/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
/*
* Local functions.
*/
void check_assist args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_dodge args ((CHAR_DATA * ch, CHAR_DATA * victim));
void check_killer args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_parry args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_shield_block args ((CHAR_DATA * ch, CHAR_DATA * victim));
void dam_message args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam,
int dt, bool immune));
void death_cry args ((CHAR_DATA * ch));
void group_gain args ((CHAR_DATA * ch, CHAR_DATA * victim));
int xp_compute args ((CHAR_DATA * gch, CHAR_DATA * victim, int total_levels));
bool is_safe args ((CHAR_DATA * ch, CHAR_DATA * victim));
void make_corpse args ((CHAR_DATA * ch));
void one_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary ));
void mob_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt));
void raw_kill args ((CHAR_DATA * victim));
void set_fighting args ((CHAR_DATA * ch, CHAR_DATA * victim));
void disarm args ((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_counter args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) );
DECLARE_DO_FUN(do_consume );
DECLARE_DO_FUN(do_circle );
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update (void)
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
for (ch = char_list; ch != NULL; ch = ch_next) {
ch_next = ch->next;
if ((victim = ch->fighting) == NULL || ch->in_room == NULL)
continue;
if (IS_AWAKE (ch) && ch->in_room == victim->in_room)
multi_hit (ch, victim, TYPE_UNDEFINED);
else
stop_fighting (ch, FALSE);
if ((victim = ch->fighting) == NULL)
continue;
/*
* Fun for the whole family!
*/
check_assist (ch, victim);
if (IS_NPC (ch)) {
if (HAS_TRIGGER (ch, TRIG_FIGHT))
mp_percent_trigger (ch, victim, NULL, NULL, TRIG_FIGHT);
if (HAS_TRIGGER (ch, TRIG_HPCNT))
mp_hprct_trigger (ch, victim);
}
}
return;
}
/* for auto assisting */
void check_assist (CHAR_DATA * ch, CHAR_DATA * victim)
{
CHAR_DATA *rch, *rch_next;
for (rch = ch->in_room->people; rch != NULL; rch = rch_next) {
rch_next = rch->next_in_room;
if (IS_AWAKE (rch) && rch->fighting == NULL) {
/* quick check for ASSIST_PLAYER */
if (!IS_NPC (ch) && IS_NPC (rch)
&& IS_SET (rch->off_flags, ASSIST_PLAYERS)
&& rch->level + 6 > victim->level) {
do_function (rch, &do_emote, "screams and attacks!");
multi_hit (rch, victim, TYPE_UNDEFINED);
continue;
}
/* PCs next */
if (!IS_NPC (ch) || IS_AFFECTED (ch, AFF_CHARM)) {
if (((!IS_NPC (rch) && IS_SET (rch->act, PLR_AUTOASSIST))
|| IS_AFFECTED (rch, AFF_CHARM))
&& is_same_group (ch, rch)
&& !is_safe (rch, victim))
multi_hit (rch, victim, TYPE_UNDEFINED);
continue;
}
/* now check the NPC cases */
if (IS_NPC (ch) && !IS_AFFECTED (ch, AFF_CHARM))
{
if ((IS_NPC (rch) && IS_SET (rch->off_flags, ASSIST_ALL))
|| (IS_NPC (rch) && rch->group && rch->group == ch->group)
|| (IS_NPC (rch) && rch->race == ch->race
&& IS_SET (rch->off_flags, ASSIST_RACE))
|| (IS_NPC (rch) && IS_SET (rch->off_flags, ASSIST_ALIGN)
&& ((IS_GOOD (rch) && IS_GOOD (ch))
|| (IS_EVIL (rch) && IS_EVIL (ch))
|| (IS_NEUTRAL (rch) && IS_NEUTRAL (ch))))
|| (rch->pIndexData == ch->pIndexData
&& IS_SET (rch->off_flags, ASSIST_VNUM)))
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
if (number_bits (1) == 0)
continue;
target = NULL;
number = 0;
for (vch = ch->in_room->people; vch; vch = vch->next) {
if (can_see (rch, vch)
&& is_same_group (vch, victim)
&& number_range (0, number) == 0) {
target = vch;
number++;
}
}
if (target != NULL) {
do_function (rch, &do_emote, "screams and attacks!");
multi_hit (rch, target, TYPE_UNDEFINED);
}
}
}
}
}
}
/*
* Do one group of attacks.
*/
void multi_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt)
{
int chance;
/* decrement the wait */
if (ch->desc == NULL)
ch->wait = UMAX (0, ch->wait - PULSE_VIOLENCE);
if (ch->desc == NULL)
ch->daze = UMAX (0, ch->daze - PULSE_VIOLENCE);
/* no attacks for stunnies -- just a check */
if (ch->position < POS_RESTING)
return;
if (IS_NPC (ch)) {
mob_hit (ch, victim, dt);
return;
}
one_hit (ch, victim, dt, FALSE);
if (get_eq_char (ch, WEAR_SECONDARY))
{
one_hit( ch, victim, dt, TRUE );
if ( ch->fighting != victim )
return;
}
if (ch->fighting != victim)
return;
if (IS_AFFECTED (ch, AFF_HASTE))
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim || dt == gsn_backstab)
return; /*if (ch->fighting != victim || dt == gsn_circle) return;*/
chance = get_skill (ch, gsn_second_attack) / 2;
if (IS_AFFECTED (ch, AFF_SLOW))
chance /= 2;
if (number_percent () < chance) {
one_hit (ch, victim, dt, FALSE);
check_improve (ch, gsn_second_attack, TRUE, 5);
if (ch->fighting != victim)
return;
}
chance = get_skill (ch, gsn_third_attack) / 4;
if (IS_AFFECTED (ch, AFF_SLOW))
chance = 0;;
if (number_percent () < chance) {
one_hit (ch, victim, dt, FALSE);
check_improve (ch, gsn_third_attack, TRUE, 6);
if (ch->fighting != victim)
return;
}
return;
}
/* procedure for all mobile attacks */
void mob_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt)
{
int chance, number;
CHAR_DATA *vch, *vch_next;
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim)
return;
/* Area attack -- BALLS nasty! */
if (IS_SET (ch->off_flags, OFF_AREA_ATTACK)) {
for (vch = ch->in_room->people; vch != NULL; vch = vch_next) {
vch_next = vch->next;
if ((vch != victim && vch->fighting == ch))
one_hit (ch, vch, dt, FALSE);
}
}
if (IS_AFFECTED (ch, AFF_HASTE)
|| (IS_SET (ch->off_flags, OFF_FAST) && !IS_AFFECTED (ch, AFF_SLOW)))
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim || dt == gsn_backstab)
return; /*if (ch->fighting != victim || dt == gsn_circle) return;*/
chance = get_skill (ch, gsn_second_attack) / 2;
if (IS_AFFECTED (ch, AFF_SLOW) && !IS_SET (ch->off_flags, OFF_FAST))
chance /= 2;
if (number_percent () < chance) {
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim)
return;
}
chance = get_skill (ch, gsn_third_attack) / 4;
if (IS_AFFECTED (ch, AFF_SLOW) && !IS_SET (ch->off_flags, OFF_FAST))
chance = 0;
if (number_percent () < chance) {
one_hit (ch, victim, dt, FALSE);
if (ch->fighting != victim)
return;
}
/* oh boy! Fun stuff! */
if (ch->wait > 0)
return;
number = number_range (0, 2);
if (number == 1 && IS_SET (ch->act, ACT_MAGE)) {
/* { mob_cast_mage(ch,victim); return; } */ ;
}
if (number == 2 && IS_SET (ch->act, ACT_CLERIC)) {
/* { mob_cast_cleric(ch,victim); return; } */ ;
}
/* now for the skills */
number = number_range (0, 8);
switch (number) {
case (0):
if (IS_SET (ch->off_flags, OFF_BASH))
do_function (ch, &do_bash, "");
break;
case (1):
if (IS_SET (ch->off_flags, OFF_BERSERK)
&& !IS_AFFECTED (ch, AFF_BERSERK)) do_function (ch, &do_berserk,
"");
break;
case (2):
if (IS_SET (ch->off_flags, OFF_DISARM)
|| (get_weapon_sn (ch) != gsn_hand_to_hand
&& (IS_SET (ch->act, ACT_WARRIOR)
|| IS_SET (ch->act, ACT_THIEF))))
do_function (ch, &do_disarm, "");
break;
case (3):
if (IS_SET (ch->off_flags, OFF_KICK))
do_function (ch, &do_kick, "");
break;
case (4):
if (IS_SET (ch->off_flags, OFF_KICK_DIRT))
do_function (ch, &do_dirt, "");
break;
case (5):
if (IS_SET (ch->off_flags, OFF_TAIL)) {
/* do_function(ch, &do_tail, "") */ ;
}
break;
case (6):
if (IS_SET (ch->off_flags, OFF_TRIP))
do_function (ch, &do_trip, "");
break;
case (7):
if (IS_SET (ch->off_flags, OFF_CRUSH)) {
/* do_function(ch, &do_crush, "") */ ;
}
break;
case (8):
if (IS_SET (ch->off_flags, OFF_BACKSTAB)) {
do_function (ch, &do_backstab, "");
}
break;
case (9): /* circle skill by TAKA */
if (IS_SET (ch->off_flags, OFF_CIRCLE)) {
do_function (ch, &do_circle, "");
}
}
}
/*
* Hit one guy once.
*/
void one_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary)
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn, skill;
int dam_type;
bool result;
sn = -1;
/* just in case */
if (victim == ch || ch == NULL || victim == NULL)
return;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if (victim->position == POS_DEAD || ch->in_room != victim->in_room)
return;
/*
* Figure out the type of damage message.
* if secondary == true, use the second weapon.
*/
if (!secondary)
wield = get_eq_char( ch, WEAR_WIELD );
else
wield = get_eq_char( ch, WEAR_SECONDARY );
if (dt == TYPE_UNDEFINED) {
dt = TYPE_HIT;
if (wield != NULL && wield->item_type == ITEM_WEAPON)
dt += wield->value[3];
else
dt += ch->dam_type;
}
if (dt < TYPE_HIT)
if (wield != NULL)
dam_type = attack_table[wield->value[3]].damage;
else
dam_type = attack_table[ch->dam_type].damage;
else
dam_type = attack_table[dt - TYPE_HIT].damage;
if (dam_type == -1)
dam_type = DAM_BASH;
/* get the weapon skill */
sn = get_weapon_sn (ch);
skill = 20 + get_weapon_skill (ch, sn);
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if (IS_NPC (ch)) {
thac0_00 = 20;
thac0_32 = -4; /* as good as a thief */
if (IS_SET (ch->act, ACT_WARRIOR))
thac0_32 = -10;
else if (IS_SET (ch->act, ACT_THIEF))
thac0_32 = -4;
else if (IS_SET (ch->act, ACT_CLERIC))
thac0_32 = 2;
else if (IS_SET (ch->act, ACT_MAGE))
thac0_32 = 6;
}
else {
thac0_00 = class_table[ch->class].thac0_00;
thac0_32 = class_table[ch->class].thac0_32;
}
thac0 = interpolate (ch->level, thac0_00, thac0_32);
if (thac0 < 0)
thac0 = thac0 / 2;
if (thac0 < -5)
thac0 = -5 + (thac0 + 5) / 2;
thac0 -= GET_HITROLL (ch) * skill / 100;
thac0 += 5 * (100 - skill) / 100;
if (dt == gsn_backstab)
thac0 -= 10 * (100 - get_skill (ch, gsn_backstab));
if ((dt == gsn_assassinate) && (ch->pcdata->learned[gsn_backstab] == 100))
{
thac0 -= 10 * (100 - get_skill (ch, gsn_backstab));
}
else if ((dt == gsn_assassinate) && (ch->pcdata->learned[gsn_backstab] != 100))
{
thac0 -= 10 * (100 - get_skill (ch, gsn_assassinate));
}
if (dt == gsn_circle)
thac0 -= 10 * (100 - get_skill(ch,gsn_circle));
switch (dam_type) {
case (DAM_PIERCE):
victim_ac = GET_AC (victim, AC_PIERCE) / 10;
break;
case (DAM_BASH):
victim_ac = GET_AC (victim, AC_BASH) / 10;
break;
case (DAM_SLASH):
victim_ac = GET_AC (victim, AC_SLASH) / 10;
break;
default:
victim_ac = GET_AC (victim, AC_EXOTIC) / 10;
break;
};
if (victim_ac < -15)
victim_ac = (victim_ac + 15) / 5 - 15;
if (!can_see (ch, victim))
victim_ac -= 4;
if (victim->position < POS_FIGHTING)
victim_ac += 4;
if (victim->position < POS_RESTING)
victim_ac += 6;
/*
* The moment of excitement!
*/
while ((diceroll = number_bits (5)) >= 20);
if (diceroll == 0 || (diceroll != 19 && diceroll < thac0 - victim_ac)) {
/* Miss. */
damage (ch, victim, 0, dt, dam_type, TRUE);
tail_chain ();
return;
}
/*
* Hit.
* Calc damage.
*/
if (IS_NPC (ch) && (!ch->pIndexData->new_format || wield == NULL))
if (!ch->pIndexData->new_format) {
dam = number_range (ch->level / 2, ch->level * 3 / 2);
if (wield != NULL)
dam += dam / 2;
}
else
dam = dice (ch->damage[DICE_NUMBER], ch->damage[DICE_TYPE]);
else {
if (sn != -1)
check_improve (ch, sn, TRUE, 5);
if (wield != NULL) {
if (wield->pIndexData->new_format)
dam = dice (wield->value[1], wield->value[2]) * skill / 100;
else
dam = number_range (wield->value[1] * skill / 100,
wield->value[2] * skill / 100);
if (get_eq_char (ch, WEAR_SHIELD) == NULL) /* no shield = more */
dam = dam * 11 / 10;
/* sharpness! */
if (IS_WEAPON_STAT (wield, WEAPON_SHARP)) {
int percent;
if ((percent = number_percent ()) <= (skill / 8))
dam = 2 * dam + (dam * 2 * percent / 100);
}
}
else
dam =
number_range (1 + 4 * skill / 100,
2 * ch->level / 3 * skill / 100);
}
/*
* Bonuses.
*/
if (get_skill (ch, gsn_enhanced_damage) > 0) {
diceroll = number_percent ();
if (diceroll <= get_skill (ch, gsn_enhanced_damage)) {
check_improve (ch, gsn_enhanced_damage, TRUE, 6);
dam += 2 * (dam * diceroll / 300);
}
}
if (!IS_AWAKE (victim))
dam *= 2;
else if (victim->position < POS_FIGHTING)
dam = dam * 3 / 2;
if (dt == gsn_backstab && wield != NULL) {
if (wield->value[0] != 2)
dam *= 2 + (ch->level / 10);
else
dam *= 2 + (ch->level / 8);
}
if (dt == gsn_assassinate && wield != NULL) {
if (ch->pcdata->learned[sn] == 100)
{
if (wield->value[0] != 2)
dam *= 2 + (ch->level);
else
dam *= 2 + (ch->level + 40);
}
else
{
if (wield->value[0] != 2)
dam *= 2 + (ch->level / 10);
else
dam *= 2 + (ch->level / 8);
}
}
if ( dt == gsn_circle && wield != NULL)
{
if ( wield->value[0] != 2 )
dam *= 2+ (ch->level / 10);
else
dam *=2 + (ch->level / 8);
}
dam += GET_DAMROLL (ch) * UMIN (100, skill) / 100;
if (dam <= 0)
dam = 1;
if ( !check_counter( ch, victim, dam, dt ) )
result = damage( ch, victim, dam, dt, dam_type, TRUE );
else return;
/* but do we have a funky weapon? */
if (result && wield != NULL) {
int dam;
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_POISON)) {
int level;
AFFECT_DATA *poison, af;
if ((poison = affect_find (wield->affected, gsn_poison)) == NULL)
level = wield->level;
else
level = poison->level;
if (!saves_spell (level / 2, victim, DAM_POISON)) {
send_to_char ("You feel poison coursing through your veins.",
victim);
act ("$n is poisoned by the venom on $p.",
victim, wield, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = level * 3 / 4;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = AFF_POISON;
affect_join (victim, &af);
}
/* weaken the poison if it's temporary */
if (poison != NULL) {
poison->level = UMAX (0, poison->level - 2);
poison->duration = UMAX (0, poison->duration - 1);
if (poison->level == 0 || poison->duration == 0)
act ("The poison on $p has worn off.", ch, wield, NULL,
TO_CHAR);
}
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC)) {
dam = number_range (1, wield->level / 5 + 1);
act ("$p draws life from $n.", victim, wield, NULL, TO_ROOM);
act ("You feel $p drawing your life away.",
victim, wield, NULL, TO_CHAR);
damage (ch, victim, dam, 0, DAM_NEGATIVE, FALSE);
ch->alignment = UMAX (-1000, ch->alignment - 1);
ch->hit += dam / 2;
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING)) {
dam = number_range (1, wield->level / 4 + 1);
act ("$n is burned by $p.", victim, wield, NULL, TO_ROOM);
act ("$p sears your flesh.", victim, wield, NULL, TO_CHAR);
fire_effect ((void *) victim, wield->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_FIRE, FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FROST)) {
dam = number_range (1, wield->level / 6 + 2);
act ("$p freezes $n.", victim, wield, NULL, TO_ROOM);
act ("The cold touch of $p surrounds you with ice.",
victim, wield, NULL, TO_CHAR);
cold_effect (victim, wield->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_COLD, FALSE);
}
if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING)) {
dam = number_range (1, wield->level / 5 + 2);
act ("$n is struck by lightning from $p.", victim, wield, NULL,
TO_ROOM);
act ("You are shocked by $p.", victim, wield, NULL, TO_CHAR);
shock_effect (victim, wield->level / 2, dam, TARGET_CHAR);
damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE);
}
}
tail_chain ();
return;
}
/*
* Inflict damage from a hit.
*/
bool damage (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt,
int dam_type, bool show)
{
OBJ_DATA *corpse;
bool immune;
if (victim->position == POS_DEAD)
return FALSE;
/*
* Stop up any residual loopholes.
*/
if (dam > 3600 && dt >= TYPE_HIT) {
bug ("Damage: %d: more than 3600 points!", dam);
dam = 1200;
if (!IS_IMMORTAL (ch)) {
OBJ_DATA *obj;
obj = get_eq_char (ch, WEAR_WIELD);
send_to_char ("You really shouldn't cheat.\n\r", ch);
if (obj != NULL)
extract_obj (obj);
}
}
/* damage reduction */
if (dam > 35)
dam = (dam - 35) / 2 + 35;
if (dam > 80)
dam = (dam - 80) / 2 + 80;
if (victim != ch) {
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if (is_safe (ch, victim))
return FALSE;
check_killer (ch, victim);
if (victim->position > POS_STUNNED) {
if (victim->fighting == NULL) {
set_fighting (victim, ch);
if (IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_KILL))
mp_percent_trigger (victim, ch, NULL, NULL, TRIG_KILL);
}
if (victim->timer <= 4)
victim->position = POS_FIGHTING;
}
if (victim->position > POS_STUNNED) {
if (ch->fighting == NULL)
set_fighting (ch, victim);
}
/*
* More charm stuff.
*/
if (victim->master == ch)
stop_follower (victim);
}
/*
* Inviso attacks ... not.
*/
if (IS_AFFECTED (ch, AFF_INVISIBLE)) {
affect_strip (ch, gsn_invis);
affect_strip (ch, gsn_mass_invis);
REMOVE_BIT (ch->affected_by, AFF_INVISIBLE);
act ("$n fades into existence.", ch, NULL, NULL, TO_ROOM);
}
/*
* Damage modifiers.
*/
if (dam > 1 && !IS_NPC (victim)
&& victim->pcdata->condition[COND_DRUNK] > 10)
dam = 9 * dam / 10;
if (dam > 1 && IS_AFFECTED (victim, AFF_SANCTUARY))
dam /= 2;
if (dam > 1 && ((IS_AFFECTED (victim, AFF_PROTECT_EVIL) && IS_EVIL (ch))
|| (IS_AFFECTED (victim, AFF_PROTECT_GOOD)
&& IS_GOOD (ch)))) dam -= dam / 4;
immune = FALSE;
/*
* Check for parry, and dodge.
*/
if (dt >= TYPE_HIT && ch != victim) {
if (check_parry (ch, victim))
return FALSE;
if (check_dodge (ch, victim))
return FALSE;
if (check_shield_block (ch, victim))
return FALSE;
}
switch (check_immune (victim, dam_type)) {
case (IS_IMMUNE):
immune = TRUE;
dam = 0;
break;
case (IS_RESISTANT):
dam -= dam / 3;
break;
case (IS_VULNERABLE):
dam += dam / 2;
break;
}
if (show)
dam_message (ch, victim, dam, dt, immune);
if (dam == 0)
return FALSE;
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if (!IS_NPC (victim)
&& victim->level >= LEVEL_IMMORTAL && victim->hit < 1)
victim->hit = 1;
update_pos (victim);
switch (victim->position) {
case POS_MORTAL:
act ("$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM);
send_to_char
("You are mortally wounded, and will die soon, if not aided.\n\r",
victim);
break;
case POS_INCAP:
act ("$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM);
send_to_char
("You are incapacitated and will slowly die, if not aided.\n\r",
victim);
break;
case POS_STUNNED:
act ("$n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM);
send_to_char ("You are stunned, but will probably recover.\n\r",
victim);
break;
case POS_DEAD:
act ("$n is DEAD!!", victim, 0, 0, TO_ROOM);
send_to_char ("You have been KILLED!!\n\r\n\r", victim);
break;
default:
if (dam > victim->max_hit / 4)
send_to_char ("That really did HURT!\n\r", victim);
if (victim->hit < victim->max_hit / 4)
send_to_char ("You sure are BLEEDING!\n\r", victim);
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if (!IS_AWAKE (victim))
stop_fighting (victim, FALSE);
/*
* Payoff for killing things.
*/
if (victim->position == POS_DEAD) {
group_gain (ch, victim);
if (!IS_NPC (victim)) {
sprintf (log_buf, "%s killed by %s at %ld",
victim->name,
(IS_NPC (ch) ? ch->short_descr : ch->name),
ch->in_room->vnum);
log_string (log_buf);
/*
* Dying penalty:
* 2/3 way back to previous level.
*/
if (victim->exp > exp_per_level (victim, victim->pcdata->points)
* victim->level)
gain_exp (victim,
(2 *
(exp_per_level (victim, victim->pcdata->points) *
victim->level - victim->exp) / 3) + 50);
}
sprintf (log_buf, "%s got toasted by %s at %s [room %ld]",
(IS_NPC (victim) ? victim->short_descr : victim->name),
(IS_NPC (ch) ? ch->short_descr : ch->name),
ch->in_room->name, ch->in_room->vnum);
if (IS_NPC (victim))
wiznet (log_buf, NULL, NULL, WIZ_MOBDEATHS, 0, 0);
else
wiznet (log_buf, NULL, NULL, WIZ_DEATHS, 0, 0);
/*
* Death trigger
*/
if (IS_NPC (victim) && HAS_TRIGGER (victim, TRIG_DEATH)) {
victim->position = POS_STANDING;
mp_percent_trigger (victim, ch, NULL, NULL, TRIG_DEATH);
}
raw_kill (victim);
/* dump the flags */
if (ch != victim && !IS_NPC (ch) && !is_same_clan (ch, victim)) {
if (IS_SET (victim->act, PLR_KILLER))
REMOVE_BIT (victim->act, PLR_KILLER);
else
REMOVE_BIT (victim->act, PLR_THIEF);
}
/* RT new auto commands */
if (!IS_NPC (ch)
&& (corpse =
get_obj_list (ch, "corpse", ch->in_room->contents)) != NULL
&& corpse->item_type == ITEM_CORPSE_NPC
&& can_see_obj (ch, corpse)) {
OBJ_DATA *coins;
corpse = get_obj_list (ch, "corpse", ch->in_room->contents);
if (IS_SET (ch->act, PLR_AUTOLOOT) && corpse && corpse->contains) { /* exists and not empty */
do_function (ch, &do_get, "all corpse");
}
if (IS_SET (ch->act, PLR_AUTOGOLD) && corpse && corpse->contains && /* exists and not empty */
!IS_SET (ch->act, PLR_AUTOLOOT)) {
if ((coins = get_obj_list (ch, "gcash", corpse->contains))
!= NULL) {
do_function (ch, &do_get, "all.gcash corpse");
}
}
if ( IS_SET(ch->act, PLR_AUTOCONSUME) )
{
if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
return TRUE; /* leave if corpse has treasure */
else
do_consume( ch, "corpse" );
}
if (IS_SET (ch->act, PLR_AUTOSAC)) {
if (IS_SET (ch->act, PLR_AUTOLOOT) && corpse
&& corpse->contains) {
return TRUE; /* leave if corpse has treasure */
}
else {
do_function (ch, &do_sacrifice, "corpse");
}
}
}
return TRUE;
}
if (victim == ch)
return TRUE;
/*
* Take care of link dead people.
*/
if (!IS_NPC (victim) && victim->desc == NULL) {
if (number_range (0, victim->wait) == 0) {
do_function (victim, &do_recall, "");
return TRUE;
}
}
/*
* Wimp out?
*/
if (IS_NPC (victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) {
if ((IS_SET (victim->act, ACT_WIMPY) && number_bits (2) == 0
&& victim->hit < victim->max_hit / 5)
|| (IS_AFFECTED (victim, AFF_CHARM) && victim->master != NULL
&& victim->master->in_room != victim->in_room)) {
do_function (victim, &do_flee, "");
}
}
if (!IS_NPC (victim)
&& victim->hit > 0
&& victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2) {
do_function (victim, &do_flee, "");
}
tail_chain ();
return TRUE;
}
bool is_safe (CHAR_DATA * ch, CHAR_DATA * victim)
{
if (victim->in_room == NULL || ch->in_room == NULL)
return TRUE;
if (victim->fighting == ch || victim == ch)
return FALSE;
if (IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL)
return FALSE;
/* killing mobiles */
if (IS_NPC (victim)) {
/* safe room? */
if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) {
send_to_char ("Not in this room.\n\r", ch);
return TRUE;
}
if (victim->pIndexData->pShop != NULL) {
send_to_char ("The shopkeeper wouldn't like that.\n\r", ch);
return TRUE;
}
/* no killing healers, trainers, etc */
if (IS_SET (victim->act, ACT_TRAIN)
|| IS_SET (victim->act, ACT_PRACTICE)
|| IS_SET (victim->act, ACT_IS_HEALER)
|| IS_SET (victim->act, ACT_IS_CHANGER)) {
send_to_char ("I don't think Mota would approve.\n\r", ch);
return TRUE;
}
if (!IS_NPC (ch)) {
/* no pets */
if (IS_SET (victim->act, ACT_PET)) {
act ("But $N looks so cute and cuddly...",
ch, NULL, victim, TO_CHAR);
return TRUE;
}
/* no charmed creatures unless owner */
if (IS_AFFECTED (victim, AFF_CHARM) && ch != victim->master) {
send_to_char ("You don't own that monster.\n\r", ch);
return TRUE;
}
}
}
/* killing players */
else {
/* NPC doing the killing */
if (IS_NPC (ch)) {
/* safe room check */
if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) {
send_to_char ("Not in this room.\n\r", ch);
return TRUE;
}
/* charmed mobs and pets cannot attack players while owned */
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL
&& ch->master->fighting != victim) {
send_to_char ("Players are your friends!\n\r", ch);
return TRUE;
}
}
/* player doing the killing */
else {
if (!is_clan (ch)) {
send_to_char ("Join a clan if you want to kill players.\n\r",
ch);
return TRUE;
}
if (IS_SET (victim->act, PLR_KILLER)
|| IS_SET (victim->act, PLR_THIEF)) return FALSE;
if (!is_clan (victim)) {
send_to_char ("They aren't in a clan, leave them alone.\n\r",
ch);
return TRUE;
}
if (ch->level > victim->level + 8) {
send_to_char ("Pick on someone your own size.\n\r", ch);
return TRUE;
}
}
}
return FALSE;
}
bool is_safe_spell (CHAR_DATA * ch, CHAR_DATA * victim, bool area)
{
if (victim->in_room == NULL || ch->in_room == NULL)
return TRUE;
if (victim == ch && area)
return TRUE;
if (victim->fighting == ch || victim == ch)
return FALSE;
if (IS_IMMORTAL (ch) && ch->level > LEVEL_IMMORTAL && !area)
return FALSE;
/* killing mobiles */
if (IS_NPC (victim)) {
/* safe room? */
if (IS_SET (victim->in_room->room_flags, ROOM_SAFE))
return TRUE;
if (victim->pIndexData->pShop != NULL)
return TRUE;
/* no killing healers, trainers, etc */
if (IS_SET (victim->act, ACT_TRAIN)
|| IS_SET (victim->act, ACT_PRACTICE)
|| IS_SET (victim->act, ACT_IS_HEALER)
|| IS_SET (victim->act, ACT_IS_CHANGER))
return TRUE;
if (!IS_NPC (ch)) {
/* no pets */
if (IS_SET (victim->act, ACT_PET))
return TRUE;
/* no charmed creatures unless owner */
if (IS_AFFECTED (victim, AFF_CHARM)
&& (area || ch != victim->master)) return TRUE;
/* legal kill? -- cannot hit mob fighting non-group member */
if (victim->fighting != NULL
&& !is_same_group (ch, victim->fighting)) return TRUE;
}
else {
/* area effect spells do not hit other mobs */
if (area && !is_same_group (victim, ch->fighting))
return TRUE;
}
}
/* killing players */
else {
if (area && IS_IMMORTAL (victim) && victim->level > LEVEL_IMMORTAL)
return TRUE;
/* NPC doing the killing */
if (IS_NPC (ch)) {
/* charmed mobs and pets cannot attack players while owned */
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL
&& ch->master->fighting != victim)
return TRUE;
/* safe room? */
if (IS_SET (victim->in_room->room_flags, ROOM_SAFE))
return TRUE;
/* legal kill? -- mobs only hit players grouped with opponent */
if (ch->fighting != NULL && !is_same_group (ch->fighting, victim))
return TRUE;
}
/* player doing the killing */
else {
if (!is_clan (ch))
return TRUE;
if (IS_SET (victim->act, PLR_KILLER)
|| IS_SET (victim->act, PLR_THIEF)) return FALSE;
if (!is_clan (victim))
return TRUE;
if (ch->level > victim->level + 8)
return TRUE;
}
}
return FALSE;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer (CHAR_DATA * ch, CHAR_DATA * victim)
{
char buf[MAX_STRING_LENGTH];
/*
* Follow charm thread to responsible character.
* Attacking someone's charmed char is hostile!
*/
while (IS_AFFECTED (victim, AFF_CHARM) && victim->master != NULL)
victim = victim->master;
/*
* NPC's are fair game.
* So are killers and thieves.
*/
if (IS_NPC (victim)
|| IS_SET (victim->act, PLR_KILLER)
|| IS_SET (victim->act, PLR_THIEF))
return;
/*
* Charm-o-rama.
*/
if (IS_SET (ch->affected_by, AFF_CHARM)) {
if (ch->master == NULL) {
char buf[MAX_STRING_LENGTH];
sprintf (buf, "Check_killer: %s bad AFF_CHARM",
IS_NPC (ch) ? ch->short_descr : ch->name);
bug (buf, 0);
affect_strip (ch, gsn_charm_person);
REMOVE_BIT (ch->affected_by, AFF_CHARM);
return;
}
/*
send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master );
SET_BIT(ch->master->act, PLR_KILLER);
*/
stop_follower (ch);
return;
}
/*
* NPC's are cool of course (as long as not charmed).
* Hitting yourself is cool too (bleeding).
* So is being immortal (Alander's idea).
* And current killers stay as they are.
*/
if (IS_NPC (ch)
|| ch == victim || ch->level >= LEVEL_IMMORTAL || !is_clan (ch)
|| IS_SET (ch->act, PLR_KILLER)
|| ch->fighting == victim)
return;
send_to_char ("*** You are now a KILLER!! ***\n\r", ch);
SET_BIT (ch->act, PLR_KILLER);
sprintf (buf, "$N is attempting to murder %s", victim->name);
wiznet (buf, ch, NULL, WIZ_FLAGS, 0, 0);
save_char_obj (ch);
return;
}
/*
* Check for parry.
*/
bool check_parry (CHAR_DATA * ch, CHAR_DATA * victim)
{
int chance;
if (!IS_AWAKE (victim))
return FALSE;
chance = get_skill (victim, gsn_parry) / 2;
if (get_eq_char (victim, WEAR_WIELD) == NULL) {
if (IS_NPC (victim))
chance /= 2;
else
return FALSE;
}
if (!can_see (ch, victim))
chance /= 2;
if (number_percent () >= chance + victim->level - ch->level)
return FALSE;
act ("You parry $n's attack.", ch, NULL, victim, TO_VICT);
act ("$N parries your attack.", ch, NULL, victim, TO_CHAR);
check_improve (victim, gsn_parry, TRUE, 6);
return TRUE;
}
/*
* Check for shield block.
*/
bool check_shield_block (CHAR_DATA * ch, CHAR_DATA * victim)
{
int chance;
if (!IS_AWAKE (victim))
return FALSE;
chance = get_skill (victim, gsn_shield_block) / 5 + 3;
if (get_eq_char (victim, WEAR_SHIELD) == NULL)
return FALSE;
if (number_percent () >= chance + victim->level - ch->level)
return FALSE;
act ("You block $n's attack with your shield.", ch, NULL, victim,
TO_VICT);
act ("$N blocks your attack with a shield.", ch, NULL, victim, TO_CHAR);
check_improve (victim, gsn_shield_block, TRUE, 6);
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge (CHAR_DATA * ch, CHAR_DATA * victim)
{
int chance;
if (!IS_AWAKE (victim))
return FALSE;
chance = get_skill (victim, gsn_dodge) / 2;
if (!can_see (victim, ch))
chance /= 2;
if (number_percent () >= chance + victim->level - ch->level)
return FALSE;
act ("You dodge $n's attack.", ch, NULL, victim, TO_VICT);
act ("$N dodges your attack.", ch, NULL, victim, TO_CHAR);
check_improve (victim, gsn_dodge, TRUE, 6);
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos (CHAR_DATA * victim)
{
if (victim->hit > 0) {
if (victim->position <= POS_STUNNED)
victim->position = POS_STANDING;
return;
}
if (IS_NPC (victim) && victim->hit < 1) {
victim->position = POS_DEAD;
return;
}
if (victim->hit <= -11) {
victim->position = POS_DEAD;
return;
}
if (victim->hit <= -6)
victim->position = POS_MORTAL;
else if (victim->hit <= -3)
victim->position = POS_INCAP;
else
victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting (CHAR_DATA * ch, CHAR_DATA * victim)
{
if (ch->fighting != NULL) {
bug ("Set_fighting: already fighting", 0);
return;
}
if (IS_AFFECTED (ch, AFF_SLEEP))
affect_strip (ch, gsn_sleep);
ch->fighting = victim;
ch->position = POS_FIGHTING;
return;
}
/*
* Stop fights.
*/
void stop_fighting (CHAR_DATA * ch, bool fBoth)
{
CHAR_DATA *fch;
for (fch = char_list; fch != NULL; fch = fch->next) {
if (fch == ch || (fBoth && fch->fighting == ch)) {
fch->fighting = NULL;
fch->position = IS_NPC (fch) ? fch->default_pos : POS_STANDING;
update_pos (fch);
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse (CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
/* Added for morge logic TAKA */
ROOM_INDEX_DATA *location;
location = get_room_index ( ROOM_VNUM_MORGE );
if (IS_NPC (ch)) {
name = ch->short_descr;
corpse = create_object (get_obj_index (OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range (3, 6);
if (ch->gold > 0) {
obj_to_obj (create_money (ch->gold, ch->silver), corpse);
ch->gold = 0;
ch->silver = 0;
}
corpse->cost = 0;
}
else {
name = ch->name;
corpse = create_object (get_obj_index (OBJ_VNUM_CORPSE_PC), 0);
corpse->timer = number_range (25, 40);
REMOVE_BIT (ch->act, PLR_CANLOOT);
if (!is_clan (ch))
corpse->owner = str_dup (ch->name);
else {
corpse->owner = NULL;
if (ch->gold > 1 || ch->silver > 1) {
obj_to_obj (create_money (ch->gold / 2, ch->silver / 2),
corpse);
ch->gold -= ch->gold / 2;
ch->silver -= ch->silver / 2;
}
}
corpse->cost = 0;
}
corpse->level = ch->level;
sprintf (buf, corpse->short_descr, name);
free_string (corpse->short_descr);
corpse->short_descr = str_dup (buf);
sprintf (buf, corpse->description, name);
free_string (corpse->description);
corpse->description = str_dup (buf);
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
bool floating = FALSE;
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_FLOAT)
floating = TRUE;
obj_from_char (obj);
if (obj->item_type == ITEM_POTION)
obj->timer = number_range (500, 1000);
if (obj->item_type == ITEM_SCROLL)
obj->timer = number_range (1000, 2500);
if (IS_SET (obj->extra_flags, ITEM_ROT_DEATH) && !floating) {
obj->timer = number_range (5, 10);
REMOVE_BIT (obj->extra_flags, ITEM_ROT_DEATH);
}
REMOVE_BIT (obj->extra_flags, ITEM_VIS_DEATH);
if (IS_SET (obj->extra_flags, ITEM_INVENTORY))
extract_obj (obj);
else if (floating) {
if (IS_OBJ_STAT (obj, ITEM_ROT_DEATH)) { /* get rid of it! */
if (obj->contains != NULL) {
OBJ_DATA *in, *in_next;
act ("$p evaporates,scattering its contents.",
ch, obj, NULL, TO_ROOM);
for (in = obj->contains; in != NULL; in = in_next) {
in_next = in->next_content;
obj_from_obj (in);
obj_to_room (in, ch->in_room);
}
}
else
act ("$p evaporates.", ch, obj, NULL, TO_ROOM);
extract_obj (obj);
}
else {
act ("$p falls to the floor.", ch, obj, NULL, TO_ROOM);
obj_to_room (obj, ch->in_room);
}
}
else
obj_to_obj (obj, corpse);
}
/*
* Following lines added for morge logic TAKA location = morge room number where to
* place the corpse last line commented out it was placing the corpse where it droped
*/
if (( IS_NPC(ch) ) /* not a player character */
|| (USE_MORGE_CODE != 1) /* not using morge code */
/* or uning morge code and character level is above
* max morge usable level */
|| ((USE_MORGE_CODE == 1) && (ch->level >= (MORGE_TO_LEVEL + 1))))
obj_to_room( corpse,ch->in_room );
else
obj_to_room( corpse,location );
return;
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry (CHAR_DATA * ch)
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
long vnum;
vnum = 0;
msg = "You hear $n's death cry.";
switch (number_bits (4)) {
case 0:
msg = "$n hits the ground ... DEAD.";
break;
case 1:
if (ch->material == 0) {
msg = "$n splatters blood on your armor.";
break;
}
case 2:
if (IS_SET (ch->parts, PART_GUTS)) {
msg = "$n spills $s guts all over the floor.";
vnum = OBJ_VNUM_GUTS;
}
break;
case 3:
if (IS_SET (ch->parts, PART_HEAD)) {
msg = "$n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD;
}
break;
case 4:
if (IS_SET (ch->parts, PART_HEART)) {
msg = "$n's heart is torn from $s chest.";
vnum = OBJ_VNUM_TORN_HEART;
}
break;
case 5:
if (IS_SET (ch->parts, PART_ARMS)) {
msg = "$n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM;
}
break;
case 6:
if (IS_SET (ch->parts, PART_LEGS)) {
msg = "$n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG;
}
break;
case 7:
if (IS_SET (ch->parts, PART_BRAINS)) {
msg =
"$n's head is shattered, and $s brains splash all over you.";
vnum = OBJ_VNUM_BRAINS;
}
}
act (msg, ch, NULL, NULL, TO_ROOM);
if (vnum != 0) {
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC (ch) ? ch->short_descr : ch->name;
obj = create_object (get_obj_index (vnum), 0);
obj->timer = number_range (4, 7);
sprintf (buf, obj->short_descr, name);
free_string (obj->short_descr);
obj->short_descr = str_dup (buf);
sprintf (buf, obj->description, name);
free_string (obj->description);
obj->description = str_dup (buf);
if (obj->item_type == ITEM_FOOD) {
if (IS_SET (ch->form, FORM_POISON))
obj->value[3] = 1;
else if (!IS_SET (ch->form, FORM_EDIBLE))
obj->item_type = ITEM_TRASH;
}
obj_to_room (obj, ch->in_room);
}
if (IS_NPC (ch))
msg = "You hear something's death cry.";
else
msg = "You hear someone's death cry.";
was_in_room = ch->in_room;
for (door = 0; door <= 5; door++) {
EXIT_DATA *pexit;
if ((pexit = was_in_room->exit[door]) != NULL
&& pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room) {
ch->in_room = pexit->u1.to_room;
act (msg, ch, NULL, NULL, TO_ROOM);
}
}
ch->in_room = was_in_room;
return;
}
void raw_kill (CHAR_DATA * victim)
{
int i;
stop_fighting (victim, TRUE);
death_cry (victim);
make_corpse (victim);
if (IS_NPC (victim)) {
victim->pIndexData->killed++;
kill_table[URANGE (0, victim->level, MAX_LEVEL - 1)].killed++;
extract_char (victim, TRUE);
return;
}
extract_char (victim, FALSE);
while (victim->affected)
affect_remove (victim, victim->affected);
victim->affected_by = race_table[victim->race].aff;
for (i = 0; i < 4; i++)
victim->armor[i] = 100;
victim->position = POS_RESTING;
victim->hit = UMAX (1, victim->hit);
victim->mana = UMAX (1, victim->mana);
victim->move = UMAX (1, victim->move);
/* save_char_obj( victim ); we're stable enough to not need this :) */
return;
}
void group_gain (CHAR_DATA * ch, CHAR_DATA * victim)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
int xp;
int members;
int group_levels;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if (victim == ch)
return;
members = 0;
group_levels = 0;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) {
if (is_same_group (gch, ch)) {
members++;
group_levels += IS_NPC (gch) ? gch->level / 2 : gch->level;
}
}
if (members == 0) {
bug ("Group_gain: members.", members);
members = 1;
group_levels = ch->level;
}
lch = (ch->leader != NULL) ? ch->leader : ch;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) {
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if (!is_same_group (gch, ch) || IS_NPC (gch))
continue;
/* Taken out, add it back if you want it*/
if ( gch->level - lch->level >= 5 )
{
send_to_char( "You are too high for this group.\n\r", gch );
continue;
}
if ( gch->level - lch->level <= -5 )
{
send_to_char( "You are too low for this group.\n\r", gch );
continue;
}
xp = xp_compute (gch, victim, group_levels);
sprintf (buf, "You receive %d experience points.\n\r", xp);
send_to_char (buf, gch);
gain_exp (gch, xp);
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_NONE)
continue;
if ((IS_OBJ_STAT (obj, ITEM_ANTI_EVIL) && IS_EVIL (ch))
|| (IS_OBJ_STAT (obj, ITEM_ANTI_GOOD) && IS_GOOD (ch))
|| (IS_OBJ_STAT (obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL (ch))) {
act ("You are zapped by $p.", ch, obj, NULL, TO_CHAR);
act ("$n is zapped by $p.", ch, obj, NULL, TO_ROOM);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
}
}
}
return;
}
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* Edit this function to change xp computations.
*/
int xp_compute (CHAR_DATA * gch, CHAR_DATA * victim, int total_levels)
{
int xp, base_exp;
int align, level_range;
int change;
int time_per_level;
level_range = victim->level - gch->level;
/* compute the base exp */
switch (level_range) {
default:
base_exp = 0;
break;
case -9:
base_exp = 1;
break;
case -8:
base_exp = 2;
break;
case -7:
base_exp = 5;
break;
case -6:
base_exp = 9;
break;
case -5:
base_exp = 11;
break;
case -4:
base_exp = 22;
break;
case -3:
base_exp = 33;
break;
case -2:
base_exp = 50;
break;
case -1:
base_exp = 66;
break;
case 0:
base_exp = 83;
break;
case 1:
base_exp = 99;
break;
case 2:
base_exp = 121;
break;
case 3:
base_exp = 143;
break;
case 4:
base_exp = 165;
break;
}
if ( (level_range > 4) && (level_range < 10) )
base_exp = 160 + 20 * (level_range - 4);
if (level_range > 10) base_exp = 0;
/* do alignment computations */
align = victim->alignment - gch->alignment;
if (IS_SET (victim->act, ACT_NOALIGN)) {
/* no change */
}
else if (align > 500) { /* monster is more good than slayer */
change = (align - 500) * base_exp / 500 * gch->level / total_levels;
change = UMAX (1, change);
gch->alignment = UMAX (-1000, gch->alignment - change);
}
else if (align < -500) { /* monster is more evil than slayer */
change =
(-1 * align - 500) * base_exp / 500 * gch->level / total_levels;
change = UMAX (1, change);
gch->alignment = UMIN (1000, gch->alignment + change);
}
else { /* improve this someday */
change = gch->alignment * base_exp / 500 * gch->level / total_levels;
gch->alignment -= change;
}
/* calculate exp multiplier */
if (IS_SET (victim->act, ACT_NOALIGN))
xp = base_exp;
else if (gch->alignment > 500) { /* for goodie two shoes */
if (victim->alignment < -750)
xp = (base_exp * 4) / 3;
else if (victim->alignment < -500)
xp = (base_exp * 5) / 4;
else if (victim->alignment > 750)
xp = base_exp / 4;
else if (victim->alignment > 500)
xp = base_exp / 2;
else if (victim->alignment > 250)
xp = (base_exp * 3) / 4;
else
xp = base_exp;
}
else if (gch->alignment < -500) { /* for baddies */
if (victim->alignment > 750)
xp = (base_exp * 5) / 4;
else if (victim->alignment > 500)
xp = (base_exp * 11) / 10;
else if (victim->alignment < -750)
xp = base_exp / 2;
else if (victim->alignment < -500)
xp = (base_exp * 3) / 4;
else if (victim->alignment < -250)
xp = (base_exp * 9) / 10;
else
xp = base_exp;
}
else if (gch->alignment > 200) { /* a little good */
if (victim->alignment < -500)
xp = (base_exp * 6) / 5;
else if (victim->alignment > 750)
xp = base_exp / 2;
else if (victim->alignment > 0)
xp = (base_exp * 3) / 4;
else
xp = base_exp;
}
else if (gch->alignment < -200) { /* a little bad */
if (victim->alignment > 500)
xp = (base_exp * 6) / 5;
else if (victim->alignment < -750)
xp = base_exp / 2;
else if (victim->alignment < 0)
xp = (base_exp * 3) / 4;
else
xp = base_exp;
}
else { /* neutral */
if (victim->alignment > 500 || victim->alignment < -500)
xp = (base_exp * 4) / 3;
else if (victim->alignment < 200 && victim->alignment > -200)
xp = base_exp / 2;
else
xp = base_exp;
}
/* more exp at the low levels */
if (gch->level < 6)
xp = 10 * xp / (gch->level + 4);
/* less at high */
if (gch->level > 35)
xp = 15 * xp / (gch->level - 25);
/* reduce for playing time */
{
/* compute quarter-hours per level */
time_per_level = 4 *
(gch->played + (int) (current_time - gch->logon)) / 3600
/ gch->level;
time_per_level = URANGE (2, time_per_level, 12);
if (gch->level < 15) /* make it a curve */
time_per_level = UMAX (time_per_level, (15 - gch->level));
xp = xp * time_per_level / 12;
}
/* randomize the rewards */
xp = number_range (xp * 3 / 4, xp * 5 / 4);
/* adjust for grouping */
xp = xp * gch->level / (UMAX (1, total_levels - 1));
return xp;
}
void dam_message (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune)
{
char buf1[512], buf2[512], buf3[512];
const char *vs = "";
const char *vp = "";
const char *attack;
char punct;
if (ch == NULL || victim == NULL)
return;
if (dam == 0)
{ vs = "{Wmiss{x"; vp = "{Wmisses{x"; }
else if (dam <= 4)
{ vs = "scratch"; vp = "scratches"; }
else if (dam <= 8)
{ vs = "graze"; vp = "grazes"; }
else if (dam <= 12)
{ vs = "hit"; vp = "hits"; }
else if (dam <= 16)
{ vs = "injure"; vp = "injures"; }
else if (dam <= 20)
{ vs = "wound"; vp = "wounds"; }
else if (dam <= 24)
{ vs = "maul"; vp = "mauls"; }
else if (dam <= 28)
{ vs = "decimate"; vp = "decimates"; }
else if (dam <= 32)
{ vs = "devastate"; vp = "devastates"; }
else if (dam <= 36)
{ vs = "maim"; vp = "maims"; }
else if (dam <= 40)
{ vs = "{YMUTILATE{x"; vp = "{YMUTILATES{x"; }
else if (dam <= 44)
{ vs = "{wDISEMBOWEL{x"; vp = "{wDISEMBOWELS{x"; }
else if (dam <= 48)
{ vs = "{mDISMEMBER{x"; vp = "{mDISMEMBERS{x"; }
else if (dam <= 52)
{ vs = "{cMASSACRE{x"; vp = "{cMASSACRES{x"; }
else if (dam <= 56)
{ vs = "{GMANGLE{x"; vp = "{GMANGLES{x"; }
else if (dam <= 60)
{ vs = "{b*** {BDEMOLISH {b***{x"; vp = "{b*** {BDEMOLISHES {b***{x"; }
else if (dam <= 75)
{ vs = "{c*** {CDEVASTATE {c***{x"; vp = "{c*** {CDEVASTATES {c***{x"; }
else if (dam <= 100)
{ vs = "{M={W={M= {GO{gB{GL{gI{GT{gE{GR{gA{GT{gE {M={W={M={x"; vp = "{M={W={M= {GO{gB{GL{gI{GT{gE{GR{gA{GT{gE{GS {M={W={M={x"; }
else if (dam <= 125)
{ vs = "{G>{W>{G> {YA{yN{YN{yI{YH{yI{YL{yA{YT{yE {G<{W<{G<{x"; vp = "{G>{W>{G> {YA{yN{YN{yI{YH{yI{YL{yA{YT{yE{YS {G<{W<{G<{x"; }
else if (dam <= 150)
{ vs = "{Y<{W<{Y< {CE{cR{CA{cD{CI{cC{CA{cT{CE {Y>{W>{Y>{x"; vp = "{Y<{W<{Y< {CE{cR{CA{cD{CI{cC{CA{cT{CE{cS {Y>{W>{Y>{x"; }
else if (dam <= 250)
{ vs = "{R<{W*{R< {BE{bX{BT{bE{BR{bM{BI{bN{BA{bT{BE {R>{W*{R>{x"; vp = "{R<{W*{R< {BE{bX{BT{bE{BR{bM{BI{bN{BA{bT{BE{bS {R>{W*{R>"; }
else if (dam <= 450)
{ vs = "{Rdo {rU{RN{rS{RP{rE{RA{rK{RA{rB{RL{rE {Rthings to{x"; vp = "{Rdoes {rU{RN{rS{RP{rE{RA{rK{RA{rB{RL{rE {Rthings to{x"; }
punct = (dam <= 24) ? '.' : '!';
if (dt == TYPE_HIT) {
if (ch == victim) {
sprintf (buf1, "{3$n %s $melf%c{x", vp, punct);
sprintf (buf2, "{2You %s yourself%c{x", vs, punct);
}
else {
sprintf (buf1, "{3$n %s $N%c{x", vp, punct);
sprintf (buf2, "{2You %s $N%c{x", vs, punct);
sprintf (buf3, "{4$n %s you%c{x", vp, punct);
}
}
else {
if (dt >= 0 && dt < MAX_SKILL)
attack = skill_table[dt].noun_damage;
else if (dt >= TYPE_HIT && dt < TYPE_HIT + MAX_DAMAGE_MESSAGE)
attack = attack_table[dt - TYPE_HIT].noun;
else {
bug ("Dam_message: bad dt %d.", dt);
dt = TYPE_HIT;
attack = attack_table[0].name;
}
if (immune)
{
if (ch == victim)
{
sprintf(buf1,"{3$n is unaffected by $s own %s.{x",attack);
sprintf(buf2,"{2Luckily, you are immune to that.{x");
}
else
{
sprintf(buf1,"{3$N is unaffected by $n's %s!{x",attack);
sprintf(buf2,"{2$N is unaffected by your %s!{x",attack);
sprintf(buf3,"{4$n's %s is powerless against you.{x",attack);
}
}
else
{
if (ch == victim)
{
sprintf( buf1, "{3$n's %s %s $m%c{x",attack,vp,punct);
sprintf( buf2, "{2Your %s %s you%c{x",attack,vp,punct);
}
else
if (IS_SET(ch->act,PLR_AUTODAMAGE))
{
sprintf( buf1, "{3$n's %s %s $N%c", attack, vp, punct );
sprintf( buf2, "{2Your %s %s $N%c {G[{R%d{G]{x", attack, vp, punct, dam );
sprintf( buf3, "{4$n's %s %s you%c {G[{R%d{G]{x", attack, vp, punct, dam );
}
else
{
sprintf( buf1, "{3$n's %s %s $N%c{x", attack, vp, punct );
sprintf( buf2, "{2Your %s %s $N%c{x", attack, vp, punct );
sprintf( buf3, "{4$n's %s %s you%c{x", attack, vp, punct );
}
}
}
if (ch == victim) {
act (buf1, ch, NULL, NULL, TO_ROOM);
act (buf2, ch, NULL, NULL, TO_CHAR);
}
else {
act (buf1, ch, NULL, victim, TO_NOTVICT);
act (buf2, ch, NULL, victim, TO_CHAR);
act (buf3, ch, NULL, victim, TO_VICT);
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm (CHAR_DATA * ch, CHAR_DATA * victim)
{
OBJ_DATA *obj;
if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL)
return;
if (IS_OBJ_STAT (obj, ITEM_NOREMOVE)) {
act ("{5$S weapon won't budge!{x", ch, NULL, victim, TO_CHAR);
act ("{5$n tries to disarm you, but your weapon won't budge!{x",
ch, NULL, victim, TO_VICT);
act ("{5$n tries to disarm $N, but fails.{x", ch, NULL, victim,
TO_NOTVICT);
return;
}
act ("{5$n DISARMS you and sends your weapon flying!{x",
ch, NULL, victim, TO_VICT);
act ("{5You disarm $N!{x", ch, NULL, victim, TO_CHAR);
act ("{5$n disarms $N!{x", ch, NULL, victim, TO_NOTVICT);
obj_from_char (obj);
if (IS_OBJ_STAT (obj, ITEM_NODROP) || IS_OBJ_STAT (obj, ITEM_INVENTORY))
obj_to_char (obj, victim);
else {
obj_to_room (obj, victim->in_room);
if (IS_NPC (victim) && victim->wait == 0 && can_see_obj (victim, obj))
get_obj (victim, obj, NULL);
}
return;
}
void do_berserk (CHAR_DATA * ch, char *argument)
{
int chance, hp_percent;
if ((chance = get_skill (ch, gsn_berserk)) == 0
|| (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_BERSERK))
|| (!IS_NPC (ch)
&& ch->level < skill_table[gsn_berserk].skill_level[ch->class])) {
send_to_char ("You turn red in the face, but nothing happens.\n\r",
ch);
return;
}
if (IS_AFFECTED (ch, AFF_BERSERK) || is_affected (ch, gsn_berserk)
|| is_affected (ch, skill_lookup ("frenzy"))) {
send_to_char ("You get a little madder.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CALM)) {
send_to_char ("You're feeling to mellow to berserk.\n\r", ch);
return;
}
if (ch->mana < 50) {
send_to_char ("You can't get up enough energy.\n\r", ch);
return;
}
/* modifiers */
/* fighting */
if (ch->position == POS_FIGHTING)
chance += 10;
/* damage -- below 50% of hp helps, above hurts */
hp_percent = 100 * ch->hit / ch->max_hit;
chance += 25 - hp_percent / 2;
if (number_percent () < chance) {
AFFECT_DATA af;
WAIT_STATE (ch, PULSE_VIOLENCE);
ch->mana -= 50;
ch->move /= 2;
/* heal a little damage */
ch->hit += ch->level * 2;
ch->hit = UMIN (ch->hit, ch->max_hit);
send_to_char ("Your pulse races as you are consumed by rage!\n\r",
ch);
act ("$n gets a wild look in $s eyes.", ch, NULL, NULL, TO_ROOM);
check_improve (ch, gsn_berserk, TRUE, 2);
af.where = TO_AFFECTS;
af.type = gsn_berserk;
af.level = ch->level;
af.duration = number_fuzzy (ch->level / 8);
af.modifier = UMAX (1, ch->level / 5);
af.bitvector = AFF_BERSERK;
af.location = APPLY_HITROLL;
affect_to_char (ch, &af);
af.location = APPLY_DAMROLL;
affect_to_char (ch, &af);
af.modifier = UMAX (10, 10 * (ch->level / 5));
af.location = APPLY_AC;
affect_to_char (ch, &af);
}
else {
WAIT_STATE (ch, 3 * PULSE_VIOLENCE);
ch->mana -= 25;
ch->move /= 2;
send_to_char ("Your pulse speeds up, but nothing happens.\n\r", ch);
check_improve (ch, gsn_berserk, FALSE, 2);
}
}
void do_bash (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument (argument, arg);
if ((chance = get_skill (ch, gsn_bash)) == 0
|| (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_BASH))
|| (!IS_NPC (ch)
&& ch->level < skill_table[gsn_bash].skill_level[ch->class])) {
send_to_char ("Bashing? What's that?\n\r", ch);
return;
}
if (arg[0] == '\0') {
victim = ch->fighting;
if (victim == NULL) {
send_to_char ("But you aren't fighting anyone!\n\r", ch);
return;
}
}
else if ((victim = get_char_room (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim->position < POS_FIGHTING) {
act ("You'll have to let $M get back up first.", ch, NULL, victim,
TO_CHAR);
return;
}
if (victim == ch) {
send_to_char ("You try to bash your brains out, but fail.\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (IS_NPC (victim) &&
victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) {
act ("But $N is your friend!", ch, NULL, victim, TO_CHAR);
return;
}
/* modifiers */
/* size and weight */
chance += ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 15;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance += get_curr_stat (ch, STAT_STR);
chance -= (get_curr_stat (victim, STAT_DEX) * 4) / 3;
chance -= GET_AC (victim, AC_BASH) / 25;
/* speed */
if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE))
chance += 10;
if (IS_SET (victim->off_flags, OFF_FAST)
|| IS_AFFECTED (victim, AFF_HASTE)) chance -= 30;
/* level */
chance += (ch->level - victim->level);
if (!IS_NPC (victim)
&& chance < get_skill (victim, gsn_dodge)) { /*
act("{5$n tries to bash you, but you dodge it.{x",ch,NULL,victim,TO_VICT);
act("{5$N dodges your bash, you fall flat on your face.{x",ch,NULL,victim,TO_CHAR);
WAIT_STATE(ch,skill_table[gsn_bash].beats);
return; */
chance -= 3 * (get_skill (victim, gsn_dodge) - chance);
}
/* now the attack */
if (number_percent () < chance) {
act ("{5$n sends you sprawling with a powerful bash!{x",
ch, NULL, victim, TO_VICT);
act ("{5You slam into $N, and send $M flying!{x", ch, NULL, victim,
TO_CHAR);
act ("{5$n sends $N sprawling with a powerful bash.{x", ch, NULL,
victim, TO_NOTVICT);
check_improve (ch, gsn_bash, TRUE, 1);
DAZE_STATE (victim, 3 * PULSE_VIOLENCE);
WAIT_STATE (ch, skill_table[gsn_bash].beats);
victim->position = POS_RESTING;
damage (ch, victim, number_range (2, 2 + 2 * ch->size + chance / 20),
gsn_bash, DAM_BASH, FALSE);
}
else {
damage (ch, victim, 0, gsn_bash, DAM_BASH, FALSE);
act ("{5You fall flat on your face!{x", ch, NULL, victim, TO_CHAR);
act ("{5$n falls flat on $s face.{x", ch, NULL, victim, TO_NOTVICT);
act ("{5You evade $n's bash, causing $m to fall flat on $s face.{x",
ch, NULL, victim, TO_VICT);
check_improve (ch, gsn_bash, FALSE, 1);
ch->position = POS_RESTING;
WAIT_STATE (ch, skill_table[gsn_bash].beats * 3 / 2);
}
check_killer (ch, victim);
}
void do_dirt (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument (argument, arg);
if ((chance = get_skill (ch, gsn_dirt)) == 0
|| (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_KICK_DIRT))
|| (!IS_NPC (ch)
&& ch->level < skill_table[gsn_dirt].skill_level[ch->class])) {
send_to_char ("You get your feet dirty.\n\r", ch);
return;
}
if (arg[0] == '\0') {
victim = ch->fighting;
if (victim == NULL) {
send_to_char ("But you aren't in combat!\n\r", ch);
return;
}
}
else if ((victim = get_char_room (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (IS_AFFECTED (victim, AFF_BLIND)) {
act ("$E's already been blinded.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim == ch) {
send_to_char ("Very funny.\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (IS_NPC (victim) &&
victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) {
act ("But $N is such a good friend!", ch, NULL, victim, TO_CHAR);
return;
}
/* modifiers */
/* dexterity */
chance += get_curr_stat (ch, STAT_DEX);
chance -= 2 * get_curr_stat (victim, STAT_DEX);
/* speed */
if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE))
chance += 10;
if (IS_SET (victim->off_flags, OFF_FAST)
|| IS_AFFECTED (victim, AFF_HASTE)) chance -= 25;
/* level */
chance += (ch->level - victim->level) * 2;
/* sloppy hack to prevent false zeroes */
if (chance % 5 == 0)
chance += 1;
/* terrain */
switch (ch->in_room->sector_type) {
case (SECT_INSIDE):
chance -= 20;
break;
case (SECT_CITY):
chance -= 10;
break;
case (SECT_FIELD):
chance += 5;
break;
case (SECT_FOREST):
break;
case (SECT_HILLS):
break;
case (SECT_MOUNTAIN):
chance -= 10;
break;
case (SECT_WATER_SWIM):
chance = 0;
break;
case (SECT_WATER_NOSWIM):
chance = 0;
break;
case (SECT_AIR):
chance = 0;
break;
case (SECT_DESERT):
chance += 10;
break;
}
if (chance == 0) {
send_to_char ("There isn't any dirt to kick.\n\r", ch);
return;
}
/* now the attack */
if (number_percent () < chance) {
AFFECT_DATA af;
act ("{5$n is blinded by the dirt in $s eyes!{x", victim, NULL, NULL,
TO_ROOM);
act ("{5$n kicks dirt in your eyes!{x", ch, NULL, victim, TO_VICT);
damage (ch, victim, number_range (2, 5), gsn_dirt, DAM_NONE, FALSE);
send_to_char ("{5You can't see a thing!{x\n\r", victim);
check_improve (ch, gsn_dirt, TRUE, 2);
WAIT_STATE (ch, skill_table[gsn_dirt].beats);
af.where = TO_AFFECTS;
af.type = gsn_dirt;
af.level = ch->level;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char (victim, &af);
}
else {
damage (ch, victim, 0, gsn_dirt, DAM_NONE, TRUE);
check_improve (ch, gsn_dirt, FALSE, 2);
WAIT_STATE (ch, skill_table[gsn_dirt].beats);
}
check_killer (ch, victim);
}
void do_trip (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument (argument, arg);
if ((chance = get_skill (ch, gsn_trip)) == 0
|| (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_TRIP))
|| (!IS_NPC (ch)
&& ch->level < skill_table[gsn_trip].skill_level[ch->class])) {
send_to_char ("Tripping? What's that?\n\r", ch);
return;
}
if (arg[0] == '\0') {
victim = ch->fighting;
if (victim == NULL) {
send_to_char ("But you aren't fighting anyone!\n\r", ch);
return;
}
}
else if ((victim = get_char_room (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (IS_NPC (victim) &&
victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_AFFECTED (victim, AFF_FLYING)) {
act ("$S feet aren't on the ground.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim->position < POS_FIGHTING) {
act ("$N is already down.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim == ch) {
send_to_char ("{5You fall flat on your face!{x\n\r", ch);
WAIT_STATE (ch, 2 * skill_table[gsn_trip].beats);
act ("{5$n trips over $s own feet!{x", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) {
act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR);
return;
}
/* modifiers */
/* size */
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */
/* dex */
chance += get_curr_stat (ch, STAT_DEX);
chance -= get_curr_stat (victim, STAT_DEX) * 3 / 2;
/* speed */
if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE))
chance += 10;
if (IS_SET (victim->off_flags, OFF_FAST)
|| IS_AFFECTED (victim, AFF_HASTE)) chance -= 20;
/* level */
chance += (ch->level - victim->level) * 2;
/* now the attack */
if (number_percent () < chance) {
act ("{5$n trips you and you go down!{x", ch, NULL, victim, TO_VICT);
act ("{5You trip $N and $N goes down!{x", ch, NULL, victim, TO_CHAR);
act ("{5$n trips $N, sending $M to the ground.{x", ch, NULL, victim,
TO_NOTVICT);
check_improve (ch, gsn_trip, TRUE, 1);
DAZE_STATE (victim, 2 * PULSE_VIOLENCE);
WAIT_STATE (ch, skill_table[gsn_trip].beats);
victim->position = POS_RESTING;
damage (ch, victim, number_range (2, 2 + 2 * victim->size), gsn_trip,
DAM_BASH, TRUE);
}
else {
damage (ch, victim, 0, gsn_trip, DAM_BASH, TRUE);
WAIT_STATE (ch, skill_table[gsn_trip].beats * 2 / 3);
check_improve (ch, gsn_trip, FALSE, 1);
}
check_killer (ch, victim);
}
void do_kill (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Kill whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
/* Allow player killing
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER)
&& !IS_SET(victim->act, PLR_THIEF) )
{
send_to_char( "You must MURDER a player.\n\r", ch );
return;
}
}
*/
if (victim == ch) {
send_to_char ("You hit yourself. Ouch!\n\r", ch);
multi_hit (ch, ch, TYPE_UNDEFINED);
return;
}
if (is_safe (ch, victim))
return;
if (victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) {
act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR);
return;
}
if (ch->position == POS_FIGHTING) {
send_to_char ("You do the best you can!\n\r", ch);
return;
}
WAIT_STATE (ch, 1 * PULSE_VIOLENCE);
check_killer (ch, victim);
multi_hit (ch, victim, TYPE_UNDEFINED);
return;
}
void do_murde (CHAR_DATA * ch, char *argument)
{
send_to_char ("If you want to MURDER, spell it out.\n\r", ch);
return;
}
void do_murder (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Murder whom?\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM)
|| (IS_NPC (ch) && IS_SET (ch->act, ACT_PET))) return;
if ((victim = get_char_room (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch) {
send_to_char ("Suicide is a mortal sin.\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (IS_NPC (victim) &&
victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) {
act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR);
return;
}
if (ch->position == POS_FIGHTING) {
send_to_char ("You do the best you can!\n\r", ch);
return;
}
WAIT_STATE (ch, 1 * PULSE_VIOLENCE);
if (IS_NPC (ch))
sprintf (buf, "Help! I am being attacked by %s!", ch->short_descr);
else
sprintf (buf, "Help! I am being attacked by %s!", ch->name);
do_function (victim, &do_yell, buf);
check_killer (ch, victim);
multi_hit (ch, victim, TYPE_UNDEFINED);
return;
}
void do_backstab (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Backstab whom?\n\r", ch);
return;
}
if (ch->fighting != NULL) {
send_to_char ("You're facing the wrong end.\n\r", ch);
return;
}
else if ((victim = get_char_room (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch) {
send_to_char ("How can you sneak up on yourself?\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (IS_NPC (victim) &&
victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if ((obj = get_eq_char (ch, WEAR_WIELD)) == NULL) {
send_to_char ("You need to wield a weapon to backstab.\n\r", ch);
return;
}
if (victim->hit < victim->max_hit / 3) {
act ("$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR);
return;
}
if ((ch->pcdata->learned[gsn_backstab] == 100)
&& (ch->pcdata->learned[gsn_assassinate] >= 50))
{
do_function (ch, &do_assassinate, arg);
return;
}
check_killer (ch, victim);
WAIT_STATE (ch, skill_table[gsn_backstab].beats);
if (number_percent () < get_skill (ch, gsn_backstab)
|| (get_skill (ch, gsn_backstab) >= 2 && !IS_AWAKE (victim))) {
check_improve (ch, gsn_backstab, TRUE, 1);
multi_hit (ch, victim, gsn_backstab);
}
else {
check_improve (ch, gsn_backstab, FALSE, 1);
damage (ch, victim, 0, gsn_backstab, DAM_NONE, TRUE);
}
return;
}
void do_assassinate (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Assassinate whom?\n\r", ch);
return;
}
if (ch->fighting != NULL) {
send_to_char ("You're facing the wrong end.\n\r", ch);
return;
}
else if ((victim = get_char_room (ch, 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 (IS_NPC (victim) &&
victim->fighting != NULL && !is_same_group (ch, victim->fighting)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
if ((obj = get_eq_char (ch, WEAR_WIELD)) == NULL) {
send_to_char ("You need to wield a weapon to assassinate.\n\r", ch);
return;
}
if (victim->hit < victim->max_hit / 3) {
act ("$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR);
return;
}
check_killer (ch, victim);
WAIT_STATE (ch, skill_table[gsn_assassinate].beats);
if (number_percent () < get_skill (ch, gsn_assassinate)
|| (get_skill (ch, gsn_assassinate) >= 2 && !IS_AWAKE (victim))) {
check_improve (ch, gsn_assassinate, TRUE, 1);
multi_hit (ch, victim, gsn_assassinate);
}
else {
check_improve (ch, gsn_assassinate, FALSE, 1);
damage (ch, victim, 0, gsn_assassinate, DAM_NONE, TRUE);
}
return;
}
void do_flee (CHAR_DATA * ch, char *argument)
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ((victim = ch->fighting) == NULL) {
if (ch->position == POS_FIGHTING)
ch->position = POS_STANDING;
send_to_char ("You aren't fighting anyone.\n\r", ch);
return;
}
was_in = ch->in_room;
for (attempt = 0; attempt < 6; attempt++) {
EXIT_DATA *pexit;
int door;
door = number_door ();
if ((pexit = was_in->exit[door]) == 0
|| pexit->u1.to_room == NULL
|| IS_SET (pexit->exit_info, EX_CLOSED)
|| number_range (0, ch->daze) != 0 || (IS_NPC (ch)
&& IS_SET (pexit->u1.
to_room->
room_flags,
ROOM_NO_MOB)))
continue;
move_char (ch, door, FALSE);
if ((now_in = ch->in_room) == was_in)
continue;
ch->in_room = was_in;
act ("$n has fled!", ch, NULL, NULL, TO_ROOM);
ch->in_room = now_in;
if (!IS_NPC (ch)) {
send_to_char ("You flee from combat!\n\r", ch);
if ((ch->class == 2)
&& (number_percent () < 3 * (ch->level / 2)))
send_to_char ("You snuck away safely.\n\r", ch);
else {
send_to_char ("You lost 10 exp.\n\r", ch);
gain_exp (ch, -10);
}
}
stop_fighting (ch, TRUE);
return;
}
send_to_char ("PANIC! You couldn't escape!\n\r", ch);
return;
}
void do_rescue (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Rescue whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (victim == ch) {
send_to_char ("What about fleeing instead?\n\r", ch);
return;
}
if (!IS_NPC (ch) && IS_NPC (victim)) {
send_to_char ("Doesn't need your help!\n\r", ch);
return;
}
if (ch->fighting == victim) {
send_to_char ("Too late.\n\r", ch);
return;
}
if ((fch = victim->fighting) == NULL) {
send_to_char ("That person is not fighting right now.\n\r", ch);
return;
}
if (IS_NPC (fch) && !is_same_group (ch, victim)) {
send_to_char ("Kill stealing is not permitted.\n\r", ch);
return;
}
WAIT_STATE (ch, skill_table[gsn_rescue].beats);
if (number_percent () > get_skill (ch, gsn_rescue)) {
send_to_char ("You fail the rescue.\n\r", ch);
check_improve (ch, gsn_rescue, FALSE, 1);
return;
}
act ("{5You rescue $N!{x", ch, NULL, victim, TO_CHAR);
act ("{5$n rescues you!{x", ch, NULL, victim, TO_VICT);
act ("{5$n rescues $N!{x", ch, NULL, victim, TO_NOTVICT);
check_improve (ch, gsn_rescue, TRUE, 1);
stop_fighting (fch, FALSE);
stop_fighting (victim, FALSE);
check_killer (ch, fch);
set_fighting (ch, fch);
set_fighting (fch, ch);
return;
}
void do_kick (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (!IS_NPC (ch)
&& ch->level < skill_table[gsn_kick].skill_level[ch->class]) {
send_to_char ("You better leave the martial arts to fighters.\n\r",
ch);
return;
}
if (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_KICK))
return;
if ((victim = ch->fighting) == NULL) {
send_to_char ("You aren't fighting anyone.\n\r", ch);
return;
}
WAIT_STATE (ch, skill_table[gsn_kick].beats);
if (get_skill (ch, gsn_kick) > number_percent ()) {
damage (ch, victim, number_range (1, ch->level), gsn_kick, DAM_BASH,
TRUE);
check_improve (ch, gsn_kick, TRUE, 1);
}
else {
damage (ch, victim, 0, gsn_kick, DAM_BASH, TRUE);
check_improve (ch, gsn_kick, FALSE, 1);
}
check_killer (ch, victim);
return;
}
void do_disarm (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance, hth, ch_weapon, vict_weapon, ch_vict_weapon;
hth = 0;
if ((chance = get_skill (ch, gsn_disarm)) == 0) {
send_to_char ("You don't know how to disarm opponents.\n\r", ch);
return;
}
if (get_eq_char (ch, WEAR_WIELD) == NULL
&& ((hth = get_skill (ch, gsn_hand_to_hand)) == 0
|| (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_DISARM)))) {
send_to_char ("You must wield a weapon to disarm.\n\r", ch);
return;
}
if ((victim = ch->fighting) == NULL) {
send_to_char ("You aren't fighting anyone.\n\r", ch);
return;
}
if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL) {
send_to_char ("Your opponent is not wielding a weapon.\n\r", ch);
return;
}
/* find weapon skills */
ch_weapon = get_weapon_skill (ch, get_weapon_sn (ch));
vict_weapon = get_weapon_skill (victim, get_weapon_sn (victim));
ch_vict_weapon = get_weapon_skill (ch, get_weapon_sn (victim));
/* modifiers */
/* skill */
if (get_eq_char (ch, WEAR_WIELD) == NULL)
chance = chance * hth / 150;
else
chance = chance * ch_weapon / 100;
chance += (ch_vict_weapon / 2 - vict_weapon) / 2;
/* dex vs. strength */
chance += get_curr_stat (ch, STAT_DEX);
chance -= 2 * get_curr_stat (victim, STAT_STR);
/* level */
chance += (ch->level - victim->level) * 2;
/* and now the attack */
if (number_percent () < chance) {
WAIT_STATE (ch, skill_table[gsn_disarm].beats);
disarm (ch, victim);
check_improve (ch, gsn_disarm, TRUE, 1);
}
else {
WAIT_STATE (ch, skill_table[gsn_disarm].beats);
act ("{5You fail to disarm $N.{x", ch, NULL, victim, TO_CHAR);
act ("{5$n tries to disarm you, but fails.{x", ch, NULL, victim,
TO_VICT);
act ("{5$n tries to disarm $N, but fails.{x", ch, NULL, victim,
TO_NOTVICT);
check_improve (ch, gsn_disarm, FALSE, 1);
}
check_killer (ch, victim);
return;
}
void do_surrender (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *mob;
if ((mob = ch->fighting) == NULL) {
send_to_char ("But you're not fighting!\n\r", ch);
return;
}
act ("You surrender to $N!", ch, NULL, mob, TO_CHAR);
act ("$n surrenders to you!", ch, NULL, mob, TO_VICT);
act ("$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT);
stop_fighting (ch, TRUE);
if (!IS_NPC (ch) && IS_NPC (mob)
&& (!HAS_TRIGGER (mob, TRIG_SURR)
|| !mp_percent_trigger (mob, ch, NULL, NULL, TRIG_SURR))) {
act ("$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR);
multi_hit (mob, ch, TYPE_UNDEFINED);
}
}
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];
char arg2[MAX_INPUT_LENGTH];
arg2[0] = '\0';
one_argument (argument, arg);
one_argument (argument, arg2);
if (arg[0] == '\0') {
send_to_char ("Slay whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
if (ch->level < ML)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
else
{
if ((victim = get_char_world (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
}
}
if (ch == victim) {
send_to_char ("Suicide is a mortal sin.\n\r", ch);
return;
}
if (!IS_NPC (victim) && victim->level >= get_trust (ch)) {
send_to_char ("You failed.\n\r", ch);
return;
}
act ("{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR);
act ("{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT);
act ("{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT);
raw_kill (victim);
return;
}
/*
* TAKA (c) 2000
* slay anywhere in the world with a global message
* Idea by: Pyrox of the Ghost Dancer MUD Project
*/
void do_gslay (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
one_argument (argument, arg);
if (arg[0] == '\0') {
send_to_char ("Slay whom?\n\r", ch);
return;
}
if ((victim = get_char_world (ch, arg)) == NULL) {
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch == victim) {
send_to_char ("Suicide is a mortal sin.\n\r", ch);
return;
}
if (!IS_NPC (victim) && victim->level >= get_trust (ch)) {
send_to_char ("You failed.\n\r", ch);
return;
}
act ("{1You slay $M in accordance with the laws of the land!{x", ch, NULL, victim, TO_CHAR);
act ("{1$n slays you with just cuase!{x", ch, NULL, victim, TO_VICT);
act ("{1$n slays $N in accordance with the laws of the land!{x", ch, NULL, victim, TO_NOTVICT);
sprintf(buf, "{WGhost Dancer {Gpunishes {Y%s {Gfor bad behavior with a SLAY!{x", victim->name);
do_echo(ch, buf);
raw_kill (victim);
do_help( victim, "rules" );
return;
}
void do_mslay (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_world (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)) {
send_to_char ("You failed.\n\r", ch);
return;
}
act ("{1You slay $M in cold blood!{x", ch, NULL, victim, TO_CHAR);
act ("{1$n slays you in cold blood!{x", ch, NULL, victim, TO_VICT);
act ("{1$n slays $N in cold blood!{x", ch, NULL, victim, TO_NOTVICT);
raw_kill (victim);
return;
}
void do_circle( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument( argument, arg );
if (arg[0] == '\0')
{
send_to_char("Circle whom?\n\r",ch);
return;
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if ( is_safe( ch, victim ) )
return;
if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting))
{
send_to_char("Kill stealing is not permitted.\n\r",ch);
return;
}
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
send_to_char( "You need to wield a weapon to circle.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "You must be fighting in order to circle.\n\r", ch );
return;
}
check_killer( ch, victim );
WAIT_STATE( ch, skill_table[gsn_circle].beats );
if ( number_percent( ) < get_skill(ch,gsn_circle)
|| ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) )
{
check_improve(ch,gsn_circle,TRUE,1);
multi_hit( ch, victim, gsn_circle );
}
else
{
check_improve(ch,gsn_circle,FALSE,1);
damage( ch, victim, 0, gsn_circle,DAM_NONE,TRUE);
}
return;
}
/*void do_deathgrip( CHAR_DATA *ch, char *argument ) { int sn; AFFECT_DATA af; sn = skill_lookup("deathgrip"); if ( is_affected(ch,sn) ) { send_to_char("You already have a grip of death.\n\r",ch); return; } if ( get_skill(ch,sn) < 1 ) { send_to_char("What's that?\n\r",ch); return; } if ( get_skill(ch,sn) < (number_range(0, 100)) ) { send_to_char("You failed to create a grip of death.\n",ch); check_improve(ch,sn,FALSE,1); return; } */ /* Now for adding the affect to the player */ /* af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = ch->level / 3; af.location = APPLY_DAMROLL; af.modifier = ch->level / 7; af.bitvector = 0; affect_to_char(ch, &af); act("$n's hands are shrouded with a black mist.",ch,NULL,NULL,TO_ROOM); send_to_char("Your hands are shrouded with a black mist.\n\r",ch); check_improve(ch,sn,TRUE,1); } */
bool check_counter( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt)
{
int chance;
int dam_type;
OBJ_DATA *wield;
if ( ( get_eq_char(victim, WEAR_WIELD) == NULL ) ||
( !IS_AWAKE(victim) ) ||
( !can_see(victim,ch) ) ||
( get_skill(victim,gsn_counter) < 1 )
)
return FALSE;
wield = get_eq_char(victim,WEAR_WIELD);
chance = get_skill(victim,gsn_counter) / 6;
chance += ( victim->level - ch->level ) / 2;
chance += 2 * (get_curr_stat(victim,STAT_DEX) - get_curr_stat(ch,STAT_DEX));
chance += get_weapon_skill(victim,get_weapon_sn(victim)) -
get_weapon_skill(ch,get_weapon_sn(ch));
chance += (get_curr_stat(victim,STAT_STR) - get_curr_stat(ch,STAT_STR) );
if ( number_percent( ) >= chance )
return FALSE;
dt = gsn_counter;
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
else
dt += ch->dam_type;
}
if (dt < TYPE_HIT)
if (wield != NULL)
dam_type = attack_table[wield->value[3]].damage;
else
dam_type = attack_table[ch->dam_type].damage;
else
dam_type = attack_table[dt - TYPE_HIT].damage;
if (dam_type == -1)
dam_type = DAM_BASH;
act( "You reverse $n's attack and counter with your own!", ch, NULL, victim, TO_VICT );
act( "$N reverses your attack!", ch, NULL, victim, TO_CHAR );
damage(victim,ch,dam/2, gsn_counter , dam_type ,TRUE ); /* DAM MSG NUMBER!! */
check_improve(victim,gsn_counter,TRUE,6);
return TRUE;
}