/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops, Fireblade, Edmond, Conran | * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Player skills module * ****************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" extern char * const sec_flags[]; extern int get_secflag( char *flag ); extern void remove_bexit_flag( EXIT_DATA *exit, int flag ); char * const spell_flag[] = { "water", "earth", "air", "astral", "area", "distant", "reverse", "noself", "_unused2_", "accumulative", "recastable", "noscribe", "nobrew", "group", "object", "character", "secretskill", "pksensitive", "stoponfail", "nofight", "nodispel", "randomtarget", "nomob", "r3", "r4", "r5", "r6", "r7", "r8", "r9", "r10", "r11" }; char * const spell_saves[] = { "none", "poison_death", "wands", "para_petri", "breath", "spell_staff" }; char * const spell_save_effect[] = { "none", "negate", "eightdam", "quarterdam", "halfdam", "3qtrdam", "reflect", "absorb" }; char * const spell_damage[] = #ifdef NEWSPELLS { "none", "fire", "cold", "electricity", "energy", "acid", "poison", "drain", "holy", "unholy" }; #else { "none", "fire", "cold", "electricity", "energy", "acid", "poison", "drain" }; #endif char * const spell_action[] = { "none", "create", "destroy", "resist", "suscept", "divinate", "obscure", "change" }; char * const spell_power[] = { "none", "minor", "greater", "major" }; char * const spell_class[] = { "none", "lunar", "solar", "travel", "summon", "life", "death", "illusion" }; char * const target_type[] = { "ignore", "offensive", "defensive", "self", "objinv" }; void show_char_to_char( CHAR_DATA *list, CHAR_DATA *ch ); void show_list_to_char( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowN ); int ris_save( CHAR_DATA *ch, int chance, int ris ); bool check_illegal_psteal( CHAR_DATA *ch, CHAR_DATA *victim ); /* from magic.c */ void failed_casting( struct skill_type *skill, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ); /* * Dummy function */ void skill_notfound( CHAR_DATA *ch, char *argument ) { send_to_char( "Huh?\n\r", ch ); return; } int get_ssave( char *name ) { int x; for ( x = 0; x < sizeof(spell_saves) / sizeof(spell_saves[0]); x++ ) if ( !str_cmp( name, spell_saves[x] ) ) return x; return -1; } int get_starget( char *name ) { int x; for ( x = 0; x < sizeof(target_type) / sizeof(target_type[0]); x++ ) if ( !str_cmp( name, target_type[x] ) ) return x; return -1; } int get_sflag( char *name ) { int x; for ( x = 0; x < sizeof(spell_flag) / sizeof(spell_flag[0]); x++ ) if ( !str_cmp( name, spell_flag[x] ) ) return x; return -1; } int get_sdamage( char *name ) { int x; for ( x = 0; x < sizeof(spell_damage) / sizeof(spell_damage[0]); x++ ) if ( !str_cmp( name, spell_damage[x] ) ) return x; return -1; } int get_saction( char *name ) { int x; for ( x = 0; x < sizeof(spell_action) / sizeof(spell_action[0]); x++ ) if ( !str_cmp( name, spell_action[x] ) ) return x; return -1; } int get_ssave_effect( char *name ) { int x; for ( x = 0; x < sizeof(spell_save_effect) / sizeof(spell_save_effect[0]); x++ ) if ( !str_cmp( name, spell_save_effect[x] ) ) return x; return -1; } int get_spower( char *name ) { int x; for ( x = 0; x < sizeof(spell_power) / sizeof(spell_power[0]); x++ ) if ( !str_cmp( name, spell_power[x] ) ) return x; return -1; } int get_sclass( char *name ) { int x; for ( x = 0; x < sizeof(spell_class) / sizeof(spell_class[0]); x++ ) if ( !str_cmp( name, spell_class[x] ) ) return x; return -1; } bool is_legal_kill(CHAR_DATA *ch, CHAR_DATA *vch) { if ( IS_NPC(ch) || IS_NPC(vch) ) return TRUE; if ( !IS_PKILL(ch) || !IS_PKILL(vch) ) return FALSE; if ( ch->pcdata->clan && ch->pcdata->clan == vch->pcdata->clan ) return FALSE; return TRUE; } extern char *target_name; /* from magic.c */ /* * Perform a binary search on a section of the skill table * Each different section of the skill table is sorted alphabetically * Only match skills player knows -Thoric */ bool check_skill( CHAR_DATA *ch, char *command, char *argument ) { int sn; int first = gsn_first_skill; int top = gsn_first_weapon-1; int mana, blood; struct timeval time_used; /* bsearch for the skill */ for (;;) { sn = (first + top) >> 1; if ( LOWER(command[0]) == LOWER(skill_table[sn]->name[0]) && !str_prefix(command, skill_table[sn]->name) && (skill_table[sn]->skill_fun || skill_table[sn]->spell_fun != spell_null) && ( can_use_skill(ch, 0, sn ) ) ) /* && (IS_NPC(ch) || (ch->pcdata->learned[sn] > 0 && ch->level >= skill_table[sn]->skill_level[ch->class])) ) */ break; if (first >= top) return FALSE; if (strcmp( command, skill_table[sn]->name) < 1) top = sn - 1; else first = sn + 1; } if ( !check_pos( ch, skill_table[sn]->minimum_position ) ) return TRUE; if ( IS_NPC(ch) && (IS_AFFECTED( ch, AFF_CHARM ) || IS_AFFECTED( ch, AFF_POSSESS )) ) { send_to_char( "For some reason, you seem unable to perform that...\n\r", ch ); act( AT_GREY,"$n wanders around aimlessly.", ch, NULL, NULL, TO_ROOM ); return TRUE; } /* check if mana is required */ if ( skill_table[sn]->min_mana ) { mana = IS_NPC(ch) ? 0 : UMAX(skill_table[sn]->min_mana, 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) ); blood = UMAX(1, (mana+4) / 8); /* NPCs don't have PCDatas. -- Altrag */ if ( IS_VAMPIRE(ch) ) { if (ch->pcdata->condition[COND_BLOODTHIRST] < blood) { send_to_char( "You don't have enough blood power.\n\r", ch ); return TRUE; } } else if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return TRUE; } } else { mana = 0; blood = 0; } /* * Is this a real do-fun, or a really a spell? */ if ( !skill_table[sn]->skill_fun ) { ch_ret retcode = rNONE; void *vo = NULL; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; target_name = ""; switch ( skill_table[sn]->target ) { default: bug( "Check_skill: bad target for sn %d.", sn ); send_to_char( "Something went wrong...\n\r", ch ); return TRUE; case TAR_IGNORE: vo = NULL; if ( argument[0] == '\0' ) { if ( (victim=who_fighting(ch)) != NULL ) target_name = victim->name; } else target_name = argument; break; case TAR_CHAR_OFFENSIVE: { if ( argument[0] == '\0' && (victim=who_fighting(ch)) == NULL ) { ch_printf( ch, "Confusion overcomes you as your '%s' has no target.\n\r", skill_table[sn]->name ); return TRUE; } else if ( argument[0] != '\0' && (victim=get_char_room(ch, argument)) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return TRUE; } } if ( is_safe( ch, victim, TRUE ) ) return TRUE; if ( ch == victim && SPELL_FLAG(skill_table[sn], SF_NOSELF)) { send_to_char( "You can't target yourself!\n\r", ch); return TRUE; } if ( !IS_NPC(ch) ) { if ( !IS_NPC(victim) ) { /* Sheesh! can't do anything send_to_char( "You can't do that on a player.\n\r", ch ); return TRUE; */ /* if ( xIS_SET(victim->act, PLR_PK)) */ if ( get_timer( ch, TIMER_PKILLED ) > 0 ) { send_to_char( "You have been killed in the last 5 minutes.\n\r", ch); return TRUE; } if ( get_timer( victim, TIMER_PKILLED ) > 0 ) { send_to_char( "This player has been killed in the last 5 minutes.\n\r", ch ); return TRUE; } /* Too many illegal pk attempts with cuffs, swats etc lately. - Luc */ if ( xIS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that.\n\r", ch ); return TRUE; } if ( victim != ch) send_to_char( "You really shouldn't do this to another player...\n\r", ch ); } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return TRUE; } } check_illegal_pk( ch, victim ); vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: { if ( argument[0] != '\0' && (victim=get_char_room(ch, argument)) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return TRUE; } if ( !victim ) victim = ch; } if ( ch == victim && SPELL_FLAG(skill_table[sn], SF_NOSELF)) { send_to_char( "You can't target yourself!\n\r", ch); return TRUE; } vo = (void *) victim; break; case TAR_CHAR_SELF: vo = (void *) ch; break; case TAR_OBJ_INV: { if ( (obj=get_obj_carry(ch, argument)) == NULL ) { send_to_char( "You can't find that.\n\r", ch ); return TRUE; } } vo = (void *) obj; break; } /* waitstate */ WAIT_STATE( ch, skill_table[sn]->beats ); /* check for failure */ if ( (number_percent( ) + skill_table[sn]->difficulty * 5) > (IS_NPC(ch) ? 75 : LEARNED(ch, sn)) ) { failed_casting( skill_table[sn], ch, vo, obj ); learn_from_failure( ch, sn ); if ( mana ) { if ( IS_VAMPIRE(ch) ) gain_condition( ch, COND_BLOODTHIRST, - blood/2 ); else ch->mana -= mana/2; } return TRUE; } if ( mana ) { if ( IS_VAMPIRE(ch) ) gain_condition( ch, COND_BLOODTHIRST, - blood ); else ch->mana -= mana; } start_timer(&time_used); retcode = (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, vo ); end_timer(&time_used); update_userec(&time_used, &skill_table[sn]->userec); if ( retcode == rCHAR_DIED || retcode == rERROR ) return TRUE; if ( char_died(ch) ) return TRUE; if ( retcode == rSPELL_FAILED ) { learn_from_failure( ch, sn ); retcode = rNONE; } else learn_from_success( ch, sn ); if ( skill_table[sn]->target == TAR_CHAR_OFFENSIVE && victim != ch && !char_died(victim) ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && !victim->fighting && victim->master != ch ) { retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return TRUE; } if ( mana ) { if ( IS_VAMPIRE(ch) ) gain_condition( ch, COND_BLOODTHIRST, - blood ); else ch->mana -= mana; } ch->prev_cmd = ch->last_cmd; /* haus, for automapping */ ch->last_cmd = skill_table[sn]->skill_fun; start_timer(&time_used); (*skill_table[sn]->skill_fun) ( ch, argument ); end_timer(&time_used); update_userec(&time_used, &skill_table[sn]->userec); tail_chain( ); return TRUE; } void do_skin( CHAR_DATA *ch, char *argument) { OBJ_INDEX_DATA *korps; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *skin; bool found; char *name; char buf[MAX_STRING_LENGTH]; found = FALSE; if ( !IS_PKILL(ch) && !IS_IMMORTAL(ch) ) { send_to_char( "Leave the hideous defilings to the killers!\n", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Whose corpse do you wish to skin?\n\r", ch ); return; } if ( (corpse=get_obj_here(ch, argument)) == NULL ) { send_to_char( "You cannot find that here.\n\r", ch ); return; } if ( (obj=get_eq_char(ch, WEAR_WIELD)) == NULL ) { send_to_char( "You have no weapon with which to perform this deed.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) && !IS_OBJ_STAT(corpse, ITEM_CLANCORPSE ) ) { send_to_char( "You can only skin the bodies of player characters.\n\r", ch); return; } if ( (obj->value[3] != 1 && obj->value[3] != 2 && obj->value[3] != 3 && obj->value[3] != 11) || IS_OBJ_STAT( corpse, ITEM_SKINNED) ) { send_to_char( "There is nothing you can do with this corpse.\n\r", ch ); return; } if ( !IS_IMMORTAL(ch) ) { if ( IS_OBJ_STAT( corpse, ITEM_CLANCORPSE ) ) { if ( corpse->action_desc && is_name( ch->name, corpse->action_desc ) ); else { send_to_char( "There is nothing you can do with this corpse.\n\r", ch); return; } } else { send_to_char( "There is nothing you can do with this corpse.\n\r", ch); return; } } if ( get_obj_index( OBJ_VNUM_SKIN ) == NULL ) { bug( "Vnum 23 (OBJ_VNUM_SKIN) not found for do_skin!", 0); return; } korps = get_obj_index(OBJ_VNUM_CORPSE_PC); skin = create_object( get_obj_index(OBJ_VNUM_SKIN), 0 ); name = IS_NPC(ch) ? korps->short_descr : corpse->short_descr; sprintf( buf, skin->short_descr, name ); STRFREE( skin->short_descr ); skin->short_descr = STRALLOC( buf ); sprintf( buf, skin->description, name ); STRFREE( skin->description ); skin->description = STRALLOC( buf ); act( AT_BLOOD, "$n strips the skin from $p.", ch, corpse, NULL, TO_ROOM); act( AT_BLOOD, "You strip the skin from $p.", ch, corpse, NULL, TO_CHAR); separate_obj(corpse); xSET_BIT( corpse->extra_flags, ITEM_SKINNED ); obj_to_char( skin, ch ); return; } /* * Lookup a skills information * High god command */ void do_slookup( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int sn; int iClass, iRace; SKILLTYPE *skill = NULL; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Slookup what?\n\r", ch ); return; } if ( !str_cmp( arg, "all" ) ) { for ( sn = 0; sn < top_sn && skill_table[sn] && skill_table[sn]->name; sn++ ) pager_printf( ch, "Sn: %4d Slot: %4d Skill/spell: '%-20s' Damtype: %s\n\r", sn, skill_table[sn]->slot, skill_table[sn]->name, spell_damage[SPELL_DAMAGE( skill_table[sn] )] ); } else if ( !str_cmp( arg, "herbs" ) ) { for ( sn = 0; sn < top_herb && herb_table[sn] && herb_table[sn]->name; sn++ ) pager_printf( ch, "%d) %s\n\r", sn, herb_table[sn]->name ); } else { SMAUG_AFF *aff; int cnt = 0; if ( arg[0] == 'h' && is_number(arg+1) ) { sn = atoi(arg+1); if ( !IS_VALID_HERB(sn) ) { send_to_char( "Invalid herb.\n\r", ch ); return; } skill = herb_table[sn]; } else if ( is_number(arg) ) { sn = atoi(arg); if ( (skill=get_skilltype(sn)) == NULL ) { send_to_char( "Invalid sn.\n\r", ch ); return; } sn %= 1000; } else if ( ( sn = skill_lookup( arg ) ) >= 0 ) skill = skill_table[sn]; else if ( ( sn = herb_lookup( arg ) ) >= 0 ) skill = herb_table[sn]; else { send_to_char( "No such skill, spell, proficiency or tongue.\n\r", ch ); return; } if ( !skill ) { send_to_char( "Not created yet.\n\r", ch ); return; } ch_printf( ch, "Sn: %4d Slot: %4d %s: '%-20s'\n\r", sn, skill->slot, skill_tname[skill->type], skill->name ); if ( skill->info ) ch_printf( ch, "DamType: %s ActType: %s ClassType: %s PowerType: %s\n\r", spell_damage[SPELL_DAMAGE(skill)], spell_action[SPELL_ACTION(skill)], spell_class[SPELL_CLASS(skill)], spell_power[SPELL_POWER(skill)] ); if ( skill->flags ) { int x; strcpy( buf, "Flags:" ); for ( x = 0; x < 32; x++ ) if ( SPELL_FLAG( skill, 1 << x ) ) { strcat( buf, " " ); strcat( buf, spell_flag[x] ); } strcat( buf, "\n\r" ); send_to_char( buf, ch ); } ch_printf( ch, "Saves: %s SaveEffect: %s\n\r", spell_saves[(int) skill->saves], spell_save_effect[SPELL_SAVE(skill)] ); if ( skill->difficulty != '\0' ) ch_printf( ch, "Difficulty: %d\n\r", (int) skill->difficulty ); ch_printf( ch, "Type: %s Target: %s Minpos: %d Mana: %d Beats: %d Range: %d\n\r", skill_tname[skill->type], target_type[URANGE(TAR_IGNORE, skill->target, TAR_OBJ_INV)], skill->minimum_position, skill->min_mana, skill->beats, skill->range ); ch_printf( ch, "Flags: %d Guild: %d Value: %d Info: %d Code: %s\n\r", skill->flags, skill->guild, skill->value, skill->info, skill->skill_fun ? skill_name(skill->skill_fun) : spell_name(skill->spell_fun)); ch_printf( ch, "Sectors Allowed: %s\n", skill->spell_sector?flag_string(skill->spell_sector,sec_flags): "All"); ch_printf( ch, "Dammsg: %s\n\rWearoff: %s\n", skill->noun_damage, skill->msg_off ? skill->msg_off : "(none set)" ); if ( skill->dice && skill->dice[0] != '\0' ) ch_printf( ch, "Dice: %s\n\r", skill->dice ); if ( skill->teachers && skill->teachers[0] != '\0' ) ch_printf( ch, "Teachers: %s\n\r", skill->teachers ); if ( skill->components && skill->components[0] != '\0' ) ch_printf( ch, "Components: %s\n\r", skill->components ); if ( skill->participants ) ch_printf( ch, "Participants: %d\n\r", (int) skill->participants ); if ( skill->userec.num_uses ) send_timer(&skill->userec, ch); for ( aff = skill->affects; aff; aff = aff->next ) { if ( aff == skill->affects ) send_to_char( "\n\r", ch ); sprintf( buf, "Affect %d", ++cnt ); if ( aff->location ) { strcat( buf, " modifies " ); strcat( buf, a_types[aff->location % REVERSE_APPLY] ); strcat( buf, " by '" ); strcat( buf, aff->modifier ); if ( aff->bitvector != -1 ) strcat( buf, "' and" ); else strcat( buf, "'" ); } if ( aff->bitvector != -1 ) { strcat( buf, " applies " ); strcat( buf, a_flags[aff->bitvector] ); } if ( aff->duration[0] != '\0' && aff->duration[0] != '0' ) { strcat( buf, " for '" ); strcat( buf, aff->duration ); strcat( buf, "' rounds" ); } if ( aff->location >= REVERSE_APPLY ) strcat( buf, " (affects caster only)" ); strcat( buf, "\n\r" ); send_to_char( buf, ch ); if ( !aff->next ) send_to_char( "\n\r", ch ); } if ( skill->hit_char && skill->hit_char[0] != '\0' ) ch_printf( ch, "Hitchar : %s\n\r", skill->hit_char ); if ( skill->hit_vict && skill->hit_vict[0] != '\0' ) ch_printf( ch, "Hitvict : %s\n\r", skill->hit_vict ); if ( skill->hit_room && skill->hit_room[0] != '\0' ) ch_printf( ch, "Hitroom : %s\n\r", skill->hit_room ); if ( skill->hit_dest && skill->hit_dest[0] != '\0' ) ch_printf( ch, "Hitdest : %s\n\r", skill->hit_dest ); if ( skill->miss_char && skill->miss_char[0] != '\0' ) ch_printf( ch, "Misschar : %s\n\r", skill->miss_char ); if ( skill->miss_vict && skill->miss_vict[0] != '\0' ) ch_printf( ch, "Missvict : %s\n\r", skill->miss_vict ); if ( skill->miss_room && skill->miss_room[0] != '\0' ) ch_printf( ch, "Missroom : %s\n\r", skill->miss_room ); if ( skill->die_char && skill->die_char[0] != '\0' ) ch_printf( ch, "Diechar : %s\n\r", skill->die_char ); if ( skill->die_vict && skill->die_vict[0] != '\0' ) ch_printf( ch, "Dievict : %s\n\r", skill->die_vict ); if ( skill->die_room && skill->die_room[0] != '\0' ) ch_printf( ch, "Dieroom : %s\n\r", skill->die_room ); if ( skill->imm_char && skill->imm_char[0] != '\0' ) ch_printf( ch, "Immchar : %s\n\r", skill->imm_char ); if ( skill->imm_vict && skill->imm_vict[0] != '\0' ) ch_printf( ch, "Immvict : %s\n\r", skill->imm_vict ); if ( skill->imm_room && skill->imm_room[0] != '\0' ) ch_printf( ch, "Immroom : %s\n\r", skill->imm_room ); if ( skill->type != SKILL_HERB ) { if(skill->type!=SKILL_RACIAL) { send_to_char( "--------------------------[CLASS USE]--------------------------\n\r",ch); for ( iClass = 0; iClass < MAX_PC_CLASS; iClass++ ) { strcpy( buf, class_table[iClass]->who_name ); sprintf(buf+3, ") lvl: %3d max: %2d%%", skill->skill_level[iClass], skill->skill_adept[iClass] ); if ( iClass % 3 == 2 ) strcat(buf, "\n\r" ); else strcat(buf, " " ); send_to_char( buf, ch ); } } else { send_to_char( "\n\r--------------------------[RACE USE]--------------------------\n\r",ch); for ( iRace = 0; iRace < MAX_PC_RACE; iRace++ ) { sprintf(buf, "%8.8s) lvl: %3d max: %2d%%", race_table[iRace]->race_name, skill->race_level[iRace], skill->race_adept[iRace] ); if( !strcmp(race_table[iRace]->race_name,"unused") ) sprintf(buf," "); if ( (iRace>0) && (iRace % 2 == 1 )) strcat(buf, "\n\r" ); else strcat(buf, " " ); send_to_char( buf, ch ); } } } send_to_char( "\n\r", ch ); } return; } /* * Set a skill's attributes or what skills a player has. * High god command, with support for creating skills/spells/herbs/etc */ void do_sset( CHAR_DATA *ch, char *argument ) { char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int value; int sn,i; bool fAll; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' || argument[0] == '\0' ) { send_to_char( "Syntax: sset <victim> <skill> <value>\n\r", ch ); send_to_char( "or: sset <victim> all <value>\n\r", ch ); if ( get_trust(ch) >= LEVEL_ASCENDANT ) { send_to_char( "or: sset save skill table\n\r", ch ); send_to_char( "or: sset save herb table\n\r", ch ); send_to_char( "or: sset create skill 'new skill'\n\r", ch ); send_to_char( "or: sset create herb 'new herb'\n\r", ch ); send_to_char( "or: sset create ability 'new ability'\n\r",ch ); } if ( get_trust(ch) > LEVEL_GREATER ) { send_to_char( "or: sset <sn> <field> <value>\n\r", ch ); send_to_char( "\n\rField being one of:\n\r", ch ); send_to_char( " name code target minpos slot mana beats dammsg wearoff guild minlevel\n\r", ch ); send_to_char( " type damtype acttype classtype powertype seffect flag dice value difficulty\n\r", ch ); send_to_char( " affect rmaffect level adept hit miss die imm (char/vict/room)\n\r", ch ); send_to_char( " components teachers racelevel raceadept\n\r",ch ); send_to_char( " sector\n\r", ch ); send_to_char( "Affect having the fields: <location> <modfifier> [duration] [bitvector]\n\r", ch ); send_to_char( "(See AFFECTTYPES for location, and AFFECTED_BY for bitvector)\n\r", ch ); } send_to_char( "Skill being any skill or spell.\n\r", ch ); return; } if ( get_trust(ch) >= LEVEL_ASCENDANT && !str_cmp( arg1, "save" ) && !str_cmp( argument, "table" ) ) { if ( !str_cmp( arg2, "skill" ) ) { send_to_char( "Saving skill table...\n\r", ch ); save_skill_table(); save_classes(); /* save_races(); */ return; } if ( !str_cmp( arg2, "herb" ) ) { send_to_char( "Saving herb table...\n\r", ch ); save_herb_table(); return; } } if ( get_trust(ch) >= LEVEL_ASCENDANT && !str_cmp( arg1, "create" ) && (!str_cmp( arg2, "skill" ) || !str_cmp( arg2, "herb" ) || !str_cmp( arg2, "ability" )) ) { struct skill_type *skill; sh_int type = SKILL_UNKNOWN; if ( !str_cmp( arg2, "herb" ) ) { type = SKILL_HERB; if ( top_herb >= MAX_HERB ) { ch_printf( ch, "The current top herb is %d, which is the maximum. " "To add more herbs,\n\rMAX_HERB will have to be " "raised in mud.h, and the mud recompiled.\n\r", top_herb ); return; } } else if ( top_sn >= MAX_SKILL ) { ch_printf( ch, "The current top sn is %d, which is the maximum. " "To add more skills,\n\rMAX_SKILL will have to be " "raised in mud.h, and the mud recompiled.\n\r", top_sn ); return; } CREATE( skill, struct skill_type, 1 ); skill->slot = 0; if ( type == SKILL_HERB ) { int max, x; herb_table[top_herb++] = skill; for ( max = x = 0; x < top_herb-1; x++ ) if ( herb_table[x] && herb_table[x]->slot > max ) max = herb_table[x]->slot; skill->slot = max+1; } else skill_table[top_sn++] = skill; skill->min_mana = 0; skill->name = str_dup( argument ); skill->noun_damage = str_dup( "" ); skill->msg_off = str_dup( "" ); skill->spell_fun = spell_smaug; skill->type = type; skill->spell_sector = 0; skill->guild = -1; if (!str_cmp( arg2, "ability" ) ) skill->type = SKILL_RACIAL; for(i=0;i<MAX_PC_CLASS;i++) { skill->skill_level[i]= LEVEL_IMMORTAL; skill->skill_adept[i]= 95; } for(i=0;i<MAX_PC_RACE;i++) { skill->race_level[i]= LEVEL_IMMORTAL; skill->race_adept[i]= 95; } send_to_char( "Done.\n\r", ch ); return; } if ( arg1[0] == 'h' ) sn = atoi( arg1+1 ); else sn = atoi( arg1 ); if ( get_trust(ch) > LEVEL_GREATER && ((arg1[0] == 'h' && is_number(arg1+1) && (sn=atoi(arg1+1))>=0) || (is_number(arg1) && (sn=atoi(arg1)) >= 0)) ) { struct skill_type *skill; if ( arg1[0] == 'h' ) { if ( sn >= top_herb ) { send_to_char( "Herb number out of range.\n\r", ch ); return; } skill = herb_table[sn]; } else { if ( (skill=get_skilltype(sn)) == NULL ) { send_to_char( "Skill number out of range.\n\r", ch ); return; } sn %= 1000; } if ( !str_cmp( arg2, "difficulty" ) ) { skill->difficulty = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "participants" ) ) { skill->participants = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "damtype" ) ) { int x = get_sdamage( argument ); if ( x == -1 ) send_to_char( "Not a spell damage type.\n\r", ch ); else { SET_SDAM( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "acttype" ) ) { int x = get_saction( argument ); if ( x == -1 ) send_to_char( "Not a spell action type.\n\r", ch ); else { SET_SACT( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "classtype" ) ) { int x = get_sclass( argument ); if ( x == -1 ) send_to_char( "Not a spell class type.\n\r", ch ); else { SET_SCLA( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "powertype" ) ) { int x = get_spower( argument ); if ( x == -1 ) send_to_char( "Not a spell power type.\n\r", ch ); else { SET_SPOW( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "seffect" ) ) { int x = get_ssave_effect( argument ); if ( x == -1 ) send_to_char( "Not a spell save effect type.\n\r", ch ); else { SET_SSAV( skill, x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "flag" ) ) { int x = get_sflag( argument ); if ( x == -1 ) send_to_char( "Not a spell flag.\n\r", ch ); else { TOGGLE_BIT( skill->flags, 1 << x ); send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "saves" ) ) { int x = get_ssave( argument ); if ( x == -1 ) send_to_char( "Not a saving type.\n\r", ch ); else { skill->saves = x; send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "code" ) ) { SPELL_FUN *spellfun; DO_FUN *dofun; if ( (spellfun=spell_function(argument)) != spell_notfound ) { skill->spell_fun = spellfun; skill->skill_fun = NULL; } else if ( (dofun=skill_function(argument)) != skill_notfound ) { skill->skill_fun = dofun; skill->spell_fun = NULL; } else { send_to_char( "Not a spell or skill.\n\r", ch ); return; } send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "target" ) ) { int x = get_starget( argument ); if ( x == -1 ) send_to_char( "Not a valid target type.\n\r", ch ); else { skill->target = x; send_to_char( "Ok.\n\r", ch ); } return; } if ( !str_cmp( arg2, "minpos" ) ) { skill->minimum_position = URANGE( POS_DEAD, atoi( argument ), POS_DRAG ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "minlevel" ) ) { skill->min_level = URANGE( 1, atoi( argument ), MAX_LEVEL ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "sector") ) { char tmp_arg[MAX_STRING_LENGTH]; while ( argument[0] != '\0' ) { argument = one_argument( argument, tmp_arg ); value = get_secflag( tmp_arg ); if ( value < 0 || value > MAX_SECFLAG ) ch_printf( ch, "Unknown flag: %s\n\r", tmp_arg ); else TOGGLE_BIT( skill->spell_sector, (1 << value) ); } send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "slot" ) ) { skill->slot = URANGE( 0, atoi( argument ), 30000 ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "mana" ) ) { skill->min_mana = URANGE( 0, atoi( argument ), 2000 ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "beats" ) ) { skill->beats = URANGE( 0, atoi( argument ), 120 ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "range" ) ) { skill->range = URANGE( 0, atoi( argument ), 20 ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "guild" ) ) { skill->guild = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "value" ) ) { skill->value = atoi( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "type" ) ) { skill->type = get_skill( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "rmaffect" ) ) { SMAUG_AFF *aff = skill->affects; SMAUG_AFF *aff_next; int num = atoi( argument ); int cnt = 1; if ( !aff ) { send_to_char( "This spell has no special affects to remove.\n\r", ch ); return; } if ( num == 1 ) { skill->affects = aff->next; DISPOSE( aff->duration ); DISPOSE( aff->modifier ); DISPOSE( aff ); send_to_char( "Removed.\n\r", ch ); return; } for ( ; aff; aff = aff->next ) { if ( ++cnt == num && (aff_next=aff->next) != NULL ) { aff->next = aff_next->next; DISPOSE( aff_next->duration ); DISPOSE( aff_next->modifier ); DISPOSE( aff_next ); send_to_char( "Removed.\n\r", ch ); return; } } send_to_char( "Not found.\n\r", ch ); return; } /* * affect <location> <modifier> <duration> <bitvector> */ if ( !str_cmp( arg2, "affect" ) ) { char location[MAX_INPUT_LENGTH]; char modifier[MAX_INPUT_LENGTH]; char duration[MAX_INPUT_LENGTH]; /* char bitvector[MAX_INPUT_LENGTH]; */ int loc, bit, tmpbit; SMAUG_AFF *aff; argument = one_argument( argument, location ); argument = one_argument( argument, modifier ); argument = one_argument( argument, duration ); if ( location[0] == '!' ) loc = get_atype( location+1 ) + REVERSE_APPLY; else loc = get_atype( location ); if ( (loc % REVERSE_APPLY) < 0 || (loc % REVERSE_APPLY) >= MAX_APPLY_TYPE ) { send_to_char( "Unknown affect location. See AFFECTTYPES.\n\r", ch ); return; } bit = -1; if ( argument[0] != '\0' ) { if ( (tmpbit=get_aflag(argument)) == -1 ) ch_printf( ch, "Unknown bitvector: %s. See AFFECTED_BY\n\r", argument ); else bit = tmpbit; } CREATE( aff, SMAUG_AFF, 1 ); if ( !str_cmp( duration, "0" ) ) duration[0] = '\0'; if ( !str_cmp( modifier, "0" ) ) modifier[0] = '\0'; aff->duration = str_dup( duration ); aff->location = loc; aff->modifier = str_dup( modifier ); aff->bitvector = bit; aff->next = skill->affects; skill->affects = aff; send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "level" ) ) { char arg3[MAX_INPUT_LENGTH]; int class; argument = one_argument( argument, arg3 ); class = atoi( arg3 ); if ( class >= MAX_PC_CLASS || class < 0 ) send_to_char( "Not a valid class.\n\r", ch ); else skill->skill_level[class] = URANGE(0, atoi(argument), MAX_LEVEL); return; } if ( !str_cmp( arg2, "racelevel" ) ) { char arg3[MAX_INPUT_LENGTH]; int race; argument = one_argument( argument, arg3 ); race = atoi( arg3 ); if ( race >= MAX_PC_RACE || race < 0 ) send_to_char( "Not a valid race.\n\r", ch ); else skill->race_level[race] = URANGE(0, atoi(argument), MAX_LEVEL); return; } if ( !str_cmp( arg2, "adept" ) ) { char arg3[MAX_INPUT_LENGTH]; int class; argument = one_argument( argument, arg3 ); class = atoi( arg3 ); if ( class >= MAX_PC_CLASS || class < 0 ) send_to_char( "Not a valid class.\n\r", ch ); else skill->skill_adept[class] = URANGE(0, atoi(argument), 100); return; } if ( !str_cmp( arg2, "raceadept" ) ) { char arg3[MAX_INPUT_LENGTH]; int race; argument = one_argument( argument, arg3 ); race = atoi( arg3 ); if ( race >= MAX_PC_RACE || race < 0 ) send_to_char( "Not a valid race.\n\r", ch ); else skill->race_adept[race] = URANGE(0, atoi(argument), 100); return; } if ( !str_cmp( arg2, "name" ) ) { DISPOSE(skill->name); skill->name = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dammsg" ) ) { DISPOSE(skill->noun_damage); if ( !str_cmp( argument, "clear" ) ) skill->noun_damage = str_dup( "" ); else skill->noun_damage = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "wearoff" ) ) { DISPOSE(skill->msg_off); if ( str_cmp( argument, "clear" ) ) skill->msg_off = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "hitchar" ) ) { if ( skill->hit_char ) DISPOSE(skill->hit_char); if ( str_cmp( argument, "clear" ) ) skill->hit_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "hitvict" ) ) { if ( skill->hit_vict ) DISPOSE(skill->hit_vict); if ( str_cmp( argument, "clear" ) ) skill->hit_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "hitroom" ) ) { if ( skill->hit_room ) DISPOSE(skill->hit_room); if ( str_cmp( argument, "clear" ) ) skill->hit_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "hitdest" ) ) { if ( skill->hit_dest ) DISPOSE(skill->hit_dest); if ( str_cmp( argument, "clear" ) ) skill->hit_dest = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "misschar" ) ) { if ( skill->miss_char ) DISPOSE(skill->miss_char); if ( str_cmp( argument, "clear" ) ) skill->miss_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "missvict" ) ) { if ( skill->miss_vict ) DISPOSE(skill->miss_vict); if ( str_cmp( argument, "clear" ) ) skill->miss_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "missroom" ) ) { if ( skill->miss_room ) DISPOSE(skill->miss_room); if ( str_cmp( argument, "clear" ) ) skill->miss_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "diechar" ) ) { if ( skill->die_char ) DISPOSE(skill->die_char); if ( str_cmp( argument, "clear" ) ) skill->die_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dievict" ) ) { if ( skill->die_vict ) DISPOSE(skill->die_vict); if ( str_cmp( argument, "clear" ) ) skill->die_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dieroom" ) ) { if ( skill->die_room ) DISPOSE(skill->die_room); if ( str_cmp( argument, "clear" ) ) skill->die_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "immchar" ) ) { if ( skill->imm_char ) DISPOSE(skill->imm_char); if ( str_cmp( argument, "clear" ) ) skill->imm_char = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "immvict" ) ) { if ( skill->imm_vict ) DISPOSE(skill->imm_vict); if ( str_cmp( argument, "clear" ) ) skill->imm_vict = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "immroom" ) ) { if ( skill->imm_room ) DISPOSE(skill->imm_room); if ( str_cmp( argument, "clear" ) ) skill->imm_room = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "dice" ) ) { if ( skill->dice ) DISPOSE(skill->dice); if ( str_cmp( argument, "clear" ) ) skill->dice = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "components" ) ) { if ( skill->components ) DISPOSE(skill->components); if ( str_cmp( argument, "clear" ) ) skill->components = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } if ( !str_cmp( arg2, "teachers" ) ) { if ( skill->teachers ) DISPOSE(skill->teachers); if ( str_cmp( argument, "clear" ) ) skill->teachers = str_dup( argument ); send_to_char( "Ok.\n\r", ch ); return; } do_sset( ch, "" ); return; } if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) { if ( (sn = skill_lookup(arg1)) >= 0 ) { sprintf(arg1, "%d %s %s", sn, arg2, argument); do_sset(ch, arg1); } else send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } fAll = !str_cmp( arg2, "all" ); sn = 0; if ( !fAll && ( sn = skill_lookup( arg2 ) ) < 0 ) { send_to_char( "No such skill or spell.\n\r", ch ); return; } /* * Snarf the value. */ if ( !is_number( argument ) ) { send_to_char( "Value must be numeric.\n\r", ch ); return; } value = atoi( argument ); if ( value < 0 || value > 100 ) { send_to_char( "Value range is 0 to 100.\n\r", ch ); return; } if ( fAll ) { for ( sn = 0; sn < top_sn; sn++ ) { /* Fix by Narn to prevent ssetting skills the player shouldn't have. */ if ( skill_table[sn]->name && ( victim->level >= skill_table[sn]->skill_level[victim->class] || value == 0 ) ) { if ( value == 100 && !IS_IMMORTAL( victim ) ) victim->pcdata->learned[sn] = GET_ADEPT( victim, sn ); else victim->pcdata->learned[sn] = value; } } } else victim->pcdata->learned[sn] = value; return; } void learn_from_success( CHAR_DATA *ch, int sn ) { int adept, gain, sklvl, learn, percent, chance; if ( IS_NPC(ch) || ch->pcdata->learned[sn] <= 0 ) return; adept = GET_ADEPT(ch,sn); sklvl = skill_table[sn]->skill_level[ch->class]; if ( sklvl == 0 ) sklvl = ch->level; if ( ch->pcdata->learned[sn] < adept ) { chance = ch->pcdata->learned[sn] + (5 * skill_table[sn]->difficulty); percent = number_percent(); if ( percent >= chance ) learn = 2; else if ( chance - percent > 25 ) return; else learn = 1; ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + learn ); if ( ch->pcdata->learned[sn] == adept ) /* fully learned! */ { gain = 1000 * sklvl; if ( ch->class==CLASS_MAGE ) gain *= 5; /* h, mage upgrade */ if ( ch->class==CLASS_CLERIC ) gain *= 2; /* h, mage upgrade */ set_char_color( AT_WHITE, ch ); ch_printf( ch, "You are now an adept of %s! You gain %d bonus experience!\n\r", skill_table[sn]->name, gain ); } else { gain = 20 * sklvl; if ( ch->class==CLASS_MAGE ) gain *= 6; /* h, mage upgrade */ if ( ch->class==CLASS_CLERIC ) gain *= 3; /* h, mage upgrade */ if ( !ch->fighting && sn != gsn_hide && sn != gsn_sneak ) { set_char_color( AT_WHITE, ch ); ch_printf( ch, "You gain %d experience points from your success!\n\r", gain ); } } gain_exp( ch, gain ); } } void learn_from_failure( CHAR_DATA *ch, int sn ) { int adept, chance; if ( IS_NPC(ch) || ch->pcdata->learned[sn] <= 0 ) return; chance = ch->pcdata->learned[sn] + (5 * skill_table[sn]->difficulty); if ( chance - number_percent() > 25 ) return; adept = GET_ADEPT(ch, sn); if ( ch->pcdata->learned[sn] < (adept-1) ) ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + 1 ); } void do_grapple( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; sh_int percent; AFFECT_DATA af; if ( !IS_PKILL( ch ) && !IS_IMMORTAL( ch ) ) return; if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { one_argument( argument, arg ); if ( arg[0] == '\0' ) { act( AT_ACTION, "You move in a circle looking for someone to grapple.", ch, NULL, NULL, TO_CHAR ); act( AT_ACTION, "$n moves in a circle looking for someone to grapple.", ch, NULL, NULL, TO_ROOM ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } } if ( IS_NPC( victim ) ) { send_to_char( "Stick to wrestling players.\n\r", ch ); return; } if ( IS_AFFECTED( victim, AFF_GRAPPLE) ) return; if ( is_safe( ch, victim, TRUE ) ) { send_to_char( "A magical force prevents you from attacking.\n\r", ch ); return; } if ( who_fighting( ch ) && who_fighting( ch ) != victim ) { send_to_char( "You're fighting someone else!\n\r", ch ); return; } if ( who_fighting( victim ) && who_fighting( victim ) != ch ) { send_to_char( "You can't get close enough.\n\r", ch ); return; } percent = LEARNED( ch, gsn_grapple ); WAIT_STATE( ch, skill_table[gsn_grapple]->beats ); if ( !chance( ch, percent ) ) { send_to_char( "You lost your balance.\n\r", ch); act( AT_ACTION, "$n tries to grapple you but can't get close enough.", ch, NULL, victim, TO_VICT ); /* act( AT_ACTION, "$n tries to grapple with $N.", ch, NULL, victim, TO_NOTVICT ); */ learn_from_failure( ch, gsn_grapple ); check_illegal_pk( ch, victim ); return; } af.type = gsn_grapple; af.duration = 2; af.location = APPLY_DEX; af.modifier = -2; af.bitvector = meb( AFF_GRAPPLE ); affect_to_char( victim, &af); af.type = gsn_grapple; af.duration = 2; af.location = APPLY_DEX; af.modifier = -2; af.bitvector = meb( AFF_GRAPPLE ); affect_to_char( ch, &af ); ch_printf( ch, "You manage to grab hold of %s!\n\r", capitalize( victim->name ) ); act( AT_ACTION, "$n grabs hold of you!", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begins grappling with $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_success( ch, gsn_grapple ); check_illegal_pk( ch, victim ); if ( !ch->fighting && victim->in_room == ch->in_room ) set_fighting( ch, victim ); if ( !victim->fighting && ch->in_room == victim->in_room) set_fighting( victim, ch ); return; } void do_gouge( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; sh_int dam; int chance; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !can_use_skill(ch, 0, gsn_gouge ) ) { send_to_char("You do not yet know of this skill.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } chance = (( get_curr_dex(victim) - get_curr_dex(ch)) * 10) + 10; if ( !IS_NPC(ch) && !IS_NPC(victim) ) chance += sysdata.gouge_plr_vs_plr; if ( victim->fighting && victim->fighting->who != ch ) chance += sysdata.gouge_nontank; if ( can_use_skill( ch, (number_percent () + chance), gsn_gouge ) ) { dam = number_range( 5, ch->level ); global_retcode = damage( ch, victim, dam, gsn_gouge ); if ( global_retcode == rNONE ) { if ( !IS_AFFECTED( victim, AFF_BLIND ) ) { af.type = gsn_blindness; af.location = APPLY_HITROLL; af.modifier = -6; if ( !IS_NPC( victim ) && !IS_NPC( ch ) ) af.duration = ( ch->level+10 ) / get_curr_con( victim ); else af.duration = 3 + (ch->level/15); af.bitvector = meb(AFF_BLIND); affect_to_char( victim, &af ); act( AT_SKILL, "You can't see a thing!", victim, NULL, NULL, TO_CHAR ); } WAIT_STATE( ch, PULSE_VIOLENCE ); if ( !IS_NPC( ch ) && !IS_NPC( victim ) ) { if ( number_bits( 1 ) == 0 ) { ch_printf( ch, "%s looks momentarily dazed.\n\r", victim->name ); send_to_char( "You are momentarily dazed ...\n\r", victim ); WAIT_STATE( victim, PULSE_VIOLENCE ); } } else WAIT_STATE( victim, PULSE_VIOLENCE ); /* Taken out by request - put back in by Thoric * This is how it was designed. You'd be a tad stunned * if someone gouged you in the eye. * Mildly modified by Blodkai, Feb 1998 at request of * of pkill Conclave (peaceful use remains the same) */ } else if ( global_retcode == rVICT_DIED ) { act( AT_BLOOD, "Your fingers plunge into your victim's brain, causing immediate death!", ch, NULL, NULL, TO_CHAR ); } if ( global_retcode != rCHAR_DIED && global_retcode != rBOTH_DIED ) learn_from_success( ch, gsn_gouge ); } else { WAIT_STATE( ch, skill_table[gsn_gouge]->beats ); global_retcode = damage( ch, victim, 0, gsn_gouge ); learn_from_failure( ch, gsn_gouge ); } return; } void do_detrap( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *trap; int percent; bool found = FALSE; switch( ch->substate ) { default: if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } argument = one_argument( argument, arg ); if ( !can_use_skill(ch, 0, gsn_detrap ) ) { send_to_char("You do not yet know of this skill.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Detrap what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; found = FALSE; if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( !ch->in_room->first_content ) { send_to_char( "You can't find that here.\n\r", ch ); return; } for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && nifty_is_name( arg, obj->name ) ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You can't find that here.\n\r", ch ); return; } act( AT_ACTION, "You carefully begin your attempt to remove a trap from $p...", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n carefully attempts to remove a trap from $p...", ch, obj, NULL, TO_ROOM ); ch->alloc_ptr = str_dup( obj->name ); add_timer( ch, TIMER_DO_FUN, 3, do_detrap, 1 ); /* WAIT_STATE( ch, skill_table[gsn_detrap]->beats ); */ return; case 1: if ( !ch->alloc_ptr ) { send_to_char( "Your detrapping was interrupted!\n\r", ch ); bug( "do_detrap: ch->alloc_ptr NULL!", 0 ); return; } strcpy( arg, ch->alloc_ptr ); DISPOSE( ch->alloc_ptr ); ch->alloc_ptr = NULL; ch->substate = SUB_NONE; break; case SUB_TIMER_DO_ABORT: DISPOSE(ch->alloc_ptr); ch->substate = SUB_NONE; send_to_char( "You carefully stop what you were doing.\n\r", ch ); return; } if ( !ch->in_room->first_content ) { send_to_char( "You can't find that here.\n\r", ch ); return; } for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && nifty_is_name( arg, obj->name ) ) { found = TRUE; break; } } if ( !found ) { send_to_char( "You can't find that here.\n\r", ch ); return; } if ( (trap = get_trap( obj )) == NULL ) { send_to_char( "You find no trap on that.\n\r", ch ); return; } percent = number_percent( ) - ( ch->level / 15 ) - (get_curr_lck(ch) - 16); separate_obj(obj); if ( !can_use_skill( ch, percent, gsn_detrap ) ) { send_to_char( "Ooops!\n\r", ch ); spring_trap( ch, trap ); learn_from_failure( ch, gsn_detrap ); return; } extract_obj( trap ); send_to_char( "You successfully remove a trap.\n\r", ch ); learn_from_success( ch, gsn_detrap ); return; } void do_dig( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *startobj; bool found, shovel; EXIT_DATA *pexit; switch( ch->substate ) { default: if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] != '\0' ) { if ( ( pexit = find_door( ch, arg, TRUE ) ) == NULL && get_dir(arg) == -1 ) { send_to_char( "What direction is that?\n\r", ch ); return; } if ( pexit ) { if ( !IS_SET(pexit->exit_info, EX_DIG) && !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "There is no need to dig out that exit.\n\r", ch ); return; } } } else { switch( ch->in_room->sector_type ) { case SECT_CITY: case SECT_INSIDE: send_to_char( "The floor is too hard to dig through.\n\r", ch ); return; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: send_to_char( "You cannot dig here.\n\r", ch ); return; case SECT_AIR: send_to_char( "What? In the air?!\n\r", ch ); return; } } add_timer( ch, TIMER_DO_FUN, UMIN(skill_table[gsn_dig]->beats / 10, 3), do_dig, 1); ch->alloc_ptr = str_dup( arg ); send_to_char( "You begin digging...\n\r", ch ); act( AT_PLAIN, "$n begins digging...", ch, NULL, NULL, TO_ROOM ); return; case 1: if ( !ch->alloc_ptr ) { send_to_char( "Your digging was interrupted!\n\r", ch ); act( AT_PLAIN, "$n's digging was interrupted!", ch, NULL, NULL, TO_ROOM ); bug( "do_dig: alloc_ptr NULL", 0 ); return; } strcpy( arg, ch->alloc_ptr ); DISPOSE( ch->alloc_ptr ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->alloc_ptr ); ch->substate = SUB_NONE; send_to_char( "You stop digging...\n\r", ch ); act( AT_PLAIN, "$n stops digging...", ch, NULL, NULL, TO_ROOM ); return; } ch->substate = SUB_NONE; /* not having a shovel makes it harder to succeed */ shovel = FALSE; for ( obj = ch->first_carrying; obj; obj = obj->next_content ) if ( obj->item_type == ITEM_SHOVEL ) { shovel = TRUE; break; } /* dig out an EX_DIG exit... */ if ( arg[0] != '\0' ) { if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL && IS_SET( pexit->exit_info, EX_DIG ) && IS_SET( pexit->exit_info, EX_CLOSED ) ) { /* 4 times harder to dig open a passage without a shovel */ /* if ( (number_percent() * (shovel ? 1 : 4)) < LEARNED(ch, gsn_dig) ) */ if ( can_use_skill( ch, (number_percent() * (shovel ? 1 : 4)), gsn_dig ) ) { if ( !IS_SET( pexit->exit_info, EX_ISDOOR ) ) { remove_bexit_flag( pexit, EX_CLOSED ); send_to_char( "You dig open a passageway!\n\r", ch ); act( AT_PLAIN, "$n digs open a passageway!", ch, NULL, NULL, TO_ROOM ); } else { REMOVE_BIT( pexit->exit_info, EX_DIG ); send_to_char( "You uncover a doorway!\n\r", ch ); act( AT_PLAIN, "$n uncovers a doorway!", ch, NULL, NULL, TO_ROOM ); } learn_from_success( ch, gsn_dig ); return; } } learn_from_failure( ch, gsn_dig ); send_to_char( "Your dig did not discover any exit...\n\r", ch ); act( AT_PLAIN, "$n's dig did not discover any exit...", ch, NULL, NULL, TO_ROOM ); return; } startobj = ch->in_room->first_content; found = FALSE; for ( obj = startobj; obj; obj = obj->next_content ) { /* twice as hard to find something without a shovel */ if ( IS_OBJ_STAT( obj, ITEM_BURIED ) && ( can_use_skill( ch, (number_percent () * (shovel ? 1 : 2)), gsn_dig ) ) ) /* && (number_percent() * (shovel ? 1 : 2)) < (IS_NPC(ch) ? 80 : ch->pcdata->learned[gsn_dig]) ) */ { found = TRUE; break; } } if ( !found ) { send_to_char( "Your dig uncovered nothing.\n\r", ch ); act( AT_PLAIN, "$n's dig uncovered nothing.", ch, NULL, NULL, TO_ROOM ); learn_from_failure( ch, gsn_dig ); return; } separate_obj(obj); xREMOVE_BIT( obj->extra_flags, ITEM_BURIED ); act( AT_SKILL, "Your dig uncovered $p!", ch, obj, NULL, TO_CHAR ); act( AT_SKILL, "$n's dig uncovered $p!", ch, obj, NULL, TO_ROOM ); learn_from_success( ch, gsn_dig ); if ( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC ) adjust_favor( ch, 14, 1 ); return; } void do_search( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *container; OBJ_DATA *startobj; int percent, door; door = -1; switch( ch->substate ) { default: if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } argument = one_argument( argument, arg ); if ( arg[0] != '\0' && (door = get_door( arg )) == -1 ) { container = get_obj_here( ch, arg ); if ( !container ) { send_to_char( "You can't find that here.\n\r", ch ); return; } if ( container->item_type != ITEM_CONTAINER ) { send_to_char( "You can't search in that!\n\r", ch ); return; } if ( IS_SET(container->value[1], CONT_CLOSED) ) { send_to_char( "It is closed.\n\r", ch ); return; } } add_timer( ch, TIMER_DO_FUN, UMIN(skill_table[gsn_search]->beats / 10, 3), do_search, 1 ); send_to_char( "You begin your search...\n\r", ch ); ch->alloc_ptr = str_dup( arg ); return; case 1: if ( !ch->alloc_ptr ) { send_to_char( "Your search was interrupted!\n\r", ch ); bug( "do_search: alloc_ptr NULL", 0 ); return; } strcpy( arg, ch->alloc_ptr ); DISPOSE( ch->alloc_ptr ); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->alloc_ptr ); ch->substate = SUB_NONE; send_to_char( "You stop your search...\n\r", ch ); return; } ch->substate = SUB_NONE; if ( arg[0] == '\0' ) startobj = ch->in_room->first_content; else { if ( (door = get_door( arg )) != -1 ) startobj = NULL; else { container = get_obj_here( ch, arg ); if ( !container ) { send_to_char( "You can't find that here.\n\r", ch ); return; } startobj = container->first_content; } } if ( (!startobj && door == -1) || IS_NPC(ch) ) { send_to_char( "You find nothing.\n\r", ch ); learn_from_failure( ch, gsn_search ); return; } percent = number_percent( ) + number_percent( ) - ( ch->level / 10 ); if ( door != -1 ) { EXIT_DATA *pexit; if ( (pexit = get_exit( ch->in_room, door )) != NULL && IS_SET( pexit->exit_info, EX_SECRET ) && IS_SET( pexit->exit_info, EX_xSEARCHABLE ) && can_use_skill( ch, percent, gsn_search ) ) { act( AT_SKILL, "Your search reveals the $d!", ch, NULL, pexit->keyword, TO_CHAR ); act( AT_SKILL, "$n finds the $d!", ch, NULL, pexit->keyword, TO_ROOM ); REMOVE_BIT( pexit->exit_info, EX_SECRET ); learn_from_success( ch, gsn_search ); return; } } else for ( obj = startobj; obj; obj = obj->next_content ) { if ( IS_OBJ_STAT( obj, ITEM_HIDDEN ) && can_use_skill(ch, percent, gsn_search ) ) { separate_obj(obj); xREMOVE_BIT( obj->extra_flags, ITEM_HIDDEN ); act( AT_SKILL, "Your search reveals $p!", ch, obj, NULL, TO_CHAR ); act( AT_SKILL, "$n finds $p!", ch, obj, NULL, TO_ROOM ); learn_from_success( ch, gsn_search ); return; } } send_to_char( "You find nothing.\n\r", ch ); learn_from_failure( ch, gsn_search ); return; } void do_steal( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; char arg2 [MAX_INPUT_LENGTH]; CHAR_DATA *victim, *mst; OBJ_DATA *obj; int percent; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Steal what from whom?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "A magical force interrupts you.\n\r", ch ); return; } /* Disabled stealing among players because of complaints naked avatars were running around stealing eq from equipped pkillers. -- Narn */ /* if ( check_illegal_psteal( ch, victim ) ) { send_to_char( "You can't steal from that player.\n\r", ch ); return; } */ if ( !IS_NPC( ch ) && !IS_NPC( victim ) ) { set_char_color( AT_IMMORT, ch ); send_to_char( "The gods forbid theft between players.\n\r", ch ); return; } if ( IS_NPC(victim) && xIS_SET(victim->act, ACT_PACIFIST) ) /* Gorog */ { send_to_char( "They are a pacifist - Shame on you!\n\r", ch); return; } WAIT_STATE( ch, skill_table[gsn_steal]->beats ); percent = number_percent( ) + ( IS_AWAKE(victim) ? 10 : -50 ) - (get_curr_lck(ch) - 15) + (get_curr_lck(victim) - 13); /* Changed the level check, made it 10 levels instead of five and made the victim not attack in the case of a too high level difference. This is to allow mobprogs where the mob steals eq without having to put level checks into the progs. Also gave the mobs a 10% chance of failure. */ if( ch->level + 10 < victim->level ) { send_to_char( "You really don't want to try that!\n\r", ch ); return; } if ( victim->position == POS_FIGHTING || !can_use_skill( ch, percent, gsn_steal ) || (IS_NPC(victim) && xIS_SET(victim->act, ACT_NOSTEAL) ) ) { /* * Failure. */ send_to_char( "Oops...\n\r", ch ); act( AT_ACTION, "$n tried to steal from you!\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n tried to steal from $N.\n\r", ch, NULL, victim, TO_NOTVICT ); sprintf( buf, "%s is a bloody thief!", ch->name ); do_yell( victim, buf ); learn_from_failure( ch, gsn_steal ); if ( !IS_NPC(ch) ) { if ( legal_loot( ch, victim ) ) { global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } else { /* log_string( buf ); */ if ( IS_NPC( ch ) ) { if ( (mst = ch->master) == NULL ) return; } else mst = ch; if ( IS_NPC( mst ) ) return; if ( !xIS_SET(mst->act, PLR_THIEF) ) { xSET_BIT(mst->act, PLR_THIEF); set_char_color( AT_WHITE, ch ); send_to_char( "A strange feeling grows deep inside you, and a tingle goes up your spine...\n\r", ch ); set_char_color( AT_IMMORT, ch ); send_to_char( "A deep voice booms inside your head, 'Thou shall now be known as a lowly thief!'\n\r", ch ); set_char_color( AT_WHITE, ch ); send_to_char( "You feel as if your soul has been revealed for all to see.\n\r", ch ); save_char_obj( mst ); } } } return; } if ( !str_cmp( arg1, "coin" ) || !str_cmp( arg1, "coins" ) || !str_cmp( arg1, "gold" ) ) { int amount; amount = (int) (victim->gold * number_range(1, 10) / 100); if ( amount <= 0 ) { send_to_char( "You couldn't get any gold.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } ch->gold += amount; victim->gold -= amount; ch_printf( ch, "Aha! You got %d gold coins.\n\r", amount ); learn_from_success( ch, gsn_steal ); return; } if ( ( obj = get_obj_carry( victim, arg1 ) ) == NULL ) { send_to_char( "You can't seem to find it.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } if ( !can_drop_obj( ch, obj ) || IS_OBJ_STAT(obj, ITEM_INVENTORY) || IS_OBJ_STAT(obj, ITEM_PROTOTYPE) || obj->level > ch->level ) { send_to_char( "You can't manage to pry it away.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } if ( ch->carry_number + (get_obj_number(obj)/obj->count) > can_carry_n( ch ) ) { send_to_char( "You have your hands full.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } if ( ch->carry_weight + (get_obj_weight(obj)/obj->count) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); learn_from_failure( ch, gsn_steal ); return; } separate_obj( obj ); obj_from_char( obj ); obj_to_char( obj, ch ); send_to_char( "Ok.\n\r", ch ); learn_from_success( ch, gsn_steal ); adjust_favor( ch, 9, 1 ); return; } void do_pounce( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } one_argument( argument, arg ); if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Pounce on whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Pounce on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim, TRUE ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || ( obj->value[3] != 1 && obj->value[3] != 2 && obj->value[3] != 3 && obj->value[3] != 5 && obj->value[3] != 10 && obj->value[3] != 11 ) ) { send_to_char( "You are not wielding an appropriate weapon type to effectively pounce.\n\r", ch ); return; } if ( victim->fighting ) { send_to_char( "You cannot pounce on someone who is in combat.\n\r", ch ); return; } if ( victim->hit < victim->max_hit && IS_AWAKE( victim ) ) { act( AT_PLAIN, "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } percent = number_percent( ) - ( get_curr_lck( ch ) - 14 ) + ( get_curr_lck( victim ) - 13 ); check_attacker( ch, victim ); WAIT_STATE( ch, skill_table[gsn_pounce]->beats ); if ( !IS_AWAKE( victim ) || can_use_skill( ch, percent, gsn_pounce ) ) { learn_from_success( ch, gsn_pounce ); global_retcode = multi_hit( ch, victim, gsn_pounce ); check_illegal_pk( ch, victim ); } else { learn_from_failure( ch, gsn_pounce ); global_retcode = damage( ch, victim, 0, gsn_pounce ); check_illegal_pk( ch, victim ); } return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } one_argument( argument, arg ); if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Backstab whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( xIS_SET(ch->act, PLR_NICE ) && !IS_NPC( victim ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } if ( is_safe( ch, victim, TRUE ) ) return; /* Added stabbing weapon. -Narn */ if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || ( obj->value[3] != 11 && obj->value[3] != 2 ) ) { send_to_char( "You need to wield a piercing or stabbing weapon.\n\r", ch ); return; } if ( victim->fighting ) { send_to_char( "You can't backstab someone who is in combat.\n\r", ch ); return; } /* Can backstab a char even if it's hurt as long as it's sleeping. -Narn */ if ( victim->hit < victim->max_hit && IS_AWAKE( victim ) ) { act( AT_PLAIN, "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR ); return; } percent = number_percent( ) - (get_curr_lck(ch) - 14) + (get_curr_lck(victim) - 13); check_attacker( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab]->beats ); if ( !IS_AWAKE(victim) || can_use_skill( ch, percent, gsn_backstab ) ) { learn_from_success( ch, gsn_backstab ); global_retcode = multi_hit( ch, victim, gsn_backstab ); adjust_favor( ch, 10, 1 ); check_illegal_pk( ch, victim ); } else { learn_from_failure( ch, gsn_backstab ); global_retcode = damage( ch, victim, 0, gsn_backstab ); check_illegal_pk( ch, victim ); } return; } void do_rescue( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *fch; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_BERSERK ) ) { send_to_char( "You aren't thinking clearly...\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Rescue whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How about fleeing instead?\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "They don't need your help!\n\r", ch ); return; } if ( !ch->fighting ) { send_to_char( "Too late...\n\r", ch ); return; } if ( ( fch = who_fighting( victim) ) == NULL ) { send_to_char( "They are not fighting right now.\n\r", ch ); return; } if ( who_fighting( victim ) == ch ) { send_to_char( "Just running away would be better...\n\r", ch ); return; } if ( IS_AFFECTED( victim, AFF_BERSERK ) ) { send_to_char( "Stepping in front of a berserker would not be an intelligent decision.\n\r", ch ); return; } percent = number_percent( ) - (get_curr_lck(ch) - 14) - (get_curr_lck(victim) - 16); WAIT_STATE( ch, skill_table[gsn_rescue]->beats ); if (!can_use_skill( ch, percent, gsn_rescue ) ) { send_to_char( "You fail the rescue.\n\r", ch ); act( AT_SKILL, "$n tries to rescue you!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "$n tries to rescue $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_failure( ch, gsn_rescue ); return; } act( AT_SKILL, "You rescue $N!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n rescues you!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "$n moves in front of $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_success( ch, gsn_rescue ); adjust_favor( ch, 8, 1 ); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); if ( ch->fighting ) stop_fighting( ch, FALSE ); set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_meditate( CHAR_DATA *ch, char *argument ) { char *arg; int percent; int managain = (ch->class == CLASS_DRUID ? 0 : 22); switch( ch->substate ) { default: if ( IS_NPC(ch) || IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } send_to_char_color( "&BYou enter into a meditative state, hoping to collect mana from the cosmos.\n\r", ch ); add_timer( ch, TIMER_DO_FUN, UMAX(2,(skill_table[gsn_meditate]->beats/8)), do_meditate, 1); ch->alloc_ptr = str_dup( argument ); return; case 1: if ( !ch->alloc_ptr ) { send_to_char_color( "&BYour meditation was interrupted.\n\r", ch ); bug( "do_meditate: alloc_ptr NULL or not numeric", 0 ); return; } arg = str_dup( ch->alloc_ptr ); DISPOSE( ch->alloc_ptr ); break; case SUB_TIMER_DO_ABORT: ch->substate = SUB_NONE; send_to_char_color( "&BYou stop meditating.\n\r", ch ); DISPOSE( ch->alloc_ptr ); return; } switch ( ch->in_room->sector_type ) { case SECT_INSIDE: case SECT_DUNNO: case SECT_UNDERGROUND: default: break; case SECT_FIELD: case SECT_HILLS: case SECT_FOREST: case SECT_MOUNTAIN: if (ch->class == CLASS_DRUID) managain=24; else managain +=2; break; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: case SECT_OCEANFLOOR: if ( ch->race == RACE_SEA_ELF ) managain+=3; else if (!IS_AFFECTED( ch, AFF_AQUA_BREATH )) managain-=2; break; case SECT_AIR: if ( ch->race == RACE_PIXIE ) managain+=3; else if ( !IS_AFFECTED( ch, AFF_FLYING ) ) managain-=2; break; case SECT_DESERT: case SECT_LAVA: case SECT_SWAMP: managain-=2; break; } percent = UMAX(1, number_percent() + get_curr_wis(ch) - 10); if ( can_use_skill(ch, percent ,gsn_meditate ) ) { learn_from_success( ch, gsn_meditate ); send_to_char_color( "&BYou meditate peacefully, collecting mana from the cosmos.\n\r", ch ); ch->mana = UMIN(ch->max_mana, ch->mana+managain); } else { send_to_char_color( "&BYou spend several minutes in deep concentration, but fail to collect any mana.\n\r", ch ); learn_from_failure( ch, gsn_meditate ); } if ( ch->mana<ch->max_mana) { TIMER *timer; timer = get_timerptr( ch, TIMER_DO_FUN ); timer->count += UMAX(2,(skill_table[gsn_meditate]->beats/8)); ch->alloc_ptr = str_dup( arg ); } else { send_to_char_color( "&BYou complete your meditations.\n\r", ch ); ch->substate = SUB_NONE; } return; } void do_trance( CHAR_DATA *ch, char *argument ) { char *arg; int percent; int managain= (ch->class == CLASS_DRUID ? 0 : 50); switch( ch->substate ) { default: if ( IS_NPC(ch) || IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } send_to_char_color( "&BYou enter a peaceful trance, collecting mana from the cosmos.\n\r", ch ); add_timer( ch, TIMER_DO_FUN, UMAX(2,(skill_table[gsn_trance]->beats/8)), do_trance, 1); ch->alloc_ptr = str_dup( argument ); return; case 1: if ( !ch->alloc_ptr ) { send_to_char_color( "&BYour trance was interrupted.\n\r", ch ); bug( "do_trance: alloc_ptr NULL or not numeric", 0 ); return; } arg = str_dup ( ch->alloc_ptr ); DISPOSE( ch->alloc_ptr ); break; case SUB_TIMER_DO_ABORT: ch->substate = SUB_NONE; send_to_char_color( "&BYou come out of your trance.\n\r", ch ); DISPOSE( ch->alloc_ptr ); return; } switch ( ch->in_room->sector_type ) { case SECT_DUNNO: case SECT_UNDERGROUND: default: break; case SECT_INSIDE: case SECT_FIELD: case SECT_HILLS: case SECT_FOREST: case SECT_MOUNTAIN: if ( ch->class == CLASS_DRUID ) managain = 50; else managain +=2; break; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: case SECT_OCEANFLOOR: if ( ch->race == RACE_SEA_ELF ) managain+=3; else if (!IS_AFFECTED( ch, AFF_AQUA_BREATH )) managain-=2; break; case SECT_AIR: if ( ch->race == RACE_PIXIE ) managain+=3; else if ( !IS_AFFECTED( ch, AFF_FLYING ) ) managain-=2; break; case SECT_DESERT: case SECT_LAVA: case SECT_SWAMP: managain-=2; break; } percent = UMAX(1, number_percent() + get_curr_wis(ch) - 10); if ( can_use_skill(ch, percent, gsn_trance ) ) { learn_from_success( ch, gsn_trance ); send_to_char_color( "&BIn your peaceful trance, you collect mana from the cosmos.\n\r", ch ); ch->mana = UMIN(ch->max_mana, ch->mana+managain); } else { send_to_char_color( "&BYou spend several minutes in a deep trance, but fail to collect any mana.\n\r", ch ); learn_from_failure( ch, gsn_trance ); } if ( ch->mana<ch->max_mana) { TIMER *timer; timer = get_timerptr( ch, TIMER_DO_FUN ); timer->count += UMAX(2,(skill_table[gsn_trance]->beats/8)); ch->alloc_ptr = str_dup( arg ); } else { send_to_char_color( "&BYou complete your trance.\n\r", ch ); ch->substate = SUB_NONE; } return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_kick]->skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick]->beats ); if ( can_use_skill(ch, number_percent(),gsn_kick ) ) { learn_from_success( ch, gsn_kick ); global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_kick ); } else { learn_from_failure( ch, gsn_kick ); global_retcode = damage( ch, victim, 0, gsn_kick ); } return; } void do_punch( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_punch]->skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_punch]->beats ); if ( can_use_skill( ch, number_percent(), gsn_punch ) ) { learn_from_success( ch, gsn_punch ); global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_punch ); } else { learn_from_failure( ch, gsn_punch ); global_retcode = damage( ch, victim, 0, gsn_punch ); } return; } void do_bite( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_bite]->skill_level[ch->class] ) { send_to_char( "That isn't quite one of your natural skills.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_bite]->beats ); if ( can_use_skill( ch, number_percent(), gsn_bite ) ) { learn_from_success( ch, gsn_bite ); global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_bite ); } else { learn_from_failure( ch, gsn_bite ); global_retcode = damage( ch, victim, 0, gsn_bite ); } return; } void do_claw( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_claw]->skill_level[ch->class] ) { send_to_char( "That isn't quite one of your natural skills.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_claw]->beats ); if ( can_use_skill( ch, number_percent(), gsn_claw ) ) { learn_from_success( ch, gsn_claw ); global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_claw ); } else { learn_from_failure( ch, gsn_claw ); global_retcode = damage( ch, victim, 0, gsn_claw ); } return; } void do_sting( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_sting]->skill_level[ch->class] ) { send_to_char( "That isn't quite one of your natural skills.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_sting]->beats ); if ( can_use_skill( ch, number_percent(), gsn_sting ) ) { learn_from_success( ch, gsn_sting ); global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_sting ); } else { learn_from_failure( ch, gsn_sting ); global_retcode = damage( ch, victim, 0, gsn_sting ); } return; } void do_tail( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_tail]->skill_level[ch->class] ) { send_to_char( "That isn't quite one of your natural skills.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_tail]->beats ); if ( can_use_skill( ch, number_percent(), gsn_tail ) ) { learn_from_success( ch, gsn_tail ); global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_tail ); } else { learn_from_failure( ch, gsn_tail ); global_retcode = damage( ch, victim, 0, gsn_tail ); } return; } void do_bash( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int chance; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_bash]->skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } chance = (((get_curr_dex(victim) + get_curr_str(victim)) - (get_curr_dex(ch) + get_curr_str(ch))) * 10) + 10; if ( !IS_NPC(ch) && !IS_NPC(victim) ) chance += sysdata.bash_plr_vs_plr; if ( victim->fighting && victim->fighting->who != ch ) chance += sysdata.bash_nontank; WAIT_STATE( ch, skill_table[gsn_bash]->beats ); if ( can_use_skill(ch, (number_percent () + chance), gsn_bash ) ) { learn_from_success( ch, gsn_bash ); /* do not change anything here! -Thoric */ WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_SITTING; global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_bash ); } else { learn_from_failure( ch, gsn_bash ); global_retcode = damage( ch, victim, 0, gsn_bash ); } return; } void do_stun( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; AFFECT_DATA af; int chance; bool fail; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_stun]->skill_level[ch->class] ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->move < ch->max_move/10 ) { set_char_color( AT_SKILL, ch ); send_to_char( "You are far too tired to do that.\n\r", ch ); return; /* missing return fixed March 11/96 */ } WAIT_STATE( ch, skill_table[gsn_stun]->beats ); fail = FALSE; chance = ris_save( victim, ch->level, RIS_PARALYSIS ); if ( chance == 1000 ) fail = TRUE; else fail = saves_para_petri( chance, victim ); chance = (((get_curr_dex(victim) + get_curr_str(victim)) - (get_curr_dex(ch) + get_curr_str(ch))) * 10) + 10; /* harder for player to stun another player */ if ( !IS_NPC(ch) && !IS_NPC(victim) ) chance += sysdata.stun_plr_vs_plr; else chance += sysdata.stun_regular; if (!fail && can_use_skill(ch, (number_percent () + chance), gsn_stun ) ) { learn_from_success( ch, gsn_stun ); /* DO *NOT* CHANGE! -Thoric */ if ( !IS_NPC(ch) ) ch->move -= ch->max_move/10; WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, PULSE_VIOLENCE ); act( AT_SKILL, "$N smashes into you, leaving you stunned!", victim, NULL, ch, TO_CHAR ); act( AT_SKILL, "You smash into $N, leaving $M stunned!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n smashes into $N, leaving $M stunned!", ch, NULL, victim, TO_NOTVICT ); if ( !IS_AFFECTED( victim, AFF_PARALYSIS ) ) { af.type = gsn_stun; af.location = APPLY_AC; af.modifier = 20; af.duration = 3; af.bitvector = meb(AFF_PARALYSIS); affect_to_char( victim, &af ); update_pos( victim ); } } else { WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); if ( !IS_NPC(ch) ) ch->move -= ch->max_move/15; learn_from_failure( ch, gsn_stun ); act( AT_SKILL, "$n charges at you screaming, but you dodge out of the way.", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "You try to stun $N, but $E dodges out of the way.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n charges screaming at $N, but keeps going right on past.", ch, NULL, victim, TO_NOTVICT ); } return; } void do_bloodlet( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC(ch) || !IS_VAMPIRE(ch) ) return; if ( ch->fighting ) { send_to_char( "You're too busy fighting...\n\r", ch ); return; } if ( ch->pcdata->condition[COND_BLOODTHIRST] < 10 ) { send_to_char( "You are too drained to offer any blood...\n\r", ch ); return; } WAIT_STATE( ch, PULSE_VIOLENCE ); if ( can_use_skill(ch, number_percent(), gsn_bloodlet ) ) { gain_condition( ch, COND_BLOODTHIRST, -7 ); act( AT_BLOOD, "Tracing a sharp nail over your skin, you let your blood spill.", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "$n traces a sharp nail over $s skin, spilling a quantity of blood to the ground.", ch, NULL, NULL, TO_ROOM ); learn_from_success( ch, gsn_bloodlet ); obj = create_object( get_obj_index( OBJ_VNUM_BLOODLET ), 0 ); obj->timer = 1; obj->value[1] = 6; obj_to_room( obj, ch->in_room ); damage( ch, ch, ch->level/5, gsn_bloodlet ); } else { act( AT_BLOOD, "You cannot manage to draw much blood...", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "$n slices open $s skin, but no blood is spilled...", ch, NULL, NULL, TO_ROOM ); learn_from_failure( ch, gsn_bloodlet ); } return; } void do_feed( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; sh_int dam; sh_int temphit; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && !IS_VAMPIRE(ch) ) { send_to_char( "It is not of your nature to feed on living creatures.\n\r", ch ); return; } if ( !can_use_skill(ch, 0, gsn_feed ) ) { send_to_char( "You have not yet practiced your new teeth.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_feed]->beats ); if ( can_use_skill( ch, number_percent(), gsn_feed ) ) { dam = number_range( 1, ch->level ); global_retcode = damage( ch, victim, dam, gsn_feed ); if ( global_retcode == rNONE && !IS_NPC(ch) && dam && ch->fighting && ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) ) { gain_condition( ch, COND_BLOODTHIRST, UMIN( number_range(1, (ch->level+victim->level / 20) + 3 ), (10 + ch->level) - ch->pcdata->condition[COND_BLOODTHIRST] ) ); if ( ch->pcdata->condition[COND_FULL] <= 37 ) gain_condition( ch, COND_FULL, 2); gain_condition( ch, COND_THIRST, 2); act( AT_BLOOD, "You manage to suck a little life out of $N.", ch, NULL, victim, TO_CHAR ); act( AT_BLOOD, "$n sucks some of your blood!", ch, NULL, victim, TO_VICT ); learn_from_success( ch, gsn_feed ); temphit = ch->hit; ch->hit += 1 + ch->level / 5; if ( ch->hit > ch->max_hit ) ch->hit = ch->max_hit; if ( ch->hit < temphit ) ch->hit = temphit; } } else { global_retcode = damage( ch, victim, 0, gsn_feed ); if ( global_retcode == rNONE && !IS_NPC(ch) && ch->fighting && ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) ) { act( AT_BLOOD, "The smell of $N's blood is driving you insane!", ch, NULL, victim, TO_CHAR ); act( AT_BLOOD, "$n is lusting after your blood!", ch, NULL, victim, TO_VICT ); learn_from_failure( ch, gsn_feed ); } } return; } /* * Disarm a creature. * Caller must check for successful attack. * Check for loyalty flag (weapon disarms to inventory) for pkillers -Blodkai */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj, *tmpobj; if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL ) return; if ( ( tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD ) ) != NULL && number_bits( 1 ) == 0 ) obj = tmpobj; if ( get_eq_char( ch, WEAR_WIELD ) == NULL && number_bits( 1 ) == 0 ) { learn_from_failure( ch, gsn_disarm ); return; } if ( IS_NPC( ch ) && !can_see_obj( ch, obj ) && number_bits( 1 ) == 0) { learn_from_failure( ch, gsn_disarm ); return; } if ( check_grip( ch, victim ) ) { learn_from_failure( ch, gsn_disarm ); return; } act( AT_SKILL, "$n DISARMS you!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "You disarm $N!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n disarms $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_success( ch, gsn_disarm ); if ( obj == get_eq_char( victim, WEAR_WIELD ) && (tmpobj = get_eq_char( victim, WEAR_DUAL_WIELD)) != NULL ) tmpobj->wear_loc = WEAR_WIELD; obj_from_char( obj ); if ( !IS_NPC( victim ) && CAN_PKILL( victim ) ) /* && !IS_OBJ_STAT( obj, ITEM_LOYAL ) ) -- why is this here? */ { SET_BIT( obj->magic_flags, ITEM_PKDISARMED ); sprintf( buf, "%s %s", ch->name, victim->name ); STRFREE( obj->action_desc ); obj->action_desc = STRALLOC( buf ); } if ( IS_NPC(victim) || ( IS_OBJ_STAT(obj, ITEM_LOYAL) && IS_PKILL(victim) && !IS_NPC(ch) ) ) { obj_to_char( obj, victim ); STRFREE( obj->action_desc ); /* Rather do this kludgy stuff than try to test all circumstances */ obj->action_desc = STRALLOC( "" ); } else if ( in_arena( victim ) ) { obj_to_char( obj, victim ); STRFREE( obj->action_desc ); obj->action_desc = STRALLOC( "" ); } else obj_to_room( obj, victim->in_room ); return; } void do_disarm( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_disarm]->skill_level[ch->class] ) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL ) { send_to_char( "You must wield a weapon to disarm.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == 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; } WAIT_STATE( ch, skill_table[gsn_disarm]->beats ); percent = number_percent( ) + victim->level - ch->level - (get_curr_lck(ch) - 15) + (get_curr_lck(victim) - 15); if ( !can_see_obj( ch, obj ) ) percent += 10; if ( can_use_skill(ch, (percent*3/2), gsn_disarm ) ) disarm( ch, victim ); else { send_to_char( "You failed.\n\r", ch ); learn_from_failure( ch, gsn_disarm ); } return; } /* * Trip a creature. * Caller must check for successful attack. */ void trip( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( IS_AFFECTED( victim, AFF_FLYING ) || IS_AFFECTED( victim, AFF_FLOATING ) ) return; if ( victim->mount ) { if ( IS_AFFECTED( victim->mount, AFF_FLYING ) || IS_AFFECTED( victim->mount, AFF_FLOATING ) ) return; act( AT_SKILL, "$n trips your mount and you fall off!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "You trip $N's mount and $N falls off!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n trips $N's mount and $N falls off!", ch, NULL, victim, TO_NOTVICT ); xREMOVE_BIT( victim->mount->act, ACT_MOUNTED ); victim->mount = NULL; WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; return; } if ( victim->wait == 0 ) { act( AT_SKILL, "$n trips you and you go down!", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "You trip $N and $N goes down!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n trips $N and $N goes down!", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, 2 * PULSE_VIOLENCE ); victim->position = POS_RESTING; } return; } /* Shargate, May 2002 */ void do_cleave( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; int dam = 0; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "A clear mind is required to use that skill.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->level < skill_table[gsn_cleave]->skill_level[ch->class] ) { send_to_char("You can't seem to summon the strength.\n\r", ch ); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || ( obj->value[3] != 1 && obj->value[3] != 3 && obj->value[3] != 5) ) { send_to_char( "You need a slashing weapon.\n\r", ch ); return; } if ( ( victim = who_fighting( ch ) ) == NULL ) { send_to_char( "You aren't fighting anyone.\n\r", ch ); return; } if ( can_use_skill( ch, number_percent(), gsn_cleave ) ) { WAIT_STATE( ch, skill_table[gsn_cleave]->beats ); if ( number_percent() <= 20) { set_char_color( AT_WHITE, ch ); send_to_char( "You deal a devastating blow!\n\r", ch ); dam = ( number_range( 11, 22 ) * get_curr_str( ch ) )+30; WAIT_STATE( victim, 2); } else { dam = ( number_range( 9,18 ) * get_curr_str( ch ) )+30; } learn_from_success( ch, gsn_cleave ); global_retcode = damage( ch, victim, dam, gsn_cleave ); } else { learn_from_failure( ch, gsn_cleave ); global_retcode = damage( ch, victim, 0, gsn_cleave ); } return; } /* Converted to function well as a skill for vampires -- Blodkai */ void do_mistwalk( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; bool allowday; set_char_color( AT_DGREEN, ch ); if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "And scare your mount to death?\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Who will be your victim?\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_mistwalk]->beats ); if ( ( victim = get_char_world( ch, arg ) ) == NULL || victim == ch ) { send_to_char( "You are unable to sense your victim.\n\r", ch ); return; } if ( IS_PKILL( ch ) ) allowday = TRUE; else allowday = FALSE; if ( (time_info.hour < 21 && time_info.hour > 5 && !allowday ) || !victim->in_room || xIS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || xIS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || xIS_SET(victim->in_room->room_flags, ROOM_NO_ASTRAL) || xIS_SET(victim->in_room->room_flags, ROOM_DEATH) || xIS_SET(victim->in_room->room_flags, ROOM_PROTOTYPE) || xIS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= ch->level + 15 || (IS_NPC(victim) && xIS_SET(victim->act, ACT_PROTOTYPE)) || (IS_NPC(victim) && saves_spell_staff( ch->level, victim )) || (CAN_PKILL(victim) && !IS_NPC(ch) && !CAN_PKILL(ch)) || !in_hard_range( ch, victim->in_room->area ) || (IS_SET(victim->in_room->area->flags, AFLAG_NOPKILL) && IS_PKILL(ch))) { send_to_char( "You are unable to sense your victim.\n\r", ch ); learn_from_failure( ch, gsn_mistwalk ); return; } /* Subtract 22 extra bp for mist walk from 0500 to 2100 SB if ( time_info.hour < 21 && time_info.hour > 5 && !IS_NPC(ch) ) gain_condition( ch, COND_BLOODTHIRST, - 22 ); */ act( AT_DGREEN, "Your surroundings blur as you assume a form of churning mist!", ch, NULL, NULL, TO_CHAR ); act( AT_DGREEN, "$n dissolves into a cloud of glowing mist, then vanishes!", ch, NULL, NULL, TO_ROOM ); learn_from_success( ch, gsn_mistwalk ); char_from_room( ch ); char_to_room( ch, victim->in_room ); act( AT_DGREEN, "A cloud of glowing mist engulfs you, then withdraws to unveil $n!", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return; } void do_broach( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; EXIT_DATA *pexit; set_char_color(AT_DGREEN, ch); if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Attempt this in which direction?\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You should really dismount first.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_broach]->beats ); if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL ) { EXIT_DATA *pexit_rev; if ( !IS_SET(pexit->exit_info, EX_CLOSED) || !IS_SET(pexit->exit_info, EX_LOCKED) || IS_SET(pexit->exit_info, EX_PICKPROOF) || can_use_skill(ch, number_percent(), gsn_broach ) ) { send_to_char( "Your attempt fails.\n\r", ch ); learn_from_failure( ch, gsn_broach ); check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "You successfully broach the exit...\n\r", ch ); learn_from_success( ch, gsn_broach ); adjust_favor( ch, 9, 1 ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] ); return; } send_to_char( "Your attempt fails.\n\r", ch ); return; } void do_pick( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *gch; OBJ_DATA *obj; EXIT_DATA *pexit; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pick what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_pick_lock]->beats ); /* look for guards */ for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) { act( AT_PLAIN, "$N is standing too close to the lock.", ch, NULL, gch, TO_CHAR ); return; } } if ( !can_use_skill(ch, number_percent(), gsn_pick_lock ) ) { send_to_char( "You failed.\n\r", ch); learn_from_failure( ch, gsn_pick_lock ); /* for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) { if ( IS_NPC(gch) && IS_AWAKE(gch) && xIS_SET(gch->act, ACT_GUARDIAN ) ) multi_hit( gch, ch, TYPE_UNDEFINED ); } */ return; } if ( ( pexit = find_door( ch, arg, TRUE ) ) != NULL ) { /* 'pick door' */ /* ROOM_INDEX_DATA *to_room; */ /* Unused */ EXIT_DATA *pexit_rev; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( pexit->key < 0 ) { send_to_char( "It can't be picked.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); learn_from_failure( ch, gsn_pick_lock ); check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] ); return; } REMOVE_BIT(pexit->exit_info, EX_LOCKED); send_to_char( "*Click*\n\r", ch ); act( AT_ACTION, "$n picks the $d.", ch, NULL, pexit->keyword, TO_ROOM ); learn_from_success( ch, gsn_pick_lock ); adjust_favor( ch, 9, 1 ); /* pick the other side */ if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); } check_room_for_traps( ch, TRAP_PICK | trap_door[pexit->vdir] ); return; } if ( ( obj = get_obj_here( ch, arg ) ) != NULL ) { /* 'pick object' */ if ( obj->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_CLOSED) ) { send_to_char( "It's not closed.\n\r", ch ); return; } if ( obj->value[2] < 0 ) { send_to_char( "It can't be unlocked.\n\r", ch ); return; } if ( !IS_SET(obj->value[1], CONT_LOCKED) ) { send_to_char( "It's already unlocked.\n\r", ch ); return; } if ( IS_SET(obj->value[1], CONT_PICKPROOF) ) { send_to_char( "You failed.\n\r", ch ); learn_from_failure( ch, gsn_pick_lock ); check_for_trap( ch, obj, TRAP_PICK ); return; } separate_obj( obj ); REMOVE_BIT(obj->value[1], CONT_LOCKED); send_to_char( "*Click*\n\r", ch ); act( AT_ACTION, "$n picks $p.", ch, obj, NULL, TO_ROOM ); learn_from_success( ch, gsn_pick_lock ); adjust_favor( ch, 9, 1 ); check_for_trap( ch, obj, TRAP_PICK ); return; } ch_printf( ch, "You see no %s here.\n\r", arg ); return; } void do_sneak( CHAR_DATA *ch, char *argument ) { AFFECT_DATA af; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } send_to_char( "You attempt to move silently.\n\r", ch ); affect_strip( ch, gsn_sneak ); if ( can_use_skill(ch, number_percent(), gsn_sneak ) ) { af.type = gsn_sneak; af.duration = ch->level * DUR_CONV; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = meb(AFF_SNEAK); affect_to_char( ch, &af ); learn_from_success( ch, gsn_sneak ); } else learn_from_failure( ch, gsn_sneak ); return; } void do_hide( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } send_to_char( "You attempt to hide.\n\r", ch ); if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch->affected_by, AFF_HIDE); if ( can_use_skill(ch, number_percent(), gsn_hide ) ) { xSET_BIT(ch->affected_by, AFF_HIDE); learn_from_success( ch, gsn_hide ); } else learn_from_failure( ch, gsn_hide ); return; } /* * Contributed by Alander. */ void do_visible( CHAR_DATA *ch, char *argument ) { affect_strip ( ch, gsn_invis ); affect_strip ( ch, gsn_mass_invis ); affect_strip ( ch, gsn_sneak ); xREMOVE_BIT ( ch->affected_by, AFF_HIDE ); xREMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); xREMOVE_BIT ( ch->affected_by, AFF_SNEAK ); send_to_char( "Ok.\n\r", ch ); return; } void do_recall( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *location; CHAR_DATA *opponent; location = NULL; if ( !IS_NPC(ch) && ch->pcdata->clan ) location = get_room_index( ch->pcdata->clan->recall ); if ( !IS_NPC( ch ) && !location && ch->level >= 5 && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) location = get_room_index( 3009 ); /* 1998-01-02, h */ if ( !location && !IS_NPC( ch ) ) /* Obscure crash bug */ location = get_room_index(race_table[ch->race]->race_recall); if ( !location ) location = get_room_index( ROOM_VNUM_TEMPLE ); if ( !location ) { send_to_char( "You are completely lost.\n\r", ch ); return; } if ( ch->in_room == location ) return; if ( xIS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ) { send_to_char( "For some strange reason... nothing happens.\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_CURSE) ) { send_to_char("You are cursed and cannot recall!\n\r", ch ); return; } if ( ( opponent = who_fighting( ch ) ) != NULL ) { int lose; if ( number_bits( 1 ) == 0 || ( !IS_NPC( opponent ) && number_bits( 3 ) > 1 ) ) { WAIT_STATE( ch, 4 ); lose = (exp_level(ch, ch->level+1) - exp_level(ch, ch->level)) * 0.1; if ( ch->desc ) lose /= 2; gain_exp( ch, 0 - lose ); ch_printf( ch, "You failed! You lose %d exps.\n\r", lose ); return; } lose = (exp_level(ch, ch->level+1) - exp_level(ch, ch->level)) * 0.2; if ( ch->desc ) lose /= 2; gain_exp( ch, 0 - lose ); ch_printf( ch, "You recall from combat! You lose %d exps.\n\r", lose ); stop_fighting( ch, TRUE ); } act( AT_ACTION, "$n disappears in a swirl of smoke.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, location ); if ( ch->mount ) { char_from_room( ch->mount ); char_to_room( ch->mount, location ); } act( AT_ACTION, "$n appears in the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return; } void do_aid( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Aid whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( IS_NPC(victim) ) /* Gorog */ { send_to_char( "Not on mobs.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Aid yourself?\n\r", ch ); return; } if ( victim->position > POS_STUNNED ) { act( AT_PLAIN, "$N doesn't need your help.", ch, NULL, victim, TO_CHAR); return; } if ( victim->hit <= -6 ) { act( AT_PLAIN, "$N's condition is beyond your aiding ability.", ch, NULL, victim, TO_CHAR); return; } percent = number_percent( ) - (get_curr_lck(ch) - 13); WAIT_STATE( ch, skill_table[gsn_aid]->beats ); if ( !can_use_skill( ch, percent, gsn_aid ) ) { send_to_char( "You fail.\n\r", ch ); learn_from_failure( ch, gsn_aid ); return; } act( AT_SKILL, "You aid $N!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n aids $N!", ch, NULL, victim, TO_NOTVICT ); learn_from_success( ch, gsn_aid ); adjust_favor( ch, 8, 1 ); if ( victim->hit < 1 ) victim->hit = 1; update_pos( victim ); act( AT_SKILL, "$n aids you!", ch, NULL, victim, TO_VICT ); return; } void do_mount( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_mount]->skill_level[ch->class] ) { send_to_char( "I don't think that would be a good idea...\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You're already mounted!\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "You can't find that here.\n\r", ch ); return; } if ( !IS_NPC(victim) || !xIS_SET(victim->act, ACT_MOUNTABLE ) ) { send_to_char( "You can't mount that!\n\r", ch ); return; } if ( xIS_SET(victim->act, ACT_MOUNTED ) ) { send_to_char( "That mount already has a rider.\n\r", ch ); return; } if ( victim->position < POS_STANDING ) { send_to_char( "Your mount must be standing.\n\r", ch ); return; } if ( victim->position == POS_FIGHTING || victim->fighting ) { send_to_char( "Your mount is moving around too much.\n\r", ch ); return; } if (ch->stance > STANCE_NONE) do_stance (ch, ""); WAIT_STATE( ch, skill_table[gsn_mount]->beats ); if ( can_use_skill(ch, number_percent(), gsn_mount ) ) { xSET_BIT(victim->act, ACT_MOUNTED ); ch->mount = victim; act( AT_SKILL, "You mount $N.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n skillfully mounts $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n mounts you.", ch, NULL, victim, TO_VICT ); learn_from_success( ch, gsn_mount ); ch->position = POS_MOUNTED; } else { act( AT_SKILL, "You unsuccessfully try to mount $N.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n unsuccessfully attempts to mount $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n tries to mount you.", ch, NULL, victim, TO_VICT ); learn_from_failure( ch, gsn_mount ); } return; } void do_dismount( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; if ( (victim = ch->mount) == NULL ) { send_to_char( "You're not mounted.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_mount]->beats ); if ( can_use_skill(ch, number_percent(), gsn_mount ) ) { act( AT_SKILL, "You dismount $N.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n skillfully dismounts $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n dismounts you. Whew!", ch, NULL, victim, TO_VICT ); xREMOVE_BIT( victim->act, ACT_MOUNTED ); ch->mount = NULL; ch->position = POS_STANDING; learn_from_success( ch, gsn_mount ); } else { act( AT_SKILL, "You fall off while dismounting $N. Ouch!", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n falls off of $N while dismounting.", ch, NULL, victim, TO_NOTVICT ); act( AT_SKILL, "$n falls off your back.", ch, NULL, victim, TO_VICT ); learn_from_failure( ch, gsn_mount ); xREMOVE_BIT( victim->act, ACT_MOUNTED ); ch->mount = NULL; ch->position = POS_SITTING; global_retcode = damage( ch, ch, 1, TYPE_UNDEFINED ); } return; } /**************************************************************************/ /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chances; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) && !xIS_SET(victim->defenses, DFND_PARRY) ) return FALSE; /* Put support in for bonus to parry. If you have your stance 75% of the * way to GM, then you get the full parry benefit/penalty otherwise you only * get half of it. SHADDAI */ if ( IS_NPC(victim) ) { chances = UMIN( 60, 2 * victim->level ); if (victim->pIndexData->stances[victim->stance]>(STANCE_GRAND_MASTER*.75)) chances += stance_index[victim->stance].parry; else chances += (stance_index[victim->stance].parry / 2); } else { if ( get_eq_char(victim, WEAR_WIELD) == NULL ) return FALSE; chances = (int) (LEARNED(victim, gsn_parry) / sysdata.parry_mod); if(victim->pcdata->stances[victim->stance]>(STANCE_GRAND_MASTER * .75)) chances += stance_index[victim->stance].parry; else chances += (stance_index[victim->stance].parry / 2); } /* Put in the call to chance() to allow penalties for misaligned clannies. */ if ( chances != 0 && victim->morph ) chances+=victim->morph->parry; if ( !chance( victim, chances + victim->level - ch->level ) ) { learn_from_failure( victim, gsn_parry ); return FALSE; } if ( !IS_NPC(victim) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG) ) /*SB*/ act( AT_SKILL, "You parry $n's attack.", ch, NULL, victim, TO_VICT ); if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) ) /* SB */ act( AT_SKILL, "$N parries your attack.", ch, NULL, victim, TO_CHAR ); learn_from_success( victim, gsn_parry ); return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chances; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) && !xIS_SET(victim->defenses, DFND_DODGE) ) return FALSE; /* Support for stances have been added. If you have your stance at least * half-way to Grand-Master you get the dodge benefit, other-wise you get * half of the benefit. SHADDAI */ if ( IS_NPC(victim) ) { chances = UMIN (60, 2 * victim->level); if (victim->pIndexData->stances[victim->stance] > (STANCE_GRAND_MASTER/2)) chances += stance_index[victim->stance].dodge; else chances += (stance_index[victim->stance].dodge / 2); } else { chances = (int) (LEARNED(victim, gsn_dodge) / sysdata.dodge_mod ); if (victim->pcdata->stances[ch->stance] > (STANCE_GRAND_MASTER / 2)) chances += stance_index[victim->stance].dodge; else chances += (stance_index[victim->stance].dodge / 2); } if ( chances != 0 && victim->morph != NULL ) chances+=victim->morph->dodge; /* Consider luck as a factor */ if ( !chance( victim, chances + victim->level - ch->level ) ) { learn_from_failure( victim, gsn_dodge ); return FALSE; } if ( !IS_NPC(victim) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG) ) act( AT_SKILL, "You dodge $n's attack.", ch, NULL, victim, TO_VICT ); if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) ) act( AT_SKILL, "$N dodges your attack.", ch, NULL, victim, TO_CHAR ); learn_from_success( victim, gsn_dodge ); return TRUE; } bool check_tumble( CHAR_DATA *ch, CHAR_DATA *victim ) { int chances; int mod_tumble_by; if ( victim->class != CLASS_THIEF || !IS_AWAKE( victim ) ) return FALSE; if ( !IS_NPC( victim ) && !victim->pcdata->learned[gsn_tumble] > 0 ) return FALSE; if ( IS_PKILL( victim ) ) mod_tumble_by = sysdata.tumble_pk; else mod_tumble_by = sysdata.tumble_mod; if ( IS_NPC( victim ) ) chances = UMIN( 60, 2 * victim->level ); else chances = (int) ( LEARNED(victim, gsn_tumble) / mod_tumble_by + ( get_curr_dex( victim ) - 13 ) ); if ( chances != 0 && victim->morph ) chances+=victim->morph->tumble; if ( !chance( victim, chances + victim->level - ch->level ) ) return FALSE; if ( !IS_NPC(victim) && !IS_SET( victim->pcdata->flags, PCFLAG_GAG ) ) act( AT_SKILL, "You tumble away from $n's attack.", ch, NULL, victim, TO_VICT ); if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG ) ) act( AT_SKILL, "$N tumbles away from your attack.", ch, NULL, victim, TO_CHAR ); learn_from_success( victim, gsn_tumble ); return TRUE; } void do_poison_weapon( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; OBJ_DATA *pobj; OBJ_DATA *wobj; char arg [ MAX_INPUT_LENGTH ]; int percent; if ( !IS_NPC( ch ) && ch->level < skill_table[gsn_poison_weapon]->skill_level[ch->class] ) { send_to_char( "What do you think you are, a thief?\n\r", ch ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "What are you trying to poison?\n\r", ch ); return; } if ( ch->fighting ) { send_to_char( "While you're fighting? Nice try.\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( !( obj = get_obj_carry( ch, arg ) ) ) { send_to_char( "You do not have that weapon.\n\r", ch ); return; } if ( obj->item_type != ITEM_WEAPON ) { send_to_char( "That item is not a weapon.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_POISONED ) ) { send_to_char( "That weapon is already poisoned.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_CLANOBJECT ) ) { send_to_char( "It doesn't appear to be fashioned of a poisonable material.\n\r", ch ); return; } /* Now we have a valid weapon...check to see if we have the powder. */ for ( pobj = ch->first_carrying; pobj; pobj = pobj->next_content ) { if ( pobj->pIndexData->vnum == OBJ_VNUM_BLACK_POWDER ) break; } if ( !pobj ) { send_to_char( "You do not have the black poison powder.\n\r", ch ); return; } /* Okay, we have the powder...do we have water? */ for ( wobj = ch->first_carrying; wobj; wobj = wobj->next_content ) { if ( wobj->item_type == ITEM_DRINK_CON && wobj->value[1] > 0 && wobj->value[2] == 0 ) break; } if ( !wobj ) { send_to_char( "You have no water to mix with the powder.\n\r", ch ); return; } /* Great, we have the ingredients...but is the thief smart enough? */ if ( !IS_NPC( ch ) && get_curr_wis( ch ) < 16 ) { send_to_char( "You can't quite remember what to do...\n\r", ch ); return; } /* And does the thief have steady enough hands? */ if ( !IS_NPC( ch ) && ( (get_curr_dex( ch ) < 17) || ch->pcdata->condition[COND_DRUNK] > 0 ) ) { send_to_char("Your hands aren't steady enough to properly mix the poison.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_poison_weapon]->beats ); percent = (number_percent( ) - get_curr_lck(ch) - 14); /* Check the skill percentage */ separate_obj( pobj ); separate_obj( wobj ); if (!can_use_skill(ch, percent, gsn_poison_weapon ) ) { set_char_color( AT_RED, ch ); send_to_char( "You failed and spill some on yourself. Ouch!\n\r", ch ); set_char_color( AT_GREY, ch ); damage( ch, ch, ch->level, gsn_poison_weapon ); act(AT_RED, "$n spills the poison all over!", ch, NULL, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); learn_from_failure( ch, gsn_poison_weapon ); return; } separate_obj( obj ); /* Well, I'm tired of waiting. Are you? */ act(AT_RED, "You mix $p in $P, creating a deadly poison!", ch, pobj, wobj, TO_CHAR ); act(AT_RED, "$n mixes $p in $P, creating a deadly poison!",ch, pobj, wobj, TO_ROOM ); act(AT_GREEN, "You pour the poison over $p, which glistens wickedly!",ch, obj, NULL, TO_CHAR ); act(AT_GREEN, "$n pours the poison over $p, which glistens wickedly!",ch, obj, NULL, TO_ROOM ); xSET_BIT( obj->extra_flags, ITEM_POISONED ); obj->cost *= 2; /* Set an object timer. Don't want proliferation of poisoned weapons */ obj->timer = UMIN( obj->level, ch->level ); if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) obj->timer *= 2; if ( IS_OBJ_STAT( obj, ITEM_MAGIC ) ) obj->timer *= 2; /* WHAT? All of that, just for that one bit? How lame. ;) */ act(AT_BLUE, "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_CHAR ); act(AT_BLUE, "The remainder of the poison eats through $p.", ch, wobj, NULL, TO_ROOM ); extract_obj( pobj ); extract_obj( wobj ); learn_from_success( ch, gsn_poison_weapon ); return; } void do_scribe( CHAR_DATA *ch, char *argument ) { OBJ_DATA *scroll; int sn; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; int mana; if ( IS_NPC(ch) ) return; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_scribe]->skill_level[ch->class] ) { send_to_char( "A skill such as this requires more magical ability than that of your class.\n\r", ch ); return; } if ( argument[0] == '\0' || !str_cmp(argument, "") ) { send_to_char( "Scribe what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (sn = find_spell( ch, argument, TRUE )) < 0 ) { send_to_char( "You have not learned that spell.\n\r", ch ); return; } if ( skill_table[sn]->spell_fun == spell_null ) { send_to_char( "That's not a spell!\n\r", ch ); return; } if ( SPELL_FLAG(skill_table[sn], SF_NOSCRIBE) ) { send_to_char( "You cannot scribe that spell.\n\r", ch ); return; } mana = IS_NPC(ch) ? 0 : UMAX(skill_table[sn]->min_mana, 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) ); mana *=5; if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( ( scroll = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You must be holding a blank scroll to scribe it.\n\r", ch ); return; } if( scroll->pIndexData->vnum != OBJ_VNUM_SCROLL_SCRIBING ) { send_to_char( "You must be holding a blank scroll to scribe it.\n\r", ch ); return; } if ( ( scroll->value[1] != -1 ) && ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING ) ) { send_to_char( "That scroll has already been inscribed.\n\r", ch); return; } if ( !process_spell_components( ch, sn ) ) { learn_from_failure( ch, gsn_scribe ); ch->mana -= (mana / 2); return; } if ( !can_use_skill(ch, number_percent(), gsn_scribe ) ) { set_char_color ( AT_MAGIC, ch ); send_to_char("You failed.\n\r", ch); learn_from_failure( ch, gsn_scribe ); ch->mana -= (mana / 2); return; } scroll->value[1] = sn; scroll->value[0] = ch->level; sprintf(buf1, "%s scroll", skill_table[sn]->name); STRFREE(scroll->short_descr); scroll->short_descr = STRALLOC( aoran(buf1) ); sprintf(buf2, "A glowing scroll inscribed '%s' lies in the dust.", skill_table[sn]->name); STRFREE(scroll->description); scroll->description = STRALLOC(buf2); sprintf(buf3, "scroll scribing %s", skill_table[sn]->name); STRFREE(scroll->name); scroll->name = STRALLOC(buf3); act( AT_MAGIC, "$n magically scribes $p.", ch,scroll, NULL, TO_ROOM ); act( AT_MAGIC, "You magically scribe $p.", ch,scroll, NULL, TO_CHAR ); WAIT_STATE( ch, skill_table[gsn_scribe]->beats ); learn_from_success( ch, gsn_scribe ); ch->mana -= mana; } void do_brew( CHAR_DATA *ch, char *argument ) { OBJ_DATA *potion; OBJ_DATA *fire; int sn; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; int mana; bool found; if ( IS_NPC(ch) ) return; if ( !IS_NPC(ch) && ch->level < skill_table[gsn_brew]->skill_level[ch->class] ) { send_to_char( "A skill such as this requires more magical ability than that of your class.\n\r", ch ); return; } if ( argument[0] == '\0' || !str_cmp(argument, "") ) { send_to_char( "Brew what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (sn = find_spell( ch, argument, TRUE )) < 0 ) { send_to_char( "You have not learned that spell.\n\r", ch ); return; } if ( skill_table[sn]->spell_fun == spell_null ) { send_to_char( "That's not a spell!\n\r", ch ); return; } if ( SPELL_FLAG(skill_table[sn], SF_NOBREW) ) { send_to_char( "You cannot brew that spell.\n\r", ch ); return; } mana = IS_NPC(ch) ? 0 : UMAX(skill_table[sn]->min_mana, 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) ); mana *=4; if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } found = FALSE; for ( fire = ch->in_room->first_content; fire; fire = fire->next_content ) { if( fire->item_type == ITEM_FIRE) { found = TRUE; break; } } if ( !found ) { send_to_char( "There must be a fire in the room to brew a potion.\n\r", ch ); return; } if ( ( potion = get_eq_char( ch, WEAR_HOLD ) ) == NULL ) { send_to_char( "You must be holding an empty flask to brew a potion.\n\r", ch ); return; } if( potion->pIndexData->vnum != OBJ_VNUM_FLASK_BREWING ) { send_to_char( "You must be holding an empty flask to brew a potion.\n\r", ch ); return; } if ( ( potion->value[1] != -1 ) && ( potion->pIndexData->vnum == OBJ_VNUM_FLASK_BREWING ) ) { send_to_char( "That's not an empty flask.\n\r", ch); return; } if ( !process_spell_components( ch, sn ) ) { learn_from_failure( ch, gsn_brew ); ch->mana -= (mana / 2); return; } if ( !can_use_skill(ch, number_percent(), gsn_brew ) ) { set_char_color ( AT_MAGIC, ch ); send_to_char("You failed.\n\r", ch); learn_from_failure( ch, gsn_brew ); ch->mana -= (mana / 2); return; } potion->value[1] = sn; potion->value[0] = ch->level; sprintf(buf1, "%s potion", skill_table[sn]->name); STRFREE(potion->short_descr); potion->short_descr = STRALLOC( aoran(buf1) ); sprintf(buf2, "A strange potion labelled '%s' sizzles in a glass flask.", skill_table[sn]->name); STRFREE(potion->description); potion->description = STRALLOC(buf2); sprintf(buf3, "flask potion %s", skill_table[sn]->name); STRFREE(potion->name); potion->name = STRALLOC(buf3); act( AT_MAGIC, "$n brews up $p.", ch,potion, NULL, TO_ROOM ); act( AT_MAGIC, "You brew up $p.", ch,potion, NULL, TO_CHAR ); WAIT_STATE( ch, skill_table[gsn_brew]->beats ); learn_from_success( ch, gsn_brew ); ch->mana -= mana; } bool check_grip( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; if ( IS_NPC(victim) && !xIS_SET(victim->defenses, DFND_GRIP) ) return FALSE; if ( IS_NPC(victim) ) chance = UMIN( 60, 2 * victim->level ); else chance = (int) (LEARNED(victim, gsn_grip) / 2); /* Consider luck as a factor */ chance += (2 * (get_curr_lck(victim) - 13 ) ); if ( number_percent( ) >= chance + victim->level - ch->level ) { learn_from_failure( victim, gsn_grip ); return FALSE; } act( AT_SKILL, "You evade $n's attempt to disarm you.", ch, NULL, victim, TO_VICT ); act( AT_SKILL, "$N holds $S weapon strongly, and is not disarmed.", ch, NULL, victim, TO_CHAR ); learn_from_success( victim, gsn_grip ); return TRUE; } void do_circle( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; int percent; if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't concentrate enough for that.\n\r", ch ); return; } one_argument( argument, arg ); if ( ch->mount ) { send_to_char( "You can't circle while mounted.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Circle around whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim, TRUE ) ) return; if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || ( obj->value[3] != 11 && obj->value[3] != 2 ) ) { send_to_char( "You need to wield a piercing or stabbing weapon.\n\r", ch ); return; } if ( !ch->fighting ) { send_to_char( "You can't circle when you aren't fighting.\n\r", ch); return; } if ( !victim->fighting ) { send_to_char( "You can't circle around a person who is not fighting.\n\r", ch ); return; } if ( victim->num_fighting < 2 ) { act( AT_PLAIN, "You can't circle around them without a distraction.", ch, NULL, victim, TO_CHAR ); return; } percent = number_percent( ) - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13); check_attacker( ch, victim ); WAIT_STATE( ch, skill_table[gsn_circle]->beats ); if ( can_use_skill( ch, percent, gsn_circle ) ) { learn_from_success( ch, gsn_circle ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); global_retcode = multi_hit( ch, victim, gsn_circle ); adjust_favor( ch, 10, 1 ); check_illegal_pk( ch, victim ); } else { learn_from_failure( ch, gsn_circle ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); global_retcode = damage( ch, victim, 0, gsn_circle ); } return; } /* Berserk and HitAll. -- Altrag */ void do_berserk( CHAR_DATA *ch, char *argument ) { sh_int percent; AFFECT_DATA af; if ( !ch->fighting ) { send_to_char( "But you aren't fighting!\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_BERSERK) ) { send_to_char( "Your rage is already at its peak!\n\r", ch ); return; } percent = LEARNED(ch, gsn_berserk); WAIT_STATE(ch, skill_table[gsn_berserk]->beats); if ( !chance(ch, percent) ) { send_to_char( "You couldn't build up enough rage.\n\r", ch); learn_from_failure(ch, gsn_berserk); return; } af.type = gsn_berserk; /* Hmmm.. 10-20 combat rounds at level 50.. good enough for most mobs, and if not they can always go berserk again.. shrug.. maybe even too high. -- Altrag */ af.duration = number_range(ch->level/5, ch->level*2/5); /* Hmm.. you get stronger when yer really enraged.. mind over matter type thing.. */ af.location = APPLY_STR; af.modifier = 1; af.bitvector = meb(AFF_BERSERK); affect_to_char(ch, &af); send_to_char( "You start to lose control..\n\r", ch ); learn_from_success(ch, gsn_berserk); return; } /* External from fight.c */ ch_ret one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void do_hitall( CHAR_DATA *ch, char *argument ) { CHAR_DATA *vch; CHAR_DATA *vch_next; sh_int nvict = 0; sh_int nhit = 0; sh_int percent; if ( xIS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { send_to_char_color( "&BA godly force prevents you.\n\r", ch); return; } if ( !ch->in_room->first_person ) { send_to_char( "There's no one else here!\n\r", ch ); return; } percent = LEARNED(ch, gsn_hitall); for ( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( is_same_group(ch, vch) || !is_legal_kill(ch, vch) || !can_see(ch, vch) || is_safe(ch, vch, TRUE) ) continue; if ( ++nvict > ch->level / 5 ) break; check_illegal_pk(ch, vch); if ( chance(ch, percent) ) { nhit++; global_retcode = one_hit(ch, vch, TYPE_UNDEFINED); } else global_retcode = damage(ch, vch, 0, TYPE_UNDEFINED); /* Fireshield, etc. could kill ch too.. :>.. -- Altrag */ if ( global_retcode == rCHAR_DIED || global_retcode == rBOTH_DIED || char_died(ch) ) return; } if ( !nvict ) { send_to_char( "There's no one else here!\n\r", ch ); return; } ch->move = UMAX(0, ch->move-nvict*3+nhit); if ( nhit ) learn_from_success(ch, gsn_hitall); else learn_from_failure(ch, gsn_hitall); return; } bool check_illegal_psteal( CHAR_DATA *ch, CHAR_DATA *victim ) { if (!IS_NPC (victim) && !IS_NPC(ch)) { if ( ( !IS_SET( victim->pcdata->flags, PCFLAG_DEADLY ) || ch->level - victim->level > 10 || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) && ( ch->in_room->vnum < 29 || ch->in_room->vnum > 43 ) && ch != victim ) { /* sprintf( log_buf, "%s illegally stealing from %s at %d", (IS_NPC(ch) ? ch->short_descr : ch->name), victim->name, victim->in_room->vnum ); log_string( log_buf ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", LEVEL_IMMORTAL ); */ return TRUE; } } return FALSE; } void do_scan( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in_room; EXIT_DATA *pexit; sh_int dir = -1; sh_int dist; sh_int max_dist = 8; set_char_color( AT_ACTION, ch ); if ( IS_AFFECTED( ch, AFF_BLIND ) ) { send_to_char( "Not very effective when you're blind...\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Scan in a direction...\n\r", ch ); return; } if ( ( dir = get_door( argument ) ) == -1 ) { send_to_char( "Scan in WHAT direction?\n\r", ch ); return; } was_in_room = ch->in_room; act( AT_GREY, "Scanning $t...", ch, dir_name[dir], NULL, TO_CHAR ); act( AT_GREY, "$n scans $t.", ch, dir_name[dir], NULL, TO_ROOM ); if ( !can_use_skill(ch, number_percent(), gsn_scan ) ) { act( AT_GREY, "You stop scanning $t as your vision blurs.", ch, dir_name[dir], NULL, TO_CHAR ); learn_from_failure( ch, gsn_scan ); return; } if ( IS_VAMPIRE( ch ) ) { if ( time_info.hour < 21 && time_info.hour > 5 ) { send_to_char( "You have trouble seeing clearly through all the " "light.\n\r", ch ); max_dist = 1; } } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { act( AT_GREY, "You can't see $t.", ch, dir_name[dir], NULL, TO_CHAR ); return; } if ( ch->level < 50 ) --max_dist; if ( ch->level < 40 ) --max_dist; if ( ch->level < 30 ) --max_dist; for ( dist = 1; dist <= max_dist; ) { if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { if ( IS_SET(pexit->exit_info, EX_SECRET) || IS_SET(pexit->exit_info, EX_DIG) ) act( AT_GREY, "Your view $t is blocked by a wall.", ch, dir_name[dir], NULL, TO_CHAR ); else act( AT_GREY, "Your view $t is blocked by a door.", ch, dir_name[dir], NULL, TO_CHAR ); break; } if ( room_is_private( pexit->to_room ) && ch->level < LEVEL_GREATER ) { act( AT_GREY, "Your view $t is blocked by a private room.", ch, dir_name[dir], NULL, TO_CHAR ); break; } char_from_room( ch ); char_to_room( ch, pexit->to_room ); set_char_color( AT_RMNAME, ch ); if ( xIS_SET( ch->in_room->room_flags, ROOM_COLOR) ) send_to_char_color( ch->in_room->name, ch ); else send_to_char( ch->in_room->name, ch ); send_to_char( "\n\r", ch ); show_list_to_char( ch->in_room->first_content, ch, FALSE, FALSE ); show_char_to_char( ch->in_room->first_person, ch ); switch( ch->in_room->sector_type ) { default: dist++; break; case SECT_AIR: if ( number_percent() < 80 ) dist++; break; case SECT_INSIDE: case SECT_FIELD: case SECT_UNDERGROUND: dist++; break; case SECT_FOREST: case SECT_CITY: case SECT_DESERT: case SECT_HILLS: dist += 2; break; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: dist += 3; break; case SECT_MOUNTAIN: case SECT_UNDERWATER: case SECT_OCEANFLOOR: dist += 4; break; } if ( dist >= max_dist ) { act( AT_GREY, "Your vision blurs with distance and you see no " "farther $t.", ch, dir_name[dir], NULL, TO_CHAR ); break; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { act( AT_GREY, "Your view $t is blocked by a wall.", ch, dir_name[dir], NULL, TO_CHAR ); break; } } char_from_room( ch ); char_to_room( ch, was_in_room ); learn_from_success( ch, gsn_scan ); return; } /* * Basically the same guts as do_scan() from above (please keep them in * sync) used to find the victim we're firing at. -Thoric */ CHAR_DATA *scan_for_victim( CHAR_DATA *ch, EXIT_DATA *pexit, char *name ) { CHAR_DATA *victim; ROOM_INDEX_DATA *was_in_room; sh_int dist, dir; sh_int max_dist = 8; if ( IS_AFFECTED(ch, AFF_BLIND) || !pexit ) return NULL; was_in_room = ch->in_room; if ( IS_VAMPIRE(ch) && time_info.hour < 21 && time_info.hour > 5 ) max_dist = 1; if ( ch->level < 50 ) --max_dist; if ( ch->level < 40 ) --max_dist; if ( ch->level < 30 ) --max_dist; for ( dist = 1; dist <= max_dist; ) { if ( IS_SET(pexit->exit_info, EX_CLOSED) ) break; if ( room_is_private( pexit->to_room ) && ch->level < LEVEL_GREATER ) break; char_from_room( ch ); char_to_room( ch, pexit->to_room ); if ( (victim=get_char_room(ch, name)) != NULL ) { char_from_room(ch); char_to_room(ch, was_in_room); return victim; } switch( ch->in_room->sector_type ) { default: dist++; break; case SECT_AIR: if ( number_percent() < 80 ) dist++; break; case SECT_INSIDE: case SECT_FIELD: case SECT_UNDERGROUND: dist++; break; case SECT_FOREST: case SECT_CITY: case SECT_DESERT: case SECT_HILLS: dist += 2; break; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: dist += 3; break; case SECT_MOUNTAIN: case SECT_UNDERWATER: case SECT_OCEANFLOOR: dist += 4; break; } if ( dist >= max_dist ) break; dir = pexit->vdir; if ( (pexit=get_exit(ch->in_room, dir)) == NULL ) break; } char_from_room(ch); char_to_room(ch, was_in_room); return NULL; } /* * Search inventory for an appropriate projectile to fire. * Also search open quivers. -Thoric */ OBJ_DATA *find_projectile( CHAR_DATA *ch, int type ) { OBJ_DATA *obj, *obj2; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( can_see_obj(ch, obj) ) { if ( obj->item_type == ITEM_QUIVER && !IS_SET(obj->value[1], CONT_CLOSED) ) { for ( obj2 = obj->last_content; obj2; obj2 = obj2->prev_content ) { if ( obj2->item_type == ITEM_PROJECTILE && obj2->value[3] == type ) return obj2; } } if ( obj->item_type == ITEM_PROJECTILE && obj->value[3] == type ) return obj; } } return NULL; } ch_ret spell_attack( int, int, CHAR_DATA *, void * ); /* * Perform the actual attack on a victim -Thoric */ ch_ret ranged_got_target( CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *weapon, OBJ_DATA *projectile, sh_int dist, sh_int dt, char *stxt, sh_int color ) { if ( xIS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { /* safe room, bubye projectile */ if ( projectile ) { ch_printf(ch, "Your %s is blasted from existance by a godly presense.", myobj(projectile) ); act( color, "A godly presence smites $p!", ch, projectile, NULL, TO_ROOM ); extract_obj(projectile); } else { ch_printf(ch, "Your %s is blasted from existance by a godly presense.", stxt ); act( color, "A godly presence smites $t!", ch, aoran(stxt), NULL, TO_ROOM ); } return rNONE; } if ( IS_NPC(victim) && xIS_SET(victim->act, ACT_SENTINEL) && ch->in_room != victim->in_room ) { /* * letsee, if they're high enough.. attack back with fireballs * long distance or maybe some minions... go herne! heh.. * * For now, just always miss if not in same room -Thoric */ if ( projectile ) { learn_from_failure( ch, gsn_missile_weapons ); /* 50% chance of projectile getting lost */ if ( number_percent() < 50 ) extract_obj(projectile); else { if ( projectile->in_obj ) obj_from_obj(projectile); if ( projectile->carried_by ) obj_from_char(projectile); obj_to_room(projectile, victim->in_room); } } return damage( ch, victim, 0, dt ); } if ( number_percent() > 50 || (projectile && weapon && can_use_skill(ch, number_percent(), gsn_missile_weapons)) ) { if ( projectile ) global_retcode = projectile_hit(ch, victim, weapon, projectile, dist ); else global_retcode = spell_attack( dt, ch->level, ch, victim ); } else { learn_from_failure( ch, gsn_missile_weapons ); global_retcode = damage( ch, victim, 0, dt ); if ( projectile ) { /* 50% chance of getting lost */ if ( number_percent() < 50 ) extract_obj(projectile); else { if ( projectile->in_obj ) obj_from_obj(projectile); if ( projectile->carried_by ) obj_from_char(projectile); obj_to_room(projectile, victim->in_room); } } } return global_retcode; } /* * Generic use ranged attack function -Thoric & Tricops */ ch_ret ranged_attack( CHAR_DATA *ch, char *argument, OBJ_DATA *weapon, OBJ_DATA *projectile, sh_int dt, sh_int range ) { CHAR_DATA *victim, *vch; EXIT_DATA *pexit; ROOM_INDEX_DATA *was_in_room; char arg[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char temp[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; SKILLTYPE *skill = NULL; sh_int dir = -1, dist = 0, color = AT_GREY; char *dtxt = "somewhere"; char *stxt = "burst of energy"; int count; if ( argument && argument[0] != '\0' && argument[0] == '\''){ one_argument( argument, temp ); argument = temp; } argument = one_argument(argument, arg); argument = one_argument(argument, arg1); if ( arg[0] == '\0' ) { send_to_char( "Where? At who?\n\r", ch ); return rNONE; } victim = NULL; /* get an exit or a victim */ if ( (pexit = find_door(ch, arg, TRUE)) == NULL ) { if ( (victim=get_char_room(ch, arg)) == NULL ) { send_to_char( "Aim in what direction?\n\r", ch ); return rNONE; } else { if ( who_fighting(ch) == victim ) { send_to_char( "They are too close to release that type of attack!\n\r", ch ); return rNONE; } /* Taken out because of waitstate if ( !IS_NPC(ch) && !IS_NPC(victim) ) { send_to_char("Pkill like a real pkiller.\n\r", ch ); return rNONE; } */ } } else dir = pexit->vdir; /* check for ranged attacks from private rooms, etc */ if ( !victim ) { if ( xIS_SET(ch->in_room->room_flags, ROOM_PRIVATE) || xIS_SET(ch->in_room->room_flags, ROOM_SOLITARY) ) { send_to_char( "You cannot perform a ranged attack from a private room.\n\r", ch ); return rNONE; } if ( ch->in_room->tunnel > 0 ) { count = 0; for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) ++count; if ( count >= ch->in_room->tunnel ) { send_to_char( "This room is too cramped to perform such an attack.\n\r", ch ); return rNONE; } } } if ( IS_VALID_SN(dt) ) skill = skill_table[dt]; if ( pexit && !pexit->to_room ) { send_to_char( "Are you expecting to fire through a wall!?\n\r", ch ); return rNONE; } /* Check for obstruction */ if ( pexit && IS_SET(pexit->exit_info, EX_CLOSED) ) { if ( IS_SET(pexit->exit_info, EX_SECRET) || IS_SET(pexit->exit_info, EX_DIG) ) send_to_char( "Are you expecting to fire through a wall!?\n\r", ch ); else send_to_char( "Are you expecting to fire through a door!?\n\r", ch ); return rNONE; } vch = NULL; if ( pexit && arg1[0] != '\0' ) { if ( (vch=scan_for_victim(ch, pexit, arg1)) == NULL ) { send_to_char( "You cannot see your target.\n\r", ch ); return rNONE; } /* don't allow attacks on mobs stuck in another area? if ( IS_NPC(vch) && xIS_SET(vch->act, ACT_STAY_AREA) && ch->in_room->area != vch->in_room->area) ) { } */ /*don't allow attacks on mobs that are in a no-missile room --Shaddai */ if ( xIS_SET(vch->in_room->room_flags, ROOM_NOMISSILE) ) { send_to_char( "You can't get a clean shot off.\n\r", ch ); return rNONE; } /* Taken out cause of wait state if ( !IS_NPC(ch) && !IS_NPC(vch) ) { send_to_char("Pkill like a real pkiller.\n\r", ch ); return rNONE; } */ /* can't properly target someone heavily in battle */ if ( vch->num_fighting > max_fight(vch) ) { send_to_char( "There is too much activity there for you to get a clear shot.\n\r", ch ); return rNONE; } } if ( vch ) { if ( !IS_NPC( vch ) && !IS_NPC( ch ) && xIS_SET(ch->act, PLR_NICE ) ) { send_to_char( "You're too nice to do that!\n\r", ch ); return rNONE; } if ( vch && is_safe(ch, vch, TRUE) ) return rNONE; } was_in_room = ch->in_room; if ( projectile ) { separate_obj(projectile); if ( pexit ) { if ( weapon ) { act( AT_GREY, "You fire $p $T.", ch, projectile, dir_name[dir], TO_CHAR ); act( AT_GREY, "$n fires $p $T.", ch, projectile, dir_name[dir], TO_ROOM ); } else { act( AT_GREY, "You throw $p $T.", ch, projectile, dir_name[dir], TO_CHAR ); act( AT_GREY, "$n throw $p $T.", ch, projectile, dir_name[dir], TO_ROOM ); } } else { if ( weapon ) { act( AT_GREY, "You fire $p at $N.", ch, projectile, victim, TO_CHAR ); act( AT_GREY, "$n fires $p at $N.", ch, projectile, victim, TO_NOTVICT ); act( AT_GREY, "$n fires $p at you!", ch, projectile, victim, TO_VICT ); } else { act( AT_GREY, "You throw $p at $N.", ch, projectile, victim, TO_CHAR ); act( AT_GREY, "$n throws $p at $N.", ch, projectile, victim, TO_NOTVICT ); act( AT_GREY, "$n throws $p at you!", ch, projectile, victim, TO_VICT ); } } } else if ( skill ) { if ( skill->noun_damage && skill->noun_damage[0] != '\0' ) stxt = skill->noun_damage; else stxt = skill->name; /* a plain "spell" flying around seems boring */ if ( !str_cmp(stxt, "spell") ) stxt = "magical burst of energy"; if ( skill->type == SKILL_SPELL ) { color = AT_MAGIC; if ( pexit ) { act( AT_MAGIC, "You release $t $T.", ch, aoran(stxt), dir_name[dir], TO_CHAR ); act( AT_MAGIC, "$n releases $s $t $T.", ch, stxt, dir_name[dir], TO_ROOM ); } else { act( AT_MAGIC, "You release $t at $N.", ch, aoran(stxt), victim, TO_CHAR ); act( AT_MAGIC, "$n releases $s $t at $N.", ch, stxt, victim, TO_NOTVICT ); act( AT_MAGIC, "$n releases $s $t at you!", ch, stxt, victim, TO_VICT ); } } } else { bug( "Ranged_attack: no projectile, no skill dt %d", dt ); return rNONE; } /* victim in same room */ if ( victim ) { check_illegal_pk( ch, victim ); check_attacker( ch, victim ); return ranged_got_target( ch, victim, weapon, projectile, 0, dt, stxt, color ); } /* assign scanned victim */ victim = vch; /* reverse direction text from move_char */ dtxt = rev_exit(pexit->vdir); while ( dist <= range ) { char_from_room(ch); char_to_room(ch, pexit->to_room); if ( IS_SET(pexit->exit_info, EX_CLOSED) ) { /* whadoyahknow, the door's closed */ if ( projectile ) sprintf(buf,"You see your %s pierce a door in the distance to the %s.", myobj(projectile), dir_name[dir] ); else sprintf(buf, "You see your %s hit a door in the distance to the %s.", stxt, dir_name[dir] ); act( color, buf, ch, NULL, NULL, TO_CHAR ); if ( projectile ) { sprintf(buf,"$p flies in from %s and implants itself solidly in the %sern door.", dtxt, dir_name[dir] ); act( color, buf, ch, projectile, NULL, TO_ROOM ); } else { sprintf(buf, "%s flies in from %s and implants itself solidly in the %sern door.", aoran(stxt), dtxt, dir_name[dir] ); buf[0] = UPPER(buf[0]); act( color, buf, ch, NULL, NULL, TO_ROOM ); } break; } /* no victim? pick a random one */ if ( !victim ) { for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { if ( ((IS_NPC(ch) && !IS_NPC(vch)) || (!IS_NPC(ch) && IS_NPC(vch))) && number_bits(1) == 0 ) { victim = vch; break; } } if ( victim && is_safe(ch, victim, TRUE) ) { char_from_room(ch); char_to_room(ch, was_in_room); return rNONE; } } /* In the same room as our victim? */ if ( victim && ch->in_room == victim->in_room ) { if ( projectile ) act( color, "$p flies in from $T.", ch, projectile, dtxt, TO_ROOM ); else act( color, "$t flies in from $T.", ch, aoran(stxt), dtxt, TO_ROOM ); /* get back before the action starts */ char_from_room(ch); char_to_room(ch, was_in_room); check_illegal_pk( ch, victim ); check_attacker( ch, victim ); return ranged_got_target( ch, victim, weapon, projectile, dist, dt, stxt, color ); } if ( dist == range ) { if ( projectile ) { act( color, "Your $t falls harmlessly to the $T.", ch, myobj(projectile), dir_name[dir], TO_CHAR ); act( color, "$p flies in from $T and falls harmlessly to the ground.", ch, projectile, dtxt, TO_ROOM ); if ( projectile->in_obj ) obj_from_obj(projectile); if ( projectile->carried_by ) obj_from_char(projectile); obj_to_room(projectile, ch->in_room); } else { act( color, "Your $t fizzles out harmlessly to the $T.", ch, stxt, dir_name[dir], TO_CHAR ); act( color, "$t flies in from $T and fizzles out harmlessly.", ch, aoran(stxt), dtxt, TO_ROOM ); } break; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { if ( projectile ) { act( color, "Your $t hits a wall and bounces harmlessly to the $T.", ch, myobj(projectile), dir_name[dir], TO_CHAR ); act( color, "$p falls harmlessly to the ground.", ch, projectile, dir_name[dir], TO_ROOM ); if ( projectile->in_obj ) obj_from_obj(projectile); if ( projectile->carried_by ) obj_from_char(projectile); obj_to_room(projectile, ch->in_room); } else { act( color, "Your $t harmlessly hits a wall to the $T.", ch, stxt, dir_name[dir], TO_CHAR ); act( color, "$t strikes the $Tern wall and falls harmlessly to the ground.", ch, aoran(stxt), dir_name[dir], TO_ROOM ); } break; } if ( projectile ) act( color, "$p flies in from $T.", ch, projectile, dtxt, TO_ROOM ); else act( color, "$t flies in from $T.", ch, aoran(stxt), dtxt, TO_ROOM ); dist++; } char_from_room( ch ); char_to_room( ch, was_in_room ); return rNONE; } /* * Fire <direction> <target> * * Fire a projectile from a missile weapon (bow, crossbow, etc) * * Design by Thoric, coding by Thoric and Tricops. * * Support code (see projectile_hit(), quiver support, other changes to * fight.c, etc by Thoric. */ void do_fire( CHAR_DATA *ch, char *argument ) { OBJ_DATA *arrow; OBJ_DATA *bow; sh_int max_dist; if ( argument[0] == '\0' || !str_cmp(argument, " ") ) { send_to_char( "Fire where at who?\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "A magical force prevents you from attacking.\n\r", ch ); return; } /* * Find the projectile weapon */ if ( (bow=get_eq_char(ch, WEAR_MISSILE_WIELD)) != NULL ) if ( !(bow->item_type == ITEM_MISSILE_WEAPON) ) bow = NULL; if ( !bow ) { send_to_char( "You are not wielding a missile weapon.\n\r", ch ); return; } /* modify maximum distance based on bow-type and ch's class/str/etc */ max_dist = URANGE( 1, bow->value[4], 10 ); if ( (arrow=find_projectile(ch, bow->value[3])) == NULL ) { char *msg = "You have nothing to fire...\n\r"; switch( bow->value[3] ) { case DAM_BOLT: msg = "You have no bolts...\n\r"; break; case DAM_ARROW: msg = "You have no arrows...\n\r"; break; case DAM_DART: msg = "You have no darts...\n\r"; break; case DAM_STONE: msg = "You have no slingstones...\n\r"; break; case DAM_PEA: msg = "You have no peas...\n\r"; break; } send_to_char( msg, ch ); return; } /* Add wait state to fire for pkill, etc... */ WAIT_STATE( ch, 6 ); /* handle the ranged attack */ ranged_attack( ch, argument, bow, arrow, TYPE_HIT + arrow->value[3], max_dist ); return; } /* * Attempt to fire at a victim. * Returns FALSE if no attempt was made */ bool mob_fire( CHAR_DATA *ch, char *name ) { OBJ_DATA *arrow; OBJ_DATA *bow; sh_int max_dist; if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) return FALSE; if ( (bow=get_eq_char(ch, WEAR_MISSILE_WIELD)) != NULL ) if ( !(bow->item_type == ITEM_MISSILE_WEAPON) ) bow = NULL; if ( !bow ) return FALSE; /* modify maximum distance based on bow-type and ch's class/str/etc */ max_dist = URANGE( 1, bow->value[4], 10 ); if ( (arrow=find_projectile(ch, bow->value[3])) == NULL ) return FALSE; ranged_attack( ch, name, bow, arrow, TYPE_HIT + arrow->value[3], max_dist ); return TRUE; } /* -- working on -- * Syntaxes: throw object (assumed already fighting) * throw object direction target (all needed args for distance * throwing) * throw object (assumed same room throw) void do_throw( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in_room; CHAR_DATA *victim; OBJ_DATA *throw_obj; EXIT_DATA *pexit; sh_int dir; sh_int dist; sh_int max_dist = 3; char arg[MAX_INPUT_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); for ( throw_obj = ch->last_carrying; throw_obj; throw_obj = throw_obj=>prev_content ) { --- if ( can_see_obj( ch, throw_obj ) && ( throw_obj->wear_loc == WEAR_HELD || throw_obj->wear_loc == WEAR_WIELDED || throw_obj->wear_loc == WEAR_DUAL_WIELDED ) && nifty_is_name( arg, throw_obj->name ) ) break; ---- if ( can_see_obj( ch, throw_obj ) && nifty_is_name( arg, throw_obj->name ) break; } if ( !throw_obj ) { send_to_char( "You aren't holding or wielding anything like that.\n\r", ch ); return; } ---- if ( ( throw_obj->item_type != ITEM_WEAPON) { send_to_char("You can only throw weapons.\n\r", ch ); return; } ---- if (get_obj_weight( throw_obj ) - ( 3 * (get_curr_str(ch) - 15) ) > 0) { send_to_char("That is too heavy for you to throw.\n\r", ch); if (!number_range(0,10)) learn_from_failure( ch, gsn_throw ); return; } if ( ch->fighting ) victim = ch->fighting; else { if ( ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) && ( arg2[0] == '\0' ) ) { act( AT_GREY, "Throw $t at whom?", ch, obj->short_descr, NULL, TO_CHAR ); return; } } }*/ void do_slice( CHAR_DATA *ch, char *argument ) { OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *slice; bool found; MOB_INDEX_DATA *pMobIndex; char buf[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; found = FALSE; /* * Noticed that it was checking gsn_kick. Bug report by Li'l Lukey */ if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->level < skill_table[gsn_slice]->skill_level[ch->class] ) { send_to_char("You are not learned in this skill.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char("From what do you wish to slice meat?\n\r", ch); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL || ( obj->value[3] != 1 && obj->value[3] != 2 && obj->value[3] != 3 && obj->value[3] != 11) ) { send_to_char( "You need to wield a sharp weapon.\n\r", ch); return; } if ( (corpse = get_obj_here( ch, argument )) == NULL) { send_to_char("You can't find that here.\n\r", ch); return; } if (corpse->item_type != ITEM_CORPSE_NPC || corpse->value[3] < 75) { send_to_char("That is not a suitable source of meat.\n\r", ch); return; } if ( (pMobIndex = get_mob_index( -(corpse->value[2] ))) == NULL ) { bug("Can not find mob for value[2] of corpse, do_slice", 0); return; } if ( get_obj_index(OBJ_VNUM_SLICE) == NULL ) { bug("Vnum 24 not found for do_slice!", 0); return; } if ( !can_use_skill(ch, number_percent(), gsn_slice ) && !IS_IMMORTAL(ch)) { send_to_char("You fail to slice the meat properly.\n\r", ch); learn_from_failure(ch, gsn_slice); /* Just in case they die :> */ if ( number_percent() + (get_curr_dex(ch) - 13) < 10) { act(AT_BLOOD, "You cut yourself!", ch, NULL, NULL, TO_CHAR); damage(ch, ch, ch->level, gsn_slice); } return; } slice = create_object( get_obj_index(OBJ_VNUM_SLICE), 0 ); sprintf(buf, "meat fresh slice %s", pMobIndex->player_name); STRFREE(slice->name); slice->name = STRALLOC(buf); sprintf(buf, "a slice of raw meat from %s", pMobIndex->short_descr); STRFREE(slice->short_descr); slice->short_descr = STRALLOC(buf); sprintf(buf1, "A slice of raw meat from %s lies on the ground.", pMobIndex->short_descr); STRFREE(slice->description); slice->description = STRALLOC(buf1); act( AT_BLOOD, "$n cuts a slice of meat from $p.", ch, corpse, NULL, TO_ROOM); act( AT_BLOOD, "You cut a slice of meat from $p.", ch, corpse, NULL, TO_CHAR); obj_to_char(slice, ch); corpse->value[3] -= 25; learn_from_success(ch, gsn_slice); return; } /*------------------------------------------------------------ * Fighting Styles - haus */void do_style( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; /* char buf[MAX_INPUT_LENGTH]; int percent; */ if ( IS_NPC(ch) ) return; one_argument( argument, arg ); if ( arg[0] == '\0' ) { ch_printf_color( ch, "&wAdopt which fighting style? (current: %s&w)\n\r", ch->style == STYLE_BERSERK ? "&Rberserk" : ch->style == STYLE_AGGRESSIVE ? "&Raggressive" : ch->style == STYLE_DEFENSIVE ? "&Ydefensive" : ch->style == STYLE_EVASIVE ? "&Yevasive" : "standard" ); return; } if( !str_prefix(arg, "evasive") ){ if( ch->level < skill_table[gsn_style_evasive]->skill_level[ch->class]) { send_to_char( "You have not yet learned enough to fight evasively.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_style_evasive]->beats ); if( number_percent() < LEARNED(ch, gsn_style_evasive) ){ /* success */ if(ch->fighting){ ch->position = POS_EVASIVE; learn_from_success(ch,gsn_style_evasive); if ( IS_PKILL( ch ) ) act( AT_ACTION, "$n falls back into an evasive stance.", ch, NULL, NULL, TO_ROOM ); } ch->style = STYLE_EVASIVE; send_to_char( "You adopt an evasive fighting style.\n\r",ch); return; } else { /* failure */ send_to_char( "You nearly trip in a lame attempt to adopt an evasive fighting style.\n\r",ch); return; } } else if( !str_prefix(arg, "defensive")){ if( ch->level < skill_table[gsn_style_defensive]->skill_level[ch->class]) { send_to_char( "You have not yet learned enough to fight defensively.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_style_defensive]->beats ); if( number_percent() < LEARNED(ch, gsn_style_defensive) ){ /* success */ if(ch->fighting) { ch->position = POS_DEFENSIVE; learn_from_success(ch,gsn_style_defensive); if ( IS_PKILL( ch ) ) act( AT_ACTION, "$n moves into a defensive posture.", ch, NULL, NULL, TO_ROOM ); } ch->style = STYLE_DEFENSIVE; send_to_char( "You adopt a defensive fighting style.\n\r",ch); return; } else { /* failure */ send_to_char( "You nearly trip in a lame attempt to adopt a defensive fighting style.\n\r",ch); return; } } else if( !str_prefix(arg,"standard")){ if( ch->level < skill_table[gsn_style_standard]->skill_level[ch->class]) { send_to_char( "You have not yet learned enough to fight in the standard style.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_style_standard]->beats ); if( number_percent() < LEARNED(ch, gsn_style_standard) ){ /* success */ if(ch->fighting) { ch->position = POS_FIGHTING; learn_from_success(ch,gsn_style_standard); if ( IS_PKILL( ch ) ) act( AT_ACTION, "$n switches to a standard fighting style.", ch, NULL, NULL, TO_ROOM ); } ch->style = STYLE_FIGHTING; send_to_char( "You adopt a standard fighting style.\n\r",ch); return; } else { /* failure */ send_to_char( "You nearly trip in a lame attempt to adopt a standard fighting style.\n\r",ch); return; } } else if( !str_prefix(arg,"aggressive")){ if( ch->level < skill_table[gsn_style_aggressive]->skill_level[ch->class]) { send_to_char( "You have not yet learned enough to fight aggressively.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_style_aggressive]->beats ); if( number_percent() < LEARNED(ch, gsn_style_aggressive) ){ /* success */ if(ch->fighting) { ch->position = POS_AGGRESSIVE; learn_from_success(ch,gsn_style_aggressive); if ( IS_PKILL( ch ) ) act( AT_ACTION, "$n assumes an aggressive stance.", ch, NULL, NULL, TO_ROOM ); } ch->style = STYLE_AGGRESSIVE; send_to_char( "You adopt an aggressive fighting style.\n\r",ch); return; } else { /* failure */ send_to_char( "You nearly trip in a lame attempt to adopt an aggressive fighting style.\n\r",ch); return; } } else if( !str_prefix(arg,"berserk")){ if( ch->level < skill_table[gsn_style_berserk]->skill_level[ch->class]) { send_to_char( "You have not yet learned enough to fight as a berserker.\n\r",ch); return; } WAIT_STATE( ch, skill_table[gsn_style_berserk]->beats ); if( number_percent() < LEARNED(ch, gsn_style_berserk) ){ /* success */ if(ch->fighting) { ch->position = POS_BERSERK; learn_from_success(ch,gsn_style_berserk); if ( IS_PKILL( ch ) ) act( AT_ACTION, "$n enters a wildly aggressive style.", ch, NULL, NULL, TO_ROOM ); } ch->style = STYLE_BERSERK; send_to_char( "You adopt a berserk fighting style.\n\r",ch); return; } else { /* failure */ send_to_char( "You nearly trip in a lame attempt to adopt a berserk fighting style.\n\r",ch); return; } } send_to_char( "Adopt which fighting style?\n\r",ch); return; } /* New check to see if you can use skills to support morphs --Shaddai */ bool can_use_skill( CHAR_DATA *ch, int percent, int gsn ) { bool check = FALSE; if ( IS_NPC(ch) && percent < 85 ) check = TRUE; else if ( !IS_NPC(ch) && percent < LEARNED(ch, gsn) ) check = TRUE; else if ( ch->morph && ch->morph->morph && ch->morph->morph->skills && ch->morph->morph->skills[0] != '\0' && is_name( skill_table[gsn]->name, ch->morph->morph->skills ) && percent < 85 ) check = TRUE; if ( ch->morph && ch->morph->morph && ch->morph->morph->no_skills && ch->morph->morph->no_skills[0] != '\0' && is_name( skill_table[gsn]->name, ch->morph->morph->no_skills ) ) check = FALSE; if ( skill_table[gsn]->guild == 99 && !IS_NPC( ch ) && !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) check = FALSE; return check; } /* * Cook was coded by Blackmane and heavily modified by Shaddai */ void do_cook ( CHAR_DATA *ch, char *argument ) { OBJ_DATA *food, *fire; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; one_argument( argument, arg ); if ( IS_NPC(ch) || ch->level < skill_table[gsn_cook]->skill_level[ch->class]) { send_to_char("That skill is beyond your understanding.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char("Cook what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( food = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char("You do not have that item.\n\r", ch ); return; } if ( food->item_type != ITEM_COOK ) { send_to_char("How can you cook that?\n\r", ch ); return; } if ( food->value[2] > 2 ) { send_to_char("That is already burnt to a crisp.\n\r", ch ); return; } for ( fire = ch->in_room->first_content; fire; fire = fire->next_content ) { if ( fire->item_type == ITEM_FIRE ) break; } if ( !fire ) { send_to_char("There is no fire here!\n\r", ch ); return; } separate_obj(food); /* Bug catch by Tchaika from SMAUG list */ if ( number_percent() > LEARNED(ch, gsn_cook) ) { food->timer = food->timer/2; food->value[0] = 0; food->value[2] = 3; act( AT_MAGIC, "$p catches on fire burning it to a crisp!\n\r", ch, food, NULL, TO_CHAR ); act( AT_MAGIC, "$n catches $p on fire burning it to a crisp.", ch, food, NULL, TO_ROOM); sprintf( buf, "a burnt %s", food->pIndexData->name ); STRFREE(food->short_descr); food->short_descr = STRALLOC(buf); sprintf( buf, "A burnt %s.", food->pIndexData->name); STRFREE(food->description); food->description = STRALLOC(buf); return; } if ( number_percent() > 85 ) { food->timer = food->timer*3; food->value[2]+=2; act( AT_MAGIC, "$n overcooks $p.",ch, food, NULL, TO_ROOM); act( AT_MAGIC, "You overcook $p.",ch, food, NULL, TO_CHAR); sprintf( buf, "an overcooked %s", food->pIndexData->name ); STRFREE(food->short_descr); food->short_descr = STRALLOC(buf); sprintf( buf, "An overcooked %s.", food->pIndexData->name); STRFREE(food->description); food->description = STRALLOC(buf); } else { food->timer = food->timer*4; food->value[0] *= 2; act( AT_MAGIC, "$n roasts $p.",ch, food, NULL, TO_ROOM); act( AT_MAGIC, "You roast $p.",ch, food, NULL, TO_CHAR); sprintf( buf, "a roasted %s", food->pIndexData->name ); STRFREE(food->short_descr); food->short_descr = STRALLOC(buf); sprintf( buf, "A roasted %s.", food->pIndexData->name); STRFREE(food->description); food->description = STRALLOC(buf); food->value[2]++; } learn_from_success(ch, gsn_cook); }