/***************************************************************************
* ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR *
* ANATOLIA has been brought to you by ANATOLIA consortium *
* Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr *
* Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr *
* Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr *
* D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr *
* By using this code, you have agreed to follow the terms of the *
* ANATOLIA license, in the file Anatolia/anatolia.licence *
***************************************************************************/
/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <math.h>
#include "merc.h"
#define MAX_DAMAGE_MESSAGE 34
/* command procedures needed */
DECLARE_DO_FUN(do_emote );
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_quit_count );
DECLARE_DO_FUN(do_sleep );
DECLARE_DO_FUN(do_tail );
DECLARE_DO_FUN(do_crush );
DECLARE_DO_FUN(do_dismount );
extern void do_visible( CHAR_DATA *ch, char *argument );
/*
* Local functions.
*/
void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_blink args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, bool immune ,int dam_type) );
void death_cry args( ( CHAR_DATA *ch ) );
void death_cry_org args( ( CHAR_DATA *ch, int part) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim,
int total_levels,int members ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void make_corpse args( ( CHAR_DATA *ch ) );
void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ,bool secondary) );
void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void raw_kill args( ( CHAR_DATA *victim ) );
void raw_kill_org args( ( CHAR_DATA *victim, int part ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim ,int disarm_second) );
void check_weapon_destroy args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) );
void damage_to_object args( (CHAR_DATA *ch, OBJ_DATA *wield, OBJ_DATA *worn, int damage) );
int critical_strike args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
void check_shield_destroyed args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) );
void check_weapon_destroyed args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) );
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
OBJ_DATA *obj;
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;
if (!IS_NPC(victim))
ch->last_fought = victim;
/* more efficient DOPPLEGANGER
if (!IS_NPC(victim))
ch->last_fought =
(is_affected(victim,gsn_doppelganger) && victim->doppel ) ?
victim->doppel : victim;
*/
ch->last_fight_time = current_time;
for (obj = ch->carrying;obj != NULL; obj = obj->next_content)
{
if (IS_SET(obj->progtypes,OPROG_FIGHT))
(obj->pIndexData->oprogs->fight_prog) (obj,ch);
}
if (IS_SET(ch->progtypes,MPROG_FIGHT) && (ch->wait <= 0))
(ch->pIndexData->mprogs->fight_prog) (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(rch) || IS_AFFECTED(rch,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;
}
if (!IS_NPC(ch) && RIDDEN(rch) == ch )
{
multi_hit(rch,victim,TYPE_UNDEFINED);
continue;
}
/* now check the NPC cases */
if (IS_NPC(ch))
{
if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL))
|| (IS_NPC(rch) && RACE(rch) == RACE(ch)
&& 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_in_room)
{
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;
/* ridden's adjustment */
if (RIDDEN(victim) && !IS_NPC(victim->mount))
{
if (victim->mount->fighting == NULL
|| victim->mount->fighting == ch)
victim = victim->mount;
else do_dismount(victim->mount,"");
}
/* no attacks on ghosts or attacks by ghosts */
if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) ||
(!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST)))
return;
if (IS_AFFECTED(ch,AFF_WEAK_STUN) )
{
act_color("$CYou are too stunned to respond $N's attack.$c",
ch,NULL,victim,TO_CHAR,POS_FIGHTING,CLR_WHITE );
act_color("$C$n is too stunned to respond your attack.$c",
ch,NULL,victim,TO_VICT,POS_FIGHTING,CLR_WHITE );
act_color("$C$n seems to be stunned.$c",
ch,NULL,victim,TO_NOTVICT,POS_FIGHTING,CLR_WHITE );
REMOVE_BIT(ch->affected_by,AFF_WEAK_STUN);
return;
}
if (IS_AFFECTED(ch,AFF_STUN) )
{
act_color("$CYou are too stunned to respond $N's attack.$c",
ch,NULL,victim,TO_CHAR,POS_FIGHTING,CLR_WHITE );
act_color("$C$n is too stunned to respond your attack.$c",
ch,NULL,victim,TO_VICT,POS_FIGHTING,CLR_WHITE );
act_color("$C$n seems to be stunned.$c",
ch,NULL,victim,TO_NOTVICT,POS_FIGHTING,CLR_WHITE );
affect_strip(ch,gsn_power_stun);
SET_BIT(ch->affected_by,AFF_WEAK_STUN);
return;
}
if (IS_NPC(ch))
{
mob_hit(ch,victim,dt);
return;
}
one_hit( ch, victim, dt ,FALSE);
if (ch->fighting != victim)
return;
if (ch->level > skill_table[gsn_area_attack].skill_level[ch->class]
&& number_percent() < get_skill(ch,gsn_area_attack) )
{
int count=0,max_count;
CHAR_DATA *vch,*vch_next;
check_improve( ch,gsn_area_attack, TRUE, 6);
if (ch->level < 70) max_count = 1;
else if (ch->level < 80) max_count = 2;
else if (ch->level < 90) max_count = 3;
else max_count = 4;
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if ((vch != victim && vch->fighting == ch))
{
one_hit(ch,vch,dt,FALSE);
count++;
}
if ( count == max_count ) break;
}
}
if (IS_AFFECTED(ch,AFF_HASTE))
one_hit(ch,victim,dt, FALSE);
if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_cleave
|| dt == gsn_ambush || dt == gsn_dual_backstab || dt == gsn_circle
|| dt == gsn_assassinate || dt == gsn_vampiric_bite)
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)/3;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt ,FALSE);
check_improve(ch,gsn_third_attack,TRUE,6);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_fourth_attack)/6;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt ,FALSE);
check_improve(ch,gsn_fourth_attack,TRUE,7);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_fifth_attack)/8;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt ,FALSE);
check_improve(ch,gsn_fifth_attack,TRUE,8);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_second_weapon) / 2;
if ( number_percent( ) < chance )
{
if (get_eq_char(ch , WEAR_SECOND_WIELD))
{
one_hit(ch , victim , dt, TRUE );
check_improve(ch, gsn_second_weapon,TRUE,2);
if (ch->fighting != victim )
return;
}
}
chance = get_skill(ch,gsn_secondary_attack) / 8;
if ( number_percent( ) < chance )
{
if (get_eq_char(ch , WEAR_SECOND_WIELD))
{
one_hit(ch , victim , dt, TRUE );
check_improve(ch, gsn_secondary_attack,TRUE,2);
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;
/* no attacks on ghosts */
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST))
return;
/* no attack by ridden mobiles except spec_casts */
if (RIDDEN(ch) )
{
if (ch->fighting != victim) set_fighting(ch,victim);
return;
}
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_in_room;
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 || dt == gsn_circle ||
dt == gsn_dual_backstab || dt == gsn_cleave || dt == gsn_ambush
|| dt == gsn_vampiric_bite)
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;
}
chance = get_skill(ch,gsn_fourth_attack)/6;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt ,FALSE);
if ( ch->fighting != victim )
return;
}
/* PC waits */
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) != 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.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ,bool secondary)
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn,skill;
int dam_type;
bool counter;
bool yell;
bool result;
OBJ_DATA *corpse;
int sercount;
sn = -1;
counter = FALSE;
if (victim->fighting == ch)
yell = FALSE;
else yell = TRUE;
/* just in case */
if (victim == ch || ch == NULL || victim == NULL)
return;
/* ghosts can't fight */
if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) ||
(!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST)))
return;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
/*
* Figure out the type of damage message.
*/
if (secondary)
wield = get_eq_char( ch, WEAR_SECOND_WIELD);
else
wield = get_eq_char( ch, WEAR_WIELD );
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
else
dt += ch->dam_type;
}
if (dt < TYPE_HIT)
if (wield != NULL)
dam_type = attack_table[wield->value[3]].damage;
else
dam_type = attack_table[ch->dam_type].damage;
else
dam_type = attack_table[dt - TYPE_HIT].damage;
if (dam_type == -1)
dam_type = DAM_BASH;
/* get the weapon skill */
sn = get_weapon_sn(ch);
skill = 20 + get_weapon_skill(ch,sn);
/*
* Calculate to-hit-armor-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 );
if (thac0 < 0)
thac0 = thac0/2;
if (thac0 < -5)
thac0 = -5 + (thac0 + 5) / 2;
thac0 -= GET_HITROLL(ch) * skill/100;
thac0 += 5 * (100 - skill) / 100;
if (dt == gsn_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));
if (dt == gsn_dual_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_dual_backstab));
if (dt == gsn_cleave)
thac0 -= 10 * (100 - get_skill(ch,gsn_cleave));
if (dt == gsn_ambush)
thac0 -= 10 * (100 - get_skill(ch,gsn_ambush));
if (dt == gsn_vampiric_bite)
thac0 -= 10 * (100 - get_skill(ch,gsn_vampiric_bite));
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 ( get_skill(victim,gsn_armor_use) > 70)
{
check_improve(victim,gsn_armor_use,TRUE,8);
victim_ac -= (victim->level) / 2;
}
if ( !can_see( ch, victim ) )
{
if ( ch->level > skill_table[gsn_blind_fighting].skill_level[ch->class]
&& number_percent() < get_skill(ch,gsn_blind_fighting) )
{
check_improve(ch,gsn_blind_fighting,TRUE,16);
}
else victim_ac -= 4;
}
if ( victim->position < POS_FIGHTING)
victim_ac += 4;
if (victim->position < POS_RESTING)
victim_ac += 6;
/*
* The moment of excitement!
*/
while ( ( diceroll = number_bits( 5 ) ) >= 20 )
;
if ( diceroll == 0
|| ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{
/* Miss. */
damage( ch, victim, 0, dt, dam_type, TRUE );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL))
if (!ch->pIndexData->new_format)
{
dam = number_range( ch->level / 2, ch->level * 3 / 2 );
if ( wield != NULL )
dam += dam / 2;
}
else
dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
else
{
if (sn != -1)
check_improve(ch,sn,TRUE,5);
if ( wield != NULL )
{
if (wield->pIndexData->new_format)
dam = dice(wield->value[1],wield->value[2]) * skill/100;
else
dam = number_range( wield->value[1] * skill/100,
wield->value[2] * skill/100);
if (get_eq_char(ch,WEAR_SHIELD) == NULL) /* no shield = more */
dam = dam * 21/20;
/* sharpness! */
if (IS_WEAPON_STAT(wield,WEAPON_SHARP))
{
int percent;
if ((percent = number_percent()) <= (skill / 8))
dam = 2 * dam + (dam * 2 * percent / 100);
}
/* holy weapon */
if (IS_WEAPON_STAT(wield,WEAPON_HOLY) &&
IS_GOOD(ch) && IS_EVIL(victim) && number_percent() < 30)
{
act_color("$C$p shines with a holy area.$c",
ch,wield,NULL,TO_CHAR,POS_DEAD,CLR_YELLOW);
act_color("$C$p shines with a holy area.$c",
ch,wield,NULL,TO_ROOM,POS_DEAD,CLR_YELLOW);
dam += dam * 120 / 100;
}
}
else {
dam =number_range(1 + 4 * skill/100, 2 * ch->level/3 * skill/100);
if ( get_skill(ch,gsn_master_hand) > 0 )
{
int d;
if ((d=number_percent()) <= get_skill(ch,gsn_master_hand))
{
check_improve(ch,gsn_master_hand,TRUE,6);
dam += dam * 110 /100;
if ( d < 20 )
{
SET_BIT(victim->affected_by,AFF_WEAK_STUN);
act_color("$CYou hit $N with a stunning force!$c",
ch,NULL,victim,TO_CHAR,POS_DEAD,CLR_RED);
act_color("$C$n hit you with a stunning force!$c",
ch,NULL,victim,TO_VICT,POS_DEAD,CLR_RED);
act_color("$C$n hits $N with a stunning force!$c",
ch,NULL,victim,TO_NOTVICT,POS_DEAD,CLR_RED);
check_improve(ch,gsn_master_hand,TRUE,6);
}
}
}
}
}
/*
* Bonuses.
*/
if ( get_skill(ch,gsn_enhanced_damage) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,gsn_enhanced_damage))
{
int div;
check_improve(ch,gsn_enhanced_damage,TRUE,6);
div = (ch->class == CLASS_WARRIOR) ? 100 :
(ch->class == CLASS_CLERIC) ? 130 : 114;
dam += dam * diceroll/div;
}
}
if ( get_skill(ch,gsn_master_sword) > 0 && sn== gsn_sword)
{
if (number_percent() <= get_skill(ch,gsn_master_sword))
{
OBJ_DATA *katana;
check_improve(ch,gsn_master_sword,TRUE,6);
dam += dam * 110 /100;
if ( (katana = get_eq_char(ch,WEAR_WIELD)) != NULL)
{
AFFECT_DATA *paf;
if ( IS_WEAPON_STAT(katana,WEAPON_KATANA)
&& strstr(katana->extra_descr->description,ch->name) != NULL )
{
katana->cost++;
if (katana->cost > 249)
{
paf = affect_find(katana->affected,gsn_katana);
if (paf != NULL)
{
int old_mod=paf->modifier;
paf->modifier = UMIN(paf->modifier+1,ch->level / 3);
ch->hitroll += paf->modifier - old_mod;
if (paf->next != NULL)
{
paf->next->modifier = paf->modifier;
ch->damroll += paf->modifier - old_mod;
}
act("$n's katana glows blue.\n\r",ch,NULL,NULL,TO_ROOM);
send_to_char("Your katana glows blue.\n\r",ch);
}
katana->cost = 0;
}
}
}
else if ( (katana=get_eq_char(ch,WEAR_SECOND_WIELD)) != NULL)
{
AFFECT_DATA *paf;
if ( IS_WEAPON_STAT(katana,WEAPON_KATANA)
&& strstr(katana->extra_descr->description,ch->name)!=NULL )
{
katana->cost++;
if (katana->cost > 249)
{
paf = affect_find(katana->affected,gsn_katana);
if (paf != NULL)
{
paf->modifier = UMIN(paf->modifier+1,ch->level / 3);
if (paf->next != NULL)
paf->next->modifier = paf->modifier;
act("$n's katana glows blue.\n\r",ch,NULL,NULL,TO_ROOM);
send_to_char("Your katana glows blue.\n\r",ch);
}
katana->cost = 0;
}
}
}
}
}
if ( !IS_AWAKE(victim) )
dam *= 2;
else if (victim->position < POS_FIGHTING)
dam = dam * 3 / 2;
sercount = number_percent();
if (dt==gsn_backstab || dt==gsn_vampiric_bite)
sercount += 40;
if ( ch->last_fight_time != -1 && !IS_IMMORTAL(ch) &&
(current_time - ch->last_fight_time)<FIGHT_DELAY_TIME)
{
sercount += 10;
}
sercount *= 2;
if (victim->fighting == NULL && !IS_NPC(victim) &&
!is_safe_nomessage(victim, ch) && !is_safe_nomessage(ch,victim) &&
(victim->position == POS_SITTING || victim->position == POS_STANDING)
&& dt != gsn_assassinate &&
(sercount <= get_skill(victim,gsn_counter) ))
{
counter = TRUE;
check_improve(victim,gsn_counter,TRUE,1);
act("$N turns your attack against you!",ch,NULL,victim,TO_CHAR);
act("You turn $n's attack against $m!",ch,NULL,victim,TO_VICT);
act("$N turns $n's attack against $m!",ch,NULL,victim,TO_NOTVICT);
ch->fighting = victim;
}
else if (!victim->fighting) check_improve(victim,gsn_counter,FALSE,1);
if ( dt == gsn_backstab && wield != NULL)
dam = (ch->level < 30) ? ((ch->level/8 + 1) * dam + ch->level) :
(ch->level < 50) ? ((ch->level/10 + 1) * dam + ch->level) :
(ch->level < 75) ? ((ch->level/12 + 1) * dam + ch->level) :
((ch->level/13 + 1) * dam + ch->level);
else if ( dt == gsn_dual_backstab && wield != NULL)
dam = (ch->level < 30) ? ((ch->level/10 ) * dam + ch->level) :
(ch->level < 50) ? ((ch->level/12 ) * dam + ch->level) :
(ch->level < 75) ? ((ch->level/14 ) * dam + ch->level) :
((ch->level/16) * dam + ch->level);
else if (dt == gsn_circle)
dam = (ch->level/40 + 1) * dam + ch->level;
else if ( dt == gsn_vampiric_bite && IS_VAMPIRE(ch))
dam = (ch->level/20 + 1) * dam + ch->level;
else if ( dt == gsn_cleave && wield != NULL)
{
if (number_percent() < URANGE(4, 5+(ch->level-victim->level),10) && !counter)
{
act_color("Your cleave chops $N $CIN HALF!$c",
ch,NULL,victim,TO_CHAR,POS_RESTING,CLR_RED);
act_color("$n's cleave chops you $CIN HALF!$c",
ch,NULL,victim,TO_VICT,POS_RESTING,CLR_RED);
act_color("$n's cleave chops $N $CIN HALF!$c",
ch,NULL,victim,TO_NOTVICT,POS_RESTING,CLR_RED);
send_to_char("You have been KILLED!\n\r",victim);
act("$n is DEAD!",victim,NULL,NULL,TO_ROOM);
WAIT_STATE( ch, 2 );
raw_kill(victim);
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");
do_get(ch, "silver corpse");
}
if ( IS_SET(ch->act, PLR_AUTOSAC) )
if (IS_SET(ch->act,PLR_AUTOLOOT) && corpse
&& corpse->contains)
return; /* leave if corpse has treasure */
else
do_sacrifice( ch, "corpse" );
}
return;
}
else dam = (dam * 2 + ch->level);
}
if (dt == gsn_assassinate)
{
if (number_percent() <= URANGE(10, 20+(ch->level-victim->level)*2, 50) && !counter)
{
act_color("You $C+++ASSASSINATE+++$c $N!",ch,NULL,victim,TO_CHAR,
POS_RESTING,CLR_RED);
act("$N is DEAD!",ch,NULL,victim,TO_CHAR);
act_color("$n $C+++ASSASSINATES+++$c $N!",ch,NULL,victim,
TO_NOTVICT,POS_RESTING,CLR_RED);
act("$N is DEAD!",ch,NULL,victim,TO_NOTVICT);
act_color("$n $C+++ASSASSINATES+++$c you!",ch,NULL,victim,
TO_VICT,POS_DEAD,CLR_RED);
send_to_char("You have been KILLED!\n\r",victim);
check_improve(ch,gsn_assassinate,TRUE,1);
raw_kill(victim);
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; /* leave if corpse has treasure */
else
do_sacrifice( ch, "corpse" );
}
return;
}
else
{
check_improve(ch,gsn_assassinate,FALSE,1);
dam *= 2;
}
}
dam += GET_DAMROLL(ch) * UMIN(100,skill) /100;
if (dt == gsn_ambush)
dam *= 3;
if (!IS_NPC(ch) && get_skill(ch,gsn_deathblow) > 1 &&
ch->level >= skill_table[gsn_deathblow].skill_level[ch->class] )
{
if (number_percent() < 0.125 * get_skill(ch,gsn_deathblow))
{
act("You deliver a blow of deadly force!",ch,NULL,NULL,TO_CHAR);
act("$n delivers a blow of deadly force!",ch,NULL,NULL,TO_ROOM);
if (cabal_ok(ch,gsn_deathblow)) {
dam *= ((float)ch->level) / 20;
check_improve(ch,gsn_deathblow,TRUE,1);
}
}
else check_improve(ch,gsn_deathblow,FALSE,3);
}
if ( dam <= 0 )
dam = 1;
if (counter)
{
result = damage(ch,ch,2*dam,dt,dam_type,TRUE);
multi_hit(victim,ch,TYPE_UNDEFINED);
}
else result = damage( ch, victim, dam, dt, dam_type, TRUE );
/* vampiric bite gives hp to ch from victim */
if (dt == gsn_vampiric_bite)
{
int hit_ga = UMIN( (dam / 2 ), victim->max_hit );
ch->hit += hit_ga;
ch->hit = UMIN( ch->hit , ch->max_hit);
update_pos( ch );
send_to_char("Your health increases as you suck your victim's blood.\n\r",ch);
}
/* but do we have a funky weapon? */
if (result && wield != NULL)
{
int dam;
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON))
{
int level;
AFFECT_DATA *poison, af;
if ((poison = affect_find(wield->affected,gsn_poison)) == NULL)
level = wield->level;
else
level = poison->level;
if (!saves_spell(level / 2,victim,DAM_POISON))
{
send_to_char("You feel poison coursing through your veins.",
victim);
act("$n is poisoned by the venom on $p.",
victim,wield,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = level * 3/4;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
}
/* weaken the poison if it's temporary */
if (poison != NULL)
{
poison->level = UMAX(0,poison->level - 2);
poison->duration = UMAX(0,poison->duration - 1);
if (poison->level == 0 || poison->duration == 0)
act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR);
}
}
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC))
{
dam = number_range(1, wield->level / 5 + 1);
act("$p draws life from $n.",victim,wield,NULL,TO_ROOM);
act("You feel $p drawing your life away.",
victim,wield,NULL,TO_CHAR);
damage(ch,victim,dam,0,DAM_NEGATIVE,FALSE);
ch->hit += dam/2;
}
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING))
{
dam = number_range(1,wield->level / 4 + 1);
act("$n is burned by $p.",victim,wield,NULL,TO_ROOM);
act("$p sears your flesh.",victim,wield,NULL,TO_CHAR);
fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR);
damage(ch,victim,dam,0,DAM_FIRE,FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST))
{
dam = number_range(1,wield->level / 6 + 2);
act("$p freezes $n.",victim,wield,NULL,TO_ROOM);
act("The cold touch of $p surrounds you with ice.",
victim,wield,NULL,TO_CHAR);
cold_effect(victim,wield->level/2,dam,TARGET_CHAR);
damage(ch,victim,dam,0,DAM_COLD,FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING))
{
dam = number_range(1,wield->level/5 + 2);
act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM);
act("You are shocked by $p.",victim,wield,NULL,TO_CHAR);
shock_effect(victim,wield->level/2,dam,TARGET_CHAR);
damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE);
}
}
tail_chain( );
return;
}
/*
* Inflict damage from a hit.
*/
bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show )
{
OBJ_DATA *corpse;
bool immune;
int lost_exp,dam2;
if ( victim->position == POS_DEAD)
return FALSE;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1000 && !IS_IMMORTAL(ch))
{
char buf[MAX_STRING_LENGTH];
sprintf(buf,"%s:Damage more than 1000 points :%d",ch->name,dam);
bug( buf,0);
if (IS_NPC(ch) && !IS_NPC(ch)) dam = 1000;
/*
* For a 100-leveled MUD?....
dam = 1000;
if (!IS_IMMORTAL(ch))
{
OBJ_DATA *obj;
obj = get_eq_char( ch, WEAR_WIELD );
send_to_char("You really shouldn't cheat.\n\r",ch);
if (obj)
extract_obj(obj);
}
*/
}
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return FALSE;
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 and group stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
if ( MOUNTED(victim) == ch || RIDDEN(victim) == ch )
victim->riding = ch->riding = FALSE;
}
/*
* No one in combat can sneak, hide, or be invis or camoed.
*/
if ( IS_SET(ch->affected_by, AFF_HIDE)
|| IS_SET(ch->affected_by, AFF_INVISIBLE)
|| IS_SET(ch->affected_by, AFF_SNEAK)
|| IS_SET(ch->affected_by, AFF_FADE)
|| IS_SET(ch->affected_by, AFF_CAMOUFLAGE)
|| IS_SET(ch->affected_by, AFF_IMP_INVIS) )
do_visible(ch, "");
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(victim, AFF_SANCTUARY) &&
!( (dt == gsn_cleave) && (number_percent() < 50) ) )
dam /= 2;
if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) )
dam -= dam / 4;
if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) )
dam -= dam / 4;
if ( is_affected(victim,gsn_resistance) )
dam = (3 * dam)/5;
if (is_affected(victim, gsn_protection_heat) &&
(dam_type == DAM_FIRE) )
dam -= dam / 4;
if (is_affected(victim, gsn_protection_cold) &&
(dam_type == DAM_COLD) )
dam -= dam / 4;
immune = FALSE;
/*
* Check for parry, and dodge.
*/
if ( dt >= TYPE_HIT && ch != victim)
{
/*
* Some funny stuf.
*/
if (is_affected(victim,gsn_mirror))
{
act("$n shatters into tiny fragments of glass.",
victim,NULL,NULL,TO_ROOM);
extract_char(victim,TRUE);
return FALSE;
}
if ( check_parry( ch, victim ) )
return FALSE;
if ( check_block( ch, victim) )
return FALSE;
if ( check_dodge( ch, victim ) )
return FALSE;
if ( check_blink( ch, victim ) )
return FALSE;
}
switch(check_immune(victim,dam_type))
{
case(IS_IMMUNE):
immune = TRUE;
dam = 0;
break;
case(IS_RESISTANT):
dam -= dam/3;
break;
case(IS_VULNERABLE):
dam += dam/2;
break;
}
if ( dt != TYPE_HUNGER && dt >= TYPE_HIT && ch != victim )
{
if ( (dam2 = critical_strike(ch,victim,dam)) != 0 )
dam = dam2;
}
if ( show )
dam_message( ch, victim, dam, dt, immune ,dam_type);
if (dam == 0)
return FALSE;
/* temporarily second wield doesn't inflict damage */
if (dt != TYPE_HUNGER &&
( dt >= TYPE_HIT && ch != victim) )
check_weapon_destroy( ch, victim , 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:
if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
act( "$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are mortally wounded, and will die soon, if not aided.\n\r",
victim );
break;
case POS_INCAP:
if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
act( "$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:
if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
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_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
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(ch) && ch->pIndexData->vnum == MOB_VNUM_STALKER )
ch->status = 10;
if ( !IS_NPC(victim) )
{
/*
* Dying penalty:
* 2/3 way back.
*/
if (victim == ch || (IS_NPC(ch) && (ch->master == NULL &&
ch->leader == NULL)) || IS_SET(victim->act,PLR_WANTED))
{
if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
* victim->level )
{
lost_exp = (2 * ( exp_per_level(victim,victim->pcdata->points)
* victim->level - victim->exp) / 3 ) + 50;
gain_exp( victim , lost_exp);
}
}
/*
* Die too much and deleted ... :(
*/
if ( !IS_NPC(victim) && ( victim == ch || (IS_NPC(ch) &&
(ch->master == NULL && ch->leader == NULL))
|| IS_SET(victim->act,PLR_WANTED) ) )
{
victim->pcdata->death++;
if (victim->class == 9)
{
if ( (victim->pcdata->death % 3) == 2)
{
victim->perm_stat[STAT_CHA]--;
if ( victim->pcdata->death > 10 ) {
char strsave[160];
send_to_char(
"You became a ghost permenantly and leave the earth realm.\n\r",
victim );
act( "$n is dead, and will not rise again.\n\r",victim,NULL,NULL,TO_ROOM);
victim->last_fight_time = -1;
victim->hit = 1;
victim->position = POS_STANDING;
sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( victim->name ) );
wiznet("$N is deleted due to 10 deaths limit of Samurai.",ch,NULL,0,0,0);
do_quit_count(victim,"");
unlink(strsave);
return TRUE;
}
}
}
else if ( ( victim->pcdata->death % 3) == 2 )
{
victim->perm_stat[STAT_CON]--;
if ( victim->perm_stat[STAT_CON] < 3 ) {
char strsave[160];
send_to_char(
"You became a ghost permenantly and leave the earth realm.\n\r",
victim );
act( "$n is dead, and will not rise again.\n\r",victim,NULL,NULL,TO_ROOM);
victim->last_fight_time = -1;
victim->hit = 1;
victim->position = POS_STANDING;
sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( victim->name ) );
wiznet("$N is deleted due to lack of CON.",ch,NULL,0,0,0);
do_quit_count(victim,"");
unlink(strsave);
return TRUE;
}
else
send_to_char("You feel your life power has decreased with this death.\n\r", victim);
}
}
}
raw_kill( victim );
/* don't remember killed victims anymore */
if (IS_NPC(ch)) remove_mind(ch,victim->name);
/* 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 ( ch->class == CLASS_VAMPIRE && ch->level > 10)
{
act_color( "$C$n suck blood from $N's corpse!!$c",
ch, NULL,victim,TO_ROOM,POS_SLEEPING,CLR_RED_BOLD);
send_ch_color("$CYou suck blood from the corpse!!$c\n\r\n\r",
ch,POS_SLEEPING,CLR_RED_BOLD );
gain_condition(ch,COND_BLOODLUST,3);
}
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 )
{
if (victim->level < 11) do_recall( victim, "" );
else do_flee( 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 ) )
|| ( CAN_DETECT(victim,ADET_FEAR) && !IS_SET(victim->act,ACT_NOTRACK) ))
{
do_flee( victim, "" );
victim->last_fought = NULL;
}
}
if ( !IS_NPC(victim)
&& victim->hit > 0
&& ( victim->hit <= victim->wimpy || CAN_DETECT(victim, ADET_FEAR) )
&& victim->wait < PULSE_VIOLENCE / 2 )
do_flee( victim, "" );
tail_chain( );
return TRUE;
}
bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim)
{
if (is_safe_nomessage(ch,victim))
{
act("The gods protect $N.",ch,NULL,victim,TO_CHAR);
act("The gods protect $N from $n.",ch,NULL,victim,TO_ROOM);
return TRUE;
}
else return FALSE;
}
bool is_safe_nomessage(CHAR_DATA *ch, CHAR_DATA *victim )
{
if (victim->fighting == ch || ch==victim)
return FALSE;
/* Ghosts are safe */
if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) ||
(!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST)))
return TRUE;
/* link dead players whose adrenalin is not gushing are safe */
if (!IS_NPC(victim) && ((victim->last_fight_time == -1) ||
((current_time - victim->last_fight_time) > FIGHT_DELAY_TIME)) &&
victim->desc == NULL)
return TRUE;
if ((!IS_NPC(ch) && !IS_NPC(victim) && victim->level < 5 ) ||
( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 5 ))
return TRUE;
/* newly death staff */
if (!IS_IMMORTAL(ch) && !IS_NPC(victim) &&
((ch->last_death_time != -1 && current_time - ch->last_death_time < 600 )
|| (victim->last_death_time != -1 &&
current_time - victim->last_death_time < 600)) )
return TRUE;
/* level adjustement */
if ( ch != victim && !IS_IMMORTAL(ch) && !IS_NPC(ch) && !IS_NPC(victim) &&
( ch->level >= (victim->level + UMAX(4,ch->level/10 +2) )
|| ch->level <= (victim->level - UMAX(4,ch->level/10 +2)) )&&
( victim->level >= (ch->level + UMAX(4,victim->level/10 +2) )
|| victim->level <= (ch->level - UMAX(4,victim->level/10 +2))) )
return TRUE;
return FALSE;
}
bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area )
{
if (ch == victim && !area)
return TRUE;
if (IS_IMMORTAL(victim) && area)
return TRUE;
if (is_same_group(ch,victim) && area)
return TRUE;
if (ch == victim && area && ch->in_room->sector_type == SECT_INSIDE)
return TRUE;
if ((RIDDEN(ch) == victim || MOUNTED(ch) == victim) && area)
return TRUE;
return is_safe(ch,victim);
}
/*
* 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( 35, victim->level );
}
else
{
if ( get_eq_char( victim, WEAR_WIELD ) == NULL )
return FALSE;
chance = get_skill(victim,gsn_parry) / 2;
if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI)
chance *= 1.2;
}
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
check_weapon_destroyed( ch, victim, FALSE);
if ( number_percent() > get_skill(victim,gsn_parry) )
{
/* 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;
if (IS_AFFECTED(ch,AFF_FLYING))
chance -= 10;
/* 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 / 20 ))
{
act("You couldn't manage to keep your position!",
ch,NULL,victim,TO_VICT);
act("You fall down!",ch,NULL,victim,TO_VICT);
act("$N couldn't manage to hold your attack and falls down!",
ch,NULL,victim,TO_CHAR);
act("$n stunning force makes $N falling down.",
ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(victim,skill_table[gsn_bash].beats);
victim->position = POS_RESTING;
}
}
check_improve(victim,gsn_parry,TRUE,6);
return TRUE;
}
/*
* check blink
*/
bool check_blink( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_BLINK_ON(victim) )
return FALSE;
if ( IS_NPC(victim) )
return FALSE;
else
chance = victim->pcdata->learned[gsn_blink] / 2;
if ( ( number_percent( ) >= chance + victim->level - ch->level )
|| ( number_percent( ) < 50 )
|| ( victim->mana < 10 ) )
return FALSE;
victim->mana -= UMAX(victim->level / 10,1);
act( "You blink out $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N blinks out your attack.", ch, NULL, victim, TO_CHAR );
check_improve(victim,gsn_blink,TRUE,6);
return TRUE;
}
/*
* Check for shield block.
*/
bool check_block( CHAR_DATA *ch, CHAR_DATA *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return FALSE;
if ( get_eq_char( victim, WEAR_SHIELD ) == NULL )
return FALSE;
if (IS_NPC(victim))
{
chance = 10;
}
else
{
if (get_skill(victim,gsn_shield_block) <= 1)
return FALSE;
chance = get_skill(victim,gsn_shield_block) / 2;
chance -= (victim->class == CLASS_WARRIOR) ? 0 : 10;
}
if ( number_percent( ) >= chance + victim->level - ch->level )
return FALSE;
act( "Your shield blocks $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N deflects your attack with $S shield.", ch,NULL,victim,TO_CHAR);
check_shield_destroyed( ch, victim, FALSE);
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 ( MOUNTED(victim) )
return FALSE;
if ( IS_NPC(victim) )
chance = UMIN( 30, victim->level );
else {
chance = get_skill(victim,gsn_dodge) / 2;
/* chance for high dex. */
chance += 2 * (get_curr_stat(victim,STAT_DEX) - 20);
if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI)
chance *= 1.2;
if ( victim->class == CLASS_THIEF || victim->class ==CLASS_NINJA)
chance *= 1.1;
}
if ( number_percent( ) >= chance + (victim->level - ch->level) / 2 )
return FALSE;
act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
if ( number_percent() < (get_skill(victim,gsn_dodge) / 20 )
&& !(IS_AFFECTED(ch,AFF_FLYING) || ch->position < POS_FIGHTING))
{
/* size */
if (victim->size < ch->size)
chance += (victim->size - ch->size) * 10; /* bigger = harder to trip */
/* dex */
chance += get_curr_stat(victim,STAT_DEX);
chance -= get_curr_stat(ch,STAT_DEX) * 3 / 2;
if (IS_AFFECTED(victim,AFF_FLYING) )
chance -= 10;
/* speed */
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance += 10;
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance -= 20;
/* level */
chance += (victim->level - ch->level) * 2;
/* now the attack */
if (number_percent() < (chance / 20) )
{
act("$n lost his postion and fall down!",ch,NULL,victim,TO_VICT);
act("As $N moves you lost your position fall down!",ch,NULL,victim,TO_CHAR);
act("As $N dodges $N's attack ,$N lost his position and falls down.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE(ch,skill_table[gsn_trip].beats);
ch->position = POS_RESTING;
}
}
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;
int i;
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range( 3, 6 );
if ( ch->gold > 0 || ch->silver > 0)
{
if (IS_SET(ch->form,FORM_INSTANT_DECAY))
obj_to_room( create_money( ch->gold, ch->silver), ch->in_room);
else
obj_to_obj( create_money( ch->gold, ch->silver ), corpse );
ch->gold = 0;
}
corpse->from = str_dup(ch->short_descr);
corpse->cost = 0;
}
else
{
if (IS_GOOD(ch))
i = 0;
if (IS_EVIL(ch))
i = 2;
else
i = 1;
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);
corpse->owner = str_dup(ch->name);
corpse->from = str_dup(ch->name);
corpse->altar = hometown_table[ch->hometown].altar[i];
corpse->pit = hometown_table[ch->hometown].pit[i];
if ( ch->gold > 0 || ch->silver > 0)
{
obj_to_obj( create_money( ch->gold, ch->silver ), corpse );
ch->gold = 0;
ch->silver = 0;
}
corpse->cost = 0;
}
corpse->level = ch->level;
sprintf( buf, corpse->short_descr, name );
free_string( corpse->short_descr );
corpse->short_descr = str_dup( buf );
sprintf( buf, corpse->description, name );
free_string( corpse->description );
corpse->description = str_dup( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
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);
if ( obj->item_type == ITEM_POTION )
obj->timer += obj->level * 20;
}
REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);
REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);
if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ||
(obj->pIndexData->limit != -1 &&
(obj->pIndexData->count > obj->pIndexData->limit) ) )
{
extract_obj( obj );
continue;
}
else if (IS_SET(ch->form,FORM_INSTANT_DECAY))
obj_to_room(obj, ch->in_room);
else
obj_to_obj( obj, corpse );
}
obj_to_room( corpse, ch->in_room );
return;
}
void death_cry( CHAR_DATA *ch )
{
death_cry_org( ch, -1 );
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry_org( CHAR_DATA *ch, int part )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
int vnum;
vnum = 0;
msg = "You hear $n's death cry.";
if ( part == -1 )
part = number_bits(4);
switch ( part )
{
case 0: msg = "$n hits the ground ... DEAD."; break;
case 1:
if (ch->material == 0)
{
msg = "$n splatters blood on your armor.";
break;
}
case 2:
if (IS_SET(ch->parts,PART_GUTS))
{
msg = "$n spills $s guts all over the floor.";
vnum = OBJ_VNUM_GUTS;
}
break;
case 3:
if (IS_SET(ch->parts,PART_HEAD))
{
msg = "$n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD;
}
break;
case 4:
if (IS_SET(ch->parts,PART_HEART))
{
msg = "$n's heart is torn from $s chest.";
vnum = OBJ_VNUM_TORN_HEART;
}
break;
case 5:
if (IS_SET(ch->parts,PART_ARMS))
{
msg = "$n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM;
}
break;
case 6:
if (IS_SET(ch->parts,PART_LEGS))
{
msg = "$n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG;
}
break;
case 7:
if (IS_SET(ch->parts,PART_BRAINS))
{
msg = "$n's head is shattered, and $s brains splash all over you.";
vnum = OBJ_VNUM_BRAINS;
}
}
act( msg, ch, NULL, NULL, TO_ROOM );
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object( get_obj_index( vnum ), 0 );
obj->timer = number_range( 4, 7 );
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
obj->from = str_dup(name);
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 )
{
raw_kill_org( victim, -1 );
return;
}
void raw_kill_org( CHAR_DATA *victim, int part )
{
CHAR_DATA *tmp_ch;
OBJ_DATA *obj,*obj_next;
int i;
OBJ_DATA *tattoo;
stop_fighting( victim, TRUE );
for (obj = victim->carrying;obj != NULL;obj = obj_next)
{
obj_next = obj->next_content;
if (IS_SET(obj->progtypes,OPROG_DEATH) && (obj->wear_loc != WEAR_NONE))
if ((obj->pIndexData->oprogs->death_prog) (obj,victim))
{
victim->position = POS_STANDING;
return;
}
}
victim->last_fight_time = -1;
if ( IS_SET(victim->progtypes,MPROG_DEATH))
if ((victim->pIndexData->mprogs->death_prog) (victim))
{
victim->position = POS_STANDING;
return;
}
victim->last_death_time = current_time;
tattoo = get_eq_char(victim, WEAR_TATTOO);
if (tattoo != NULL)
obj_from_char(tattoo);
death_cry_org( victim, part );
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;
}
send_to_char("You turn into an invincible ghost for a few minutes.\n\r",
victim);
send_to_char("As long as you don't attack anything.\n\r", victim);
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
victim->affected_by = 0;
victim->detection = 0;
for (i = 0; i < 4; i++)
victim->armor[i]= 100;
victim->position = POS_RESTING;
victim->hit = victim->max_hit / 10;
victim->mana = victim->max_mana / 10;
victim->move = victim->max_move;
/* RT added to prevent infinite deaths */
REMOVE_BIT(victim->act, PLR_WANTED);
REMOVE_BIT(victim->act, PLR_BOUGHT_PET);
/* SET_BIT(victim->act, PLR_GHOST); */
victim->pcdata->condition[COND_THIRST] = 40;
victim->pcdata->condition[COND_HUNGER] = 40;
victim->pcdata->condition[COND_FULL] = 40;
victim->pcdata->condition[COND_BLOODLUST] = 40;
victim->pcdata->condition[COND_DESIRE] = 40;
if (tattoo != NULL)
{
obj_to_char(tattoo, victim);
equip_char(victim, tattoo, WEAR_TATTOO);
}
save_char_obj( victim );
/*
* Calm down the tracking mobiles
*/
for (tmp_ch = char_list; tmp_ch != NULL; tmp_ch = tmp_ch->next)
if (tmp_ch->last_fought == victim)
tmp_ch->last_fought = NULL;
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;
if ( victim == ch
|| (IS_NPC(victim) && victim->pIndexData->vnum < 100 ) )
return;
/* quest */
if (IS_GOLEM(ch) && ch->master != NULL
&& ch->master->class == CLASS_NECROMANCER)
gch = ch->master;
else gch = ch;
if (!IS_NPC(gch) && IS_QUESTOR(gch) && IS_NPC(victim))
{
if (gch->pcdata->questmob == victim->pIndexData->vnum)
{
send_to_char("You have almost completed your QUEST!\n\r",gch);
send_to_char("Return to questmaster before your time runs out!\n\r",gch);
gch->pcdata->questmob = -1;
}
}
/* end quest */
if (!IS_NPC(victim))
return;
if (IS_NPC(victim) && (victim->master != NULL || victim->leader != NULL))
return;
members = 1;
group_levels = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
{
if (!IS_NPC(gch) && gch != ch)
members++;
group_levels += gch->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 > 8 )
{
send_to_char( "You are too high for this group.\n\r", gch );
continue;
}
if ( gch->level - lch->level < -8 )
{
send_to_char( "You are too low for this group.\n\r", gch );
continue;
}
xp = xp_compute( gch, victim, group_levels,members );
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 members)
{
char buf[MAX_STRING_LENGTH];
int xp;
int base_exp;
int level_range;
int neg_cha=0, pos_cha=0;
level_range = victim->level - gch->level;
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 = 43; break;
case -1 : base_exp = 60; break;
case 0 : base_exp = 74; break;
case 1 : base_exp = 84; break;
case 2 : base_exp = 99; break;
case 3 : base_exp = 121; break;
case 4 : base_exp = 143; break;
}
if (level_range > 4)
base_exp = 140 + 20 * (level_range - 4);
/* calculate exp multiplier */
if (IS_SET(victim->act,ACT_NOALIGN))
xp = base_exp;
/* alignment */
else if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_EVIL(victim) && IS_GOOD(gch)))
xp = base_exp * 8/5;
else if ( IS_GOOD(gch) && IS_GOOD(victim) )
xp = 0;
else if ( !IS_NEUTRAL(gch) && IS_NEUTRAL(victim) )
xp = base_exp * 1.1;
else if ( IS_NEUTRAL(gch) && !IS_NEUTRAL(victim) )
xp = base_exp * 1.3;
else xp = base_exp;
/* more exp at the low levels */
if (gch->level < 6)
xp = 15 * xp / (gch->level + 4);
/* randomize the rewards */
xp = number_range (xp * 3/4, xp * 5/4);
/* adjust for grouping */
xp = xp * gch->level/total_levels;
if (members == 2 || members == 3)
xp *= ( 3 / 2);
if (gch->level < 15)
xp = UMIN((250 + dice(1,25)),xp);
else if (gch->level < 40)
xp = UMIN((225 + dice(1,20)),xp);
else if (gch->level < 60)
xp = UMIN((200 + dice(1,20)),xp);
else xp = UMIN((180 + dice(1,20)),xp);
xp += (xp * ( gch->max_hit - gch->hit )) / (gch->max_hit * 5 );
if (IS_GOOD(gch))
{
if (IS_GOOD(victim)) { gch->pcdata->anti_killed++; neg_cha = 1; }
else if (IS_NEUTRAL(victim)) {gch->pcdata->has_killed++; pos_cha =1;}
else if (IS_EVIL(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
}
if (IS_NEUTRAL(gch))
{
if (xp > 0)
{
if (IS_GOOD(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
else if (IS_NEUTRAL(victim)) {gch->pcdata->anti_killed++; neg_cha = 1;}
else if (IS_EVIL(victim)) {gch->pcdata->has_killed++; pos_cha =1;}
}
}
if (IS_EVIL(gch))
{
if (xp > 0)
{
if (IS_GOOD(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
else if (IS_NEUTRAL(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
else if (IS_EVIL(victim)) {gch->pcdata->anti_killed++; neg_cha = 1;}
}
}
if ( neg_cha )
{
if ( (gch->pcdata->anti_killed % 100) == 99 )
{
sprintf(buf,"You have killed %d %s up to now.\n\r",
gch->pcdata->anti_killed,
IS_GOOD(gch) ? "goods" :
IS_NEUTRAL(gch) ? "neutrals" :
IS_EVIL(gch) ? "evils" : "nones" );
send_to_char(buf,gch);
if (gch->perm_stat[STAT_CHA] > 3 && IS_GOOD(gch) )
{
send_to_char("So your charisma has reduced by one.\n\r", gch);
gch->perm_stat[STAT_CHA] -= 1;
}
}
}
else if ( pos_cha )
{
if ( (gch->pcdata->has_killed % 200) == 199 )
{
sprintf(buf,"You have killed %d %s up to now.\n\r",
gch->pcdata->anti_killed,
IS_GOOD(gch) ? "anti-goods" :
IS_NEUTRAL(gch) ? "anti-neutrals" :
IS_EVIL(gch) ? "anti-evils" : "nones" );
send_to_char(buf,gch);
if (gch->perm_stat[STAT_CHA] < get_max_train( gch, STAT_CHA)
&& IS_GOOD(gch) )
{
send_to_char("So your charisma has increased by one.\n\r", gch);
gch->perm_stat[STAT_CHA] += 1;
}
}
}
return xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune ,int dam_type)
{
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 = "scratch"; vp = "scratches"; }
else if ( dam <= 8 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 12 ) { vs = "hit"; vp = "hits"; }
else if ( dam <= 16 ) { vs = "injure"; vp = "injures"; }
else if ( dam <= 20 ) { vs = "wound"; vp = "wounds"; }
else if ( dam <= 24 ) { vs = "maul"; vp = "mauls"; }
else if ( dam <= 28 ) { vs = "decimate"; vp = "decimates"; }
else if ( dam <= 32 ) { vs = "devastate"; vp = "devastates"; }
else if ( dam <= 36 ) { vs = "maim"; vp = "maims"; }
else if ( dam <= 42 ) { vs = "MUTILATE"; vp = "MUTILATES"; }
else if ( dam <= 52 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; }
else if ( dam <= 65 ) { vs = "DISMEMBER"; vp = "DISMEMBERS"; }
else if ( dam <= 80 ) { vs = "MASSACRE"; vp = "MASSACRES"; }
else if ( dam <= 100 ) { vs = "MANGLE"; vp = "MANGLES"; }
else if ( dam <= 130 ) { vs = "*** DEMOLISH ***";
vp = "*** DEMOLISHES ***"; }
else if ( dam <= 175 ) { vs = "*** DEVASTATE ***";
vp = "*** DEVASTATES ***"; }
else if ( dam <= 250) { vs = "=== OBLITERATE ===";
vp = "=== OBLITERATES ==="; }
else if ( dam <= 325) { vs = "==== ATOMIZE ====";
vp = "==== ATOMIZES ===="; }
else if ( dam <= 400) { vs = "<*> <*> ANNIHILATE <*> <*>";
vp = "<*> <*> ANNIHILATES <*> <*>"; }
else if ( dam <= 500) { vs = "<*>!<*> ERADICATE <*>!<*>";
vp = "<*>!<*> ERADICATES <*>!<*>"; }
else if ( dam <= 650) { vs = "<*><*><*> ELECTRONIZE <*><*><*>";
vp = "<*><*><*> ELECTRONIZES <*><*><*>"; }
else if ( dam <= 800) { vs = "(<*>)!(<*>) SKELETONIZE (<*>)!(<*>)";
vp = "(<*>)!(<*>) SKELETONIZES (<*>)!(<*>)";}
else if ( dam <= 1000) { vs = "(*)!(*)!(*) NUKE (*)!(*)!(*)";
vp = "(*)!(*)!(*) NUKES (*)!(*)!(*)"; }
else if ( dam <= 1250) { vs = "(*)!<*>!(*) TERMINATE (*)!<*>!(*)";
vp = "(*)!<*>!(*) TERMINATES (*)!<*>!(*)"; }
else if ( dam <= 1500) { vs = "<*>!(*)!<*>> TEAR UP <<*)!(*)!<*>";
vp = "<*>!(*)!<*>> TEARS UP <<*)!(*)!<*>"; }
else { vs = "\007=<*) (*>= ! POWER HIT ! =<*) (*>=\007";
vp = "\007=<*) (*>= ! POWER HITS ! =<*) (*>=\007";}
if (victim->level < 20 ) punct = (dam <= 24) ? '.' : '!';
else if (victim->level < 50) punct = (dam <= 50 ) ? '.' : '!';
else punct = (dam <= 75) ? '.' : '!';
if ( (dt == TYPE_HIT) || (dt == TYPE_HUNGER) )
{
if (ch == victim)
{
if ( dam_type == DAM_HUNGER )
{
sprintf( buf1, "$n's hunger $C%s$c $mself%c",vp,punct);
sprintf( buf2, "Your hunger $C%s$c yourself%c",vs,punct);
}
else if ( dam_type == DAM_THIRST )
{
sprintf( buf1, "$n's thirst $C%s$c $mself%c",vp,punct);
sprintf( buf2, "Your thirst $C%s$c yourself%c",vs,punct);
}
else if ( dam_type == DAM_LIGHT_V )
{
sprintf( buf1, "The light of room $C%s$c $n!%c",vp,punct);
sprintf( buf2, "The light of room $C%s$c you!%c",vs,punct);
}
else if ( dam_type == DAM_TRAP_ROOM )
{
sprintf( buf1, "The trap at room $C%s$c $n!%c",vp,punct);
sprintf( buf2, "The trap at room $C%s$c you!%c",vs,punct);
}
else {
sprintf( buf1, "$n $C%s$c $mself%c",vp,punct);
sprintf( buf2, "You $C%s$c yourself%c",vs,punct);
}
}
else
{
sprintf( buf1, "$n $C%s$c $N%c", vp, punct );
sprintf( buf2, "You $C%s$c $N%c", vs, punct );
sprintf( buf3, "$n $C%s$c you%c", vp, punct );
}
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE)
attack = attack_table[dt - TYPE_HIT].noun;
else
{
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 unaffected by your %s!",attack);
sprintf(buf3,"$n's %s is powerless against you.",attack);
}
}
else
{
if (ch == victim)
{
sprintf( buf1, "$n's %s $C%s$c $m%c",attack,vp,punct);
sprintf( buf2, "Your %s $C%s$c you%c",attack,vp,punct);
}
else
{
sprintf( buf1, "$n's %s $C%s$c $N%c", attack, vp, punct );
sprintf( buf2, "Your %s $C%s$c $N%c", attack, vp, punct );
sprintf( buf3, "$n's %s $C%s$c you%c", attack, vp, punct );
}
}
}
if (ch == victim)
{
if ( dam <=36 )
{
act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_BLUE);
act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_BLUE_BOLD);
}
else if (dam <=100)
{
act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_MAGENTA);
act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_MAGENTA_BOLD);
}
else if (dam <=325)
{
act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_BROWN);
act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_BROWN);
}
else
{
act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_RED);
act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_RED_BOLD);
}
}
else
{
if ( dam <= 36 )
{
act_color( buf1, ch, NULL, victim, TO_NOTVICT,POS_RESTING,CLR_BLUE );
act_color( buf2, ch, NULL, victim, TO_CHAR,POS_RESTING,CLR_BLUE_BOLD );
act_color( buf3, ch, NULL, victim, TO_VICT,POS_RESTING,CLR_BLUE_BOLD );
}
else if ( dam <= 100 )
{
act_color( buf1, ch, NULL,victim,TO_NOTVICT,POS_RESTING,CLR_MAGENTA );
act_color( buf2, ch, NULL,victim,TO_CHAR,POS_RESTING,CLR_MAGENTA_BOLD );
act_color( buf3, ch, NULL,victim,TO_VICT,POS_RESTING,CLR_MAGENTA_BOLD );
}
else if ( dam <= 325 )
{
act_color( buf1, ch, NULL, victim, TO_NOTVICT,POS_RESTING,CLR_BROWN );
act_color( buf2, ch, NULL, victim, TO_CHAR,POS_RESTING,CLR_BROWN );
act_color( buf3, ch, NULL, victim, TO_VICT,POS_RESTING,CLR_BROWN );
}
else
{
act_color( buf1, ch, NULL, victim, TO_NOTVICT,POS_RESTING,CLR_RED );
act_color( buf2, ch, NULL, victim, TO_CHAR,POS_RESTING,CLR_RED_BOLD );
act_color( buf3, ch, NULL, victim, TO_VICT,POS_RESTING,CLR_RED_BOLD );
}
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wield;
one_argument( argument, arg );
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_safe( ch, victim ) )
return;
if ( ch->position == POS_FIGHTING)
{
if (victim == ch->fighting)
send_to_char( "You do the best you can!\n\r", ch );
else if (victim->fighting != ch)
send_to_char("One battle at a time, please.\n\r",ch);
else
{
act( "You start aiming at $N.",ch,NULL,victim,TO_CHAR);
ch->fighting = victim;
}
return;
}
if ( !IS_NPC(victim) )
{
send_to_char( "You must MURDER a player.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You hit yourself. Ouch!\n\r", ch );
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if (!ch_skill_nok_nomessage(ch,gsn_mortal_strike)
&& (wield = get_eq_char(ch,WEAR_WIELD)) != NULL
&& wield->level > (victim->level - 5) )
{
int chance = 1 + get_skill(ch,gsn_mortal_strike) / 30;
chance += (ch->level - victim->level) / 2;
if (number_percent() < chance)
{
act_color("$CYour flash strike instantly slays $N!$c",
ch,NULL,victim,TO_CHAR,POS_RESTING,CLR_RED);
act_color("$C$n flash strike instantly slays $N!$c",
ch,NULL,victim,TO_NOTVICT,POS_RESTING,CLR_RED);
act_color("$C$n flash strike instantly slays you!$c",
ch,NULL,victim,TO_VICT,POS_DEAD,CLR_RED);
damage(ch,victim,(victim->hit + 1),gsn_mortal_strike,DAM_NONE, TRUE);
check_improve( ch,gsn_mortal_strike, TRUE, 1);
}
else check_improve( ch,gsn_mortal_strike, FALSE, 3);
}
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_murde( CHAR_DATA *ch, char *argument )
{
send_to_char( "If you want to MURDER, spell it out.\n\r", ch );
return;
}
void do_murder( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *wield;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( "Murder whom?\n\r", ch );
return;
}
if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET)))
return;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
send_to_char( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
if (!can_see(victim, ch))
do_yell(victim, "Help! I am being attacked by someone!");
else
{
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!",
(is_affected(ch,gsn_doppelganger) && !IS_IMMORTAL(victim)) ?
ch->doppel->name : ch->name );
do_yell( victim, buf );
}
if (!ch_skill_nok_nomessage(ch,gsn_mortal_strike)
&& (wield = get_eq_char(ch,WEAR_WIELD)) != NULL
&& wield->level > (victim->level - 5) )
{
int chance = 1 + get_skill(ch,gsn_mortal_strike) / 30;
chance += (ch->level - victim->level) / 2;
if (number_percent() < chance)
{
act_color("$CYour flash strike instantly slays $N!$c",
ch,NULL,victim,TO_CHAR,POS_RESTING,CLR_RED);
act_color("$C$n flash strike instantly slays $N!$c",
ch,NULL,victim,TO_NOTVICT,POS_RESTING,CLR_RED);
act_color("$C$n flash strike instantly slays you!$c",
ch,NULL,victim,TO_VICT,POS_DEAD,CLR_RED);
damage(ch,victim,(victim->hit + 1),gsn_mortal_strike,DAM_NONE, TRUE);
check_improve( ch,gsn_mortal_strike, TRUE, 1);
}
else check_improve( ch,gsn_mortal_strike, FALSE, 3);
}
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if (RIDDEN(ch))
{
send_to_char( "You should ask to your rider!\n\r", ch );
return;
}
if (MOUNTED(ch))
do_dismount(ch,"");
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ((ch->class == 9) && (ch->level >=10) )
{
send_to_char( "Your honour doesn't let you flee, try dishonoring yourself.\n\r", ch );
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->u1.to_room == NULL
|| ( IS_SET(pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
&& !IS_TRUSTED(ch,ANGEL) )
|| ( IS_SET(pexit->exit_info , EX_NOFLEE) )
|| ( IS_NPC(ch)
&& IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door, FALSE );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$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 );
if ((ch->class == 9) && (ch->level >=10) )
gain_exp( ch,( -1 * ch->level ) );
else gain_exp( ch, -10 );
}
else
ch->last_fought = NULL;
stop_fighting( ch, TRUE );
return;
}
send_to_char( "PANIC! You couldn't escape!\n\r", ch );
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;
}
/*
* Check for obj dodge.
*/
bool check_obj_dodge( CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj, int bonus )
{
int chance;
if ( !IS_AWAKE(victim) || MOUNTED(victim) )
return FALSE;
if ( IS_NPC(victim) )
chance = UMIN( 30, victim->level );
else {
chance = get_skill(victim,gsn_dodge) / 2;
/* chance for high dex. */
chance += 2 * (get_curr_stat(victim,STAT_DEX) - 20);
if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI)
chance *= 1.2;
if ( victim->class == CLASS_THIEF || victim->class ==CLASS_NINJA)
chance *= 1.1;
}
chance -= (bonus - 90);
chance /= 2;
if ( number_percent( ) >= chance &&
(IS_NPC(victim) || victim->cabal != CABAL_BATTLE ))
return FALSE;
if (!IS_NPC(victim) && victim->cabal == CABAL_BATTLE
&& IS_SET(victim->act,PLR_CANINDUCT))
{
act("You catch $p that had been shot to you.",ch,obj,victim,TO_VICT);
act("$N catches $p that had been shot to $M.",ch,obj,victim,TO_CHAR);
act("$n catches $p that had been shot to $m.",victim,obj,ch,TO_NOTVICT);
obj_to_char(obj,victim);
return TRUE;
}
act("You dodge $p that had been shot to you.",ch,obj,victim,TO_VICT);
act("$N dodges $p that had been shot to $M.",ch,obj,victim,TO_CHAR);
act("$n dodges $p that had been shot to $m.",victim,obj,ch,TO_NOTVICT);
obj_to_room(obj,victim->in_room);
check_improve(victim,gsn_dodge,TRUE,6);
return TRUE;
}
void do_dishonor( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *gch;
char buf[MAX_STRING_LENGTH];
int attempt,level = 0;
if (RIDDEN(ch))
{
send_to_char( "You should ask to your rider!\n\r", ch );
return;
}
if ((ch->class != 9) || (ch->level <10) )
{
send_to_char( "Which honor?.\n\r", ch );
return;
}
if ( ch->fighting == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( is_same_group( gch, ch->fighting )
|| gch->fighting == ch )
level += gch->level;
}
if ( (ch->fighting->level - ch->level) < 5
&& ch->level > (level / 3))
{
send_to_char( "Your fighting doesn't worth to dishonor yourself.\n\r", ch );
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->u1.to_room == NULL
|| ( IS_SET(pexit->exit_info, EX_CLOSED)
&& (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
&& !IS_TRUSTED(ch,ANGEL) )
|| ( IS_SET(pexit->exit_info , EX_NOFLEE) )
|| ( IS_NPC(ch)
&& IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door, FALSE );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has dishonored $mself!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
{
send_to_char("You dishonored yourself and flee from combat.\n\r",ch);
sprintf(buf,"You lose %d exps.\n\r",ch->level);
send_to_char( buf, ch );
gain_exp( ch, -(ch->level) );
}
else
ch->last_fought = NULL;
stop_fighting( ch, TRUE );
if (MOUNTED(ch))
do_dismount(ch,"");
return;
}
send_to_char( "PANIC! You couldn't escape!\n\r", ch );
return;
}