/* * RAM $Id: fight.c 69 2009-01-11 18:13:26Z quixadhal $ */ /*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "strings.h" #include "random.h" #include "db.h" #include "interp.h" #include "act.h" #include "magic.h" #include "tables.h" /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch = NULL; CHAR_DATA *ch_next = NULL; CHAR_DATA *victim = NULL; for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if ( IS_AWAKE( ch ) && ch->in_room == victim->in_room ) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, false ); if ( ( victim = ch->fighting ) == NULL ) continue; /* * Fun for the whole family! */ check_assist( ch, victim ); if ( IS_NPC( ch ) ) { if ( HAS_TRIGGER( ch, TRIG_FIGHT ) ) mp_percent_trigger( ch, victim, NULL, NULL, TRIG_FIGHT ); if ( HAS_TRIGGER( ch, TRIG_HPCNT ) ) mp_hprct_trigger( ch, victim ); } } return; } /* for auto assisting */ void check_assist( CHAR_DATA *ch, CHAR_DATA *victim ) { CHAR_DATA *rch = NULL; CHAR_DATA *rch_next = NULL; for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) { rch_next = rch->next_in_room; if ( IS_AWAKE( rch ) && rch->fighting == NULL ) { /* * quick check for ASSIST_PLAYER */ if ( !IS_NPC( ch ) && IS_NPC( rch ) && IS_SET( rch->off_flags, ASSIST_PLAYERS ) && rch->level + 6 > victim->level && can_see( rch, ch ) ) { do_function( rch, &do_emote, "screams and attacks!" ); multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } /* * PCs next */ if ( !IS_NPC( ch ) || IS_AFFECTED( ch, AFF_CHARM ) ) { if ( ( ( !IS_NPC( rch ) && IS_SET( rch->act, PLR_AUTOASSIST ) ) || IS_AFFECTED( rch, AFF_CHARM ) ) && is_same_group( ch, rch ) && !is_safe( rch, victim ) && can_see( rch, ch ) ) multi_hit( rch, victim, TYPE_UNDEFINED ); continue; } /* * now check the NPC cases */ if ( IS_NPC( ch ) && !IS_AFFECTED( ch, AFF_CHARM ) ) { if ( ( IS_NPC( rch ) && IS_SET( rch->off_flags, ASSIST_ALL ) ) || ( IS_NPC( rch ) && rch->group && rch->group == ch->group ) || ( IS_NPC( rch ) && rch->race == ch->race && IS_SET( rch->off_flags, ASSIST_RACE ) ) || ( IS_NPC( rch ) && IS_SET( rch->off_flags, ASSIST_ALIGN ) && ( ( IS_GOOD( rch ) && IS_GOOD( ch ) ) || ( IS_EVIL( rch ) && IS_EVIL( ch ) ) || ( IS_NEUTRAL( rch ) && IS_NEUTRAL( ch ) ) ) ) || ( rch->pIndexData == ch->pIndexData && IS_SET( rch->off_flags, ASSIST_VNUM ) ) ) { CHAR_DATA *vch = NULL; CHAR_DATA *target = NULL; int number = 0; if ( number_bits( 1 ) == 0 ) continue; target = NULL; number = 0; for ( vch = ch->in_room->people; vch; vch = vch->next ) { if ( can_see( rch, vch ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 ) { target = vch; number++; } } if ( target != NULL ) { do_function( rch, &do_emote, "screams and attacks!" ); multi_hit( rch, target, TYPE_UNDEFINED ); } } } } } } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance = 0; int sa = -1; int ta = -1; if ( ( sa = skill_lookup( "second attack" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "second attack", __FUNCTION__ ); return; } if ( ( ta = skill_lookup( "third attack" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "third attack", __FUNCTION__ ); return; } /* * decrement the wait */ if ( ch->desc == NULL ) ch->wait = UMAX( 0, ch->wait - PULSE_VIOLENCE ); if ( ch->desc == NULL ) ch->daze = UMAX( 0, ch->daze - PULSE_VIOLENCE ); /* * no attacks for stunnies -- just a check */ if ( ch->position < POS_RESTING ) return; if ( IS_NPC( ch ) ) { mob_hit( ch, victim, dt ); return; } one_hit( ch, victim, dt ); if ( ch->fighting != victim ) return; if ( IS_AFFECTED( ch, AFF_HASTE ) ) one_hit( ch, victim, dt ); if ( ch->fighting != victim || dt == skill_lookup( "backstab" ) ) return; chance = get_skill( ch, sa ) / 2; if ( IS_AFFECTED( ch, AFF_SLOW ) ) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ); check_improve( ch, sa, true, 5 ); if ( ch->fighting != victim ) return; } chance = get_skill( ch, ta ) / 4; if ( IS_AFFECTED( ch, AFF_SLOW ) ) chance = 0;; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ); check_improve( ch, ta, true, 6 ); if ( ch->fighting != victim ) return; } return; } /* procedure for all mobile attacks */ void mob_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance = 0; int number = 0; CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; one_hit( ch, victim, dt ); if ( ch->fighting != victim ) return; /* * Area attack -- BALLS nasty! */ if ( IS_SET( ch->off_flags, OFF_AREA_ATTACK ) ) { for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( ( vch != victim && vch->fighting == ch ) ) one_hit( ch, vch, dt ); } } if ( IS_AFFECTED( ch, AFF_HASTE ) || ( IS_SET( ch->off_flags, OFF_FAST ) && !IS_AFFECTED( ch, AFF_SLOW ) ) ) one_hit( ch, victim, dt ); if ( ch->fighting != victim || dt == skill_lookup( "backstab" ) ) return; chance = get_skill( ch, skill_lookup( "second attack" ) ) / 2; if ( IS_AFFECTED( ch, AFF_SLOW ) && !IS_SET( ch->off_flags, OFF_FAST ) ) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ); if ( ch->fighting != victim ) return; } chance = get_skill( ch, skill_lookup( "third attack" ) ) / 4; if ( IS_AFFECTED( ch, AFF_SLOW ) && !IS_SET( ch->off_flags, OFF_FAST ) ) chance = 0; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt ); if ( ch->fighting != victim ) return; } /* * oh boy! Fun stuff! */ if ( ch->wait > 0 ) return; number = number_range( 0, 2 ); if ( number == 1 && IS_SET( ch->act, ACT_MAGE ) ) { /* * { mob_cast_mage(ch,victim); return; } */ ; } if ( number == 2 && IS_SET( ch->act, ACT_CLERIC ) ) { /* * { mob_cast_cleric(ch,victim); return; } */ ; } /* * now for the skills */ number = number_range( 0, 8 ); switch ( number ) { case ( 0 ): if ( IS_SET( ch->off_flags, OFF_BASH ) ) do_function( ch, &do_bash, "" ); break; case ( 1 ): if ( IS_SET( ch->off_flags, OFF_BERSERK ) && !IS_AFFECTED( ch, AFF_BERSERK ) ) do_function( ch, &do_berserk, "" ); break; case ( 2 ): if ( IS_SET( ch->off_flags, OFF_DISARM ) || ( get_weapon_sn( ch ) != skill_lookup( "hand to hand" ) && ( IS_SET( ch->act, ACT_WARRIOR ) || IS_SET( ch->act, ACT_THIEF ) ) ) ) do_function( ch, &do_disarm, "" ); break; case ( 3 ): if ( IS_SET( ch->off_flags, OFF_KICK ) ) do_function( ch, &do_kick, "" ); break; case ( 4 ): if ( IS_SET( ch->off_flags, OFF_KICK_DIRT ) ) do_function( ch, &do_dirt, "" ); break; case ( 5 ): if ( IS_SET( ch->off_flags, OFF_TAIL ) ) { /* * do_function(ch, &do_tail, "") */ ; } break; case ( 6 ): if ( IS_SET( ch->off_flags, OFF_TRIP ) ) do_function( ch, &do_trip, "" ); break; case ( 7 ): if ( IS_SET( ch->off_flags, OFF_CRUSH ) ) { /* * do_function(ch, &do_crush, "") */ ; } break; case ( 8 ): if ( IS_SET( ch->off_flags, OFF_BACKSTAB ) ) { do_function( ch, &do_backstab, "" ); } } } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { OBJ_DATA *wield = NULL; int victim_ac = 0; int thac0 = 0; int thac0_00 = 0; int thac0_32 = 0; int dam = 0; int diceroll = 0; int sn = -1; int skill = 0; int dam_type = 0; bool result = false; /* * just in case */ if ( victim == ch || ch == NULL || victim == NULL ) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ wield = get_eq_char( ch, WEAR_WIELD ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } if ( dt < TYPE_HIT ) if ( wield != NULL ) dam_type = attack_table[wield->value[3]].damage; else dam_type = attack_table[ch->dam_type].damage; else dam_type = attack_table[dt - TYPE_HIT].damage; if ( dam_type == -1 ) dam_type = DAM_BASH; /* * get the weapon skill */ sn = get_weapon_sn( ch ); skill = 20 + get_weapon_skill( ch, sn ); /* * Calculate to-hit-armor-iclass-0 versus armor. */ if ( IS_NPC( ch ) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if ( IS_SET( ch->act, ACT_WARRIOR ) ) thac0_32 = -10; else if ( IS_SET( ch->act, ACT_THIEF ) ) thac0_32 = -4; else if ( IS_SET( ch->act, ACT_CLERIC ) ) thac0_32 = 2; else if ( IS_SET( ch->act, ACT_MAGE ) ) thac0_32 = 6; } else { thac0_00 = class_table[ch->iclass].thac0_00; thac0_32 = class_table[ch->iclass].thac0_32; } thac0 = interpolate( ch->level, thac0_00, thac0_32 ); if ( thac0 < 0 ) thac0 = thac0 / 2; if ( thac0 < -5 ) thac0 = -5 + ( thac0 + 5 ) / 2; thac0 -= GET_HITROLL( ch ) * skill / 100; thac0 += 5 * ( 100 - skill ) / 100; if ( dt == skill_lookup( "backstab" ) ) thac0 -= 10 * ( 100 - get_skill( ch, dt ) ); switch ( dam_type ) { case ( DAM_PIERCE ): victim_ac = GET_AC( victim, AC_PIERCE ) / 10; break; case ( DAM_BASH ): victim_ac = GET_AC( victim, AC_BASH ) / 10; break; case ( DAM_SLASH ): victim_ac = GET_AC( victim, AC_SLASH ) / 10; break; default: victim_ac = GET_AC( victim, AC_EXOTIC ) / 10; break; }; if ( victim_ac < -15 ) victim_ac = ( victim_ac + 15 ) / 5 - 15; if ( !can_see( ch, victim ) ) victim_ac -= 4; if ( victim->position < POS_FIGHTING ) victim_ac += 4; if ( victim->position < POS_RESTING ) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* * Miss. */ damage( ch, victim, 0, dt, dam_type, true ); tail_chain( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC( ch ) && ( !ch->pIndexData->new_format || wield == NULL ) ) if ( !ch->pIndexData->new_format ) { dam = number_range( ch->level / 2, ch->level * 3 / 2 ); if ( wield != NULL ) dam += dam / 2; } else dam = dice( ch->damage[DICE_NUMBER], ch->damage[DICE_TYPE] ); else { if ( sn != -1 ) check_improve( ch, sn, true, 5 ); if ( wield != NULL ) { if ( wield->pIndexData->new_format ) dam = dice( wield->value[1], wield->value[2] ) * skill / 100; else dam = number_range( wield->value[1] * skill / 100, wield->value[2] * skill / 100 ); if ( get_eq_char( ch, WEAR_SHIELD ) == NULL ) /* no shield = more */ dam = dam * 11 / 10; /* * sharpness! */ if ( IS_WEAPON_STAT( wield, WEAPON_SHARP ) ) { int percent = 0; if ( ( percent = number_percent( ) ) <= ( skill / 8 ) ) dam = 2 * dam + ( dam * 2 * percent / 100 ); } } else dam = number_range( 1 + 4 * skill / 100, 2 * ch->level / 3 * skill / 100 ); } /* * Bonuses. */ { int ed = -1; if ( ( ed = skill_lookup( "enhanced damage" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "enhanced damage", __FUNCTION__ ); return; } if ( get_skill( ch, ed ) > 0 ) { diceroll = number_percent( ); if ( diceroll <= get_skill( ch, ed ) ) { check_improve( ch, ed, true, 6 ); dam += 2 * ( dam * diceroll / 300 ); } } } if ( !IS_AWAKE( victim ) ) dam *= 2; else if ( victim->position < POS_FIGHTING ) dam = dam * 3 / 2; if ( dt == skill_lookup( "backstab" ) && wield != NULL ) { if ( wield->value[0] != 2 ) dam *= 2 + ( ch->level / 10 ); else dam *= 2 + ( ch->level / 8 ); } dam += GET_DAMROLL( ch ) * UMIN( 100, skill ) / 100; if ( dam <= 0 ) dam = 1; result = damage( ch, victim, dam, dt, dam_type, true ); /* * but do we have a funky weapon? */ if ( result && wield != NULL ) { if ( ch->fighting == victim && IS_WEAPON_STAT( wield, WEAPON_POISON ) ) { int level = 0; AFFECT_DATA *poison = NULL; AFFECT_DATA af; int ps = -1; if ( ( ps = skill_lookup( "poison" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "poison", __FUNCTION__ ); return; } if ( ( poison = affect_find( wield->affected, ps ) ) == NULL ) level = wield->level; else level = poison->level; if ( !saves_spell( level / 2, victim, DAM_POISON ) ) { ch_printf( victim, "You feel poison coursing through your veins." ); act( "$n is poisoned by the venom on $p.", victim, wield, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = ps; af.level = level * 3 / 4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* * weaken the poison if it's temporary */ if ( poison != NULL ) { poison->level = UMAX( 0, poison->level - 2 ); poison->duration = UMAX( 0, poison->duration - 1 ); if ( poison->level == 0 || poison->duration == 0 ) act( "The poison on $p has worn off.", ch, wield, NULL, TO_CHAR ); } } if ( ch->fighting == victim && IS_WEAPON_STAT( wield, WEAPON_VAMPIRIC ) ) { dam = number_range( 1, wield->level / 5 + 1 ); act( "$p draws life from $n.", victim, wield, NULL, TO_ROOM ); act( "You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR ); damage( ch, victim, dam, 0, DAM_NEGATIVE, false ); ch->alignment = UMAX( -1000, ch->alignment - 1 ); ch->hit += dam / 2; } if ( ch->fighting == victim && IS_WEAPON_STAT( wield, WEAPON_FLAMING ) ) { dam = number_range( 1, wield->level / 4 + 1 ); act( "$n is burned by $p.", victim, wield, NULL, TO_ROOM ); act( "$p sears your flesh.", victim, wield, NULL, TO_CHAR ); fire_effect( ( void * ) victim, wield->level / 2, dam, TARGET_CHAR ); damage( ch, victim, dam, 0, DAM_FIRE, false ); } if ( ch->fighting == victim && IS_WEAPON_STAT( wield, WEAPON_FROST ) ) { dam = number_range( 1, wield->level / 6 + 2 ); act( "$p freezes $n.", victim, wield, NULL, TO_ROOM ); act( "The cold touch of $p surrounds you with ice.", victim, wield, NULL, TO_CHAR ); cold_effect( victim, wield->level / 2, dam, TARGET_CHAR ); damage( ch, victim, dam, 0, DAM_COLD, false ); } if ( ch->fighting == victim && IS_WEAPON_STAT( wield, WEAPON_SHOCKING ) ) { dam = number_range( 1, wield->level / 5 + 2 ); act( "$n is struck by lightning from $p.", victim, wield, NULL, TO_ROOM ); act( "You are shocked by $p.", victim, wield, NULL, TO_CHAR ); shock_effect( victim, wield->level / 2, dam, TARGET_CHAR ); damage( ch, victim, dam, 0, DAM_LIGHTNING, false ); } } tail_chain( ); return; } /* * Inflict damage from a hit. */ bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show ) { OBJ_DATA *corpse = NULL; bool immune = false; if ( victim->position == POS_DEAD ) return false; /* * Stop up any residual loopholes. */ if ( dam > 1200 && dt >= TYPE_HIT ) { log_balance( ch, "%d damage: more than 1200 points!", dam ); dam = 1200; if ( !IS_IMMORTAL( ch ) ) { OBJ_DATA *obj; obj = get_eq_char( ch, WEAR_WIELD ); ch_printf( ch, "You really shouldn't cheat.\r\n" ); if ( obj != NULL ) extract_obj( obj ); } } /* * damage reduction */ if ( dam > 35 ) dam = ( dam - 35 ) / 2 + 35; if ( dam > 80 ) dam = ( dam - 80 ) / 2 + 80; if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return false; check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) { set_fighting( victim, ch ); if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_KILL ) ) mp_percent_trigger( victim, ch, NULL, NULL, TRIG_KILL ); } if ( victim->timer <= 4 ) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_AFFECTED( ch, AFF_INVISIBLE ) ) { affect_strip( ch, skill_lookup( "invisibility" ) ); affect_strip( ch, skill_lookup( "mass invis" ) ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC( victim ) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_AFFECTED( victim, AFF_SANCTUARY ) ) dam /= 2; if ( dam > 1 && ( ( IS_AFFECTED( victim, AFF_PROTECT_EVIL ) && IS_EVIL( ch ) ) || ( IS_AFFECTED( victim, AFF_PROTECT_GOOD ) && IS_GOOD( ch ) ) ) ) dam -= dam / 4; immune = false; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim ) { if ( check_parry( ch, victim ) ) return false; if ( check_dodge( ch, victim ) ) return false; if ( check_shield_block( ch, victim ) ) return false; } switch ( check_immune( victim, dam_type ) ) { case ( IS_IMMUNE ): immune = true; dam = 0; break; case ( IS_RESISTANT ): dam -= dam / 3; break; case ( IS_VULNERABLE ): dam += dam / 2; break; } if ( show ) dam_message( ch, victim, dam, dt, immune ); if ( dam == 0 ) return false; /* * Hurt the victim. * Inform the victim of his new state. */ victim->hit -= dam; if ( !IS_NPC( victim ) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1 ) victim->hit = 1; update_pos( victim ); switch ( victim->position ) { case POS_MORTAL: act( "$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "You are mortally wounded, and will die soon, if not aided.\r\n" ); break; case POS_INCAP: act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "You are incapacitated and will slowly die, if not aided.\r\n" ); break; case POS_STUNNED: act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "You are stunned, but will probably recover.\r\n" ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); ch_printf( victim, "You have been KILLED!!\r\n\r\n" ); break; default: if ( dam > victim->max_hit / 4 ) ch_printf( victim, "That really did HURT!\r\n" ); if ( victim->hit < victim->max_hit / 4 ) ch_printf( victim, "You sure are BLEEDING!\r\n" ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE( victim ) ) stop_fighting( victim, false ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { group_gain( ch, victim ); if ( !IS_NPC( victim ) ) { /* * Dying penalty: * 2/3 way back to previous level. */ if ( victim->exp > exp_per_level( victim, victim->pcdata->points ) * victim->level ) gain_exp( victim, ( 2 * ( exp_per_level( victim, victim->pcdata->points ) * victim->level - victim->exp ) / 3 ) + 50 ); } log_kill( ch, victim, "%s killed by %s at %s [#%d]", NAME( victim ), NAME( ch ), ch->in_room->name, ch->in_room->vnum ); wiz_printf( NULL, NULL, IS_NPC( victim ) ? WIZ_MOBDEATHS : WIZ_DEATHS, 0, 0, "%s killed by %s at %s [#%d]", NAME( victim ), NAME( ch ), ch->in_room->name, ch->in_room->vnum ); /* * Death trigger */ if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_DEATH ) ) { victim->position = POS_STANDING; mp_percent_trigger( victim, ch, NULL, NULL, TRIG_DEATH ); } raw_kill( victim ); /* * dump the flags */ if ( ch != victim && !IS_NPC( ch ) && !is_same_clan( ch, victim ) ) { if ( IS_SET( victim->act, PLR_KILLER ) ) REMOVE_BIT( victim->act, PLR_KILLER ); else REMOVE_BIT( victim->act, PLR_THIEF ); } /* * RT new auto commands */ if ( !IS_NPC( ch ) && ( corpse = get_obj_list( ch, "corpse", ch->in_room->contents ) ) != NULL && corpse->item_type == ITEM_CORPSE_NPC && can_see_obj( ch, corpse ) ) { OBJ_DATA *coins; corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); if ( IS_SET( ch->act, PLR_AUTOLOOT ) && corpse && corpse->contains ) { /* * exists and not empty */ do_function( ch, &do_get, "all corpse" ); } if ( IS_SET( ch->act, PLR_AUTOGOLD ) && corpse && corpse->contains && !IS_SET( ch->act, PLR_AUTOLOOT ) ) { /* * exists and not empty */ if ( ( coins = get_obj_list( ch, "gcash", corpse->contains ) ) != NULL ) { do_function( ch, &do_get, "all.gcash corpse" ); } } if ( IS_SET( ch->act, PLR_AUTOSAC ) ) { if ( IS_SET( ch->act, PLR_AUTOLOOT ) && corpse && corpse->contains ) { return true; /* leave if corpse has treasure */ } else { do_function( ch, &do_sacrifice, "corpse" ); } } } return true; } if ( victim == ch ) return true; /* * Take care of link dead people. */ if ( !IS_NPC( victim ) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_function( victim, &do_recall, "" ); return true; } } /* * Wimp out? */ if ( IS_NPC( victim ) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2 ) { if ( ( IS_SET( victim->act, ACT_WIMPY ) && number_bits( 2 ) == 0 && victim->hit < victim->max_hit / 5 ) || ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) { do_function( victim, &do_flee, "" ); } } if ( !IS_NPC( victim ) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) { do_function( victim, &do_flee, "" ); } tail_chain( ); return true; } bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( victim->in_room == NULL || ch->in_room == NULL ) return true; if ( victim->fighting == ch || victim == ch ) return false; if ( IS_IMMORTAL( ch ) && ch->level > LEVEL_IMMORTAL ) return false; /* * killing mobiles */ if ( IS_NPC( victim ) ) { /* * safe room? */ if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) { ch_printf( ch, "Not in this room.\r\n" ); return true; } if ( victim->pIndexData->pShop != NULL ) { ch_printf( ch, "The shopkeeper wouldn't like that.\r\n" ); return true; } /* * no killing healers, trainers, etc */ if ( IS_SET( victim->act, ACT_TRAIN ) || IS_SET( victim->act, ACT_PRACTICE ) || IS_SET( victim->act, ACT_IS_HEALER ) || IS_SET( victim->act, ACT_IS_CHANGER ) ) { ch_printf( ch, "I don't think Mota would approve.\r\n" ); return true; } if ( !IS_NPC( ch ) ) { /* * no pets */ if ( IS_SET( victim->act, ACT_PET ) ) { act( "But $N looks so cute and cuddly...", ch, NULL, victim, TO_CHAR ); return true; } /* * no charmed creatures unless owner */ if ( IS_AFFECTED( victim, AFF_CHARM ) && ch != victim->master ) { ch_printf( ch, "You don't own that monster.\r\n" ); return true; } } } /* * killing players */ else { /* * NPC doing the killing */ if ( IS_NPC( ch ) ) { /* * safe room check */ if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) { ch_printf( ch, "Not in this room.\r\n" ); return true; } /* * charmed mobs and pets cannot attack players while owned */ if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master != NULL && ch->master->fighting != victim ) { ch_printf( ch, "Players are your friends!\r\n" ); return true; } } /* * player doing the killing */ else { if ( !is_clan( ch ) ) { ch_printf( ch, "Join a clan if you want to kill players.\r\n" ); return true; } if ( IS_SET( victim->act, PLR_KILLER ) || IS_SET( victim->act, PLR_THIEF ) ) return false; if ( !is_clan( victim ) ) { ch_printf( ch, "They aren't in a clan, leave them alone.\r\n" ); return true; } if ( ch->level > victim->level + 8 ) { ch_printf( ch, "Pick on someone your own size.\r\n" ); return true; } } } return false; } bool is_safe_spell( CHAR_DATA *ch, CHAR_DATA *victim, bool area ) { if ( victim->in_room == NULL || ch->in_room == NULL ) return true; if ( victim == ch && area ) return true; if ( victim->fighting == ch || victim == ch ) return false; if ( IS_IMMORTAL( ch ) && ch->level > LEVEL_IMMORTAL && !area ) return false; /* * killing mobiles */ if ( IS_NPC( victim ) ) { /* * safe room? */ if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) return true; if ( victim->pIndexData->pShop != NULL ) return true; /* * no killing healers, trainers, etc */ if ( IS_SET( victim->act, ACT_TRAIN ) || IS_SET( victim->act, ACT_PRACTICE ) || IS_SET( victim->act, ACT_IS_HEALER ) || IS_SET( victim->act, ACT_IS_CHANGER ) ) return true; if ( !IS_NPC( ch ) ) { /* * no pets */ if ( IS_SET( victim->act, ACT_PET ) ) return true; /* * no charmed creatures unless owner */ if ( IS_AFFECTED( victim, AFF_CHARM ) && ( area || ch != victim->master ) ) return true; /* * legal kill? -- cannot hit mob fighting non-group member */ if ( victim->fighting != NULL && !is_same_group( ch, victim->fighting ) ) return true; } else { /* * area effect spells do not hit other mobs */ if ( area && !is_same_group( victim, ch->fighting ) ) return true; } } /* * killing players */ else { if ( area && IS_IMMORTAL( victim ) && victim->level > LEVEL_IMMORTAL ) return true; /* * NPC doing the killing */ if ( IS_NPC( ch ) ) { /* * charmed mobs and pets cannot attack players while owned */ if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master != NULL && ch->master->fighting != victim ) return true; /* * safe room? */ if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) return true; /* * legal kill? -- mobs only hit players grouped with opponent */ if ( ch->fighting != NULL && !is_same_group( ch->fighting, victim ) ) return true; } /* * player doing the killing */ else { if ( !is_clan( ch ) ) return true; if ( IS_SET( victim->act, PLR_KILLER ) || IS_SET( victim->act, PLR_THIEF ) ) return false; if ( !is_clan( victim ) ) return true; if ( ch->level > victim->level + 8 ) return true; } } return false; } /* * See if an attack justifies a KILLER flag. */ void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { /* * Follow charm thread to responsible character. * Attacking someone's charmed char is hostile! */ while ( IS_AFFECTED( victim, AFF_CHARM ) && victim->master != NULL ) victim = victim->master; /* * NPC's are fair game. * So are killers and thieves. */ if ( IS_NPC( victim ) || IS_SET( victim->act, PLR_KILLER ) || IS_SET( victim->act, PLR_THIEF ) ) return; /* * Charm-o-rama. */ if ( IS_SET( ch->affected_by, AFF_CHARM ) ) { if ( ch->master == NULL ) { log_balance( ch, "AFF_CHARM set on %s, but no master is set?", NAME( ch ) ); affect_strip( ch, skill_lookup( "charm person" ) ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } /* ch_printf( ch->master, "*** You are now a KILLER!! ***\r\n" ); SET_BIT(ch->master->act, PLR_KILLER); */ stop_follower( ch ); return; } /* * NPC's are cool of course (as long as not charmed). * Hitting yourself is cool too (bleeding). * So is being immortal (Alander's idea). * And current killers stay as they are. */ if ( IS_NPC( ch ) || ch == victim || ch->level >= LEVEL_IMMORTAL || !is_clan( ch ) || IS_SET( ch->act, PLR_KILLER ) || ch->fighting == victim ) return; ch_printf( ch, "*** You are now a KILLER!! ***\r\n" ); SET_BIT( ch->act, PLR_KILLER ); wiz_printf( ch, NULL, WIZ_FLAGS, 0, 0, "$N is attempting to murder %s", NAME( victim ) ); save_char_obj( ch ); return; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance = 0; int sn = -1; if ( !IS_AWAKE( victim ) ) return false; if ( ( sn = skill_lookup( "parry" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "parry", __FUNCTION__ ); return false; } chance = get_skill( victim, sn ) / 2; if ( get_eq_char( victim, WEAR_WIELD ) == NULL ) { if ( IS_NPC( victim ) ) chance /= 2; else return false; } if ( !can_see( ch, victim ) ) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return false; act( "You parry $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N parries your attack.", ch, NULL, victim, TO_CHAR ); check_improve( victim, sn, true, 6 ); return true; } /* * Check for shield block. */ bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance = 0; int sn = -1; if ( !IS_AWAKE( victim ) ) return false; if ( ( sn = skill_lookup( "shield block" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "shield block", __FUNCTION__ ); return false; } chance = get_skill( victim, sn ) / 5 + 3; if ( get_eq_char( victim, WEAR_SHIELD ) == NULL ) return false; if ( number_percent( ) >= chance + victim->level - ch->level ) return false; act( "You block $n's attack with your shield.", ch, NULL, victim, TO_VICT ); act( "$N blocks your attack with a shield.", ch, NULL, victim, TO_CHAR ); check_improve( victim, sn, true, 6 ); return true; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance = 0; int sn = -1; if ( !IS_AWAKE( victim ) ) return false; if ( ( sn = skill_lookup( "dodge" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "dodge", __FUNCTION__ ); return false; } chance = get_skill( victim, sn ) / 2; if ( !can_see( victim, ch ) ) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return false; act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); check_improve( victim, sn, true, 6 ); return true; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( IS_NPC( victim ) && victim->hit < 1 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { log_error( "%s already fighting in call to set_fighting.", NAME( ch ) ); return; } if ( IS_AFFECTED( ch, AFF_SLEEP ) ) affect_strip( ch, skill_lookup( "sleep" ) ); ch->fighting = victim; ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch = NULL; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = IS_NPC( fch ) ? fch->default_pos : POS_STANDING; update_pos( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *corpse = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; char *name = NULL; if ( IS_NPC( ch ) ) { name = ch->short_descr; corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_NPC ), 0 ); corpse->timer = number_range( 3, 6 ); if ( ch->gold > 0 || ch->silver > 0 ) { obj_to_obj( create_money( ch->gold, ch->silver ), corpse ); ch->gold = 0; ch->silver = 0; } corpse->cost = 0; } else { name = ch->name; corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_PC ), 0 ); corpse->timer = number_range( 25, 40 ); REMOVE_BIT( ch->act, PLR_CANLOOT ); if ( !is_clan( ch ) ) corpse->owner = str_dup( ch->name ); else { corpse->owner = NULL; if ( ch->gold > 0 || ch->silver > 0 ) { obj_to_obj( create_money( ch->gold, ch->silver ), corpse ); ch->gold = 0; ch->silver = 0; } } corpse->cost = 0; } corpse->level = ch->level; sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { bool floating = false; obj_next = obj->next_content; if ( obj->wear_loc == WEAR_FLOAT ) floating = true; obj_from_char( obj ); if ( obj->item_type == ITEM_POTION ) obj->timer = number_range( 500, 1000 ); if ( obj->item_type == ITEM_SCROLL ) obj->timer = number_range( 1000, 2500 ); if ( IS_SET( obj->extra_flags, ITEM_ROT_DEATH ) && !floating ) { obj->timer = number_range( 5, 10 ); REMOVE_BIT( obj->extra_flags, ITEM_ROT_DEATH ); } REMOVE_BIT( obj->extra_flags, ITEM_VIS_DEATH ); if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj ); else if ( floating ) { if ( IS_OBJ_STAT( obj, ITEM_ROT_DEATH ) ) /* get rid of it! */ { if ( obj->contains != NULL ) { OBJ_DATA *in = NULL; OBJ_DATA *in_next = NULL; act( "$p evaporates,scattering its contents.", ch, obj, NULL, TO_ROOM ); for ( in = obj->contains; in != NULL; in = in_next ) { in_next = in->next_content; obj_from_obj( in ); obj_to_room( in, ch->in_room ); } } else act( "$p evaporates.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); } else { act( "$p falls to the floor.", ch, obj, NULL, TO_ROOM ); obj_to_room( obj, ch->in_room ); } } else obj_to_obj( obj, corpse ); } obj_to_room( corpse, ch->in_room ); return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room = NULL; const char *msg = NULL; int door = 0; int vnum = 0; vnum = 0; msg = "You hear $n's death cry."; switch ( number_bits( 4 ) ) { case 0: msg = "$n hits the ground ... DEAD."; break; case 1: if ( ch->material == 0 ) { msg = "$n splatters blood on your armor."; break; } case 2: if ( IS_SET( ch->parts, PART_GUTS ) ) { msg = "$n spills $s guts all over the floor."; vnum = OBJ_VNUM_GUTS; } break; case 3: if ( IS_SET( ch->parts, PART_HEAD ) ) { msg = "$n's severed head plops on the ground."; vnum = OBJ_VNUM_SEVERED_HEAD; } break; case 4: if ( IS_SET( ch->parts, PART_HEART ) ) { msg = "$n's heart is torn from $s chest."; vnum = OBJ_VNUM_TORN_HEART; } break; case 5: if ( IS_SET( ch->parts, PART_ARMS ) ) { msg = "$n's arm is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_ARM; } break; case 6: if ( IS_SET( ch->parts, PART_LEGS ) ) { msg = "$n's leg is sliced from $s dead body."; vnum = OBJ_VNUM_SLICED_LEG; } break; case 7: if ( IS_SET( ch->parts, PART_BRAINS ) ) { msg = "$n's head is shattered, and $s brains splash all over you."; vnum = OBJ_VNUM_BRAINS; } } act( msg, ch, NULL, NULL, TO_ROOM ); if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; OBJ_DATA *obj = NULL; char *name = NULL; 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 ( obj->item_type == ITEM_FOOD ) { if ( IS_SET( ch->form, FORM_POISON ) ) obj->value[3] = 1; else if ( !IS_SET( ch->form, FORM_EDIBLE ) ) obj->item_type = ITEM_TRASH; } 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_EXIT; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room ) { ch->in_room = pexit->u1.to_room; act( msg, ch, NULL, NULL, TO_ROOM ); } } ch->in_room = was_in_room; return; } void raw_kill( CHAR_DATA *victim ) { int i = 0; stop_fighting( victim, true ); death_cry( victim ); make_corpse( victim ); if ( IS_NPC( victim ) ) { victim->pIndexData->killed++; kill_table[URANGE( 0, victim->level, MAX_LEVEL - 1 )].killed++; extract_char( victim, true ); return; } extract_char( victim, false ); while ( victim->affected ) affect_remove( victim, victim->affected ); victim->affected_by = race_table[victim->race].aff; for ( i = 0; i < 4; i++ ) victim->armor[i] = 100; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); /* save_char_obj( victim ); we're stable enough to not need this :) */ return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { CHAR_DATA *gch = NULL; CHAR_DATA *lch = NULL; int xp = 0; int members = 0; int group_levels = 0; int highest_level = 0; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ( victim == ch ) return; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) { members++; group_levels += IS_NPC( gch ) ? gch->level / 2 : gch->level; } } if ( members == 0 ) { log_error( "Group with %d members", members ); members = 1; group_levels = ch->level; } for ( lch = ch->in_room->people; lch != NULL; lch = lch->next_in_room ) { if ( !is_same_group( lch, ch ) || IS_NPC( lch ) ) continue; if ( lch->level > highest_level ) highest_level = lch->level; } lch = ( ch->leader != NULL ) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; if ( !is_same_group( gch, ch ) || IS_NPC( gch ) ) continue; /* Taken out, add it back if you want it if ( gch->level - highest_level >= 5 ) { ch_printf( gch, "You are too high for this group.\r\n" ); continue; } if ( gch->level - highest_level <= -5 ) { ch_printf( gch, "You are too low for this group.\r\n" ); continue; } */ xp = xp_compute( gch, victim, group_levels ); ch_printf( gch, "You receive %d experience points.\r\n", xp ); gain_exp( gch, xp ); for ( obj = gch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) && IS_EVIL( 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 $p.", gch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p.", gch, obj, NULL, TO_ROOM ); obj_from_char( obj ); if ( IS_OBJ_STAT( obj, ITEM_NODROP ) ) { obj_to_char( obj, gch ); } else { obj_to_room( obj, gch->in_room ); if ( IS_OBJ_STAT( obj, ITEM_MELT_DROP ) ) { act( "$p dissolves into smoke.", gch, obj, NULL, TO_ROOM ); act( "$p dissolves into smoke.", gch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } } } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) { int xp = 0; int base_exp = 0; int align = 0; int level_range = 0; int change = 0; int time_per_level = 0; level_range = victim->level - gch->level; /* * compute the base exp */ switch ( level_range ) { default: base_exp = 0; break; case -9: base_exp = 1; break; case -8: base_exp = 2; break; case -7: base_exp = 5; break; case -6: base_exp = 9; break; case -5: base_exp = 11; break; case -4: base_exp = 22; break; case -3: base_exp = 33; break; case -2: base_exp = 50; break; case -1: base_exp = 66; break; case 0: base_exp = 83; break; case 1: base_exp = 99; break; case 2: base_exp = 121; break; case 3: base_exp = 143; break; case 4: base_exp = 165; break; } if ( level_range > 4 ) base_exp = 160 + 20 * ( level_range - 4 ); /* * do alignment computations */ align = victim->alignment - gch->alignment; if ( IS_SET( victim->act, ACT_NOALIGN ) ) { /* * no change */ } else if ( align > 500 ) /* monster is more good than * slayer */ { change = ( align - 500 ) * base_exp / 500 * gch->level / total_levels; change = UMAX( 1, change ); gch->alignment = UMAX( -1000, gch->alignment - change ); } else if ( align < -500 ) /* monster is more evil than * slayer */ { change = ( -1 * align - 500 ) * base_exp / 500 * gch->level / total_levels; change = UMAX( 1, change ); gch->alignment = UMIN( 1000, gch->alignment + change ); } else /* improve this someday */ { change = gch->alignment * base_exp / 500 * gch->level / total_levels; gch->alignment -= change; } /* * calculate exp multiplier */ if ( IS_SET( victim->act, ACT_NOALIGN ) ) xp = base_exp; else if ( gch->alignment > 500 ) /* for goodie two shoes */ { if ( victim->alignment < -750 ) xp = ( base_exp * 4 ) / 3; else if ( victim->alignment < -500 ) xp = ( base_exp * 5 ) / 4; else if ( victim->alignment > 750 ) xp = base_exp / 4; else if ( victim->alignment > 500 ) xp = base_exp / 2; else if ( victim->alignment > 250 ) xp = ( base_exp * 3 ) / 4; else xp = base_exp; } else if ( gch->alignment < -500 ) /* for baddies */ { if ( victim->alignment > 750 ) xp = ( base_exp * 5 ) / 4; else if ( victim->alignment > 500 ) xp = ( base_exp * 11 ) / 10; else if ( victim->alignment < -750 ) xp = base_exp / 2; else if ( victim->alignment < -500 ) xp = ( base_exp * 3 ) / 4; else if ( victim->alignment < -250 ) xp = ( base_exp * 9 ) / 10; else xp = base_exp; } else if ( gch->alignment > 200 ) /* a little good */ { if ( victim->alignment < -500 ) xp = ( base_exp * 6 ) / 5; else if ( victim->alignment > 750 ) xp = base_exp / 2; else if ( victim->alignment > 0 ) xp = ( base_exp * 3 ) / 4; else xp = base_exp; } else if ( gch->alignment < -200 ) /* a little bad */ { if ( victim->alignment > 500 ) xp = ( base_exp * 6 ) / 5; else if ( victim->alignment < -750 ) xp = base_exp / 2; else if ( victim->alignment < 0 ) xp = ( base_exp * 3 ) / 4; else xp = base_exp; } else /* neutral */ { if ( victim->alignment > 500 || victim->alignment < -500 ) xp = ( base_exp * 4 ) / 3; else if ( victim->alignment < 200 && victim->alignment > -200 ) xp = base_exp / 2; else xp = base_exp; } /* * more exp at the low levels */ if ( gch->level < 6 ) xp = 10 * xp / ( gch->level + 4 ); /* * less at high */ if ( gch->level > 35 ) xp = 15 * xp / ( gch->level - 25 ); /* * reduce for playing time */ { /* * compute quarter-hours per level */ time_per_level = 4 * ( gch->played + ( int ) ( current_time - gch->logon ) ) / 3600 / gch->level; time_per_level = URANGE( 2, time_per_level, 12 ); if ( gch->level < 15 ) /* make it a curve */ time_per_level = UMAX( time_per_level, ( 15 - gch->level ) ); xp = xp * time_per_level / 12; } /* * randomize the rewards */ xp = number_range( xp * 3 / 4, xp * 5 / 4 ); /* * adjust for grouping */ xp = xp * gch->level / ( UMAX( 1, total_levels - 1 ) ); return xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, bool immune ) { char buf1[256] = "\0\0\0\0\0\0\0"; char buf2[256] = "\0\0\0\0\0\0\0"; char buf3[256] = "\0\0\0\0\0\0\0"; const char *vs = NULL; const char *vp = NULL; const char *attack = NULL; char punct = '\0'; if ( ch == NULL || victim == NULL ) return; if ( dam == 0 ) { vs = "miss"; vp = "misses"; } else if ( dam <= 4 ) { vs = "scratch"; vp = "scratches"; } else if ( dam <= 8 ) { vs = "graze"; vp = "grazes"; } else if ( dam <= 12 ) { vs = "hit"; vp = "hits"; } else if ( dam <= 16 ) { vs = "injure"; vp = "injures"; } else if ( dam <= 20 ) { vs = "wound"; vp = "wounds"; } else if ( dam <= 24 ) { vs = "maul"; vp = "mauls"; } else if ( dam <= 28 ) { vs = "decimate"; vp = "decimates"; } else if ( dam <= 32 ) { vs = "devastate"; vp = "devastates"; } else if ( dam <= 36 ) { vs = "maim"; vp = "maims"; } else if ( dam <= 40 ) { vs = "MUTILATE"; vp = "MUTILATES"; } else if ( dam <= 44 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; } else if ( dam <= 48 ) { vs = "DISMEMBER"; vp = "DISMEMBERS"; } else if ( dam <= 52 ) { vs = "MASSACRE"; vp = "MASSACRES"; } else if ( dam <= 56 ) { vs = "MANGLE"; vp = "MANGLES"; } else if ( dam <= 60 ) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else if ( dam <= 75 ) { vs = "*** DEVASTATE ***"; vp = "*** DEVASTATES ***"; } else if ( dam <= 100 ) { vs = "=== OBLITERATE ==="; vp = "=== OBLITERATES ==="; } else if ( dam <= 125 ) { vs = ">>> ANNIHILATE <<<"; vp = ">>> ANNIHILATES <<<"; } else if ( dam <= 150 ) { vs = "<<< ERADICATE >>>"; vp = "<<< ERADICATES >>>"; } else { vs = "do UNSPEAKABLE things to"; vp = "does UNSPEAKABLE things to"; } punct = ( dam <= 24 ) ? '.' : '!'; if ( dt == TYPE_HIT ) { if ( ch == victim ) { sprintf( buf1, "$n %s $melf%c", vp, punct ); sprintf( buf2, "You %s yourself%c", vs, punct ); } else { sprintf( buf1, "$n %s $N%c", vp, punct ); sprintf( buf2, "You %s $N%c", vs, punct ); sprintf( buf3, "$n %s you%c", vp, punct ); } } else { if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + MAX_DAMAGE_MESSAGE ) attack = attack_table[dt - TYPE_HIT].noun; else { log_error( "Bad damage type %d", dt ); dt = TYPE_HIT; attack = attack_table[0].name; } if ( immune ) { if ( ch == victim ) { sprintf( buf1, "$n is unaffected by $s own %s.", attack ); sprintf( buf2, "Luckily, you are immune to that." ); } else { sprintf( buf1, "$N is unaffected by $n's %s!", attack ); sprintf( buf2, "$N is unaffected by your %s!", attack ); sprintf( buf3, "$n's %s is powerless against you.", attack ); } } else { if ( ch == victim ) { sprintf( buf1, "$n's %s %s $m%c", attack, vp, punct ); sprintf( buf2, "Your %s %s you%c", attack, vp, punct ); } else { sprintf( buf1, "$n's %s %s $N%c", attack, vp, punct ); sprintf( buf2, "Your %s %s $N%c", attack, vp, punct ); sprintf( buf3, "$n's %s %s you%c", attack, vp, punct ); } } } if ( ch == victim ) { act( buf1, ch, NULL, NULL, TO_ROOM ); act( buf2, ch, NULL, NULL, TO_CHAR ); } else { act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj = NULL; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if ( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) ) { act( "$S weapon won't budge!", ch, NULL, victim, TO_CHAR ); act( "$n tries to disarm you, but your weapon won't budge!", ch, NULL, victim, TO_VICT ); act( "$n tries to disarm $N, but fails.", ch, NULL, victim, TO_NOTVICT ); return; } act( "$n DISARMS you and sends your weapon flying!", ch, NULL, victim, TO_VICT ); act( "You disarm $N!", ch, NULL, victim, TO_CHAR ); act( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); if ( IS_OBJ_STAT( obj, ITEM_NODROP ) || IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) obj_to_char( obj, victim ); else { obj_to_room( obj, victim->in_room ); if ( IS_NPC( victim ) && victim->wait == 0 && can_see_obj( victim, obj ) ) get_obj( victim, obj, NULL ); } return; } void do_berserk( CHAR_DATA *ch, const char *argument ) { int chance = 0; int hp_percent = 0; int sn = -1; if ( ( sn = skill_lookup( "berserk" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "berserk", __FUNCTION__ ); return; } if ( ( chance = get_skill( ch, sn ) ) == 0 || ( IS_NPC( ch ) && !IS_SET( ch->off_flags, OFF_BERSERK ) ) || ( !IS_NPC( ch ) && ch->level < skill_table[sn].skill_level[ch->iclass] ) ) { ch_printf( ch, "You turn red in the face, but nothing happens.\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_BERSERK ) || is_affected( ch, sn ) || is_affected( ch, skill_lookup( "frenzy" ) ) ) { ch_printf( ch, "You get a little madder.\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_CALM ) ) { ch_printf( ch, "You're feeling to mellow to berserk.\r\n" ); return; } if ( ch->mana < 50 ) { ch_printf( ch, "You can't get up enough energy.\r\n" ); return; } /* * modifiers */ /* * fighting */ if ( ch->position == POS_FIGHTING ) chance += 10; /* * damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit / ch->max_hit; chance += 25 - hp_percent / 2; if ( number_percent( ) < chance ) { AFFECT_DATA af; WAIT_STATE( ch, PULSE_VIOLENCE ); ch->mana -= 50; ch->move /= 2; /* * heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN( ch->hit, ch->max_hit ); ch_printf( ch, "Your pulse races as you are consumed by rage!\r\n" ); act( "$n gets a wild look in $s eyes.", ch, NULL, NULL, TO_ROOM ); check_improve( ch, sn, true, 2 ); af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = number_fuzzy( ch->level / 8 ); af.modifier = UMAX( 1, ch->level / 5 ); af.bitvector = AFF_BERSERK; af.location = APPLY_HITROLL; affect_to_char( ch, &af ); af.location = APPLY_DAMROLL; affect_to_char( ch, &af ); af.modifier = UMAX( 10, 10 * ( ch->level / 5 ) ); af.location = APPLY_AC; affect_to_char( ch, &af ); } else { WAIT_STATE( ch, 3 * PULSE_VIOLENCE ); ch->mana -= 25; ch->move /= 2; ch_printf( ch, "Your pulse speeds up, but nothing happens.\r\n" ); check_improve( ch, sn, false, 2 ); } } void do_bash( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; int chance = 0; int sn = -1; one_argument( argument, arg ); if ( ( sn = skill_lookup( "bash" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "bash", __FUNCTION__ ); return; } if ( ( chance = get_skill( ch, sn ) ) == 0 || ( IS_NPC( ch ) && !IS_SET( ch->off_flags, OFF_BASH ) ) || ( !IS_NPC( ch ) && ch->level < skill_table[sn].skill_level[ch->iclass] ) ) { ch_printf( ch, "Bashing? What's that?\r\n" ); return; } if ( arg[0] == '\0' ) { victim = ch->fighting; if ( victim == NULL ) { ch_printf( ch, "But you aren't fighting anyone!\r\n" ); return; } } else if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( victim->position < POS_FIGHTING ) { act( "You'll have to let $M get back up first.", ch, NULL, victim, TO_CHAR ); return; } if ( victim == ch ) { ch_printf( ch, "You try to bash your brains out, but fail.\r\n" ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_NPC( victim ) && victim->fighting != NULL && !is_same_group( ch, victim->fighting ) ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( "But $N is your friend!", ch, NULL, victim, TO_CHAR ); return; } /* * modifiers */ /* * size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if ( ch->size < victim->size ) chance += ( ch->size - victim->size ) * 15; else chance += ( ch->size - victim->size ) * 10; /* * stats */ chance += get_curr_stat( ch, STAT_STR ); chance -= ( get_curr_stat( victim, STAT_DEX ) * 4 ) / 3; chance -= GET_AC( victim, AC_BASH ) / 25; /* * speed */ if ( IS_SET( ch->off_flags, OFF_FAST ) || IS_AFFECTED( ch, AFF_HASTE ) ) chance += 10; if ( IS_SET( victim->off_flags, OFF_FAST ) || IS_AFFECTED( victim, AFF_HASTE ) ) chance -= 30; /* * level */ chance += ( ch->level - victim->level ); if ( !IS_NPC( victim ) && chance < get_skill( victim, skill_lookup( "dodge" ) ) ) { /* * act("$n tries to bash you, but you dodge* it.",ch,NULL,victim,TO_VICT); * act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR); * WAIT_STATE(ch,skill_table[sn].beats); * return; */ chance -= 3 * ( get_skill( victim, skill_lookup( "dodge" ) ) - chance ); } /* * now the attack */ if ( number_percent( ) < chance ) { act( "$n sends you sprawling with a powerful bash!", ch, NULL, victim, TO_VICT ); act( "You slam into $N, and send $M flying!", ch, NULL, victim, TO_CHAR ); act( "$n sends $N sprawling with a powerful bash.", ch, NULL, victim, TO_NOTVICT ); check_improve( ch, sn, true, 1 ); DAZE_STATE( victim, 3 * PULSE_VIOLENCE ); WAIT_STATE( ch, skill_table[sn].beats ); victim->position = POS_RESTING; damage( ch, victim, number_range( 2, 2 + 2 * ch->size + chance / 20 ), sn, DAM_BASH, false ); } else { damage( ch, victim, 0, sn, DAM_BASH, false ); act( "You fall flat on your face!", ch, NULL, victim, TO_CHAR ); act( "$n falls flat on $s face.", ch, NULL, victim, TO_NOTVICT ); act( "You evade $n's bash, causing $m to fall flat on $s face.", ch, NULL, victim, TO_VICT ); check_improve( ch, sn, false, 1 ); ch->position = POS_RESTING; WAIT_STATE( ch, skill_table[sn].beats * 3 / 2 ); } check_killer( ch, victim ); } void do_dirt( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; int chance = 0; int sn = -1; one_argument( argument, arg ); if ( ( sn = skill_lookup( "dirt" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "dirt", __FUNCTION__ ); return; } if ( ( chance = get_skill( ch, sn ) ) == 0 || ( IS_NPC( ch ) && !IS_SET( ch->off_flags, OFF_KICK_DIRT ) ) || ( !IS_NPC( ch ) && ch->level < skill_table[sn].skill_level[ch->iclass] ) ) { ch_printf( ch, "You get your feet dirty.\r\n" ); return; } if ( arg[0] == '\0' ) { victim = ch->fighting; if ( victim == NULL ) { ch_printf( ch, "But you aren't in combat!\r\n" ); return; } } else if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( IS_AFFECTED( victim, AFF_BLIND ) ) { act( "$E's already been blinded.", ch, NULL, victim, TO_CHAR ); return; } if ( victim == ch ) { ch_printf( ch, "Very funny.\r\n" ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_NPC( victim ) && victim->fighting != NULL && !is_same_group( ch, victim->fighting ) ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( "But $N is such a good friend!", ch, NULL, victim, TO_CHAR ); return; } /* * modifiers */ /* * dexterity */ chance += get_curr_stat( ch, STAT_DEX ); chance -= 2 * get_curr_stat( victim, STAT_DEX ); /* * speed */ if ( IS_SET( ch->off_flags, OFF_FAST ) || IS_AFFECTED( ch, AFF_HASTE ) ) chance += 10; if ( IS_SET( victim->off_flags, OFF_FAST ) || IS_AFFECTED( victim, AFF_HASTE ) ) chance -= 25; /* * level */ chance += ( ch->level - victim->level ) * 2; /* * sloppy hack to prevent false zeroes */ if ( chance % 5 == 0 ) chance += 1; /* * terrain */ switch ( ch->in_room->sector_type ) { case ( SECT_INSIDE ): chance -= 20; break; case ( SECT_CITY ): chance -= 10; break; case ( SECT_FIELD ): chance += 5; break; case ( SECT_FOREST ): break; case ( SECT_HILLS ): break; case ( SECT_MOUNTAIN ): chance -= 10; break; case ( SECT_WATER_SWIM ): chance = 0; break; case ( SECT_WATER_NOSWIM ): chance = 0; break; case ( SECT_AIR ): chance = 0; break; case ( SECT_DESERT ): chance += 10; break; } if ( chance == 0 ) { ch_printf( ch, "There isn't any dirt to kick.\r\n" ); return; } /* * now the attack */ if ( number_percent( ) < chance ) { AFFECT_DATA af; act( "$n is blinded by the dirt in $s eyes!", victim, NULL, NULL, TO_ROOM ); act( "$n kicks dirt in your eyes!", ch, NULL, victim, TO_VICT ); damage( ch, victim, number_range( 2, 5 ), sn, DAM_NONE, false ); ch_printf( victim, "You can't see a thing!\r\n" ); check_improve( ch, sn, true, 2 ); WAIT_STATE( ch, skill_table[sn].beats ); af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); } else { damage( ch, victim, 0, sn, DAM_NONE, true ); check_improve( ch, sn, false, 2 ); WAIT_STATE( ch, skill_table[sn].beats ); } check_killer( ch, victim ); } void do_trip( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; int chance = 0; int sn = -1; one_argument( argument, arg ); if ( ( sn = skill_lookup( "trip" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "trip", __FUNCTION__ ); return; } if ( ( chance = get_skill( ch, sn ) ) == 0 || ( IS_NPC( ch ) && !IS_SET( ch->off_flags, OFF_TRIP ) ) || ( !IS_NPC( ch ) && ch->level < skill_table[sn].skill_level[ch->iclass] ) ) { ch_printf( ch, "Tripping? What's that?\r\n" ); return; } if ( arg[0] == '\0' ) { victim = ch->fighting; if ( victim == NULL ) { ch_printf( ch, "But you aren't fighting anyone!\r\n" ); return; } } else if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_NPC( victim ) && victim->fighting != NULL && !is_same_group( ch, victim->fighting ) ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" ); return; } if ( IS_AFFECTED( victim, AFF_FLYING ) ) { act( "$S feet aren't on the ground.", ch, NULL, victim, TO_CHAR ); return; } if ( victim->position < POS_FIGHTING ) { act( "$N is already down.", ch, NULL, victim, TO_CHAR ); return; } if ( victim == ch ) { ch_printf( ch, "You fall flat on your face!\r\n" ); WAIT_STATE( ch, 2 * skill_table[sn].beats ); act( "$n trips over $s own feet!", ch, NULL, NULL, TO_ROOM ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } /* * modifiers */ /* * size */ if ( ch->size < victim->size ) chance += ( ch->size - victim->size ) * 10; /* bigger = harder to trip */ /* * dex */ chance += get_curr_stat( ch, STAT_DEX ); chance -= get_curr_stat( victim, STAT_DEX ) * 3 / 2; /* * speed */ if ( IS_SET( ch->off_flags, OFF_FAST ) || IS_AFFECTED( ch, AFF_HASTE ) ) chance += 10; if ( IS_SET( victim->off_flags, OFF_FAST ) || IS_AFFECTED( victim, AFF_HASTE ) ) chance -= 20; /* * level */ chance += ( ch->level - victim->level ) * 2; /* * now the attack */ if ( number_percent( ) < chance ) { act( "$n trips you and you go down!", ch, NULL, victim, TO_VICT ); act( "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR ); act( "$n trips $N, sending $M to the ground.", ch, NULL, victim, TO_NOTVICT ); check_improve( ch, sn, true, 1 ); DAZE_STATE( victim, 2 * PULSE_VIOLENCE ); WAIT_STATE( ch, skill_table[sn].beats ); victim->position = POS_RESTING; damage( ch, victim, number_range( 2, 2 + 2 * victim->size ), sn, DAM_BASH, true ); } else { damage( ch, victim, 0, sn, DAM_BASH, true ); WAIT_STATE( ch, skill_table[sn].beats * 2 / 3 ); check_improve( ch, sn, false, 1 ); } check_killer( ch, victim ); } void do_kill( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Kill whom?\r\n" ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } /* Allow player killing if ( !IS_NPC(victim) ) { if ( !IS_SET(victim->act, PLR_KILLER) && !IS_SET(victim->act, PLR_THIEF) ) { ch_printf( ch, "You must MURDER a player.\r\n" ); return; } } */ if ( victim == ch ) { ch_printf( ch, "You hit yourself. Ouch!\r\n" ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if ( victim->fighting != NULL && !is_same_group( ch, victim->fighting ) ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { ch_printf( ch, "You do the best you can!\r\n" ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_murde( CHAR_DATA *ch, const char *argument ) { ch_printf( ch, "If you want to MURDER, spell it out.\r\n" ); return; } void do_murder( CHAR_DATA *ch, const char *argument ) { char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Murder whom?\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) || ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) ) ) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( victim == ch ) { ch_printf( ch, "Suicide is a mortal sin.\r\n" ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_NPC( victim ) && victim->fighting != NULL && !is_same_group( ch, victim->fighting ) ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { ch_printf( ch, "You do the best you can!\r\n" ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if ( IS_NPC( ch ) ) sprintf( buf, "Help! I am being attacked by %s!", ch->short_descr ); else sprintf( buf, "Help! I am being attacked by %s!", ch->name ); do_function( victim, &do_yell, buf ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; int sn = -1; one_argument( argument, arg ); if ( ( sn = skill_lookup( "backstab" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "backstab", __FUNCTION__ ); return; } if ( arg[0] == '\0' ) { ch_printf( ch, "Backstab whom?\r\n" ); return; } if ( ch->fighting != NULL ) { ch_printf( ch, "You're facing the wrong end.\r\n" ); return; } else if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( victim == ch ) { ch_printf( ch, "How can you sneak up on yourself?\r\n" ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_NPC( victim ) && victim->fighting != NULL && !is_same_group( ch, victim->fighting ) ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" ); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { ch_printf( ch, "You need to wield a weapon to backstab.\r\n" ); return; } if ( victim->hit < victim->max_hit / 3 ) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[sn].beats ); if ( number_percent( ) < get_skill( ch, sn ) || ( get_skill( ch, sn ) >= 2 && !IS_AWAKE( victim ) ) ) { check_improve( ch, sn, true, 1 ); multi_hit( ch, victim, sn ); } else { check_improve( ch, sn, false, 1 ); damage( ch, victim, 0, sn, DAM_NONE, true ); } return; } void do_flee( CHAR_DATA *ch, const char *argument ) { ROOM_INDEX_DATA *was_in = NULL; ROOM_INDEX_DATA *now_in = NULL; CHAR_DATA *victim = NULL; int attempt = 0; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; ch_printf( ch, "You aren't fighting anyone.\r\n" ); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit = NULL; int door = 0; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || IS_SET( pexit->exit_info, EX_CLOSED ) || number_range( 0, ch->daze ) != 0 || ( IS_NPC( ch ) && IS_SET( pexit->u1.to_room->room_flags, ROOM_NO_MOB ) ) ) continue; move_char( ch, door, false ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has fled!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC( ch ) ) { ch_printf( ch, "You flee from combat!\r\n" ); if ( ( ch->iclass == 2 ) && ( number_percent( ) < 3 * ( ch->level / 2 ) ) ) ch_printf( ch, "You snuck away safely.\r\n" ); else { ch_printf( ch, "You lost 10 exp.\r\n" ); gain_exp( ch, -10 ); } } stop_fighting( ch, true ); return; } ch_printf( ch, "PANIC! You couldn't escape!\r\n" ); return; } void do_rescue( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; CHAR_DATA *fch = NULL; int sn = -1; one_argument( argument, arg ); if ( ( sn = skill_lookup( "rescue" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "rescue", __FUNCTION__ ); return; } if ( arg[0] == '\0' ) { ch_printf( ch, "Rescue whom?\r\n" ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( victim == ch ) { ch_printf( ch, "What about fleeing instead?\r\n" ); return; } if ( !IS_NPC( ch ) && IS_NPC( victim ) ) { ch_printf( ch, "%s doesn't need your help!\r\n", NAME( victim ) ); return; } if ( ch->fighting == victim ) { ch_printf( ch, "Too late.\r\n" ); return; } if ( ( fch = victim->fighting ) == NULL ) { ch_printf( ch, "That person is not fighting right now.\r\n" ); return; } if ( IS_NPC( fch ) && !is_same_group( ch, victim ) ) { ch_printf( ch, "Kill stealing is not permitted.\r\n" ); return; } if ( ch->fighting == victim->fighting && fch->fighting == ch ) { ch_printf( ch, "You are already fighting that target!\r\n" ); return; } WAIT_STATE( ch, skill_table[sn].beats ); if ( number_percent( ) > get_skill( ch, sn ) ) { ch_printf( ch, "You fail the rescue.\r\n" ); check_improve( ch, sn, false, 1 ); return; } act( "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( "$n rescues you!", ch, NULL, victim, TO_VICT ); act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT ); check_improve( ch, sn, true, 1 ); stop_fighting( ch, false ); stop_fighting( fch, false ); stop_fighting( victim, false ); check_killer( ch, fch ); set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_kick( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *victim = NULL; int sn = -1; if ( ( sn = skill_lookup( "kick" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "kick", __FUNCTION__ ); return; } if ( !IS_NPC( ch ) && ch->level < skill_table[sn].skill_level[ch->iclass] ) { ch_printf( ch, "You better leave the martial arts to fighters.\r\n" ); return; } if ( IS_NPC( ch ) && !IS_SET( ch->off_flags, OFF_KICK ) ) return; if ( ( victim = ch->fighting ) == NULL ) { ch_printf( ch, "You aren't fighting anyone.\r\n" ); return; } WAIT_STATE( ch, skill_table[sn].beats ); if ( get_skill( ch, sn ) > number_percent( ) ) { damage( ch, victim, number_range( 1, ch->level ), sn, DAM_BASH, true ); check_improve( ch, sn, true, 1 ); } else { damage( ch, victim, 0, sn, DAM_BASH, true ); check_improve( ch, sn, false, 1 ); } check_killer( ch, victim ); return; } void do_disarm( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; int chance = 0; int hth = 0; int ch_weapon = 0; int vict_weapon = 0; int ch_vict_weapon = 0; int sn = -1; if ( ( sn = skill_lookup( "disarm" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "disarm", __FUNCTION__ ); return; } if ( ( chance = get_skill( ch, sn ) ) == 0 ) { ch_printf( ch, "You don't know how to disarm opponents.\r\n" ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL && ( ( hth = get_skill( ch, skill_lookup( "hand to hand" ) ) ) == 0 || ( IS_NPC( ch ) && !IS_SET( ch->off_flags, OFF_DISARM ) ) ) ) { ch_printf( ch, "You must wield a weapon to disarm.\r\n" ); return; } if ( ( victim = ch->fighting ) == NULL ) { ch_printf( ch, "You aren't fighting anyone.\r\n" ); return; } if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) { ch_printf( ch, "Your opponent is not wielding a weapon.\r\n" ); return; } /* * find weapon skills */ ch_weapon = get_weapon_skill( ch, get_weapon_sn( ch ) ); vict_weapon = get_weapon_skill( victim, get_weapon_sn( victim ) ); ch_vict_weapon = get_weapon_skill( ch, get_weapon_sn( victim ) ); /* * modifiers */ /* * skill */ if ( get_eq_char( ch, WEAR_WIELD ) == NULL ) chance = chance * hth / 150; else chance = chance * ch_weapon / 100; chance += ( ch_vict_weapon / 2 - vict_weapon ) / 2; /* * dex vs. strength */ chance += get_curr_stat( ch, STAT_DEX ); chance -= 2 * get_curr_stat( victim, STAT_STR ); /* * level */ chance += ( ch->level - victim->level ) * 2; /* * and now the attack */ if ( number_percent( ) < chance ) { WAIT_STATE( ch, skill_table[sn].beats ); disarm( ch, victim ); check_improve( ch, sn, true, 1 ); } else { WAIT_STATE( ch, skill_table[sn].beats ); act( "You fail to disarm $N.", ch, NULL, victim, TO_CHAR ); act( "$n tries to disarm you, but fails.", ch, NULL, victim, TO_VICT ); act( "$n tries to disarm $N, but fails.", ch, NULL, victim, TO_NOTVICT ); check_improve( ch, sn, false, 1 ); } check_killer( ch, victim ); return; } void do_sla( CHAR_DATA *ch, const char *argument ) { ch_printf( ch, "If you want to SLAY, spell it out.\r\n" ); return; } void do_slay( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *victim = NULL; char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf( ch, "Slay whom?\r\n" ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } if ( ch == victim ) { ch_printf( ch, "Suicide is a mortal sin.\r\n" ); return; } if ( !IS_NPC( victim ) && victim->level >= get_trust( ch ) ) { ch_printf( ch, "You failed.\r\n" ); return; } 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( victim ); return; } void do_surrender( CHAR_DATA *ch, const char *argument ) { CHAR_DATA *mob = NULL; if ( ( mob = ch->fighting ) == NULL ) { ch_printf( ch, "But you're not fighting!\r\n" ); return; } act( "You surrender to $N!", ch, NULL, mob, TO_CHAR ); act( "$n surrenders to you!", ch, NULL, mob, TO_VICT ); act( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT ); stop_fighting( ch, true ); if ( !IS_NPC( ch ) && IS_NPC( mob ) && ( !HAS_TRIGGER( mob, TRIG_SURR ) || !mp_percent_trigger( mob, ch, NULL, NULL, TRIG_SURR ) ) ) { act( "$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR ); multi_hit( mob, ch, TYPE_UNDEFINED ); } }