msg = "You fire %s bolt %s!\n\r";
break;
case RNG_CATAPULT: msg = "You crank back %s, and release it %sward!\n\r";
break;
}
sprintf( buf, msg, obj->short_descr, dir_name[dir] );
send_to_char( buf, ch );
switch ( obj->value[3] )
{
default: msg = "You pull back the string on %s and fire %s!";
break;
case RNG_BOW: msg = "%s pulls back the string on %s and fires %s!";
break;
case RNG_CROSSBOW: msg = "%s fires %s bolt %s!";
break;
case RNG_CATAPULT: msg = "%s cranks back %s, and releases it %sward!";
break;
}
sprintf( buf, msg, ( IS_NPC( ch ) ? ch->short_descr : ch->name ),
obj->short_descr, dir_name[dir] );
act( buf, ch, NULL, NULL, TO_ROOM );
if ( !(pObjIndex = get_obj_index( obj->value[0] ) ) )
{
bug( "Ranged weapon (vnum %d) has invalid ammunition.", 0 );
return;
}
if ( !ch->in_room->exit[dir]
|| IS_SET( ch->in_room->exit[dir]->exit_info, EX_CLOSED ) )
{
newobj = create_object( get_obj_index( obj->value[0] ), 0 );
obj->value[0] = 0;
switch ( obj->value[3] )
{
default: msg = "%s impales itself into the ground."; break;
case RNG_BOW: msg = "%s impales itself into the ground."; break;
case RNG_CROSSBOW: msg = "%s falls to the ground."; break;
case RNG_CATAPULT: msg = "%s crashes to the ground."; break;
}
sprintf( buf, msg, newobj->short_descr );
act( capitalize( buf ), ch, NULL, NULL, TO_ROOM );
act( capitalize( buf ), ch, NULL, NULL, TO_CHAR );
obj_to_room( newobj, ch->in_room );
return;
}
newobj = create_object( pObjIndex, 0 );
obj->value[0] = 0;
for ( n = 1, pexit = ch->in_room->exit[dir]; pexit && n <= (range+1); n++ )
{
if ( IS_SET( pexit->exit_info, EX_CLOSED )
|| IS_SET( pexit->exit_info, EX_JAMMED ) )
{
switch ( obj->value[3] )
{
default: msg = "%s impales itself into the ground.";
break;
case RNG_BOW: msg = "%s impales itself into the ground.";
break;
case RNG_CROSSBOW: msg = "%s falls to the ground.";
break;
case RNG_CATAPULT: msg = "%s crashes to the ground.";
break;
}
sprintf( buf, msg, newobj->short_descr );
if ( pexit->to_room
&& pexit->to_room->people )
{
act( buf, pexit->to_room->people, NULL, NULL, TO_ROOM );
act( buf, pexit->to_room->people, NULL, NULL, TO_CHAR );
}
obj_to_room( newobj, pexit->to_room );
act( buf, ch, NULL, NULL, TO_ROOM );
return;
}
to_room = pexit->to_room;
if ( to_room->people )
{
for ( mob = to_room->people; mob; mob = mob->next_in_room )
{
if ( mob->deleted )
continue;
if ( ( mob->position == POS_STANDING
|| mob->position == POS_FIGHTING )
&& ( check_dodge( ch, mob ) || ch->level > number_percent( ) ) )
{
int dam;
sprintf( buf, "%s streaks into %s from %s!",
newobj->short_descr,
( IS_NPC( mob ) ? mob->short_descr : mob->name ),
dir_rev[dir] );
act( buf, mob, NULL, NULL, TO_ROOM );
n = range;
sprintf( buf, "%s streaks into you from %s!",
newobj->short_descr, dir_rev[dir] );
act( buf, mob, NULL, NULL, TO_CHAR );
dam = number_range( obj->value[1], obj->value[2] );
dam += newobj->value[1];
/*
* Weapon Proficiencies.
*/
if ( !IS_NPC( ch ) && ch->pcdata->skl_lrn[gsn_shot] > 0 )
dam += dam * ch->pcdata->skl_lrn[gsn_shot] / 150;
extract_obj( newobj );
damage( ch, mob, dam, TYPE_UNDEFINED, WEAR_NONE, DAM_NONE );
stop_fighting( mob, FALSE );
if ( IS_NPC( mob ) )
{
start_hating( mob, ch );
start_hunting( mob, ch );
}
if ( mob->position > POS_STUNNED
&& obj->value[3] == RNG_CATAPULT )
{
act ( "The impact puts $n to sleep!",
mob, NULL, NULL, TO_ROOM );
act ( "The impact puts you to sleep... ZzZzZ",
mob, NULL, NULL, TO_CHAR );
mob->position = POS_SLEEPING;
}
return;
}
}
}
if ( to_room->people )
{
if ( n <= range )
{
sprintf( buf, "%s streaks through the air and continues %s.",
newobj->short_descr, dir_name[dir] );
act( buf, to_room->people, NULL, NULL, TO_ROOM );
act( buf, to_room->people, NULL, NULL, TO_CHAR );
}
else
{
sprintf( buf, "%s zooms in and lands on the ground.",
newobj->short_descr );
act( buf, to_room->people, NULL, NULL, TO_ROOM );
act( buf, to_room->people, NULL, NULL, TO_CHAR );
obj_to_room( newobj, to_room );
}
}
pexit = to_room->exit[dir];
}
return;
}
/*
* From TheIsles16 code. TheIsles by Locke <locke@lm.com>
* Heavily modified by Zen.
*/
void do_reload( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *weapon;
OBJ_DATA *ammo;
OBJ_DATA *ammo_next;
char buf [MAX_STRING_LENGTH];
if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
return;
if ( !( weapon = get_eq_char( ch, WEAR_HAND ) ) )
{
send_to_char( "I don't see that weapon here.\n\r", ch );
return;
}
if ( weapon->item_type != TYPE_WEAPON )
{
send_to_char( "That is not a missile weapon.\n\r", ch );
return;
}
for ( ammo = ch->carrying; ammo; ammo = ammo_next )
{
ammo_next = ammo->next_content;
if ( ammo->deleted )
continue;
if ( ammo->item_type == TYPE_WEAPON
&& ammo->value[0] == weapon->value[3] )
break;
}
if ( !ammo )
{
send_to_char( "You do not have ammo for this weapon.\n\r", ch );
return;
}
if ( weapon->value[0] != 0 )
{
sprintf( buf, "%s is already loaded.\n\r", weapon->short_descr );
send_to_char( buf, ch );
return;
}
weapon->value[0] = ammo->pIndexData->vnum;
act( "You get $p&n.", ch, ammo, weapon, TO_CHAR );
act( "$n&n get $p&n.", ch, ammo, weapon, TO_ROOM );
act( "You load $P&n with $p&n.", ch, ammo, weapon, TO_CHAR );
act( "$n&n loads $P&n with $p&n.", ch, ammo, weapon, TO_ROOM );
extract_obj( ammo );
return;
}
// Returns the percent of experience player should get for kill
// based on their trophy and increases the amount of kills on
// the player's trophy - Veygoth
int check_trophy( CHAR_DATA *ch, CHAR_DATA *victim, int members )
{
int percent;
int count;
int vnum;
int maxlev;
bool found = FALSE;
bool found2 = FALSE;
maxlev = ch->level;
if( !(vnum = victim->pIndexData->vnum) )
{
bug( "Mobile without vnum in check_trophy!", 0 );
return 100;
}
for( count = 0; count < maxlev; count++ )
{
if( ch->pcdata->trophy[count].vnum == vnum )
{
found = TRUE;
break;
}
}
if( !found )
{
for( count = 0; count < maxlev; count++ )
{
if( ch->pcdata->trophy[count].vnum == 0
|| ch->pcdata->trophy[count].number == 0 )
{
ch->pcdata->trophy[count].vnum = vnum;
ch->pcdata->trophy[count].number = ( 100 / members);
found2 = TRUE;
break;
}
}
// Roll the oldest item off of trophy
if( !found2 )
{
for( count = 0; count < (maxlev - 1); count++ )
{
ch->pcdata->trophy[count].vnum = ch->pcdata->trophy[count + 1].vnum;
ch->pcdata->trophy[count].vnum = ch->pcdata->trophy[count + 1].number;
}
ch->pcdata->trophy[maxlev].vnum = vnum;
ch->pcdata->trophy[maxlev].number = ( 100 / members );
}
return 100;
}
percent = 100 - ( ch->pcdata->trophy[count].number / 40 );
if( percent < 1 )
percent = 1;
if( percent <= 50 )
send_to_char( "What's the point anymore? It just doesen't seem worth it.\n\r", ch );
else if( percent <= 80 )
send_to_char( "This is starting to get dull.\n\r", ch );
else if( percent <= 90 )
send_to_char( "You are beginning to learn your victim's weak spots.\n\r", ch );
ch->pcdata->trophy[count].number += ( 100 / members );
return percent;
}
void do_disengage( CHAR_DATA *ch, char *argument )
{
if( ch->position != POS_FIGHTING && !ch->fighting )
{
send_to_char( "You're not fighting anyone!\n\r", ch );
return;
}
if( ch->fighting->fighting && ch->fighting->fighting == ch )
{
send_to_char( "You're a little busy getting beat on at the moment.\n\r", ch );
return;
}
send_to_char( "You disengage from the fight!\n\r", ch );
stop_fighting( ch, FALSE );
return;
}
void do_assist( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
if ( !check_blind( ch ) )
return;
one_argument( argument, arg );
if( ch->fighting )
{
send_to_char( "You're a bit busy at the moment.\n\r", ch );
return;
}
if ( arg[0] != '\0' )
{
if ( !( victim = get_char_room( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
send_to_char( "Assist who?\n\r", ch );
return;
}
if( victim == ch )
{
send_to_char( "You're too busy assisting yourself to assist yourself.\n\r", ch );
return;
}
if( !victim->fighting )
{
send_to_char( "They're not fighting anyone.\n\r", ch );
return;
}
if( victim->fighting == ch )
{
send_to_char( "Assist!? They're fighting YOU, fool!\n\r", ch );
return;
}
act( "You assist $N&n heroically.", ch, NULL, victim, TO_CHAR );
act( "$n&n assists you heroically.", ch, NULL, victim, TO_VICT );
act( "$n&n assists $N&n heroically.", ch, NULL, victim, TO_NOTVICT );
one_hit( ch, victim->fighting, TYPE_UNDEFINED, WEAR_HAND );
return;
}
void do_aware( CHAR_DATA *ch, char *argument )
{
AFFECT_DATA af;
if( IS_NPC( ch ))
return;
if( ch->level < skills_table[gsn_aware].skill_level[ch->class] )
{
send_to_char( "Your general obliviousness prevents your use of this skill.\n\r", ch );
return;
}
if( IS_AFFECTED( ch, AFF_SKL_AWARE ))
{
send_to_char( "You are already about as tense as you can get.\n\r", ch );
return;
}
send_to_char( "You try to become more aware of your surroundings.\n\r", ch );
skill_practice( ch, gsn_aware );
af.skill = gsn_aware;
af.spell = 0;
af.duration = ( ch->level / 3 ) + 3;
af.location = 0;
af.modifier = 0;
set_bitvector( &af, AFF_SKL_AWARE );
affect_to_char( ch, &af );
return;
}