/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard *
* Woolcock. This mud is NOT to be copied in whole or in part, or to be *
* run without the permission of Richard Woolcock. Nobody else has *
* permission to authorise the use of this code. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void dam_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt ) );
void death_cry args( ( CHAR_DATA *ch ) );
int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim ) );
bool can_counter args( ( CHAR_DATA *ch) );
bool can_bypass args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int number_attacks args( ( CHAR_DATA *ch ) );
int get_speed args( ( CHAR_DATA *ch ) );
void update_damcap args( ( CHAR_DATA *ch, 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;
CHAR_DATA *rch;
CHAR_DATA *rch_next;
CHAR_DATA *mount;
for ( ch = first_fight; ch != NULL; ch = ch_next )
{
ch_next = ch->next_fight;
if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
{
stop_fighting(ch, FALSE);
continue;
}
if ( IS_AWAKE(ch) && IS_AWAKE(victim) &&
ch->in_room == victim->in_room )
{
if ( --ch->init <= 0 )
{
multi_hit( ch, victim, TYPE_UNDEFINED );
ch->init = get_speed(ch);
}
else continue;
}
else
stop_fighting( ch, FALSE );
if ( ( victim = ch->fighting ) == NULL )
{
stop_fighting(ch, FALSE);
continue;
}
/*
* Fun for the whole family!
*/
for ( rch = ch->in_room->people; rch != NULL; rch = rch_next )
{
rch_next = rch->next_in_room;
if ( IS_AWAKE(rch) && rch->fighting == NULL )
{
/*
* Mount's auto-assist their riders and vice versa.
*/
if ( (mount = rch->mount) != NULL )
{
if (mount == ch) multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* PC's auto-assist others in their group.
*/
if ( !IS_NPC(ch) || IS_AFFECTED(ch, AFF_CHARM) )
{
if ( ( !IS_NPC(rch) || IS_AFFECTED(rch, AFF_CHARM) )
&& is_same_group(ch, rch) )
multi_hit( rch, victim, TYPE_UNDEFINED );
continue;
}
/*
* NPC's assist NPC's of same type or 12.5% chance regardless.
*/
if ( IS_NPC(rch) && !IS_AFFECTED(rch, AFF_CHARM) )
{
if ( rch->pIndexData == ch->pIndexData
|| number_bits( 3 ) == 0 )
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
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 )
multi_hit( rch, target, TYPE_UNDEFINED );
}
}
}
}
}
return;
}
/*
* Do one group of attacks.
*/
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *wield;
OBJ_DATA *wield1;
OBJ_DATA *wield2;
int sn;
int level;
int unarmed;
int wieldorig = 0;
int wieldtype = 0;
if ( ch->position < POS_SLEEPING ) return;
if ( dt == gsn_headbutt )
{
one_hit( ch, victim, dt, 1 );
return;
}
wield1 = get_eq_char( ch, WEAR_WIELD );
wield2 = get_eq_char( ch, WEAR_HOLD );
if ( wield1 != NULL && wield1->item_type == ITEM_WEAPON ) wieldorig = 1;
if ( wield2 != NULL && wield2->item_type == ITEM_WEAPON ) wieldorig += 2;
wieldtype = wieldorig;
if ( wieldorig == 3 ) { if (number_range(1,2) == 2) wieldtype = 2; else wieldtype = 1;}
if ( wieldtype == 2 ) wield = wield2;
else wield = wield1;
if (ch->stance[0] > 0 && number_percent() == 1)
{
int stance = ch->stance[0];
if (ch->stance[stance] >= 200)
{
special_move(ch,victim);
return;
}
}
unarmed = 0;
one_hit( ch, victim, dt, wieldtype );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dt += wield->value[3];
if (wield->value[0] >= 1)
{
/* Look, just don't ask... KaVir */
if (wield->value[0] >= 1000)
sn = wield->value[0] - ((wield->value[0] / 1000) * 1000);
else
sn = wield->value[0];
if (sn != 0 && victim->position == POS_FIGHTING)
(*skill_table[sn].spell_fun) (sn,wield->level,ch,victim);
}
}
}
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_headbutt )
return;
if ( !IS_NPC(victim) && !IS_SET(victim->act, PLR_WOLFMAN) &&
number_percent( ) <= victim->pcdata->learned[gsn_fastdraw] )
{
OBJ_DATA *obj;
int wpntype = 0;
int wpntype2 = 0;
if ((obj = get_eq_char(victim,WEAR_SCABBARD_R)) != NULL)
{
wpntype = obj->value[3];
if (wpntype < 0 || wpntype > 12) wpntype = 0;
if ((obj = get_eq_char(victim,WEAR_WIELD)) != NULL)
{
obj_from_char(obj);
obj_to_room(obj,victim->in_room);
act("You hurl $p aside.",victim,obj,NULL,TO_CHAR);
act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM);
}
do_draw(victim,"right");
}
if ((obj = get_eq_char(victim,WEAR_SCABBARD_L)) != NULL)
{
wpntype2 = obj->value[3];
if (wpntype2 < 0 || wpntype2 > 12) wpntype2 = 0;
if ((obj = get_eq_char(victim,WEAR_HOLD)) != NULL)
{
obj_from_char(obj);
obj_to_room(obj,victim->in_room);
act("You hurl $p aside.",victim,obj,NULL,TO_CHAR);
act("$n hurls $p aside.",victim,obj,NULL,TO_ROOM);
}
do_draw(victim,"left");
}
if (wpntype > 0) one_hit( victim, ch, TYPE_UNDEFINED, 1 );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (wpntype2 > 0) one_hit( victim, ch, TYPE_UNDEFINED, 2 );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
}
if (!IS_NPC(ch) && IS_VAMPAFF(ch,VAM_FANGS) && number_range(1,5) == 1)
one_hit( ch, victim, ( TYPE_HIT + 10 + TYPE_ADD_AGG), 0 );
else if (!IS_NPC(ch) && IS_MOD(ch,MOD_TUSKS) && number_range(1,3) == 1)
one_hit( ch, victim, ( TYPE_HIT + 10 ), 0 );
else if (!IS_NPC(ch) && IS_MOD(ch, MOD_HORNS) && number_range(1,5) == 1)
multi_hit( ch, victim, gsn_headbutt );
if ( victim == NULL || victim->position != POS_FIGHTING ) return;
if (!IS_NPC(ch) && IS_WEREWOLF(ch) && wieldorig == 0 && get_tribe(ch, TRIBE_BLACK_FURIES) > 1)
spell_poison( gsn_poison, 25, ch, victim );
if (victim->itemaffect < 1) return;
level = victim->spl[1] >> 2;
/*
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING)
{
if ( (sn = skill_lookup( "lightning bolt" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
}
if ( victim == NULL || victim->position == POS_DEAD ) return;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING)
{
if ( (sn = skill_lookup( "fireball" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
}
if ( victim == NULL || victim->position == POS_DEAD ) return;
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING)
{
if ( (sn = skill_lookup( "chill touch" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
}
if ( victim == NULL || victim->position == POS_DEAD ) return;
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING)
{
if ( (sn = skill_lookup( "acid blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
}
if ( victim == NULL || victim->position == POS_DEAD ) return;
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING)
{
if ( (sn = skill_lookup( "chaos blast" ) ) > 0)
(*skill_table[sn].spell_fun) (sn,level,victim,ch);
}
*/
return;
}
int number_attacks( CHAR_DATA *ch )
{
int count = 1;
if ( ch->in_room == NULL || IS_SET(ch->in_room->added_flags, ROOM2_TIMESLOW) )
return count;
/*
if ( IS_NPC(ch) )
{
if (ch->level >= 50) count++;
if (ch->level >= 100) count++;
return count;
}
*/
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() >
ch->stance[STANCE_VIPER] * 0.5) count++;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() >
ch->stance[STANCE_MANTIS] * 0.5) count++;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() >
ch->stance[STANCE_TIGER] * 0.5) count++;
if ( !IS_NPC(ch) && get_celerity(ch) > 0)
count += get_celerity(ch);
if (!IS_NPC(ch) && IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0 )
{
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2 ) count += 2;
else count++;
}
if ( !IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) )
count++;
if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count++;
return count;
}
int get_speed( CHAR_DATA *ch )
{
int count = number_range(11,13);
if ( IS_STANCE(ch, STANCE_VIPER) && number_percent() >
ch->stance[STANCE_VIPER] * 0.5) count--;
else if ( IS_STANCE(ch, STANCE_MANTIS) && number_percent() >
ch->stance[STANCE_MANTIS] * 0.5) count--;
else if ( IS_STANCE(ch, STANCE_TIGER) && number_percent() >
ch->stance[STANCE_TIGER] * 0.5) count--;
else if ( !IS_NPC(ch) && ch->stance[0] >= 11 && ch->stance[0] <= 15 )
{
int stance = ch->stance[0];
if (number_percent() > (ch->stance[stance] * 0.5) &&
IS_SET(ch->pcdata->qstats[stance-11], QS_SUPER_SPEED)) count--;
}
if ( !IS_NPC(ch) && get_celerity(ch) > 0)
count -= (get_celerity(ch)<<1 );
if (!IS_NPC(ch) && IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_SILENT_STRIDERS) > 0 )
{
if (get_tribe(ch, TRIBE_SILENT_STRIDERS) > 2 ) count -= 2;
else count--;
}
if ( !IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) )
count-=3;
if ( IS_ITEMAFF(ch, ITEMA_SPEED) ) count--;
if (count < 2) count = 2;
if ( ch->in_room == NULL || IS_SET(ch->in_room->added_flags, ROOM2_TIMESLOW) )
count *= 2;
return count;
}
/*
* Hit one guy once.
*/
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype)
{
OBJ_DATA *wield;
OBJ_DATA *gloves;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int level;
int stance;
bool right_hand;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim == NULL || victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
/*
* Figure out the type of damage message.
*/
if (handtype == 2)
{
wield = get_eq_char( ch, WEAR_HOLD );
right_hand = FALSE;
}
else
{
wield = get_eq_char( ch, WEAR_WIELD );
right_hand = TRUE;
}
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
{
dt += wield->value[3];
if ((right_hand && IS_ITEMAFF(ch, ITEMA_RIGHT_AGG)) ||
(!right_hand && IS_ITEMAFF(ch, ITEMA_LEFT_AGG)) )
dt += TYPE_ADD_AGG;
else if (IS_WEREWOLF(victim))
{
if ((right_hand && IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER)) ||
(!right_hand && IS_ITEMAFF(ch, ITEMA_LEFT_SILVER)) )
dt += TYPE_ADD_AGG;
}
}
}
if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5);
else level = 1;
if (level > 40) level = 40;
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = 0;
}
else
{
thac0_00 = SKILL_THAC0_00;
thac0_32 = SKILL_THAC0_32;
}
thac0 = interpolate( level, thac0_00, thac0_32 ) - char_hitroll(ch);
victim_ac = UMAX( -100, char_ac(victim) / 10 );
if ( !can_see( ch, victim ) )
victim_ac -= 4;
/*
* 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 );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) )
{
dam = number_range( ch->level * 0.5, ch->level * 3 / 2 );
if ( wield != NULL )
dam += dam * 0.5;
}
else
{
if (IS_POLYAFF(ch, POLY_SERPENT))
dam = number_range( 25, 50 );
else if ( wield == NULL )
{
if ( IS_MORE(ch,MORE_HAND_FLAME) && IS_VAMPAFF(ch, VAM_CLAWS))
{dam = number_range( 25, 50 );dt += TYPE_ADD_AGG;}
else if ( !IS_NPC(ch) && IS_VAMPAFF(ch,VAM_CLAWS) &&
get_auspice(ch, AUSPICE_AHROUN) > 0)
{dam = number_range( 25, 50 );dt += TYPE_ADD_AGG;}
else if ( IS_MORE(ch,MORE_HAND_FLAME) )
{dam = number_range( 15, 30 );dt += TYPE_ADD_AGG;}
else if ( IS_VAMPAFF(ch,VAM_CLAWS) && wield == NULL)
{dam = number_range( 10, 20 );dt += TYPE_ADD_AGG;}
else
dam = number_range( 1, 4 );
}
else if ( wield->item_type == ITEM_WEAPON )
dam = number_range( wield->value[1], wield->value[2] );
else
dam = number_range( 1, 4 );
}
/*
* Bonuses.
*/
dam += char_damroll(ch);
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( dt == gsn_backstab )
dam *= number_range(2,4);
if ( !IS_NPC(ch) && IS_DEMON(ch) &&
IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) )
dam *= 1.5;
if ( dt >= TYPE_HIT ) dam += (dam * ((ch->wpn[dt-1000]+1) * 0.01));
if ( !IS_NPC(victim) && IS_WEREWOLF(victim) )
{
if (IS_SET(victim->act, PLR_WOLFMAN)) dam *= 0.5;
if (get_tribe(victim, TRIBE_BONE_GNAWERS) > 4) dam *= 0.5;
if (get_tribe(victim, TRIBE_SILENT_STRIDERS) > 1 ) dam *= 0.5;
if (wield != NULL && IS_SET(wield->spectype, SITEM_SILVER))
{dam *= 2;dt += TYPE_ADD_AGG;}
else if ( ( gloves = get_eq_char( ch, WEAR_HANDS ) ) != NULL
&& IS_SET(gloves->spectype, SITEM_SILVER))
{dam *= 2;dt += TYPE_ADD_AGG;}
}
/*
if ( !IS_NPC(ch) )
*/
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25;
else dam = dambonus(ch,victim,dam,stance);
}
if ( dam <= 0 )
dam = 1;
damage( ch, victim, dam, dt );
tail_chain( );
if (!is_safe(ch,victim))
{
improve_wpn(ch,dt,right_hand);
improve_stance(ch);
}
return;
}
bool can_counter( CHAR_DATA *ch)
{
if (IS_STANCE(ch, STANCE_MONKEY)) return TRUE;
else if (IS_POLYAFF(ch, POLY_BAT)) return TRUE;
else if (IS_POLYAFF(ch, POLY_RAVEN)) return TRUE;
return FALSE;
}
bool can_bypass( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (IS_STANCE(ch, STANCE_VIPER)) return TRUE;
else if (IS_STANCE(ch, STANCE_MANTIS)) return TRUE;
else if (IS_STANCE(ch, STANCE_TIGER)) return TRUE;
else if (IS_POLYAFF(ch, POLY_SERPENT)) return TRUE;
else if (IS_POLYAFF(ch, POLY_WOLF)) return TRUE;
else if ( !IS_NPC(ch) && ch->stance[0] >= 11 && ch->stance[0] <= 15 )
{
int stance = ch->stance[0];
if (IS_SET(ch->pcdata->qstats[stance-11], QS_SUPER_BYPASS)) return TRUE;
}
return FALSE;
}
void update_damcap( CHAR_DATA *ch, CHAR_DATA *victim )
{
int max_dam = 1000;
if (IS_NPC(ch))
max_dam += (ch->level << 2);
else
{
max_dam += ( ch->pcdata->rank * 100 );
switch( ch->class )
{
default: break;
case CLASS_ABOMINATION:
if ( get_disc(ch,DISC_POTENCE) > 0)
max_dam += (get_disc(ch,DISC_POTENCE) * 100);
if (get_tribe(ch,TRIBE_SHADOW_LORDS) > 0) max_dam += 100;
if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 1) max_dam += 100;
if (IS_SET(ch->act, PLR_WOLFMAN))
max_dam += ch->pcdata->wolf;
break;
case CLASS_BAALI:
if (ch->pcdata->wolf > 0)
max_dam += ch->beast;
if ( get_disc(ch,DISC_POTENCE) > 0)
max_dam += (get_disc(ch,DISC_POTENCE) * 100);
if (IS_SET(ch->act, PLR_DEMON)) max_dam += 500;
else if (IS_EXTRA(ch, EXTRA_PRINCE)) max_dam += 400;
else if (IS_EXTRA(ch, EXTRA_SIRE)) max_dam += 300;
else max_dam += 200;
if ( !IS_NPC(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) )
max_dam += 200;
if (ch->in_room != NULL && ch->in_room->vnum == 30000)
max_dam += 5000;
max_dam += (ch->pcdata->demonic * 10);
break;
case CLASS_BLACK_SPIRAL_DANCER:
if (get_tribe(ch,TRIBE_SHADOW_LORDS) > 0) max_dam += 100;
if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 1) max_dam += 100;
if (IS_SET(ch->act, PLR_WOLFMAN))
max_dam += ch->pcdata->wolf;
if ( get_disc(ch,DISC_POTENCE) > 0)
max_dam += (get_disc(ch,DISC_POTENCE) * 50);
if (IS_SET(ch->act, PLR_DEMON)) max_dam += 500;
else if (IS_EXTRA(ch, EXTRA_PRINCE)) max_dam += 400;
else if (IS_EXTRA(ch, EXTRA_SIRE)) max_dam += 300;
else max_dam += 200;
if ( !IS_NPC(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) )
max_dam += 200;
if (ch->in_room != NULL && ch->in_room->vnum == 30000)
max_dam += 5000;
max_dam += (ch->pcdata->demonic * 10);
break;
case CLASS_VAMPIRE: case CLASS_LICH:
if (ch->pcdata->wolf > 0)
max_dam += ch->beast;
if ( get_disc(ch,DISC_POTENCE) > 0)
max_dam += (get_disc(ch,DISC_POTENCE) * 100);
break;
case CLASS_DEMON: case CLASS_ANGEL: case CLASS_NEPHANDI:
if (IS_SET(ch->act, PLR_DEMON)) max_dam += 500;
else if (IS_EXTRA(ch, EXTRA_PRINCE)) max_dam += 400;
else if (IS_EXTRA(ch, EXTRA_SIRE)) max_dam += 300;
else max_dam += 200;
if ( !IS_NPC(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) )
max_dam += 200;
if ( IS_ANGEL(ch) )
{
if (ch->in_room != NULL && ch->in_room->vnum == 30050)
max_dam += 5000;
}
else
{
if (ch->in_room != NULL && ch->in_room->vnum == 30000)
max_dam += 5000;
}
if ( ch->class == CLASS_DEMON || ch->class == CLASS_ANGEL )
max_dam += (ch->pcdata->demonic * 20);
else
max_dam += (ch->pcdata->demonic * 10);
break;
case CLASS_WEREWOLF: case CLASS_SKINDANCER:
if (get_tribe(ch,TRIBE_SHADOW_LORDS) > 0) max_dam += 100;
if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 1) max_dam += 100;
if (IS_SET(ch->act, PLR_WOLFMAN))
max_dam += ch->pcdata->wolf;
if ( get_disc(ch,DISC_POTENCE) > 0)
max_dam += (get_disc(ch,DISC_POTENCE) * 50);
break;
case CLASS_HIGHLANDER:
if (IS_ITEMAFF(ch, ITEMA_HIGHLANDER))
{
int wpn = ch->pcdata->disc[0];
if (wpn == 1 || wpn == 3)
max_dam += ch->wpn[wpn];
}
break;
}
if (IS_ITEMAFF(ch, ITEMA_ARTIFACT)) max_dam += 500;
if (IS_ITEMAFF(victim, ITEMA_ARTIFACT)) max_dam -= 500;
if (victim->stance[0] != STANCE_MONKEY)
{
int stance = ch->stance[0];
if (ch->stance[0] == STANCE_BULL) max_dam += ch->stance[stance];
else if (ch->stance[0] == STANCE_DRAGON) max_dam += ch->stance[stance];
else if (ch->stance[0] == STANCE_TIGER) max_dam += ch->stance[stance];
else if ( !IS_NPC(ch) && ch->stance[0] >= 11 && ch->stance[0] <= 15 )
{
if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_LESSER))
max_dam += ch->stance[stance];
else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_GREATER))
max_dam += (ch->stance[stance] * 2);
else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_SUPREME))
max_dam += (ch->stance[stance] * 3);
}
}
}
if (!IS_NPC(victim))
{
if ( get_disc(victim,DISC_FORTITUDE) > 0)
max_dam -= (get_disc(victim,DISC_FORTITUDE) * 50);
switch( victim->class )
{
default: break;
case CLASS_ABOMINATION:
if (IS_ITEMAFF(ch, ITEMA_SUNSHIELD)) max_dam += 500;
if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3 && IS_VAMPAFF(ch, VAM_CLAWS))
max_dam += 200;
else
{
if (IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER))
max_dam += 100;
if (IS_ITEMAFF(ch, ITEMA_LEFT_SILVER))
max_dam += 100;
}
break;
case CLASS_VAMPIRE: case CLASS_LICH:
if (IS_ITEMAFF(ch, ITEMA_SUNSHIELD)) max_dam += 500;
break;
case CLASS_DEMON: case CLASS_NEPHANDI:
if (victim->in_room != NULL && victim->in_room->vnum == 30000)
max_dam *= 0.2;
break;
case CLASS_ANGEL:
if (victim->in_room != NULL && victim->in_room->vnum == 30050)
max_dam *= 0.2;
break;
case CLASS_WEREWOLF: case CLASS_SKINDANCER:
if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_AHROUN) > 3 && IS_VAMPAFF(ch, VAM_CLAWS))
max_dam += 200;
else
{
if (IS_ITEMAFF(ch, ITEMA_RIGHT_SILVER) && get_auspice(victim, AUSPICE_RAGABASH) < 5)
max_dam += 250;
if (IS_ITEMAFF(ch, ITEMA_LEFT_SILVER) && get_auspice(victim, AUSPICE_RAGABASH) < 5)
max_dam += 250;
}
if (get_tribe(victim, TRIBE_BONE_GNAWERS) > 4) max_dam -= 250;
break;
}
if (ch->stance[0] != STANCE_MONKEY)
{
int stance = victim->stance[0];
if (victim->stance[0] == STANCE_CRAB) max_dam -= victim->stance[stance];
else if (victim->stance[0] == STANCE_DRAGON) max_dam -= victim->stance[stance];
else if (victim->stance[0] == STANCE_SWALLOW) max_dam -= victim->stance[stance];
else if ( !IS_NPC(victim) && stance >= 11 && stance <= 15 )
{
if (IS_SET(victim->pcdata->qstats[stance-11], QS_RES_LESSER))
max_dam += victim->stance[stance];
else if (IS_SET(victim->pcdata->qstats[stance-11], QS_RES_GREATER))
max_dam += (victim->stance[stance] * 2);
else if (IS_SET(victim->pcdata->qstats[stance-11], QS_RES_SUPREME))
max_dam += (victim->stance[stance] * 3);
}
}
}
if (max_dam < 1000) max_dam = 1000;
ch->damcap[DAM_CAP] = max_dam;
ch->damcap[DAM_CHANGE] = 0;
return;
}
/*
* Inflict damage from a hit.
*/
void damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
/* For testing
char buf[MAX_INPUT_LENGTH];
*/
int max_dam = ch->damcap[DAM_CAP];
bool agg_dam = FALSE;
if ( victim == NULL || victim->position == POS_DEAD )
return;
/*
* Stop up any residual loopholes.
*/
if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim);
/* For testing
sprintf(buf,"Damage now %d.\n\r",dam);
send_to_char(buf,ch);
*/
if ( dam > max_dam || dam < 0 ) dam = max_dam;
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
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;
}
*/
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
if (!can_see(victim,ch)) {dam *= 1.5;
send_to_char("You use your concealment to get a surprise attack!\n\r",ch);}
REMOVE_BIT( ch->affected_by, AFF_HIDE );
act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM );
}
if (!IS_IMMORTAL(ch) && !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_OBFUSCATE))
{
send_to_char("You drop out of Obfuscate!\n\r",ch);
if (!can_see(victim,ch)) dam *= 1.5;
REMOVE_BIT( ch->vampaff, VAM_OBFUSCATE );
act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM );
}
if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 )
dam *= 0.5;
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam * 0.25;
if ( dam < 0 )
dam = 0;
/*
* Check if damage is aggravated.
*/
if ( dt >= TYPE_ADD_AGG )
{
agg_dam = TRUE;
dt -= TYPE_ADD_AGG;
while ( dt >= TYPE_ADD_AGG ) dt -= TYPE_ADD_AGG;
}
/*
* Check for disarm, trip, parry, and dodge.
*/
if ( dt >= TYPE_HIT )
{
if ( IS_NPC(ch) && number_percent( ) < 2 )
disarm( ch, victim );
/*
if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 )
trip( ch, victim );
*/
if ( check_parry( ch, victim, dt ) )
return;
if ( IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if ( IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && victim->stance[0] >= 11 &&
victim->stance[0] <= 15 )
{
int stance = victim->stance[0];
if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_PARRY))
{
if (victim->stance[stance] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_parry( ch, victim, dt ))
return;
}
}
if ( check_dodge( ch, victim, dt ) )
return;
if ( IS_STANCE(victim, STANCE_MONGOOSE) &&
victim->stance[STANCE_MONGOOSE] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
else if ( IS_STANCE(victim, STANCE_SWALLOW) &&
victim->stance[STANCE_SWALLOW] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
else if ( !IS_NPC(victim) && victim->stance[0] >= 11 &&
victim->stance[0] <= 15 )
{
int stance = victim->stance[0];
if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_DODGE))
{
if (victim->stance[stance] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim) && check_dodge( ch, victim, dt ))
return;
}
}
}
if (IS_POLYAFF(ch, POLY_BAT)) {dt = TYPE_HIT + 10; agg_dam = TRUE;}
else if (IS_POLYAFF(ch, POLY_SERPENT)) {dt = gsn_tongue; agg_dam = TRUE;}
dam_message( ch, victim, dam, dt );
if (victim == NULL || victim->position == POS_DEAD) return;
}
hurt_person(ch,victim,dam,agg_dam);
return;
}
void adv_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam )
{
if ( victim->position == POS_DEAD )
return;
if ( dam > 1000 ) dam = 1000;
if ( victim != ch )
{
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
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;
}
}
if ( victim->master == ch )
stop_follower( victim );
if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 )
dam *= 0.5;
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= (dam * 0.25);
if ( dam < 0 )
dam = 0;
}
return;
}
void hurt_person( CHAR_DATA *ch, CHAR_DATA *victim, int dam, bool agg_dam )
{
bool is_npc = FALSE;
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
if (agg_dam && victim->agg < 100) victim->agg++;
if (agg_dam)
{
if (victim->position == POS_MORTAL) victim->agg = 100;
if (victim->agg < 100) victim->agg++;
if (!IS_NPC(victim)) SET_BIT(victim->act, PLR_LAST_AGG);
}
else if (!IS_NPC(victim)) REMOVE_BIT(victim->act, PLR_LAST_AGG);
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 (IS_VAMPIRE(victim))
{
act( "$n is mortally wounded, and spraying blood everywhere.",
victim, NULL, NULL, TO_ROOM );
send_to_char( "You have been torpored.\n\r",victim );
}
else
{
act( "$n is mortally wounded, and spraying blood everywhere.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are mortally wounded, and spraying blood everywhere.\n\r",
victim );
}
break;
case POS_INCAP:
act( "$n is incapacitated, and bleeding badly.",
victim, NULL, NULL, TO_ROOM );
send_to_char(
"You are incapacitated, and bleeding badly.\n\r",
victim );
break;
case POS_STUNNED:
act( "$n is stunned, but will soon recover.",
victim, NULL, NULL, TO_ROOM );
send_to_char("You are stunned, but will soon 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", victim );
break;
default:
if ( dam > victim->max_hit * 0.25 )
send_to_char( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit * 0.25 && dam > 0 )
{
if (!IS_NPC(victim) && IS_VAMPIRE(victim)
&& number_percent() < victim->beast)
vamp_rage(victim);
else
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->hit <= 0 )
{
group_gain( ch, victim );
victim->position = POS_DEAD;
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 );
}
demon_gain( ch, victim );
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath++;
if (IS_NPC(victim)) is_npc = TRUE;
raw_kill( victim, ch );
if ( IS_SET(ch->act, PLR_AUTOLOOT) )
do_get( ch, "all corpse" );
else
do_look( ch, "in corpse" );
if ( !IS_NPC(ch) && is_npc )
{
if ( IS_SET(ch->act, PLR_AUTOSAC) )
do_sacrifice( ch, "corpse" );
}
return;
}
if ( victim == ch )
return;
/*
* Take care of link dead people.
*/
if ( !IS_NPC(victim) && victim->desc == NULL )
{
if ( number_range( 0, victim->wait ) == 0 )
{
do_recall( victim, "" );
return;
}
}
/*
* Wimp out?
*/
if ( IS_NPC(victim) && dam > 0 )
{
if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 1 ) == 0
&& victim->hit < victim->max_hit * 0.5 )
|| ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
&& victim->master->in_room != victim->in_room ) )
do_flee( victim, "" );
}
else if ( !IS_NPC(victim)
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait == 0 )
do_flee( victim, "" );
else if (IS_AFFECTED(victim, AFF_FEAR)) do_flee(victim,"");
tail_chain( );
return;
}
bool is_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
/* Ethereal people can only attack other ethereal people */
if (ch->in_room != victim->in_room) return TRUE;
if ( !IS_NPC(ch) && get_trust(ch) == LEVEL_BUILDER )
{
send_to_char( "Don't fight, build.\n\r", ch );
return TRUE;
}
if ( !IS_NPC(victim) && get_trust(victim) == LEVEL_BUILDER )
{
send_to_char( "They build, not fight.\n\r", ch );
return TRUE;
}
if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot while ethereal.\n\r", ch );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot fight an ethereal person.\n\r", ch );
return TRUE;
}
if (IS_POLYAFF(ch, POLY_MIST) || IS_POLYAFF(victim, POLY_MIST))
{
send_to_char( "People in mist form may not enter combat.\n\r", ch );
return TRUE;
}
if (IS_POLYAFF(ch, POLY_SHADOW) || IS_POLYAFF(victim, POLY_SHADOW))
{
send_to_char( "People in smoke form may not enter combat.\n\r", ch );
return TRUE;
}
/* You cannot attack across planes */
if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( ch->in_room == NULL || IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
{
send_to_char( "Something in the air prevents you from attacking.\n\r", ch );
return TRUE;
}
if (victim == NULL || victim->in_room == NULL) return TRUE;
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
{
send_to_char( "Something in the air prevents you from attacking.\n\r", ch );
return TRUE;
}
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
{
send_to_char( "Objects cannot fight!\n\r", ch );
return TRUE;
}
else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH))
{
send_to_char( "You cannot attack an object.\n\r", ch );
return TRUE;
}
if ( IS_VAMPAFF(ch,VAM_EARTHMELDED) || IS_VAMPAFF(victim,VAM_EARTHMELDED) )
return TRUE;
/* Thx Josh! */
if ( victim->fighting == ch )
return FALSE;
if ( IS_NPC(ch) && IS_NEWBIE(victim) && IS_SET(ch->act, ACT_COMMANDED) )
{
send_to_char( "Newbie killing of ANY form is forbidden.\n\r", ch );
return TRUE;
}
if ( IS_NPC(victim) && IS_NEWBIE(ch) && IS_SET(victim->act, ACT_COMMANDED) )
{
send_to_char( "Newbies cannot attack player-controlled mobs.\n\r", ch );
return TRUE;
}
if ( IS_NPC(ch) && IS_MORE(victim, MORE_ANIMAL_MASTER) )
{
send_to_char( "You like them too much to attack them.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE))
{
send_to_char( "You are unable to attack them.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(victim, ITEMA_PEACE))
{
if (IS_WEREWOLF(victim))
send_to_char( "They look FAR too scary to attack!\n\r", ch );
else
send_to_char( "They look FAR too imposing to attack!\n\r", ch );
return TRUE;
}
if ( IS_NPC(ch) || IS_NPC(victim) )
return FALSE;
/* if ( ch->trust > LEVEL_BUILDER ) // Don't like this idea FIXME -Chrono
{
send_to_char( "You cannot fight if you have implementor powers!\n\r", ch );
return TRUE;
}
if ( victim->trust > LEVEL_BUILDER )
{
send_to_char( "You cannot fight someone with implementor powers!\n\r", ch );
return TRUE;
}
*/
if ( !CAN_PK(ch) || !CAN_PK(victim) )
{
send_to_char( "Mortals are not permitted to fight other players.\n\r", ch );
return TRUE;
}
if ( ch->desc == NULL || victim->desc == NULL )
{
if (victim->position != POS_FIGHTING && victim->position > POS_STUNNED)
{
send_to_char( "They are currently link dead.\n\r", ch );
return TRUE;
}
}
if (!IS_NPC(ch) && !IS_NPC(victim))
{
if (IS_NEWBIE(ch))
{
send_to_char( "You cannot attack players while you are a newbie.\n\r", ch );
return TRUE;
}
else if (IS_NEWBIE(victim))
{
send_to_char( "You cannot attack newbies.\n\r", ch );
return TRUE;
}
if (IS_MORE(ch, MORE_LOYAL) && strlen(ch->pcdata->conding) > 1 &&
!str_cmp(ch->pcdata->conding, victim->name))
{
send_to_char( "You refuse to attack your master!\n\r", ch );
return TRUE;
}
else if (strlen(ch->pcdata->love) > 1 &&
!str_cmp(ch->pcdata->love, victim->name))
{
send_to_char( "How could you attack someone you love?!\n\r", ch );
return TRUE;
}
}
return FALSE;
}
bool auto_safe( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (ch->in_room != victim->in_room) return TRUE;
if ( !IS_NPC(ch) && get_trust(ch) == LEVEL_BUILDER )
return TRUE;
if ( !IS_NPC(victim) && get_trust(victim) == LEVEL_BUILDER )
return TRUE;
if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) )
return TRUE;
if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) )
return TRUE;
if (IS_POLYAFF(ch, POLY_MIST) || IS_POLYAFF(victim, POLY_MIST))
return TRUE;
if (IS_POLYAFF(ch, POLY_SHADOW) || IS_POLYAFF(victim, POLY_SHADOW))
return TRUE;
if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) )
return TRUE;
if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) )
return TRUE;
if ( ch->in_room == NULL || IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
return TRUE;
if (victim == NULL || victim->in_room == NULL) return TRUE;
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
return TRUE;
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
return TRUE;
else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH))
return TRUE;
if ( IS_VAMPAFF(ch,VAM_EARTHMELDED) || IS_VAMPAFF(victim,VAM_EARTHMELDED) )
return TRUE;
if ( victim->fighting == ch )
return FALSE;
if ( IS_NPC(ch) && IS_NEWBIE(victim) && IS_SET(ch->act, ACT_COMMANDED) )
return TRUE;
if ( IS_NPC(victim) && IS_NEWBIE(ch) && IS_SET(victim->act, ACT_COMMANDED) )
return TRUE;
if ( IS_NPC(ch) && IS_MORE(victim, MORE_ANIMAL_MASTER) )
return TRUE;
if (IS_ITEMAFF(ch, ITEMA_PEACE))
return TRUE;
if (IS_ITEMAFF(victim, ITEMA_PEACE))
return TRUE;
if ( IS_NPC(ch) || IS_NPC(victim) )
return FALSE;
if ( ch->trust > LEVEL_BUILDER )
return TRUE;
if ( victim->trust > LEVEL_BUILDER )
return TRUE;
if ( !CAN_PK(ch) || !CAN_PK(victim) )
return TRUE;
if ( ch->desc == NULL || victim->desc == NULL )
{
if (victim->position != POS_FIGHTING && victim->position > POS_STUNNED)
return TRUE;
}
if (!IS_NPC(ch) && !IS_NPC(victim))
{
if (IS_NEWBIE(ch)) return TRUE;
else if (IS_NEWBIE(victim)) return TRUE;
if (IS_MORE(ch, MORE_LOYAL) && strlen(ch->pcdata->conding) > 1 &&
!str_cmp(ch->pcdata->conding, victim->name))
return TRUE;
else if (strlen(ch->pcdata->love) > 1 &&
!str_cmp(ch->pcdata->love, victim->name))
return TRUE;
}
return FALSE;
}
bool no_attack( CHAR_DATA *ch, CHAR_DATA *victim )
{
if (ch->in_room != victim->in_room) return TRUE;
/* Ethereal people can only attack other ethereal people */
if ( !IS_NPC(ch) && get_trust(ch) == LEVEL_BUILDER )
{
send_to_char( "Don't fight, build.\n\r", ch );
return TRUE;
}
if ( !IS_NPC(victim) && get_trust(victim) == LEVEL_BUILDER )
{
send_to_char( "They build, not fight.\n\r", ch );
return TRUE;
}
if ( IS_AFFECTED(ch, AFF_ETHEREAL) && !IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot while ethereal.\n\r", ch );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_ETHEREAL) && IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You cannot fight an ethereal person.\n\r", ch );
return TRUE;
}
if (IS_POLYAFF(ch, POLY_MIST) || IS_POLYAFF(victim, POLY_MIST))
{
send_to_char( "People in mist form may not enter combat.\n\r", ch );
return TRUE;
}
if (IS_POLYAFF(ch, POLY_SHADOW) || IS_POLYAFF(victim, POLY_SHADOW))
{
send_to_char( "People in smoke form may not enter combat.\n\r", ch );
return TRUE;
}
/* You cannot attack across planes */
if ( IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "You are too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( !IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE) )
{
act( "$E is too insubstantial!", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if ( ch->in_room == NULL || IS_SET(ch->in_room->room_flags,ROOM_SAFE) )
{
send_to_char( "Something in the air prevents you from attacking.\n\r", ch );
return TRUE;
}
if (IS_ITEMAFF(victim, ITEMA_PEACE))
{
if (IS_WEREWOLF(victim))
send_to_char( "They look FAR too scary to attack!\n\r", ch );
else
send_to_char( "They look FAR too imposing to attack!\n\r", ch );
return TRUE;
}
if (victim == NULL || victim->in_room == NULL) return TRUE;
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
{
send_to_char( "Something in the air prevents you from attacking.\n\r", ch );
return TRUE;
}
if ( IS_VAMPAFF(ch,VAM_EARTHMELDED) || IS_VAMPAFF(victim,VAM_EARTHMELDED) )
return TRUE;
if ( IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) )
{
send_to_char( "Objects cannot fight!\n\r", ch );
return TRUE;
}
else if ( IS_HEAD(victim,LOST_HEAD) || IS_EXTRA(victim,EXTRA_OSWITCH) )
{
send_to_char( "You cannot attack objects.\n\r", ch );
return TRUE;
}
if ( victim->fighting == ch )
return FALSE;
if ( IS_NPC(ch) && IS_NEWBIE(victim) && IS_SET(ch->act, ACT_COMMANDED) )
{
send_to_char( "Newbie killing of ANY form is forbidden.\n\r", ch );
return TRUE;
}
if ( IS_NPC(victim) && IS_NEWBIE(ch) && IS_SET(victim->act, ACT_COMMANDED) )
{
send_to_char( "Newbies cannot attack player-controlled mobs.\n\r", ch );
return TRUE;
}
if ( IS_NPC(ch) && IS_MORE(victim, MORE_ANIMAL_MASTER) )
{
send_to_char( "You like them too much to attack them.\n\r", ch );
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) )
return;
/*
* Charm-o-rama.
*/
if ( IS_SET(ch->affected_by, AFF_CHARM) )
{
if ( ch->master == NULL )
{
affect_strip( ch, gsn_charm_person );
REMOVE_BIT( ch->affected_by, AFF_CHARM );
return;
}
stop_follower( ch );
return;
}
return;
}
/*
* Check for parry.
*/
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
OBJ_DATA *obj = NULL;
int chance = 0;
bool claws = FALSE;
int num_hands = 0;
bool no_parry = FALSE;
if ( !IS_AWAKE(victim) || IS_POLYAFF(victim, POLY_SERPENT) ||
IS_POLYAFF(victim, POLY_BAT) || IS_POLYAFF(victim, POLY_RAVEN) )
return FALSE;
if ( IS_NPC(victim) )
obj = NULL;
else
{
if (get_eq_char(victim, WEAR_WIELD) != NULL) num_hands++;
if (get_eq_char(victim, WEAR_HOLD) != NULL) num_hands++;
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL
|| obj->item_type != ITEM_WEAPON || number_percent() <= 50 )
{
if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL
|| obj->item_type != ITEM_WEAPON )
{
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL
|| obj->item_type != ITEM_WEAPON )
{
if ( num_hands < 2 && IS_VAMPAFF(victim, VAM_CLAWS) )
{
if ((IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_RED_TALONS) > 2)
|| ((IS_VAMPIRE(victim) || IS_GHOUL(victim)) && get_disc(victim, DISC_PROTEAN) >= 2))
{
obj = NULL;
claws = TRUE;
}
else no_parry = TRUE;
}
else no_parry = TRUE;
}
}
if (no_parry) return FALSE;
}
}
if (dt < 1000 || dt > 1012) return FALSE;
if (!IS_NPC(ch) || ch->wpn[0] > 0) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(ch) || victim->wpn[0] > 0) chance += (victim->wpn[dt-1000] * 0.5);
else chance += victim->level;
if (IS_STANCE(victim, STANCE_CRANE) &&
victim->stance[STANCE_CRANE] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
chance += (victim->stance[STANCE_CRANE] * 0.25);
else if (IS_STANCE(victim, STANCE_MANTIS) &&
victim->stance[STANCE_MANTIS] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
chance += (victim->stance[STANCE_MANTIS] * 0.25);
else if ( !IS_NPC(victim) && victim->stance[0] >= 11 &&
victim->stance[0] <= 15 )
{
int stance = victim->stance[0];
if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_PARRY))
{
if (victim->stance[stance] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim))
chance += (victim->stance[stance] * 0.25);
}
}
chance -= (char_hitroll(ch) * 0.1);
if (claws)
{
if ( (IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_RED_TALONS) > 3) ||
(get_disc(victim, DISC_PROTEAN) >= 5))
chance += (char_hitroll(victim) * 0.1);
else if ( (IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_RED_TALONS) > 2) ||
(get_disc(victim, DISC_PROTEAN) >= 4))
chance += (char_hitroll(victim) * 0.075);
else if (get_disc(victim, DISC_PROTEAN) >= 3)
chance += (char_hitroll(victim) * 0.050);
else
chance += (char_hitroll(victim) * 0.025);
}
else chance += (char_hitroll(victim) * 0.1);
if (!IS_NPC(ch))
{
if ( get_celerity(ch) > 0)
chance -= get_celerity(ch) * 3;
else if (IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) )
{
if (IS_SET(ch->act, PLR_DEMON)) chance -= 30;
else if (IS_EXTRA(ch,EXTRA_PRINCE)) chance -= 25;
else if (IS_EXTRA(ch,EXTRA_SIRE)) chance -= 20;
else chance -= 15;
}
if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_PHILODOX) > 3 )
chance -= ((get_auspice(ch, AUSPICE_PHILODOX)-2) * 5);
}
if (!IS_NPC(victim))
{
if ( get_celerity(victim) > 0)
chance += get_celerity(victim) * 3;
else if (IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED) )
{
if (IS_SET(victim->act, PLR_DEMON)) chance += 30;
else if (IS_EXTRA(victim,EXTRA_PRINCE)) chance += 25;
else if (IS_EXTRA(victim,EXTRA_SIRE)) chance += 20;
else chance += 15;
}
if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_SILENT_STRIDERS) > 0 )
{
if (get_tribe(victim, TRIBE_SILENT_STRIDERS) > 2 ) chance += 10;
else chance += 5;
}
}
if (chance > 75) chance = 75;
else if (chance < 25) chance = 25;
if (!IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED))
chance -= 20;
if (!IS_NPC(victim) && IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED))
chance += 20;
if ( number_percent( ) < 100 && number_percent( ) >= chance )
return FALSE;
if (claws)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's blow with your claws.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your blow with $S claws.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
if (!IS_NPC(victim) && obj != NULL && obj->item_type == ITEM_WEAPON &&
obj->value[3] >= 0 && obj->value[3] <= 12)
{
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's blow with $p.", ch, obj, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your blow with $p.", ch, obj, victim, TO_CHAR );
return TRUE;
}
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
act( "You parry $n's blow.", ch, NULL, victim, TO_VICT );
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
act( "$N parries your blow.", ch, NULL, victim, TO_CHAR );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
int chance = 0;
int dodge_type = number_range(1,9);
if ( !IS_AWAKE(victim) )
return FALSE;
if (!IS_NPC(ch) || ch->wpn[0] > 0) chance -= (ch->wpn[dt-1000] * 0.1);
else chance -= (ch->level * 0.2);
if (!IS_NPC(victim) || victim->wpn[0] > 0) chance += (victim->wpn[0] * 0.5);
else chance += victim->level;
if (IS_POLYAFF(victim, POLY_SERPENT)) chance += 50;
else if (IS_POLYAFF(victim, POLY_BAT)) chance += 100;
else if (IS_POLYAFF(victim, POLY_RAVEN)) chance += 100;
else if (IS_STANCE(victim, STANCE_MONGOOSE) &&
victim->stance[STANCE_MONGOOSE] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
(chance += victim->stance[STANCE_MONGOOSE] * 0.25);
else if (IS_STANCE(victim, STANCE_SWALLOW) &&
victim->stance[STANCE_SWALLOW] > 0 && !can_counter(ch) &&
!can_bypass(ch,victim))
(chance += victim->stance[STANCE_SWALLOW] * 0.25);
else if ( !IS_NPC(victim) && victim->stance[0] >= 11 &&
victim->stance[0] <= 15 )
{
int stance = victim->stance[0];
if (IS_SET(victim->pcdata->qstats[stance-11], QS_SUPER_DODGE))
{
if (victim->stance[stance] > 100 && !can_counter(ch)
&& !can_bypass(ch,victim))
chance += (victim->stance[stance] * 0.25);
}
}
if (!IS_NPC(ch))
{
if ( get_celerity(ch) > 0)
chance -= get_celerity(ch) * 3;
else if (IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED) )
{
if (IS_SET(ch->act, PLR_DEMON)) chance -= 30;
else if (IS_EXTRA(ch,EXTRA_PRINCE)) chance -= 25;
else if (IS_EXTRA(ch,EXTRA_SIRE)) chance -= 20;
else chance -= 15;
}
if (IS_WEREWOLF(ch) && get_auspice(ch, AUSPICE_PHILODOX) > 3 )
chance -= ((get_auspice(ch, AUSPICE_PHILODOX)-2) * 5);
}
if (!IS_NPC(victim))
{
if ( get_celerity(victim) > 0)
chance += get_celerity(victim) * 3;
else if (IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED) )
{
if (IS_SET(victim->act, PLR_DEMON)) chance += 30;
else if (IS_EXTRA(victim,EXTRA_PRINCE)) chance += 25;
else if (IS_EXTRA(victim,EXTRA_SIRE)) chance += 20;
else chance += 15;
}
if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_SILENT_STRIDERS) > 0 )
{
if (get_tribe(victim, TRIBE_SILENT_STRIDERS) > 2 ) chance += 10;
else chance += 5;
}
if (IS_WEREWOLF(victim) && get_breed(ch, BREED_LUPUS) > 2 )
chance += ((get_breed(ch, BREED_LUPUS)-2) * 5);
}
if (chance > 75) chance = 75;
else if (chance < 25) chance = 25;
if (!IS_NPC(ch) && IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SPEED))
chance -= 20;
if (!IS_NPC(victim) && IS_DEMON(victim) && IS_SET(victim->pcdata->disc[C_POWERS], DEM_SPEED))
chance += 20;
if ( number_percent( ) < 100 && number_percent( ) >= chance )
return FALSE;
if (IS_POLYAFF(victim, POLY_BAT) || IS_POLYAFF(victim, POLY_SERPENT))
dodge_type = 0;
if (IS_NPC(victim) || !IS_SET(victim->act, PLR_BRIEF))
{
switch (dodge_type)
{
default:
act( "You dodge $n's blow.", ch, NULL, victim, TO_VICT );
break;
case 1:
act( "You duck under $n's blow.", ch, NULL, victim, TO_VICT );
break;
case 2:
case 3:
case 4:
case 5:
case 6:
act( "You sidestep $n's blow.", ch, NULL, victim, TO_VICT );
break;
case 7:
act( "You jump over $n's blow.", ch, NULL, victim, TO_VICT );
break;
case 8:
act( "You leap out of the way of $n's blow.", ch, NULL, victim, TO_VICT );
break;
case 9:
act( "You roll under $n's blow.", ch, NULL, victim, TO_VICT );
break;
}
}
if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF))
{
switch (dodge_type)
{
default:
act( "$N dodges your blow.", ch, NULL, victim, TO_CHAR );
break;
case 1:
act( "$N ducks under your blow.", ch, NULL, victim, TO_CHAR );
break;
case 2:
case 3:
case 4:
case 5:
case 6:
act( "$N sidesteps your blow.", ch, NULL, victim, TO_CHAR );
break;
case 7:
act( "$N jumps over your blow.", ch, NULL, victim, TO_CHAR );
break;
case 8:
act( "$N leaps out of the way of your blow.", ch, NULL, victim, TO_CHAR );
break;
case 9:
act( "$N rolls under your blow.", ch, NULL, victim, TO_CHAR );
break;
}
}
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos( CHAR_DATA *victim )
{
CHAR_DATA *mount;
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED )
{
bool gm_stance = FALSE;
victim->position = POS_STANDING;
if (victim->stance[0] > 0)
{
int stance = victim->stance[0];
if (victim->stance[stance] >= 200) gm_stance = TRUE;
}
if (victim->max_hit * 0.25 > victim->hit ||
!gm_stance)
{
act( "$n clambers back to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You clamber back to your feet.", victim, NULL, NULL, TO_CHAR);
}
else
{
act( "$n flips back up to $s feet.", victim, NULL, NULL, TO_ROOM);
act( "You flip back up to your feet.", victim, NULL, NULL, TO_CHAR);
}
}
return;
}
else if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off $N.",mount,NULL,victim,TO_ROOM);
act("You roll off $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
if (!IS_NPC(victim) && victim->hit <=-11 && is_undying(victim) && !IS_SET(victim->act, PLR_LAST_AGG))
{
victim->hit = -10;
if (victim->position == POS_FIGHTING)
stop_fighting(victim,TRUE);
return;
}
if ( IS_NPC(victim) || 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;
if (victim->sat != NULL && !CAN_SIT(victim))
{
victim->sat->sat = NULL;
victim->sat = NULL;
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse( CHAR_DATA *ch, CHAR_DATA *maker )
{
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( 60, 120 );
corpse->value[2]= ch->pIndexData->vnum;
if ( ch->gold > 0 )
{
obj_to_obj( create_money( ch->gold ), corpse );
ch->gold = 0;
}
}
else
{
name = ch->name;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range( 600, 1200 );
/* Why should players keep their gold? */
if ( ch->gold > 0 )
{
obj = create_money( ch->gold );
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
ch->gold = 0;
}
}
free_string(corpse->questmaker);
if (IS_NPC(maker)) corpse->questmaker = str_dup(maker->short_descr);
else corpse->questmaker = str_dup(maker->name);
free_string(corpse->questowner);
if (IS_NPC(ch)) corpse->questowner = str_dup(ch->short_descr);
else corpse->questowner = str_dup(ch->name);
if (ch->in_room != NULL) corpse->specpower = ch->in_room->vnum;
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 ( IS_SET( obj->extra_flags, ITEM_VANISH ) )
extract_obj( obj );
else
{
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) &&
(!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) ) )
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
obj_to_obj( obj, corpse );
}
}
/* If you die in the shadowplane, your corpse should stay there */
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(corpse->extra_flags, ITEM_SHADOWPLANE);
obj_to_room( corpse, ch->in_room );
return;
}
void death_cry( CHAR_DATA *ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
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->to_room != NULL
&& pexit->to_room != was_in_room )
{
ch->in_room = pexit->to_room;
act( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void make_part( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
int vnum;
argument = one_argument(argument,arg);
vnum = 0;
if (arg[0] == '\0') return;
if (!str_cmp(arg,"head")) vnum = OBJ_VNUM_SEVERED_HEAD;
else if (!str_cmp(arg,"arm")) vnum = OBJ_VNUM_SLICED_ARM;
else if (!str_cmp(arg,"leg")) vnum = OBJ_VNUM_SLICED_LEG;
else if (!str_cmp(arg,"heart")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"turd")) vnum = OBJ_VNUM_TORN_HEART;
else if (!str_cmp(arg,"entrails")) vnum = OBJ_VNUM_SPILLED_ENTRAILS;
else if (!str_cmp(arg,"brain")) vnum = OBJ_VNUM_QUIVERING_BRAIN;
else if (!str_cmp(arg,"eyeball")) vnum = OBJ_VNUM_SQUIDGY_EYEBALL;
else if (!str_cmp(arg,"blood")) vnum = OBJ_VNUM_SPILT_BLOOD;
else if (!str_cmp(arg,"face")) vnum = OBJ_VNUM_RIPPED_FACE;
else if (!str_cmp(arg,"windpipe")) vnum = OBJ_VNUM_TORN_WINDPIPE;
else if (!str_cmp(arg,"cracked_head")) vnum = OBJ_VNUM_CRACKED_HEAD;
else if (!str_cmp(arg,"ear")) vnum = OBJ_VNUM_SLICED_EAR;
else if (!str_cmp(arg,"nose")) vnum = OBJ_VNUM_SLICED_NOSE;
else if (!str_cmp(arg,"tooth")) vnum = OBJ_VNUM_KNOCKED_TOOTH;
else if (!str_cmp(arg,"tongue")) vnum = OBJ_VNUM_TORN_TONGUE;
else if (!str_cmp(arg,"hand")) vnum = OBJ_VNUM_SEVERED_HAND;
else if (!str_cmp(arg,"foot")) vnum = OBJ_VNUM_SEVERED_FOOT;
else if (!str_cmp(arg,"thumb")) vnum = OBJ_VNUM_SEVERED_THUMB;
else if (!str_cmp(arg,"index")) vnum = OBJ_VNUM_SEVERED_INDEX;
else if (!str_cmp(arg,"middle")) vnum = OBJ_VNUM_SEVERED_MIDDLE;
else if (!str_cmp(arg,"ring")) vnum = OBJ_VNUM_SEVERED_RING;
else if (!str_cmp(arg,"little")) vnum = OBJ_VNUM_SEVERED_LITTLE;
else if (!str_cmp(arg,"toe")) vnum = OBJ_VNUM_SEVERED_TOE;
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 );
if (IS_NPC(ch)) obj->timer = number_range(30,60);
else obj->timer = -1;
if (!str_cmp(arg,"head") && IS_NPC(ch))
obj->value[1] = ch->pIndexData->vnum;
else if (!str_cmp(arg,"head") && !IS_NPC(ch))
{ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(30,60);}
else if (!str_cmp(arg,"brain") && !IS_NPC(ch) &&
IS_AFFECTED(ch,AFF_POLYMORPH) && IS_HEAD(ch, LOST_HEAD))
{
if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = obj;
obj->chobj = ch;
obj->timer = number_range(30,60);
}
/* For blood :) KaVir */
if (vnum == OBJ_VNUM_SPILT_BLOOD) obj->timer = 30;
/* For voodoo dolls - KaVir */
if (!IS_NPC(ch))
{
sprintf( buf, obj->name, name );
free_string( obj->name );
obj->name = str_dup( buf );
}
else
{
sprintf( buf, obj->name, "mob" );
free_string( obj->name );
obj->name = str_dup( buf );
}
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
free_string( obj->questmaker );
obj->questmaker = str_dup( ch->name );
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
SET_BIT(obj->extra_flags, ITEM_SHADOWPLANE);
if (IS_DEMON(ch)) SET_BIT( obj->quest, QUEST_FOLLOWING );
obj_to_room( obj, ch->in_room );
}
return;
}
void raw_kill( CHAR_DATA *victim, CHAR_DATA *ch )
{
CHAR_DATA *mount;
if (!IS_NPC(victim) && victim->form > 0) death_message(ch,victim);
stop_fighting( victim, TRUE );
victim->agg = 0;
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill++;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath++;
if (!IS_NPC(victim) && !IS_NPC(ch) && ch != victim)
{
ch->pkill++;
victim->pdeath++;
}
if (IS_NPC(victim) && (IS_EXTRA(victim, EXTRA_ILLUSION) ||
IS_SPIRIT(victim)))
act("$n slowly fades away to nothing.",victim,NULL,NULL,TO_ROOM);
else if (IS_NPC(victim) && strlen(victim->powertype) > 1 &&
!str_cmp(victim->powertype,"zombie"))
act("$n crumbles to dust as $e hits the floor.",victim,NULL,NULL,TO_ROOM);
else if (!IS_NPC(victim) || !IS_EXTRA(victim, EXTRA_ILLUSION))
{
death_cry( victim );
make_corpse( victim, ch );
}
if ( (mount = victim->mount) != NULL)
{
if (victim->mounted == IS_MOUNT)
{
act("$n rolls off the corpse of $N.",mount,NULL,victim,TO_ROOM);
act("You roll off the corpse of $N.",mount,NULL,victim,TO_CHAR);
}
else if (victim->mounted == IS_RIDING)
{
act("$n falls off $N.",victim,NULL,mount,TO_ROOM);
act("You fall off $N.",victim,NULL,mount,TO_CHAR);
}
mount->mount = NULL;
victim->mount = NULL;
mount->mounted = IS_ON_FOOT;
victim->mounted = IS_ON_FOOT;
}
victim->position = POS_DEAD;
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
char_from_room(victim);
char_to_room(victim,get_room_index(ROOM_VNUM_DISCONNECTION));
extract_char( victim, TRUE );
return;
}
victim->hit = 1;
REMOVE_BIT(victim->extra, EXTRA_DYING);
extract_char( victim, FALSE );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH))
victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL))
victim->affected_by = AFF_ETHEREAL;
else
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
REMOVE_BIT(victim->extra, EXTRA_NO_ACTION);
victim->pcdata->demonic = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->blood[0] = victim->blood[1];
victim->armor = 100;
victim->position = POS_RESTING;
victim->hit = UMAX( 1, victim->hit );
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
do_call(victim,"all");
do_autosave( victim,"" );
return;
}
void behead( CHAR_DATA *victim, CHAR_DATA *ch )
{
char buf [MAX_STRING_LENGTH];
ROOM_INDEX_DATA *location;
if (IS_NPC(victim)) return;
location = victim->in_room;
stop_fighting( victim, TRUE );
make_corpse( victim, ch );
extract_char( victim, FALSE );
char_from_room(victim);
char_to_room(victim,location);
if (victim == NULL)
{bug( "Behead: Victim no longer exists.", 0 );return;}
make_part( victim, "head" );
while ( victim->affected )
affect_remove( victim, victim->affected );
if (IS_AFFECTED(victim,AFF_POLYMORPH) && IS_AFFECTED(victim,AFF_ETHEREAL))
{
victim->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
}
else if (IS_AFFECTED(victim,AFF_POLYMORPH))
victim->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED(victim,AFF_ETHEREAL))
victim->affected_by = AFF_ETHEREAL;
else
victim->affected_by = 0;
REMOVE_BIT(victim->immune, IMM_STAKE);
REMOVE_BIT(victim->extra, TIED_UP);
REMOVE_BIT(victim->extra, GAGGED);
REMOVE_BIT(victim->extra, BLINDFOLDED);
REMOVE_BIT(victim->extra, EXTRA_PREGNANT);
REMOVE_BIT(victim->extra, EXTRA_LABOUR);
REMOVE_BIT(victim->extra, EXTRA_NO_ACTION);
victim->pcdata->demonic = 0;
victim->itemaffect = 0;
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
victim->loc_hp[6] = 0;
victim->blood[0] = victim->blood[1];
victim->affected_by = 0;
victim->armor = 100;
victim->position = POS_STANDING;
victim->hit = 1;
victim->mana = UMAX( 1, victim->mana );
victim->move = UMAX( 1, victim->move );
victim->hitroll = 0;
victim->damroll = 0;
victim->saving_throw = 0;
victim->carry_weight = 0;
victim->carry_number = 0;
SET_BIT(victim->loc_hp[0],LOST_HEAD);
SET_BIT(victim->affected_by,AFF_POLYMORPH);
sprintf(buf,"the severed head of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
do_call(victim,"all");
do_autosave( victim,"" );
return;
}
void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
CHAR_DATA *mount;
int xp;
int temp = 0;
int members;
/*
* 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 ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) return;
members = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if (IS_NPC(gch))
continue;
if ( is_same_group( gch, ch ) )
members++;
}
if ( members == 0 )
{
// bug( "Group_gain: members.", members );
members = 1;
}
lch = (ch->leader != NULL) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
int xp_modifier = 100;
if (IS_NPC(gch))
continue;
if (!is_same_group(gch, ch))
continue;
xp = xp_compute(gch, victim);
xp *= ccenter[CCENTER_EXP_LEVEL];
xp /= 100;
sprintf(buf2,"#0-=-=-= #WExp modifiers #G:");
if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_GOOD(gch) && IS_EVIL(victim)))
{
xp_modifier += 25;
strcat(buf2," #Calignment#n");
}
if ((IS_EVIL(gch) && IS_EVIL(victim)) || (IS_GOOD(gch) && IS_GOOD(victim)))
{
xp_modifier -= 25;
strcat(buf2," #palignment#n");
}
if((get_age(gch)-17)<2) /* 4 hours worth of newbie exp. */
{
xp_modifier += 200;
strcat(buf2," #CNewbie#n");
}
if (gch->race < 1);
else if (gch->race < 5)
{
xp_modifier += 25;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #0status#n");
}
else if (gch->race < 10)
{
xp_modifier += 50;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #cstatus#n");
}
else if (gch->race < 15)
{
xp_modifier += 75;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #Cstatus#n");
}
else if (gch->race < 20)
{
xp_modifier += 100;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #Bstatus#n");
}
else if (gch->race < 25)
{
xp += 150;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #gstatus#n");
}
else
{
xp += 200;
xp_modifier += UMIN(100, temp / 50);
strcat(buf2," #Gstatus#n");
}
if (members > 1)
{
strcat(buf2," #pgrouped#n");
xp_modifier *= 100;
xp_modifier /= 75 * members;
}
strcat(buf2," #0=-=-=-#n\n\r");
xp = xp * xp_modifier / 100;
// if (!IS_SET(gch->act, PLR_BRIEF4))
send_to_char(buf2, gch);
sprintf(buf2,"#0-=-=-= #WTotal modifier #R: #Y%d #Wpercent bonus#n\n\r",xp_modifier - 100);
// if (!IS_SET(gch->act, PLR_BRIEF4))
send_to_char(buf2, gch);
if ((get_age(gch) - 17) > 2 && ch->level < 3)
xp /= 10; /* anti mortal exp bot thingie */
if (xp > ccenter[CCENTER_MAX_EXP])
xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1);
if (xp < 0)
xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1);
if ((mount = gch->mount) != NULL)
send_to_char(buf, mount);
sprintf( buf, "#R-->#0You receive #W%d #0experience points.#n\n\r", xp );
send_to_char(buf, ch);
gain_exp( gch, xp );
if ((gch->exp >= 2000000000) || (gch->exp <= 0))
{
send_to_char("Your exp caps at 2 bill, use some of it first.\n\r", ch);
gch->exp = 2000000000;
}
}
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 xp;
xp = ((victim->level)*number_range(90,110))*ccenter[CCENTER_EXP_LEVEL];
if (xp < 0)
xp = 0;
if (xp > 0 && xp < ccenter[CCENTER_MIN_EXP])
xp = number_range(ccenter[CCENTER_MIN_EXP] * 0.9, ccenter[CCENTER_MIN_EXP] * 1.1);
if (xp > ccenter[CCENTER_MAX_EXP])
xp = number_range(ccenter[CCENTER_MAX_EXP] * 0.9, ccenter[CCENTER_MAX_EXP] * 1.1);
if (IS_NPC(victim) && (IS_SET(victim->act, ACT_NOEXP)))
return 1;
if (!IS_NPC(gch) && IS_NPC(victim))
{
if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL])
gch->pcdata->score[SCORE_HIGH_LEVEL] = victim->level;
gch->pcdata->score[SCORE_TOTAL_XP] += xp;
if (xp > gch->pcdata->score[SCORE_HIGH_XP])
gch->pcdata->score[SCORE_HIGH_XP] = xp;
}
return (int) xp;
}
void dam_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt )
{
static char * const attack_table[] =
{
"hit",
"slice", "stab", "slash", "whip", "claw",
"blast", "pound", "crush", "grep", "bite",
"pierce", "suck"
};
static char * const attack_table2[] =
{
"hits",
"slices", "stabs", "slashes", "whips", "claws",
"blasts", "pounds", "crushes", "greps", "bites",
"pierces", "sucks"
};
char buf1[512], buf2[512], buf3[512];
const char *vs;
const char *vp;
const char *attack;
const char *attack2;
int damp;
int bodyloc;
int recover;
bool critical = FALSE;
char punct;
if ( dt >= TYPE_ADD_AGG )
{
dt -= TYPE_ADD_AGG;
while ( dt >= TYPE_ADD_AGG ) dt -= TYPE_ADD_AGG;
}
if ( dam == 0 ) { vs = " #cmiss#n"; vp = " #cmisses#n"; }
else if ( dam <= 25 ) { vs = " #ylightly#n"; vp = " #ylightly#n"; }
else if ( dam <= 50 ) { vs = " #oslightly#n"; vp = " #oslightly#n"; }
else if ( dam <= 100 ) { vs = " #rhard#n"; vp = " #rhard#n"; }
else if ( dam <= 250 ) { vs = " #Rvery hard#n"; vp = " #Rvery hard#n"; }
else if ( dam <= 500 ) { vs = " #gextremely hard#n";vp = " #gextremely hard#n";}
else { vs = " #Gincredibly hard#n";vp = " #gincredibly hard#n";}
if (IS_NPC(victim)) damp = 0;
else damp = -10;
if ( (victim->hit - dam > damp ) || (dt >= 0 && dt < MAX_SKILL) ||
(IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)) )
{
punct = (dam <= 250) ? '.' : '!';
if ( dt == TYPE_HIT )
{
if (dam == 0)
{
if (IS_VAMPAFF(ch, VAM_CLAWS) && IS_MORE(ch, MORE_HAND_FLAME))
{
sprintf( buf1, "$n's flaming claw%s $N%c", vp, punct );
sprintf( buf2, "Your flaming claw%s $N%c", vs, punct );
sprintf( buf3, "$n's flaming claw%s you%c", vp, punct );
critical = TRUE;
}
else if (IS_VAMPAFF(ch, VAM_CLAWS))
{
sprintf( buf1, "$n's claw%s $N%c", vp, punct );
sprintf( buf2, "Your claw%s $N%c", vs, punct );
sprintf( buf3, "$n's claw%s you%c", vp, punct );
critical = TRUE;
}
else if (IS_MORE(ch, MORE_HAND_FLAME))
{
sprintf( buf1, "$n's flaming hand%s $N%c", vp, punct );
sprintf( buf2, "Your flaming hand%s $N%c", vs, punct );
sprintf( buf3, "$n's flaming hand%s you%c", vp, punct );
critical = TRUE;
}
else
{
sprintf( buf1, "$n%s $N%c", vp, punct );
sprintf( buf2, "You%s $N%c", vs, punct );
sprintf( buf3, "$n%s you%c", vp, punct );
}
}
else if (IS_VAMPAFF(ch, VAM_CLAWS) && IS_MORE(ch, MORE_HAND_FLAME))
{
sprintf( buf1, "$n's flaming claw hits $N%s%c", vp, punct );
sprintf( buf2, "Your flaming claw hits $N%s%c #0[#R%d#0]#n", vs, punct, dam );
sprintf( buf3, "$n's flaming claw hits you%s%c #0[#R%d#0]#n", vp, punct, dam );
critical = TRUE;
}
else if (IS_VAMPAFF(ch, VAM_CLAWS))
{
sprintf( buf1, "$n's claw hits $N%s%c", vp, punct );
sprintf( buf2, "Your claw hits $N%s%c #0[#R%d#0]#n", vs, punct, dam );
sprintf( buf3, "$n's claw hits you%s%c #0[#R%d#0]#n", vp, punct, dam );
critical = TRUE;
}
else if (IS_MORE(ch, MORE_HAND_FLAME))
{
sprintf( buf1, "$n's flaming hand hits $N%s%c", vp, punct );
sprintf( buf2, "Your flaming hand hits $N%s%c #0[#R%d#0]#n", vs, punct, dam );
sprintf( buf3, "$n's flaming hand hits you%s%c #0[#R%d#0]#n", vp, punct, dam );
critical = TRUE;
}
else
{
sprintf( buf1, "$n hits $N%s%c", vp, punct );
sprintf( buf2, "You hit $N%s%c #0[#R%d#0]#n", vs, punct, dam );
sprintf( buf3, "$n hits you%s%c #0[#R%d#0]#n", vp, punct, dam );
critical = TRUE;
}
}
else
{
if ( dt == TYPE_HIT && IS_VAMPAFF(ch,VAM_CLAWS) )
{
attack = attack_table[dt - TYPE_HIT + 5];
attack2 = attack_table2[dt - TYPE_HIT + 5];
}
else if ( dt >= 0 && dt < MAX_SKILL )
{
attack = skill_table[dt].noun_damage;
attack2 = skill_table[dt].noun_damage;
}
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) )
{
attack = attack_table[dt - TYPE_HIT];
attack2 = attack_table2[dt - TYPE_HIT];
}
else
{
bug( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0];
attack2 = attack_table2[0];
}
if (dam == 0)
{
sprintf( buf1, "$n's %s%s $N%c", attack, vp, punct );
sprintf( buf2, "Your %s%s $N%c", attack, vp, punct );
sprintf( buf3, "$n's %s%s you%c", attack, vp, punct );
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
{
sprintf( buf1, "$n's %s strikes $N%s%c", attack2, vp, punct );
sprintf( buf2, "Your %s strikes $N%s%c #0[#R%d#0]#n", attack, vp, punct, dam );
sprintf( buf3, "$n's %s strikes you%s%c #0[#R%d#0]#n", attack2, vp, punct, dam );
}
else
{
sprintf( buf1, "$n %s $N%s%c", attack2, vp, punct );
sprintf( buf2, "You %s $N%s%c #0[#R%d#0]#n", attack, vp, punct, dam );
sprintf( buf3, "$n %s you%s%c #0[#R%d#0]#n", attack2, vp, punct, dam );
critical = TRUE;
}
}
recover = 0;
if ( IS_IMMUNE(victim, IMM_SLASH) &&
(attack == "slash" || attack == "slice") && dam > 0 )
recover = number_range(1,dam);
if ( IS_IMMUNE(victim, IMM_STAB) &&
(attack == "stab" || attack == "pierce") && dam > 0 )
recover = number_range(1,dam);
if ( IS_IMMUNE(victim, IMM_SMASH) &&
(attack == "blast" || attack == "pound" || attack == "crush") && dam > 0 )
recover = number_range(1,dam);
if ( IS_IMMUNE(victim, IMM_ANIMAL) &&
(attack == "bite" || attack == "claw") && dam > 0 )
recover = number_range(1,dam);
if ( IS_IMMUNE(victim, IMM_MISC) &&
(attack == "grep" || attack == "suck" || attack == "whip") && dam > 0 )
recover = number_range(1,dam);
if ( !IS_NPC(victim) && get_disc(victim,DISC_FORTITUDE) > 0 &&
(dam-recover) > 0)
{
int per_red = 0;
switch( get_disc(victim,DISC_FORTITUDE) )
{
default: per_red = 0; break;
case 1: per_red = number_range(10,20); break;
case 2: per_red = number_range(20,40); break;
case 3: per_red = number_range(30,60); break;
case 4: per_red = number_range(40,80); break;
case 5: per_red = number_range(50,100); break;
}
victim->hit += (per_red * (dam-recover) * 0.01);
}
else if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && (dam-recover) > 0)
victim->hit += number_range(1,(dam-recover));
else if ( !IS_NPC(victim) && IS_DEMON(victim) && (dam-recover) > 0
&& IS_SET(victim->pcdata->disc[C_POWERS], DEM_TOUGH) )
victim->hit += number_range(1,(dam-recover));
victim->hit += recover;
}
act( buf1, ch, NULL, victim, TO_NOTVICT );
act( buf2, ch, NULL, victim, TO_CHAR );
act( buf3, ch, NULL, victim, TO_VICT );
if (IS_NPC(victim) && IS_SET(victim->act, ACT_NOPARTS)) critical = FALSE;
if (critical) critical_hit(ch,victim,dt,dam);
return;
}
if ( dt == TYPE_HIT && !IS_VAMPAFF(ch,VAM_CLAWS) && !IS_VAMPAFF(ch,VAM_FANGS))
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You ram your fingers into $N's eye sockets and rip $S face off.", ch, NULL, victim, TO_CHAR);
act("$n rams $s fingers into $N's eye sockets and rips $S face off.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s fingers into your eye sockets and rips your face off.", ch, NULL, victim, TO_VICT);
victim->form = 21;
make_part(victim,"face");
}
else if ( damp == 2 )
{
act("You grab $N by the throat and tear $S windpipe out.", ch, NULL, victim, TO_CHAR);
act("$n grabs $N by the throat and tears $S windpipe out.", ch, NULL, victim, TO_NOTVICT);
act("$n grabs you by the throat and tears your windpipe out.", ch, NULL, victim, TO_VICT);
victim->form = 22;
make_part(victim,"windpipe");
}
else if ( damp == 3 )
{
act("You punch your fist through $N's stomach and rip out $S entrails.", ch, NULL, victim, TO_CHAR);
act("$n punches $s fist through $N's stomach and rips out $S entrails.", ch, NULL, victim, TO_NOTVICT);
act("$n punches $s fist through your stomach and rips out your entrails.", ch, NULL, victim, TO_VICT);
victim->form = 23;
make_part(victim,"entrails");
if (!IS_BODY(victim,CUT_STOMACH))
SET_BIT(victim->loc_hp[1],CUT_STOMACH);
if (!IS_BLEEDING(victim,BLEEDING_STOMACH))
SET_BIT(victim->loc_hp[6],BLEEDING_STOMACH);
SET_BIT(victim->loc_hp[1],LOST_ENTRAILS);
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
act("You hoist $N above your head and slam $M down upon your knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_CHAR);
act("$n hoists $N above $s head and slams $M down upon $s knee.\n\rThere is a loud cracking sound as $N's spine snaps.", ch, NULL, victim, TO_NOTVICT);
act("$n hoists you above $s head and slams you down upon $s knee.\n\rThere is a loud cracking sound as your spine snaps.", ch, NULL, victim, TO_VICT);
victim->form = 24;
}
else if ( damp == 5 )
{
act("You lock your arm around $N's head, and give it a vicious twist.", ch, NULL, victim, TO_CHAR);
act("$n locks $s arm around $N's head, and gives it a vicious twist.", ch, NULL, victim, TO_NOTVICT);
act("$n locks $s arm around your head, and gives it a vicious twist.", ch, NULL, victim, TO_VICT);
if (!IS_BODY(victim,BROKEN_NECK))
{
act("There is a loud snapping noise as your neck breaks.", victim, NULL, NULL, TO_CHAR);
act("There is a loud snapping noise as $n's neck breaks.", victim, NULL, NULL, TO_ROOM);
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
victim->form = 25;
}
return;
}
if ( dt >= 0 && dt < MAX_SKILL )
attack = skill_table[dt].noun_damage;
else if ( dt >= TYPE_HIT
&& dt < TYPE_HIT + sizeof(attack_table)/sizeof(attack_table[0]) )
attack = attack_table[dt - TYPE_HIT];
else
{
bug( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0];
}
if ( attack == "slash" || attack == "slice" )
{
damp=number_range(1,8);
if ( damp == 1 )
{
act("You swing your blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, rupturing $N's abdominal cavity.\n\r$S entrails spray out over a wide area.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a low arc, rupturing your abdominal cavity.\n\rYour entrails spray out over a wide area.", ch, NULL, victim, TO_VICT);
victim->form = 26;
make_part(victim,"entrails");
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
victim->form = 27;
}
else if ( damp == 3 )
{
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("Your blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_CHAR);
act("$n's blow slices open $N's carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow slices open your carotid artery, spraying blood everywhere.", ch, NULL, victim, TO_VICT);
victim->form = 28;
make_part(victim,"blood");
}
else if ( damp == 4 )
{
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
act("You swing your blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade across $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade across your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
victim->form = 29;
make_part(victim,"blood");
}
else if ( damp == 5 )
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade down upon $N's head, splitting it open.\n\r$N's brains pour out of $S forehead.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade down upon your head, splitting it open.\n\rYour brains pour out of your forehead.", ch, NULL, victim, TO_VICT);
victim->form = 30;
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
victim->form = 31;
if (!IS_BODY(victim,CUT_CHEST))
SET_BIT(victim->loc_hp[1],CUT_CHEST);
if (!IS_BLEEDING(victim,BLEEDING_CHEST))
SET_BIT(victim->loc_hp[6],BLEEDING_CHEST);
}
}
else if ( damp == 6 )
{
act("You swing your blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade between $N's legs, nearly splitting $M in half.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade between your legs, nearly splitting you in half.", ch, NULL, victim, TO_VICT);
victim->form = 32;
}
else if ( damp == 7 )
{
if (!IS_ARM_L(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
victim->form = 33;
make_part(victim,"arm");
SET_BIT(victim->loc_hp[2],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_L))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
if (IS_BLEEDING(victim,BLEEDING_HAND_L))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (!IS_ARM_R(victim,LOST_ARM))
{
act("You swing your blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a wide arc, slicing off $N's arm.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your arm.", ch, NULL, victim, TO_VICT);
victim->form = 33;
make_part(victim,"arm");
SET_BIT(victim->loc_hp[3],LOST_ARM);
if (!IS_BLEEDING(victim,BLEEDING_ARM_R))
SET_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
if (IS_BLEEDING(victim,BLEEDING_HAND_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
victim->form = 31;
if (!IS_BODY(victim,CUT_CHEST))
SET_BIT(victim->loc_hp[1],CUT_CHEST);
if (!IS_BLEEDING(victim,BLEEDING_CHEST))
SET_BIT(victim->loc_hp[6],BLEEDING_CHEST);
}
}
else if ( damp == 8 )
{
if (!IS_LEG_L(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
victim->form = 34;
make_part(victim,"leg");
SET_BIT(victim->loc_hp[4],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_L))
SET_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (!IS_LEG_R(victim,LOST_LEG))
{
act("You swing your blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_CHAR);
act("$n swings $s blade in a low arc, slicing off $N's leg at the hip.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s blade in a wide arc, slicing off your leg at the hip.", ch, NULL, victim, TO_VICT);
victim->form = 34;
make_part(victim,"leg");
SET_BIT(victim->loc_hp[5],LOST_LEG);
if (!IS_BLEEDING(victim,BLEEDING_LEG_R))
SET_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else
{
act("You plunge your blade deep into $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n plunges $s blade deep into $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n plunges $s blade deep into your chest.", ch, NULL, victim, TO_VICT);
victim->form = 31;
if (!IS_BODY(victim,CUT_CHEST))
SET_BIT(victim->loc_hp[1],CUT_CHEST);
if (!IS_BLEEDING(victim,BLEEDING_CHEST))
SET_BIT(victim->loc_hp[6],BLEEDING_CHEST);
}
}
}
else if ( attack == "stab" || attack == "pierce" )
{
damp=number_range(1,5);
if ( damp == 1 )
{
act("You defty invert your weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_CHAR);
act("$n defty inverts $s weapon and plunge it point first into $N's chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_NOTVICT);
act("$n defty inverts $s weapon and plunge it point first into your chest.\n\rA shower of blood sprays from the wound, showering the area.", ch, NULL, victim, TO_VICT);
victim->form = 31;
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_CHEST))
SET_BIT(victim->loc_hp[1],CUT_CHEST);
if (!IS_BLEEDING(victim,BLEEDING_CHEST))
SET_BIT(victim->loc_hp[6],BLEEDING_CHEST);
}
else if ( damp == 2 )
{
act("You thrust your blade into $N's mouth and twist it viciously.\n\rThe end of your blade bursts through the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s blade into $N's mouth and twists it viciously.\n\rThe end of the blade bursts through the back of $N's head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s blade into your mouth and twists it viciously.\n\rYou feel the end of the blade burst through the back of your head.", ch, NULL, victim, TO_VICT);
victim->form = 35;
}
else if ( damp == 3 )
{
act("You thrust your weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_CHAR);
act("$n thrusts $s weapon up under $N's jaw and through $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n thrusts $s weapon up under your jaw and through your head.", ch, NULL, victim, TO_VICT);
victim->form = 27;
}
else if ( damp == 4 )
{
act("You ram your weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_CHAR);
act("$n rams $s weapon through $N's body, pinning $M to the ground.", ch, NULL, victim, TO_NOTVICT);
act("$n rams $s weapon through your body, pinning you to the ground.", ch, NULL, victim, TO_VICT);
victim->form = 31;
if (!IS_BODY(victim,CUT_CHEST))
SET_BIT(victim->loc_hp[1],CUT_CHEST);
if (!IS_BLEEDING(victim,BLEEDING_CHEST))
SET_BIT(victim->loc_hp[6],BLEEDING_CHEST);
}
else if ( damp == 5 )
{
act("You stab your weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_CHAR);
act("$n stabs $s weapon into $N's eye and out the back of $S head.", ch, NULL, victim, TO_NOTVICT);
act("$n stabs $s weapon into your eye and out the back of your head.", ch, NULL, victim, TO_VICT);
victim->form = 36;
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
else if (!IS_HEAD(victim,LOST_EYE_R))
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
else if (!IS_HEAD(victim,LOST_EYE_L))
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
}
else if ( attack == "blast" || attack == "pound" || attack == "crush" )
{
damp=number_range(1,3);
bodyloc = 0;
if ( damp == 1)
{
act("Your blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes through $N's chest, caving in half $S ribcage.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes through your chest, caving in half your ribcage.", ch, NULL, victim, TO_VICT);
victim->form = 37;
if (IS_BODY(victim,BROKEN_RIBS_1 )) {bodyloc += 1;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
if (IS_BODY(victim,BROKEN_RIBS_2 )) {bodyloc += 2;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (IS_BODY(victim,BROKEN_RIBS_4 )) {bodyloc += 4;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (IS_BODY(victim,BROKEN_RIBS_8 )) {bodyloc += 8;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (IS_BODY(victim,BROKEN_RIBS_16)) {bodyloc += 16;
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
bodyloc += number_range(1,3);
if (bodyloc > 24) bodyloc = 24;
if (bodyloc >= 16) {bodyloc -= 16;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (bodyloc >= 8) {bodyloc -= 8;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (bodyloc >= 4) {bodyloc -= 4;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (bodyloc >= 2) {bodyloc -= 2;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (bodyloc >= 1) {bodyloc -= 1;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
}
else if ( damp == 2)
{
act("Your blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_CHAR);
act("$n's blow smashes $N's spine, shattering it in several places.", ch, NULL, victim, TO_NOTVICT);
act("$n's blow smashes your spine, shattering it in several places.", ch, NULL, victim, TO_VICT);
victim->form = 38;
if (!IS_BODY(victim,BROKEN_SPINE))
SET_BIT(victim->loc_hp[1],BROKEN_SPINE);
}
else if ( damp == 3)
{
if (!IS_HEAD(victim,BROKEN_SKULL))
{
act("You swing your weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, leaking out brains.", ch, NULL, victim, TO_CHAR);
act("$n swings $s weapon down upon $N's head.\n\r$N's head cracks open like an overripe melon, covering you with brains.", ch, NULL, victim, TO_NOTVICT);
act("$n swings $s weapon down upon your head.\n\rYour head cracks open like an overripe melon, spilling your brains everywhere.", ch, NULL, victim, TO_VICT);
victim->form = 30;
make_part(victim,"brain");
SET_BIT(victim->loc_hp[0],BROKEN_SKULL);
}
else
{
act("You hammer your weapon into $N's side, crushing bone.", ch, NULL, victim, TO_CHAR);
act("$n hammers $s weapon into $N's side, crushing bone.", ch, NULL, victim, TO_NOTVICT);
act("$n hammers $s weapon into your side, crushing bone.", ch, NULL, victim, TO_VICT);
victim->form = 37;
}
}
}
else if ( attack == "bite" || IS_VAMPAFF(ch,VAM_FANGS))
{
act("You sink your teeth into $N's throat and tear out $S jugular vein.\n\rYou wipe the blood from your chin with one hand.", ch, NULL, victim, TO_CHAR);
act("$n sink $s teeth into $N's throat and tears out $S jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_NOTVICT);
act("$n sink $s teeth into your throat and tears out your jugular vein.\n\r$n wipes the blood from $s chin with one hand.", ch, NULL, victim, TO_VICT);
victim->form = 39;
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if ( attack == "claw" || IS_VAMPAFF(ch,VAM_CLAWS))
{
damp=number_range(1,2);
if ( damp == 1 )
{
act("You tear out $N's throat, showering the area with blood.", ch, NULL, victim, TO_CHAR);
act("$n tears out $N's throat, showering the area with blood.", ch, NULL, victim, TO_NOTVICT);
act("$n tears out your throat, showering the area with blood.", ch, NULL, victim, TO_VICT);
victim->form = 40;
make_part(victim,"blood");
if (!IS_BODY(victim,CUT_THROAT))
SET_BIT(victim->loc_hp[1],CUT_THROAT);
if (!IS_BLEEDING(victim,BLEEDING_THROAT))
SET_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
if ( damp == 2 )
{
if (!IS_HEAD(victim,LOST_EYE_L) && number_percent() < 50)
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
victim->form = 41;
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else if (!IS_HEAD(victim,LOST_EYE_R))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
victim->form = 41;
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_R);
}
else if (!IS_HEAD(victim,LOST_EYE_L))
{
act("You rip an eyeball from $N's face.", ch, NULL, victim, TO_CHAR);
act("$n rips an eyeball from $N's face.", ch, NULL, victim, TO_NOTVICT);
act("$n rips an eyeball from your face.", ch, NULL, victim, TO_VICT);
victim->form = 41;
make_part(victim,"eyeball");
SET_BIT(victim->loc_hp[0],LOST_EYE_L);
}
else
{
act("You claw open $N's chest.", ch, NULL, victim, TO_CHAR);
act("$n claws open $N's chest.", ch, NULL, victim, TO_NOTVICT);
act("$n claws open $N's chest.", ch, NULL, victim, TO_VICT);
victim->form = 42;
if (!IS_BODY(victim,CUT_CHEST))
SET_BIT(victim->loc_hp[1],CUT_CHEST);
if (!IS_BLEEDING(victim,BLEEDING_CHEST))
SET_BIT(victim->loc_hp[6],BLEEDING_CHEST);
}
}
}
else if ( attack == "whip" )
{
act("You entangle $N around the neck, and squeeze the life out of $S.", ch, NULL, victim, TO_CHAR);
act("$n entangle $N around the neck, and squeezes the life out of $S.", ch, NULL, victim, TO_NOTVICT);
act("$n entangles you around the neck, and squeezes the life out of you.", ch, NULL, victim, TO_VICT);
victim->form = 25;
if (!IS_BODY(victim,BROKEN_NECK))
SET_BIT(victim->loc_hp[1],BROKEN_NECK);
}
else if ( attack == "suck" || attack == "grep" )
{
act("You place your weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_CHAR);
act("$n places $s weapon on $N's head and suck out $S brains.", ch, NULL, victim, TO_NOTVICT);
act("$n places $s weapon on your head and suck out your brains.", ch, NULL, victim, TO_VICT);
victim->form = 43;
}
else
{
bug( "Dam_message: bad dt %d.", dt );
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( CHAR_DATA *ch, CHAR_DATA *victim )
{
OBJ_DATA *obj;
char buf [MAX_STRING_LENGTH];
/* I'm fed up of being disarmed every 10 seconds - KaVir */
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5)
return;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
return;
/*
if ( ( (obj = get_eq_char( ch, WEAR_WIELD ) == NULL) || obj->item_type != ITEM_WEAPON )
&& ( (obj = get_eq_char( ch, WEAR_HOLD ) == NULL) || obj->item_type != ITEM_WEAPON ) )
return;
*/
if ( ( (obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL) || obj->item_type != ITEM_WEAPON )
{
if ( ( (obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL) || obj->item_type != ITEM_WEAPON )
return;
}
sprintf(buf,"$n disarms you!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You disarm $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n disarms $N!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
/* Loyal weapons come back ;) KaVir */
if (IS_SET(obj->extra_flags, ITEM_LOYAL) && ( !IS_NPC(victim) ) )
{
act( "$p leaps back into your hand!", victim, obj, NULL, TO_CHAR );
act( "$p leaps back into $n's hand!", victim, obj, NULL, TO_ROOM );
obj_to_char( obj, victim );
do_wear( victim, obj->name);
}
else if ( IS_NPC(victim) )
obj_to_char( obj, victim );
else
obj_to_room( obj, victim->in_room );
return;
}
/*
* Trip a creature.
* Caller must check for successful attack.
*/
void trip( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
if (IS_AFFECTED(victim,AFF_FLYING))
return;
if (IS_NPC(ch) && victim->level > 2 && number_percent() > 5)
return;
if (!IS_NPC(victim))
{
if (IS_VAMPIRE(victim) && IS_VAMPAFF(victim,VAM_FLYING)) return;
if (IS_DEMON(victim) && IS_DEMAFF(victim, DEM_UNFOLDED)) return;
}
if ( victim->wait == 0)
{
sprintf(buf,"$n trips you and you go down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_VICT );
sprintf(buf,"You trip $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"$n trips $N and $E goes down!");
ADD_COLOUR(ch,buf,WHITE);
act( buf, ch, NULL, victim, TO_NOTVICT );
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
WAIT_STATE( victim, 2 * PULSE_VIOLENCE );
victim->position = POS_RESTING;
}
return;
}
void do_kill( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument( argument, arg );
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if ( arg[0] == '\0' )
{
send_to_char( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char( "You cannot kill yourself!\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_FEAR))
{
send_to_char( "No way, you're too scared!\n\r", ch );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$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;
}
/* Autostancing - Kai */
if (!IS_NPC(victim) && IS_SET(victim->extra, EXTRA_STANCE) )
{
if ( victim->stance[11] == STANCE_VIPER )
do_stance(victim,"viper");
else if ( victim->stance[11] == STANCE_CRANE )
do_stance(victim,"crane");
else if ( victim->stance[11] == STANCE_CRAB )
do_stance(victim,"crab");
else if ( victim->stance[11] == STANCE_MONGOOSE )
do_stance(victim,"mongoose");
else if ( victim->stance[11] == STANCE_BULL )
do_stance(victim,"bull");
else if ( victim->stance[11] == STANCE_MANTIS )
do_stance(victim,"mantis");
else if ( victim->stance[11] == STANCE_DRAGON )
do_stance(victim,"dragon");
else if ( victim->stance[11] == STANCE_TIGER )
do_stance(victim,"tiger");
else if ( victim->stance[11] == STANCE_MONKEY )
do_stance(victim,"monkey");
else if ( victim->stance[11] == STANCE_SWALLOW )
do_stance(victim,"swallow");
}
if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) )
{
if ( ch->stance[11] == STANCE_VIPER )
do_stance(ch,"viper");
else if ( ch->stance[11] == STANCE_CRANE )
do_stance(ch,"crane");
else if ( ch->stance[11] == STANCE_CRAB )
do_stance(ch,"crab");
else if ( ch->stance[11] == STANCE_MONGOOSE )
do_stance(ch,"mongoose");
else if ( ch->stance[11] == STANCE_BULL )
do_stance(ch,"bull");
else if ( ch->stance[11] == STANCE_MANTIS )
do_stance(ch,"mantis");
else if ( ch->stance[11] == STANCE_DRAGON )
do_stance(ch,"dragon");
else if ( ch->stance[11] == STANCE_TIGER )
do_stance(ch,"tiger");
else if ( ch->stance[11] == STANCE_MONKEY )
do_stance(ch,"monkey");
else if ( ch->stance[11] == STANCE_SWALLOW )
do_stance(ch,"swallow");
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
check_killer( ch, victim );
if (!IS_NPC(ch) && IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_BLACK_FURIES) > 2
&& victim->position == POS_STANDING)
{
act("You charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_CHAR);
act("$n charge into $N, knocking $M from $S feet.",ch,NULL,victim,TO_NOTVICT);
act("$n charge into you, knocking you from your feet.",ch,NULL,victim,TO_VICT);
victim->position = POS_STUNNED;
multi_hit( ch, victim, TYPE_UNDEFINED );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
void do_backstab( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
int dam;
one_argument( argument, arg );
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
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;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL ||
obj->value[3] != 11 )
{
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL ||
obj->value[3] != 11 )
{
send_to_char( "You need to wield a piercing weapon.\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_NPC(victim) && IS_IMMUNE(victim, IMM_BACKSTAB) )
{
damage( ch, victim, 0, gsn_backstab );
return;
}
dam = victim->hit;
if ( !IS_AWAKE(victim)
|| IS_NPC(ch)
|| number_percent( ) < ch->pcdata->learned[gsn_backstab] )
multi_hit( ch, victim, gsn_backstab );
else
{
damage( ch, victim, 0, gsn_backstab );
return;
}
if ( victim != NULL && victim->position != POS_DEAD && !IS_NPC(victim) )
{
if (IS_DEMON(victim) && dam != victim->hit &&
IS_SET(victim->pcdata->disc[C_POWERS], DEM_INFERNO))
{
act("A blast of flames shoot from $N's body and up $p!",ch,obj,victim,TO_CHAR);
act("A blast of flames shoot from $N's body and up $p!",ch,obj,victim,TO_NOTVICT);
act("A blast of flames shoot from your body and up $p!",ch,obj,victim,TO_VICT);
if (IS_SET(obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL)
{
act("You drop $p as it burns your fingers!",ch,obj,NULL,TO_CHAR);
act("$n drops $p as it burns $s fingers!",ch,obj,NULL,TO_ROOM);
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
else
{
act("You release $p as it burns to ashes!",ch,obj,NULL,TO_CHAR);
act("$n releases $p as it burns to ashes!",ch,obj,NULL,TO_ROOM);
obj_from_char( obj );
if (obj->points > 0 && !IS_NPC(ch))
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "You receive a refund of %d quest points from $p.", obj->points);
act( buf, ch, obj, NULL, TO_CHAR );
ch->pcdata->quest += obj->points;
}
extract_obj( obj );
}
}
}
return;
}
void do_flee( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (IS_AFFECTED(ch, AFF_WEBBED))
{
send_to_char("You are unable to move with all this sticky webbing on.\n\r",ch);
return;
}
else if (IS_AFFECTED(ch, AFF_SHADOW))
{
send_to_char("You are unable to move with these tendrils of darkness entrapping you.\n\r",ch);
return;
}
else if (IS_AFFECTED(ch, AFF_JAIL))
{
send_to_char("You are unable to move with these bands of water entrapping you.\n\r",ch);
return;
}
if (!IS_NPC(ch) && ch->pcdata->wolf >= 0)
{
if (IS_VAMPIRE(ch) && number_percent() <= ch->beast)
{
send_to_char("Your inner beast refuses to let you run!\n\r",ch);
WAIT_STATE(ch,12);
return;
}
else if (IS_WEREWOLF(ch) && number_percent() <= ch->pcdata->wolf * 0.3)
{
send_to_char("Your rage is too great!\n\r",ch);
WAIT_STATE(ch,12);
return;
}
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED)
|| ( IS_NPC(ch)
&& IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
send_to_char( "You flee from combat! Coward!\n\r", ch );
stop_fighting( ch, TRUE );
return;
}
send_to_char( "You were unable to escape!\n\r", ch );
return;
}
void do_rescue( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument( argument, arg );
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
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_NPC(ch) && IS_NPC(victim) )
{
send_to_char( "They don'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;
}
if ( fch->fighting == NULL || fch->fighting != victim)
{
send_to_char( "They are not being attacked.\n\r", ch );
return;
}
if ( is_safe(ch, fch) || is_safe(ch, victim) ) 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 );
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 );
stop_fighting( ch, FALSE );
stop_fighting( fch, FALSE );
stop_fighting( victim, FALSE );
check_killer( ch, fch );
set_fighting( ch, fch );
set_fighting( fch, ch );
return;
}
void do_kick( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *boots;
int dam;
int stance;
int hitpoints;
one_argument( argument, arg );
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_kick].skill_level)
{
send_to_char(
"First you should learn to kick.\n\r", ch );
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if (arg[0] == '\0' && ch->fighting == NULL)
{
send_to_char( "Who do you wish to kick?\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
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( "Kick YOURSELF?\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( IS_NPC(ch) || number_percent( ) <= ch->pcdata->learned[gsn_kick] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_kick );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if ( !IS_AWAKE(victim) )
dam *= 2;
if ( !IS_NPC(ch) && IS_DEMON(ch) &&
IS_SET(ch->pcdata->disc[C_POWERS], DEM_MIGHT) )
dam *= 1.5;
if ( !IS_NPC(victim) && IS_WEREWOLF(victim) )
{
if (IS_SET(victim->act, PLR_WOLFMAN)) dam *= 0.5;
if ( ( boots = get_eq_char( ch, WEAR_FEET ) ) != NULL
&& IS_SET(boots->spectype, SITEM_SILVER)) dam *= 2;
}
dam = dam + (dam * ((ch->wpn[0]) * 0.01));
/*
if ( !IS_NPC(ch) )
*/
{
stance = ch->stance[0];
if ( IS_STANCE(ch, STANCE_NORMAL) ) dam *= 1.25;
else dam = dambonus(ch,victim,dam,stance);
}
if ( dam <= 0 )
dam = 1;
hitpoints = victim->hit;
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_KICK) )
{
if (!IS_NPC(ch) && IS_DEMON(ch) && IS_DEMAFF(ch,DEM_HOOVES))
damage( ch, victim, dam, gsn_kick );
else
{
victim->hit += dam;
damage( ch, victim, dam, gsn_kick );
victim->hit = hitpoints;
}
}
else damage( ch, victim, dam, gsn_kick );
return;
}
int dambonus( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int stance)
{
if (dam < 1) return 0;
if (stance < 1) return dam;
if (!IS_NPC(ch) && !can_counter(victim))
{
if ( IS_STANCE(ch, STANCE_MONKEY) )
{
int mindam = dam * 0.25;
dam *= (ch->stance[STANCE_MONKEY]+1) / 200;
if (dam < mindam) dam = mindam;
}
else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 )
dam += dam * (ch->stance[STANCE_BULL] * 0.01);
else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 )
dam += dam * (ch->stance[STANCE_DRAGON] * 0.01);
else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 )
dam += dam * (ch->stance[STANCE_TIGER] * 0.01);
else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 )
dam *= 0.5;
else if ( !IS_NPC(ch) && stance >= 11 && stance <= 15 )
{
if (ch->stance[stance] > 100)
{
if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_LESSER))
dam += dam * (ch->stance[stance] * 0.01);
else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_GREATER))
dam += dam * (ch->stance[stance] * 0.02);
else if (IS_SET(ch->pcdata->qstats[stance-11], QS_POW_SUPREME))
dam += dam * (ch->stance[stance] * 0.03);
}
}
}
if (!can_counter(ch) && dam > 1)
{
int victstance = victim->stance[0];
if ( IS_STANCE(victim, STANCE_CRAB) && victim->stance[STANCE_CRAB] > 100 )
dam /= victim->stance[STANCE_CRAB] * 0.01;
else if ( IS_STANCE(victim, STANCE_DRAGON) && victim->stance[STANCE_DRAGON] > 100 )
dam /= victim->stance[STANCE_DRAGON] * 0.01;
else if ( IS_STANCE(victim, STANCE_SWALLOW) && victim->stance[STANCE_SWALLOW] > 100 )
dam /= victim->stance[STANCE_SWALLOW] * 0.01;
else if ( !IS_NPC(victim) && victstance >= 11 && victstance <= 15 )
{
if (victim->stance[victstance] > 100)
{
if (IS_SET(victim->pcdata->qstats[stance-11], QS_POW_LESSER))
dam /= victim->stance[stance] * 0.01;
else if (IS_SET(victim->pcdata->qstats[stance-11],QS_POW_GREATER))
dam /= victim->stance[stance] * 0.02;
else if (IS_SET(victim->pcdata->qstats[stance-11],QS_POW_SUPREME))
dam /= victim->stance[stance] * 0.03;
}
}
}
return dam;
}
void do_punch( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int dam;
int store;
bool broke = FALSE;
one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if ( ch->level < skill_table[gsn_punch].skill_level)
{
send_to_char( "First you should learn to punch.\n\r", ch );
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "Nobody here by that name.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot punch yourself!\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit )
{
send_to_char( "They are hurt and suspicious.\n\r", ch );
return;
}
if ( victim->position < POS_FIGHTING )
{
send_to_char( "You can only punch someone who is standing.\n\r", ch );
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if (is_safe(ch,victim)) return;
act("You draw your fist back and aim a punch at $N.",ch,NULL,victim,TO_CHAR);
act("$n draws $s fist back and aims a punch at you.",ch,NULL,victim,TO_VICT);
act("$n draws $s fist back and aims a punch at $N.",ch,NULL,victim,TO_NOTVICT);
WAIT_STATE( ch, skill_table[gsn_punch].beats );
if ( IS_NPC(ch) || number_percent( ) <= ch->pcdata->learned[gsn_punch] )
dam = number_range(1,4);
else
{
dam = 0;
damage( ch, victim, dam, gsn_punch );
return;
}
dam += char_damroll(ch);
if (dam == 0) dam = 1;
if ( !IS_AWAKE(victim) )
dam *= 2;
dam = dam + (dam * ch->wpn[0] * 0.01);
if ( dam <= 0 )
dam = 1;
if (!IS_NPC(victim) && (
(IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_GET_OF_FENRIS) > 3)
|| (IS_VAMPIRE(victim) && get_disc(victim, DISC_FORTITUDE) >= 5) ) )
{
store = victim->hit;
victim->hit += dam;
damage( ch, victim, dam, gsn_punch );
victim->hit = store;
if (number_percent() <= 25 && !IS_ARM_L(ch,LOST_ARM) &&
!IS_ARM_L(ch,LOST_HAND))
{
if (!IS_ARM_L(ch, LOST_FINGER_I) && !IS_ARM_L(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_M) && !IS_ARM_L(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_R) && !IS_ARM_L(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_L(ch, LOST_FINGER_L) && !IS_ARM_L(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your left hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's left hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
else if (number_percent() <= 25 && !IS_ARM_R(ch,LOST_ARM) &&
!IS_ARM_R(ch,LOST_HAND))
{
if (!IS_ARM_R(ch, LOST_FINGER_I) && !IS_ARM_R(ch, BROKEN_FINGER_I))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_M) && !IS_ARM_R(ch, BROKEN_FINGER_M))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_R) && !IS_ARM_R(ch, BROKEN_FINGER_R))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;}
if (!IS_ARM_R(ch, LOST_FINGER_L) && !IS_ARM_R(ch, BROKEN_FINGER_L))
{SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;}
if (broke)
{
act("The fingers on your right hand shatter under the impact of the blow!",ch,NULL,NULL,TO_CHAR);
act("The fingers on $n's right hand shatter under the impact of the blow! ",ch,NULL,NULL,TO_ROOM);
}
}
stop_fighting(victim,TRUE);
return;
}
damage( ch, victim, dam, gsn_punch );
if (victim == NULL || victim->position == POS_DEAD || dam < 1) return;
if (victim->position == POS_FIGHTING) stop_fighting(victim,TRUE);
if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_NOSE)
&& !IS_HEAD(victim,LOST_NOSE))
{
act("Your nose shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's nose shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (number_percent() <= 25 && !IS_HEAD(victim,BROKEN_JAW))
{
act("Your jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_CHAR);
act("$n's jaw shatters under the impact of the blow!",victim,NULL,NULL,TO_ROOM);
SET_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
act("You fall to the ground stunned!",victim,NULL,NULL,TO_CHAR);
act("$n falls to the ground stunned!",victim,NULL,NULL,TO_ROOM);
victim->position = POS_STUNNED;
return;
}
void do_berserk( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
int number_hit = 0;
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( ch->level < skill_table[gsn_berserk].skill_level)
{
send_to_char( "You are not wild enough to go berserk.\n\r", ch );
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
WAIT_STATE( ch, skill_table[gsn_berserk].beats );
if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] )
{
act("You rant and rave, but nothing much happens.",ch,NULL,NULL,TO_CHAR);
act("$n gets a wild look in $s eyes, but nothing much happens.",ch,NULL,NULL,TO_ROOM);
return;
}
act("You go BERSERK!",ch,NULL,NULL,TO_CHAR);
act("$n goes BERSERK!",ch,NULL,NULL,TO_ROOM);
/* Autostancing - Kai */
if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) )
{
if ( ch->stance[11] == STANCE_VIPER )
do_stance(ch,"viper");
else if ( ch->stance[11] == STANCE_CRANE )
do_stance(ch,"crane");
else if ( ch->stance[11] == STANCE_CRAB )
do_stance(ch,"crab");
else if ( ch->stance[11] == STANCE_MONGOOSE )
do_stance(ch,"mongoose");
else if ( ch->stance[11] == STANCE_BULL )
do_stance(ch,"bull");
else if ( ch->stance[11] == STANCE_MANTIS )
do_stance(ch,"mantis");
else if ( ch->stance[11] == STANCE_DRAGON )
do_stance(ch,"dragon");
else if ( ch->stance[11] == STANCE_TIGER )
do_stance(ch,"tiger");
else if ( ch->stance[11] == STANCE_MONKEY )
do_stance(ch,"monkey");
else if ( ch->stance[11] == STANCE_SWALLOW )
do_stance(ch,"swallow");
}
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if (number_hit > 4) continue;
if ( vch->in_room == NULL )
continue;
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if ( ch == vch )
continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL ) {if ( mount == vch ) continue;}
if (can_see(ch,vch))
{
/* Autostancing - Kai */
if (!IS_NPC(vch) && IS_SET(vch->extra, EXTRA_STANCE) )
{
if ( vch->stance[11] == STANCE_VIPER )
do_stance(vch,"viper");
else if ( vch->stance[11] == STANCE_CRANE )
do_stance(vch,"crane");
else if ( vch->stance[11] == STANCE_CRAB )
do_stance(vch,"crab");
else if ( vch->stance[11] == STANCE_MONGOOSE )
do_stance(vch,"mongoose");
else if ( vch->stance[11] == STANCE_BULL )
do_stance(vch,"bull");
else if ( vch->stance[11] == STANCE_MANTIS )
do_stance(vch,"mantis");
else if ( vch->stance[11] == STANCE_DRAGON )
do_stance(vch,"dragon");
else if ( vch->stance[11] == STANCE_TIGER )
do_stance(vch,"tiger");
else if ( vch->stance[11] == STANCE_MONKEY )
do_stance(vch,"monkey");
else if ( vch->stance[11] == STANCE_SWALLOW )
do_stance(vch,"swallow");
}
multi_hit( ch, vch, TYPE_UNDEFINED );
number_hit++;
}
}
}
do_beastlike(ch,"");
return;
}
/* Hurl skill by KaVir */
void do_hurl( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
ROOM_INDEX_DATA *to_room;
EXIT_DATA *pexit;
EXIT_DATA *pexit_rev;
char buf [MAX_INPUT_LENGTH];
char direction [MAX_INPUT_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
int door;
int rev_dir;
int dam;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if ( arg1[0] == '\0' )
{
send_to_char("Who do you wish to hurl?\n\r", ch);
return;
}
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{
send_to_char("They are not here.\n\r", ch);
return;
}
if ( victim == ch )
{
send_to_char( "How can you hurl yourself?\n\r", ch );
return;
}
if ( (mount = victim->mount) != NULL && victim->mounted == IS_MOUNT)
{
send_to_char("But they have someone on their back!\n\r",ch);
return;
}
else if ( (mount = victim->mount) != NULL && victim->mounted == IS_RIDING)
{
send_to_char("But they are riding!\n\r",ch);
return;
}
if ( (victim->hit < victim->max_hit)
|| ( victim->position == POS_FIGHTING && victim->fighting != ch) )
{
act( "$N is hurt and suspicious, and you are unable to approach $M.",
ch, NULL, victim, TO_CHAR );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_HURL) )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_tribe(victim, TRIBE_GET_OF_FENRIS) > 3)
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
if ( IS_NPC(victim) && victim->level > 900 )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[gsn_hurl].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] )
{
send_to_char("You are unable to get their feet of the ground.\n\r",ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
return;
}
rev_dir = 0;
if ( arg2[0] == '\0' )
door = number_range(0,3);
else
{
if ( !str_cmp( arg2, "n" ) || !str_cmp( arg2, "north" ) )
door = 0;
else if ( !str_cmp( arg2, "e" ) || !str_cmp( arg2, "east" ) )
door = 1;
else if ( !str_cmp( arg2, "s" ) || !str_cmp( arg2, "south" ) )
door = 2;
else if ( !str_cmp( arg2, "w" ) || !str_cmp( arg2, "west" ) )
door = 3;
else
{
send_to_char("You can only hurl people north, south, east or west.\n\r", ch);
return;
}
}
if (door == 0) {sprintf(direction,"north");rev_dir = 2;}
if (door == 1) {sprintf(direction,"east");rev_dir = 3;}
if (door == 2) {sprintf(direction,"south");rev_dir = 0;}
if (door == 3) {sprintf(direction,"west");rev_dir = 1;}
if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL)
{
sprintf(buf,"$n hurls $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you into the %s wall.", direction);
act(buf,ch,NULL,victim,TO_VICT);
dam = number_range(ch->level, (ch->level * 4));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD)
{
victim->form = 7;
raw_kill(victim,ch);
return;
}
return;
}
pexit = victim->in_room->exit[door];
if (IS_SET(pexit->exit_info, EX_CLOSED) &&
!IS_AFFECTED(victim,AFF_PASS_DOOR ) &&
!IS_AFFECTED(victim,AFF_ETHEREAL ) )
{
if (IS_SET(pexit->exit_info, EX_LOCKED))
REMOVE_BIT(pexit->exit_info, EX_LOCKED);
if (IS_SET(pexit->exit_info, EX_CLOSED))
REMOVE_BIT(pexit->exit_info, EX_CLOSED);
sprintf(buf,"$n hoists $N in the air and hurls $M %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hoist $N in the air and hurl $M %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s, smashing you through the %s.", direction,pexit->keyword);
act(buf,ch,NULL,victim,TO_VICT);
sprintf(buf,"There is a loud crash as $n smashes through the $d.");
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
if ( ( to_room = pexit->to_room ) != NULL
&& ( pexit_rev = to_room->exit[rev_dir] ) != NULL
&& pexit_rev->to_room == ch->in_room
&& pexit_rev->keyword != NULL )
{
if (IS_SET(pexit_rev->exit_info, EX_LOCKED))
REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED );
if (IS_SET(pexit_rev->exit_info, EX_CLOSED))
REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED );
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes smashing in through the %s $d.", direction);
act(buf,victim,NULL,pexit->keyword,TO_ROOM);
dam = number_range(ch->level, (ch->level * 6));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD)
{
victim->form = 7;
raw_kill(victim,ch);
return;
}
}
}
else
{
sprintf(buf,"$n hurls $N %s.", direction);
act(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"You hurl $N %s.", direction);
act(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n hurls you %s.", direction);
act(buf,ch,NULL,victim,TO_VICT);
if (door == 0) sprintf(direction,"south");
if (door == 1) sprintf(direction,"west");
if (door == 2) sprintf(direction,"north");
if (door == 3) sprintf(direction,"east");
char_from_room(victim);
char_to_room(victim,to_room);
sprintf(buf,"$n comes flying in from the %s.", direction);
act(buf,victim,NULL,NULL,TO_ROOM);
dam = number_range(ch->level, (ch->level * 2));
victim->hit = victim->hit - dam;
update_pos(victim);
if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1;
if (!IS_NPC(victim) && IS_NPC(ch)) victim->mdeath = victim->mdeath + 1;
if (victim->position == POS_DEAD)
{
victim->form = 7;
raw_kill(victim,ch);
return;
}
}
return;
}
void do_disarm( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int percent;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_disarm].skill_level)
{
send_to_char( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( ( get_eq_char( ch, WEAR_WIELD ) == NULL )
&& ( get_eq_char( ch, WEAR_HOLD ) == NULL ) )
{
send_to_char( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
&& ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL ) )
{
send_to_char( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
percent = number_percent( ) + victim->hitroll - ch->hitroll;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DISARM))
send_to_char( "You failed.\n\r", ch );
else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 )
disarm( ch, victim );
else
{
send_to_char( "You failed.\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 >= ch->level )
{
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 );
victim->form = 18;
raw_kill( victim, ch );
return;
}
/* Had problems with people not dying when POS_DEAD...KaVir */
void killperson( CHAR_DATA *ch, CHAR_DATA *victim )
{
send_to_char( "You have been KILLED!!\n\r", victim );
raw_kill( victim, ch );
return;
}
/* For decapitating players - KaVir */
void do_decapitate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *vch;
OBJ_DATA *obj;
OBJ_DATA *obj2;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if (IS_MORE(ch, MORE_NPC))
{
send_to_char("NPC's cannot decapitate other players.\n\r",ch);
return;
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
obj2 = get_eq_char( ch, WEAR_HOLD );
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
{
if ( ( obj2 = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "First you better get a weapon out!\n\r", ch );
return;
}
}
if ( ( obj != NULL && obj->item_type != ITEM_WEAPON ) )
{
if ( ( obj2 != NULL && obj2->item_type != ITEM_WEAPON ) )
{
send_to_char( "But you are not wielding any weapons!\n\r", ch );
return;
}
}
if ( ( obj != NULL && obj->value[3] != 1 && obj->value[3] != 3 )
&& ( obj2 != NULL && obj2->value[3] != 1 && obj2->value[3] != 3 ) )
{
send_to_char( "You need to wield a slashing or slicing weapon to decapitate.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Decapitate 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( "That might be a bit tricky...\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "You can only decapitate other players.\n\r", ch );
return;
}
if ( !CAN_PK(ch) || IS_NEWBIE(ch) )
{
send_to_char( "You are not permitted to decapitate other players.\n\r", ch );
return;
}
if ( !CAN_PK(victim) || IS_NEWBIE(victim))
{
send_to_char( "You cannot decapitate newbies.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if (ch->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
send_to_char( "You cannot decapitate someone in this room.\n\r", ch );
return;
}
act( "You bring your weapon down upon $N's neck!", ch, NULL, victim, TO_CHAR );
send_to_char( "Your head is sliced from your shoulders!\n\r", victim);
act( "$n swings $s weapon down towards $N's neck!", ch, NULL, victim, TO_NOTVICT );
act( "$n's head is sliced from $s shoulders!", victim, NULL, NULL, TO_ROOM);
if (strlen(victim->pcdata->love) > 1)
{
if (!str_cmp(ch->name, victim->pcdata->love))
{
free_string(victim->pcdata->love);
victim->pcdata->love = str_dup( "" );
}
}
if ( ( vch = victim->embrace ) != NULL )
{
vch->embrace = NULL;
vch->embraced = ARE_NONE;
}
victim->embrace = NULL;
victim->embraced = ARE_NONE;
if (IS_DEMON(ch) && !IS_DEMON(victim))
{
if (ch->race == 0 && victim->race == 0)
{
ch->pcdata->power[POWER_CURRENT] += 1000;
ch->pcdata->power[POWER_TOTAL] += 1000;
}
else
{
ch->pcdata->power[POWER_CURRENT] += victim->race * 1000;
ch->pcdata->power[POWER_TOTAL] += victim->race * 1000;
}
}
if ( victim->race < 1 && ch->race > 0 )
{
ch->paradox[0] += ch->race;
ch->paradox[1] += ch->race;
ch->paradox[2] += PARADOX_TICK;
sprintf(buf,"#r%s#n has been decapitated by #r%s#n for no status.",victim->name,ch->name);
do_fatality(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d for no status.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
victim->pcdata->wolf = 0;
if (IS_WEREWOLF(victim))
{
if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,"");
else if (victim->pcdata->wolfform[5] != FORM_HOMID)
do_shift(victim,"");
}
if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO))
do_nightsight(victim,"");
if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO))
do_fangs(victim,"");
if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO))
do_claws(victim,"");
mortal_vamp(victim);
if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim, ch );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
return;
}
if ((ch->race < 1 && victim->race >= 0) ||
(ch->race >= 1 && victim->race >= 1))
{
if (strlen(ch->side) < 2 || strlen(victim->side) < 2 ||
str_cmp(ch->side,victim->side))
{
ch->race++;
if (victim->race > 0)
victim->race--;
}
else if (ch->race > 0) ch->race--;
}
if ( IS_VAMPIRE( victim ) )
{
act( "An oily black vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "An oily black vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as the strength of Caine pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as the strength of Caine infuses $m!", ch, NULL, NULL, TO_NOTVICT );
do_mortalvamp(victim,"");
}
else if ( IS_WEREWOLF( victim ) )
{
act( "An ethereal grey vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A ethereal grey vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as the power of Gaia pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as the power of Gaia infuses $m!", ch, NULL, NULL, TO_NOTVICT );
if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,"");
}
else if ( IS_MAGE( victim ) )
{
char *mage_col;
switch (victim->pcdata->runes[0])
{
default: /* Defaults to purple */
case PURPLE_MAGIC: mage_col = "purple"; break;
case BLUE_MAGIC: mage_col = "blue"; break;
case RED_MAGIC: mage_col = "red"; break;
case GREEN_MAGIC: mage_col = "green"; break;
case YELLOW_MAGIC: mage_col = "yellow"; break;
}
sprintf(buf,"A glowing %s vapour pours from $N's corpse into your body.", mage_col);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"A glowing %s vapour pours from $N's corpse into $n's body.", mage_col);
act( buf, ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as arcane magic pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as arcane magic shimmers around $m!", ch, NULL, NULL, TO_NOTVICT );
if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,"");
}
else if ( IS_DEMON( victim ) )
{
act( "Infernal flames shoot from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "Infernal flames pour from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as infernal fire burns through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as infernal fire surrounds $m!", ch, NULL, NULL, TO_NOTVICT );
if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,"");
}
else /* Highlander or normal avatar */
{
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m!", ch, NULL, NULL, TO_NOTVICT );
}
victim->pcdata->wolf = 0;
if (IS_WEREWOLF(victim))
{
if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,"");
else if (victim->pcdata->wolfform[5] != FORM_HOMID)
do_shift(victim,"");
}
if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO))
do_nightsight(victim,"");
if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO))
do_fangs(victim,"");
if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO))
do_claws(victim,"");
mortal_vamp(victim);
if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim, ch );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
victim->pcdata->wolf = 0;
sprintf(buf,"#r%s#n has been decapitated by #r%s#n.",victim->name,ch->name);
do_fatality(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
return;
}
void do_tear( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *vch;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !IS_WEREWOLF(ch) )
{
if ( !IS_VAMPIRE(ch) || (IS_VAMPIRE(ch) && ch->pcdata->wolf < 1))
{
send_to_char( "Huh?\n\r", ch );
return;
}
}
if (IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
if ( IS_WEREWOLF(ch) && !IS_SET(ch->act, PLR_WOLFMAN))
{
send_to_char( "You can only tear heads off while in Crinos form.\n\r", ch );
return;
}
if ( IS_WEREWOLF(ch) && !IS_VAMPAFF(ch, VAM_CLAWS))
{
send_to_char( "You better get your claws out first.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Who's head do you wish to tear off?\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( "That might be a bit tricky...\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "You can only tear the heads off other players.\n\r", ch );
return;
}
if ( !CAN_PK(ch) || IS_NEWBIE(ch) )
{
send_to_char( "You are not permitted to tear the heads off other players.\n\r", ch );
return;
}
if ( !CAN_PK(victim) || IS_NEWBIE(victim))
{
send_to_char( "You cannot tear the heads off newbies.\n\r", ch );
return;
}
if ( victim->position > 1 )
{
send_to_char( "You can only do this to mortally wounded players.\n\r", ch );
return;
}
if (is_safe(ch,victim)) return;
act( "You tear $N's head from $S shoulders!", ch, NULL, victim, TO_CHAR );
send_to_char( "Your head is torn from your shoulders!\n\r", victim);
act( "$n tears $N's head from $S shoulders!", ch, NULL, victim, TO_NOTVICT );
if (strlen(victim->pcdata->love) > 1)
{
if (!str_cmp(ch->name, victim->pcdata->love))
{
free_string(victim->pcdata->love);
victim->pcdata->love = str_dup( "" );
}
}
if ( ( vch = victim->embrace ) != NULL )
{
vch->embrace = NULL;
vch->embraced = ARE_NONE;
}
victim->embrace = NULL;
victim->embraced = ARE_NONE;
if (IS_DEMON(ch) && !IS_DEMON(victim))
{
if (ch->race == 0 && victim->race == 0)
{
ch->pcdata->power[POWER_CURRENT] += 1000;
ch->pcdata->power[POWER_TOTAL] += 1000;
}
else
{
ch->pcdata->power[POWER_CURRENT] += victim->race * 1000;
ch->pcdata->power[POWER_TOTAL] += victim->race * 1000;
}
}
if ( victim->race < 1 && ch->race > 0 )
{
ch->paradox[0] += ch->race;
ch->paradox[1] += ch->race;
ch->paradox[2] += PARADOX_TICK;
sprintf(buf,"#r%s#n has been decapitated by #r%s#n for no status.",victim->name,ch->name);
do_fatality(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d for no status.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
victim->pcdata->wolf = 0;
if (IS_WEREWOLF(victim))
{
if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,"");
else if (victim->pcdata->wolfform[5] != FORM_HOMID)
do_shift(victim,"");
}
if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO))
do_nightsight(victim,"");
if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO))
do_fangs(victim,"");
if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO))
do_claws(victim,"");
mortal_vamp(victim);
if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim, ch );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
return;
}
if ((ch->race < 1 && victim->race >= 0) ||
(ch->race >= 1 && victim->race >= 1))
{
if (strlen(ch->side) < 2 || strlen(victim->side) < 2 ||
str_cmp(ch->side,victim->side))
{
ch->race++;
if (victim->race > 0)
victim->race--;
}
else if (ch->race > 0) ch->race--;
}
if ( IS_VAMPIRE( victim ) )
{
act( "An oily black vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "An oily black vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as the strength of Caine pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as the strength of Caine infuses $m!", ch, NULL, NULL, TO_NOTVICT );
do_mortalvamp(victim,"");
}
else if ( IS_WEREWOLF( victim ) )
{
act( "An ethereal grey vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A ethereal grey vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as the power of Gaia pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as the power of Gaia infuses $m!", ch, NULL, NULL, TO_NOTVICT );
if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,"");
}
else if ( IS_MAGE( victim ) )
{
char *mage_col;
switch (victim->pcdata->runes[0])
{
default: /* Defaults to purple */
case PURPLE_MAGIC: mage_col = "purple"; break;
case BLUE_MAGIC: mage_col = "blue"; break;
case RED_MAGIC: mage_col = "red"; break;
case GREEN_MAGIC: mage_col = "green"; break;
case YELLOW_MAGIC: mage_col = "yellow"; break;
}
sprintf(buf,"A glowing %s vapour pours from $N's corpse into your body.", mage_col);
act( buf, ch, NULL, victim, TO_CHAR );
sprintf(buf,"A glowing %s vapour pours from $N's corpse into $n's body.", mage_col);
act( buf, ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as arcane magic pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as arcane magic shimmers around $m!", ch, NULL, NULL, TO_NOTVICT );
if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,"");
}
else if ( IS_DEMON( victim ) )
{
act( "Infernal flames shoot from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "Infernal flames pour from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as infernal fire burns through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as infernal fire surrounds $m!", ch, NULL, NULL, TO_NOTVICT );
if (IS_AFFECTED(victim, AFF_POLYMORPH)) do_unpolymorph(victim,"");
}
else /* Highlander or normal avatar */
{
act( "A misty white vapour pours from $N's corpse into your body.", ch, NULL, victim, TO_CHAR );
act( "A misty white vapour pours from $N's corpse into $n's body.", ch, NULL, victim, TO_NOTVICT );
act( "You double over in agony as raw energy pulses through your veins!", ch, NULL, NULL, TO_CHAR );
act( "$n doubles over in agony as sparks of energy crackle around $m!", ch, NULL, NULL, TO_NOTVICT );
}
victim->pcdata->wolf = 0;
if (IS_WEREWOLF(victim))
{
if (IS_SET(victim->act, PLR_WOLFMAN)) do_unwerewolf(victim,"");
else if (victim->pcdata->wolfform[5] != FORM_HOMID)
do_shift(victim,"");
}
if (IS_VAMPAFF(victim, VAM_NIGHTSIGHT) && !IS_POLYAFF(victim, POLY_ZULO))
do_nightsight(victim,"");
if (IS_VAMPAFF(victim, VAM_FANGS) && !IS_POLYAFF(victim, POLY_ZULO))
do_fangs(victim,"");
if (IS_VAMPAFF(victim, VAM_CLAWS) && !IS_POLYAFF(victim, POLY_ZULO))
do_claws(victim,"");
mortal_vamp(victim);
if (IS_MAGE(victim) && IS_AFFECTED(victim, AFF_POLYMORPH))
do_unpolymorph(victim,"");
behead( victim, ch );
do_beastlike(ch,"");
ch->pkill = ch->pkill + 1;
victim->pdeath = victim->pdeath + 1;
victim->pcdata->wolf = 0;
sprintf(buf,"#r%s#n has been decapitated by #r%s#n.",victim->name,ch->name);
do_fatality(ch,buf);
sprintf( log_buf, "%s decapitated by %s at %d.",
victim->name, ch->name, victim->in_room->vnum );
log_string( log_buf );
return;
}
void do_crack( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
OBJ_DATA *right;
OBJ_DATA *left;
right = get_eq_char( ch, WEAR_WIELD );
left = get_eq_char( ch, WEAR_HOLD );
if (right != NULL && right->pIndexData->vnum == 12) obj = right;
else if (left != NULL && left->pIndexData->vnum == 12) obj = left;
else
{
send_to_char("You are not holding any heads.\n\r",ch);
return;
}
act("You hurl $p at the floor.", ch, obj, NULL, TO_CHAR);
act("$n hurls $p at the floor.", ch, obj, NULL, TO_ROOM);
act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_CHAR);
if (obj->chobj != NULL)
{act("$p cracks open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_NOTVICT);
act("$p crack open, leaking brains out across the floor.", ch, obj, obj->chobj, TO_VICT);}
else
{act("$p cracks open, leaking brains out across the floor.", ch, obj, NULL, TO_ROOM);}
crack_head(ch,obj,obj->name);
obj_from_char(obj);
extract_obj(obj);
}
void crack_head( CHAR_DATA *ch, OBJ_DATA *obj, char *argument )
{
CHAR_DATA *victim;
MOB_INDEX_DATA *pMobIndex;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (str_cmp(arg2,"mob") && obj->chobj != NULL && !IS_NPC(obj->chobj) &&
IS_AFFECTED(obj->chobj,AFF_POLYMORPH))
{
victim = obj->chobj;
make_part(victim,"cracked_head");
make_part(victim,"brain");
sprintf(buf,"the quivering brain of %s",victim->name);
free_string(victim->morph);
victim->morph = str_dup(buf);
return;
}
else if (!str_cmp(arg2,"mob"))
{
if ( ( pMobIndex = get_mob_index( obj->value[1] ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
else
{
if ( ( pMobIndex = get_mob_index( 30002 ) ) == NULL ) return;
victim = create_mobile( pMobIndex );
sprintf( buf, capitalize(arg2) );
free_string( victim->short_descr );
victim->short_descr = str_dup( buf );
char_to_room(victim,ch->in_room);
make_part(victim,"cracked_head");
make_part(victim,"brain");
extract_char(victim,TRUE);
return;
}
return;
}
/* Voodoo skill by KaVir */
void do_voodoo( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg1[0] == '\0')
{
send_to_char( "Who do you wish to use voodoo magic on?\n\r", ch );
return;
}
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You are not holding a voodoo doll.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
sprintf(part2,obj->name);
sprintf(part1,"%s voodoo doll",victim->name);
if ( str_cmp(part1,part2) )
{
sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
send_to_char( buf, ch );
return;
}
if ( arg2[0] == '\0')
{
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
}
else if ( !str_cmp(arg2, "stab") )
{
WAIT_STATE(ch,12);
act("You stab a pin through $p.", ch, obj, NULL, TO_CHAR);
act("$n stabs a pin through $p.", ch, obj, NULL, TO_ROOM);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
act("You feel an agonising pain in your chest!", victim, NULL, NULL, TO_CHAR);
act("$n clutches $s chest in agony!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "burn") )
{
WAIT_STATE(ch,12);
act("You set fire to $p.", ch, obj, NULL, TO_CHAR);
act("$n sets fire to $p.", ch, obj, NULL, TO_ROOM);
act("$p burns to ashes.", ch, obj, NULL, TO_CHAR);
act("$p burns to ashes.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (IS_AFFECTED(victim,AFF_FLAMING) )
return;
SET_BIT(victim->affected_by, AFF_FLAMING);
act("You suddenly burst into flames!", victim, NULL, NULL, TO_CHAR);
act("$n suddenly bursts into flames!", victim, NULL, NULL, TO_ROOM);
}
else if ( !str_cmp(arg2, "throw") )
{
WAIT_STATE(ch,12);
act("You throw $p to the ground.", ch, obj, NULL, TO_CHAR);
act("$n throws $p to the ground.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_VOODOO)) return;
if (victim->position < POS_STANDING)
return;
if (victim->position == POS_FIGHTING)
stop_fighting(victim, TRUE);
act("A strange force picks you up and hurls you to the ground!", victim, NULL, NULL, TO_CHAR);
act("$n is hurled to the ground by a strange force.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_RESTING;
victim->hit = victim->hit - number_range(ch->level,(5*ch->level));
update_pos(victim);
if (victim->position == POS_DEAD && !IS_NPC(victim))
{
victim->form = 7;
killperson(ch,victim);
return;
}
}
else
{
send_to_char( "You can 'stab', 'burn' or 'throw' the doll.\n\r", ch );
}
return;
}
void do_firstaid( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int loc_dam;
int ribs = 0;
one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if (ch->pcdata->firstaid > 0)
{
sprintf(buf,"You cannot perform first aid for another %d seconds.\n\r",ch->pcdata->firstaid);
send_to_char( buf, ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot perform first aid on yourself.\n\r", ch );
return;
}
if (victim->position > POS_RESTING || victim->position == POS_MEDITATING)
{
send_to_char( "You better get them to rest first.\n\r", ch );
return;
}
loc_dam = victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] +
victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5] +
victim->loc_hp[6];
if (victim->hit + 1000 >= victim->max_hit && loc_dam < 1)
{
send_to_char( "They are not that badly injured.\n\r", ch );
return;
}
WAIT_STATE( ch, skill_table[gsn_firstaid].beats );
ch->pcdata->firstaid = 5;
if ( number_percent( ) > ch->pcdata->learned[gsn_firstaid] )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (IS_BODY(victim,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(victim,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(victim,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(victim,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(victim,BROKEN_RIBS_16)) ribs += 16;
if (IS_BLEEDING(victim,BLEEDING_HEAD))
{
act("You wrap some bandages around $S head.",ch,NULL,victim,TO_CHAR);
act("$n wraps some bandagess around $N's head.",ch,NULL,victim,TO_NOTVICT);
act("$n wraps some bandagess around your head.",ch,NULL,victim,TO_VICT);
act("$n's head stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("Your head stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD);
}
else if (IS_BLEEDING(victim,BLEEDING_THROAT))
{
act("You wrap some bandages around $S throat.",ch,NULL,victim,TO_CHAR);
act("$n wraps some bandagess around $N's throat.",ch,NULL,victim,TO_NOTVICT);
act("$n wraps some bandagess around your throat.",ch,NULL,victim,TO_VICT);
act("$n's throat stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("Your throat stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if (IS_BLEEDING(victim,BLEEDING_ARM_L))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's left arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
}
else if (IS_BLEEDING(victim,BLEEDING_ARM_R))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's right arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
}
else if (IS_BLEEDING(victim,BLEEDING_LEG_L))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's left leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
}
else if (IS_BLEEDING(victim,BLEEDING_LEG_R))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's right leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
}
else if (IS_BLEEDING(victim,BLEEDING_HAND_L))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (IS_BLEEDING(victim,BLEEDING_HAND_R))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's left ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
{
act("You press a burning hot iron against $S stump.",ch,NULL,victim,TO_CHAR);
act("$n press a burning hot iron against $N's stump.",ch,NULL,victim,TO_NOTVICT);
act("$n press a burning hot iron against your stump.",ch,NULL,victim,TO_VICT);
act("The stump of $n's right ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else if (ribs > 0)
{
if (IS_BODY(victim,BROKEN_RIBS_1 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(victim,BROKEN_RIBS_2 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(victim,BROKEN_RIBS_4 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(victim,BROKEN_RIBS_8 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(victim,BROKEN_RIBS_16))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
act("You wrap a tight bandage around $S chest.",ch,NULL,victim,TO_CHAR);
act("$n wraps a tight bandage around $N's chest.",ch,NULL,victim,TO_NOTVICT);
act("$n wraps a tight bandage around your chest.",ch,NULL,victim,TO_VICT);
act("One of $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
{
act("You give $S nose a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's nose a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your nose a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's nose snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(victim,BROKEN_JAW))
{
act("You give $S jaw a hard whack.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's jaw a hard whack.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your jaw a hard whack.",ch,NULL,victim,TO_VICT);
act("$n's jaw snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(victim,BROKEN_SKULL))
{
act("You wrap a tight bandage around $S head.",ch,NULL,victim,TO_CHAR);
act("$n wraps a tight bandage around $N's head.",ch,NULL,victim,TO_NOTVICT);
act("$n wraps a tight bandage around your head.",ch,NULL,victim,TO_VICT);
act("The crack in $n's skull closes.",victim,NULL,NULL,TO_ROOM);
act("The crack in your skull closes.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(victim,BROKEN_SPINE))
{
act("You run your hands firmly down $S back.",ch,NULL,victim,TO_CHAR);
act("$n runs $s hands firmly down $N's back.",ch,NULL,victim,TO_NOTVICT);
act("$n runs $s hands firmly down your back.",ch,NULL,victim,TO_VICT);
act("$n's spine cracks and pops back into place.",victim,NULL,NULL,TO_ROOM);
act("Your spine cracks and pops back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(victim,BROKEN_NECK))
{
act("You give $S neck a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's neck a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your neck a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's neck snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
{
act("You give $S arm a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's arm a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your arm a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's left arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
{
act("You give $S arm a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's arm a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your arm a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's right arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
{
act("You give $S leg a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's leg a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your leg a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's left leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
{
act("You give $S leg a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's leg a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your leg a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's right leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_THUMB))
{
act("You give $S thumb a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's thumb a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your thumb a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_I))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's left index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_M))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_R))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's left ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_L))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_THUMB))
{
act("You give $S thumb a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's thumb a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your thumb a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's right thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_I))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_M))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's right middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_R))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_L))
{
act("You give $S finger a sharp twist.",ch,NULL,victim,TO_CHAR);
act("$n gives $N's finger a sharp twist.",ch,NULL,victim,TO_NOTVICT);
act("$n gives your finger a sharp twist.",ch,NULL,victim,TO_VICT);
act("$n's right little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_BODY(victim,CUT_THROAT))
{
if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT))
send_to_char( "But their throat is still bleeding!\n\r", ch );
else
{
act("You carefully stitch together $S throat.",ch,NULL,victim,TO_CHAR);
act("$n carefully stitches together $N's throat.",ch,NULL,victim,TO_NOTVICT);
act("$n carefully stitches together your throat.",ch,NULL,victim,TO_VICT);
act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT);
}
}
else
{
act("You bend over $N's body and bandage $S wounds.",ch,NULL,victim,TO_CHAR);
act("$n bends over $N's body and bandages $S wounds.",ch,NULL,victim,TO_NOTVICT);
act("$n bends over your body and bandages your wounds.",ch,NULL,victim,TO_VICT);
victim->hit = UMIN(victim->hit + (10 * ch->pcdata->learned[gsn_firstaid]), victim->max_hit);
}
update_pos(victim);
return;
}
void do_repair( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
int chance = number_percent();
one_argument(argument,arg);
if ( IS_NPC(ch) ) return;
if (arg[0] == '\0')
{
send_to_char("What do you want to repair.\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char("You are not carrying that object.\n\r",ch);
return;
}
if (ch->pcdata->repair > 0)
{
sprintf(buf,"You cannot perform any repairs for another %d seconds.\n\r",ch->pcdata->repair);
send_to_char( buf, ch );
return;
}
if ( obj->item_type != ITEM_ARMOR )
{
send_to_char("You can only repair armour.\n\r",ch);
return;
}
if ( obj->condition >= 100 )
{
send_to_char("But it doesn't need repairing!\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[gsn_repair].beats );
if ( can_see_obj( ch, obj ) )
{
act("You careful try to repair $p.",ch,obj,NULL,TO_CHAR);
act("$n carefully begins to repair $p.",ch,obj,NULL,TO_ROOM);
ch->pcdata->repair = 5;
if ( chance > ch->pcdata->learned[gsn_repair] )
{
send_to_char( "You failed.\n\r", ch );
return;
}
obj->condition += (ch->pcdata->learned[gsn_repair] - chance + 1);
if ( chance <= 5 && ch->pcdata->learned[gsn_repair] >= 100 )
{
obj->condition = 100;
act("You have fully repaired $p.",ch,obj,NULL,TO_CHAR);
act("$n fully repairs $p.",ch,obj,NULL,TO_ROOM);
if (obj->resistance > 15)
{
obj->resistance = 15;
act("You have improved the design of $p, making it stronger.",ch,obj,NULL,TO_CHAR);
act("$n has improved the design of $p, making it stronger.",ch,obj,NULL,TO_ROOM);
}
}
else if ( obj->condition >= 100 )
{
obj->condition = 100;
act("You have fully repaired $p.",ch,obj,NULL,TO_CHAR);
act("$n fully repairs $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You partially repair $p.",ch,obj,NULL,TO_CHAR);
act("$n partially repairs $p.",ch,obj,NULL,TO_ROOM);
}
}
else
send_to_char("You are unable to repair it.\n\r",ch);
return;
}
void death_message( CHAR_DATA *ch, CHAR_DATA *victim )
{
char buf [MAX_STRING_LENGTH];
char *chname;
char *chsex;
if (ch == NULL || victim == NULL || victim->form < 1) return;
chname = !IS_NPC(ch) ? ch->name : ch->short_descr;
chsex = ch->sex == SEX_FEMALE ? "her" : "his";
switch (victim->form)
{
default:
sprintf(buf,"#r%s#n has just died!",chname);
break;
case 1:
sprintf(buf,"#r%s#n has just been dissolved by #r%s#n's acid blood!",victim->name,chname);
break;
case 2:
sprintf(buf,"#r%s#n just committed suicide by tearing %s own heart out!",chname,chsex);
break;
case 3:
sprintf(buf,"#r%s#n has just sucked out all of #r%s#n's blood!",chname,victim->name);
break;
case 4:
sprintf(buf,"#r%s#n has just boiled all of #r%s#n's blood!",chname,victim->name);
break;
case 5:
sprintf(buf,"#r%s#n has just turned #r%s#n's blood into water!",chname,victim->name);
break;
case 6:
sprintf(buf,"#r%s#n has just evaporated all of #r%s#n's blood!",chname,victim->name);
break;
case 7:
sprintf(buf,"#r%s#n has just smashed #r%s#n to death!",chname,victim->name);
break;
case 8:
sprintf(buf,"#r%s#n has just blown apart #r%s#n's mind!",chname,victim->name);
break;
case 9:
sprintf(buf,"#r%s#n has just torn out #r%s#n's soul!",chname,victim->name);
break;
case 10:
sprintf(buf,"#r%s#n has just sucked out #r%s#n's life essence!",chname,victim->name);
break;
case 11:
sprintf(buf,"#r%s#n has just blown apart #r%s#n's eardrums!",chname,victim->name);
break;
case 12:
sprintf(buf,"#r%s#n's entrails just poured from %s torn open stomach!",chname,chsex);
break;
case 13:
sprintf(buf,"#r%s#n just died from %s wounds!",chname,chsex);
break;
case 14:
sprintf(buf,"#r%s#n just burned to death!",chname);
break;
case 16:
sprintf(buf,"#r%s#n just died a long, slow, painful death!",chname);
break;
case 17:
sprintf(buf,"#r%s#n has just torn apart #r%s#n's body!",chname,victim->name);
break;
case 18:
sprintf(buf,"#r%s#n has slain #r%s#n in cold blood!",chname,victim->name);
break;
case 19:
sprintf(buf,"#r%s#n has just shot down #r%s#n!",chname,victim->name);
break;
case 20:
sprintf(buf,"#r%s#n has struck #r%s#n a mortal wound!",chname,victim->name);
break;
case 21:
sprintf(buf,"#r%s#n has torn off #r%s#n's face!",chname,victim->name);
break;
case 22:
sprintf(buf,"#r%s#n has ripped out #r%s#n's windpipe!",chname,victim->name);
break;
case 23:
sprintf(buf,"#r%s#n has ripped out #r%s#n's entrails!",chname,victim->name);
break;
case 24:
sprintf(buf,"#r%s#n has broken #r%s#n's back!",chname,victim->name);
break;
case 25:
sprintf(buf,"#r%s#n has broken #r%s#n's neck!",chname,victim->name);
break;
case 26:
sprintf(buf,"#r%s#n has disembowelled #r%s#n!",chname,victim->name);
break;
case 27:
sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's head!",chname,chsex,victim->name);
break;
case 28:
sprintf(buf,"#r%s#n has sliced open #r%s#n's carotid artery!",chname,victim->name);
break;
case 29:
sprintf(buf,"#r%s#n has sliced open #r%s#n's throat!",chname,victim->name);
break;
case 30:
sprintf(buf,"#r%s#n has split open #r%s#n's head!",chname,victim->name);
break;
case 31:
sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's chest!",chname,chsex,victim->name);
break;
case 32:
sprintf(buf,"#r%s#n has swung %s weapon between #r%s#n's legs!",chname,chsex,victim->name);
break;
case 33:
sprintf(buf,"#r%s#n has sliced off #r%s#n's arm!",chname,victim->name);
break;
case 34:
sprintf(buf,"#r%s#n has sliced off #r%s#n's leg!",chname,victim->name);
break;
case 35:
sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's mouth!",chname,chsex,victim->name);
break;
case 36:
sprintf(buf,"#r%s#n has thrust %s weapon through #r%s#n's eye!",chname,chsex,victim->name);
break;
case 37:
sprintf(buf,"#r%s#n has smashed in #r%s#n's chest!",chname,victim->name);
break;
case 38:
sprintf(buf,"#r%s#n has shattered #r%s#n's spine!",chname,victim->name);
break;
case 39:
sprintf(buf,"#r%s#n has torn out #r%s#n's throat with %s teeth!",chname,victim->name,chsex);
break;
case 40:
sprintf(buf,"#r%s#n has torn out #r%s#n's throat with %s claws!",chname,victim->name,chsex);
break;
case 41:
sprintf(buf,"#r%s#n has clawed out #r%s#n's eyeball!",chname,victim->name);
break;
case 42:
sprintf(buf,"#r%s#n has torn open #r%s#n's chest with %s claws!",chname,victim->name,chsex);
break;
case 43:
sprintf(buf,"#r%s#n has sucked out #r%s#n's brains!",chname,victim->name);
break;
}
buf[0] = UPPER( buf[0] );
do_fatality(ch,buf);
if (IS_EXTRA(victim, EXTRA_PREGNANT))
{
sprintf(buf,"#r%s#n's unborn child has been slain!",victim->name);
buf[0] = UPPER( buf[0] );
do_fatality(ch,buf);
}
return;
}
void demon_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
int vnum;
if (IS_NPC(victim) && !IS_NPC(ch))
{
if (IS_DEMON(ch))
{
if ( ( vnum = victim->pIndexData->vnum ) > 29000 )
{
switch (vnum)
{
default:
ch->pcdata->power[POWER_CURRENT] += victim->level;
ch->pcdata->power[POWER_TOTAL] += victim->level;
break;
/* List of mob vnums which don't give dp's */
case 29600: case 30000: case 30001: case 30006:
case 30007: case 30008: case 30009: case 30010:
case 30013: case 30014: case 30015: case 30016:
break;
}
}
else if (IS_NPC(victim) && !IS_SET(victim->act, ACT_NOEXP))
{
ch->pcdata->power[POWER_CURRENT] += victim->level;
ch->pcdata->power[POWER_TOTAL] += victim->level;
}
}
if (ch->level == 1 && ch->mkill >= 4)
{
ch->level = 2;
do_save(ch,"");
}
}
return;
}