/*************************************************************************** * 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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "include.h" /* * Local functions. */ void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_shield_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, bool immune ) ); void death_cry args( ( CHAR_DATA *ch ) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void make_corpse args( ( CHAR_DATA *ch ) ); void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) ); void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void raw_kill args( ( CHAR_DATA *victim, CHAR_DATA *killer ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); extern void set_fighting(CHAR_DATA *ch, CHAR_DATA *victim); bool check_critical args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_counter args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void crowd_brawl args( ( CHAR_DATA *ch ) ); bool check_steel_skin args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_phase args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_force_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_static_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_flame_shield args ( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); #define MAX_SPECTATORS 100 /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; OBJ_DATA *obj, *obj_next; bool room_trig = FALSE; 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 ) { crowd_brawl(ch); 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_MOB( ch, TRIG_FIGHT ) ) p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_FIGHT ); if ( HAS_TRIGGER_MOB( ch, TRIG_HPCNT ) ) p_hprct_trigger( ch, victim ); } for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc != WEAR_NONE && HAS_TRIGGER_OBJ( obj, TRIG_FIGHT ) ) p_percent_trigger( NULL, obj, NULL, victim, NULL, NULL, TRIG_FIGHT ); } if ( HAS_TRIGGER_ROOM( ch->in_room, TRIG_FIGHT ) && room_trig == FALSE ) { room_trig = TRUE; p_percent_trigger( NULL, NULL, ch->in_room, victim, NULL, NULL, TRIG_FIGHT ); } } return; } /* for auto assisting */ void check_assist(CHAR_DATA *ch,CHAR_DATA *victim) { CHAR_DATA *rch, *rch_next; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IS_AWAKE(rch) && rch->fighting == NULL && can_see(rch,victim)) { if (RIDDEN(rch) == ch || MOUNTED(rch) == ch) multi_hit(rch,victim,TYPE_UNDEFINED); /* quick check for ASSIST_PLAYER */ if (!IS_NPC(ch) && IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_PLAYERS) && rch->level + 6 > victim->level) { if(!is_safe(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)) multi_hit (rch,victim,TYPE_UNDEFINED); continue; } /* now check the NPC cases */ if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM)) { if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL)) || (IS_NPC(rch) && rch->group && rch->group == ch->group) || (IS_NPC(rch) && rch->race == ch->race && IS_SET(rch->off_flags,ASSIST_RACE)) || (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN) && ((IS_GOOD(rch) && IS_GOOD(ch)) || (IS_EVIL(rch) && IS_EVIL(ch)) || (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) || (rch->pIndexData == ch->pIndexData && IS_SET(rch->off_flags,ASSIST_VNUM))) { CHAR_DATA *vch; CHAR_DATA *target; int number; if (number_bits(1) == 0) continue; target = NULL; number = 0; for (vch = ch->in_room->people; vch; vch = vch->next) { if (can_see(rch,vch) && is_same_group(vch,victim) && number_range(0,number) == 0) { target = vch; number++; } } if(target != NULL && (!is_safe(rch, target))) { 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; /* 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; } if (MOUNTED(ch)) { if (!mount_success(ch, MOUNTED(ch), FALSE)) send_to_char("You fall off your mount as you start your attacks!\n\r", ch); } one_hit( ch, victim, dt, FALSE ); if(ch->wereform == MOON_FULL && ch->iswere) { one_hit(ch, victim, dt, FALSE ); one_hit(ch, victim, dt, FALSE ); one_hit(ch, victim, dt, FALSE ); } if (get_eq_char (ch, WEAR_SECONDARY)) { one_hit( ch, victim, dt, TRUE ); if ( ch->fighting != victim ) return; } if (ch->fighting != victim) return; if (IS_AFFECTED(ch,AFF_HASTE)) one_hit(ch,victim,dt, FALSE); if ( ch->fighting != victim || dt == skill_lookup("backstab")) return; chance = get_skill(ch,skill_lookup("second attack"))/2; if (IS_AFFECTED(ch,AFF_SLOW)) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,skill_lookup("second attack"),TRUE,5); if ( ch->fighting != victim ) return; } chance = get_skill(ch,skill_lookup("third attack"))/4; if (IS_AFFECTED(ch,AFF_SLOW)) chance = 0;; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,skill_lookup("third attack"),TRUE,6); if ( ch->fighting != victim ) return; } chance = get_skill(ch,skill_lookup("fourth attack"))/4; if (IS_AFFECTED(ch,AFF_SLOW)) chance = 0;; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,skill_lookup("fourth attack"), TRUE,6); if ( ch->fighting != victim ) return; } chance = get_skill(ch,skill_lookup("fifth attack"))/4; if (IS_AFFECTED(ch,AFF_SLOW)) chance = 0;; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,skill_lookup("fifth attack"), TRUE,6); if ( ch->fighting != victim ) return; } return; } /* procedure for all mobile attacks */ void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt) { int chance,number; CHAR_DATA *vch, *vch_next; one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; /* Area attack -- BALLS nasty! */ if (IS_SET(ch->off_flags,OFF_AREA_ATTACK)) { for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next; if ((vch != victim && vch->fighting == ch)) one_hit(ch,vch,dt, FALSE); } } if (IS_AFFECTED(ch,AFF_HASTE) || (IS_SET(ch->off_flags,OFF_FAST) && !IS_AFFECTED(ch,AFF_SLOW))) one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim || dt == 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, FALSE); 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, FALSE); if (ch->fighting != victim) return; } chance = get_skill(ch,skill_lookup("fourth 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, FALSE); if (ch->fighting != victim) return; } /* oh boy! Fun stuff! */ if (ch->wait > 0) return; number = number_range(0,2); if (number == 1 && IS_SET(ch->act,ACT_MAGE)) { /* { mob_cast_mage(ch,victim); return; } */ ; } if (number == 2 && IS_SET(ch->act,ACT_CLERIC)) { /* { mob_cast_cleric(ch,victim); return; } */ ; } /* now for the skills */ number = number_range(0,8); switch(number) { case (0) : if (IS_SET(ch->off_flags,OFF_BASH)) do_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, ""); } break; case (9) : if (IS_SET(ch->off_flags,OFF_BLOODLUST)) { do_function(ch, &do_bloodlust, ""); } case (10) : if (IS_SET(ch->off_flags,OFF_FEED)) { do_function(ch, &do_feed, ""); } } } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool secondary ) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn,skill; int dam_type; bool result; sn = -1; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. */ if (!secondary) wield = get_eq_char( ch, WEAR_WIELD ); else wield = get_eq_char( ch, WEAR_SECONDARY ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else if(ch->wereform == MOON_FULL && ch->iswere) dt += attack_table[attack_lookup("claw")].damage; else dt += ch->dam_type; } if (dt < TYPE_HIT) { if (wield != NULL) dam_type = attack_table[wield->value[3]].damage; else if (ch->wereform == MOON_FULL && ch->iswere) dam_type = attack_table[attack_lookup("claw")].damage; else dam_type = attack_table[ch->dam_type].damage; } else dam_type = attack_table[dt - TYPE_HIT].damage; if (dam_type == -1) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn(ch); skill = 20 + get_weapon_skill(ch,sn); /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if (IS_SET(ch->act,ACT_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 = get_thac00(ch); thac0_32 = get_thac32(ch); } 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,skill_lookup("backstab"))); if (dt == skill_lookup("throatchop") ) thac0 -= 10 * (90 - get_skill(ch, skill_lookup("throatchop" ))); if (dt == skill_lookup("cleave")) thac0 -= 10 * (100 - get_skill(ch,skill_lookup("cleave"))); if (dt == skill_lookup("circle")) thac0 -= 10 * (100 - get_skill(ch,skill_lookup("circle"))); if (dt == skill_lookup("whirlwind")) thac0 -= 10 * (100 - get_skill(ch,skill_lookup("whirlwind"))); if (dt == skill_lookup("assassinate")) thac0 -= 10 * (100 - get_skill(ch,skill_lookup("assassinate"))); if (dt == skill_lookup("spin")) thac0 -= 10 * (100 - get_skill(ch,skill_lookup("spin"))); if (dt == skill_lookup("rage")) thac0 -= 10 * (100 - get_skill(ch,skill_lookup("rage"))); 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(number_range(1,10) > 6 && IS_WEREWOLF(ch)) diceroll = 19; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ damage( ch, victim, 0, dt, dam_type, TRUE ); rnd_sound( 6, ch, "miss.wav", "miss1.wav", "miss2.wav", "miss3.wav", "miss4.wav","miss5.wav" ); 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; if ((percent = number_percent()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); } } else if( ch->wereform == MOON_FULL && ch->iswere) dam = number_range( ch->level / 2, 200 ); else dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100); } /* * Bonuses. */ if ( get_skill(ch,skill_lookup("enhanced damage")) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,skill_lookup("enhanced damage"))) { check_improve(ch,skill_lookup("enhanced damage"),TRUE,6); dam += 2 * ( dam * diceroll/300); } } if ( get_skill(ch,skill_lookup("ultra damage")) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,skill_lookup("ultra damage"))) { check_improve(ch,skill_lookup("ultra damage"),TRUE,6); dam += dam * diceroll/100; } } if ( get_skill(ch,skill_lookup("hero damage")) > 0 ) { diceroll = number_percent(); if (diceroll <= get_skill(ch,skill_lookup("hero damage"))) { check_improve(ch,skill_lookup("hero damage"),TRUE,6); dam += dam * diceroll/80; } } if ( check_critical(ch,victim) ) dam *= 1.40; 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); } if ( dt == skill_lookup("throatchop") && wield != NULL ) dam *= 2 +(ch->level/5 ); if ( dt == skill_lookup("cleave") && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 14); else dam *= 2 + (ch->level / 10); } if ( dt == skill_lookup("circle") && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); } if ( dt == skill_lookup("whirlwind") && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); } if ( dt == skill_lookup("assassinate") && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); } if ( dt == skill_lookup("spin") && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); } if ( dt == skill_lookup("rage") && 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; if ( !check_counter( ch, victim, dam, dt ) ) result = damage( ch, victim, dam, dt, dam_type, TRUE ); else return; /* but do we have a funky weapon? */ if (result && wield != NULL) { int dam; if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON)) { int level; AFFECT_DATA *poison, af; if ((poison = affect_find(wield->affected,skill_lookup("poison"))) == NULL) level = wield->level; else level = poison->level; if (!saves_spell(level / 2,victim,DAM_POISON)) { send_to_char("You feel poison coursing through your veins.", victim); act("$n is poisoned by the venom on $p.", victim,wield,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = skill_lookup("poison"); af.level = level * 3/4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* weaken the poison if it's temporary */ if (poison != NULL) { poison->level = UMAX(0,poison->level - 2); poison->duration = UMAX(0,poison->duration - 1); if (poison->level == 0 || poison->duration == 0) act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR); } } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC)) { dam = number_range(1, wield->level / 5 + 1); xact_new("$p draws life from $n.",victim,wield,NULL,TO_ROOM, POS_RESTING, SUPPRESS_FLAGS); xact_new("You feel $p drawing your life away.", victim,wield,NULL,TO_CHAR, POS_RESTING, SUPPRESS_FLAGS); damage(ch,victim,dam,0,DAM_NEGATIVE,FALSE); ch->hit += dam/2; } /* Drain mana away from the victim. Should be a pretty low rate - Marquoz if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_MANA_DRAIN)) { dam = UMIN(number_range(1, wield->level / 10 + 1), victim->mana); xact_new("$p drains $n's force.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS); xact_new("You feel $p draining your force away.", victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS); victim->mana -= dam; ch->mana += dam; } */ /* Commented out pending approval */ /* Is the weapon coated with acid? - Marquoz * Needs a better damage line =( if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_ACIDIC)) { dam = number_range(1,wield->level / 5 + 1); xact_new("$n is acidified by $p.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS); xact_new("$p burns your flesh with acid.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPRESS_FLAGS); acid_effect((void *)victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_ACID,FALSE); } */ /* Commented out pending approval */ if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING)) { dam = number_range(1,wield->level / 4 + 1); xact_new("$n is burned by $p.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS); xact_new("$p sears your flesh.",victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS); 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); xact_new("$p freezes $n.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS); xact_new("The cold touch of $p surrounds you with ice.", victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS); cold_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_COLD,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING)) { dam = number_range(1,wield->level/5 + 2); xact_new("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM,POS_RESTING,SUPPRESS_FLAGS); xact_new("You are shocked by $p.",victim,wield,NULL,TO_CHAR,POS_RESTING,SUPPRESS_FLAGS); shock_effect(victim,wield->level/2,dam,TARGET_CHAR); damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE); } } tail_chain( ); return; } /* * Inflict damage from a hit. */ bool damage(CHAR_DATA *ch,CHAR_DATA *victim,int dam,int dt,int dam_type, bool show) { OBJ_DATA *corpse; bool immune; OBJ_DATA *wield; PET_DATA *pEt; wield = get_eq_char( ch, WEAR_WIELD ); if ( victim->position == POS_DEAD ) return FALSE; /* * Stop up any residual loopholes. */ if ( dam > 2000 && dt >= TYPE_HIT) { bug( "Damage: %d: more than 7950 points!", dam ); dam = 7950; if (!IS_IMMORTAL(ch)) { OBJ_DATA *obj; obj = get_eq_char( ch, WEAR_WIELD ); send_to_char("You really shouldn't cheat.\n\r",ch); if (obj != NULL) extract_obj(obj); } } /* damage reduction */ if ( dam > 35) dam = (dam - 35)/2 + 35; if ( dam > 80) dam = (dam - 80)/2 + 80; if ( dam > 0 && ch->levelflux > 0 ) dam += levelflux_dam( ch ); if ( victim != ch ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) return FALSE; check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) { set_fighting( victim, ch ); if ( IS_NPC( victim ) && HAS_TRIGGER_MOB( victim, TRIG_KILL ) ) p_percent_trigger( victim, NULL, NULL, ch, NULL, NULL, TRIG_KILL ); } if (victim->timer <= 4) victim->position = POS_FIGHTING; } if ( victim->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( IS_AFFECTED(ch, AFF_INVISIBLE) ) { affect_strip( ch, skill_lookup("invis") ); affect_strip( ch, skill_lookup("mass invis") ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ /* Make sure the player has a mirror, and then check for the damage to be a spell, easier not to do a check */ if ( dam > 1 && IS_AFFECTED2(victim,AFF_MIRROR_SHIELD) && skill_table[dt].spell_fun != NULL) { AFFECT_DATA *paf; if (number_percent() > 75) { act_new("$n's mirror shield reflects $t at you!",ch, skill_table[dt].name,victim,TO_CHAR,POS_RESTING); act_new("Your mirror shield turns $t back on $N!",ch,skill_table[dt].name,victim,TO_VICT,POS_RESTING); /* Lower duration of the shield due to it being hit */ for (paf = victim->affected; paf != NULL; paf = paf->next) { if (paf->bitvector == AFF_MIRROR_SHIELD) paf->duration -= ch->level / 10; else continue; } /* Everything should be the same just directed at the caster. Change the dt to MIRROR to avoid a mirrored bounce back fest =) */ damage(ch,ch,dam,TYPE_MIRROR,dam_type,show); return FALSE; } } 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; if ( dam > 1 && IS_AFFECTED2(victim, AFF_DIVINE_PROTECTION) ) dam *= .75; if ( dam > 1 && IS_AFFECTED2( victim, AFF_DARKSHIELD )) dam *= .75; immune = FALSE; /* * Check for parry, and dodge. */ if ( dt >= TYPE_HIT && ch != victim && (number_range(1,10) < 4 && IS_WEREWOLF(ch) ) ) { if ( check_parry( ch, victim ) ) { OBJ_DATA *tmp1 = get_eq_char(victim, WEAR_WIELD); OBJ_DATA *tmp2 = get_eq_char(victim, WEAR_SECONDARY); if (tmp1 != NULL) check_damage_obj (victim, tmp1, 1); if (tmp2 != NULL) check_damage_obj (victim, tmp2, 1); return FALSE; } if ( check_dodge( ch, victim ) ) return FALSE; if ( check_shield_block(ch,victim)) { check_damage_obj(victim, get_eq_char(victim, WEAR_SHIELD), 2); check_damage_obj(ch, wield, 2); return FALSE; } if ( check_steel_skin( ch, victim ) ) return FALSE; if ( check_phase( ch, victim) ) return FALSE; if(IS_AFFECTED2 (victim, AFF_FORCE_SHIELD) && check_force_shield(ch, victim)) return FALSE; if(IS_AFFECTED2 (victim, AFF_STATIC_SHIELD) && check_static_shield(ch, victim)) return FALSE; } if(IS_AFFECTED2(victim, AFF_FLAME_SHIELD) && dam_type <= 3) check_flame_shield(ch, victim); check_damage_obj(victim, NULL, 2); check_damage_obj(ch, wield, 2); 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 ( !IS_NPC( ch ) ) { if (IS_NPC(victim) && quad_damage) dam = dam * 4; if ( dam > ch->pcdata->mdam ) dam = ch->pcdata->mdam; if ( ch->pcdata->hdam < dam ) ch->pcdata->hdam = dam; } if (show) dam_message( ch, victim, dam, dt, immune ); if (dam == 0) return FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ if(victim->mana > dam && IS_AFFECTED2(victim,AFF_LIFEFORCE)) { victim->mana -= dam/2; victim->hit -= dam/2; } else { 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 ); send_to_char( "You are mortally wounded, and will die soon, if not aided.\n\r", victim ); break; case POS_INCAP: act( "$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are incapacitated and will slowly die, if not aided.\n\r", victim ); break; case POS_STUNNED: act( "$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM ); send_to_char("You are stunned, but will probably recover.\n\r", victim ); break; case POS_DEAD: act( "$n is DEAD!!", victim, 0, 0, TO_ROOM ); send_to_char( "You have been KILLED!!\n\r\n\r", victim ); sound( "killed.wav", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "That really did HURT!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "You sure are BLEEDING!\n\r", victim ); break; } /* * Sleep spells and extremely wounded folks. */ if ( !IS_AWAKE(victim) ) stop_fighting( victim, FALSE ); /* * Payoff for killing things. */ if ( victim->position == POS_DEAD ) { if (IS_IN_WAR(ch) && IS_IN_WAR(victim)) { check_war(ch, victim); return TRUE; } if (!IS_NPC(ch) && !IS_NPC(victim) && IS_SET(ch->in_room->room_flags, ROOM_ARENA) && IS_SET(victim->in_room->room_flags, ROOM_ARENA)) { stop_fighting(victim, TRUE); death_cry(victim); char_from_room(victim); char_to_room(victim, get_room_index(ROOM_VNUM_TEMPLE)); victim->hit = UMAX(1, victim->hit); victim->mana = UMAX(1, victim->mana); victim->move = UMAX(1, victim->move); update_pos(victim); do_look(victim, "auto"); if (ch->in_room->area->nplayer == 1) { send_to_char("You emerge victorious in the arena!\n\r", ch); stop_fighting(ch, TRUE); char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; update_pos(ch); do_look(ch, "auto"); } return TRUE; } group_gain( ch, victim ); if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s killed by %s at %d", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->vnum ); log_string( log_buf ); info( victim, 0, "{B[{GINFO{B]{x: {B%s{x just got {RC{Br{YE{Ga{MM{Re{GD{x by {R%s{x at %s!", victim->name, (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name ); /* * Dying penalty: * 2/3 way back to previous level. */ if(!IS_QUESTOR(victim) || (IS_NPC(ch) && ch->pIndexData->vnum != victim->pcdata->questmob)) { 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 ); } } if (!IS_NPC(victim)) { if (IS_NPC(ch)) victim->pcdata->gamestat[MOB_DEATHS]++; else { victim->pcdata->gamestat[PK_DEATHS]++; ch->pcdata->gamestat[PK_KILLS]++; } } if (IS_NPC(victim)) { if (!IS_NPC(ch)) ch->pcdata->gamestat[MOB_KILLS]++; } sprintf( log_buf, "%s got toasted by %s at %s [room %d]", (IS_NPC(victim) ? victim->short_descr : victim->name), (IS_NPC(ch) ? ch->short_descr : ch->name), ch->in_room->name, ch->in_room->vnum); if (IS_NPC(victim)) wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0); else wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0); if ( IS_NPC( victim ) && HAS_TRIGGER_MOB( victim, TRIG_DEATH) ) { victim->position = POS_STANDING; p_percent_trigger( victim, NULL, NULL, ch, NULL, NULL, TRIG_DEATH ); } /* Make the head for a bountied PC */ if(!IS_NPC(victim) && !IS_NPC(ch) && is_bountied(victim)) { char buf[MAX_STRING_LENGTH]; char *name; OBJ_DATA *obj; name = str_dup(victim->name); obj = create_object(get_obj_index(OBJ_VNUM_SEVERED_HEAD),0); obj->extra_flags |= ITEM_NODROP|ITEM_NOUNCURSE; sprintf(buf, "%s %s", "head", name); free_string( obj->name ); obj->name = str_dup( buf); sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); obj_to_char(obj,ch); free_string(name); } raw_kill( victim, ch ); if (IS_NPC(ch)) /* is a mob */ { if (!IS_NPC(victim)) victim->pcdata->deaths_mob += 1; } else { if IS_NPC(victim) { ch->pcdata->kills_mob += 1; } else { victim->pcdata->deaths_pc += 1; ch->pcdata->kills_pc += 1; } } if IS_NPC(victim) { if ( !IS_SET(victim->form,FORM_UNDEAD)) check_spirit(ch,victim); } if ( IS_NPC(victim ) && IS_SET( victim->act, ACT_PET ) ) { if ( IS_SET( victim->act, ACT_PET ) ) { for ( pEt = pet_list; pEt != NULL; pEt = pEt->next ) { if ( !str_cmp( victim->name, pEt->name ) && !str_cmp( victim->powner, pEt->cname ) ) break; } if ( pEt == NULL ) { dead_pet( victim, pEt ); } } } /* 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 && /* exists and not empty */ !IS_SET(ch->act,PLR_AUTOLOOT)) { 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)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } if (victim->pIndexData->pShop != NULL) { send_to_char("The shopkeeper wouldn't like that.\n\r",ch); return TRUE; } /* no killing healers, trainers, etc */ if (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER)) { printf_to_char( ch, "I don't think ShadowStorm would approve.\n\r" ); return TRUE; } if (!IS_NPC(ch)) { /* no pets */ if (IS_SET(victim->act,ACT_PET)) { act("But $N looks so cute and cuddly...", ch,NULL,victim,TO_CHAR); return TRUE; } /* no charmed creatures unless owner */ if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master) { send_to_char("You don't own that monster.\n\r",ch); return TRUE; } } } /* killing players */ else { /* NPC doing the killing */ if (IS_NPC(ch)) { /* safe room check */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)) { send_to_char("Not in this room.\n\r",ch); return TRUE; } if (IS_SET(victim->comm2, COMM_AUTO_AFK ) ) { send_to_char("Not while they are afk.\n\r", ch ); return TRUE; } /* charmed mobs and pets cannot attack players while owned */ if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) { send_to_char("Players are your friends!\n\r",ch); return TRUE; } } /* player doing the killing */ else { if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF)) return FALSE; if (!is_clan(victim)) { send_to_char("They aren't in a clan, leave them alone.\n\r",ch); return TRUE; } if (ON_GQUEST(ch)) { send_to_char("I don't beleive they are on the target list.\n\r", ch); return TRUE; } if (ON_GQUEST(victim)) { send_to_char("They are to closey involved in something right now.\n\r", ch); return TRUE; } if (IS_SET( victim->comm2, COMM_AUTO_AFK ) ) { send_to_char("Not while they are auto afk.\n\r", ch ); return TRUE; } if (ch->level > victim->level + 8) { send_to_char("Pick on someone your own size.\n\r",ch); 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_safe_war(ch, victim)) { send_to_char("They're on YOUR team.\n\r", ch); return TRUE; } if (IS_SET(victim->in_room->room_flags, ROOM_ARENA)) return FALSE; if (is_safe_war(ch, victim)) return TRUE; if (IS_SET(victim->in_room->room_flags, ROOM_ARENA)) return FALSE; 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 (ON_GQUEST(ch) || ON_GQUEST(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 ) { char buf[MAX_STRING_LENGTH]; if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) return; /* * 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 ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "Check_killer: %s bad AFF_CHARM", IS_NPC(ch) ? ch->short_descr : ch->name ); bug( buf, 0 ); affect_strip( ch, skill_lookup("charm person") ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } /* send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master ); 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; send_to_char( "*** You are now a KILLER!! ***\n\r", ch ); SET_BIT(ch->act, PLR_KILLER); sprintf(buf,"$N is attempting to murder %s",victim->name); wiznet(buf,ch,NULL,WIZ_FLAGS,0,0); save_char_obj( ch ); return; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,skill_lookup("parry")) / 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,skill_lookup("parry"),TRUE,6); return TRUE; } /* * Check for shield block. */ bool check_shield_block( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,skill_lookup("shield block")) / 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,skill_lookup("shield block"),TRUE,6); sound( "hitshld.wav", ch ); sound( "hitshld.wav", victim ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; if ( MOUNTED(victim) ) return FALSE; chance = get_skill(victim,skill_lookup("dodge")) / 2; if (!can_see(victim,ch)) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; xact_new( "You dodge $n's attack.", ch, NULL, victim, TO_VICT, POS_RESTING, SUPPRESS_DODGE ); xact_new( "$N dodges your attack.", ch, NULL, victim, TO_CHAR, POS_RESTING, SUPPRESS_DODGE ); check_improve(victim,skill_lookup("dodge"),TRUE,6); return TRUE; } /* * Set position of a victim. */ void update_pos( CHAR_DATA *victim ) { if ( victim->hit > 0 ) { if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( IS_NPC(victim) && victim->hit < 1 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { bug( "Set_fighting: already fighting", 0 ); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, skill_lookup("sleep") ); ch->fighting = victim; ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( fch == ch || ( fBoth && fch->fighting == ch ) ) { fch->fighting = NULL; fch->position = 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]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; ROOM_INDEX_DATA *location; location = get_room_index ( hometown_table[ch->hometown].morgue ); 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 ) { 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 > 1 || ch->silver > 1) { obj_to_obj(create_money(ch->gold / 2, ch->silver/2), corpse); ch->gold -= ch->gold/2; ch->silver -= ch->silver/2; } } corpse->cost = 0; } corpse->level = ch->level; sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); sprintf( buf, corpse->description, name ); free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { bool floating = FALSE; obj_next = obj->next_content; if (obj->wear_loc == WEAR_FLOAT && !IS_OBJ2_STAT( obj, ITEM_RELIC) ) 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_OBJ_STAT(obj, ITEM_AUCTIONED)) continue; if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj ); else if (floating) { if (IS_OBJ_STAT(obj,ITEM_ROT_DEATH)) /* get rid of it! */ { if (obj->contains != NULL) { OBJ_DATA *in, *in_next; act("$p evaporates,scattering its contents.", ch,obj,NULL,TO_ROOM); for (in = obj->contains; in != NULL; in = in_next) { in_next = in->next_content; obj_from_obj(in); obj_to_room(in,ch->in_room); } } else act("$p evaporates.", ch,obj,NULL,TO_ROOM); extract_obj(obj); } else { act("$p falls to the floor.",ch,obj,NULL,TO_ROOM); obj_to_room(obj,ch->in_room); } } else obj_to_obj( obj, corpse ); } if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) return; if ( IS_NPC(ch) ) { obj_to_room( corpse,ch->in_room ); } else { obj_to_room( corpse,location ); } return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; int vnum; vnum = 0; msg = "You hear $n's death cry."; switch ( number_bits(4)) { case 0: msg = "$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]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); obj->timer = number_range( 4, 7 ); 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."; rnd_sound( 2, ch, "death_mob1.wav", "death_mob3.wav" ); } else { msg = "You hear someone's death cry."; rnd_sound( 2, ch, "deathcry2.wav", "deathcry3.wav" ); } was_in_room = ch->in_room; for ( door = 0; door <= 5; door++ ) { EXIT_DATA *pexit; if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room ) { ch->in_room = pexit->u1.to_room; act( msg, ch, NULL, NULL, TO_ROOM ); } } ch->in_room = was_in_room; return; } void raw_kill( CHAR_DATA *victim, CHAR_DATA *killer ) { int i; stop_fighting( victim, TRUE ); death_cry( victim ); make_corpse( victim ); if (!IS_NPC( victim ) ) { victim->pcdata->condition[COND_HUNGER] = 24; victim->pcdata->condition[COND_THIRST] = 30; } if (!IS_NPC (victim)) { if (IS_NPC(killer)) { kill_table[URANGE (0, killer->level, MAX_LEVEL - 1)].kills++; killer->pIndexData->kills++; } } else { 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 ); victim->turned = FALSE; return; } void group_gain( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch; int xp; int members; int group_levels; int i; /* * Monsters don't get kill xp's or alignment changes. * P-killing doesn't help either. * Dying of mortal wounds or poison doesn't give xp to anyone! */ if ( victim == ch ) return; members = 0; group_levels = 0; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( is_same_group( gch, ch ) ) { members++; group_levels += IS_NPC(gch) ? gch->level / 2 : gch->level; } } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; group_levels = ch->level ; } lch = (ch->leader != NULL) ? ch->leader : ch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !is_same_group( gch, ch ) || (IS_NPC(gch) && !IS_SET( gch->act, ACT_PET ) ) ) continue; if (IS_QUESTOR(ch) && IS_NPC(victim)) { if (ch->pcdata->questmob == victim->pIndexData->vnum) { send_to_char("{RYou have almost completed your QUEST!{x\n\r", ch); send_to_char("{RReturn to the questmaster before your time runs out!{x\n\r", ch); ch->pcdata->questmob = -1; } } if (IS_NPC(victim) && !IS_NPC(ch) && gquest_info.running == GQUEST_RUNNING && ON_GQUEST(ch) && (i = is_gqmob(ch, victim->pIndexData->vnum)) != -1) { ch->pcdata->gq_mobs[i] = -1; send_to_char("Congratulations, that that mob was part of your global quest!\n\r",ch); send_to_char("You receive an extra 3 Quest Points", ch); ch->pcdata->questpoints += 3; if (chance((MAX_GQUEST_MOB - gquest_info.mob_count) / 2 + gquest_info.mob_count)) { send_to_char(" and a Trivia Point!\n\r", ch); ch->pcdata->trivia += 1; } else send_to_char(".\n\r", ch); sprintf(buf, "$N has killed %s, a global questmob.", victim->short_descr); wiznet(buf, ch, NULL, 0, 0, 0); if (count_gqmobs(ch) == gquest_info.mob_count) send_to_char("You are now ready to complete the global quest. Type 'GQUEST COMPLETE' to finish.\n\r", ch); } xp = xp_compute( gch, victim, group_levels ); if ( !IS_NPC(gch) && ch->level < LEVEL_HERO && !IS_SET( gch->comm2, COMM_AUTOLEVEL ) && gch->pcdata->current_exp >= exp_per_level( gch, gch->pcdata->points ) * 6 ) send_to_char("Please go and level at the healer!\n\r", gch ); else { sprintf( buf, "You receive %d experience points.\n\r", xp ); send_to_char( buf, gch ); 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_OBJ2_STAT(obj, ITEM_RELIC) && obj->xp_tolevel > 0 ) { if ( number_range(0, 1) <= 1 ) { gain_object_exp( ch, obj, xp ); if ( chance(10) ) printf_to_char( ch, "%s whispers your doing good %s only %d more xp until I level.\n\r", obj->name, ch->name, obj->xp_tolevel ); } } 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 ); } } } return; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) { int xp,base_exp; int align,level_range; int time_per_level; int bonus; 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); if(IS_NPC(victim) )/* at max a mob with all of these is worth 5 levels above their own*/ { if( IS_AFFECTED( victim, AFF_SANCTUARY ) ) base_exp = (base_exp * 130) / 100; if( IS_AFFECTED( victim, AFF_HASTE ) ) base_exp = (base_exp * 120) / 100; if( IS_SET(victim->off_flags,OFF_AREA_ATTACK) ) base_exp = (base_exp * 120) / 100; if( IS_SET(victim->off_flags,OFF_BACKSTAB) ) base_exp = (base_exp * 120) / 100; if( IS_SET(victim->off_flags,OFF_FAST) ) base_exp = (base_exp * 120) / 100; if( IS_SET(victim->off_flags,OFF_DODGE) ) base_exp = (base_exp * 110) / 100; if( IS_SET(victim->off_flags,OFF_PARRY) ) base_exp = (base_exp * 110) / 100; if( victim->spec_fun != 0 ) { if( !str_cmp(spec_name(victim->spec_fun),"spec_breath_any") || !str_cmp(spec_name(victim->spec_fun),"spec_breath_acid") || !str_cmp(spec_name(victim->spec_fun),"spec_breath_fire") || !str_cmp(spec_name(victim->spec_fun),"spec_breath_frost") || !str_cmp(spec_name(victim->spec_fun),"spec_breath_gas") || !str_cmp(spec_name(victim->spec_fun),"spec_breath_lightning") ) base_exp = (base_exp * 125) / 100; else if( !str_cmp(spec_name(victim->spec_fun),"spec_cast_cleric") || !str_cmp(spec_name(victim->spec_fun),"spec_cast_mage") || !str_cmp(spec_name(victim->spec_fun),"spec_cast_undead") ) base_exp = (base_exp * 120) / 100; else if( !str_cmp(spec_name(victim->spec_fun),"spec_poison") ) base_exp = (base_exp * 110) / 100; } } /* do alignment computations */ align = victim->alignment - gch->alignment; if (IS_SET(victim->act,ACT_NOALIGN)) { /* no 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 < 70) xp = 9 * xp / (gch->level + 4); /* 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(5,time_per_level,15); if (gch->level < 25) /* make it a curve */ time_per_level = UMAX(time_per_level,(15 - gch->level)); xp = xp * time_per_level / 4; } /* randomize the rewards */ xp = number_range (xp * 3/4, xp * 5/4); /* adjust for grouping */ xp = xp * gch->level/( UMAX(1,total_levels -1) ); bonus = xp; if (double_exp) { xp += bonus; } return xp; } void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune ) { char buf1[256], buf2[256], buf3[256]; const char *vs; const char *vp; const char *attack; char punct; if (ch == NULL || victim == NULL) return; if ( dam == 0 ) { vs = "{Wmiss{x"; vp = "{Wmisses{x"; } else if ( dam <= 4 ) { vs = "{Yscratch{x";vp = "{Yscratches{x"; } else if ( dam <= 8 ) { vs = "{Cgraze{x"; vp = "{Cgrazes{x"; } else if ( dam <= 12 ) { vs = "{Rhit{x"; vp = "{Rhits{x"; } else if ( dam <= 16 ) { vs = "{Binjure{x"; vp = "{Binjures{x"; } else if ( dam <= 20 ) { vs = "{Ywound{x"; vp = "{Ywounds{x"; } else if ( dam <= 24 ) { vs = "{Rmaul{x"; vp = "{Rmauls{x"; } else if ( dam <= 28 ) { vs = "{Mdecimate{x";vp = "{Mdecimates{x"; } else if ( dam <= 32 ) { vs = "{Bdevastate{x";vp = "{Bdevastates{x"; } else if ( dam <= 36 ) { vs = "{Cmaim{x"; vp = "{Cmaims{x"; } else if ( dam <= 44 ) { vs = "{YMUTILATE{x";vp = "{YMUTILATES{x"; } else if ( dam <= 48 ) { vs = "{RDISEMBOWEL{x";vp = "{RDISEMBOWELS{x"; } else if ( dam <= 52 ) { vs = "{BDISMEMBER{x";vp = "{BDISMEMBERS{x"; } else if ( dam <= 56 ) { vs = "{CMASSACRE{x";vp = "{CMASSACRES{x"; } else if ( dam <= 60 ) { vs = "{YMANGLE{x"; vp = "{YMANGLES{x"; } else if ( dam <= 65 ) { vs = "{B*** MASSACRE ***{x"; vp = "{B*** MASSACRES ***{x"; } else if ( dam <= 75 ) { vs = "{B*** DEVASTATE ***{x"; vp = "{B*** DEVASTATES ***{x"; } else if ( dam <= 100 ) { vs = "{G*** DEMOLISH ***{x"; vp = "{G*** DEMOLISHES ***{x"; } else if ( dam <= 125) { vs = "{Y*** OBLITERATE ***{x"; vp = "{Y*** OBLITERATES ***{x"; } else if ( dam <= 150) { vs = "{Y>>> ANNIHILATE <<<{x"; vp = "{Y>>> ANNIHILATES <<<{x"; } else if ( dam <= 200) { vs = "{C<<< ERADICATE >>>{x"; vp = "{C<<< ERADICATES >>>{x"; } else if ( dam <= 300) { vs = "{G<--> {YVAPORIZE {G<-->{x"; vp = "{G<--> {YVAPORIZES {G<-->{x"; } else if ( dam <= 400) { vs = "{G<*><*><*> ELIMINATE <*><*><*>{x"; vp = "{G<*><*><*> ELIMINATES <*><*><*>{x"; } else if ( dam <= 500) { vs = "{Y<*><*><*> DESTROY <*><*><*>{x"; vp = "{Y<*><*><*> DESTROYS <*><*><*>{x"; } else if ( dam <= 600 ) { vs = "{C<+><+><+> DISINTEGRATE <+><+><+>{x"; vp = "{C<+><+><+> DISINTEGRATES <+><+><+>{x"; } else if ( dam <= 700 ) { vs = "{m_{r\\{R|{r/{m__{r\\{R|{r/{m_{mE{WX{mT{WE{mR{WM{mI{WN{mA{WT{mE {m_{r\\{R|{r/{m__{r\\{R|{r/{m_{x"; vp = "{m_{r\\{R|{r/{m__{r\\{R|{r/{m_{mE{WX{mT{WE{mR{WM{mI{WN{mA{WT{mE{WS {m_{r\\{R|{r/{m__{r\\{R|{r/{m_{x"; } else { vs = "do {RU{Bn{GI{Ym{BA{Rg{I{Yn{BA{Rb{BL{GE{x things to"; vp = "does {RU{BnI{Ym{BA{Rg{GI{Yn{BA{Rb{BLE{x things to"; } punct = (dam <= 24) ? '.' : '!'; if(dt == TYPE_UNDEFINED ) dt = TYPE_HIT; if ( dt == TYPE_HIT ) { if (ch == victim) { sprintf( buf1, "{3$n %s $melf%c{x",vp,punct); sprintf( buf2, "{2You %s yourself%c{x",vs,punct); } else { sprintf( buf1, "{3$n %s $N%c{x", vp, punct ); sprintf( buf2, "{2You %s $N%c{x", vs, punct ); sprintf( buf3, "{4$n %s you%c{x", vp, punct ); } } else { if ( dt >= 0 && dt < MAX_SKILL ) attack = skill_table[dt].noun_damage; else if ( dt >= TYPE_HIT && dt < TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].noun; else { if(dt != 1000 ) { bug( "Dam_message: bad dt %d.", dt ); dt = TYPE_HIT; attack = attack_table[0].name; } } if (immune) { if (ch == victim) { sprintf(buf1,"{3$n is unaffected by $s own %s.{x",attack); sprintf(buf2,"{2Luckily, you are immune to that.{x"); } else { sprintf(buf1,"{3$N is unaffected by $n's %s!{x",attack); sprintf(buf2,"{2$N is unaffected by your %s!{x",attack); sprintf(buf3,"{4$n's %s is powerless against you.{x",attack); } } else { if ( IS_SET(ch->act, PLR_AUTODAMAGE)) { if (ch == victim ) { sprintf( buf1, "{3$n's %s %s $m%c{x {W[{B%d{W]{x",attack,vp,punct, dam); sprintf( buf2, "{2Your %s %s you%c{x {W[{B%d{w]{x",attack,vp,punct, dam); } else { sprintf( buf1, "{3$n's %s %s $N%c{x {W[{B%d{W]{x", attack, vp, punct, dam ); sprintf( buf2, "{2Your %s %s $N%c {W[{B%d{W]{x", attack, vp, punct, dam ); sprintf( buf3, "{4$n's %s %s you%c {W[{R%d{W]{x", attack, vp, punct, dam ); } } else { if ( ch == victim ) { sprintf( buf1, "{3$n's %s %s $m%c{x",attack,vp,punct ); sprintf( buf2, "{2Your %s %s you%c{x",attack,vp,punct ); } else { sprintf( buf1, "{3$n's %s %s $N%c{x", attack, vp, punct); sprintf( buf2, "{2Your %s %s $N%c{x", attack, vp, punct); sprintf( buf3, "{4$n's %s %s you%c{x", attack, vp, punct); } } } } if (ch == victim) { act(buf1,ch,NULL,NULL,TO_ROOM); act(buf2,ch,NULL,NULL,TO_CHAR); } else { act( buf1, ch, NULL, victim, TO_NOTVICT ); act( buf2, ch, NULL, victim, TO_CHAR ); act( buf3, ch, NULL, victim, TO_VICT ); } return; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE) || IS_OBJ_STAT( obj, ITEM_RELIC ) ) { act("{5$S weapon won't budge!{x",ch,NULL,victim,TO_CHAR); act("{5$n tries to disarm you, but your weapon won't budge!{x", ch,NULL,victim,TO_VICT); act("{5$n tries to disarm $N, but fails.{x",ch,NULL,victim,TO_NOTVICT); return; } act( "{5$n DISARMS you and sends your weapon flying!{x", ch, NULL, victim, TO_VICT ); act( "{5You disarm $N!{x", ch, NULL, victim, TO_CHAR ); act( "{5$n disarms $N!{x", ch, NULL, victim, TO_NOTVICT ); obj_from_char( obj ); if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) || IS_SET(victim->in_room->room_flags, ROOM_ARENA) ) obj_to_char( obj, victim ); else { obj_to_room( obj, victim->in_room ); if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj)) get_obj(victim,obj,NULL); } return; } void do_berserk( CHAR_DATA *ch, char *argument) { int chance, hp_percent; if ((chance = get_skill(ch,skill_lookup("berserk"))) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK)) || (!IS_NPC(ch) && !can_use_skpell(ch, skill_lookup("berserk")))) { send_to_char("You turn red in the face, but nothing happens.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,skill_lookup("berserk")) || is_affected(ch,skill_lookup("frenzy"))) { send_to_char("You get a little madder.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("You're feeling to mellow to berserk.\n\r",ch); return; } if (ch->mana < 50) { send_to_char("You can't get up enough energy.\n\r",ch); return; } /* modifiers */ /* fighting */ if (ch->position == POS_FIGHTING) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit/ch->max_hit; chance += 25 - hp_percent/2; if (number_percent() < chance) { AFFECT_DATA af; WAIT_STATE(ch,PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN(ch->hit,ch->max_hit); sound( "berserk1.wav", ch ); send_to_char("Your pulse races as you are consumed by rage!\n\r",ch); act("$n gets a wild look in $s eyes.",ch,NULL,NULL,TO_ROOM); check_improve(ch,skill_lookup("berserk"),TRUE,2); af.where = TO_AFFECTS; af.type = skill_lookup("berserk"); af.level = ch->level; af.duration = number_fuzzy(ch->level / 8); af.modifier = UMAX(1,ch->level/5); af.bitvector = AFF_BERSERK; af.location = APPLY_HITROLL; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; affect_to_char(ch,&af); af.modifier = UMAX(10,10 * (ch->level/5)); af.location = APPLY_AC; affect_to_char(ch,&af); } else { WAIT_STATE(ch,3 * PULSE_VIOLENCE); ch->mana -= 25; ch->move *= .80; send_to_char("Your pulse speeds up, but nothing happens.\n\r",ch); check_improve(ch,skill_lookup("berserk"),FALSE,2); } } void do_bash( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,skill_lookup("bash"))) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH)) || (!IS_NPC(ch) && !can_use_skpell(ch, skill_lookup("bash")))) { send_to_char("Bashing? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } if ( MOUNTED(ch) ) { send_to_char("You can't bash while riding!\n\r", ch); return; } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim->position < POS_FIGHTING) { act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("You try to bash your brains out, but fail.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is your friend!",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat(ch,STAT_STR); chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3; chance -= GET_AC(victim,AC_BASH) /25; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 30; /* level */ chance += (ch->level - victim->level); if (!IS_NPC(victim) && chance < get_skill(victim,skill_lookup("dodge")) ) { /* act("{5$n tries to bash you, but you dodge it.{x",ch,NULL,victim,TO_VICT); act("{5$N dodges your bash, you fall flat on your face.{x",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[skill_lookup("bash")].beats); return;*/ chance -= 3 * (get_skill(victim,skill_lookup("dodge")) - chance); } /* now the attack */ if (number_percent() < chance ) { act("{5$n sends you sprawling with a powerful bash!{x", ch,NULL,victim,TO_VICT); act("{5You slam into $N, and send $M flying!{x",ch,NULL,victim,TO_CHAR); act("{5$n sends $N sprawling with a powerful bash.{x", ch,NULL,victim,TO_NOTVICT); check_improve(ch,skill_lookup("bash"),TRUE,1); DAZE_STATE(victim, 3 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[skill_lookup("bash")].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2,4 + 4 * ch->size + chance/20),skill_lookup("bash"), DAM_BASH,FALSE); if (RIDDEN(victim)) { mount_success(RIDDEN(victim), victim, FALSE); } } else { damage(ch,victim,0,skill_lookup("bash"),DAM_BASH,FALSE); act("{5You fall flat on your face!{x", ch,NULL,victim,TO_CHAR); act("{5$n falls flat on $s face.{x", ch,NULL,victim,TO_NOTVICT); act("{5You evade $n's bash, causing $m to fall flat on $s face.{x", ch,NULL,victim,TO_VICT); check_improve(ch,skill_lookup("bash"),FALSE,1); ch->position = POS_RESTING; WAIT_STATE(ch,skill_table[skill_lookup("bash")].beats * 3/2); } check_killer(ch,victim); } void do_dirt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,skill_lookup("dirt"))) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT)) || (!IS_NPC(ch) && !can_use_skpell(ch, skill_lookup("dirt")))) { send_to_char("You get your feet dirty.\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't in combat!\n\r",ch); return; } } if ( MOUNTED(ch) ) { send_to_char("You can't dirt while riding!\n\r", ch); return; } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_BLIND)) { act("$E's already been blinded.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ /* dexterity */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_DEX); /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 25; /* level */ chance += (ch->level - victim->level) * 2; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* terrain */ switch(ch->in_room->sector_type) { case(SECT_INSIDE): chance -= 20; break; case(SECT_CITY): chance -= 10; break; case(SECT_FIELD): chance += 5; break; case(SECT_FOREST): break; case(SECT_HILLS): break; case(SECT_MOUNTAIN): chance -= 10; break; case(SECT_WATER_SWIM): chance = 0; break; case(SECT_WATER_NOSWIM): chance = 0; break; case(SECT_AIR): chance = 0; break; case(SECT_DESERT): chance += 10; break; } if (chance == 0) { send_to_char("There isn't any dirt to kick.\n\r",ch); return; } /* now the attack */ if (number_percent() < chance) { AFFECT_DATA af; act("{5$n is blinded by the dirt in $s eyes!{x",victim,NULL,NULL,TO_ROOM); act("{5$n kicks dirt in your eyes!{x",ch,NULL,victim,TO_VICT); damage(ch,victim,number_range(2,5),skill_lookup("dirt"),DAM_NONE,FALSE); send_to_char("{5You can't see a thing!{x\n\r",victim); check_improve(ch,skill_lookup("dirt"),TRUE,2); WAIT_STATE(ch,skill_table[skill_lookup("dirt")].beats); af.where = TO_AFFECTS; af.type = skill_lookup("dirt"); af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char(victim,&af); } else { damage(ch,victim,0,skill_lookup("dirt"),DAM_NONE,TRUE); check_improve(ch,skill_lookup("dirt"),FALSE,2); WAIT_STATE(ch,skill_table[skill_lookup("dirt")].beats); } check_killer(ch,victim); } void do_trip( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,skill_lookup("trip"))) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP)) || (!IS_NPC(ch) && !can_use_skpell(ch, skill_lookup("trip")))) { send_to_char("Tripping? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( MOUNTED(ch) ) { send_to_char("You can't trip while riding!\n\r", ch); return; } if (is_safe(ch,victim)) 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) { send_to_char("{5You fall flat on your face!{x\n\r",ch); WAIT_STATE(ch,2 * skill_table[skill_lookup("trip")].beats); act("{5$n trips over $s own feet!{x",ch,NULL,NULL,TO_ROOM); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("$N is your beloved master.",ch,NULL,victim,TO_CHAR); return; } /* 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("{5$n trips you and you go down!{x",ch,NULL,victim,TO_VICT); act("{5You trip $N and $N goes down!{x",ch,NULL,victim,TO_CHAR); act("{5$n trips $N, sending $M to the ground.{x",ch,NULL,victim,TO_NOTVICT); check_improve(ch,skill_lookup("trip"),TRUE,1); DAZE_STATE(victim,2 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[skill_lookup("trip")].beats); victim->position = POS_RESTING; damage(ch,victim,number_range(2, 2 + 2 * victim->size),skill_lookup("trip"), DAM_BASH,TRUE); } else { damage(ch,victim,0,skill_lookup("trip"),DAM_BASH,TRUE); WAIT_STATE(ch,skill_table[skill_lookup("trip")].beats*2/3); check_improve(ch,skill_lookup("trip"),FALSE,1); } check_killer(ch,victim); } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Kill whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You hit yourself. Ouch!\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if ( IS_NPC(victim)) WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if(IS_WEREWOLF(ch) ) victim->turned = TRUE; if(IS_WEREWOLF(victim) ) ch->turned = TRUE; check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_murde( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to MURDER, spell it out.\n\r", ch ); return; } void do_murder( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Murder whom?\n\r", ch ); return; } if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET))) return; if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if (IS_NPC(ch)) sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr); else sprintf( buf, "Help! I am being attacked by %s!", ch->name ); do_function(victim, &do_yell, buf ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Backstab whom?\n\r",ch); return; } if ( MOUNTED(ch) ) { send_to_char("You can't backstab while riding!\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char("You're facing the wrong end.\n\r",ch); return; } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to backstab.\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 3) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[skill_lookup("backstab")].beats ); if ( number_percent( ) < get_skill(ch,skill_lookup("backstab")) || ( get_skill(ch,skill_lookup("backstab")) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,skill_lookup("backstab"),TRUE,1); multi_hit( ch, victim, skill_lookup("backstab") ); sound( "backstab1.wav", ch ); sound( "backstab1.wav", victim ); } else { check_improve(ch,skill_lookup("backstab"),FALSE,1); damage( ch, victim, 0, skill_lookup("backstab"),DAM_NONE,TRUE); } return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) return; was_in = ch->in_room; for ( attempt = 0; attempt < 6; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || number_range(0,ch->daze) != 0 || ( IS_NPC(ch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) continue; move_char( ch, door, FALSE ); if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n has fled!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) ) { send_to_char( "You flee from combat!\n\r", ch ); sound( "flee.wav", ch ); if( is_class(ch, 2) && (number_percent() < 3*(ch->level/2) ) ) send_to_char( "You snuck away safely.\n\r", ch); } stop_fighting( ch, TRUE ); return; } send_to_char( "PANIC! You couldn't escape!\n\r", ch ); return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "What about fleeing instead?\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) && !is_same_group(ch,victim)) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[skill_lookup("rescue")].beats ); if ( number_percent( ) > get_skill(ch,skill_lookup("rescue"))) { send_to_char( "You fail the rescue.\n\r", ch ); check_improve(ch,skill_lookup("rescue"),FALSE,1); return; } act( "{5You rescue $N!{x", ch, NULL, victim, TO_CHAR ); act( "{5$n rescues you!{x", ch, NULL, victim, TO_VICT ); act( "{5$n rescues $N!{x", ch, NULL, victim, TO_NOTVICT ); check_improve(ch,skill_lookup("rescue"),TRUE,1); 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, char *argument ) { CHAR_DATA *victim; int number = 0; number = number_range( 0, 5 ); if ( !IS_NPC(ch) && !can_use_skpell(ch, skill_lookup("kick")) ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK)) return; if ( MOUNTED(ch) ) { send_to_char("You can't kick while riding!\n\r", ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[skill_lookup("kick")].beats ); if ( get_skill(ch,skill_lookup("kick")) > number_percent()) { damage(ch,victim,number_range( 50, ch->level + 100 / 2 ), skill_lookup("kick"),DAM_BASH,TRUE); check_improve(ch,skill_lookup("kick"),TRUE,1); if ( number <= 1 ) { printf_to_char( ch, "{YYou make a series of lightning fast kicks right to %ss head!{x\n\r", victim->short_descr ); damage(ch,victim,number_range( 150, ch->level + 200 / 2 ), skill_lookup("kick"), DAM_BASH, TRUE ); damage(ch,victim,number_range( 150, ch->level + 200 / 2 ), skill_lookup("kick"), DAM_BASH, TRUE ); check_improve(ch,skill_lookup("kick"),TRUE,1); } } else { damage( ch, victim, 0, skill_lookup("kick"),DAM_BASH,TRUE); check_improve(ch,skill_lookup("kick"),FALSE,1); } check_killer(ch,victim); return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int chance,hth,ch_weapon,vict_weapon,ch_vict_weapon; hth = 0; if ((chance = get_skill(ch,skill_lookup("disarm"))) == 0) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL && ((hth = get_skill(ch,skill_lookup("hand to hand"))) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM)))) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) { send_to_char( "Your opponent is not wielding a weapon.\n\r", ch ); return; } if (IS_AFFECTED(victim, AFF_VICEGRIP)) { send_to_char ("Your opponent has an iron grip on their weapon! You have no chance!\n\r", ch); return; } /* find weapon skills */ ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch)); vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim)); ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim)); /* modifiers */ /* skill */ if ( get_eq_char(ch,WEAR_WIELD) == NULL) chance = chance * hth/150; else chance = chance * ch_weapon/100; chance += (ch_vict_weapon/2 - vict_weapon) / 2; /* dex vs. strength */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_STR); /* level */ chance += (ch->level - victim->level) * 2; /* and now the attack */ if (number_percent() < chance) { WAIT_STATE( ch, skill_table[skill_lookup("disarm")].beats ); disarm( ch, victim ); check_improve(ch,skill_lookup("disarm"),TRUE,1); } else { WAIT_STATE(ch,skill_table[skill_lookup("disarm")].beats); act("{5You fail to disarm $N.{x",ch,NULL,victim,TO_CHAR); act("{5$n tries to disarm you, but fails.{x",ch,NULL,victim,TO_VICT); act("{5$n tries to disarm $N, but fails.{x",ch,NULL,victim,TO_NOTVICT); check_improve(ch,skill_lookup("disarm"),FALSE,1); } check_killer(ch,victim); return; } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } void do_slay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slay whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC(victim) && victim->level >= get_trust(ch) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR ); act( "{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT ); act( "{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT ); raw_kill( victim, ch ); return; } void do_engage(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; /* Check for skill. */ if ( (get_skill(ch,skill_lookup("engage")) == 0 ) || ( !IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("engage") ) ) ) { send_to_char("Engage? You're not even dating!\n\r",ch); /* Humor. :) */ return; } /* Must be fighting. */ if (ch->fighting == NULL) { send_to_char("You're not fighting anyone.\n\r",ch); return; } one_argument( argument, arg ); /* Check for argument. */ if (arg[0] == '\0') { send_to_char("Engage who?\n\r",ch); return; } /* Check for victim. */ if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("Shadowbox some other time.\n\r",ch); return; } if (victim == ch) { send_to_char("Attacking yourself in combat isn't a smart thing.\n\r",ch); return; } if (ch->fighting == victim) { send_to_char("You're already pummelling that target as hard as you can!\n\r",ch); return; } /* Check for safe. */ if (is_safe(ch, victim)) return; /* Check for charm. */ if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } /* This lets higher-level characters engage someone that isn't already fighting them. Quite powerful. Raise level as needed. */ if ((victim->fighting != ch) && (ch->level < 2 ) ) { send_to_char("But they're not fighting you!\n\r",ch); return; } /* Get chance of success, and allow max 95%. */ chance = get_skill(ch,skill_lookup("engage")); chance = UMIN(chance,95); if (number_percent() < chance) { /* It worked! */ stop_fighting(ch,FALSE); set_fighting(ch,victim); if (victim->fighting == NULL) set_fighting(victim,ch); check_improve(ch,skill_lookup("engage"),TRUE,3); act("$n has turned $s attacks toward you!",ch,NULL,victim,TO_VICT); act("You turn your attacks toward $N.",ch,NULL,victim,TO_CHAR); act("$n has turned $s attacks toward $N!",ch,NULL,victim,TO_NOTVICT); } else { /* It failed! */ send_to_char("You couldn't get your attack in.\n\r",ch); check_improve(ch,skill_lookup("engage"),FALSE,3); } } bool check_airmail_dir(CHAR_DATA* ch, ROOM_INDEX_DATA* to_room, EXIT_DATA* pexit) { return !(IS_SET(pexit->exit_info, EX_CLOSED) && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))) || /* unenterable room */ (!is_room_owner(ch,to_room) && room_is_private(to_room)) || /* elemental difficulties.. */ ((to_room->sector_type == SECT_AIR || to_room->sector_type == SECT_WATER_NOSWIM) && !IS_AFFECTED(ch,AFF_FLYING)); } void airmail_damage(CHAR_DATA* ch, CHAR_DATA* victim, int num) { int amount = number_range(5 * victim->size, 5 * victim->size * (num + 1)); WAIT_STATE(ch, PULSE_VIOLENCE); damage(ch,victim, amount, 0, DAM_BASH, FALSE); check_killer(ch, victim); } void airmail_char(CHAR_DATA *ch, CHAR_DATA *victim, int door, CHAR_DATA* lst[], int* spectator_count, int num) { ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; CHAR_DATA* target; int s; in_room = victim->in_room; if ( ( pexit = in_room->exit[door] ) == NULL || ( to_room = pexit->u1.to_room ) == NULL ) { send_to_char( "Try another direction.\n\r", ch ); return; } /* End of the line */ if(num <= 0) { /* It didn't go far.. */ if(in_room == ch->in_room) { act("With a mighty heave you throw $M $T.", ch, victim, dir_name[door], TO_CHAR); act("With a mighty heave $n throws $N into the air!", ch, NULL, victim, TO_ROOM); } act("$n lands in an unceremonious heap.", victim, NULL, NULL, TO_ROOM); act("You hear a confused racket as $N completes $S erstwhile journey.", ch, NULL, victim, TO_CHAR); send_to_char("Your journey is suddenly arrested by the floor.\n\r", victim); /* Keep the spectators informed.. */ for(s = 0; s < *spectator_count; s++) { act("You hear a confused racket as $N completes $S erstwhile journey.", lst[s], NULL, victim, TO_CHAR); } airmail_damage(ch, victim, num); } else if(pexit == NULL || to_room == NULL) { if(in_room == ch->in_room) { act("With a mighty heave you throw $M $T.", ch, victim, dir_name[door], TO_CHAR); act("With a mighty heave $n throws $N into the air!", ch, NULL, victim, TO_ROOM); } act("$n crashes into the wall and lands in a disgruntled heap.", victim, NULL, NULL, TO_ROOM); send_to_char("*CRUNCH* is the sound of you bouncing.\n\r", victim); if(in_room == ch->in_room) { act("*CRUNCH* is the sound of $N bouncing.", ch, NULL, victim, TO_CHAR); } else { act("You hear a confused racket as $N completes $S erstwhile journey.", ch, NULL, victim, TO_CHAR); for(s = 0; s < *spectator_count; s++) { act("You hear a confused racket as $N completes $S erstwhile journey.", lst[s], NULL, victim, TO_CHAR); } } airmail_damage(ch, victim, num); } else if(!check_airmail_dir(ch, to_room, pexit)) { act("$n gets a physics lesson from the $d and lands in a disgruntled heap.", victim, NULL, pexit->keyword, TO_ROOM); act("OWCH! is the sound of you missing the $d.", victim, NULL, pexit->keyword, TO_CHAR); if(in_room == ch->in_room) { act("Ooooh! With a neato crunch $N bounced!", ch, NULL, victim, TO_CHAR); } else { act("You hear a confused racket as $N completes $S erstwhile journey.", ch, NULL, victim, TO_CHAR); for(s = 0; s < *spectator_count; s++) { act("You hear a confused racket as $N completes $S erstwhile journey.", lst[s], NULL, victim, TO_CHAR); } } airmail_damage(ch, victim, num); } else { if(ch->fighting != NULL) { stop_fighting(ch, TRUE); if(ch->position == POS_FIGHTING) { ch->position = POS_STANDING; } } if(in_room == ch->in_room) { act("With a mighty heave you throw $M $T.", ch, victim, dir_name[door], TO_CHAR); act("With a mighty heave $n throws $N into the air!", ch, NULL, victim, TO_ROOM); target = in_room->people; while(target && *spectator_count < MAX_SPECTATORS) { if(target != ch && target != victim) { lst[(*spectator_count)++] = target; } target = target->next_in_room; } } else { act("You hear swooshing noises to the $T.", ch, victim, dir_name[door], TO_CHAR); } act("$n cuts a perfect arc as $E sails $T.", victim, NULL, dir_name[door], TO_ROOM); char_from_room(victim); char_to_room(victim, to_room); act("In a swoosh of air $n sails in looking quite confused.", victim, NULL, NULL, TO_ROOM); do_look(victim, "auto"); target = to_room->people; while(target) { if(target == victim) { target = target->next_in_room; continue; } if((target->size + victim->size) * 10 > number_range(0, 200)) { act("The $n smashes headlong into $N!", victim, NULL, target, TO_ROOM); act("You smash into $N!", victim, NULL, target, TO_CHAR); act("$n crashes into you!", victim, NULL, target, TO_VICT); act("There is a confused shriek as the $N crashes into someone.", ch, NULL, victim, TO_CHAR); for(s = 0; s < *spectator_count; s++) { act("There is a confused shriek as the $N crashes into someone.", lst[s], NULL, victim, TO_CHAR); } airmail_damage(victim, target, num); airmail_damage(target, victim, num); break; } target = target->next_in_room; } if(!target) { /* Add spectators in this room */ target = to_room->people; while(target && *spectator_count < MAX_SPECTATORS) { if(target != ch && target != victim) { lst[(*spectator_count)++] = target; } target = target->next_in_room; } /* recurse to keep going */ airmail_char(ch, victim, door, lst, spectator_count, num - 1); } } return; } void do_throw(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; char* tmp; int door; int force = 3; CHAR_DATA* lst[MAX_SPECTATORS]; int spectator_count = 0; int movem = (ch->level +5) / 2; /* Get a victim */ tmp = one_argument(argument,arg); victim = get_char_room(ch, NULL, arg); if (victim == NULL) { send_to_char("Who do you want to throw?\n\r",ch); return; } if (victim->level >= LEVEL_IMMORTAL ) { send_to_char( "Are you stupid?\n\r", ch ); return; } if ( ch->fighting != '\0' || victim->fighting != '\0' ) { send_to_char( "Try doing it when neither one of you are fighting.\n\r", ch ); return; } /* Figure out how far we can throw this sucker */ /* Heavily weighted for physical size */ force = URANGE(0, (get_curr_stat(ch, STAT_STR) / 5) - ((victim->size - ch->size) * 2), 5); /* Heh, not very far at all.. */ if(force <= 0) { /* Oops, ya done pissed 'em off */ send_to_char("You grunt and heave but they refuse to budge!\r\n", ch); damage(ch,victim,0,TYPE_UNDEFINED,DAM_BASH,FALSE); return; } if ( ch->move < movem ) { printf_to_char( ch, "You need at least %d movement to throw anything!\n\r", movem ); return; } /* Get a direction or pick one.. */ one_argument(tmp, arg); if(arg[0] == '\0') door = number_door(); if ( !str_cmp( arg, "n" ) || !str_cmp( arg, "north" ) ) door = 0; else if ( !str_cmp( arg, "e" ) || !str_cmp( arg, "east" ) ) door = 1; else if ( !str_cmp( arg, "s" ) || !str_cmp( arg, "south" ) ) door = 2; else if ( !str_cmp( arg, "w" ) || !str_cmp( arg, "west" ) ) door = 3; else if ( !str_cmp( arg, "u" ) || !str_cmp( arg, "up" ) ) door = 4; else if ( !str_cmp( arg, "d" ) || !str_cmp( arg, "down" ) ) door = 5; else door = number_door(); airmail_char(ch, victim, door, lst, &spectator_count, force); ch->move -= movem; } 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 ) && !can_use_skpell( ch, skill_lookup("whirlwind") ) ) { send_to_char( "You don't know how to do that...\n\r", ch ); return; } if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { send_to_char( "You need to wield a weapon first...\n\r", ch ); return; } act( "$n holds $p firmly, and starts spinning round...", ch, wield, NULL, TO_ROOM ); act( "You hold $p firmly, and start spinning round...", ch, wield, NULL, TO_CHAR ); pChar_next = NULL; for ( pChar = ch->in_room->people; pChar; pChar = pChar_next ) { pChar_next = pChar->next_in_room; if ( IS_NPC( pChar ) ) { found = TRUE; act( "$n turns towards YOU!", ch, NULL, pChar, TO_VICT ); multi_hit( ch, pChar, skill_lookup("whirlwind") ); } } if ( !found ) { act( "$n looks dizzy, and a tiny bit embarassed.", ch, NULL, NULL, TO_ROOM ); act( "You feel dizzy, and a tiny bit embarassed.", ch, NULL, NULL, TO_CHAR ); } WAIT_STATE( ch, skill_table[skill_lookup("whirlwind")].beats ); if ( !found && number_percent() < 20 ) { act( "$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_circle( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if ( !IS_NPC( ch ) && !can_use_skpell( ch, skill_lookup("circle") ) ) { send_to_char( "You don't know how to do that.\n\r", ch ); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("You try and circle yourself but you just fall down.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to circle.\n\r", ch ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[skill_lookup("circle")].beats ); if ( number_percent( ) < get_skill(ch,skill_lookup("circle")) || ( get_skill(ch,skill_lookup("circle")) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,skill_lookup("circle"),TRUE,1); multi_hit( ch, victim, skill_lookup("circle") ); } else { check_improve(ch,skill_lookup("circle"),FALSE,1); damage( ch, victim, 0, skill_lookup("circle"),DAM_NONE,TRUE); } return; } void do_surrender( CHAR_DATA *ch, char *argument ) { CHAR_DATA *mob; if ( (mob = ch->fighting) == NULL ) { send_to_char( "But you're not fighting!\n\r", ch ); return; } act( "You surrender to $N!", ch, NULL, mob, TO_CHAR ); act( "$n surrenders to you!", ch, NULL, mob, TO_VICT ); act( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT ); stop_fighting( ch, TRUE ); if ( !IS_NPC( ch ) && IS_NPC( mob ) && ( !HAS_TRIGGER_MOB( mob, TRIG_SURR ) || !p_percent_trigger( mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR ) ) ) { act( "$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR ); multi_hit( mob, ch, TYPE_UNDEFINED ); } } bool check_critical(CHAR_DATA *ch, CHAR_DATA *victim) { OBJ_DATA *obj; obj = get_eq_char(ch,WEAR_WIELD); if ( ( get_eq_char(ch,WEAR_WIELD) == NULL ) || ( get_skill(ch,skill_lookup("critical strike")) < 1 ) || ( get_weapon_skill(ch,get_weapon_sn(ch)) != 100 ) || ( number_range(0,100) > get_skill(ch,skill_lookup("critical strike")) ) ) return FALSE; if ( number_range(0,100) > 5 ) return FALSE; act("$p CRITICALLY STRIKES $n!",victim,obj,NULL,TO_NOTVICT); act("CRITICAL STRIKE!",ch,NULL,victim,TO_VICT); check_improve(ch,skill_lookup("critical strike"),TRUE,6); return TRUE; } bool check_counter( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt) { int chance; int dam_type; OBJ_DATA *wield; if ( ( get_eq_char(victim, WEAR_WIELD) == NULL ) || ( !IS_AWAKE(victim) ) || ( !can_see(victim,ch) ) || ( get_skill(victim,skill_lookup("counter")) < 1 ) ) return FALSE; wield = get_eq_char(victim,WEAR_WIELD); chance = get_skill(victim,skill_lookup("counter")) / 8; /* changed to 8 and 4 respectively */ chance += ( victim->level - ch->level ) / 4; chance += 2 * (get_curr_stat(victim,STAT_DEX) - get_curr_stat(ch,STAT_DEX)); chance += get_weapon_skill(victim,get_weapon_sn(victim)) - get_weapon_skill(ch,get_weapon_sn(ch)); chance += (get_curr_stat(victim,STAT_STR) - get_curr_stat(ch,STAT_STR) ); if ( number_percent( ) >= chance ) return FALSE; dt = skill_lookup("counter"); 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; act( "You reverse $n's attack and counter with your own!", ch, NULL, victim, TO_VICT ); act( "$N reverses your attack!", ch, NULL, victim, TO_CHAR ); damage(victim,ch,dam/2, skill_lookup("counter") , dam_type ,TRUE ); /* DAM MSG NUMBER!! */ check_improve(victim,skill_lookup("counter"),TRUE,6); return TRUE; } void do_warcry(CHAR_DATA *ch, char *argument) { AFFECT_DATA af; if (IS_NPC(ch) || !can_use_skpell( ch, skill_lookup("warcry") ) ) { send_to_char( "You don't know how to warcry.\n\r", ch ); return; } if (is_affected(ch, skill_lookup("warcry"))) { send_to_char("You are already affected by warcry.\n\r",ch); return; } if (ch->mana < 30) { send_to_char("You can't concentrate enough right now.\n\r",ch); return; } WAIT_STATE( ch, skill_table[skill_lookup("warcry")].beats ); if (number_percent() > ch->pcdata->learned[skill_lookup("warcry")]) { send_to_char("You grunt softly.\n\r", ch); act("$n makes some soft grunting noises.", ch, NULL, NULL, TO_ROOM); return; } ch->mana -= 30; af.where = TO_AFFECTS; af.type = skill_lookup("warcry"); af.level = ch->level; af.duration = 6+ch->level; af.location = APPLY_HITROLL; af.modifier = ch->level / 8; af.bitvector = 0; affect_to_char( ch, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - ch->level / 8; affect_to_char( ch, &af ); send_to_char( "You feel righteous as you yell out your warcry.\n\r", ch ); return; } void do_assassinate( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if ( !IS_NPC( ch ) && !can_use_skpell( ch, skill_lookup("assassinate") ) ) { send_to_char( "You don't know to assassinate.\n\r", ch ); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "You can't assassinate yourself!\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to assassinate.\n\r", ch ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[skill_lookup("assassinate")].beats ); if ( number_percent( ) < get_skill(ch,skill_lookup("assassinate")) || ( get_skill(ch,skill_lookup("assassinate")) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,skill_lookup("assassinate"),TRUE,1); multi_hit( ch, victim, skill_lookup("assassinate") ); } else { check_improve(ch,skill_lookup("assassinate"),FALSE,1); damage( ch, victim, 0, skill_lookup("assassinate"),DAM_NONE,TRUE); } return; } void crowd_brawl(CHAR_DATA *ch) { CHAR_DATA *rch, *rch_next, *vch, *vch_next; CHAR_DATA *is_fighting[45]; SHOP_DATA *pshop; int chance; int counter; int to_fight; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; chance = number_range(1,250); if ((rch->fighting == NULL) &&((!IS_IMMORTAL(rch) && !IS_NPC(rch)) ||(IS_NPC(rch) &&!(IS_SET(rch->act,ACT_TRAIN) || IS_SET(rch->act,ACT_PRACTICE) || IS_SET(rch->act,ACT_IS_HEALER) || IS_SET(rch->act,ACT_IS_CHANGER) || ((pshop = rch->pIndexData->pShop) != NULL)))) &&IS_AWAKE(rch) &&(chance <= 5)) { counter = 0; for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if ((vch->fighting != NULL) && (counter <= 44)) { is_fighting[counter] = vch; ++counter; if ((IS_NPC(vch)) && (counter <= 44)) { is_fighting[counter] = vch; ++counter; } if ((IS_NPC(vch)) && (counter <= 44)) { is_fighting[counter] = vch; ++counter; } } } to_fight = number_range(1,counter); to_fight -= 1; if (!IS_NPC(rch) && !IS_NPC(is_fighting[to_fight])) { if (is_same_clan(rch,is_fighting[to_fight])) continue; if (((UMAX(rch->level,is_fighting[to_fight]->level) - UMIN(rch->level,is_fighting[to_fight]->level)) > 7) ||(is_fighting[to_fight]->level < 10)) continue; } else if (IS_NPC(rch)) { if (rch->pIndexData->vnum == 3708) continue; } if (IS_IMMORTAL(is_fighting[to_fight])) continue; if ((rch->position <= POS_RESTING) && (chance > 1)) continue; /* gotta see them to attack them */ if (!can_see(rch,is_fighting[to_fight])) continue; /* not against group members */ if (is_same_group(rch,is_fighting[to_fight])) continue; /* charmed mobs and pets, whether grouped or not */ if (IS_AFFECTED(rch,AFF_CHARM) &&((rch->master == is_fighting[to_fight]) ||(is_fighting[to_fight]->master == rch) ||(is_fighting[to_fight]->master == rch->master))) continue; if (IS_SET(rch->act,ACT_PET) &&((rch->master == is_fighting[to_fight]) ||(is_fighting[to_fight]->master == rch) ||(is_fighting[to_fight]->master == rch->master))) continue; if (is_fighting[to_fight] != NULL) { rch->fighting = is_fighting[to_fight]; rch->position = POS_FIGHTING; act("You find yourself caught up in the brawl!",rch,NULL,NULL,TO_CHAR); act("$n finds $mself involved in the brawl.",rch,NULL,NULL,TO_ROOM); } else bug("Crowd_brawl - person to fight is NULL.", 0); } } return; } bool check_steel_skin(CHAR_DATA *ch,CHAR_DATA *victim ) { if ( !IS_AFFECTED2(victim, AFF_STEEL_SKIN) ) return FALSE; if (victim->subtype > 0) { xact_new( "{i$n's attack bounces off your steel skin.{x",ch,NULL,victim,TO_VICT, POS_RESTING, SUPPRESS_DODGE ); xact_new( "{hYour attack bounces off $N's steel skin.{x",ch,NULL,victim,TO_CHAR, POS_RESTING, SUPPRESS_DODGE ); victim->subtype--; if(victim->subtype<=0) { send_to_char("{xYour skin feels soft once again.\n\r",victim); affect_strip(victim,skill_lookup("steel skin")); } return TRUE; } return FALSE; } void do_bloodlust( CHAR_DATA *ch, char *argument) { int chance, hp_percent; if ((chance = get_skill(ch,skill_lookup("bloodlust"))) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BLOODLUST)) || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("bloodlust") ) ) ) { send_to_char("{hYou try to become consumed but nothing happens.{x\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("{hYou're feeling too mellow.{x\n\r",ch); return; } if (IS_AFFECTED2(ch,AFF_BLOODLUST)) { send_to_char("{hYou are already consumed!{x\n\r",ch); return; } if (ch->position == POS_FIGHTING) chance += 10; hp_percent = 100 * ch->hit/ch->max_hit; chance += 25 - hp_percent/2; if (number_percent() < chance) { AFFECT_DATA af; WAIT_STATE(ch,PULSE_VIOLENCE); ch->hit *= .90; ch->move *= .90; send_to_char("You shed your blood and feel battle lust take over!{x\n\r",ch); act("{k$n sheds some blood and is consumed by battle lust!{x",ch,NULL,NULL,TO_ROOM); check_improve(ch,skill_lookup("bloodlust"),TRUE,2); af.where = TO_AFFECTS2; af.type = skill_lookup("bloodlust"); af.level = ch->level; af.duration = number_fuzzy(ch->level / 7); af.modifier = ch->level / 2 ; af.bitvector = AFF_BLOODLUST; af.location = APPLY_HITROLL; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; affect_to_char(ch,&af); } else { WAIT_STATE(ch,3 * PULSE_VIOLENCE); ch->hit *= .95; send_to_char("{hYou shed some blood but nothing happens.{x\n\r",ch); check_improve(ch,skill_lookup("bloodlust"),FALSE,2); } } void do_nature(CHAR_DATA *ch, char *argument) { AFFECT_DATA af; if ( get_skill(ch,skill_lookup("nature")) == 0 || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("nature") ))) { send_to_char("You scream at the top of your lungs!\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("{hYou're feeling to mellow.{x\n\r",ch); return; } if ( is_affected(ch, skill_lookup("nature"))) { send_to_char("You are already as wild as possible.\n\r",ch); return; } WAIT_STATE( ch, skill_table[skill_lookup("nature")].beats ); if (number_percent() > ch->pcdata->learned[skill_lookup("nature")]) { act("$n throws back $s head and howls loudly.", ch, NULL, NULL, TO_ROOM); return; } af.where = TO_AFFECTS; af.type = skill_lookup("nature"); af.level = ch->level; af.duration = ch->level / 5; af.location = APPLY_AC; af.modifier = 0 - ch->level; af.bitvector = 0; affect_to_char( ch, &af ); af.where = TO_AFFECTS; af.type = skill_lookup("nature"); af.level = ch->level; af.duration = ch->level / 5; af.location = APPLY_HITROLL; af.modifier = ch->level / 3; af.bitvector = 0; affect_to_char( ch, &af ); af.where = TO_AFFECTS; af.type = skill_lookup("nature"); af.level = ch->level; af.duration = ch->level / 5; af.location = APPLY_DAMROLL; af.modifier = ch->level / 3; af.bitvector = 0; affect_to_char( ch, &af ); send_to_char("You focus and feel the beast within come forth!\n\r",ch); return; } void do_knee( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int dam; if ( !IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("knee") ) ) { send_to_char("You better leave the martial arts to fighters.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[skill_lookup("knee")].beats ); if ( get_skill(ch,skill_lookup("knee")) > number_percent()) { check_improve(ch,skill_lookup("knee"),TRUE,1); act( "{i$n grabs your head and slams their knee into your face.{x", ch, NULL, victim, TO_VICT); act( "{hYou grab $N and slam your knee into their face.{x", ch, NULL, victim, TO_CHAR); act( "{k$n grabs $N and slams $s knee into their face.{x", ch, NULL, victim, TO_NOTVICT); dam = number_range ( (ch->level * 7 ), ( 250 )); damage( ch, victim, dam, skill_lookup("knee"),DAM_BASH,TRUE); damage( ch, victim, dam, skill_lookup("knee"),DAM_BASH,TRUE); damage( ch, victim, dam, skill_lookup("knee"),DAM_BASH,TRUE); } else { check_improve(ch,skill_lookup("knee"),FALSE,1); act( "{i$n tries to knee you and misses.{x", ch, NULL, victim, TO_VICT); act( "{hYou try to knee $N and miss.{x", ch, NULL, victim, TO_CHAR); act( "{k$n tries to knee $N and misses.{x", ch, NULL, victim, TO_NOTVICT); damage( ch, victim, 0, skill_lookup("knee"),DAM_BASH,TRUE); } return; } void do_srush( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MIL]; OBJ_DATA *obj; int dam; int chance; one_argument( argument, arg ); if ( get_skill(ch,skill_lookup("srush")) == 0 || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("srush") ) ) ) { send_to_char("Shield Rush? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if ( (obj = get_eq_char( ch, WEAR_SHIELD ) )== NULL ) { send_to_char("You need a shield for this manuever.\n\r",ch); return; } /* modifiers */ /* size and weight */ chance = ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat(ch,STAT_STR); chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3; chance -= GET_AC(victim,AC_BASH) /25; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 30; /* level */ chance += (ch->level - victim->level); WAIT_STATE( ch, skill_table[skill_lookup("srush")].beats ); if ( number_percent( ) < get_skill(ch,skill_lookup("srush")) || ( get_skill(ch,skill_lookup("srush")) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,skill_lookup("srush"),TRUE,3); act( "{i$n knocks you off your feet with $s shield.{x", ch, NULL, victim, TO_VICT); act( "{hYou knock $N off there feet with your shield.{x", ch, NULL, victim, TO_CHAR); act( "{k$n knocks $N of $S feet with there shield.{x", ch, NULL, victim, TO_NOTVICT); dam = dice( 425 + 25, 25 ); damage( ch, victim, dam, skill_lookup("srush"),DAM_BASH,TRUE); DAZE_STATE(victim,2 * PULSE_VIOLENCE); victim->position = POS_RESTING; } else { check_improve(ch,skill_lookup("srush"),FALSE,3); act( "{i$n tries to knock you off your feet.{x", ch, NULL, victim, TO_VICT); act( "{hYou try to knock $N off $S feet.{x", ch, NULL, victim, TO_CHAR); act( "{k$n tries to knock $N off $S feet.{x", ch, NULL, victim, TO_NOTVICT); damage( ch, victim, 0, skill_lookup("srush"),DAM_BASH,TRUE); } return; } bool check_phase( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,skill_lookup("phase")) / 2; if (!can_see(victim,ch)) chance /= 2; if ( number_percent( ) >= chance + victim->level - ch->level ) return FALSE; xact_new( "Your body phases to avoid $n's attack.", ch, NULL, victim, TO_VICT, POS_RESTING, SUPPRESS_DODGE ); xact_new( "$N's body phases to avoid your attack.", ch, NULL, victim, TO_CHAR, POS_RESTING, SUPPRESS_DODGE ); check_improve(victim,skill_lookup("phase"),TRUE,6); return TRUE; } void do_spin( CHAR_DATA *ch, char *argument ) { char arg[MIL]; CHAR_DATA *victim; OBJ_DATA *obj; int chance; one_argument( argument, arg ); if ( get_skill(ch,skill_lookup("spin")) == 0 || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("spin") ) ) ) { send_to_char("You can't do a spinning slash attack.\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a primary weapon to do a spinning slash attack.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[skill_lookup("spin")].beats ); if ( number_percent( ) < get_skill(ch,skill_lookup("spin")) || ( get_skill(ch,skill_lookup("spin")) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,skill_lookup("spin"),TRUE,1); act( "{i$n hits you with a spinning slash attack!{x", ch, NULL, victim, TO_VICT); act( "{hYour spinning slash attack strikes $N resulting in lots of blood!{x", ch, NULL, victim, TO_CHAR); act( "{k$n strikes $N with a spinning slash attack.{x", ch, NULL, victim, TO_NOTVICT); multi_hit( ch, victim, skill_lookup("spin") ); if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) { return; } if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { return; } chance = (get_skill(ch,skill_lookup("disarm"))/2); if (number_percent() <= chance ) { chance = (get_skill(ch,skill_lookup("disarm"))/2); if (number_percent() <= chance ) act("{7Unable to block $n's spinning slash attack, your weapon tears free!{x",ch,NULL,victim,TO_VICT); act("{7$N's weapon breaks free as you hit them with a spinning slash attack!{x",ch,NULL,victim,TO_CHAR); check_improve(ch,skill_lookup("disarm"),TRUE,1); 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); } } } else { check_improve(ch,skill_lookup("spin"),FALSE,1); act( "{i$n tries to hit you with a spinning slash attack.{x", ch, NULL, victim, TO_VICT); act( "{h$N dodges your spinning slash attack.{x", ch, NULL, victim, TO_CHAR); act( "{k$n does a spinnning slash attack on $N .{x", ch, NULL, victim, TO_NOTVICT); damage( ch, victim, 0, skill_lookup("spin"),DAM_NONE,TRUE); } return; } void do_rage( CHAR_DATA *ch, char *argument ) { CHAR_DATA *pChar; CHAR_DATA *pChar_next; OBJ_DATA *wield; int chance; chance = number_range( 1, 100); if ( get_skill(ch,skill_lookup("rage")) == 0 || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("rage") ) ) ) { send_to_char( "You don't know how to do that...\n\r", ch ); return; } if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) == NULL ) { send_to_char( "You need to wield a weapon first...\n\r", ch ); return; } act( "In a rage $n attacks everyone in the room!", ch, wield, NULL, TO_ROOM ); act( "In a rage you attack everything in the room!", ch, wield, NULL, TO_CHAR ); for ( pChar = char_list; pChar != NULL; pChar = pChar_next ) { pChar_next = pChar->next; if ( pChar->in_room == NULL ) continue; if ( pChar->in_room == ch->in_room ) { if (is_safe(ch,pChar)) return; if ( pChar != ch && !is_safe_spell(ch,pChar,TRUE)) { if (is_same_group(pChar,ch) ) { continue; } WAIT_STATE( ch, skill_table[skill_lookup("rage")].beats ); act( "$n turns towards YOU!", ch, NULL, pChar, TO_VICT ); check_improve(ch,skill_lookup("rage"),TRUE,4); multi_hit( ch, pChar, skill_lookup("rage") ); if (chance < 15) { act( "$n spins back toward YOU!", ch, NULL, pChar, TO_VICT ); act( "$n spins back to attack again!", ch, wield, NULL, TO_ROOM ); act( "You spin back to attack again!", ch, wield, NULL, TO_CHAR ); multi_hit( ch, pChar, skill_lookup("rage") ); continue; } } } } return; } //Stances by Majik void do_stance (CHAR_DATA * ch, char *argument) { char arg[MAX_STRING_LENGTH]; char *stances = "neutral aggressive defensive"; argument = one_argument (argument, arg); if (IS_NPC (ch)) { send_to_char ("Only players can change stance.\n\r", ch); return; } if (arg[0] == '\0') { send_to_char ("Switch to which stance?\n\r", ch); printf_to_char( ch, "Valid stances are: %s\n\r", stances ); return; } else { if (!str_prefix (arg, "neutral")) { ch->stance = 0; ch->stance_hit_bonus = 0; ch->stance_ac_bonus = 0; send_to_char ("You are in a neutral stance.\n\r", ch); return; } else if (!str_prefix (arg, "aggressive")) { ch->stance = 1; ch->stance_hit_bonus = ch->hitroll/2; ch->stance_ac_bonus = ch->armor[1]/4; send_to_char ("You are in an aggressive stance.\n\r", ch); return; } else if (!str_prefix (arg, "defensive")) { ch->stance = 2; ch->stance_hit_bonus = (ch->hitroll/4) * -1; ch->stance_ac_bonus = (ch->armor[1]/2) * -1; send_to_char ("You are in an defensive stance.\n\r", ch); return; } else { send_to_char ("Valid stances are aggressive neutral and defensive.\n\r", ch); return; } } } /* Bowfire code -- actual firing function */ void do_fire( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; OBJ_DATA *arrow; OBJ_DATA *bow; ROOM_INDEX_DATA *was_in_room; EXIT_DATA *pexit; int dam ,door ,chance; bow = get_eq_char(ch, WEAR_WIELD); if (bow == NULL) { send_to_char("{WWhat are you going to do, throw the arrow at them?{x\n\r", ch); return; } if (bow->value[0] != WEAPON_BOW) { send_to_char("{WYou might want to use a bow to fire that arrow with{x\n\r", ch); return; } one_argument( argument, arg ); if ( arg[0] == '\0' && ch->fighting == NULL ) { send_to_char( "{WFire an arrow at who?{x\n\r", ch ); return; } if (!str_cmp(arg, "none") || !str_cmp(arg, "self") || victim == ch) { send_to_char("{WHow exactly did you plan on firing an arrow at yourself?{x\n\r", ch ); return; } if ( ( arrow = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "{WYou hold nothing in your hand.{x\n\r", ch ); return; } if ( arrow->item_type != ITEM_ARROW ) { send_to_char( "{WYou can only a fire arrows or quarrels.{x\n\r", ch ); return; } if ( arg[0] == '\0' ) { if ( ch->fighting != NULL ) { victim = ch->fighting; } else { send_to_char( "{WFire at whom or what?{x\n\r", ch ); return; } } else { /* See if who you are trying to shoot at is nearby... */ if ( ( victim = get_char_room ( ch, NULL, arg ) ) == NULL) { was_in_room = ch->in_room; for( door=0 ; door<=5 && victim==NULL ; door++ ) { if ( ( pexit = was_in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room && !strcmp( pexit->u1.to_room->area->name , was_in_room->area->name ) ) { ch->in_room = pexit->u1.to_room; victim = get_char_room ( ch, NULL, arg ); } } ch->in_room = was_in_room; if(victim==NULL) { send_to_char( "{WYou can't find it.{x\n\r", ch ); return; } else { if(IS_SET(pexit->exit_info,EX_CLOSED)) { send_to_char("{WYou can't fire through a door.{x",ch); return; } } } } if((ch->in_room) == (victim->in_room)) { send_to_char("{WDon't you think that standing a bit further away would be wise?{x\n\r", ch); return; } WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if(arrow->item_type== ITEM_ARROW ) { if ( victim != NULL ) { act( "{W$n {Wfires $p {Wat $N{W.{x", ch, arrow, victim, TO_NOTVICT ); act( "{WYou fire $p {Wat $N{W.{x", ch, arrow, victim, TO_CHAR ); act( "{W$N {Wfires $p {Wat you.{x",ch, arrow, victim, TO_VICT ); } if (ch->level < arrow->level || number_percent() >= 20 + get_skill(ch,skill_lookup("bow")) * 4/5 ) { act( "{WYou fire $p {Wmissing, and it lands harmlessly on the ground.{x", ch, arrow,NULL,TO_CHAR); act( "{W$r fires $p {Wmissing, and it lands harmlessly on the ground.{x", ch, arrow,NULL,TO_ROOM); obj_from_char(arrow); obj_to_room(arrow, victim->in_room); check_improve(ch,skill_lookup("bow"),FALSE,2); } else { chance=dice(1,10); switch (chance) { case 1 : case 2 : case 3 : case 4 : case 5 : case 6 : obj_from_char(arrow); obj_to_char(arrow, victim); wear_obj(victim, arrow,TRUE); dam = dice(arrow->value[1],arrow->value[2]); damage( ch, victim, dam, skill_lookup("bow"), DAM_PIERCE, TRUE ); check_improve(ch,skill_lookup("bow"),TRUE,2); break; case 7 : case 8 : case 9 : obj_from_char(arrow); obj_to_char(arrow, victim); wear_obj(victim, arrow,TRUE); dam = 3 * ( dice(arrow->value[1],arrow->value[2]))/2; damage( ch, victim, dam, skill_lookup("bow"), DAM_PIERCE, TRUE ); check_improve(ch,skill_lookup("bow"),TRUE,2); break; case 10 : obj_from_char(arrow); obj_to_char(arrow, victim); wear_obj(victim, arrow,TRUE); dam = 2 * ( dice(arrow->value[1],arrow->value[2])); damage( ch, victim, dam, skill_lookup("bow"), DAM_PIERCE, TRUE ); check_improve(ch,skill_lookup("bow"),TRUE,2); break; } } } return; } void do_gouge( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,skill_lookup("gouge"))) == 0 || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("gouge") ) ) ) { send_to_char("You don't know how to gouge.\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't in combat!\n\r",ch); return; } } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_BLIND)) { act("$E's already been blinded.",ch,NULL,victim,TO_CHAR); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR); return; } chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_DEX); if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 25; chance += (ch->level - victim->level) * 2; if (chance % 5 == 0) chance += 1; if (number_percent() < chance) { AFFECT_DATA af; act("$n is blinded by a poke in the eyes!{x",victim,NULL,NULL,TO_ROOM); act("$n gouges at your eyes!",ch,NULL,victim,TO_VICT); damage(ch,victim,number_range(50,75),skill_lookup("gouge"),DAM_NONE,FALSE); send_to_char("You see nothing but stars!\n\r",victim); check_improve(ch,skill_lookup("gouge"),TRUE,2); WAIT_STATE(ch,skill_table[skill_lookup("gouge")].beats); af.where = TO_AFFECTS; af.type = skill_lookup("gouge"); af.level = (ch->level + 10) /2; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char(victim,&af); } else { damage(ch,victim,0,skill_lookup("gouge"),DAM_NONE,TRUE); check_improve(ch,skill_lookup("gouge"),FALSE,2); WAIT_STATE(ch,skill_table[skill_lookup("gouge")].beats); } } void do_tithe( CHAR_DATA *ch, char *argument ) { int cost;/* amount of gold needed */ int fillup;/* amount of mana needed */ int paid;/*Full Amount Player can pay*/ int pumped;/*Amount of mana to be given back*/ int manacost = 3; if ( !IS_NPC( ch ) && !can_use_skpell( ch, skill_lookup("tithe") ) ) { send_to_char("You need a deity first!\n\r", ch); return; } if (ch->mana >= ch->max_mana) { ch->mana = ch->max_mana; send_to_char("You're already at full mana!\n\r", ch); return; } fillup = ch->max_mana - ch->mana; cost = fillup * manacost; if (ch->gold >= cost) { printf_to_char( ch, "Thank you for your tithing of %d gold!\n\r", cost ); ch->mana = ch->max_mana; ch->gold -= cost; return; } cost = ch->gold; paid = (cost-(cost % manacost)); pumped = paid/manacost; if(pumped > 0) { printf_to_char( ch, "Thank you for the tithing of %d gold!\n\r", paid ); ch->mana += pumped; ch->gold -= paid; return; } return; } void do_sharpen(CHAR_DATA *ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; OBJ_DATA *obj; AFFECT_DATA af; int percent, skill; argument = one_argument(argument, arg1); if (arg1[0] == '\0') { send_to_char("Sharpen what weapon?\n\r",ch); return; } if ((obj = get_obj_carry(ch, arg1, ch)) == NULL) { send_to_char("You do not have that weapon in your inventory.\n\r", ch ); return; } if ((skill = get_skill(ch, skill_lookup("sharpen"))) < 1) { send_to_char("You don't have enough skill to enhance the edge of your weapon.\n\r",ch); return; } if (obj->item_type == ITEM_WEAPON) { if(IS_WEAPON_STAT(obj,WEAPON_SHARP)) { act("$p has already been sharpened.",ch,obj,NULL,TO_CHAR); return; } percent = number_percent(); if(percent < skill) { WAIT_STATE(ch,PULSE_VIOLENCE); af.where = TO_WEAPON; af.type = skill_lookup("sharpen"); af.level = ch->level/2; af.duration = 8; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_SHARP; affect_to_obj(obj,&af); act("$n silently sharpens the edge of $p.",ch,obj,NULL,TO_ROOM); act("you sharpen the edge of $p.",ch,obj,NULL,TO_CHAR); check_improve(ch,skill_lookup("sharpen"),TRUE,3); } else { WAIT_STATE(ch,2 * PULSE_VIOLENCE); send_to_char("Your attempt to sharpen your weapon fails.\n\r",ch); check_improve(ch,skill_lookup("sharpen"),FALSE,2); } } } void do_cleave( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; if ( MOUNTED(ch) ) { send_to_char("You can't cleave while riding!\n\r", ch); return; } one_argument( argument, arg ); if ( !IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("cleave") ) ) { send_to_char("You don't know how to cleave.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Cleave whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to cleave.\n\r", ch ); return; } if ( (victim->hit < (0.9 * victim->max_hit)) && (IS_AWAKE(victim)) ) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } WAIT_STATE( ch, skill_table[skill_lookup("cleave")].beats ); if ( !IS_AWAKE(victim) || IS_NPC(ch) || number_percent( ) < get_skill(ch,skill_lookup("cleave")) ) { check_improve(ch,skill_lookup("cleave"),TRUE,1); multi_hit(ch,victim,skill_lookup("cleave")); } else { check_improve(ch,skill_lookup("cleave"),FALSE,1); damage( ch, victim, 0, skill_lookup("cleave"),DAM_NONE, TRUE ); } return; } void do_blackjack(CHAR_DATA *ch, char *argument) { CHAR_DATA *victim; AFFECT_DATA af; int chance; if ( MOUNTED(ch) ) { send_to_char("You can't blackjack while riding!\n\r", ch); return; } if ( IS_NPC(ch) || !can_use_skpell( ch, skill_lookup("blackjack") ) ) { send_to_char("You can't do that.\n\r",ch); sound( "ycant.wav", ch ); return; } if ( (victim = get_char_room(ch,NULL,argument)) == NULL) { send_to_char("You do not see that person here.\n\r",ch); return; } if (ch == victim) { send_to_char("Why do you want to blackjack yourself?\n\r",ch); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You don't want to hit your master over the head!\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_SLEEP)) { act("$E is already asleep.",ch,NULL,victim,TO_CHAR); return; } if (is_safe(ch,victim)) return; WAIT_STATE(ch,skill_table[skill_lookup("blackjack")].beats); chance = 0.5 * get_skill(ch,skill_lookup("blackjack")); chance += URANGE( 0, (get_curr_stat(ch,STAT_DEX)-20)*2, 10); chance += can_see(victim, ch) ? 0 : 5; if ( IS_NPC(victim) ) if ( victim->pIndexData->pShop != NULL ) chance -= 40; if (IS_NPC(ch) || number_percent() < chance) { act("You hit $N on the head as hard as you can and watch them fall to the ground with a thud.", ch,NULL,victim,TO_CHAR); act("You feel a sudden pain erupting through your skull as your hit on the head!", ch,NULL,victim,TO_VICT); act("$n smacks $N as hard as $S can on the back of the head causing them to fall on the ground in a heap!", ch,NULL,victim,TO_NOTVICT); check_improve(ch,skill_lookup("blackjack"),TRUE,1); af.type = skill_lookup("blackjack"); af.where = TO_AFFECTS; af.level = ch->level; af.duration = number_range( 1, 2 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join ( victim,&af ); if (IS_AWAKE(victim)) victim->position = POS_SLEEPING; } else { printf_to_char( ch, "You try desperately to hit %s over the back of the head but fail miserably!\n\r", victim->name ); damage(ch,victim,ch->level / 2,skill_lookup("blackjack"),DAM_NONE, TRUE); check_improve(ch,skill_lookup("blackjack"),FALSE,1); } } void do_stake( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; one_argument(argument,arg); if ( (chance = get_skill(ch,skill_lookup("stake"))) && !can_use_skpell( ch, skill_lookup("stake"))) { send_to_char("Stake? What's that?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("Stake What undead??\n\r",ch); return; } } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (!IS_NPC(victim) && !IS_VAMPIRE( victim ) ) { send_to_char("You cannot stake someone who isn't a vampire.\n\r",ch); return; } if (IS_NPC(victim) && (!is_name("vampire",victim->name) && !is_name("undead", victim->name) && !is_name("zombie", victim->name) && !is_name("corpse", victim->name))) { send_to_char("You cannot stake this mob.\n\r",ch); return; } if (victim == ch) { send_to_char("You aren't undead.. you cannot stake yourself.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is your friend!",ch,NULL,victim,TO_CHAR); return; } /* modifiers */ if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance -= GET_AC(victim,AC_PIERCE) /25; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 10; /* level */ chance += (ch->level - victim->level); /* now the attack */ if (number_percent() < chance ) { act("$n has stuck a stake in your heart!", ch,NULL,victim,TO_VICT); act("You slam a stake into $N!",ch,NULL,victim,TO_CHAR); act("$n shoves a stake into $N .", ch,NULL,victim,TO_NOTVICT); check_improve(ch,skill_lookup("stake"),TRUE,1); DAZE_STATE(victim, 3 * PULSE_VIOLENCE); WAIT_STATE(ch,skill_table[skill_lookup("stake")].beats); victim->position = POS_RESTING; damage(ch,victim,((ch->level*(dice((int)ch->level/4,6))) + ch->level),skill_lookup("stake"), DAM_PIERCE,TRUE); } else { damage(ch,victim,0,skill_lookup("stake"),DAM_PIERCE,TRUE); act("You fall flat on your face!", ch,NULL,victim,TO_CHAR); act("$n falls flat on $s face.", ch,NULL,victim,TO_NOTVICT); act("You evade $n's stake, causing $m to fall flat on $s face.", ch,NULL,victim,TO_VICT); check_improve(ch,skill_lookup("stake"),FALSE,1); ch->position = POS_RESTING; WAIT_STATE(ch,skill_table[skill_lookup("stake")].beats * 3/2); } check_killer(ch,victim); } void do_tail(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance, dam; int knock; one_argument(argument,arg); if (IS_NPC(ch) && IS_AFFECTED(ch,AFF_CHARM)) return; if ( (chance = get_skill(ch,skill_lookup("tail"))) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TAIL)) || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("tail") ))) { send_to_char("You don't have a tail to strike with like that.\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't fighting anyone!\n\r",ch); return; } } else if ((victim = get_char_room(ch,NULL,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } chance = URANGE(5,chance,90); chance += (ch->level - victim->level); chance -= get_curr_stat(victim,STAT_DEX); chance += get_curr_stat(ch,STAT_DEX)/3; chance += get_curr_stat(ch,STAT_STR)/3; act("$n violently lashes out with $s tail.",ch,0,0,TO_ROOM); send_to_char("You violently lash out with your tail!\n\r",ch); if (number_percent() > chance) { damage(ch,victim,0,skill_lookup("tail"),DAM_BASH,TRUE); return; } dam = dice(ch->level, 3); knock = (ch->level + 15); damage(ch,victim,dam,skill_lookup("tail"),DAM_BASH,TRUE); if (number_percent() < knock) { act("$n is sent crashing to the ground by the force of the blow!",victim,0,0,TO_ROOM); send_to_char("The tail strike sends you crashing to the ground!\n\r",victim); WAIT_STATE(victim,( 3 * PULSE_VIOLENCE/2)); } WAIT_STATE(ch,2*PULSE_VIOLENCE); return; } bool check_force_shield( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if(!IS_AFFECTED2(victim, AFF_FORCE_SHIELD)) return FALSE; chance = 100 / 15; if (victim->level >= ch->level) chance += 2; if ( number_percent( ) >= chance ) return FALSE; xact_new("Your force-shield blocks $n's attack!", ch, NULL, victim, TO_VICT, POS_RESTING, SUPPRESS_SHIELD); xact_new("$N's force-shield blocks your attack.", ch, NULL, victim, TO_CHAR, POS_RESTING, SUPPRESS_SHIELD); return TRUE; } /* * Shield Spell Group by Tandon * Static Shield Check */ bool check_static_shield( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance, sn; AFFECT_DATA *shock; if(!IS_AFFECTED2(victim, AFF_STATIC_SHIELD)) return FALSE; chance = 10; if (victim->level >= ch->level) chance += 2; if ( number_percent( ) >= chance ) return FALSE; sn = skill_lookup( "static shield" ); shock = affect_find (victim->affected, sn); if(shock != NULL) { damage (victim, ch, number_fuzzy(shock->level / 5), sn, DAM_ENERGY, TRUE); } if (get_eq_char (ch, WEAR_WIELD) == NULL) return TRUE; xact_new("Your static shield catches $n!", victim, NULL, ch, TO_VICT, POS_RESTING, SUPPRESS_SHIELD); xact_new("$N's static shield catches you!", victim, NULL, ch, TO_CHAR, POS_RESTING, SUPPRESS_SHIELD); spell_heat_metal (skill_lookup( "heat metal" ), victim->level/2, victim, (void *) ch, TARGET_CHAR); return TRUE; } /* * Shield Spell Group by Tandon * Flame Shield Check */ bool check_flame_shield( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance, sn; AFFECT_DATA *burn; if(!IS_AFFECTED2(victim, AFF_FLAME_SHIELD)) return FALSE; if (get_eq_char (victim, WEAR_WIELD) != NULL) return FALSE; chance = 100 / 3; if (victim->level >= ch->level) chance += 2; if ( number_percent( ) >= chance ) return FALSE; sn = skill_lookup( "flame shield" ); burn = affect_find (victim->affected, sn); if(burn != NULL) { fire_effect (ch, burn->level, number_fuzzy(10), TARGET_CHAR); damage (victim, ch, number_fuzzy(burn->level), sn, DAM_FIRE, TRUE); } return TRUE; } void do_mobslay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Mobslay who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC(victim)) { send_to_char( "You failed.\n\r", ch ); return; } act( "{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR ); act( "{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT ); act( "{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT ); raw_kill( victim, ch ); return; } void do_feed( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int dam; int number = number_range( 1, 100 ); if ( get_skill(ch,skill_lookup("feed")) == 0 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_FEED)) || (!IS_NPC(ch) && !can_use_skpell( ch, skill_lookup("feed") ) ) ) { send_to_char("Feed? What's that?\n\r",ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( !IS_VAMPIRE( ch ) ) { send_to_char( "I'm sorry your not a vampire you can't bite someone!\n\r", ch ); return; } if(!can_see(ch,victim)) { send_to_char("You can't see your opponent's neck!\n\r",ch); return; } WAIT_STATE( ch, skill_table[skill_lookup("feed")].beats ); if ( number_percent( ) < (get_skill(ch,skill_lookup("feed")) + (ch->level - victim->level)) || ( get_skill(ch,skill_lookup("feed")) >= 2 && !IS_AWAKE(victim))) { check_improve(ch,skill_lookup("feed"),TRUE,1); act( "{r$n moves in close and bites you!{x", ch, NULL, victim, TO_VICT); act( "{bYou move in close and bite $N.{x", ch, NULL, victim, TO_CHAR); act( "{m$n moves in close and bites $N.{x", ch, NULL, victim, TO_NOTVICT); dam = number_range( ((ch->level/2)+(victim->level/2)), ((ch->level)+(victim->level/2))*2 ); damage( ch, victim, dam, skill_lookup("feed"),DAM_NEGATIVE,TRUE); if ( number > 50 ) { dam = 2 * number_range(((ch->level/2) + (victim->level/2)), ((ch->level) + (victim->level/2))*2); damage(ch,victim,dam,skill_lookup("feed"),DAM_NEGATIVE,TRUE); } } else { check_improve(ch,skill_lookup("feed"),FALSE,1); act( "{r$n tries to move in close and bite you, but hits only air.{x", ch, NULL, victim, TO_VICT); act( "{bYou chomp a mouthfull of air.{x", ch, NULL, victim, TO_CHAR); act( "{m$n tries to move in close and bite $N.{x", ch, NULL, victim, TO_NOTVICT); damage( ch, victim, 0, skill_lookup("feed"),DAM_NEGATIVE,TRUE); } return; } void do_rub( CHAR_DATA *ch, char *argument) { int chance; if ( IS_NPC( ch ) ) { send_to_char( "Sorry dude you can't rub your a mob!\n\r", ch ); return; } if ((chance = get_skill(ch,skill_lookup("rub"))) == 0 || !can_use_skpell( ch, skill_lookup("rub") ) ) { send_to_char("{xYou don't know the first thing about rubbing your eyes.{x\n\r",ch); return; } if(!IS_AFFECTED(ch,AFF_BLIND)) { send_to_char("{BBut you aren't blind!{x\n\r",ch); return; } if(!is_affected(ch,skill_lookup("fire breath")) && !is_affected(ch,skill_lookup("dirt"))) { send_to_char("{xRubbing won't help that!{x\n\r",ch); return; } WAIT_STATE(ch,skill_table[skill_lookup("rub")].beats); chance = (chance*3)/4; if(number_percent()>chance) { send_to_char("{RYou failed to rub your eyes clear!{x\n\r",ch); check_improve(ch,skill_lookup("rub"),FALSE,2); return; } if(is_affected(ch,skill_lookup("fire breath"))) affect_strip(ch,skill_lookup("fire breath")); if(is_affected(ch,skill_lookup("dirt"))) affect_strip(ch,skill_lookup("dirt")); send_to_char("{xYou rubbed your eyes clear!{x\n\r",ch); check_improve(ch,skill_lookup("rub"),TRUE,2); return; } void do_throatchop( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Chop who's throat?\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char("You can't get at thier throat!\n\r",ch); return; } else if ((victim = get_char_room(ch, NULL, arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to chop thier throat.\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 2) { act( "$N is far to suspicious to be chopped.", ch, NULL, victim, TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[skill_lookup("throatchop")].beats ); if ( number_percent( ) < get_skill(ch,skill_lookup("throatchop")) || ( get_skill(ch,skill_lookup("throatchop")) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,skill_lookup("throatchop"),TRUE,1); multi_hit( ch, victim, skill_lookup("throatchop") ); } else { check_improve(ch,skill_lookup("throatchop"),FALSE,1); damage( ch, victim, 0, skill_lookup("throatchop"),DAM_NONE,TRUE); } return; } void do_rally(CHAR_DATA *ch, char *argument) { CHAR_DATA *gch; int heal; int chance; if ((chance = get_skill(ch, skill_lookup("rally")) == 0 ) ) { send_to_char("You scream and holler, but nobody listens.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("You're feeling to mellow to lead your companions on.\n\r",ch); return; } if (ch->position == POS_FIGHTING) chance += 25; if (number_percent() > chance) { send_to_char("You try to rally your companions, but your efforts fail.\n\r", ch); act("{R$n tries to rally $s companions, but fails.{w",ch,NULL,NULL,TO_ROOM); WAIT_STATE(ch,PULSE_VIOLENCE * 2); return; } send_to_char("You call your companions to arms, promising them glory!\n\r", ch); act("{R$n calls $s companions to arms, promising great glory!{w", ch, NULL, NULL, TO_ROOM); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( gch != ch && is_same_group(ch, gch) && !IS_AFFECTED(gch, AFF_CALM) ) { if ( !is_affected(gch,skill_lookup("rally") ) ) { AFFECT_DATA af; send_to_char ("You answer the call to arms!\n\r", gch); check_improve(ch,skill_lookup("rally"),TRUE,2); af.type = skill_lookup("rally"); af.level = ch->level; af.duration = number_fuzzy(UMAX(2,ch->level / 8) ); af.modifier = UMAX(1,ch->level/5); af.bitvector = 0; af.location = APPLY_HITROLL; af.where = TO_AFFECTS; affect_to_char(gch,&af); af.location = APPLY_DAMROLL; affect_to_char(gch,&af); af.modifier = UMAX(1, ch->level/10); af.location = APPLY_STR; affect_to_char(gch,&af); } /* Always do this part */ heal = dice(1, ch->level) + ch->level / 3; gch->hit = UMIN( gch->hit + heal, gch->max_hit ); send_to_char("You feel better!\n\r", gch); update_pos( gch ); } } WAIT_STATE(ch,PULSE_VIOLENCE * 2); } void do_punch( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int number = 0; number = number_range( 0, 5 ); if ( !IS_NPC(ch) && !can_use_skpell(ch, skill_lookup("punch")) ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if ( MOUNTED(ch) ) { send_to_char("You can't punch while riding!\n\r", ch); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[skill_lookup("punch")].beats ); if ( get_skill(ch,skill_lookup("punch")) > number_percent()) { damage(ch,victim,number_range( 50, ch->level + 100 / 2 ), skill_lookup("punch"),DAM_BASH,TRUE); DAZE_STATE( victim, 3 * PULSE_VIOLENCE ); check_improve(ch,skill_lookup("punch"),TRUE,1); if ( number <= 1 ) { printf_to_char( ch, "{YYou make a series of lightning fast punches right to %ss head!{x\n\r", victim->short_descr ); damage(ch,victim,number_range( 80, ch->level + 100 / 2 ), skill_lookup("punch"), DAM_BASH, TRUE ); damage(ch,victim,number_range( 80, ch->level + 100 / 2 ), skill_lookup("punch"), DAM_BASH, TRUE ); check_improve(ch,skill_lookup("punch"),TRUE,1); rnd_sound( 3, ch, "punch.wav", "punch3.wav", "punch6.wav" ); rnd_sound( 3, victim, "punch.wav", "punch3.wav", "punch6.wav" ); } } else { damage( ch, victim, 0, skill_lookup("punch"),DAM_BASH,TRUE); check_improve(ch,skill_lookup("punch"),FALSE,1); } check_killer(ch,victim); return; }