/*
* The unique portions of SunderMud code as well as the integration efforts
* for code from other sources is based on the efforts of:
*
* Lotherius (elfren@aros.net)
*
* This code can only be used under the terms of the DikuMud, Merc,
* and ROM licenses. The same requirements apply to the changes that
* have been made.
*
* All other copyrights remain in place and in force.
*/
/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#include "everything.h"
#define MAX_DAMAGE_MESSAGE 37
/* command procedures needed */
DECLARE_DO_FUN(do_emote );
DECLARE_DO_FUN(do_circle );
DECLARE_DO_FUN(do_berserk );
DECLARE_DO_FUN(do_bash );
DECLARE_DO_FUN(do_trip );
DECLARE_DO_FUN(do_dirt );
DECLARE_DO_FUN(do_flee );
DECLARE_DO_FUN(do_kick );
DECLARE_DO_FUN(do_disarm );
DECLARE_DO_FUN(do_get );
DECLARE_DO_FUN(do_recall );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_sacrifice );
DECLARE_DO_FUN(do_rotate );
/*
* Local functions.
*/
void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_shield args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, bool immune ) );
void death_cry args( ( CHAR_DATA *ch ) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim,
int total_levels ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool dual ) );
void special_one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void raw_kill args( ( CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim , bool dual) );
bool can_murder args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
float check_brand args(( CHAR_DATA *ch, char color[3], OBJ_DATA *wep, CHAR_DATA *victim));
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
for ( ch = char_list; ch != NULL; ch = ch->next )
{
ch_next = ch->next;
if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
continue;
if ( IS_AWAKE(ch) && ch->in_room == victim->in_room )
multi_hit( ch, victim, TYPE_UNDEFINED );
else
stop_fighting( ch, FALSE );
if ( ( victim = ch->fighting ) == NULL )
continue;
mprog_hitprcnt_trigger( ch, victim );
mprog_fight_trigger( ch, victim );
/*
* Fun for the whole family!
*/
check_assist(ch,victim);
}
return;
}
/* for auto assisting */
void check_assist(CHAR_DATA *ch,CHAR_DATA *victim)
{
CHAR_DATA *rch, *rch_next;
for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
{
rch_next = rch->next_in_room;
if (IS_AWAKE(rch) && rch->fighting == NULL)
{
/* quick check for ASSIST_PLAYER */
if (!IS_NPC(ch) && IS_NPC(rch)
&& IS_SET(rch->off_flags,ASSIST_PLAYERS)
&& rch->level + 6 > victim->level)
{
do_emote(rch,"screams and attacks!");
multi_hit(rch,victim,TYPE_UNDEFINED);
continue;
}
/* PCs next */
if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM))
{
if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST))
|| IS_AFFECTED(rch,AFF_CHARM))
&& is_same_group(ch,rch) )
multi_hit (rch,victim,TYPE_UNDEFINED);
continue;
}
/* now check the NPC cases */
if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM))
{
if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL))
|| (IS_NPC(rch) && rch->race == ch->race
&& IS_SET(rch->off_flags,ASSIST_RACE))
|| (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN)
&& ((IS_GOOD(rch) && IS_GOOD(ch))
|| (IS_EVIL(rch) && IS_EVIL(ch))
|| (IS_NEUTRAL(rch) && IS_NEUTRAL(ch))))
|| (rch->pIndexData == ch->pIndexData
&& IS_SET(rch->off_flags,ASSIST_VNUM)))
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
if (number_bits(1) == 0)
continue;
target = NULL;
number = 0;
for (vch = ch->in_room->people; vch; vch = vch->next)
{
if (can_see(rch,vch)
&& is_same_group(vch,victim)
&& number_range(0,number) == 0)
{
target = vch;
number++;
}
}
if (target != NULL)
{
do_emote(rch,"screams and attacks!");
multi_hit(rch,target,TYPE_UNDEFINED);
}
}
}
}
}
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance;
/* decrement the wait */
if (ch->desc == NULL)
ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE);
/* no attacks for stunnies -- just a check */
if (ch->position < POS_RESTING)
return;
if (IS_NPC(ch))
{
mob_hit(ch,victim,dt);
return;
}
/* if IS_SET(ch->parts, PART_HOOFS)
{
special_one_hit( ch, victim, 1035 );
if (ch->fighting != victim)
return;
} */
if IS_SET(ch->parts, PART_HORNS )
{
special_one_hit( ch, victim, 1036 );
}
else if IS_SET(ch->parts, PART_WINGS)
{
special_one_hit( ch, victim , 1033); /*left wing*/
special_one_hit( ch, victim , 1034); /*right wing*/
}
else if (ch->race == race_lookup ("azer"))
{
special_one_hit(ch, victim, 1037); /*flaming aura*/
}
one_hit( ch, victim, dt, FALSE );
if (get_eq_char(ch, WEAR_WIELD2) != NULL)
one_hit( ch, victim, dt, TRUE );
if (ch->fighting != victim)
return;
if (IS_AFFECTED(ch,AFF_HASTE) || ((race_table[ch->race].off & OFF_FAST) == OFF_FAST))
{
one_hit(ch,victim,dt, FALSE);
if (get_eq_char(ch, WEAR_WIELD2) != NULL)
one_hit (ch, victim, dt, TRUE);
}
if ( ch->fighting != victim || dt == gsn_backstab )
return;
chance = get_skill(ch,gsn_second_attack)/2;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE );
check_improve(ch,gsn_second_attack,TRUE,5);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_third_attack)/4;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, FALSE );
check_improve(ch,gsn_third_attack,TRUE,6);
if ( ch->fighting != victim )
return;
}
return;
}
/* procedure for all mobile attacks */
void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt)
{
int chance,number;
CHAR_DATA *vch, *vch_next;
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim)
return;
/* Area attack -- BALLS nasty! */
if (IS_SET(ch->off_flags,OFF_AREA_ATTACK))
{
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if ((vch != victim && vch->fighting == ch))
one_hit(ch,vch,dt, FALSE);
}
}
if (IS_AFFECTED(ch,AFF_HASTE) || IS_SET(ch->off_flags,OFF_FAST))
one_hit(ch,victim,dt,FALSE);
if (ch->fighting != victim || dt == gsn_backstab)
return;
chance = get_skill(ch,gsn_second_attack)/2;
if (number_percent() < chance)
{
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim)
return;
}
chance = get_skill(ch,gsn_third_attack)/4;
if (number_percent() < chance)
{
one_hit(ch,victim,dt, FALSE);
if (ch->fighting != victim)
return;
}
/* oh boy! Fun stuff! */
if (ch->wait > 0)
return;
number = number_range(0,2);
if (number == 1 && IS_SET(ch->act,ACT_MAGE))
/* { mob_cast_mage(ch,victim); return; } */ ;
if (number == 2 && IS_SET(ch->act,ACT_CLERIC))
/* { mob_cast_cleric(ch,victim); return; } */ ;
/* now for the skills */
number = number_range(0,7);
switch(number)
{
case (0) :
if (IS_SET(ch->off_flags,OFF_BASH))
do_bash(ch,"");
break;
case (1) :
if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK))
do_berserk(ch,"");
break;
case (2) :
if (IS_SET(ch->off_flags,OFF_DISARM)
|| (get_weapon_sn(ch, FALSE) != gsn_hand_to_hand
&& (IS_SET(ch->act,ACT_WARRIOR)
|| IS_SET(ch->act,ACT_THIEF))))
do_disarm(ch,"");
break;
case (3) :
if (IS_SET(ch->off_flags,OFF_KICK))
do_kick(ch,"");
break;
case (4) :
if (IS_SET(ch->off_flags,OFF_KICK_DIRT))
do_dirt(ch,"");
break;
case (5) :
if (IS_SET(ch->off_flags,OFF_TAIL))
/* do_tail(ch,"") */ ;
break;
case (6) :
if (IS_SET(ch->off_flags,OFF_TRIP))
do_trip(ch,"");
break;
case (7) :
if (IS_SET(ch->off_flags,OFF_CRUSH))
/* do_crush(ch,"") */ ;
break;
}
}
/*
* Hit one guy once with special attack.
*/
void special_one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int dam_type;
/* just in case */
if (victim == ch || ch == NULL || victim == NULL)
return;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
/*
* Figure out the type of damage message.
*/
dam_type = attack_table[dt - TYPE_HIT].damage;
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = -4; /* as good as a thief */
if (IS_SET(ch->act,ACT_WARRIOR))
thac0_32 = -10;
else if (IS_SET(ch->act,ACT_THIEF))
thac0_32 = -4;
else if (IS_SET(ch->act,ACT_CLERIC))
thac0_32 = 2;
else if (IS_SET(ch->act,ACT_MAGE))
thac0_32 = 6;
}
else
{
thac0_00 = class_table[ch->class].thac0_00;
thac0_32 = class_table[ch->class].thac0_32;
}
thac0 = interpolate( ch->level, thac0_00, thac0_32 );
/* JAE routine to determine and subtract hit bonus of weapon would add
significant overhead, thus skipping it.*/
thac0 -= (GET_HITROLL(ch));
thac0 += 5;
switch(dam_type)
{
case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break;
case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break;
case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break;
default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break;
};
if (victim_ac < -15)
victim_ac = (victim_ac + 15) / 5 - 15;
if ( !can_see( ch, victim ) )
victim_ac -= 4;
if ( victim->position < POS_FIGHTING)
victim_ac += 4;
if (victim->position < POS_RESTING)
victim_ac += 6;
/*
* The moment of excitement!
*/
while ( ( diceroll = number_bits( 5 ) ) >= 20 )
;
if ( diceroll == 0
|| ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{
/* Miss. */
damage( ch, victim, 0, dt, dam_type );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
dam = number_range( 1 + ch->level/10 , ch->level/2 );
if (IS_SET(ch->parts, PART_WINGS)) /*reduce damage by 45% */
dam = (dam*.55);
/*
* Bonuses.
*/
if ( ch->class == class_lookup("monk") )
{
dam += dam * 1.7; /* Monks do more damage with hand to hand.
* We know it is hand to hand cause they can't use
* Anything Else.
*/
}
if ( get_skill(ch,gsn_enhanced_damage) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,gsn_enhanced_damage))
{
check_improve(ch,gsn_enhanced_damage,TRUE,6);
dam += dam * diceroll/100;
}
}
if ( get_skill(ch,gsn_ultra_damage) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,gsn_ultra_damage))
{
check_improve(ch,gsn_ultra_damage,TRUE,6);
dam += dam * diceroll/75;
}
}
if ( !IS_AWAKE(victim) )
dam *= 2;
else if (victim->position < POS_FIGHTING)
dam = dam * 3 / 2;
/* adding damage bonus is outrageous, so not doing it. */
/* dam += GET_DAMROLL(ch) */
if ( dam <= 0 )
dam = 1;
damage( ch, victim, dam, dt, dam_type );
tail_chain( );
return;
}
/*
Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, bool dual )
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn,skill;
int dam_type;
char mes[128];
sn = -1;
/* just in case */
if (victim == ch || ch == NULL || victim == NULL)
return;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
/*
* Figure out the type of damage message.
*/
if (!dual)
wield = get_eq_char( ch, WEAR_WIELD );
else
wield = get_eq_char (ch, WEAR_WIELD2);
sprintf (mes, "dt %d", dt);
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
else
dt += ch->dam_type;
}
sprintf (mes, "dt %d", dt);
if (dt < TYPE_HIT)
if (wield != NULL)
dam_type = attack_table[wield->value[3]].damage;
else
dam_type = attack_table[ch->dam_type].damage;
else
dam_type = attack_table[dt - TYPE_HIT].damage;
sprintf (mes, "dam type: %d", dam_type);
if (dam_type == -1)
dam_type = DAM_BASH;
/* get the weapon skill */
sn = get_weapon_sn(ch, dual);
if (!dual)
skill = 20 + get_weapon_skill(ch,sn);
else
skill = (int)((20 + get_weapon_skill(ch,sn))*get_skill(ch,gsn_dual)/100);
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = -4; /* as good as a thief */
if (IS_SET(ch->act,ACT_WARRIOR))
thac0_32 = -10;
else if (IS_SET(ch->act,ACT_THIEF))
thac0_32 = -4;
else if (IS_SET(ch->act,ACT_CLERIC))
thac0_32 = 2;
else if (IS_SET(ch->act,ACT_MAGE))
thac0_32 = 6;
}
else
{
thac0_00 = class_table[ch->class].thac0_00;
thac0_32 = class_table[ch->class].thac0_32;
}
thac0 = interpolate( ch->level, thac0_00, thac0_32 );
thac0 -= GET_HITROLL(ch) * skill/100;
thac0 += 5 * (100 - skill) / 100;
if (dt == gsn_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));
if (dt == gsn_circle)
thac0 -= 10 * (100 - get_skill(ch,gsn_circle));
switch(dam_type)
{
case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break;
case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break;
case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break;
default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break;
};
if (victim_ac < -15)
victim_ac = (victim_ac + 15) / 5 - 15;
if ( !can_see( ch, victim ) )
victim_ac -= 4;
if ( victim->position < POS_FIGHTING)
victim_ac += 4;
if (victim->position < POS_RESTING)
victim_ac += 6;
/*
* The moment of excitement!
*/
while ( ( diceroll = number_bits( 5 ) ) >= 20 )
;
if ( diceroll == 0
|| ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{
/* Miss. */
damage( ch, victim, 0, dt, dam_type );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL))
if (!ch->pIndexData->new_format)
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if ( wield != NULL )
dam += dam / 2;
}
else
dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
else
{
if (sn != -1)
{
check_improve(ch,sn,TRUE,5);
if (dual)
check_improve(ch,gsn_dual,TRUE, 3) ;
}
if ( wield != NULL )
{
if (wield->pIndexData->new_format)
dam = dice(wield->value[1],wield->value[2]) * skill/100;
else
dam = number_range( wield->value[1] * skill/100,
wield->value[2] * skill/100);
dam = dam * wield->condition / 100;
if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */
dam = dam * 21/20;
}
else
dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100);
}
/*
* Bonuses.
*/
if ( ch->class == class_lookup("monk") )
{
dam += dam * 1.7; /* Monks do more damage with hand to hand.
* We know it is hand to hand cause they can't use
* Anything Else.
*/
}
if ( get_skill(ch,gsn_enhanced_damage) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,gsn_enhanced_damage))
{
check_improve(ch,gsn_enhanced_damage,TRUE,6);
dam += dam * diceroll/100;
}
}
if ( get_skill(ch,gsn_ultra_damage) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,gsn_ultra_damage))
{
check_improve(ch,gsn_ultra_damage,TRUE,7);
dam += 2.0 * ( dam * diceroll/300);
}
}
if ( !IS_AWAKE(victim) )
dam *= 2;
else if (victim->position < POS_FIGHTING)
dam = dam * 3 / 2;
if ( dt == gsn_backstab && wield != NULL)
if ( wield->value[0] != 2 )
dam *= 2 + ch->level / 10;
else
dam *= 2 + ch->level / 8;
if ( dt == gsn_circle && wield != NULL)
if ( wield->value[0] != 2 )
dam *= 2+ (ch->level / 50);
else
dam *=2 + (ch->level / 33);
dam += GET_DAMROLL(ch) * UMIN(100,skill) /100;
if ( dam <= 0 )
dam = 1;
/*bad hack to support dual wield*/
if (dual) /*add 5000 mask to dt*/
dt+=5000;
damage( ch, victim, dam, dt, dam_type );
tail_chain( );
return;
}
float check_brand (CHAR_DATA *ch, char color[3], OBJ_DATA *wep, CHAR_DATA *victim)
/* Zeran - I call this function ass backwards, with ch and vict reversed
so I wrote this function with that in mind. All references
to ch and vict will appear to be backwards. */
{
int level;
int brand;
float total_mult=0;
int brand_type;
int dam_type=-1;
int immune;
AFFECT_DATA af;
if (wep == NULL) /*no weapon, don't check*/
return (1);
for (brand_type=1;brand_type<=MAX_BRAND;brand_type=brand_type*2)
{
brand=wep->value[4] & brand_type; /*check for brand_type*/
switch (brand) { /*check elemental brands first*/
case (WEAPON_FLAMING):
{
AFFECT_DATA af;
dam_type=DAM_FIRE;
strcpy (color, "{r");
/* check smoke blindness */
if (number_percent() < (wep->level / 3))
{
act ("$n's weapon spews forth a blast of acrid {Dsmoke{x!",victim, NULL, NULL, TO_ROOM);
send_to_char ("Your weapon spews forth a blast of acrid {Dsmoke{x!\n\r",victim);
if (!IS_AFFECTED(ch, AFF_BLIND) && (!saves_spell(wep->level, ch)))
{
af.type = gsn_blindness;
af.level = wep->level;
af.duration = number_range (2,4);
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char( ch, &af );
send_to_char ("You are blinded by the smoke!\n\r",ch);
act ("$n appears to be blinded by smoke!", ch, NULL, NULL, TO_ROOM);
}
}
break;
}
case (WEAPON_FROST):
{
int sn = skill_lookup ("chill touch");
dam_type=DAM_COLD;
strcpy (color, "{b");
if (number_percent() < (wep->level / 3))
{
act ("$n's weapon suddenly radiates a bone-chilling, frigid aura!",victim, NULL, NULL, TO_ROOM);
send_to_char ("Your weapon radiates an {Bicy{x aura!\n\r",victim);
if (!is_affected(ch, sn ) && (!saves_spell(wep->level, ch)))
{
af.type = sn;
af.level = wep->level;
af.duration = number_range (2,4);
af.location = APPLY_STR;
af.modifier = -(wep->level/12);
af.bitvector = 0;
affect_to_char ( ch, &af );
send_to_char ("You are chilled to the core by the extreme cold!\n\r",ch);
act ("$n appears to be shivering violently.", ch, NULL, NULL, TO_ROOM);
}
}
break;
}
case (WEAPON_LIGHTNING):
{
dam_type=DAM_LIGHTNING;
strcpy (color, "{y");
if ((number_percent() < (wep->level / 3))
&& (!saves_spell(wep->level, ch)))
{
act ("$n's weapon {Yshocks{x $N!",victim, NULL, ch, TO_NOTVICT);
send_to_char ("Your weapon {Yshocks{x your enemy with an electrical charge!\n\r",victim);
act ("$N's weapon has {Yshocked{x you! You are numbed by the blast.", ch, NULL, victim, TO_CHAR);
WAIT_STATE (ch, (2 * PULSE_VIOLENCE));
}
break;
}
case (WEAPON_ACID):
{
dam_type=DAM_ACID;
strcpy (color, "{g");
break;
}
case (WEAPON_VAMPIRIC):
{
int dam_total;
dam_type=DAM_NEGATIVE;
strcpy (color, "{m");
if ( number_percent() < (wep->level / 3) )
{
send_to_char ("Your weapon pulses with a sickly, {mpurple{x light!\n\r",victim);
act ("$n's weapon pulses with a sickly {mpurple{x light!",victim, NULL, NULL, TO_ROOM);
if (!saves_spell(wep->level, ch))
{
dam_total=number_range((wep->level/2), (wep->level));
act ("$n looks drained!", ch, NULL, NULL, TO_ROOM);
send_to_char ("You feel drained!\n\r",ch);
victim->hit+=dam_total;
victim->mana+=(dam_total/2);
ch->mana-=(dam_total/2);
ch->hit-=dam_total;
}
}
break;
}
case (WEAPON_SHARP):
{
if (number_percent() < (wep->level/3))
{
total_mult=total_mult+1;
strcpy (color, "{c");
act ("Your weapon strikes $N with additional power!",victim, NULL, ch, TO_CHAR);
act ("$n's weapon strikes you with added force!", victim, NULL, ch, TO_VICT);
}
dam_type=-1;
break;
}
case (WEAPON_VORPAL):
{
if (number_percent() < (int)(wep->level/4))
total_mult=total_mult+2; /*damn, that hurts*/
dam_type=-1;
strcpy (color, "{C");
break;
}
/* Bad Hack - elfren Really bad hack... SN is probably wrong value */
/* Zeran - Yes, elfren, SN is wrong, just want gsn_poison, not the SN. */
case (WEAPON_POISON):
{
/* sn = -1;
sn = get_weapon_sn(victim); */
level = wep->level;
if (IS_AFFECTED(ch, AFF_POISON))
{
act("$n is already poisoned.",ch,NULL,victim,TO_VICT);
}
else
{
if ( saves_spell( level, ch ) )
{
act("$n turns slightly green, but it passes.",ch,NULL,NULL,TO_ROOM);
send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
dam_type=-1;
}
else
{
af.type = gsn_poison;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( ch, &af );
send_to_char( "You feel a burning sensation from the weapon's cut.\n\r", ch );
act("$n looks very ill.",ch,NULL,NULL,TO_ROOM);
dam_type=-1;
}
}
if (number_percent() < 10) /*Zeran - poison wears off */
{
send_to_char ("The vemom on the blade dries up.\n\r",victim);
wep->value[4]-=WEAPON_POISON;
}
break;
}
default:
{
dam_type=-1;
break;
}
}; /*end switch*/
if (dam_type != -1) /*if has a recognized elemental brand*/
{
immune=check_immune(ch,dam_type);
switch (immune) {
case IS_IMMUNE:
{
total_mult=total_mult;
break;
}
case IS_RESISTANT:
{
total_mult=total_mult+.1;
break;
}
case IS_VULNERABLE:
{
total_mult=total_mult+.5;
break;
}
default:
{
total_mult=total_mult+.25;
break;
}
}; /*end switch*/
}
}/*end for*/
return (total_mult+1);
} /* end */
/*
* Inflict damage from a hit.
*/
bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type)
{
OBJ_DATA *corpse;
bool immune;
OBJ_DATA *wield;
char color[3];
float brand_mult=0;
/*bad hack for dual wield*/
if (dt >5000) /*subtract 5000 and is dual wield attack*/
{
wield = get_eq_char(ch, WEAR_WIELD2);
dt-=5000;
}
else
wield = get_eq_char(ch, WEAR_WIELD);
if ( victim->position == POS_DEAD )
return FALSE;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1000 )
{
bug( "Damage: %d: more than 1000 points!", dam );
dam = 1000;
}
/* damage reduction */
/* This *is* needed, do not remove. Changed values though */
if ( dam > 60)
dam = (dam - 60)/2 + 60;
if ( dam > 125)
dam = (dam - 125)/2 + 125;
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return FALSE;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
{
set_fighting( victim, ch );
}
if (victim->timer <= 4)
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
{
set_fighting( ch, victim );
}
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return FALSE;
}
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
}
/*
* Inviso attacks ... not.
*/
if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
{
affect_strip( ch, gsn_invis );
affect_strip( ch, gsn_mass_invis );
REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
}
if ( IS_AFFECTED(ch, AFF_POLY) )
{
affect_strip (ch, skill_lookup ("mask self"));
REMOVE_BIT(ch->affected_by, AFF_POLY);
undo_mask(ch);
act( "$n suddenly appears as $s mask vanishes.", ch, NULL, NULL, TO_ROOM );
}
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
dam /= 2;
if ( IS_AFFECTED(victim, AFF_PROTECTE) && IS_EVIL(ch) )
dam -= dam / 4;
else if ( IS_AFFECTED(victim, AFF_PROTECTG) && IS_GOOD(ch) )
dam -= dam / 4;
if ( is_affected(victim, skill_lookup("fire shield")))
{
if (dam_type==DAM_COLD)
dam -= dam/2;
}
immune = FALSE;
/*
* Check for parry, and dodge, and shield block.
*/
if ( dt >= TYPE_HIT && ch != victim)
{
if ( check_parry( ch, victim ) )
{
OBJ_DATA *tmp1=get_eq_char (victim, WEAR_WIELD);
OBJ_DATA *tmp2=get_eq_char (victim, WEAR_WIELD2);
if (tmp1 != NULL)
check_damage_obj (victim, tmp1, 2);
if (tmp2 != NULL)
check_damage_obj (victim, tmp2, 2);
check_damage_obj (ch, wield, 2);
return FALSE;
}
if ( check_dodge( ch, victim ) )
return FALSE;
if ( check_shield( ch, victim ) )
{
check_damage_obj (victim, get_eq_char (victim, WEAR_SHIELD), 20) ;
check_damage_obj (ch, wield, 2);
return FALSE;
}
}
/* Zeran - ok, got a real hit, lets check for object damage */
check_damage_obj (victim, NULL, 10); /*beat up enemy equipment*/
check_damage_obj (ch, wield, 2); /*ding up sword*/
switch(check_immune(victim,dam_type))
{
case(IS_IMMUNE):
immune = TRUE;
dam = 0;
break;
case(IS_RESISTANT):
dam -= dam/3;
break;
case(IS_VULNERABLE):
dam += dam/2;
break;
}
/* Zeran - do weapon branding check and check material vulnerability */
if ((!immune)&&(dt<1033)&&(dt>TYPE_HIT)&&(dam)) /*not immune, is physical, non-special attack*/
{
if (wield)
{
brand_mult=check_brand (victim, color, wield, ch);
dam = (int)(dam*brand_mult);
if (brand_mult > 6.2) /*how????*/
log_string ("brand_mult > 6");
if (check_material_vuln (wield, victim))
dam *= 1.5;
}
}
dam_message( ch, victim, dam, dt, immune );
if (dam == 0)
return FALSE;
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if ( !IS_NPC(victim)
&& victim->level >= LEVEL_IMMORTAL
&& victim->hit < 1 )
victim->hit = 1;
update_pos( victim );
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are mortally wounded, and will die soon, if not aided.\n\r",
victim );
break;
case POS_INCAP:
act( "$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are incapacitated and will slowly die, if not aided.\n\r",
victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will probably recover.\n\r",
victim );
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
send_to_char( "You have been KILLED!!\n\r\n\r", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 )
send_to_char( "You sure are BLEEDING!\n\r", victim );
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if ( !IS_AWAKE(victim) )
stop_fighting( victim, FALSE );
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain( ch, victim );
if ( IS_NPC(victim) && !IS_NPC(ch))
{
sprintf( log_buf, "%s killed by %s at %d",
victim->short_descr,
ch->name, victim->in_room->vnum);
notify_message (NULL, WIZNET_MOBDEATH, TO_IMM, log_buf );
}
if ( !IS_NPC(victim) )
{
sprintf( log_buf, "%s killed by %s at %d",
victim->name,
(IS_NPC(ch) ? ch->short_descr : ch->name),
victim->in_room->vnum );
log_string( log_buf );
/* Zeran - notify message */
notify_message (victim, NOTIFY_DEATH, TO_ALL,
(IS_NPC(ch) ? ch->short_descr : ch->name));
notify_message (NULL, WIZNET_DEATH, TO_IMM, log_buf);
/*
* Dying penalty:
* 1/2 way back to previous level.
*/
if ( victim->level < 25 )
{
if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
* victim->level )
gain_exp( victim, (exp_per_level(victim,victim->pcdata->points)
* victim->level - victim->exp)/2 );
}
else
{
gain_exp( victim, -500);
if(victim->exp<exp_per_level(victim,victim->pcdata->points)* victim->level )
drop_level(victim);
}
}
raw_kill( victim );
/* RT new auto commands */
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
corpse = get_obj_list( ch, "corpse", ch->in_room->contents );
if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
corpse && corpse->contains) /* exists and not empty */
do_get( ch, "all corpse" );
if (IS_SET(ch->act,PLR_AUTOGOLD) &&
corpse && corpse->contains && /* exists and not empty */
!IS_SET(ch->act,PLR_AUTOLOOT))
do_get(ch, "gold corpse");
if ( IS_SET(ch->act, PLR_AUTOSAC) )
if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
return TRUE; /* leave if corpse has treasure */
else
do_sacrifice( ch, "corpse" );
}
return TRUE;
}
if ( victim == ch )
return TRUE;
/*
* Take care of link dead people.
*/
if ( !IS_NPC(victim) && victim->desc == NULL )
{
if ( number_range( 0, victim->wait ) == 0 )
{
do_recall( victim, "" );
return TRUE;
}
}
/*
* Wimp out?
*/
if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2)
{
if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0
&& victim->hit < victim->max_hit / 5)
|| ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
&& victim->master->in_room != victim->in_room ) )
do_flee( victim, "" );
}
if ( !IS_NPC(victim)
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait < PULSE_VIOLENCE / 2 )
do_flee( victim, "" );
tail_chain( );
return TRUE;
}
void drop_level( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
int add_mana;
int add_move;
int add_prac;
int add_hp;
ch->level-=1;
add_hp = con_app[get_curr_stat(ch,STAT_CON)].hitp + number_range(
class_table[ch->class].hp_min,
class_table[ch->class].hp_max );
add_mana = number_range(2,(2*get_curr_stat(ch,STAT_INT)
+ get_curr_stat(ch,STAT_WIS))/5);
if (!class_table[ch->class].fMana)
add_mana /= 2;
add_move = number_range( 1, (get_curr_stat(ch,STAT_CON)
+ get_curr_stat(ch,STAT_DEX))/6 );
add_prac = wis_app[get_curr_stat(ch,STAT_WIS)].practice;
add_hp = add_hp * 9/10;
add_mana = add_mana * 9/10;
add_move = add_move * 9/10;
add_hp = UMAX( 1, add_hp );
add_mana = UMAX( 1, add_mana );
add_move = UMAX( 6, add_move );
/* start subtracting here */
ch->max_hit -= add_hp;
ch->max_mana -= add_mana;
ch->max_move -= add_move;
ch->practice -= add_prac;
ch->train -= 1;
ch->pcdata->perm_hit -= add_hp;
ch->pcdata->perm_mana -= add_mana;
ch->pcdata->perm_move -= add_move;
send_to_char( "{RYou have lost a LEVEL!!!!!!{x", ch);
sprintf( buf,
"Your loss is: {Y-%d/%d mana, -%d/%d mv, -%d/%d prac.{x\n\r",
add_mana, ch->max_mana,
add_move, ch->max_move,
add_prac, ch->practice
);
send_to_char( buf, ch );
return;
}
bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim )
{
/* no killing in shops hack */
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
{
send_to_char("The shopkeeper wouldn't like that.\n\r",ch);
return TRUE;
}
/* no killing healers, adepts, etc */
if (IS_NPC(victim)
&& (IS_SET(victim->act,ACT_PRACTICE)
|| IS_SET(victim->act,ACT_IS_HEALER)))
{
send_to_char("I don't think Mota would approve.\n\r",ch);
return TRUE;
}
/* no fighting in safe rooms */
if (IS_SET(ch->in_room->room_flags,ROOM_SAFE))
{
send_to_char("Not in this room.\n\r",ch);
return TRUE;
}
if (victim->fighting == ch)
return FALSE;
if (IS_NPC(ch))
{
/* charmed mobs, pets, follower cannot attack players except in pk*/
if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
return FALSE; /* if in pkill room, automatically unsafe */
if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM)
|| IS_SET(ch->act,ACT_PET)
|| IS_SET(ch->act,ACT_FOLLOWER)))
return TRUE;
return FALSE;
}
else /* Not NPC */
{
if (IS_IMMORTAL(ch))
return FALSE;
else if ( !IS_IMMORTAL(ch) && !IS_NPC(victim) && IS_IMMORTAL(victim) )
return TRUE;
if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
return FALSE;
/* no pets */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET))
{
act("But $N looks so cute and cuddly...",ch,NULL,victim,TO_CHAR);
return TRUE;
}
/* no followers */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_FOLLOWER))
{
act("But $N is so loyal!",ch,NULL,victim,TO_CHAR);
return TRUE;
}
/* no charmed mobs unless char is the the owner */
if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
{
send_to_char("You don't own that monster.\n\r",ch);
return TRUE;
}
if (!IS_NPC(victim))
{
send_to_char("Sorry, player killing is not permitted here.\n\r",ch);
return TRUE;
}
return FALSE;
}
}
bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area )
{
/* can't zap self (crash bug) */
if (ch == victim)
return TRUE;
/* immortals not hurt in area attacks */
if (IS_IMMORTAL(victim) && area)
return TRUE;
/* no killing in shops hack */
if (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
return TRUE;
/* no killing healers, adepts, etc */
if (IS_NPC(victim)
&& (IS_SET(victim->act,ACT_PRACTICE)
|| IS_SET(victim->act,ACT_IS_HEALER)))
return TRUE;
/* no fighting in safe rooms */
if (IS_SET(ch->in_room->room_flags,ROOM_SAFE))
return TRUE;
if (victim->fighting == ch)
return FALSE;
if (IS_NPC(ch))
{
/* charmed mobs and pets cannot attack players */
/* except in pkill */
if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
return FALSE;
if (!IS_NPC(victim) && (IS_AFFECTED(ch,AFF_CHARM)
|| IS_SET(ch->act,ACT_PET)
|| IS_SET(ch->act,ACT_FOLLOWER)))
return TRUE;
/* area affects don't hit other mobiles */
if (IS_NPC(victim) && area)
return TRUE;
return FALSE;
}
else /* Not NPC */
{
if (IS_IMMORTAL(ch) && !area)
return FALSE;
if (IS_SET(ch->in_room->room_flags, ROOM_PKILL) )
return FALSE;
/* no pets */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_PET))
return TRUE;
/* no followers */
if (IS_NPC(victim) && IS_SET(victim->act,ACT_FOLLOWER))
return TRUE;
/* no charmed mobs unless char is the the owner */
if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
return TRUE;
/* no player killing if not in pk room */
if (!IS_NPC(victim))
return TRUE;
/* cannot use spells if not in same group */
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
return TRUE;
return FALSE;
}
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer( CHAR_DATA *ch, CHAR_DATA *victim )
{
/*
* Follow charm thread to responsible character.
* Attacking someone's charmed char is hostile!
*/
while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL )
victim = victim->master;
/*
* NPC's are fair game.
* So are killers and thieves.
*/
if ( IS_NPC(victim)
|| IS_SET(victim->act, PLR_KILLER)
|| IS_SET(victim->act, PLR_THIEF) )
return;
/*
* Charm-o-rama.
*/
if ( IS_SET(ch->affected_by, AFF_CHARM) )
{
if ( ch->master == NULL )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "Check_killer: %s bad AFF_CHARM",
IS_NPC(ch) ? ch->short_descr : ch->name );
bug( buf, 0 );
affect_strip( ch, gsn_charm_person );
REMOVE_BIT( ch->affected_by, AFF_CHARM );
return;
}
/*
send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master );
SET_BIT(ch->master->act, PLR_KILLER);
*/
/* stop_follower( ch ); */
return;
}
/*
* NPC's are cool of course (as long as not charmed).
* Hitting yourself is cool too (bleeding).
* So is being immortal (Alander's idea).
* And current killers stay as they are.
*/
if ( IS_NPC(ch)
|| ch == victim
|| ch->level >= LEVEL_IMMORTAL
|| IS_SET(ch->act, PLR_KILLER) )
return;
/*
send_to_char( "*** You are now a KILLER!! ***\n\r", ch );
SET_BIT(ch->act, PLR_KILLER);
save_char_obj( ch ); */
return;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
if ( IS_NPC(victim) )
{
chance = UMIN( 30, victim->level );
}
else
{
if ( ( get_eq_char( victim, WEAR_WIELD ) == NULL )
&& ( get_eq_char ( victim, WEAR_WIELD2 ) == NULL ) )
return FALSE;
chance = victim->pcdata->learned[gsn_parry] / 2;
}
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
if (IS_SET(victim->comm, COMM_FULLFIGHT) )
{
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
}
if (IS_SET(ch->comm, COMM_FULLFIGHT) )
{
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
}
check_improve(victim,gsn_parry,TRUE,6);
return TRUE;
}
/*Check for shield block */
bool check_shield( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
if (get_eq_char(victim,WEAR_SHIELD)==NULL) /*no shield, can't block*/
return FALSE;
if ( IS_NPC(victim) )
chance = UMIN( 30, victim->level );
else
chance = victim->pcdata->learned[gsn_shield_block] / 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
if (IS_SET(victim->comm, COMM_FULLFIGHT) )
{
act( "You block $n's attack with your shield.", ch, NULL, victim, TO_VICT );
}
if (IS_SET(ch->comm, COMM_FULLFIGHT) )
{
act( "$N blocks your attack with his shield.", ch, NULL, victim, TO_CHAR );
}
check_improve(victim,gsn_shield_block,TRUE,6);
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
if ( IS_NPC(victim) )
chance = UMIN( 30, victim->level );
else
chance = victim->pcdata->learned[gsn_dodge] / 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
if ( IS_SET(victim->comm, COMM_FULLFIGHT) )
{
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
}
if ( IS_SET(ch->comm, COMM_FULLFIGHT) )
{
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
}
check_improve(victim,gsn_dodge,TRUE,6);
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED )
victim->position = POS_STANDING;
return;
}
if ( IS_NPC(victim) && victim->hit < 1 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -11 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch->fighting != NULL )
{
bug( "Set_fighting: already fighting", 0 );
return;
}
if ( IS_AFFECTED(ch, AFF_SLEEP) )
affect_strip( ch, gsn_sleep );
ch->fighting = victim;
ch->position = POS_FIGHTING;
return;
}
/*
* Stop fights.
*/
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = IS_NPC(fch) ? ch->default_pos : POS_STANDING;
update_pos( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 3, 6 );
if ( ch->gold > 0 )
{
obj_to_obj( create_money( ch->gold ), corpse );
ch->gold = 0;
}
corpse->cost = 0;
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 25, 40 );
REMOVE_BIT(ch->act,PLR_CANLOOT);
if (!IS_SET(ch->act,PLR_KILLER) && !IS_SET(ch->act,PLR_THIEF))
corpse->owner = str_dup(ch->name);
else
corpse->owner = NULL;
corpse->cost = 0;
}
corpse->level = ch->level;
sprintf( buf, corpse->short_descr, name );
free_string( corpse->short_descr );
corpse->short_descr = str_dup( buf );
sprintf( buf, corpse->description, name );
free_string( corpse->description );
corpse->description = str_dup( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_char( obj );
if (obj->item_type == ITEM_POTION)
obj->timer = number_range(500,1000);
if (obj->item_type == ITEM_SCROLL)
obj->timer = number_range(1000,2500);
if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH))
obj->timer = number_range(5,10);
REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);
REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);
/* if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) )
extract_obj( obj );
else */
obj_to_obj( obj, corpse );
}
obj_to_room( corpse, ch->in_room );
return;
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
int vnum;
vnum = 0;
msg = "You hear the horrible death cry of $n.";
switch ( number_bits(4))
{
case 0: msg = "$n hits the ground ... {RDEAD{x."; break;
case 1:
if (ch->material == 0)
{
msg = "$n splatters {Rblood{x on your armor.";
break;
}
case 2:
if (IS_SET(ch->parts,PART_GUTS))
{
msg = "$n spills $s guts all over the floor.";
vnum = OBJ_VNUM_GUTS;
}
break;
case 3:
if (IS_SET(ch->parts,PART_HEAD))
{
msg = "$n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD;
}
break;
case 4:
if (IS_SET(ch->parts,PART_HEART))
{
msg = "$n's heart is torn from $s chest.";
vnum = OBJ_VNUM_TORN_HEART;
}
break;
case 5:
if (IS_SET(ch->parts,PART_ARMS))
{
msg = "$n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM;
}
break;
case 6:
if (IS_SET(ch->parts,PART_LEGS))
{
msg = "$n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG;
}
break;
case 7:
if (IS_SET(ch->parts,PART_BRAINS))
{
msg = "$n's head is shattered, and $s brains splash all over you.";
vnum = OBJ_VNUM_BRAINS;
}
}
act( msg, ch, NULL, NULL, TO_ROOM );
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 );
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if (obj->item_type == ITEM_FOOD)
{
if (IS_SET(ch->form,FORM_POISON))
obj->value[3] = 1;
else if (!IS_SET(ch->form,FORM_EDIBLE))
obj->item_type = ITEM_TRASH;
}
obj_to_room( obj, ch->in_room );
}
if ( IS_NPC(ch) )
msg = "You hear something's death cry.";
else
msg = "You hear someone's death cry.";
was_in_room = ch->in_room;
for ( door = 0; door <= 5; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& pexit->u1.to_room != was_in_room )
{
ch->in_room = pexit->u1.to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void raw_kill( CHAR_DATA *victim )
{
int i;
stop_fighting( victim, TRUE );
/* death_cry( victim ); */
mprog_death_trigger( victim );
make_corpse( victim );
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
extract_char( victim, TRUE );
return;
}
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
/*Zeran: reset affected_by to racial affect flags*/
victim->affected_by = race_table[victim->race].aff;
for (i = 0; i < 4; i++)
victim->armor[i]= 100;
victim->position = POS_RESTING;
victim->hit = UMAX( (sh_int)(victim->max_hit/2), victim->hit );
victim->mana = UMAX( (sh_int)(victim->max_mana/2), victim->mana );
victim->move = UMAX( (sh_int)(victim->max_move/2), victim->move );
/* RT added to prevent infinite deaths */
REMOVE_BIT(victim->act, PLR_KILLER);
REMOVE_BIT(victim->act, PLR_THIEF);
REMOVE_BIT(victim->act, PLR_BOUGHT_PET);
victim->recall_temp = 0; /* Zeran - reset "anchored" recall spots*/
/* save_char_obj( victim ); */
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
int xp;
int members;
int group_levels;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( victim == ch )
return;
members = 0;
group_levels = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
{
members++;
group_levels += gch->level;
}
}
if ( members == 0 )
{
bug( "Group_gain: members.", members );
members = 1;
group_levels = ch->level ;
}
lch = (ch->leader != NULL) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !is_same_group( gch, ch ) || IS_NPC(gch))
continue;
if ( gch->level - lch->level >= 9 )
{
send_to_char( "You are too high for this group.\n\r", gch );
continue;
}
if ( gch->level - lch->level <= -9 )
{
send_to_char( "You are too low for this group.\n\r", gch );
continue;
}
xp = xp_compute( gch, victim, group_levels );
if (!IS_NPC(victim) )
{
/* Umm... Does it seem to YOU that the xp's are reversed here?
* It's the only way it would work! */
gch->pcdata->battle_rating -= xp;
send_to_char("Your Battle Rating goes up!\n",gch);
victim->pcdata->battle_rating += xp;
send_to_char("Your Battle Rating has decreased!\n",victim);
gch->pcdata->pkill_wins += 1;
victim->pcdata->pkill_losses += 1;
xp = 0;
}
sprintf( buf, "You receive %d experience points.\n\r", xp );
send_to_char( buf, gch );
gain_exp( gch, xp );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
}
}
return;
}
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* Edit this function to change xp computations.
*/
int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels )
{
int xp,base_exp;
int align,level_range;
int change;
level_range = victim->level - gch->level;
/* compute the base exp */
switch (level_range)
{
default : base_exp = 0; break;
case -9 : base_exp = 1; break;
case -8 : base_exp = 2; break;
case -7 : base_exp = 5; break;
case -6 : base_exp = 9; break;
case -5 : base_exp = 11; break;
case -4 : base_exp = 22; break;
case -3 : base_exp = 33; break;
case -2 : base_exp = 50; break;
case -1 : base_exp = 66; break;
case 0 : base_exp = 83; break;
case 1 : base_exp = 99; break;
case 2 : base_exp = 121; break;
case 3 : base_exp = 143; break;
case 4 : base_exp = 165; break;
}
if (level_range > 4)
base_exp = 150 + 25 * (level_range - 4);
/* do alignment computations */
align = victim->alignment - gch->alignment;
if (IS_SET(victim->act,ACT_NOALIGN))
{
/* no change */
}
else if (align > 500) /* monster is more good than slayer */
{
change = (align - 500) * base_exp / 500 * gch->level/total_levels;
change = UMAX(1,change);
gch->alignment = UMAX(-1000,gch->alignment - change);
}
else if (align < -500) /* monster is more evil than slayer */
{
change = ( -1 * align - 500) * base_exp/500 * gch->level/total_levels;
change = UMAX(1,change);
gch->alignment = UMIN(1000,gch->alignment + change);
}
else /* improve this someday */
{
change = gch->alignment * base_exp/500 * gch->level/total_levels;
gch->alignment -= change;
}
/* calculate exp multiplier */
if (IS_SET(victim->act,ACT_NOALIGN))
xp = base_exp;
else if (gch->alignment > 500) /* for goodie two shoes */
{
if (victim->alignment < -750)
xp = base_exp * 4/3;
else if (victim->alignment < -500)
xp = base_exp * 5/4;
else if (victim->alignment > 750)
xp = base_exp / 4;
else if (victim->alignment > 500)
xp = base_exp / 2;
else if (victim->alignment > 250)
xp = base_exp * 3/4;
else
xp = base_exp;
}
else if (gch->alignment < -500) /* for baddies */
{
if (victim->alignment > 750)
xp = base_exp * 5/4;
else if (victim->alignment > 500)
xp = base_exp * 11/10;
else if (victim->alignment < -750)
xp = base_exp * 1/2;
else if (victim->alignment < -500)
xp = base_exp * 3/4;
else if (victim->alignment < -250)
xp = base_exp * 9/10;
else
xp = base_exp;
}
else if (gch->alignment > 200) /* a little good */
{
if (victim->alignment < -500)
xp = base_exp * 6/5;
else if (victim->alignment > 750)
xp = base_exp * 1/2;
else if (victim->alignment > 0)
xp = base_exp * 3/4;
else
xp = base_exp;
}
else if (gch->alignment < -200) /* a little bad */
{
if (victim->alignment > 500)
xp = base_exp * 6/5;
else if (victim->alignment < -750)
xp = base_exp * 1/2;
else if (victim->alignment < 0)
xp = base_exp * 3/4;
else
xp = base_exp;
}
else /* neutral */
{
if (victim->alignment > 500 || victim->alignment < -500)
xp = base_exp * 4/3;
else if (victim->alignment < 200 || victim->alignment > -200)
xp = base_exp * 1/2;
else
xp = base_exp;
}
/* randomize the rewards */
xp = number_range (xp * 3/4, xp * 5/4);
/* adjust for grouping */
/* Zeran - multiply by 1.5 to encourage grouping */
xp = xp * gch->level/total_levels * 1.5;
if (xp < 0)
xp = 0;
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune )
{
char buf1[256], buf2[256], buf3[256];
const char *vs;
const char *vp;
const char *attack;
char punct;
if ( dam == 0 ) { vs = "miss"; vp = "misses"; }
else if ( dam <= 4 ) { vs = "{wscratch{x"; vp = "{wscratches{x"; }
else if ( dam <= 8 ) { vs = "{wgraze{x"; vp = "{wgrazes{x"; }
else if ( dam <= 12 ) { vs = "{whit{x"; vp = "{whits{x"; }
else if ( dam <= 16 ) { vs = "{binjure{x"; vp = "{binjures{x"; }
else if ( dam <= 20 ) { vs = "{bwound{x"; vp = "{bwounds{x"; }
else if ( dam <= 24 ) { vs = "{bmaul{x"; vp = "{bmauls{x"; }
else if ( dam <= 28 ) { vs = "{gdecimate{x"; vp = "{gdecimates{x"; }
else if ( dam <= 32 ) { vs = "{gdevastate{x"; vp = "{gdevastates{x"; }
else if ( dam <= 36 ) { vs = "{gmaim{x"; vp = "{gmaims{x"; }
else if ( dam <= 40 ) { vs = "{cMUTILATE{x"; vp = "{cMUTILATES{x"; }
else if ( dam <= 44 ) { vs = "{cDISEMBOWEL{x"; vp = "{cDISEMBOWELS{x"; }
else if ( dam <= 48 ) { vs = "{cDISMEMBER{x"; vp = "{cDISMEMBERS{x"; }
else if ( dam <= 52 ) { vs = "{cMASSACRE{x"; vp = "{cMASSACRES{x"; }
else if ( dam <= 56 ) { vs = "{cMANGLE{x"; vp = "{cMANGLES{x"; }
else if ( dam <= 60 ) { vs = "{G*** DEMOLISH ***{x";
vp = "{G*** DEMOLISHES ***{x"; }
else if ( dam <= 75 ) { vs = "{G*** DEVASTATE ***{x";
vp = "{G*** DEVASTATES ***{x"; }
else if ( dam <= 100) { vs = "{C=== OBLITERATE ==={x";
vp = "{C=== OBLITERATES ==={x"; }
else if ( dam <= 125) { vs = "{r>>> ANNIHILATE <<<{x";
vp = "{r>>> ANNIHILATES <<<{x"; }
else if ( dam <= 150) { vs = "{r<<< ERADICATE >>>{x";
vp = "{r<<< ERADICATES >>>{x"; }
else { vs = "do {gUN{YSPEAK{gABLE{x things to";
vp = "{gdoes UN{YSPEAK{gABLE things to{x"; }
punct = (dam <= 24) ? '.' : '!';
if ( dt == TYPE_HIT )
{
if (ch == victim)
{
sprintf( buf1, "$n %s $melf%c [%d]",vp,punct, dam);
sprintf( buf2, "You %s yourself%c [%d]",vs,punct, dam);
}
else
{
sprintf( buf1, "$n %s $N%c [%d]", vp, punct, dam );
sprintf( buf2, "{yYou %s {y$N%c{x [{y%d{x]", vs, punct, dam );
sprintf( buf3, "{r$n %s {ryou%c{x [{r%d{x]", vp, punct, dam );
}
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE)
attack = attack_table[dt - TYPE_HIT].name;
else
{
bug( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
if (immune)
{
if (ch == victim)
{
sprintf(buf1,"$n is unaffected by $s own %s.",attack);
sprintf(buf2,"Luckily, you are immune to that.");
}
else
{
sprintf(buf1,"$N is unaffected by $n's %s!",attack);
sprintf(buf2,"$N is {gunaffected{x by your %s!",attack);
sprintf(buf3,"$n's %s is {cpowerless{x against you.",attack);
}
}
else
{
if (ch == victim)
{
sprintf( buf1, "$n's %s %s $m%c [%d]",attack,vp,punct, dam);
sprintf( buf2, "Your %s %s you%c [%d]",attack,vp,punct, dam);
}
else
{
sprintf( buf1, "$n's %s %s $N%c [%d]", attack, vp, punct, dam );
sprintf( buf2, "{yYour %s %s {y$N%c{x [{y%d{x]", attack, vp, punct, dam );
sprintf( buf3, "{r$n's %s %s {ryou%c{x [{r%d{x]", attack, vp, punct, dam );
}
}
}
if (ch == victim)
{
act(buf1,ch,NULL,NULL,TO_ROOM);
act(buf2,ch,NULL,NULL,TO_CHAR);
}
else
{
act( buf1, ch, NULL, victim, TO_NOTVICT );
act( buf2, ch, NULL, victim, TO_CHAR );
act( buf3, ch, NULL, victim, TO_VICT );
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim, bool dual )
{
OBJ_DATA *obj;
char messbuf[128];
if (!dual)
{
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
return;
}
else
{
if ( ( obj = get_eq_char( victim, WEAR_WIELD2 ) ) == NULL )
return;
}
if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE))
{
act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR);
act("$n tries to disarm you, but your weapon won't budge!",
ch,NULL,victim,TO_VICT);
act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
return;
}
sprintf (messbuf, "$n disarms you and sends %s flying!", obj->short_descr);
act( messbuf, ch, NULL, victim, TO_VICT );
sprintf (messbuf, "You disarm $N! %s goes flying!", obj->short_descr);
act( messbuf, ch, NULL, victim, TO_CHAR );
act( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) )
obj_to_char( obj, victim );
else
{
obj_to_room( obj, victim->in_room );
if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj))
get_obj(victim,obj,NULL);
}
return;
}
void do_berserk( CHAR_DATA *ch, char *argument)
{
int chance, hp_percent;
if ((chance = get_skill(ch,gsn_berserk)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_berserk].skill_level[ch->class]))
{
send_to_char("You turn red in the face, but nothing happens.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk)
|| is_affected(ch,skill_lookup("frenzy")))
{
send_to_char("You get a little madder.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CALM))
{
send_to_char("You're feeling to mellow to berserk.\n\r",ch);
return;
}
if (ch->mana < 50)
{
send_to_char("You can't get up enough energy.\n\r",ch);
return;
}
/* modifiers */
/* fighting */
if (ch->position == POS_FIGHTING)
chance += 10;
/* damage -- below 50% of hp helps, above hurts */
hp_percent = 100 * ch->hit/ch->max_hit;
chance += 25 - hp_percent/2;
if (number_percent() < chance)
{
AFFECT_DATA af;
WAIT_STATE(ch,PULSE_VIOLENCE);
ch->mana -= 50;
ch->move /= 2;
/* heal a little damage */
ch->hit += ch->level * 2;
ch->hit = UMIN(ch->hit,ch->max_hit);
send_to_char("{RYour pulse races as you are consumned by rage!{x\n\r",ch);
act("{R$n gets a wild look in $s eyes.{x",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_berserk,TRUE,2);
af.type = gsn_berserk;
af.level = ch->level;
af.duration = number_fuzzy(ch->level / 8);
af.modifier = UMAX(1,ch->level/5);
af.bitvector = AFF_BERSERK;
af.location = APPLY_HITROLL;
affect_to_char(ch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(ch,&af);
af.modifier = UMAX(10,10 * (ch->level/5));
af.location = APPLY_AC;
affect_to_char(ch,&af);
}
else
{
WAIT_STATE(ch,3 * PULSE_VIOLENCE);
ch->mana -= 25;
ch->move /= 2;
send_to_char("Your pulse speeds up, but nothing happens.\n\r",ch);
check_improve(ch,gsn_berserk,FALSE,2);
}
}
void do_bash( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_bash)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_bash].skill_level[ch->class]))
{
send_to_char("Bashing? What's that?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't fighting anyone!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim->position < POS_FIGHTING)
{
act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("You try to bash your brains out, but fail.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is your friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* size and weight */
chance += ch->carry_weight / 25;
chance -= victim->carry_weight / 20;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 25;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance += get_curr_stat(ch,STAT_STR);
chance -= get_curr_stat(victim,STAT_DEX) * 4/3;
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST))
chance -= 20;
/* level */
chance += (ch->level - victim->level) * 2;
/* now the attack */
if (number_percent() < chance)
{
act("$n sends you sprawling with a powerful bash!",
ch,NULL,victim,TO_VICT);
act("You slam into $N, and send $M flying!",ch,NULL,victim,TO_CHAR);
act("$n sends $N sprawling with a powerful bash.",
ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_bash,TRUE,1);
WAIT_STATE(victim, 3 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[gsn_bash].beats);
victim->position = POS_RESTING;
damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash,
DAM_BASH);
}
else
{
damage(ch,victim,0,gsn_bash,DAM_BASH);
act("You fall flat on your face!",
ch,NULL,victim,TO_CHAR);
act("$n falls flat on $s face.",
ch,NULL,victim,TO_NOTVICT);
act("You evade $n's bash, causing $m to fall flat on $s face.",
ch,NULL,victim,TO_VICT);
check_improve(ch,gsn_bash,FALSE,1);
ch->position = POS_RESTING;
WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2);
}
}
void do_dirt( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_dirt)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_dirt].skill_level[ch->class]))
{
send_to_char("You get your feet dirty.\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't in combat!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (IS_AFFECTED(victim,AFF_BLIND))
{
act("$e's already been blinded.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("Very funny.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* dexterity */
chance += get_curr_stat(ch,STAT_DEX);
chance -= 2 * get_curr_stat(victim,STAT_DEX);
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 25;
/* level */
chance += (ch->level - victim->level) * 2;
/* sloppy hack to prevent false zeroes */
if (chance % 5 == 0)
chance += 1;
/* terrain */
switch(ch->in_room->sector_type)
{
case(SECT_INSIDE): chance -= 20; break;
case(SECT_CITY): chance -= 10; break;
case(SECT_FIELD): chance += 5; break;
case(SECT_FOREST): break;
case(SECT_HILLS): break;
case(SECT_MOUNTAIN): chance -= 10; break;
case(SECT_WATER_SWIM): chance = 0; break;
case(SECT_WATER_NOSWIM): chance = 0; break;
case(SECT_AIR): chance = 0; break;
case(SECT_DESERT): chance += 10; break;
}
if (chance == 0)
{
send_to_char("There isn't any dirt to kick.\n\r",ch);
return;
}
/* now the attack */
if (number_percent() < chance)
{
AFFECT_DATA af;
act("$n kicks dirt in your eyes!", ch, NULL, victim, TO_VICT);
act("$n is blinded by the dirt in $s eyes!",victim,NULL,NULL,TO_ROOM);
damage(ch,victim,number_range(2,5),gsn_dirt,DAM_NONE);
send_to_char("You can't see a thing!\n\r",victim);
check_improve(ch,gsn_dirt,TRUE,2);
WAIT_STATE(ch,skill_table[gsn_dirt].beats);
af.type = gsn_dirt;
af.level = ch->level;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
}
else
{
damage(ch,victim,0,gsn_dirt,DAM_NONE);
check_improve(ch,gsn_dirt,FALSE,2);
WAIT_STATE(ch,skill_table[gsn_dirt].beats);
}
}
void do_trip( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_trip)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_trip].skill_level[ch->class]))
{
send_to_char("Tripping? What's that?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
send_to_char("But you aren't fighting anyone!\n\r",ch);
return;
}
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (is_safe(ch,victim))
return;
if ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if (IS_AFFECTED(victim,AFF_FLYING))
{
act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim->position < POS_FIGHTING)
{
act("$N is already down.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
send_to_char("You fall flat on your face!\n\r",ch);
WAIT_STATE(ch,2 * skill_table[gsn_trip].beats);
act("$n trips over $s own feet!",ch,NULL,NULL,TO_ROOM);
return;
}
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("$N is your beloved master.",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* size */
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */
/* dex */
chance += get_curr_stat(ch,STAT_DEX);
chance -= get_curr_stat(victim,STAT_DEX) * 3 / 2;
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 20;
/* level */
chance += (ch->level - victim->level) * 2;
/* now the attack */
if (number_percent() < chance)
{
act("$n trips you and you go down!",ch,NULL,victim,TO_VICT);
act("You trip $N and $N goes down!",ch,NULL,victim,TO_CHAR);
act("$n trips $N, sending $M to the ground.",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_trip,TRUE,1);
WAIT_STATE(victim,2 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[gsn_trip].beats);
victim->position = POS_RESTING;
damage(ch,victim,number_range(2, 2 + 2 * victim->size),gsn_trip,
DAM_BASH);
}
else
{
damage(ch,victim,0,gsn_trip,DAM_BASH);
WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3);
check_improve(ch,gsn_trip,FALSE,1);
}
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if (IS_AFFECTED(ch, AFF_FEAR))
{
if (!IS_NPC(ch))
send_to_char ("You are too scared to kill anyone...\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER)
&& !IS_SET(victim->act, PLR_THIEF) )
{
send_to_char( "You must MURDER a player.\n\r", ch );
return;
}
}
if ( victim == ch )
{
send_to_char( "You hit yourself. Ouch!\n\r", ch );
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe( ch, victim ) )
return;
if( ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) )
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
check_killer( ch, victim );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_murde( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to MURDER, spell it out.\n\r", ch );
return;
}
void do_murder( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Murder whom?\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_FEAR))
{
send_to_char ("You are too scared to attack anyone...\n\r",ch);
return;
}
if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET)))
return;
if (IS_NPC(ch) && IS_SET(ch->act,ACT_FOLLOWER))
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( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) )
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
if (can_murder(ch, victim) && can_murder (victim, ch))
{
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if (IS_NPC(ch))
sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr);
else
sprintf( buf, "Help! I am being attacked by %s!", ch->name );
do_yell( victim, buf );
check_killer( ch, victim );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
else if (!can_murder(ch, victim))
{
char mess[128];
sprintf (mess, "Mota deems it unjust for you and %s to fight.\n\r", victim->name);
send_to_char (mess, ch);
return;
}
else
{
char mess[128];
sprintf (mess, "Mota deems it unjust for you and %s to fight.\n\r", victim->name);
send_to_char (mess, ch);
return;
}
}
bool can_murder (CHAR_DATA *ch, CHAR_DATA *victim)
{
sh_int level_ch;
sh_int level_vct;
sh_int min_level=5; /* put this in merc.h as a define */
level_ch = ch->level;
level_vct = victim->level;
/* this routine assumes that the calling command has already checked for
existence of the PK flag in this room. */
if (level_ch > HERO) /*automatic yes*/
return TRUE;
/*check for minimum level of pkill*/
if ((level_ch < min_level) || (level_vct < min_level))
return FALSE;
else /*Pkill!!!!!!*/
return TRUE;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (IS_AFFECTED(ch, AFF_FEAR))
{
send_to_char ("You are too scared to attack anyone...\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 ( is_safe( ch, victim ) )
return; /* this will check the pk flag and bail out if none */
if (!IS_NPC(victim) && !can_murder(ch, victim))
{
send_to_char ("You can't kill that person here.\n\r",ch);
return;
}
if (( victim->fighting != NULL && !is_same_group(ch,victim->fighting))
&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to backstab.\n\r", ch );
return;
}
if ( victim->fighting != NULL )
{
send_to_char( "You can't backstab a fighting person.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit )
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if ( !IS_AWAKE(victim)
|| IS_NPC(ch)
|| number_percent( ) < ch->pcdata->learned[gsn_backstab] )
{
check_improve(ch,gsn_backstab,TRUE,1);
multi_hit( ch, victim, gsn_backstab );
}
else
{
check_improve(ch,gsn_backstab,FALSE,1);
damage( ch, victim, 0, gsn_backstab,DAM_NONE );
}
return;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (arg[0] == '\0')
{
send_to_char("Circle whom?\n\r",ch);
return;
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if ( is_safe( ch, victim ) )
return;
if (IS_NPC(victim) &&
victim->fighting != NULL &&
!is_same_group(ch,victim->fighting)
&& (!IS_SET(ch->in_room->room_flags, ROOM_PKILL) ) )
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to circle.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You must be fighting in order to circle.\n\r", ch );
return;
}
if ( (!IS_AFFECTED(victim, AFF_BLIND)) && (victim->fighting == ch) )
{
send_to_char( "Your foe is watching you too closely, you can't circle.\n\r", ch);
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[gsn_circle].beats );
if ( number_percent( ) < get_skill(ch,gsn_circle)
|| ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,gsn_circle,TRUE,1);
one_hit( ch, victim, gsn_circle, FALSE);
WAIT_STATE(ch,skill_table[gsn_circle].beats);
}
else
{
check_improve(ch,gsn_circle,FALSE,1);
damage( ch, victim, 0, gsn_circle,DAM_NONE);
WAIT_STATE(ch,skill_table[gsn_circle].beats);
}
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->u1.to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED)
|| ( IS_NPC(ch)
&& IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door, FALSE );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
{
send_to_char( "You flee from combat! You lose 10 exps.\n\r", ch );
gain_exp( ch, -10 );
}
stop_fighting( ch, TRUE );
return;
}
send_to_char( "PANIC! You couldn't escape!\n\r", ch );
return;
}
void do_sharpen (CHAR_DATA *ch, char *argument)
{
char target[MAX_INPUT_LENGTH];
int roll;
OBJ_DATA *obj;
int move=175;
int all_sharp=WEAPON_SHARP + WEAPON_VORPAL;
int player_chance;
if (ch->pcdata->learned[gsn_sharpen] < 1 )
{
send_to_char ("You have no clue how to sharpen your weapon.\n\r",ch);
return;
}
one_argument (argument, target);
if ( target[0] == '\0' )
{
send_to_char( "Sharpen what?\n\r", ch );
return;
}
if (ch->move < move) /*not enough to try*/
{
send_to_char ("You do not have enough movement.\n\r",ch);
return;
}
if (( obj = get_obj_carry (ch, target)) == NULL)
{
send_to_char ("You are not carrying that.\n\r", ch);
return;
}
if (obj->item_type != ITEM_WEAPON) /*not a weapon*/
{
send_to_char ("That is not a weapon.\n\r", ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char ("The weapon must be carried to be sharpened.\n\r",ch);
return;
}
ch->move -= move; /*use up required move */
if ((obj->value[4]&all_sharp) != 0) /*already sharp or vorpal*/
{
send_to_char ("This weapon is already as sharp as it can be...\n\r",ch);
return;
}
WAIT_STATE(ch, skill_table[gsn_sharpen].beats);
/*lets see what happens*/
roll=number_percent();
/*chance is skill/4 + level/4 + (str-20) + (dex -18)*/
player_chance=(int)(ch->level/4) + (int)(get_skill(ch,gsn_sharpen)/4) +
(get_curr_stat (ch, STAT_STR) - 20) +
(get_curr_stat (ch, STAT_DEX) - 18) + 5 ;
if (roll <= 5) /*oops, ruins the weapon*/
{
send_to_char ("You have dulled the edge beyond repair. The weapon is worthless!\n\r",ch);
extract_obj(obj);
act("$n tries to sharpen $p and fails miserably.",ch,obj,NULL,TO_ROOM);
check_improve(ch, gsn_sharpen, FALSE, 1);
return;
}
else if (roll <= player_chance) /*success!*/
{
int flag_to_add=WEAPON_SHARP;
char to_ch[128];
char to_room[128];
/*check for ultimate vorpal roll*/
roll = number_percent();
if (roll > 95) /*vorpal!*/
{
flag_to_add=WEAPON_VORPAL;
sprintf (to_ch, "The gods silently assist you! You've created a {mvorpal{x weapon!\n\r");
sprintf (to_room, "$n is aided by powers unseen, and thus creates a {mvorpal{x weapon!");
}
else
{
sprintf (to_ch, "With utmost care, you sharpen your weapon to a fine edge.\n\r");
sprintf (to_room, "$n works with great care and makes $s weapon deadlier.");
}
send_to_char (to_ch, ch);
act(to_room,ch,obj,NULL,TO_ROOM);
check_improve(ch, gsn_sharpen, TRUE,1);
obj->value[4]+=flag_to_add; /*add sharp or vorpal*/
obj->valueorig[4]+=flag_to_add;
}
else /*fail*/
{
send_to_char ("You fail to improve your weapon.\n\r", ch);
check_improve(ch, gsn_sharpen, FALSE,1);
return;
}
} /*end do_sharpen*/
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rescue whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "What about fleeing instead?\n\r", ch );
return;
}
if ( !is_same_group(ch,victim))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
send_to_char( "Doesn't need your help!\n\r", ch );
return;
}
if ( ch->fighting == victim )
{
send_to_char( "Too late.\n\r", ch );
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
send_to_char( "That person is not fighting right now.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] )
{
send_to_char( "You fail the rescue.\n\r", ch );
check_improve(ch,gsn_rescue,FALSE,1);
return;
}
act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act( "$n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
check_improve(ch,gsn_rescue,TRUE,1);
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
check_killer( ch, fch );
set_fighting( ch, fch );
set_fighting( fch, ch );
return;
}
void do_rotate ( CHAR_DATA *ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
if (ch->fighting == NULL)
{
send_to_char ("You aren't fighting anyone.\n\r",ch);
return;
}
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Rotate to fight 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->fighting )
{
send_to_char ("You are already fighting that target!.\n\r",ch);
return;
}
if (victim->fighting != ch)
{
send_to_char ("You must rotate to someone who is already fighting you.\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[gsn_rotate].beats );
chance = ch->pcdata->learned[gsn_rotate];
/*modifiers*/
chance = chance + (ch->level - ch->fighting->level) * 5;
chance = chance + (get_curr_stat (ch, STAT_DEX) - 20) * 5;
if (number_percent() > chance)
{
send_to_char ("Rotation failed.\n\r",ch);
check_improve(ch, gsn_rotate, FALSE, 1);
return;
}
stop_fighting (ch, FALSE);
set_fighting (ch, victim);
send_to_char ("Rotation successful.\n\r",ch);
check_improve(ch, gsn_rotate, TRUE, 1);
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
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 (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK))
return;
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] )
{
damage( ch, victim, number_range( 1, ch->level ), gsn_kick,DAM_BASH );
check_improve(ch,gsn_kick,TRUE,1);
}
else
{
damage( ch, victim, 0, gsn_kick,DAM_BASH );
check_improve(ch,gsn_kick,FALSE,1);
}
return;
}
/* Zeran - fairly big modification, still is sloppy though :( */
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
OBJ_DATA *obj2;
OBJ_DATA *chwep;
OBJ_DATA *chwep2;
int ch_tot_weap=0;
int vict_tot_weap=0;
int chance1,chance2,hth,ch_weapon1,vict_weapon1,ch_vict_weapon1;
int ch_weapon2,vict_weapon2, ch_vict_weapon2;
bool got_one=FALSE;
hth = 0;
if ((chance1 = get_skill(ch,gsn_disarm)) == 0)
{
send_to_char( "You don't know how to disarm opponents.\n\r", ch );
return;
}
chance2 = chance1;
if ((victim = ch->fighting) == NULL)
{
send_to_char ("You aren't fighting anyone.\n\r",ch);
return;
}
/* Zeran - ok, grab all possible weapons and total them up */
if ((obj = get_eq_char(victim, WEAR_WIELD)) != NULL)
vict_tot_weap++;
if ((obj2 = get_eq_char(victim, WEAR_WIELD2)) != NULL)
vict_tot_weap++;
if ((chwep = get_eq_char(ch, WEAR_WIELD)) != NULL)
ch_tot_weap++;
if ((chwep2 = get_eq_char(ch, WEAR_WIELD2)) != NULL)
ch_tot_weap++;
if ( chwep == NULL
&& chwep2 == NULL
&& ( (hth = get_skill(ch,gsn_hand_to_hand) ) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM) ) ) )
{
send_to_char( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (obj == NULL && obj2 == NULL)
{
send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
/* find weapon skills */
ch_weapon1 = get_weapon_skill(ch,get_weapon_sn(ch,FALSE));
vict_weapon1 = get_weapon_skill(victim,get_weapon_sn(victim,FALSE));
ch_weapon2 = get_weapon_skill(ch,get_weapon_sn(ch,TRUE));
vict_weapon2 = get_weapon_skill(victim,get_weapon_sn(victim,TRUE));
ch_vict_weapon1 = get_weapon_skill(ch,get_weapon_sn(victim,FALSE));
ch_vict_weapon2 = get_weapon_skill(ch,get_weapon_sn(victim,TRUE));
/* modifiers */
/* skill */
if (chwep == NULL && chwep2 == NULL )
{
chance1 = chance1 * hth/150;
chance2 = chance2 * hth/150;
}
else
{
chance1 = chance1 * ch_weapon1/100;
chance2 = chance2 * ch_weapon2/100;
}
chance1 += (ch_vict_weapon1/2 - vict_weapon1) / 2;
chance2 += (ch_vict_weapon2/2 - vict_weapon2) / 2;
/* dex vs. strength */
chance1 += get_curr_stat(ch,STAT_DEX);
chance1 -= 2 * get_curr_stat(victim,STAT_STR);
chance2 += get_curr_stat(ch,STAT_DEX);
chance2 -= 2 * get_curr_stat(victim,STAT_STR);
/* level */
chance1 += (ch->level - victim->level) * 2;
chance2 += (ch->level - victim->level) * 2;
/* Zeran - consider 2 weapons against 1, or vice versa */
if (ch_tot_weap > vict_tot_weap)
{
chance1 += (20 * ch_vict_weapon1/100);
chance2 += (20 * ch_vict_weapon2/100);
}
else if (ch_tot_weap < vict_tot_weap)
{
chance1 -= (20 * ch_vict_weapon1/100);
chance2 -= (20 * ch_vict_weapon2/100);
}
/*Make second weapon harder to disarm if victim has 2 weapons*/
if (obj != NULL && obj2 != NULL)
chance2 = chance2/2;
/* and now the attack */
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
if (obj != NULL)
{
if (number_percent() < chance1)
{
disarm( ch, victim, FALSE );
check_improve(ch,gsn_disarm,TRUE,1);
got_one=TRUE;
}
}
if (obj2 != NULL)
{
if (number_percent() < chance2)
{
disarm( ch, victim, TRUE );
check_improve(ch,gsn_disarm,TRUE,1);
got_one=TRUE;
}
}
if (!got_one)
{
act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR);
act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT);
act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_disarm,FALSE,1);
}
return;
}
void do_sla( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
void do_slay( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Slay whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( !IS_NPC(victim) && victim->level >= get_trust(ch) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR );
act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT );
act( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
raw_kill( victim );
return;
}
bool check_material_vuln (OBJ_DATA *obj, CHAR_DATA *victim)
{
long vuln;
if (obj == NULL)
{
bug ("Null obj passed to check_material_vuln",0);
return FALSE;
}
if (victim == NULL)
{
bug ("Null victim passed to check_material_vuln",0);
return FALSE;
}
if (!str_cmp(material_name(obj->material), "unknown"))
{
return FALSE;
}
vuln = material_vuln (obj->material);
if (IS_SET(victim->vuln_flags, vuln))
return TRUE;
return FALSE;
}