#include <sys/types.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include <time.h> #include <ctype.h> #include <unistd.h> #include "merc.h" #include "interp.h" #include "clans/new_clans.h" #include "clans/new_clans_comm.h" #include "clans/new_clans_io.h" #include "clans/new_clans_util.h" #include "obj_trig.h" extern struct clan_type clan_table[MAX_CLAN]; extern char *color_table[]; extern char const *dir_name[]; extern bool half; extern bool quad; extern bool doub; extern bool battle_royale; extern bool killed_by_chain; //A lousy fix for a mob chaining itself to death extern bool ignore_hitroll; //Used to test hitroll affects extern bool ignore_ac; extern bool new_ac; bool no_check_skeletal=FALSE; bool missed_attack = FALSE; // Iblis 1/05/04 for Necromancers void feign_death args((CHAR_DATA* ch, char* argument)); void feed_death args((CHAR_DATA* victim, CHAR_DATA* killer)); void check_skeletal_mutation args((CHAR_DATA* ch, bool on_round)); bool check_clasp args((CHAR_DATA *ch)); bool damage2 args((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show)); bool damage_old2 args((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show)); void stun_char args((CHAR_DATA *ch, CHAR_DATA *victim)); void reset_race args((CHAR_DATA* ch)); void death_spasms args((CHAR_DATA *ch)); void switched_return args((CHAR_DATA *mob, ROOM_INDEX_DATA *location)); CHAR_DATA *get_gravity_char_room args((ROOM_INDEX_DATA *rid)); bool equip_char_slot_new args((CHAR_DATA * ch, OBJ_DATA * obj, long slot)); void larva_hit args((CHAR_DATA *ch,CHAR_DATA *victim)); //IBLIS 6/20/03 - Needed for Battle Royale; CHAR_DATA *br_leader = NULL; CHAR_DATA *last_br_kill = NULL; CHAR_DATA *last_br_victim = NULL; int last_br_points = 0; bool is_tail_attack=FALSE; // Cheap fix for Nerix's tail attacks //Iblis 11/15/03 - Used to prevent critical strike on // weapon FLAG hits bool crit_strike_possible = TRUE; extern short br_death_counter; extern short battle_royale_dead_amount; bool nodam_message = FALSE; extern AREA_DATA *area_first; extern const sh_int movement_loss[SECT_MAX]; // Variable, holding the status of the safe-nopk flag // Morgan on June 29. 2000 extern bool safe_nopk; extern bool make_backup; extern bool isorder; int realxp; #define MAX_DAMAGE_MESSAGE 45 //external function bool can_move_char_door args ((CHAR_DATA * ch, int door, bool follow, bool show_messages)); int wall_damage args ((CHAR_DATA * ch, OBJ_DATA * wall)); void display_track args ((CHAR_DATA * ch)); AGGRESSOR_LIST *new_aggressor args ((void)); void free_aggressor_list args ((AGGRESSOR_LIST * b)); void superduel_ends args((CHAR_DATA *winner, CHAR_DATA *loser)); void pk_chan args((char* text)); long int level_cost args ((int level)); void group_gain_exp args ((CHAR_DATA * ch, int gain)); long int low_gain_exp args ((CHAR_DATA * ch, int gain)); void check_assist args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool check_dodge args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool check_eldritch_miasma 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, bool not_mob_killer)); bool group_gain args ((CHAR_DATA * ch, CHAR_DATA * victim)); int align_compute args ((CHAR_DATA * gch, CHAR_DATA * victim)); 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)); void mob_hit args ((CHAR_DATA * ch, CHAR_DATA * victim, int dt)); void disarm args ((CHAR_DATA * ch, CHAR_DATA * victim)); void clan_leader args ((CHAR_DATA * ch, char *argument)); int check_entangle args ((CHAR_DATA * ch)); void do_murder args ((CHAR_DATA * ch, char *argument)); void clan_defect args ((CHAR_DATA * ch)); bool check_flicker args((CHAR_DATA * ch, CHAR_DATA * victim)); //IBLIS 5/30/03 - calculate and returns xp including bonuses for act,imm,res,dam,ac long add_xp_bonuses args ((long xp, CHAR_DATA * victim)); void save_player_corpse args((OBJ_DATA * pObj)); //IBLIS 5/31/03 - monk's dirty tactic functions void do_eyegouge args ((CHAR_DATA * ch, CHAR_DATA * victim)); void do_dirtytrip args ((CHAR_DATA * ch, CHAR_DATA * victim)); //IBLIS 5/31/03 - monk's functions bool check_block args ((CHAR_DATA * ch, CHAR_DATA * victim)); void counter_attack args ((CHAR_DATA * ch, CHAR_DATA * victim)); void do_feign args ((CHAR_DATA * ch, char *argument)); void do_dive args ((CHAR_DATA * ch, char *argument)); void prevent_escape args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool awareness args ((CHAR_DATA * victim, CHAR_DATA * ch)); bool hear_the_wind args ((CHAR_DATA * victim, CHAR_DATA * ch, OBJ_DATA * obj)); bool insta_kill args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show, bool magic)); void calculate_br_points args ((CHAR_DATA * ch, CHAR_DATA * victim)); bool IS_AGGRESSOR args ((CHAR_DATA * ch, CHAR_DATA * victim)); void update_aggressor args ((CHAR_DATA * ch, CHAR_DATA * victim)); void update_aggressor2 args((CHAR_DATA * ch, CHAR_DATA * victim, bool show_messages)); void remove_aggressor args ((CHAR_DATA * ch, CHAR_DATA * victim)); void decrease_level args ((CHAR_DATA * ch)); OBJ_DATA *get_obj_vnum_char args((CHAR_DATA* ch, int vnum)); int adjust_damage args((int dam_to_do)); //Iblis 10/19/03 - Needed for Kalian corpse eating bonuses void spell_giant_strength args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_aqua_breathe args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_pass_door args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_haste args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void prayer_sanctuary args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void prayer_frenzy args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_fireshield args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_heal args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_plague args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_bark_skin args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_protection_evil args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void spell_protection_good args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void set_wanted (CHAR_DATA * ch) { if (ch->class == PC_CLASS_CHAOS_JESTER) return; if (!IS_SET (ch->act, PLR_WANTED) && !IS_IMMORTAL (ch)) { send_to_char ("*** You are now WANTED.\n\r", ch); SET_BIT (ch->act, PLR_WANTED); wiznet ("$N has become wanted.", ch, NULL, WIZ_PENALTIES, 0, 0); if (ch->times_wanted < 65) { ch->times_wanted++; ch->want_jail_time = 11 + (5 * ch->times_wanted) - ch->times_wanted; } else ch->want_jail_time = 999999; } } void unjail (CHAR_DATA * ch) { char tcbuf[15]; remove_wanted (ch); REMOVE_BIT (ch->comm, COMM_NOCHANNELS); if (IS_IMMORTAL (ch)) REMOVE_BIT (ch->comm, COMM_NOWIZ); if (ch->in_room->vnum < 4255 || ch->in_room->vnum > 4266) return; send_to_char ("A prison guard enters and drags you gruffly into the guard room.\n\r", ch); act ("A prison guard enters and drags $n gruffly into the guard room.", ch, NULL, NULL, TO_ROOM); wiznet ("$N has been released from jail.", ch, NULL, WIZ_PENALTIES, 0, 0); char_from_room (ch); char_to_room (ch, get_room_index (4023)); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); check_aggression(ch); } void arrest (CHAR_DATA * ch, CHAR_DATA * victim) { char buf[MAX_INPUT_LENGTH]; ROOM_INDEX_DATA *location; //OBJ_DATA *obj, *obj_next, *pit_obj; bool placed = FALSE; int vnum; if (ch->in_room != victim->in_room) return; act ("$n grabs $N and hauls $M off to jail.", ch, NULL, victim, TO_NOTVICT); act ("$n grabs you and hauls you off to jail.", ch, NULL, victim, TO_VICT); act ("You grab $N and haul $M off to jail.", ch, NULL, victim, TO_CHAR); sprintf (buf, "%s has been arrested by $N.", victim->name); wiznet (buf, ch, NULL, WIZ_PENALTIES, 0, 0); char_from_room (victim); for (vnum = ROOM_VNUM_JAIL_START; vnum < ROOM_VNUM_JAIL_END; vnum++) { location = get_room_index (vnum); if (location->people == NULL) { char_to_room (victim, location); placed = TRUE; break; } } if (placed == FALSE) { location = get_room_index (number_range (ROOM_VNUM_JAIL_START, ROOM_VNUM_JAIL_END)); char_to_room (victim, location); } /* if (victim->carrying != NULL) { for (pit_obj = object_list; pit_obj; pit_obj = pit_obj->next) if (pit_obj->pIndexData->vnum == OBJ_VNUM_PIT) break; if (pit_obj != NULL) { act ("$N drops a prisoner's confiscated items into the donation box.", pit_obj->in_room->people, NULL, ch, TO_ALL); for (obj = victim->carrying; obj; obj = obj_next) { obj_next = obj->next_content; unequip_char (victim, obj); obj_from_char (obj); obj_to_obj (obj, pit_obj); } } }*/ if (IS_NPC (ch)) extract_char (ch, TRUE); REMOVE_BIT (victim->act, PLR_WANTED); SET_BIT (victim->act, PLR_JAILED); SET_BIT (victim->comm, COMM_NOCHANNELS); if (!IS_NPC(victim)) victim->pcdata->nochan_ticks = 0; victim->want_jail_time = UMAX (11 + (5 * victim->times_wanted) - victim->times_wanted, 15); if (victim->want_jail_time > 250) victim->want_jail_time = 250; save_char_obj (victim); trip_triggers(victim, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(victim,"room",victim->in_room,NULL); sprintf(buf,"%d",victim->in_room->vnum); trip_triggers_arg(victim, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,buf); check_aggression(victim); } void remove_wanted (CHAR_DATA * ch) { REMOVE_BIT (ch->act, PLR_WANTED); REMOVE_BIT (ch->act, PLR_JAILED); ch->want_jail_time = 0; } void check_saddle (CHAR_DATA * ch) { int chance; if (IS_NPC (ch)) return; if (ch->mount == NULL) return; if (get_eq_char (ch->mount, WEAR_ABOUT) != NULL) return; chance = get_skill (ch, gsn_riding) / 2 + 10; chance += get_curr_stat (ch, STAT_DEX); chance += ch->mount->pIndexData->defbonus; if (number_percent () > chance) { char tcbuf[MAX_STRING_LENGTH]; sprintf (tcbuf, "You lose your balance and fall precariously off of %s.\n\r", ch->mount->short_descr); send_to_char (tcbuf, ch); sprintf (tcbuf, "$n loses $s balance and falls precariously off of %s.", ch->mount->short_descr); act (tcbuf, ch, NULL, NULL, TO_ROOM); ch->mount->riders = NULL; ch->mount = NULL; ch->position = POS_SITTING; } } /* * 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_NPC (ch) && HAS_SCRIPT (ch)) { TRIGGER_DATA *pTrig; for (pTrig = ch->triggers; pTrig != NULL; pTrig = pTrig->next) { if (pTrig->trigger_type == TRIG_COMBAT && pTrig->current == NULL && !IS_SET (ch->act, ACT_HALT)) { act_trigger (ch, pTrig->name, NULL, NAME (victim), NULL); pTrig->current = pTrig->script; pTrig->bits = SCRIPT_ADVANCE; } } } if (IS_NPC (ch) && ch->color == 42 && ch->wait <= 0) { do_stand (ch, ""); if (ch->position == POS_STANDING) ch->color = 0; } 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); } return; } bool should_assist (CHAR_DATA * rch, CHAR_DATA * victim) { /* if (!IS_SET (rch->act, PLR_AUTOASSIST) || IS_NPC (rch)) { SET_BIT (rch->act, PLR_AUTOASSIST); rch->pcdata->autoassist_level = AASSIST_MOBS; }|*/ // if (rch->pcdata->autoassist_level == AASSIST_PLAYERS) // rch->pcdata->autoassist_level = AASSIST_ALL; // Minax 12-20-02 Anyone who does not autoassist will now. Set to mobs for safety. // Iblis 6/29/03 Fixed it so autoassist mobs was not set everytime this function was ran, // thus overriding autoassist ALL or autoassist players. // Iblis 6/29/03 (1.5 hours later) removed it to deal with MUCH less hassle with aggressor flags/etc if (IS_SET(rch->act2,ACT_FAMILIAR)) return TRUE; // Iblis 10/24/03 - Charmies no longer autoassist against players..tis only fair.. if (!IS_NPC (victim)) return FALSE; if (IS_NPC (rch)) return TRUE; if (IS_NPC (victim) && !(IS_SET(rch->pcdata->autoassist_level,AASSIST_NONE))) return TRUE; /* { if (rch->pcdata->autoassist_level == AASSIST_MOBS || rch->pcdata->autoassist_level == AASSIST_ALL) return (TRUE); else return (FALSE); */ /* } else { if (rch->pcdata->autoassist_level == AASSIST_PLAYERS || rch->pcdata->autoassist_level == AASSIST_ALL) return (TRUE); else return (FALSE); }*/ return (FALSE); } void check_assist (CHAR_DATA * ch, CHAR_DATA * victim) { CHAR_DATA *rch, *rch_next; //Iblis - 10-24-03 - Quick fix, if victim = player, no assists period // if (!IS_NPC(victim)) // return; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IS_AWAKE (rch) && rch->fighting == NULL) { /* quick check for ASSIST_PLAYER */ if (!IS_NPC (ch) && IS_NPC (rch) && IS_SET (rch->off_flags, ASSIST_PLAYERS) && rch->level + 6 > victim->level) { do_emote (rch, "screams and attacks!"); multi_hit (rch, victim, TYPE_UNDEFINED); continue; } if (rch->riders == ch) { do_emote (rch, "screams and attacks!"); multi_hit (rch, victim, TYPE_UNDEFINED); continue; } if (ch->race == PC_RACE_NERIX && IS_SET(rch->act,ACT_MOUNT) && !str_cmp(rch->afkmsg,ch->name)) { do_emote (rch, "screams and attacks!"); multi_hit (rch, victim, TYPE_UNDEFINED); continue; } if (IS_NPC(rch) && rch->pIndexData->vnum == MOB_VNUM_DARKHOUNDS && !str_cmp(rch->afkmsg,ch->name)) { do_emote (rch, "screams and attacks!"); multi_hit (rch, victim, TYPE_UNDEFINED); continue; } if (IS_NPC(rch) && rch->pIndexData->vnum == MOB_VNUM_VIVIFY && !str_cmp(rch->afkmsg,ch->name)) { // do_emote (rch, "screams and attacks!"); multi_hit (rch, victim, TYPE_UNDEFINED); continue; } if ((rch->group != 0 && (rch->group == ch->group)) || (is_same_group (ch, rch) && !IS_NPC(ch) && ch->pcdata->familiar == rch)) { do_emote (rch, "screams and attacks!"); multi_hit (rch, victim, TYPE_UNDEFINED); continue; } // if (!IS_NPC(victim)) // continue; /* PCs next */ if ((!IS_NPC (ch) || IS_AFFECTED (ch, AFF_CHARM))) { if (((!IS_NPC (rch) && should_assist (rch, victim)) || IS_AFFECTED (rch, AFF_CHARM) || (!IS_NPC(ch) && ch->pcdata->familiar == rch)) && is_same_group (ch, rch) && !is_safe (rch, victim) && IS_NPC(victim)) multi_hit (rch, victim, TYPE_AUTOASSIST); continue; } if (IS_NPC (rch) && IS_NPC(ch) && IS_SET(rch->off_flags,ASSIST_EXACT_ALIGN) && rch->alignment == ch->alignment) { do_emote (rch, "screams and attacks!"); 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) && IS_SET(rch->off_flags,ASSIST_EXACT_ALIGN) && rch->alignment == ch->alignment) || (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)) { if (is_same_group (vch, victim) && number_range (0, number) == 0) { target = vch; number++; } } else { if (number_percent () < get_skill (rch, gsn_blindfighting)) { if (is_same_group (vch, victim) && number_range (0, number) == 0) { target = vch; number++; } check_improve (ch, gsn_blindfighting, TRUE, 2); } else check_improve (ch, gsn_blindfighting, FALSE, 2); } } if (target != NULL) { do_emote (rch, "screams and attacks!"); multi_hit (rch, target, TYPE_UNDEFINED); } } } } } } inline bool leads_group (CHAR_DATA * ch) { CHAR_DATA *gch; for (gch = char_list; gch; gch = gch->next) { if (IS_NPC (gch)) continue; if (gch->leader == ch) return (TRUE); } return (FALSE); } //IBLIS 5/20/03 - Changed leadership to make it a lot better inline int adjust_hitroll (CHAR_DATA * ch) { int hr_adj = 0, charisma; CHAR_DATA *leader = NULL; if ((leader = ch->leader) == NULL) { leader = ch; if (!leads_group (leader)) return (0); } if (number_percent () < get_skill (leader, gsn_leadership)) { hr_adj = leader->level / 10 + (leader->level == 90 ? 3 : 0); } charisma = get_curr_stat (leader, STAT_CHA); if (charisma < 16) hr_adj -= 2; else if (charisma < 20); else if (charisma < 23) hr_adj += 1; else if (charisma < 25) hr_adj += 2; else hr_adj += 3; if (hr_adj > 0) { check_improve (leader, gsn_leadership, TRUE, 6); if (!ignore_hitroll) return (hr_adj); else return 0; } else { check_improve (leader, gsn_leadership, FALSE, 6); return (0); } } inline int adjust_damroll (CHAR_DATA * ch) { int dm_adj = 0, charisma; CHAR_DATA *leader = NULL; if ((leader = ch->leader) == NULL) { leader = ch; if (!leads_group (leader)) return (0); } if (number_percent () < get_skill (leader, gsn_leadership)) { dm_adj = leader->level / 10 + (leader->level == 90 ? 3 : 0); } charisma = get_curr_stat (leader, STAT_CHA); if (charisma < 16) dm_adj -= 2; else if (charisma < 20); else if (charisma < 23) dm_adj += 1; else if (charisma < 25) dm_adj += 2; else dm_adj += 3; if (dm_adj > 0) return (dm_adj); else return (0); } inline int get_hitroll2 (CHAR_DATA * ch) { int hroll = 0; hroll = get_hitroll(ch); // hroll = (ch)->hitroll + str_app[get_curr_stat (ch, STAT_STR)].tohit; if (!IS_NPC (ch)) if (ch->mount != NULL) hroll += ch->mount->pIndexData->attackbonus; if (!ignore_hitroll) return (hroll); else return 0; } /* * Do one group of attacks. */ void multi_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt) { int chance; char buf[20]; OBJ_DATA *weapon_obj; if (ch == victim && IS_NPC (ch)) return; if (IS_SET(ch->act2, ACT_ILLUSION) || IS_SET(victim->act2, ACT_ILLUSION) || IS_SET(victim->act2, ACT_NO_KILL) || IS_SET(ch->act2, ACT_NO_KILL)) { return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("This room is safe from bullies like you.\n\r", ch); stop_fighting (ch, TRUE); return; } /* 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; } if (ch->stunned > 0) { ch->stunned--; return; } //Iblis 10/02/04 if (IS_SET(ch->act2,ACT_WARPED)) { long res_flag1=0,res_flag2=0; int i=0; //Makes sure an added resistance doesn't overright a vuln/imm //Also makes sure they don't have every flag set, so we only check up to 25 times for (i=0; i < 25;++i) { res_flag1 = 1<<number_range(1,25); if ((ch->vuln_flags & res_flag1) || (ch->imm_flags & res_flag1)) continue; break; } if (i >= 25) res_flag1 = 0; for (i=0; i < 25;++i) { res_flag2 = 1<<number_range(1,25); if ((ch->vuln_flags & res_flag1) || (ch->imm_flags & res_flag1)) continue; break; } if (i >= 25) res_flag2 = 0; ch->dam_type = number_range(1,MAX_DAMAGE_MESSAGE); ch->res_flags = (res_flag1 + res_flag2 + race_table[ch->race].res); } chance = get_skill (ch, gsn_stun); if (number_percent() < chance*.03) { stun_char(ch,victim); } if (ch->race == PC_RACE_SWARM) { if (damage(ch, victim, ch->hit - dice(1,20), gsn_likobe, DAM_NEGATIVE, FALSE)) { act("The swarm feeds on $N!",ch,NULL,victim,TO_CHAR); send_to_char("`bThe black cloud of flies is eating you alive!``\n\r",victim); act("$N swings at the buzzing swarm of flies as it consumes $m!",ch,NULL,victim,TO_VICT); if (number_percent() <= 3 && !saves_spell (ch->level / 2, victim, DAM_POISON)) { AFFECT_DATA af; send_to_char ("You feel poison coursing through your veins.", victim); act ("$n is poisoned by the venom of the swarm.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = ch->level * 3 / 4; af.duration = ch->level / 4; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); } } else { act("The swarm attempts to feed on $N, but it does no good!",ch,NULL,victim,TO_CHAR); send_to_char("`bThe black cloud of flies flies can't seem to hurt you!``\n\r",victim); act("$N swings at the buzzing swarm of flies annoying $m!",ch,NULL,victim,TO_VICT); } return; } one_hit (ch, victim, dt); if (ch->fighting != victim) return; if (dt == gsn_throwing) return; if (IS_AFFECTED (ch, AFF_HASTE)) one_hit (ch, victim, dt); if (ch->fighting != victim || dt == gsn_backstab || 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); 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); check_improve (ch, gsn_third_attack, TRUE, 6); if (ch->fighting != victim) return; } //Iblis 10/31/03 - Extra attack for Kalians at night if (ch->race == PC_RACE_KALIAN && (time_info.hour < 5 || time_info.hour >= 19)) { one_hit (ch, victim, dt); if (ch->fighting != victim) return; } //Iblis 2/18/04 - Extra attack for Nidaes in the water if (ch->race == PC_RACE_NIDAE && ch->in_room && (ch->in_room->sector_type == SECT_UNDERWATER || ch->in_room->sector_type == SECT_WATER_OCEAN)) { one_hit (ch, victim, dt); if (ch->fighting != victim) return; } trip_triggers(ch, OBJ_TRIG_CHANCE_ON_ROUND, NULL, victim, OT_SPEC_NONE); //This is just so the innards checking of this doesn't happen very often if (ch->class == PC_CLASS_CHAOS_JESTER) { int chance = get_skill(ch,gsn_death_spasms); if (is_affected(ch,gsn_death_spasms)) { if (ch->hit >= ch->max_hit*.20) { send_to_char("You feel weaker.\n\r",ch); affect_strip(ch,gsn_death_spasms); } } else { if (ch->hit <= ch->max_hit *.10*(chance/100.0)) death_spasms(ch); } } check_skeletal_mutation(ch, TRUE); if (ch->fighting == NULL) return; if (ch->max_hit > 0) { sprintf(buf, "%d", (ch->hit * 100 / ch->max_hit)); trip_triggers_arg(ch, OBJ_TRIG_CHAR_HP_PCT, NULL, victim, OT_SPEC_NONE, buf); } if (victim->max_hit > 0) { sprintf(buf, "%d", (victim->hit * 100 / victim->max_hit)); trip_triggers_arg(ch, OBJ_TRIG_VICT_HP_PCT, NULL, victim, OT_SPEC_NONE, buf); } if (ch->max_mana > 0) { sprintf(buf, "%d", (ch->mana * 100 / ch->max_mana)); trip_triggers_arg(ch, OBJ_TRIG_MANA_PCT, NULL, victim, OT_SPEC_NONE, buf); } if (ch->max_move > 0) { sprintf(buf, "%d", (ch->move * 100 / ch->max_move)); trip_triggers_arg(ch, OBJ_TRIG_MOVE_PCT, NULL, victim, OT_SPEC_NONE, buf); } chance = get_skill (ch, gsn_dirty_tactics) / 20.0; if (IS_AFFECTED (ch, AFF_SLOW)) chance /= 2; if (number_percent () < chance /*&& !IS_NPC (ch)*/) { chance = number_percent (); if (chance < 20) do_dirtytrip (ch, victim); else if (chance < 30) do_eyegouge (ch, victim); //Choose stomp or headbutt IN damage else damage (ch, victim, 50 * (get_skill (ch, gsn_dirty_tactics) / 100.0), gsn_dirty_tactics, DAM_BASH, TRUE); check_improve (ch, gsn_dirty_tactics, TRUE, 6); if (ch->fighting != victim) return; } chance = get_skill (ch, gsn_dual_wield); if (is_class_tiers(ch,PC_CLASS_MONK,1) || ch->race == PC_RACE_NERIX) chance = 100; if (ch->race == PC_RACE_NERIX && get_eq_char (ch, WEAR_HOLD)) chance = 0; weapon_obj = get_eq_char (ch, WEAR_WIELD_R); if (weapon_obj == NULL) weapon_obj = get_eq_char (ch, WEAR_WIELD_L); if (weapon_obj != NULL) if (IS_SET (weapon_obj->value[4], WEAPON_TWO_HANDS) && (ch->race != PC_RACE_VROATH)) return; if (weapon_obj != NULL && get_eq_char (ch, WEAR_SHIELD) != NULL && !(IS_CLASS (ch, PC_CLASS_MONK))) return; if (number_percent () < chance) { one_dual_hit (ch, victim, dt); if (!IS_CLASS (ch, PC_CLASS_MONK) && ch->race != PC_RACE_NERIX) check_improve (ch, gsn_dual_wield, TRUE, 8); if (ch->fighting != victim) return; } if (ch->race == PC_RACE_NERIX) { is_tail_attack = TRUE; one_dual_hit (ch, victim, dt); is_tail_attack = FALSE; if (ch->fighting != victim) return; } chance = get_skill (ch, gsn_falconry) / 10.0; if (number_percent () < chance && !IS_NPC (ch) && IS_OUTSIDE (ch) && ch->pcdata->falcon_wait == 0) { act ("`hYour falcon swoops down and claws $N with its talons before flying off.``", ch, NULL, victim, TO_CHAR); act ("`h$n's falcon swoops down and claws you with its talons before flying off.``", ch, NULL, victim, TO_VICT); act ("`h$n's falcon swoops down and claws $N with its talons before flying off.``", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, 50, gsn_falconry, DAM_CLAWING, FALSE); if (ch->fighting != victim) return; } if (is_affected (ch, gsn_spider_vine) && number_percent() > 50) { int dam; act("`bThe vines on $n's arms come to life and tear into your flesh!``", ch,NULL,victim,TO_VICT); act("`bThe vines on $n's arms come to life and tear into $N's flesh!``", ch,NULL,victim,TO_NOTVICT); act("`bThe vines on your arms come to life and tear into $N's flesh!``", ch,NULL,victim,TO_CHAR); dam = dice(3,30); damage (ch, victim, dam, 0, DAM_CLAWING, FALSE); dam = number_range (1, dam / 5 + 1); damage_old (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); ch->hit += dam / 2; if (!saves_spell (ch->level / 2, victim, DAM_POISON)) { AFFECT_DATA af; send_to_char ("You feel poison coursing through your veins.", victim); act ("$n is poisoned by the venom on $N's vines.", victim, NULL, ch, TO_NOTVICT); act ("$n is poisoned by the venom on your vines.", victim, NULL, ch, TO_CHAR); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = ch->level * 3 / 4; af.duration = ch->level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); } if (ch->fighting != victim) return; } if (ch->class == PC_CLASS_CHAOS_JESTER) { ++ch->pcdata->pain_points; if (ch->fighting && IS_NPC(ch->fighting) && ch->pcdata->pain_points > 15) ch->pcdata->pain_points = 15; } if (!IS_NPC(ch) && !IS_NPC(victim) && !IS_IMMORTAL(victim) && ch->pcdata->aggression) { if ((60 - ch->pcdata->aggression*10) > number_percent()) { one_dual_hit (ch, victim, dt); if (ch->fighting != victim) return; } if (ch->pcdata->aggression < 4) ++ch->pcdata->aggression; } return; } void mob_throw (CHAR_DATA * ch) { OBJ_DATA *obj; for (obj = ch->carrying; obj; obj = obj->next_content) { if (obj->item_type != ITEM_WEAPON) continue; if (IS_SET (obj->value[4], WEAPON_THROWING)) { do_throw (ch, obj->name); 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; char buf[30]; if (ch->stunned > 0) { ch->stunned--; return; } if (ch->race == PC_RACE_SWARM) { if (damage(ch, victim, ch->hit - dice(1,20), gsn_likobe, DAM_NEGATIVE, FALSE)) { act("The swarm feeds on $N!",ch,NULL,victim,TO_CHAR); send_to_char("`bThe black cloud of flies is eating you alive!``\n\r",victim); act("$N swings at the buzzing swarm of flies as it consumes $m!",ch,NULL,victim,TO_VICT); if (number_percent() <= 3 && !saves_spell (ch->level / 2, victim, DAM_POISON)) { AFFECT_DATA af; send_to_char ("You feel poison coursing through your veins.", victim); act ("$n is poisoned by the venom of the swarm.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = ch->level * 3 / 4; af.duration = ch->level / 4; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); } } else { act("The swarm attempts to feed on $N, but it does no good!",ch,NULL,victim,TO_CHAR); send_to_char("`bThe black cloud of flies flies can't seem to hurt you!``\n\r",victim); act("$N swings at the buzzing swarm of flies annoying $m!",ch,NULL,victim,TO_VICT); } return; } //Iblis 9/13/04 if (IS_SET(ch->act2,ACT_WARPED)) { long res_flag1=0,res_flag2=0; int i=0; //Makes sure an added resistance doesn't overright a vuln/imm //Also makes sure they don't have every flag set, so we only check up to 25 times for (i=0; i < 25;++i) { res_flag1 = 1<<number_range(1,25); if ((ch->vuln_flags & res_flag1) || (ch->imm_flags & res_flag1)) continue; break; } if (i >= 25) res_flag1 = 0; for (i=0; i < 25;++i) { res_flag2 = 1<<number_range(1,25); if ((ch->vuln_flags & res_flag1) || (ch->imm_flags & res_flag1)) continue; break; } if (i >= 25) res_flag2 = 0; ch->dam_type = number_range(1,MAX_DAMAGE_MESSAGE); ch->res_flags = (res_flag1 + res_flag2 + ch->pIndexData->res_flags); } if (ch->number_of_attacks > -1) { int i; for (i = 0;i < ch->number_of_attacks;i++) { one_hit (ch, victim, dt); if (ch->fighting != victim) return; } 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); } } } else { one_hit (ch, victim, dt); if (ch->fighting != victim) return; 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); } } if (IS_AFFECTED (ch, AFF_HASTE) || (IS_SET (ch->off_flags, OFF_FAST) && !IS_AFFECTED (ch, AFF_SLOW))) one_hit (ch, victim, dt); if (ch->fighting != victim || dt == gsn_backstab) 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); 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); if (ch->fighting != victim) return; } } trip_triggers(ch, OBJ_TRIG_CHANCE_ON_ROUND, NULL, victim, OT_SPEC_NONE); //This is just so the innards checking of this doesn't happen very often if (ch->class == PC_CLASS_CHAOS_JESTER) { int chance = get_skill(ch,gsn_death_spasms); if (is_affected(ch,gsn_death_spasms)) { if (ch->hit >= ch->max_hit*.20) { send_to_char("You feel weaker.\n\r",ch); affect_strip(ch,gsn_death_spasms); } } else { if (ch->hit <= ch->max_hit *.10*(chance/100.0)) death_spasms(ch); } } check_skeletal_mutation(ch, TRUE); if (ch->fighting == NULL) return; if (ch->max_hit > 0) { sprintf(buf, "%d", (ch->hit * 100 / ch->max_hit)); trip_triggers_arg(ch, OBJ_TRIG_CHAR_HP_PCT, NULL, victim, OT_SPEC_NONE, buf); } if (victim->max_hit > 0) { sprintf(buf, "%d", (victim->hit * 100 / victim->max_hit)); trip_triggers_arg(ch, OBJ_TRIG_VICT_HP_PCT, NULL, victim, OT_SPEC_NONE, buf); } if (ch->max_mana > 0) { sprintf(buf, "%d", (ch->mana * 100 / ch->max_mana)); trip_triggers_arg(ch, OBJ_TRIG_MANA_PCT, NULL, victim, OT_SPEC_NONE, buf); } if (ch->max_move > 0) { sprintf(buf, "%d", (ch->move * 100 / ch->max_move)); trip_triggers_arg(ch, OBJ_TRIG_MOVE_PCT, NULL, victim, OT_SPEC_NONE, buf); } /* oh boy! Fun stuff! */ if (ch->wait > 0) return; number = number_range (0, 2); if (number == 1 && IS_SET (ch->act, ACT_MAGE)) { number = number_range (0,10); switch (number) { case (0) : if (skill_table[skill_lookup("dispel magic")].skill_level[PC_CLASS_MAGE] <= ch->level) interpret (ch,"cast dispel"); break; case (1) : if (skill_table[skill_lookup("blindess")].skill_level[PC_CLASS_MAGE] <= ch->level) interpret (ch,"cast blindness"); break; case (2) : if (skill_table[skill_lookup("weakness")].skill_level[PC_CLASS_MAGE] <= ch->level) interpret (ch,"cast weakness"); break; case (3) : if (skill_table[skill_lookup("curse")].skill_level[PC_CLASS_MAGE] <= ch->level) interpret (ch,"cast curse"); break; case (4) : if (skill_table[skill_lookup("web")].skill_level[PC_CLASS_MAGE] <= ch->level) interpret (ch,"cast web"); break; case (5) : if (skill_table[skill_lookup("fireshield")].skill_level[PC_CLASS_MAGE] <= ch->level) interpret (ch,"cast fireshield");break; break; case (6) : if (skill_table[skill_lookup("heat metal")].skill_level[PC_CLASS_MAGE] <= ch->level) interpret (ch,"cast 'heat metal'");break; case (7) : case (8) : case (9) : case (10) :if (skill_table[skill_lookup("energy drain")].skill_level[PC_CLASS_MAGE] > ch->level) { if (number%2 == 1) interpret (ch,"cast 'magic missle'"); else interpret (ch,"cast 'colour spray'"); } else if (skill_table[skill_lookup("fireball")].skill_level[PC_CLASS_MAGE] > ch->level) { if (number%2 == 1) interpret (ch,"cast 'colour spray'"); else interpret (ch,"cast 'energy drain'"); } else if (skill_table[skill_lookup("acid blast")].skill_level[PC_CLASS_MAGE] > ch->level) { if (number%2 == 1) interpret (ch,"cast 'energy drain'"); else interpret (ch,"cast 'acid blast'"); } else { if (number%2 == 1) interpret (ch,"cast 'acid blast'"); else interpret (ch,"cast 'firestorm'"); } return; } /* { mob_cast_mage(ch,victim); return; } */ ; } if (number == 1 && IS_SET (ch->act2, ACT_MONK)) { number = number_range (0, 5); switch (number) { case (0) : interpret (ch, "strike");break; case (1) : interpret (ch, "kick");break; case (2) : interpret (ch, "whirlwind");break; case (3) : interpret (ch, "flee"); sprintf(buf, "dive %s",victim->name); interpret (ch,buf); break; case (4) : interpret (ch, "kick");break; } return; } if (number == 2 && IS_SET (ch->act2, ACT_NECROMANCER)) { number = number_range (0, 13); switch (number) { case (0) : if (skill_table[skill_lookup("nearsight")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant nearsight");break; case (1) : if (skill_table[skill_lookup("pox")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant pox");break; case (2) : if (skill_table[skill_lookup("jinx")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant jinx");break; case (3) : if (skill_table[skill_lookup("atrophy")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant atrophy");break; case (4) : if (skill_table[skill_lookup("brain blisters")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant 'brain blisters'");break; case (5) : if (skill_table[skill_lookup("intoxicate")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant intoxicate");break; case (6) : if (skill_table[skill_lookup("vomit")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant vomit");break; case (7) : if (skill_table[skill_lookup("clasp")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant clasp");break; case (8) : if (skill_table[skill_lookup("greymantle")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant greymantle");break; case (9) : if (skill_table[skill_lookup("death shroud")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant 'death shroud'");break; case (10) : if (skill_table[skill_lookup("drain aura")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant 'drain aura'");break; case (11) : if (skill_table[skill_lookup("wind of death")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant 'wind of death'");break; case (12) : if (skill_table[skill_lookup("death palm")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) interpret (ch, "chant 'death palm'");break; case (13) : if (skill_table[skill_lookup("corrupt")].skill_level[PC_CLASS_NECROMANCER] <= ch->level) { CHAR_DATA *vch, *vch_next; for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (!IS_AFFECTED (vch, AFF_CHARM)) continue; if (vch->master == NULL) continue; if (vch->master->fighting != ch) continue; break; } if (vch != NULL) { char buf[MAX_STRING_LENGTH]; sprintf(buf,"corrupt %s",vch->name); interpret(ch,buf); } } break; } return; } if (number == 2 && IS_SET (ch->act, ACT_CLERIC)) { /* { mob_cast_cleric(ch,victim); return; } */ ; } /* now for the skills */ number = number_range (0, 100); if (IS_SET (ch->off_flags, OFF_TRAMPLE) && number < 20) do_trample (ch, ""); number = number_range (0, 11); switch (number) { case (0): if (IS_SET (ch->off_flags, OFF_BASH)) interpret (ch, "bash"); break; case (1): if (IS_SET (ch->off_flags, OFF_BERSERK) && !IS_AFFECTED (ch, AFF_BERSERK)) interpret (ch, "berserk"); break; case (2): if (IS_SET (ch->off_flags, OFF_DISARM) || (get_weapon_sn (ch, WEAR_WIELD_R) != gsn_hand_to_hand && (IS_SET (ch->act, ACT_WARRIOR) || IS_SET (ch->act, ACT_THIEF)))) interpret (ch, "disarm"); break; case (3): if (IS_SET (ch->off_flags, OFF_KICK)) interpret (ch, "kick"); break; case (4): if (IS_SET (ch->off_flags, OFF_KICK_DIRT)) interpret (ch, "dirt"); break; // case (5): /* if (IS_SET(ch->off_flags, OFF_TAIL)) { do_tail(ch,"") ; } */ // break; case (6): if (IS_SET (ch->off_flags, OFF_TRIP)) interpret (ch, "trip"); break; // case (7): /* if (IS_SET(ch->off_flags, OFF_CRUSH)) { do_crush(ch,"") ; } */ // break; case (8): if (IS_SET (ch->off_flags, OFF_BACKSTAB)) { interpret (ch, "backstab"); } break; case (9): if (IS_SET (ch->off_flags, OFF_CHARGE)) { interpret (ch, "charge"); } break; case (10): if (IS_SET (ch->off_flags, OFF_SWEEP)) { interpret (ch, "sweep"); } break; case (11): if (IS_SET (ch->off_flags, OFF_THROWING)) mob_throw (ch); break; case (7): if (IS_SET (ch->off_flags, OFF_KAI)) interpret (ch, "kai"); break; case (5): if (IS_SET (ch->off_flags, OFF_HELLBREATH)) interpret (ch, "hellbreath"); break; } } /* * Hit one guy once. */ void one_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn, skill; int dam_type = DAM_BASH, wield_type; bool result=TRUE; missed_attack = FALSE; sn = -1; if (ch == victim && IS_NPC (ch) && dt != -5) return; if (victim == ch->mount) { act ("$N bucks wildly, throwing you to the ground.", ch, NULL, victim, TO_CHAR); act ("You buck wildly, throwing $n to the ground.", ch, NULL, victim, TO_VICT); act ("$N bucks wildly, throwing $n to the ground.", ch, NULL, victim, TO_NOTVICT); ch->mount->riders = NULL; ch->mount = NULL; if (!ch->bashed) ch->position = POS_FIGHTING; } if ((victim == ch && dt != -5) || ch == NULL || victim == NULL) return; if (dt == -5) dt = TYPE_UNDEFINED; if (IS_NPC (ch)) wield_type = WEAR_WIELD_R; else { if (ch->pcdata->primary_hand == HAND_RIGHT || ch->pcdata->primary_hand == HAND_AMBIDEXTROUS) wield_type = WEAR_WIELD_R; else wield_type = WEAR_WIELD_L; } if (victim->position == POS_DEAD || (ch->in_room != victim->in_room && dt != gsn_throwing)) return; wield = get_eq_char (ch, wield_type); if (dt == TYPE_UNDEFINED || dt == gsn_whirlwind) { dt = TYPE_HIT; if (wield != NULL && wield->item_type == ITEM_WEAPON) dt += wield->value[3]; else dt += ch->dam_type; } if (!IS_NPC (ch) && ch->mount != NULL) { if (wield != NULL) { if (!IS_SET (wield->value[4], WEAPON_LANCE) && (wield->value[0] != WEAPON_POLEARM)) { act ("Your $p is useless while mounted.", ch, wield, NULL, TO_CHAR); damage (ch, victim, 0, dt, dam_type, FALSE); return; } } else { send_to_char ("You cannot punch from your mount.\n\r", ch); damage (ch, victim, 0, dt, dam_type, FALSE); return; } } if (victim->mount != NULL && wield == NULL && !IS_NPC (ch) && ch->race != PC_RACE_NERIX) { act ("You swing your arms wildly, but you fail to reach $N.", ch, NULL, victim, TO_CHAR); act ("$n swings $s arms wildly, but fails to reach $N.", ch, NULL, victim, TO_NOTVICT); act ("$n swings $s arms wildly, but fails to reach you.", ch, NULL, victim, TO_VICT); return; } if (wield && wield->item_type == ITEM_WEAPON && wield->value[0] == WEAPON_DICE) { wield->value[3] = number_range(1,MAX_DAMAGE_MESSAGE); } 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 { if ((dt - TYPE_HIT) < 0 || (dt - TYPE_HIT) > MAX_DAMAGE_MESSAGE) { char logbuf[MAX_STRING_LENGTH]; dam_type = DAM_BASH; sprintf (logbuf, "DAMTYPE/attack_table error: %s", ch->name); if (IS_NPC (ch)) sprintf (logbuf + strlen (logbuf), " (vnum: %d)", ch->pIndexData->vnum); log_string (logbuf); } else dam_type = attack_table[dt - TYPE_HIT].damage; } if (dam_type == -1) dam_type = DAM_BASH; if (ch->race == PC_RACE_NERIX) skill = 120; else { sn = get_weapon_sn (ch, wield_type); skill = 20 + get_weapon_skill (ch, sn); } if (!new_ac) { /* * 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[current_class (ch)].thac0_00; thac0_32 = class_table[current_class (ch)].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_hitroll2 (ch) + adjust_hitroll (ch)) * skill / 100; thac0 += 5 * (100 - skill) / 100; if (dt == gsn_backstab) thac0 -= 10 * (100 - get_skill (ch, gsn_backstab)); else if (dt == gsn_eviscerate) thac0 -= 10 * (100 - get_skill (ch, gsn_eviscerate)); else if (dt == gsn_throwing) thac0 -= 7 * (100 - get_skill (ch, gsn_assassinate)); else if (dt == gsn_circle) thac0 -= 7 * (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)) { if (number_percent () < get_skill (ch, gsn_blindfighting)) check_improve (ch, gsn_blindfighting, TRUE, 2); else { check_improve (ch, gsn_blindfighting, FALSE, 2); victim_ac -= 4; } } if (victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; if (ignore_ac) victim_ac = 0; /* * The moment of excitement! */ while ((diceroll = number_bits (5)) >= 20); if (diceroll == 0 || (diceroll != 19 && diceroll < thac0 - victim_ac)) { damage (ch, victim, 0, dt, dam_type, TRUE); if (!missed_attack || !(wield != NULL && ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_WINDSLASH))) { return; //act("A force of air slashes into $n!",victim,NULL,ch,TO_ROOM); //act("A force of air slashes into you!",victim,NULL,ch,TO_CHAR); //damage(ch,victim,dam/3,dt,DAM_WIND,FALSE); } //return; } } else { int hitroll = get_hitroll2 (ch) + adjust_hitroll (ch); int chance = 0,i,class; switch (dam_type) { case (DAM_PIERCE): victim_ac = GET_AC (victim, AC_PIERCE); break; case (DAM_BASH): victim_ac = GET_AC (victim, AC_BASH); break; case (DAM_SLASH): victim_ac = GET_AC (victim, AC_SLASH); break; default: victim_ac = GET_AC (victim, AC_EXOTIC); break; } if (hitroll >= 100) chance = 50 + (hitroll-100)/20.0; else if (hitroll > 10) chance = 30+((hitroll-10)*(20/90.0)); else if (hitroll == 10) chance = 30; else if (hitroll > -20) chance = (hitroll+20)*(30/30.0); else chance = 1; if (victim_ac > 500) chance += 50; else if (victim_ac > 0) chance += 30+(victim_ac*(20/500.0)); else if (victim_ac == 0) chance += 30; else if (victim_ac > -600) chance += 30 - (-victim_ac*(30/600.0)); else chance += 1; for (i = 0, class=0; i<3; i++) { if (i==0) class = ch->class; else if (i==1) class = ch->class2; else class = ch->class3; if (i==1 && ch->level < 31) break; if (i==2 && ch->level < 61) break; switch (class) { case PC_CLASS_MAGE: case PC_CLASS_CLERIC: case PC_CLASS_NECROMANCER: case PC_CLASS_BARD: default: break; case PC_CLASS_THIEF: case PC_CLASS_ASSASSIN: chance += 1; break; case PC_CLASS_WARRIOR: chance += 5; break; case PC_CLASS_PALADIN: case PC_CLASS_REAVER: case PC_CLASS_RANGER: case PC_CLASS_MONK: chance += 3; break; } } if (number_percent() >= chance) { damage (ch, victim, 0, dt, dam_type, TRUE); if (!missed_attack || !(wield != NULL && ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_WINDSLASH))) { return; } } } if (IS_NPC (ch) && (wield == NULL)) { if (!IS_SET(ch->act2,ACT_FAMILIAR)) dam = dice (ch->damage[DICE_NUMBER], ch->damage[DICE_TYPE]); else dam = number_range (1 + 4 * skill / 100, 2 * ch->level / 3 * skill / 100); } else { if (sn != -1) check_improve (ch, sn, TRUE, 5); if (wield != NULL) { dam = dice (wield->value[1], 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 { if (ch->race == PC_RACE_NERIX) { int percent; //Need a way to differentiate normal / tail attacks if (is_tail_attack) { dam = (dice (ch->level/3 + 5,1) + 2*(ch->level/30))/ 2; } else { dam = dice (ch->level/3 + 5,1); /* Normal claw attack */ dam += 2*(ch->level/30); if ((percent = number_percent ()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); /* Simulated sharp claw */ } } 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_NPC(ch) && ch->class == PC_CLASS_CHAOS_JESTER) { dam += ch->pcdata->pain_points; if (ch->pcdata->pain_points > 4) { send_to_char("Sweet pain inspires you to hit harder!\n\r",ch); act("Pain inspires $n to hit harder.",ch,NULL,NULL,TO_ROOM); } } if (get_eq_char (ch, WEAR_WIELD_R) == NULL && get_eq_char (ch, WEAR_WIELD_L) == NULL && get_skill (ch, gsn_fisticuffery) > 0) { diceroll = number_percent (); if (diceroll <= get_skill (ch, gsn_fisticuffery)) { check_improve (ch, gsn_fisticuffery, 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_uppercut || dt == gsn_strike) { if (victim->mount != NULL) { act ("You reach back to deliver a mighty blow, but your hand never makes contact with $N.", ch, NULL, victim, TO_CHAR); act ("$n reaches back to deliver a mighty blow, but $s hand never makes contact with $N.", ch, NULL, victim, TO_NOTVICT); act ("$n reaches back to deliver a mighty blow, but $s hand never makes contact with you.", ch, NULL, victim, TO_VICT); return; } dam = ch->level + (get_curr_stat (ch, STAT_STR) * number_range (1, 4)); dam = dam / 2; dam += (get_skill (ch, gsn_hand_to_hand) / 8); dam += (get_skill (ch, gsn_fisticuffery) / 6); } if (dt == gsn_backstab && wield != NULL) { if (wield->value[0] != 2) dam = ((dam * 7) + (ch->level / 9)) / 3; else dam = ((dam * 7) + (ch->level / 7)) / 3; } dam += (get_damroll (ch) + adjust_damroll (ch)) * UMIN (100, skill) / 100; if (dam <= 0) dam = 1; if (is_affected (victim, gsn_mirror) && dam_type != DAM_ACID && dam_type != DAM_ENERGY && dam_type != DAM_HOLY && dam_type != DAM_LIGHTNING && dam_type != DAM_FIRE && dam_type != DAM_COLD && dam_type != DAM_NEGATIVE && dam_type != DAM_MENTAL && dam_type != DAM_LIGHT && dam_type != DAM_CHARM && dam_type != DAM_DISEASE && dam_type != DAM_SOUND && dam_type != DAM_HARM) { if (ch->level >= (victim->level + 10) && number_percent () > 50) { char *attack; char buf1[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage; else if (dt >= TYPE_HIT && dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].noun; else { bug ("Dam_message: bad dt %d.", dt); dt = TYPE_HIT; attack = attack_table[0].name; } if (is_tail_attack) attack = "lightning tail"; sprintf (buf1, "$n's %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf2, "Your %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf3, "$n's %s is absorbed by the magic of your mirror.", attack); act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); return; } victim = ch; } //Iblis 10/11/04 - dealing with wood/silver/iron shit if (wield) { if (!str_cmp(wield->material,"wood")) { if (IS_SET(victim->vuln_flags,VULN_WOOD)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_WOOD)) dam -= dam*.10; //this should generate the "Your weapon is powerless" message but this is good enough for now if (IS_SET(victim->imm_flags,IMM_WOOD)) dam = 0; } else if (!str_cmp(wield->material,"silver")) { if (IS_SET(victim->vuln_flags,VULN_SILVER)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_SILVER)) dam -= dam*.10; if (IS_SET(victim->imm_flags,IMM_SILVER)) dam = 0; } else if (!str_cmp(wield->material,"iron") || !str_cmp(wield->material,"steel")) { if (IS_SET(victim->vuln_flags,VULN_IRON)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_IRON)) dam -= dam*.10; if (IS_SET(victim->imm_flags,IMM_IRON)) dam = 0; } } if (!missed_attack) { if (dt != gsn_strike) // && dt != gsn_counter) result = damage (ch, victim, dam, dt, dam_type, TRUE); else result = damage (ch, victim, dam, dt, dam_type, FALSE); } //Iblis 10/11/04 else { missed_attack = FALSE; crit_strike_possible = FALSE; if (wield != NULL && ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_WINDSLASH)) { act("A force of air slashes into $n!",victim,NULL,ch,TO_ROOM); act("A force of air slashes into you!",victim,NULL,ch,TO_CHAR); damage(ch,victim,dam/3,dt,DAM_WIND,FALSE); result = FALSE; wield = NULL; } } crit_strike_possible = FALSE; if (result && IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_DARKHOUNDS) { act("`aA darkhound returns to the underworld.``",ch,NULL,NULL,TO_ROOM); extract_char (ch, TRUE); return; } if (result && is_affected (victim, gsn_festering_boils) && number_percent() <= 3) { spell_plague(gsn_plague,ch->level,ch,(void *)ch,TARGET_CHAR); } if (result && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, dam / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } if (ch->fighting == victim && ch->race == PC_RACE_NERIX && result) { dam = number_range (1, dam / 5 + 2); if (!is_tail_attack) { act ("$n is struck by lightning from $N's lightning claw.", victim, NULL, ch, TO_ROOM); act ("You are shocked by $N's lightning claw.", victim, NULL, ch, TO_CHAR); } else { act ("$n is struck by lightning from $N's lightning tail.", victim, NULL, ch, TO_ROOM); act ("You are shocked by $N's lightning tail.", victim, NULL, ch, TO_CHAR); } shock_effect (victim, ch->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE); } crit_strike_possible = TRUE; /* but do we have a funky weapon? */ //Iblis 6/13/04 - For Liches who have contaminated the victim if (result && wield == NULL && ch->fighting == victim && (victim->contaminator != NULL && victim->contaminator == ch)) { dam = number_range (1, dam / 5 + 1); act ("Life is drawn from $n.", victim, NULL, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage_old (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); if (!IS_CLASS (ch, PC_CLASS_REAVER)) change_alignment(ch,-1); ch->hit += dam / 2; } //Iblis 9/29/04 - For Chaos Jesters with Fire Dance if (result && wield == NULL && ch->fighting == victim && is_affected(ch,gsn_fire_dance)) { dam = number_range (1, dam / 4 + 1); act ("$n is burned.", victim, NULL, NULL, TO_ROOM); act ("Your flesh is seared.", victim, NULL, NULL, TO_CHAR); fire_effect ((void *) victim, ch->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_FIRE, FALSE); } if (result && wield != NULL) { crit_strike_possible = FALSE; //5-11-03 Iblis - We need the old value of dam, so we don't create a new dam now if (dam > 100) dam = 100; //to set dam to a more reasonable value //10/11/04 - New HOLY weapon flag if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_HOLY) && number_percent() <= 3 && !IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) { SET_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); act ("$p bursts into white flames!",ch,wield,NULL,TO_ALL); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_HOLY_ACTIVATED)) { act ("$p scorches $n with holy flames!",victim,wield,NULL,TO_ROOM); act ("$p scorches you with holy flames!",victim,wield,NULL,TO_CHAR); damage (ch, victim, 10, 0, DAM_HOLY, FALSE); } 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 $p.", victim, wield, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3 / 4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); } } if (ch->fighting == victim && (IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC) || (victim->contaminator != NULL && victim->contaminator == ch))) { //Iblis 5-11-03 In attempting to fix the fact that vampiric does nothing //when activated on a reaver weapon, it was determined that was because //reaver weapons are level 0. Iverath and I decided extra flags should //do damage based on the damage your attack does. dam = number_range (1, dam / 5 + 1); act ("$p draws life from $n.", victim, wield, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage_old (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); // Minax 1-17-03 Reavers do not get alignment lowered by vampiric use if (!IS_CLASS (ch, PC_CLASS_REAVER)) change_alignment(ch,-1); ch->hit += dam / 2; } if (ch->fighting == victim && IS_OBJ_STAT (wield, ITEM_BLESS)) change_alignment(ch,1); if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 4 + 1); act ("$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)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 6 + 2); act ("$p freezes $n.", victim, wield, NULL, TO_ROOM); act ("The cold touch of $p surrounds you with ice.", victim, wield, NULL, TO_CHAR); cold_effect (victim, wield->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_COLD, FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 5 + 2); act ("$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); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_LARVA) && number_percent() <= 10) { act("As $p hits you, a larva burrows into your skin.",victim,wield,NULL,TO_CHAR); act("As $p hits $n, a larva burrows into $s skin.",victim,wield,NULL,TO_ROOM); larva_hit(ch,victim); } crit_strike_possible = TRUE; } //Iblis 10/03/04 - dice weapon's spell hit if (ch->fighting == victim && wield && wield->item_type == ITEM_WEAPON && wield->value[0] == WEAPON_DICE && number_percent() <= 5 && wield->value[5] > 0 && wield->value[5] < MAX_SKILL && skill_table[wield->value[5]].name != NULL && skill_table[wield->value[5]].type != SKILL_NORMAL && get_skill(ch,gsn_dice) > 1) { (*skill_table[wield->value[5]].spell_fun) (wield->value[5], ch->level, ch, (void*)victim, TARGET_CHAR); } trip_triggers(ch, OBJ_TRIG_CHANCE_ON_HIT, NULL, victim, OT_SPEC_NONE); return; } void one_hit_throw (CHAR_DATA * ch, CHAR_DATA * victim, int dt, OBJ_DATA * wield) { int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn; int dam_type = DAM_BASH; bool result; sn = -1; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; if (victim->position == POS_DEAD) return; 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 { if ((dt - TYPE_HIT) < 0 || (dt - TYPE_HIT) > MAX_DAMAGE_MESSAGE) { char logbuf[MAX_STRING_LENGTH]; dam_type = DAM_BASH; sprintf (logbuf, "DAMTYPE/attack_table error: %s", ch->name); if (IS_NPC (ch)) sprintf (logbuf + strlen (logbuf), " (vnum: %d)", ch->pIndexData->vnum); log_string (logbuf); } else dam_type = attack_table[dt - TYPE_HIT].damage; } if (dam_type == -1) dam_type = DAM_BASH; /* * 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[current_class (ch)].thac0_00; thac0_32 = class_table[current_class (ch)].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_hitroll2 (ch); thac0 += 5 * 0 / 100; if (dt == gsn_backstab) thac0 -= 10 * (100 - get_skill (ch, gsn_backstab)); if (dt == gsn_eviscerate) thac0 -= 10 * (100 - get_skill (ch, gsn_eviscerate)); 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)) { if (number_percent () < get_skill (ch, gsn_blindfighting)) check_improve (ch, gsn_blindfighting, TRUE, 2); else { check_improve (ch, gsn_blindfighting, FALSE, 2); victim_ac -= 4; } } if (victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; /* * Hit. * Calc damage. */ if (IS_NPC (ch) && (wield == NULL)) dam = dice (ch->damage[DICE_NUMBER], ch->damage[DICE_TYPE]); else { if (sn != -1) check_improve (ch, sn, TRUE, 5); if (wield != NULL) { dam = dice (wield->value[1], wield->value[2]); 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 ()) <= (100 / 8)) dam = 2 * dam + (dam * 2 * percent / 100); } } else { if (ch->race == PC_RACE_NERIX) { int percent; //Need a way to differentiate normal / tail attacks if (is_tail_attack) { dam = (dice (ch->level/3 + 5,1) + 2*(ch->level/30))/ 4; } else { dam = dice (ch->level/3 + 5,1); /* Normal claw attack */ dam += 2*(ch->level/30); if ((percent = number_percent ()) <= (100 / 8)) dam = 2 * dam + (dam * 2 * percent / 100); /* Simulated sharp claw */ } } else dam = number_range (1 + 4, 2 * ch->level / 3); } } /* * 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_uppercut || dt == gsn_strike) { dam = ch->level + (get_curr_stat (ch, STAT_STR) * number_range (1, 4)); dam += (get_skill (ch, gsn_hand_to_hand) / 3); } if (dt == gsn_backstab && wield != NULL) { if (wield->value[0] != 2) dam *= 2 + (ch->level / 10); else dam *= 2 + (ch->level / 8); } else if (dt == gsn_assassinate) //Iblis 6/22/03 -changed below a bit to compensate for other asssassinate changes dam *= 3 + (90 / 2); else if (dt == gsn_throwing) dam *= 2 + (ch->level / 16); dam += get_damroll (ch) * UMIN (100, 100) / 100; if (dam <= 0) dam = 1; if (dt == gsn_assassinate) { short counter1 = 0, denom = 0; if (ch->class == 7 || ch->class == 2) counter1++; if (ch->level > 30 && (ch->class2 == 7 || ch->class2 == 2)) counter1++; if (ch->level > 60 && (ch->class3 == 7 || ch->class3 == 2)) counter1++; dam = dam * (counter1 / 3.0); dam = dam * (500.0 / 950); denom = number_range (1, 100); if (((counter1 == 2 && denom == 46) || (counter1 == 3 && denom == 47)) && !IS_IMMORTAL(ch) && check_immune (victim, dam_type) != IS_IMMUNE) { insta_kill (ch, victim, dam, dt, dam_type, TRUE, FALSE); return; } } //Iblis 10/03/04 - For Flick and Shuffle skill if (wield != NULL && wield->item_type == ITEM_CARD) { dam = dice(wield->value[2],wield->value[3]) + wield->value[4]; dam_type = DAM_SLASH; } //Iblis 10/11/04 - dealing with wood/silver/iron shit if (wield) { if (!str_cmp(wield->material,"wood")) { if (IS_SET(victim->vuln_flags,VULN_WOOD)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_WOOD)) dam -= dam*.10; //this should generate the "Your weapon is powerless" message but this is good enough for now if (IS_SET(victim->imm_flags,IMM_WOOD)) dam = 0; } else if (!str_cmp(wield->material,"silver")) { if (IS_SET(victim->vuln_flags,VULN_SILVER)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_SILVER)) dam -= dam*.10; if (IS_SET(victim->imm_flags,IMM_SILVER)) dam = 0; } else if (!str_cmp(wield->material,"iron") || !str_cmp(wield->material,"steel")) { if (IS_SET(victim->vuln_flags,VULN_IRON)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_IRON)) dam -= dam*.10; if (IS_SET(victim->imm_flags,IMM_IRON)) dam = 0; } } result = damage (ch, victim, dam, dt, dam_type, TRUE); if (is_affected (victim, gsn_mirror) && dam_type != DAM_ACID && dam_type != DAM_ENERGY && dam_type != DAM_HOLY && dam_type != DAM_LIGHTNING && dam_type != DAM_FIRE && dam_type != DAM_COLD && dam_type != DAM_NEGATIVE && dam_type != DAM_MENTAL && dam_type != DAM_LIGHT && dam_type != DAM_CHARM && dam_type != DAM_DISEASE && dam_type != DAM_SOUND && dam_type != DAM_HARM) { if (ch->level >= (victim->level + 10) && number_percent () > 50) { char *attack; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; 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 (is_tail_attack) attack = "lightning tail"; sprintf (buf1, "$n's %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf2, "Your %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf3, "$n's %s is absorbed by the magic of your mirror.", attack); act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); return; } victim = ch; } //Iblis 6/13/04 - For Liches who have contaminated the victims if (result && wield == NULL && ch->fighting == victim && (victim->contaminator != NULL && victim->contaminator == ch)) { dam = number_range (1, dam / 5 + 1); act ("Life is drawn from $n.", victim, NULL, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage_old (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); if (!IS_CLASS (ch, PC_CLASS_REAVER)) change_alignment(ch,-1); ch->hit += dam / 2; } //Iblis 9/29/04 - For Chaos Jesters with Fire Dance if (result && wield == NULL && ch->fighting == victim && is_affected(ch,gsn_fire_dance)) { dam = number_range (1, dam / 4 + 1); act ("$n is burned.", victim, NULL, NULL, TO_ROOM); act ("Your flesh is seared.", victim, NULL, NULL, TO_CHAR); fire_effect ((void *) victim, ch->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_FIRE, FALSE); } if (result && wield != NULL && wield->item_type != ITEM_CARD) { crit_strike_possible = FALSE; //5-11-03 Iblis - We need the old value of dam, so we don't create a new dam now if (dam > 100) dam = 100; //to set dam to a more reasonable value 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 $p.", victim, wield, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3 / 4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); } } if (ch->fighting == victim && (IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC) || (victim->contaminator != NULL && victim->contaminator == ch))) { //Iblis 5-11-03 In attempting to fix the fact that vampiric does nothing //when activated on a reaver weapon, it was determined that was because //reaver weapons are level 0. Iverath and I decided extra flags should //do damage based on the damage your attack does. dam = number_range (1, dam / 5 + 1); act ("$p draws life from $n.", victim, wield, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage_old (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); // Minax 1-17-03 Reavers do not get alignment lowered by vampiric use if (!IS_CLASS (ch, PC_CLASS_REAVER)) change_alignment(ch,-1); ch->hit += dam / 2; } if (ch->fighting == victim && IS_OBJ_STAT (wield, ITEM_BLESS)) change_alignment(ch,1); if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 4 + 1); act ("$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)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 6 + 2); act ("$p freezes $n.", victim, wield, NULL, TO_ROOM); act ("The cold touch of $p surrounds you with ice.", victim, wield, NULL, TO_CHAR); cold_effect (victim, wield->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_COLD, FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 5 + 2); act ("$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); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_LARVA) && number_percent() <= 10) { act("As $p hits you, a larva burrows into your skin.",victim,wield,NULL,TO_CHAR); act("As $p hits $n, a larva burrows into $s skin.",victim,wield,NULL,TO_ROOM); larva_hit(ch,victim); } crit_strike_possible = TRUE; } trip_triggers(ch, OBJ_TRIG_CHANCE_ON_HIT, NULL, victim, OT_SPEC_NONE); return; } void one_dual_hit (CHAR_DATA * ch, CHAR_DATA * victim, int dt) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn, skill; int dam_type = DAM_BASH, wield_type; bool result=TRUE; missed_attack = FALSE; sn = -1; if (victim == ch->mount) { act ("$N bucks wildly, throwing you to the ground.", ch, NULL, victim, TO_CHAR); act ("You buck wildly, throwing $n to the ground.", ch, NULL, victim, TO_VICT); act ("$N bucks wildly, throwing $n to the ground.", ch, NULL, victim, TO_NOTVICT); ch->mount->riders = NULL; ch->mount = NULL; if (!ch->bashed) ch->position = POS_FIGHTING; } if (IS_NPC (ch)) wield_type = WEAR_WIELD_L; else { if (ch->pcdata->primary_hand == HAND_LEFT) wield_type = WEAR_WIELD_R; else wield_type = WEAR_WIELD_L; } /* 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. */ wield = get_eq_char (ch, wield_type); 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 (!IS_NPC (ch) && ch->mount != NULL) { if (wield != NULL) { if (!IS_SET (wield->value[4], WEAPON_LANCE) && (wield->value[0] != WEAPON_POLEARM)) { char tcbuf[MAX_STRING_LENGTH]; sprintf (tcbuf, "Your %s is useless while mounted.\n\r", wield->name); send_to_char (tcbuf, ch); damage (ch, victim, 0, dt, dam_type, FALSE); return; } } else { send_to_char ("You cannot punch from your mount.\n\r", ch); damage (ch, victim, 0, dt, dam_type, FALSE); return; } } if (victim->mount != NULL && wield == NULL && !IS_NPC (ch) && ch->race != PC_RACE_NERIX) { act ("You swing your arms wildly, but you fail to reach $N.", ch, NULL, victim, TO_CHAR); act ("$n swings $s arms wildly, but fails to reach $N.", ch, NULL, victim, TO_NOTVICT); act ("$n swings $s arms wildly, but fails to reach you.", ch, NULL, victim, TO_VICT); return; } 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; if (ch->race == PC_RACE_NERIX) skill = 120; else { /* get the weapon skill */ sn = get_weapon_sn (ch, wield_type); skill = 20 + get_weapon_skill (ch, sn); } if (!new_ac) { /* * 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[current_class (ch)].thac0_00; thac0_32 = class_table[current_class (ch)].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_hitroll2 (ch) + adjust_hitroll (ch)) * skill / 100; thac0 += 5 * (100 - skill) / 100; if (dt == gsn_backstab) thac0 -= 10 * (100 - get_skill (ch, gsn_backstab)); if (dt == gsn_eviscerate) thac0 -= 10 * (100 - get_skill (ch, gsn_eviscerate)); 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)) { if (number_percent () < get_skill (ch, gsn_blindfighting)) check_improve (ch, gsn_blindfighting, TRUE, 2); else { check_improve (ch, gsn_blindfighting, FALSE, 2); victim_ac -= 4; } } if (victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; if (ignore_ac) victim_ac = 0; /* * 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); if (!(wield != NULL && ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_WINDSLASH))) return; } } else { int hitroll = get_hitroll2 (ch) + adjust_hitroll (ch); int chance=0,i,class; switch (dam_type) { case (DAM_PIERCE): victim_ac = GET_AC (victim, AC_PIERCE); break; case (DAM_BASH): victim_ac = GET_AC (victim, AC_BASH); break; case (DAM_SLASH): victim_ac = GET_AC (victim, AC_SLASH); break; default: victim_ac = GET_AC (victim, AC_EXOTIC); break; } if (hitroll >= 100) chance = 50 + (hitroll-100)/20.0; else if (hitroll > 10) chance = 30+((hitroll-10)*(20/90.0)); else if (hitroll == 10) chance = 30; else if (hitroll > -20) chance = (hitroll+20)*(30/30.0); else chance = 1; if (victim_ac > 500) chance += 50; else if (victim_ac > 0) chance += 30+(victim_ac*(20/500.0)); else if (victim_ac == 0) chance += 30; else if (victim_ac > -600) chance += 30 - (-victim_ac*(30/600.0)); else chance += 1; for (i = 0,class=0;i<3;i++) { if (i==0) class = ch->class; else if (i==1) class = ch->class2; else class = ch->class3; if (i==1 && ch->level < 31) break; if (i==2 && ch->level < 61) break; switch (class) { case PC_CLASS_MAGE: case PC_CLASS_CLERIC: case PC_CLASS_NECROMANCER: case PC_CLASS_BARD: default: break; case PC_CLASS_THIEF: case PC_CLASS_ASSASSIN: chance += 1;break; case PC_CLASS_WARRIOR: chance += 5;break; case PC_CLASS_PALADIN: case PC_CLASS_REAVER: case PC_CLASS_RANGER: case PC_CLASS_MONK: chance += 3;break; } } if (number_percent() >= chance) { damage (ch, victim, 0, dt, dam_type, TRUE); if (!(wield != NULL && ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_WINDSLASH))) return; } } /* * Hit. * Calc damage. */ if (IS_NPC (ch) && (wield == NULL)) dam = dice (ch->damage[DICE_NUMBER], ch->damage[DICE_TYPE]); else { if (sn != -1) check_improve (ch, sn, TRUE, 5); if (wield != NULL) { dam = dice (wield->value[1], 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 { if (ch->race == PC_RACE_NERIX) { int percent; //Need a way to differentiate normal / tail attacks if (is_tail_attack) { dam = (dice (ch->level/3 + 5,1) + 2*(ch->level/30))/ 4; } else { dam = dice (ch->level/3 + 5,1); /* Normal claw attack */ dam += 2*(ch->level/30); if ((percent = number_percent ()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); /* Simulated sharp claw */ } } else dam = number_range (1 + 4 * skill / 100, 2 * ch->level / 3 * skill / 100); } } if (!IS_AWAKE (victim)) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; dam += (get_damroll (ch) + adjust_damroll (ch)) * UMIN (100, skill) / 100; if (dam <= 0) dam = 1; //Iblis 10/11/04 - dealing with wood/silver/iron shit if (wield) { if (!str_cmp(wield->material,"wood")) { if (IS_SET(victim->vuln_flags,VULN_WOOD)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_WOOD)) dam -= dam*.10; //this should generate the "Your weapon is powerless" message but this is good enough for now if (IS_SET(victim->imm_flags,IMM_WOOD)) dam = 0; } else if (!str_cmp(wield->material,"silver")) { if (IS_SET(victim->vuln_flags,VULN_SILVER)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_SILVER)) dam -= dam*.10; if (IS_SET(victim->imm_flags,IMM_SILVER)) dam = 0; } else if (!str_cmp(wield->material,"iron") || !str_cmp(wield->material,"steel")) { if (IS_SET(victim->vuln_flags,VULN_IRON)) dam += dam*.10; if (IS_SET(victim->res_flags,RES_IRON)) dam -= dam*.10; if (IS_SET(victim->imm_flags,IMM_IRON)) dam = 0; } } if (!missed_attack) result = damage (ch, victim, dam, dt, dam_type, TRUE); else { crit_strike_possible = FALSE; missed_attack = FALSE; if (wield != NULL && ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_WINDSLASH)) { act("A force of air slashes into $n!",victim,NULL,ch,TO_ROOM); act("A force of air slashes into you!",victim,NULL,ch,TO_CHAR); damage(ch,victim,dam/3,dt,DAM_WIND,FALSE); result = FALSE; wield = NULL; } } if (is_affected (victim, gsn_mirror) && dam_type != DAM_ACID && dam_type != DAM_ENERGY && dam_type != DAM_HOLY && dam_type != DAM_LIGHTNING && dam_type != DAM_FIRE && dam_type != DAM_COLD && dam_type != DAM_NEGATIVE && dam_type != DAM_MENTAL && dam_type != DAM_LIGHT && dam_type != DAM_CHARM && dam_type != DAM_DISEASE && dam_type != DAM_SOUND && dam_type != DAM_HARM) { if (ch->level >= (victim->level + 10) && number_percent () > 50) { char *attack; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage; else if (dt >= TYPE_HIT && dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].noun; else { bug ("Dam_message: bad dt %d.", dt); dt = TYPE_HIT; attack = attack_table[0].name; } if (is_tail_attack) attack = "lightning tail"; sprintf (buf1, "$n's %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf2, "Your %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf3, "$n's %s is absorbed by the magic of your mirror.", attack); act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); return; } victim = ch; } crit_strike_possible = FALSE; if (result && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, dam / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } if (ch->fighting == victim && ch->race == PC_RACE_NERIX && result) { dam = number_range (1, dam / 5 + 2); if (!is_tail_attack) { act ("$n is struck by lightning from $N's lightning claw.", victim, NULL, ch, TO_ROOM); act ("You are shocked by $N's lightning claw.", victim, NULL, ch, TO_CHAR); } else { act ("$n is struck by lightning from $N's lightning tail.", victim, NULL, ch, TO_ROOM); act ("You are shocked by $N's lightning tail.", victim, NULL, ch, TO_CHAR); } shock_effect (victim, ch->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_LIGHTNING, FALSE); } crit_strike_possible = TRUE; /* but do we have a funky weapon? */ //Iblis 6/13/04 - For Liches who have contaminated the victim if (result && wield == NULL && ch->fighting == victim && (victim->contaminator != NULL && victim->contaminator == ch)) { dam = number_range (1, dam / 5 + 1); act ("Life is drawn from $n.", victim, NULL, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage_old (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); if (!IS_CLASS (ch, PC_CLASS_REAVER)) change_alignment(ch,-1); ch->hit += dam / 2; } //Iblis 9/29/04 - For Chaos Jesters with Fire Dance if (result && wield == NULL && ch->fighting == victim && is_affected(ch,gsn_fire_dance)) { dam = number_range (1, dam / 4 + 1); act ("$n is burned.", victim, NULL, NULL, TO_ROOM); act ("Your flesh is seared.", victim, NULL, NULL, TO_CHAR); fire_effect ((void *) victim, ch->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_FIRE, FALSE); } if (result && wield != NULL) { crit_strike_possible = FALSE; //5-11-03 Iblis - We need the old value of dam, so we don't create a new dam now if (dam > 100) dam = 100; //to set dam to a more reasonable value //10/11/04 - New HOLY weapon flag if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_HOLY) && number_percent() <= 3 && !IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) { SET_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); act ("$p bursts into white flames!",ch,wield,NULL,TO_ALL); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_HOLY_ACTIVATED)) { act ("$p scorches $n with holy flames!",victim,wield,NULL,TO_ROOM); act ("$p scorches you with holy flames!",victim,wield,NULL,TO_CHAR); damage (ch, victim, 10, 0, DAM_HOLY, FALSE); } 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 $p.", victim, wield, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3 / 4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); } } if (ch->fighting == victim && (IS_WEAPON_STAT (wield, WEAPON_VAMPIRIC) || (victim->contaminator != NULL && victim->contaminator == ch))) { //Iblis 5-11-03 In attempting to fix the fact that vampiric does nothing //when activated on a reaver weapon, it was determined that was because //reaver weapons are level 0. Iverath and I decided extra flags should //do damage based on the damage your attack does. dam = number_range (1, dam / 5 + 1); act ("$p draws life from $n.", victim, wield, NULL, TO_ROOM); act ("You feel $p drawing your life away.", victim, wield, NULL, TO_CHAR); damage_old (ch, victim, dam, 0, DAM_NEGATIVE, FALSE); // Minax 1-17-03 Reavers do not get alignment lowered by vampiric use if (!IS_CLASS (ch, PC_CLASS_REAVER)) change_alignment(ch,-1); ch->hit += dam / 2; } if (ch->fighting == victim && IS_OBJ_STAT (wield, ITEM_BLESS)) change_alignment(ch,1); if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_FLAMING)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 4 + 1); act ("$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)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 6 + 2); act ("$p freezes $n.", victim, wield, NULL, TO_ROOM); act ("The cold touch of $p surrounds you with ice.", victim, wield, NULL, TO_CHAR); cold_effect (victim, wield->level / 2, dam, TARGET_CHAR); damage (ch, victim, dam, 0, DAM_COLD, FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_SHOCKING)) { //5-11-03 Iblis - Change the damage due to depend on the damage of the weapon //attack instead of the weapon's level dam = number_range (1, dam / 5 + 2); act ("$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); } if (ch->fighting == victim && IS_WEAPON_STAT (wield, WEAPON_LARVA) && number_percent() <= 10) { act("As $p hits you, a larva burrows into your skin.",victim,wield,NULL,TO_CHAR); act("As $p hits $n, a larva burrows into $s skin.",victim,wield,NULL,TO_ROOM); larva_hit(ch,victim); } crit_strike_possible = TRUE; } trip_triggers(ch, OBJ_TRIG_CHANCE_ON_HIT, NULL, victim, OT_SPEC_NONE); return; } //Iblis 1/09/04 - Intercept function for the soul link spell bool damage (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show) { if (victim->race == PC_RACE_SWARM) { if (victim->level > ch->level+50) dam = dice(1,2); else dam = dice(5,3); if (dam_type == DAM_FIRE) { dam *= 2; dam_type = DAM_UNIQUE; //So that vuln fire won't come into affect } } return damage2(ch,victim,dam,dt,dam_type,show); } /* * Inflict damage from a hit. */ bool damage2 (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show) { bool mirror_attack = FALSE; OBJ_DATA *corpse; bool immune; CHAR_DATA *tch=NULL, *anothertch=NULL; missed_attack = FALSE; if (victim->position == POS_DEAD) return FALSE; if (ch != victim && ch != NULL && victim != NULL) { if (!IS_NPC (ch)) ch->pcdata->last_fight = time (NULL); if (!IS_NPC (victim)) victim->pcdata->last_fight = time (NULL); } if (dam > 1200 && dt >= TYPE_HIT) { dam = 1200; if (!IS_IMMORTAL (ch)) { OBJ_DATA *obj; obj = get_eq_char (ch, WEAR_WIELD_R); send_to_char ("You really shouldn't cheat.\n\r", ch); if (obj != NULL) extract_obj (obj); obj = get_eq_char (ch, WEAR_WIELD_L); if (obj != NULL) extract_obj (obj); } } //Iblis 1/13/04 Paladins do 2x damage to all undead if (dt != gsn_soul_link) { if (ch->class == 6 && IS_SET(victim->act,ACT_UNDEAD)) dam *= 2; if ((dam_type == DAM_NEGATIVE || dam_type == DAM_DISEASE || dam_type == DAM_POISON) && is_affected(victim,gsn_death_shroud)) { dam *= 2; } //Iblis 9/29/04 - Dwarves do more and take less damage underground if (ch->race == PC_RACE_DWARF && ch->in_room && ch->in_room->sector_type == SECT_UNDERGROUND) { dam += .2*dam; } if (victim->race == PC_RACE_DWARF && victim->in_room && victim->in_room->sector_type == SECT_UNDERGROUND) { dam -= .2*dam; } //Iblis 10/26/04 - Vuln Cold mobs/players take 10% more damage in snow/ice rooms if (IS_SET(ch->vuln_flags,VULN_COLD) && (IS_SET(victim->in_room->room_flags,ROOM_SNOW) || IS_SET(victim->in_room->room_flags,ROOM_ICE))) dam += .1*dam; //Iblis 9/28/04 - Wind damage does 3x to flying people // if (dam_type == DAM_WIND && IS_SET(victim->affected_by,AFF_FLYING)) // dam *= 3; //Iblis 9/28/04 - Chaos Jesters take 1/3 less damage from ACT_WARPED mobs if (IS_SET(ch->act2,ACT_WARPED) && !IS_NPC(victim) && victim->class == PC_CLASS_CHAOS_JESTER) dam = (dam / 3.0) * 2; //Iblis 9/29/04 - Not act warped mobs/players get 2 times damage in warped rooms if (victim->in_room && IS_SET(victim->in_room->room_flags2,ROOM_WARPED) && !IS_SET(victim->act2,ACT_WARPED)) dam *= 2; //Iblis 1/17/04 Litans get 2x damage if in water if (victim->race == PC_RACE_LITAN && victim->in_room && (victim->in_room->sector_type == SECT_WATER_SWIM || victim->in_room->sector_type == SECT_WATER_NOSWIM || victim->in_room->sector_type == SECT_WATER_OCEAN || victim->in_room->sector_type == SECT_SWAMP || victim->in_room->sector_type == SECT_UNDERWATER)) dam *= 2; if ((dt != gsn_exorcism) && (dt != gsn_hellscape) && !(ch->class == PC_CLASS_REAVER && dt==1000+DAM_SLASH)) { if (dam > 35) dam = (dam - 35) / 2 + 35; if (dam > 80) dam = (dam - 80) / 2 + 80; } if (ch->class == PC_CLASS_REAVER && dt==1000+DAM_SLASH) { if (dam > 35) dam = (dam - 35) * .6 + 35; if (dam > 80) dam = (dam - 80) * .6 + 80; } } if (victim != ch) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if (is_safe (ch, victim)) return FALSE; if (!IS_NPC (ch) && !ch->fighting && dt != gsn_throwing && dt != gsn_assassinate && dt != gsn_archery && dt != gsn_trapdamage) if (ch->pcdata->battlecry[0] != '\0') { char tcbuf[MAX_STRING_LENGTH]; sprintf (tcbuf, "$n %s", ch->pcdata->battlecry); act (tcbuf, ch, NULL, NULL, TO_ROOM); } if (victim->position > POS_STUNNED) { if (victim->fighting == NULL && dt != gsn_trapdamage) { if (dt == TYPE_AUTOASSIST || dam_type == DAM_NONE) set_fighting_auto (victim, ch); else set_fighting (victim, ch); } } if (victim->position > POS_STUNNED) { if (ch->fighting == NULL && dt != gsn_trapdamage) { if (dt == TYPE_AUTOASSIST || dam_type == DAM_NONE) { update_aggressor(ch,victim); set_fighting_auto (ch, victim); } else { update_aggressor(ch,victim); set_fighting (ch, victim); } } } /* * More charm stuff. */ if (victim->master == ch) stop_follower (victim); } /* * Inviso attacks ... not. */ if (IS_AFFECTED (ch, AFF_INVISIBLE) && dt != gsn_trapdamage) { affect_strip (ch, gsn_astral_body); affect_strip (ch, gsn_invis); affect_strip (ch, gsn_mass_invis); affect_strip (ch, gsn_heavenly_cloak); affect_strip (ch, gsn_vanish); REMOVE_BIT (ch->affected_by, AFF_INVISIBLE); act ("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } //5-10-03 Iblis - Setting it so if you are attacked, you become un-hidden and un-camoed if (dt != gsn_trapdamage) { if (IS_AFFECTED (ch, AFF_CAMOUFLAGE)) REMOVE_BIT (ch->affected_by, AFF_CAMOUFLAGE); if (IS_AFFECTED (ch, AFF_HIDE)) REMOVE_BIT (ch->affected_by, AFF_HIDE); if (IS_SET(ch->act2,ACT_TRANSFORMER)) affect_strip(ch,gsn_transform); } /* * Damage modifiers. */ if (dt != gsn_soul_link) { 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, skill_lookup("ghost form"))) dam *= (2.0/3); if (dam > 1 && is_affected (ch, skill_lookup("ghost form"))) 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; //Iblis 1/04/04 Death ward allows a person to take half damage from undeads if (IS_SET(ch->act,ACT_UNDEAD) && is_affected(victim,gsn_death_ward)) dam /= 2; } immune = FALSE; /* * Check for parry, and dodge. */ if (dt >= TYPE_HIT && ch != victim && (IS_NPC (ch) || (!IS_NPC (ch) && !ch->pcdata->feigned)) && dt != gsn_whirlwind && dt != gsn_trapdamage) { if (check_parry (ch, victim)) return FALSE; if (!IS_NPC (victim) && check_block (ch, victim)) return FALSE; if (check_dodge (ch, victim)) return FALSE; if (check_flicker(ch,victim)) return FALSE; if (check_eldritch_miasma (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 (dt == TYPE_AUTOASSIST) dt = TYPE_HIT; if (is_affected (victim, gsn_mirror) && dam_type != DAM_ACID && dam_type != DAM_ENERGY && dam_type != DAM_HOLY && dam_type != DAM_LIGHTNING && dam_type != DAM_FIRE && dam_type != DAM_COLD && dam_type != DAM_NEGATIVE && dam_type != DAM_MENTAL && dam_type != DAM_LIGHT && dam_type != DAM_CHARM && dam_type != DAM_DISEASE && dam_type != DAM_SOUND && dam_type != DAM_HARM && dt != gsn_trapdamage) { if (ch->level >= (victim->level + 10) && number_percent () > 50) { char *attack; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; 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 (is_tail_attack) attack = "lightning tail"; sprintf (buf1, "$n's %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf2, "Your %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf3, "$n's %s is absorbed by the magic of your mirror.", attack); act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); return FALSE; } mirror_attack = TRUE; } if (ch->race == PC_RACE_VROATH && ch != victim) { /* Vroath? */ if (ch->alignment >= 500) dam -= (dam * 2 / 3); else if (ch->alignment >= 0) dam -= dam / 3; } // Minax 7-6-02 Added info below for Critical Strike skill. (triple damage) // Iblis 5/12/03 - Made Critical Strike a little better if berserk/frenzied if (dam != 0 && crit_strike_possible && victim->race != PC_RACE_SWARM && dt != gsn_soul_link && ((!IS_AFFECTED (ch, AFF_BERSERK) && number_percent () > 97) || ((!IS_NPC (ch)) && ch->pcdata->feigned) || (IS_AFFECTED (ch, AFF_BERSERK) && number_percent () > 95)) && (get_skill (ch, gsn_critical_strike) > number_percent ())) { act ("`hYou land a `j*** CRITICAL STRIKE ***`h on $N!``", ch, NULL, victim, TO_CHAR); act ("`b$n lands a `i*** CRITICAL STRIKE ***`b on you!``", ch, NULL, victim, TO_VICT); act ("`h$n lands a `k*** CRITICAL STRIKE ***`h on $N!``", ch, NULL, victim, TO_NOTVICT); check_improve (victim, gsn_critical_strike, TRUE, 6); dam *= 3; if (!IS_NPC (ch)) ch->pcdata->feigned = FALSE; } if (!IS_NPC(victim) && is_affected(victim,gsn_soul_link) && dt != gsn_soul_link && dam > 0) { if(victim->pcdata->soul_link == NULL) { bug("soul_link == NULL, but affect still present",0); } else { if (dam_type != DAM_HOLY) dam /= 2; damage2(victim->pcdata->soul_link,victim->pcdata->soul_link,dam,gsn_soul_link,DAM_UNIQUE,show); } } if (show) { if (!mirror_attack) dam_message (ch, victim, dam, dt, immune); else dam_message (ch, victim, dam, dt, 3); } if (dam == 0) { missed_attack = TRUE; //Iblis 10/11/04 - Hack to deal with windslash return FALSE; } /* * Hurt the victim * Inform the victim of his new state. */ if (mirror_attack) victim = ch; victim->hit -= dam; if (!IS_NPC (victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1) victim->hit = 1; check_saddle (victim); update_pos (victim); switch (victim->position) { case POS_MORTAL: act ("$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM); send_to_char ("`CYou are mortally wounded, and will die soon, if not aided.``\n\r", victim); break; case POS_INCAP: act ("$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM); send_to_char ("`CYou are incapacitated and will slowly die, if not aided.``\n\r", victim); break; case POS_STUNNED: act ("$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM); send_to_char ("`CYou are stunned, but will probably recover.``\n\r", victim); break; case POS_DEAD: victim->position = POS_STANDING; if (HAS_SCRIPT (victim)) { TRIGGER_DATA *pTrig; for (pTrig = victim->triggers; pTrig != NULL; pTrig = pTrig->next) if (pTrig->trigger_type == TRIG_DIES) { act_trigger (victim, pTrig->name, NULL, NAME (ch), NAME (victim)); pTrig->current = pTrig->script; while (pTrig->current != NULL) { pTrig->bits = SCRIPT_ADVANCE; script_interpret (victim, pTrig); if (pTrig->current != NULL) pTrig->current = pTrig->current->next; else pTrig->tracer = 0; } } } victim->position = POS_DEAD; if (!(IS_SET(victim->act,PLR_WANTED) && IS_NPC (ch) && ch->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (ch->spec_fun)) || !str_cmp("spec_guard",spec_name (ch->spec_fun))))) { act ("$n is DEAD!!", victim, 0, 0, TO_ROOM); send_to_char ("`CAlas, you have been KILLED!!``\n\r\n\r", victim); } if (dt == gsn_pox || dt == gsn_plague || dt == gsn_poison || dt==gsn_aura_rot || dt == gsn_brain_blisters || dt == gsn_vomit || dt == gsn_contaminate || dt == gsn_skeletal_mutation ) { AFFECT_DATA *af;//, plague; for (af = victim->affected; af != NULL; af = af->next) { if (af->type == dt) break; } if (victim == ch && af != NULL && af->comp_name != NULL) { if (str_cmp(af->comp_name,"")) { if ((ch = get_exact_pc_world(ch,af->comp_name)) == NULL) { ch = victim; } } } victim->position = POS_DEAD; } // Swap the mob and the character who set the trap temporily to properly inact justice if (IS_NPC(ch) && IS_SET(ch->act2, ACT_TRAPMOB)) { if ((tch = get_exact_pc_world(tch,ch->name)) != NULL) { anothertch=ch; ch=tch; } } if ((ch->clan != CLAN_BOGUS) && (victim->clan != CLAN_BOGUS) && !battle_royale && !ch->dueler) { clanwar_kill (ch, victim); } if (victim != ch) if (!IS_NPC (ch) && !IS_NPC (victim) && (ch->aggres == NULL) && IS_AGGRESSOR (ch, victim)) { if (IS_SET (ch->in_room->room_flags, ROOM_LAW) && !IS_SET (victim->act, PLR_WANTED) && !(victim->race == PC_RACE_LICH) && !(victim->class == PC_CLASS_CHAOS_JESTER) && !is_warring (ch->clan, victim->clan) && !is_dueling (ch) && !battle_royale && !ch->dueler && ch->clan != clanname_to_slot("guttersnipes")) set_wanted (ch); if (!ch->pcdata->loner && (ch->clan == CLAN_BOGUS) && !is_dueling (ch) && !battle_royale && !ch->dueler) { ch->pcdata->loner = TRUE; send_to_char ("For your crimes against humanity, you are now marked a loner.\n\r", ch); } } //IBLIS 6/20/03 - Calculate Battle Royale points if (!IS_NPC (ch) && !IS_NPC (victim)) if (battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) calculate_br_points (ch, victim); if (!IS_NPC (ch) && !IS_NPC (victim) && (ch->clan != CLAN_BOGUS) && !battle_royale && !ch->dueler && !victim->dueler && (ch->clan == victim->clan) && is_clan_leader (victim)) clan_leader (victim, ch->name); if (!IS_NPC (ch)) { if (IS_NPC (victim)) ch->pcdata->has_killed[MOB_KILL]++; else if (ch != victim) { if (battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) ch->pcdata->has_killed[BR_KILL]++; else if (ch->dueler) ch->pcdata->has_killed[SD_KILL]++; else ch->pcdata->has_killed[PLAYER_KILL]++; } } if (!IS_NPC (victim)) { if (IS_NPC (ch)) victim->pcdata->been_killed[MOB_KILL]++; else if (ch != victim) { if (battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) victim->pcdata->been_killed[BR_KILL]++; else if (victim->dueler) victim->pcdata->been_killed[SD_KILL]++; else victim->pcdata->been_killed[PLAYER_KILL]++; } } /* BEGIN ARENA */ if (is_dueling (victim)) { duel_ends (victim); return FALSE; } if (victim->dueler) { superduel_ends (ch,victim); return FALSE; } /* END ARENA */ break; default: if (dam > victim->max_hit / 4) send_to_char ("`CYou reel in shock from the tremendous pain!``\n\r", victim); if (victim->hit < victim->max_hit / 4) send_to_char ("`CYou 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) { if (!is_dueling (victim) && !victim->dueler) //Iblis 6/29/03 //Needed to fix Avatar Reavers who die from > 0 align if (group_gain (ch, victim)) { raw_kill (victim, victim); return TRUE; } if (!IS_NPC (victim) && !((IS_SET(victim->act,PLR_WANTED) && IS_NPC (ch) && ch->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (ch->spec_fun)) || !str_cmp("spec_guard",spec_name (ch->spec_fun)))))) { sprintf (log_buf, "%s killed by %s at %d", victim->name, (IS_NPC (ch) ? ch->short_descr : ch->name), ch->in_room->vnum); log_string (log_buf); if (!is_dueling (victim) && !(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) && !victim->dueler) { //You only lose max 1/10 xp needed for next level // if (ch->level > 1) { long xploss; if (IS_NPC (ch)) xploss = (victim->exp / 2.0); else xploss = (victim->exp / 4.0); if (victim->level > 60) { if (xploss > (level_cost (victim->level) / 2.0)) xploss = (level_cost (victim->level) / 2.0); } else { if (xploss > (level_cost (victim->level) / 5.0)) xploss = (level_cost (victim->level) / 5.0); } if (xploss > (level_cost (victim->level) / 5.0)) xploss = (level_cost (victim->level) / 5.0); if (victim->race != PC_RACE_NERIX) { victim->pcdata->xp_last_death = xploss; victim->pcdata->last_death_counter = victim->perm_stat[STAT_CON]; } if (victim->race != PC_RACE_NERIX) gain_exp (victim, 0 - xploss); else gain_exp (victim, 0 - (xploss/2)); } else send_to_char ("Since you are level 1, you lose no experience.\n\r", ch); } } /* Make the head for a bountied PC */ if (!IS_NPC (victim) && !IS_NPC (ch) && is_bountied (victim) && !battle_royale) { char buf[MAX_STRING_LENGTH]; char *name; OBJ_DATA *obj; name = str_dup (victim->name); obj = create_object (get_obj_index (OBJ_VNUM_SEVERED_HEAD), 0); obj->extra_flags[0] |= ITEM_NODROP | ITEM_NOUNCURSE; sprintf (buf, "%s %s", "head", name); 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); obj_to_char (obj, ch); free_string (name); } raw_kill (victim, ch); if (anothertch != NULL) { ch=anothertch; anothertch= NULL; } if (IS_NPC(ch) && IS_SET (ch->act, ACT_LOOTER)) { do_get (ch, "all corpse"); do_get (ch, "all 2.corpse"); do_wear (ch, "all"); } if (ch != victim && !IS_NPC (ch) && !is_same_clan (ch, victim) && victim->times_wanted < 65) remove_wanted (victim); if (!IS_NPC (ch) && IS_NPC (victim)) { 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_get (ch, "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_get (ch, "all.gcash corpse"); if (get_skill(ch,gsn_butcher) > 0 && (IS_SET (ch->act, PLR_AUTOBUTCHER))) do_butcher (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_sacrifice (ch, "corpse"); } } return TRUE; } if (victim == ch) return TRUE; /* * Take care of link dead people. */ if (!IS_NPC (victim) && victim->desc == NULL) { if (number_range (0, victim->wait) == 0) { do_recall (victim, ""); return TRUE; } } if (anothertch != NULL) { ch=anothertch; anothertch= NULL; } /* * 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)) { if (victim->position > POS_RESTING) { victim->wimpy = number_range (0, 4); do_flee (victim, ""); } } } if (!IS_NPC (victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2) { if (victim->position <= POS_RESTING) { send_to_char ("You try to flee, but you aren't prepared.\n\r", victim); } else { do_flee (victim, ""); } } return TRUE; } //Iblis 1/09/04 - Intercept function for the soul link spell bool damage_old (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show) { if (victim->race == PC_RACE_SWARM) { if (victim->level > ch->level+50) dam = dice(1,2); else dam = dice(5,3); if (dam_type == DAM_FIRE) { dam *= 2; dam_type = DAM_UNIQUE; //So that vuln fire won't come into affect } } return damage_old2(ch,victim,dam,dt,dam_type,show); } /* * Inflict damage from a hit. */ bool damage_old2 (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show) { bool mirror_attack = FALSE; OBJ_DATA *corpse; bool immune; long xploss; if (IS_NPC(ch) && IS_SET(ch->act2,ACT_TRAPMOB)) return damage(ch,victim,dam,dt,dam_type,show); if (victim->position == POS_DEAD) return FALSE; if (ch != victim && ch != NULL && victim != NULL) { if (!IS_NPC (ch)) ch->pcdata->last_fight = time (NULL); if (!IS_NPC (victim)) victim->pcdata->last_fight = time (NULL); } if (dam > 1200 && dt >= TYPE_HIT) { dam = 1200; if (!IS_IMMORTAL (ch)) { OBJ_DATA *obj; obj = get_eq_char (ch, WEAR_WIELD_R); if (obj != NULL) extract_obj (obj); obj = get_eq_char (ch, WEAR_WIELD_L); if (obj != NULL) extract_obj (obj); send_to_char ("You really shouldn't cheat.\n\r", ch); } } if (dt != gsn_soul_link) { //Iblis 1/13/04 Paladins do 2x damage to all undead if (ch->class == 6 && IS_SET(victim->act,ACT_UNDEAD)) dam *= 2; if ((dam_type == DAM_NEGATIVE || dam_type == DAM_DISEASE || dam_type == DAM_POISON) && is_affected(victim,gsn_death_shroud)) { dam *= 2; } //Iblis 9/29/04 - Dwarves do more and take less damage underground if (ch->race == PC_RACE_DWARF && ch->in_room && ch->in_room->sector_type == SECT_UNDERGROUND) { dam += .2*dam; } if (victim->race == PC_RACE_DWARF && victim->in_room && victim->in_room->sector_type == SECT_UNDERGROUND) { dam -= .2*dam; } //Iblis 10/26/04 - Vuln Cold mobs/players take 10% more damage in snow/ice rooms if (IS_SET(ch->vuln_flags,VULN_COLD) && (IS_SET(victim->in_room->room_flags,ROOM_SNOW) || IS_SET(victim->in_room->room_flags,ROOM_ICE))) dam += .1*dam; //Iblis 9/28/04 - Wind damage does 3x to flying people // if (dam_type == DAM_WIND && IS_SET(victim->affected_by,AFF_FLYING)) // dam *= 3; //Iblis 9/28/04 - Chaos Jesters take 1/3 less damage from ACT_WARPED mobs if (IS_SET(ch->act2,ACT_WARPED) && !IS_NPC(victim) && victim->class == PC_CLASS_CHAOS_JESTER) dam = (dam / 3.0) * 2; //Iblis 9/29/04 - Not act warped mobs/players get 2 times damage in warped rooms if (victim->in_room && IS_SET(victim->in_room->room_flags2,ROOM_WARPED) && !IS_SET(victim->act2,ACT_WARPED)) dam *= 2; //Iblis 1/17/04 Litan's get dealts 2x damage when in water if (victim->race == PC_RACE_LITAN && victim->in_room && (victim->in_room->sector_type == SECT_WATER_SWIM || victim->in_room->sector_type == SECT_WATER_NOSWIM || victim->in_room->sector_type == SECT_WATER_OCEAN || victim->in_room->sector_type == SECT_SWAMP || victim->in_room->sector_type == SECT_UNDERWATER)) dam *= 2; // 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; if (!IS_NPC (ch) && !ch->fighting) if (ch->pcdata->battlecry[0] != '\0') { char buf[MAX_STRING_LENGTH]; sprintf (buf, "$n %s", ch->pcdata->battlecry); act (buf, ch, NULL, NULL, TO_ROOM); } if (victim->position > POS_STUNNED) { /* Iblis 08/28/03 - Aggessor fix */ update_aggressor(ch,victim); if (victim->fighting == NULL) set_fighting (victim, ch); if (ch->fighting == NULL) set_fighting (ch, victim); // If victim is charmed, ch might attack victim's master. if (IS_NPC (ch) && IS_NPC (victim) && IS_AFFECTED (victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits (3) == 0) { stop_fighting (ch, FALSE); multi_hit (ch, victim->master, TYPE_UNDEFINED); return FALSE; } } // end if(victim->position > POS_STUNNED) // if you go after your own charmie, then they are released if (victim->master == ch) stop_follower (victim); } /* * Inviso attacks ... not. */ if (IS_AFFECTED (ch, AFF_INVISIBLE)) { affect_strip (ch, gsn_astral_body); affect_strip (ch, gsn_invis); affect_strip (ch, gsn_mass_invis); affect_strip (ch, gsn_heavenly_cloak); affect_strip (ch, gsn_vanish); REMOVE_BIT (ch->affected_by, AFF_INVISIBLE); act ("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } //5-10-03 Iblis - Setting it so if you are attacked, you become un-hidden and un-camoed if (IS_AFFECTED (ch, AFF_CAMOUFLAGE)) REMOVE_BIT (ch->affected_by, AFF_CAMOUFLAGE); if (IS_AFFECTED (ch, AFF_HIDE)) REMOVE_BIT (ch->affected_by, AFF_HIDE); if (IS_SET(ch->act2,ACT_TRANSFORMER)) affect_strip(ch,gsn_transform); /* * Damage modifiers. */ if (dt != gsn_soul_link) { 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, skill_lookup("ghost form"))) dam *= (2.0/3); if (dam > 1 && is_affected (ch, skill_lookup("ghost form"))) 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; //Iblis 1/04/04 Death ward allows a person to take half damage from undeads if (IS_SET(ch->act,ACT_UNDEAD) && is_affected(victim,gsn_death_ward)) dam /= 2; } immune = FALSE; /* * Check for parry, and dodge. */ if (dt >= TYPE_HIT && ch != victim) { if (check_parry (ch, victim)) return FALSE; if (!IS_NPC (victim) && check_block (ch, victim)) return FALSE; if (check_dodge (ch, victim)) return FALSE; if (check_flicker(ch,victim)) return FALSE; if (check_eldritch_miasma (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; } //IBLIS 5/29/03 - I could NOT find, and I tried, any reference to the vulnerabily checking for wood,iron,and silver //in this fight.c mentioned in handler.c, so I added my own checks. //Oh geez this will be complicated..I will add it later if (is_affected (victim, gsn_mirror) && dam_type != DAM_ACID && dam_type != DAM_ENERGY && dam_type != DAM_HOLY && dam_type != DAM_LIGHTNING && dam_type != DAM_FIRE && dam_type != DAM_COLD && dam_type != DAM_NEGATIVE && dam_type != DAM_MENTAL && dam_type != DAM_LIGHT && dam_type != DAM_CHARM && dam_type != DAM_DISEASE && dam_type != DAM_SOUND && dam_type != DAM_HARM) { if (ch->level >= (victim->level + 10) && number_percent () > 50) { char *attack; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; 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 (is_tail_attack) attack = "lightning tail"; sprintf (buf1, "$n's %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf2, "Your %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf3, "$n's %s is absorbed by the magic of your mirror.", attack); act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); return FALSE; } mirror_attack = TRUE; } if (ch->race == PC_RACE_VROATH) { /* Vroath? */ if (ch->alignment >= 500) dam -= (dam * 2 / 3); else if (ch->alignment >= 0) dam -= dam / 3; } if (!IS_NPC(victim) && is_affected(victim,gsn_soul_link) && dt != gsn_soul_link &&dam > 0) { if(victim->pcdata->soul_link == NULL) { bug("soul_link == NULL, but affect still present",0); } else { if (dam_type != DAM_HOLY) dam /= 2; damage_old2(victim->pcdata->soul_link,victim->pcdata->soul_link,dam,gsn_soul_link,DAM_UNIQUE,show); } } if (show) { if (!mirror_attack) dam_message (ch, victim, dam, dt, immune); else dam_message (ch, victim, dam, dt, 3); } if (dam == 0) return FALSE; /* * Hurt the victim. * Inform the victim of his new state. */ if (mirror_attack) victim = ch; victim->hit -= dam; if (!IS_NPC (victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1) victim->hit = 1; check_saddle (victim); 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 ("$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are stunned, but will probably recover.\n\r", victim); break; case POS_DEAD: victim->position = POS_STANDING; if (HAS_SCRIPT (victim)) { TRIGGER_DATA *pTrig; for (pTrig = victim->triggers; pTrig != NULL; pTrig = pTrig->next) if (pTrig->trigger_type == TRIG_DIES) { act_trigger (victim, pTrig->name, NULL, NAME (ch), NAME (victim)); pTrig->current = pTrig->script; while (pTrig->current != NULL) { pTrig->bits = SCRIPT_ADVANCE; script_interpret (victim, pTrig); if (pTrig->current != NULL) pTrig->current = pTrig->current->next; else pTrig->tracer = 0; } } } victim->position = POS_DEAD; if (victim == ch && dt == skill_lookup("chain lightning")) { killed_by_chain = TRUE; } if (!(IS_SET(victim->act,PLR_WANTED) && IS_NPC (ch) && ch->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (ch->spec_fun)) || !str_cmp("spec_guard",spec_name (ch->spec_fun))))) { act ("$n is DEAD!!", victim, 0, 0, TO_ROOM); if (dt == skill_lookup("seizure")) { char buf[MAX_STRING_LENGTH]; if (IS_NPC(ch)) sprintf(buf,"`kThe laughing face of %s is the last thing you see as death takes you.``\n\r",ch->short_descr); else sprintf(buf,"`kThe laughing face of %s is the last thing you see as death takes you.``\n\r",ch->name); send_to_char(buf,victim); } send_to_char ("You have been KILLED!!\n\r\n\r", victim); } if (victim != ch) if (!IS_NPC (ch) && !IS_NPC (victim) && ch->aggres == NULL && IS_AGGRESSOR (ch, victim)) { if (IS_SET (ch->in_room->room_flags, ROOM_LAW) && !IS_SET (victim->act, PLR_WANTED) && !(victim->race == PC_RACE_LICH) && !(victim->class == PC_CLASS_CHAOS_JESTER) && !is_warring (ch->clan, victim->clan) && !is_dueling (ch) && !battle_royale && !ch->dueler && ch->clan != clanname_to_slot("guttersnipes")) set_wanted (ch); if (!ch->pcdata->loner && (ch->clan == CLAN_BOGUS) && !is_dueling (ch) && !battle_royale && !ch->dueler) { ch->pcdata->loner = TRUE; send_to_char ("For your crimes against humanity, you are now marked a loner.\n\r", ch); } } if (dt == gsn_pox || dt == gsn_plague || dt == gsn_poison || dt == gsn_aura_rot || dt == gsn_brain_blisters || dt == gsn_vomit || dt == gsn_contaminate || dt == gsn_skeletal_mutation) { AFFECT_DATA *af;//, plague; for (af = victim->affected; af != NULL; af = af->next) { if (af->type == dt) break; } if (victim == ch && af != NULL && af->comp_name != NULL) { if (str_cmp(af->comp_name,"")) { if ((ch = get_exact_pc_world(ch,af->comp_name)) == NULL) { ch = victim; } } } victim->position = POS_DEAD; } //IBLIS 6/20/03 - Calculate Battle Royale points if (!IS_NPC (ch) && !IS_NPC (victim)) if (battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) calculate_br_points (ch, victim); if (!IS_NPC (ch) && !IS_NPC (victim) && (ch->clan != CLAN_BOGUS) && !battle_royale && (ch->clan == victim->clan) && is_clan_leader (victim) && victim != ch) clan_leader (victim, ch->name); if ((ch->clan != CLAN_BOGUS) && (victim->clan != CLAN_BOGUS) && !battle_royale && !ch->dueler) clanwar_kill (ch, victim); if (!IS_NPC (ch)) { if (IS_NPC (victim)) ch->pcdata->has_killed[MOB_KILL]++; else if (ch != victim) { if (battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) ch->pcdata->has_killed[BR_KILL]++; else if (ch->dueler) ch->pcdata->has_killed[SD_KILL]++; else ch->pcdata->has_killed[PLAYER_KILL]++; } } if (!IS_NPC (victim)) { if (IS_NPC (ch)) victim->pcdata->been_killed[MOB_KILL]++; else if (ch != victim) { if (battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) victim->pcdata->been_killed[BR_KILL]++; else if (victim->dueler) victim->pcdata->been_killed[SD_KILL]++; else victim->pcdata->been_killed[PLAYER_KILL]++; } } /* BEGIN ARENA */ if (is_dueling (victim)) { duel_ends (victim); return FALSE; } if (victim->dueler) { superduel_ends(ch,victim); return FALSE; } /* END ARENA */ break; default: if (dam > victim->max_hit / 4) send_to_char ("You reel in shock from the tremendous pain!\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); if (victim->position == POS_DEAD) { if (!is_dueling (victim) && !victim->dueler) //Iblis 6/29/03 //Needed to fix Avatar Reavers who die from > 0 align if (group_gain (ch, victim)) { raw_kill (victim, victim); return TRUE; } if (!IS_NPC (victim) && !((IS_SET(victim->act,PLR_WANTED) && IS_NPC (ch) && ch->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (ch->spec_fun)) || !str_cmp("spec_guard",spec_name (ch->spec_fun)))))) { sprintf (log_buf, "%s killed by %s at %d", victim->name, (IS_NPC (ch) ? ch->short_descr : ch->name), ch->in_room->vnum); log_string (log_buf); if (!is_dueling (victim) && !(battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) && !victim->dueler) { if (ch->level > 1) { if (IS_NPC (ch)) xploss = (victim->exp / 2.0); else xploss = (victim->exp / 4.0); if (victim->level > 60) { if (xploss > (level_cost (victim->level) / 2.0)) xploss = (level_cost (victim->level) / 2.0); } else { if (xploss > (level_cost (victim->level) / 5.0)) xploss = (level_cost (victim->level) / 5.0); } if (victim->race != PC_RACE_NERIX) { victim->pcdata->xp_last_death = xploss; victim->pcdata->last_death_counter = victim->perm_stat[STAT_CON]; } if (victim->race != PC_RACE_NERIX) gain_exp (victim, 0 - xploss); else gain_exp (victim, 0 - (xploss/2)); } else send_to_char ("Since you are level 1, you lose no experience.\n\r", ch); } } raw_kill (victim, ch); if (IS_NPC(ch) && IS_SET (ch->act, ACT_LOOTER)) { do_get (ch, "all corpse"); do_get (ch, "all 2.corpse"); do_wear (ch, "all"); } if (ch != victim && !IS_NPC (ch) && !is_same_clan (ch, victim) && victim->times_wanted < 65) remove_wanted (victim); if (!IS_NPC (ch) && IS_NPC (victim)) { 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_get (ch, "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_get (ch, "all.gcash corpse"); if (get_skill(ch,gsn_butcher) > 0 && (IS_SET (ch->act, PLR_AUTOBUTCHER))) do_butcher (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_sacrifice (ch, "corpse"); } } return TRUE; } if (victim == ch) return TRUE; /* * Take care of link dead people. */ if (!IS_NPC (victim) && victim->desc == NULL) { if (number_range (0, victim->wait) == 0) { do_recall (victim, ""); return TRUE; } } /* * Wimp out? */ if (IS_NPC (victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2) { if ((IS_SET (victim->act, ACT_WIMPY) && number_bits (2) == 0 && victim->hit < victim->max_hit / 5) || (IS_AFFECTED (victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room)) { victim->wimpy = number_range (0, 4); do_flee (victim, ""); } } if (!IS_NPC (victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2) { do_flee (victim, ""); } return TRUE; } bool check_nonpk (CHAR_DATA * ch, CHAR_DATA * victim) { char buf[MAX_STRING_LENGTH]; // Here, checks for PC vs. PC fights are added for nopk // protection, disregard if it's a duel if (ch == victim) return FALSE; if (!IS_NPC (ch) && !IS_NPC (victim)) { if (IS_IMMORTAL (ch)) { if (is_warring (ch->clan, victim->clan)) return FALSE; if (is_dueling (ch) && is_dueling (victim)) return FALSE; if (ch->dueler && victim->dueler) return FALSE; return FALSE; //send_to_char //("Immortals can't go around attacking players.\n\r", ch); // return FALSE; } if (IS_IMMORTAL (victim)) { if (is_warring (ch->clan, victim->clan)) return FALSE; if (is_dueling (ch) && is_dueling (victim)) return FALSE; if (ch->dueler && victim->dueler) return FALSE; // if (can_see (ch, victim)) // send_to_char ("You want to attack an immortal ?!?!\n\r", ch); // return FALSE; } if (ch->level < 9) { send_to_char ("You are too young to worry about playerkilling.\n\r", ch); return TRUE; } if (victim->level < 9) { send_to_char ("You really don't want to attack this character.\n\r", ch); return TRUE; } if (is_dueling (ch) && is_dueling (victim)) return FALSE; if (ch->dueler && victim->dueler) return FALSE; if (victim->pcdata->questing) { sprintf(buf, "%s is protected by the God of Questing.\n\r",victim->name); send_to_char (buf,ch); return TRUE; } if (ch->pcdata->questing) { send_to_char("The God of Questing prohibits you from doing that.\n\r",ch); return TRUE; } if (clan_table[ch->clan].ctype == CLAN_TYPE_PC) { if (clan_table[victim->clan].ctype == CLAN_TYPE_EXPL) { sprintf (buf, "%s is protected by the God of Peace.\n\r", victim->name); send_to_char (buf, ch); return TRUE; } // if (clan_table[victim->clan].ctype == CLAN_TYPE_PC) // return FALSE; if (!victim->pcdata->loner && !(clan_table[victim->clan].ctype == CLAN_TYPE_PC)) { sprintf (buf, "%s is protected by the God of Peace.\n\r", victim->name); send_to_char (buf, ch); return TRUE; } if (current_time - victim->pcdata->last_pkdeath < (60*MULTIKILL_WAIT_TIME) ) { sprintf (buf, "%s is protected by a divine light, you dare not approach.\n\r",victim->name); send_to_char (buf, ch); return TRUE; } if (current_time - ch->pcdata->last_pkdeath < (60*MULTIKILL_WAIT_TIME) ) { send_to_char("You must be declared killable again, first. (type `kkillable``)\n\r",ch); return TRUE; } return FALSE; } if (clan_table[ch->clan].ctype == CLAN_TYPE_EXPL) { send_to_char ("You have to defect, then type 'clan loner' or join a PK clan to do that.\n\r", ch); return TRUE; } if (ch->pcdata->loner) { if (clan_table[victim->clan].ctype == CLAN_TYPE_EXPL) { sprintf (buf, "%s is protected by the God of Peace.\n\r", victim->name); send_to_char (buf, ch); return TRUE; } //if (clan_table[victim->clan].ctype == CLAN_TYPE_PC ) // if (!victim->pcdata->loner && !(clan_table[victim->clan].ctype == CLAN_TYPE_PC)) // return FALSE; if (!victim->pcdata->loner && !(clan_table[victim->clan].ctype == CLAN_TYPE_PC)) { sprintf (buf, "%s is protected by the God of Peace.\n\r", victim->name); send_to_char (buf, ch); return TRUE; } if (current_time - victim->pcdata->last_pkdeath < (60*MULTIKILL_WAIT_TIME) ) { sprintf (buf, "%s is protected by a divine light, you dare not approach.\n\r",victim->name); send_to_char (buf, ch); return TRUE; } if (current_time - ch->pcdata->last_pkdeath < (60*MULTIKILL_WAIT_TIME) ) { send_to_char("You must be declared killable again, first. (type `kkillable``)\n\r",ch); return TRUE; } return FALSE; } if (!ch->pcdata->loner) { send_to_char ("You have to type 'clan loner' or join a PK clan to do that.\n\r", ch); return TRUE; } if (IS_SET (victim->act, PLR_WANTED)) return TRUE; } return FALSE; } 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 (check_shopkeeper_attack (ch, victim)) return (TRUE); // if (IS_SET (victim->act, PLR_WANTED) && (IS_NPC(ch) || (!IS_NPC(ch) && (ch->pcdata->loner || ch->clan != CLAN_BOGUS)))) // return FALSE; if (victim->dueler && ch->dueler) return FALSE; //if (isorder && !IS_NPC(victim) && ch != victim) // return TRUE; if (isorder && !IS_NPC(victim) && ch != victim) { send_to_char("Luckily, you are smart enough to refuse that order.\n\r",ch); return TRUE; } /* 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); stop_fighting (ch, TRUE); 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_IS_HEALER) // || IS_SET (victim->act, ACT_PRACTICE) // || IS_SET (victim->act, ACT_TRAIN) || IS_SET (victim->act, ACT_IS_CHANGER)) { send_to_char ("I don't think the gods would approve.\n\r", ch); return TRUE; } if (IS_SET (victim->act2, ACT_ILLUSION)) { send_to_char ("Try as you might, you cannot attack an illusion.\n\r",ch); return TRUE; } if (IS_SET(victim->act2,ACT_IMAGINARY) && (ch->class != PC_CLASS_CHAOS_JESTER && !IS_IMMORTAL(ch))) return TRUE; if (IS_SET(victim->act2,ACT_IMAGINARY) && victim->in_room && victim->in_room->area->nplayer > 1) { act("Does $N even exist? Others here do not think so.",ch,NULL,victim,TO_CHAR); 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 && !IS_SET(victim->act2,ACT_FAMILIAR)) { send_to_char ("You don't own that creature.\n\r", ch); return TRUE; } if (IS_SET(victim->act2,ACT_PUPPET) && !ch->pcdata->loner) { send_to_char ("You can't kill that if you're nopk.\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); stop_fighting (ch, TRUE); 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; } if (IS_SET (ch->act2,ACT_PUPPET) && !IS_NPC(victim) && !victim->pcdata->loner) { char buf[MAX_STRING_LENGTH]; sprintf (buf, "%s is protected by the God of Peace.\n\r", victim->name); send_to_char (buf, ch); return TRUE; } } /* player doing the killing */ else { if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) { send_to_char ("Not in this room.\n\r", ch); stop_fighting (ch, TRUE); return TRUE; } if (safe_nopk && !(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner)) && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner)))) if (check_nonpk (ch, victim)) return TRUE; } } return FALSE; } // // Akamai: 11/2/98 - Looking at why Spells don't protect immortals // and why area affects don't quite work correctly // bool is_safe_spell (CHAR_DATA * ch, CHAR_DATA * victim, bool area) { // if victim or the char are not in any room (huh?) then // the victim is *safe* from the spell if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; // if the victim is ch *and* it's an area attack then the // victim is *safe* from the spell if (victim == ch && area) return TRUE; // if the victim is already fighting the cast(er) or the victim // is the caster then *not safe* from spell if (victim->fighting == ch || victim == ch) return FALSE; // if the caster is an immortal and the spell is not an area attack // then the victim is *not safe* if (IS_IMMORTAL (ch) && !area) return FALSE; // safe rooms are safe if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) return TRUE; /* killing mobiles */ if (IS_NPC (victim)) { // in mob shop owner if (victim->pIndexData->pShop != NULL) return TRUE; // imaginary mobs if (IS_SET(victim->act2,ACT_IMAGINARY) && ((ch->class != PC_CLASS_CHAOS_JESTER && !IS_IMMORTAL(ch) && victim->in_room) || victim->in_room->area->nplayer > 1)) return TRUE; /* no killing healers, trainers, etc */ if (IS_SET (victim->act, ACT_IS_HEALER) || // IS_SET (victim->act, ACT_PRACTICE) || // IS_SET (victim->act, ACT_TRAIN) || IS_SET (victim->act, ACT_IS_CHANGER)) return TRUE; if (!IS_NPC (ch)) { /* no pets - pets are safe from player spells */ 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 */ // area attack only affect the group you are fighting if (area && !is_same_group (victim, ch->fighting)) return TRUE; } } else { /* killing players */ if (area && IS_IMMORTAL (victim)) 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; /* legal kill? -- mobs only hit players grouped with opponent */ if (ch->fighting != NULL && !is_same_group (ch->fighting, victim)) return TRUE; } else { if (safe_nopk && !(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner)) && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner)))) if (check_nonpk (ch, victim)) return TRUE; /* player doing the killing */ if (ch->level > (victim->level + PLAYER_LEVEL_DIFF)) return TRUE; } } return FALSE; } /* * Check for parry. */ bool check_parry (CHAR_DATA * ch, CHAR_DATA * victim) { int chance; OBJ_DATA *bow; if (!IS_AWAKE (victim)) return FALSE; chance = get_skill (victim, gsn_parry) / 2; if (get_eq_char (victim, WEAR_WIELD_R) == NULL && get_eq_char (victim, WEAR_WIELD_L) == NULL) { if (IS_NPC (victim)) chance /= 2; else return FALSE; } if (!can_see (ch, victim)) { if (number_percent () < get_skill (ch, gsn_blindfighting)) check_improve (ch, gsn_blindfighting, TRUE, 2); else { check_improve (ch, gsn_blindfighting, FALSE, 2); chance /= 2; } } // Minax 12-20-02 Parry depends on skill, not level // if (number_percent () >= chance + victim->level - ch->level) if (number_percent () >= chance) return FALSE; bow = get_eq_char (victim, WEAR_WIELD_R); if (bow == NULL) bow = get_eq_char (victim, WEAR_WIELD_L); if (bow != NULL && (bow->value[0] == WEAPON_LONGBOW || bow->value[0] == WEAPON_SHORTBOW) && number_percent () > 80) bow->condition--; act ("You raise your weapon to parry $n's attack.", ch, NULL, victim, TO_VICT); act ("$N parries your attack with $S weapon.", 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; if (!IS_NPC(victim) && victim->race == PC_RACE_NERIX) { chance = 23; if (number_percent () >= chance) return FALSE; act ("You block $n's attack with your humongous wings.", ch, NULL, victim, TO_VICT); act ("$N blocks your attack with $s humongous wings.", ch, NULL, victim, TO_CHAR); return TRUE; } else { chance = get_skill (victim, gsn_shield_block) / 5 + 3; if (get_eq_char (victim, WEAR_SHIELD) == NULL) { return FALSE; } } // Minax 12-20-02 Shield Block depends on skill, not level // if (number_percent () >= chance + victim->level - ch->level) if (number_percent () >= chance) 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, 4); return TRUE; } /* * Check for dodge. */ bool check_dodge (CHAR_DATA * ch, CHAR_DATA * victim) { int chance, some_number; short fighting = 0; if (!IS_AWAKE (victim)) return FALSE; chance = get_skill (victim, gsn_dodge) / 2; if (victim->race == PC_RACE_NERIX && IS_SET (ch->affected_by, AFF_FLYING) && IS_SET (victim->affected_by, AFF_FLYING)) chance += get_skill (victim, gsn_dodge) / 5; //IBLIS 5/31/03 - Split Vision skill for monks if (number_percent () < get_skill (victim, gsn_split_vision)) { CHAR_DATA *gch; for (gch = victim->in_room->people; gch != NULL; gch = gch->next_in_room) { if (gch->fighting == victim) if (fighting++) break; } if (fighting > 1) { chance += get_curr_stat (victim, STAT_DEX); check_improve (victim, gsn_split_vision, TRUE, 2); } } if (!can_see (victim, ch)) { if (number_percent () < get_skill (victim, gsn_blindfighting)) check_improve (victim, gsn_blindfighting, TRUE, 2); else { check_improve (victim, gsn_blindfighting, FALSE, 2); chance /= 2; } } // Minax 12-20-02 Dodge depends on skill, not level // if (number_percent () >= chance + victim->level - ch->level) if (number_percent () >= chance) return FALSE; //IBLIS 5/31/03 - Added new dodge messages for monks chance = (get_skill (victim, gsn_counter)) * .35; if (get_eq_char (ch, WEAR_WIELD_R) == NULL && get_eq_char (ch, WEAR_WIELD_L) == NULL && chance > 0) chance += 20; if (/*!IS_NPC (victim) &&*/ number_percent () < chance) { counter_attack (victim, ch); return TRUE; } if (!IS_CLASS (victim, PC_CLASS_MONK) && !IS_SET(victim->act2,ACT_MONK)) { act ("You quickly step out of the way, dodging $n's attack.", ch, NULL, victim, TO_VICT); act ("$N quickly steps out of the way, dodging your attack.", ch, NULL, victim, TO_CHAR); } else { some_number = number_percent (); if (some_number < 20) { act ("Tilting your head to the side you avoid $n's strike.", ch, NULL, victim, TO_VICT); } else if (some_number < 40) { act ("You drop down to the ground as you narrowly avoid $n's weapon.", ch, NULL, victim, TO_VICT); } else if (some_number < 60) { act ("$n falls for your feint and you avoid their attack with lots of room to spare.", ch, NULL, victim, TO_VICT); } else if (some_number < 80) { act ("You dive over $n's swing and land in a roll.", ch, NULL, victim, TO_VICT); } else act ("You jump to evade the swing aimed for your legs.", ch, NULL, victim, TO_VICT); some_number = number_percent (); if (some_number < 25) act ("You swing your weapon at $N, who casually avoids the attack.", ch, NULL, victim, TO_CHAR); else if (some_number < 50) act ("$N drops to the side, rolling away from your attack.", ch, NULL, victim, TO_CHAR); else if (some_number < 75) act ("$N moves into the blind spot of your swordsarm to avoid your strike.", ch, NULL, victim, TO_CHAR); else act ("As if all your moves were predicted, $N gracefully eludes your attempts to hit $m.", 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; } void add_hunting (CHAR_DATA * hunter, CHAR_DATA * hunted) { MEMORY_DATA *memd; for (memd = hunter->hunt_memory; memd; memd = memd->next_memory) if (memd->player == hunted) return; memd = new_memory (); memd->mob = hunter; memd->player = hunted; memd->next_memory = hunter->hunt_memory; hunter->hunt_memory = memd; memd->next = memories; memories = memd; } void extract_memory (MEMORY_DATA * memd) { MEMORY_DATA *prev; if (memd == memories) { memories = memd->next; } else { for (prev = memories; prev; prev = prev->next) if (prev->next == memd) { prev->next = memd->next; break; } } if (memd == memd->mob->hunt_memory) { memd->mob->hunt_memory = memd->next_memory; } else { for (prev = memd->mob->hunt_memory; prev; prev = prev->next_memory) { if (prev->next_memory == memd) { prev->next_memory = memd->next_memory; break; } } } free_memory (memd); } /* * Start fights. */ void set_fighting (CHAR_DATA * ch, CHAR_DATA * victim) { /* char buf[MAX_STRING_LENGTH]; if (ch->fighting != NULL) { sprintf(buf, "Set_fighting: %s is already fighting %s", !IS_NPC(ch) ? ch->name : ch->short_descr, !IS_NPC(victim) ? victim->name : victim->short_descr ); bug (buf, 0); return; } */ if (IS_SET(ch->act2, ACT_ILLUSION) || IS_SET(victim->act2, ACT_ILLUSION) || IS_SET(victim->act2,ACT_NO_KILL) || IS_SET(ch->act2,ACT_NO_KILL)) return; ch->last_fought = victim; victim->last_fought = ch; update_aggressor (victim, ch); ch->aggres = NULL; if (victim != ch) victim->aggres = ch; if (IS_AFFECTED (ch, AFF_SLEEP)) affect_strip (ch, gsn_sleep); if (is_affected (ch, skill_lookup ("Ballad of Ole Rip"))) affect_strip (ch, skill_lookup ("Ballad of Ole Rip")); if (!IS_NPC (ch)) { ch->pcdata->knock_time = 0; ch->pcdata->last_fight = time (NULL); if (IS_NPC (victim) && (IS_SET (victim->act, ACT_HUNT) || IS_SET (victim->act, ACT_REMEMBER) || IS_SET (victim->act, ACT_SMART_HUNT))) { add_hunting (victim, ch); } } if (!IS_NPC (victim)) { if (IS_NPC (ch) && (IS_SET (ch->act, ACT_HUNT) || IS_SET (ch->act, ACT_REMEMBER) || IS_SET (ch->act, ACT_SMART_HUNT))) { add_hunting (ch, victim); } victim->pcdata->knock_time = 0; } ch->fighting = victim; ch->on = NULL; victim->on = NULL; if (!ch->bashed) ch->position = POS_FIGHTING; return; } void set_fighting_auto (CHAR_DATA * ch, CHAR_DATA * victim) { /* char buf[MAX_STRING_LENGTH]; if (ch->fighting != NULL) { sprintf(buf, "Set_fighting: %s is already fighting %s", !IS_NPC(ch) ? ch->name : ch->short_descr, !IS_NPC(victim) ? victim->name : victim->short_descr ); bug (buf, 0); return; } */ if (IS_SET(ch->act2, ACT_ILLUSION) || IS_SET(victim->act2, ACT_ILLUSION) || IS_SET(victim->act2,ACT_NO_KILL) || IS_SET(ch->act2,ACT_NO_KILL)) return; if (ch != victim) ch->aggres = victim; update_aggressor (victim, ch); if (IS_AFFECTED (ch, AFF_SLEEP)) affect_strip (ch, gsn_sleep); if (is_affected (ch, skill_lookup ("Ballad of Ole Rip"))) affect_strip (ch, skill_lookup ("Ballad of Ole Rip")); if (!IS_NPC (ch)) { ch->pcdata->knock_time = 0; ch->pcdata->last_fight = time (NULL); if (IS_NPC (victim) && (IS_SET (victim->act, ACT_HUNT) || IS_SET (victim->act, ACT_REMEMBER) || IS_SET (victim->act, ACT_SMART_HUNT))) { add_hunting (victim, ch); } } if (!IS_NPC (victim)) { if (IS_NPC (ch) && (IS_SET (ch->act, ACT_HUNT) || IS_SET (ch->act, ACT_REMEMBER) || IS_SET (ch->act, ACT_SMART_HUNT))) add_hunting (ch, victim); victim->pcdata->knock_time = 0; } ch->fighting = victim; ch->on = NULL; victim->on = NULL; if (!ch->bashed) ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting (CHAR_DATA * ch, bool fBoth) { CHAR_DATA *fch; OBJ_DATA *wield; if (!IS_NPC(ch) && ch->pcdata->aggression) ch->pcdata->aggression = 1; if (!IS_NPC(ch) && ch->class == PC_CLASS_CHAOS_JESTER) ch->pcdata->pain_points = 0; if (((wield = get_eq_char (ch, WEAR_WIELD_R)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (ch, WEAR_WIELD_L)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); //AFFECT_DATA *af; /* if (ch->fighting != NULL && is_affected(ch->fighting,gsn_evil_twin)) { for (af = ch->fighting->affected; af != NULL; af = af->next) { if (af->type == gsn_evil_twin) break; } if (af != NULL && af->comp_name != NULL && !str_cmp(ch->name,af->comp_name)) affect_remove(ch->fighting,af); }*/ for (fch = char_list; fch != NULL; fch = fch->next) { if (fch == ch || (fBoth && fch->fighting == ch)) { /* if (fch->fighting != NULL && is_affected(fch->fighting,gsn_evil_twin)) { for (af = fch->fighting->affected; af != NULL; af = af->next) { if (af->type == gsn_evil_twin) break; } if (af != NULL && af->comp_name != NULL && !str_cmp(fch->name,af->comp_name)) affect_remove(fch->fighting,af); }*/ fch->fighting = NULL; fch->stunned = 0; if (!IS_NPC(fch) && fch->pcdata->aggression) fch->pcdata->aggression = 1; if (!IS_NPC(fch) && fch->class == PC_CLASS_CHAOS_JESTER) fch->pcdata->pain_points = 0; if (((wield = get_eq_char (fch, WEAR_WIELD_R)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (fch, WEAR_WIELD_L)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (IS_NPC (fch)) fch->position = fch->default_pos; else { if (fch->mount != NULL && fch->mount->riders == fch) fch->position = POS_MOUNTED; else fch->position = POS_STANDING; } update_pos (fch); } } return; } /* * Make a corpse out of a character. */ void make_corpse (CHAR_DATA * ch) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if (IS_SET(ch->act2,ACT_PUPPET)) return; 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); } else { name = ch->name; corpse = create_object (get_obj_index (OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range (29, 31); corpse->owner = NULL; corpse->value[5] = ch->pcdata->been_killed[PLAYER_KILL] + ch->pcdata->been_killed[MOB_KILL] + ch->pcdata->other_deaths; if (corpse->plr_owner) free_string(corpse->plr_owner); corpse->plr_owner = str_dup(ch->name); } if (ch->gold > 0 || ch->silver > 0) { if (ch->race == PC_RACE_NIDAE || IS_SET(ch->form,FORM_INSTANT_DECAY)) obj_to_room(create_money (ch->gold, ch->silver), ch->in_room); else obj_to_obj (create_money (ch->gold, ch->silver), corpse); ch->gold = 0; ch->silver = 0; } corpse->cost = 0; corpse->level = ch->level; sprintf (buf, corpse->short_descr, name); free_string (corpse->short_descr); corpse->short_descr = str_dup (buf); sprintf (buf, corpse->description, name); free_string (corpse->description); corpse->description = str_dup (buf); corpse->value[6] = ch->size; for (obj = ch->carrying; obj != NULL; obj = obj_next) { bool floating = FALSE; obj_next = obj->next_content; if (IS_SET(obj->extra_flags[1],ITEM_TATTOO)) continue; // if (IS_SET(obj->wear_loc,WEAR_FLOAT)) // floating = TRUE; unequip_char (ch, obj); 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_NPC (ch) && IS_SET (obj->extra_flags[0], ITEM_ROT_DEATH)) { extract_obj (obj); continue; } if (IS_SET (obj->extra_flags[0], ITEM_VIS_DEATH)) REMOVE_BIT (obj->extra_flags[0], ITEM_VIS_DEATH); if (IS_SET (obj->extra_flags[0], ITEM_INVENTORY)) extract_obj (obj); else if ((floating && ch->race != PC_RACE_AVATAR) || ch->race == PC_RACE_NIDAE) { act ("$p falls to the floor.", ch, obj, NULL, TO_ROOM); obj_to_room (obj, ch->in_room); } else if (IS_SET(ch->form,FORM_INSTANT_DECAY)) { act ("$p falls to the floor.", ch, obj, NULL, TO_ROOM); obj_to_room(obj,ch->in_room); } else obj_to_obj (obj, corpse); } if (number_percent () == 1 && number_percent () <= 10 && number_percent () <= 20 && ch->level > 1 && IS_NPC(ch)) { OBJ_DATA *robj; robj = create_object (get_obj_index (OBJ_VNUM_RUNE_CONV), 0); robj->value[3] = number_range(1,30000); obj_to_obj (robj, corpse); } if (ch->race == PC_RACE_AVATAR || IS_SET(ch->act2, ACT_ILLUSION) || ch->race == PC_RACE_NIDAE || IS_SET(ch->form,FORM_INSTANT_DECAY)) extract_obj(corpse); else { obj_to_room (corpse, ch->in_room); if (!IS_NPC(ch)) save_player_corpse(corpse); } if (!IS_NPC(ch) && IS_CLASS(ch,PC_CLASS_REAVER)) reset_char (ch); if (!IS_NPC(ch) && ch->race == PC_RACE_NIDAE) { corpse = create_object(get_obj_index(OBJ_VNUM_ICE_STATUE),0); obj_to_room(corpse,ch->in_room); corpse->timer = 100; } return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry (CHAR_DATA * ch, bool not_mob_killer) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; int vnum; vnum = 0; msg = "$n's chilling death cry sends a shiver up your spine."; if (IS_SET(ch->act2,ACT_SWITCHED)) return; switch (number_range (0, 7)) { case 0: msg = "$n hits the ground with a thud, DEAD."; break; case 1: if (ch->material == 0) { msg = "$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; } } if ((number_range (1, 2) == 1) && (IS_SET (ch->parts, PART_FEATHERS))) { msg = "The feather of $n is plucked from $s corpse."; vnum = OBJ_VNUM_FEATHER; } if (!IS_NPC (ch) && not_mob_killer && !battle_royale) { if (IS_SET (ch->parts, PART_EYE)) { msg = "The eye of $n pops from $s head and bounces off your foot."; vnum = OBJ_VNUM_EYE; } } 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); if (obj->item_type != ITEM_GEM && obj->item_type != ITEM_TREASURE && obj->item_type != ITEM_FEATHER) 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->pIndexData->vnum == OBJ_VNUM_EYE) { sprintf(buf,"%s %s",obj->name,name); free_string(obj->name); obj->name = 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 the tortured cry of someone dying nearby."; 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, CHAR_DATA * killer) { int i; CHAR_DATA *vch; DESCRIPTOR_DATA *d; MEMORY_DATA *memd, *memd_next; char strsave[MAX_INPUT_LENGTH]; int soulgain = 0; char buf[MAX_STRING_LENGTH]; if (victim == killer && !IS_NPC(victim)) victim->pcdata->other_deaths++; if (!(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) && !victim->dueler) { if (IS_SET(victim->act,PLR_WANTED) && IS_NPC (killer) && killer->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (killer->spec_fun)) || !str_cmp("spec_guard",spec_name (killer->spec_fun)))) { do_peace(victim,""); victim->hit = 1; victim->position = POS_RESTING; arrest(killer,victim); act("$n beats you to unconsciousness. You awake to find yourself behind bars.", killer,NULL, victim,TO_VICT); return; } } sprintf (buf, "%s got toasted by %s at %s [room %d]", (IS_NPC (victim) ? victim->short_descr : victim->name), (IS_NPC (killer) ? killer->short_descr : killer->name), killer->in_room->name, killer->in_room->vnum); if (IS_NPC (victim)) wiznet (buf, NULL, NULL, WIZ_MOBDEATHS, 0, 0); else wiznet (buf, NULL, NULL, WIZ_DEATHS, 0, 0); if (!IS_NPC(victim) && victim->pcdata->soul_link) { CHAR_DATA *tempc; tempc = victim->pcdata->soul_link; send_to_char("Your soul linked partner has died, drawing you into death.\n\r",victim->pcdata->soul_link); send_to_char("Your soul link draws your partner into death.\n\r",victim); affect_strip (victim,gsn_soul_link); affect_strip (tempc,gsn_soul_link); raw_kill(tempc,tempc); } feed_death(victim,killer); if (!IS_NPC(victim)) { for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && IS_AWAKE (d->character) && d->pEdit == NULL && d->editor == 0 && !IS_NPC(d->character) && get_skill(d->character,gsn_sense_death) > number_percent()) { send_to_char ("Your pulse quickens as a mortal life is taken from the world.\n\r", d->character); check_improve (d->character, gsn_sense_death, TRUE, 2); } } } if (!IS_NPC (victim)) { if (IS_NPC (killer)) { // kill_table[URANGE(0, killer->level, MAX_LEVEL - 1)].kills++; // killer->pIndexData->kills++; } else { if (victim != killer && !(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner)))) { OBJ_DATA *binder, *tobj; int total=0,counter=0; victim->pcdata->last_pkdeath = current_time; sprintf(buf,"`k%s `lis surrounded by a protective light.``",victim->name); pk_chan(buf); binder = get_obj_vnum_char(victim, OBJ_VNUM_BINDER); if (binder && binder->contains) { for (tobj = binder->contains; tobj != NULL; tobj = tobj->next_content) ++total; total = number_range(1,total); for (tobj = binder->contains; tobj != NULL; tobj = tobj->next_content) { if (++counter == total) { obj_from_obj(tobj); obj_to_char(tobj,killer); act("You win $p from $N due to your victory over $M.",killer,tobj,victim,TO_CHAR); act_new("You lose $p to $n due to $s victory over you.",killer,tobj,victim,TO_VICT,POS_DEAD); break; } } } } if (killer->race == PC_RACE_KALIAN && victim != killer && victim->in_room == killer->in_room && !IS_SET(victim->form,FORM_INSTANT_DECAY)) { act("`iYou pounce onto the corpse of $N`i, sink your teeth into $s neck and feed.``",killer,NULL,victim,TO_CHAR); act("`iYou watch in horror as $n leaps onto the corpse of $N`i and feeds upon it.``",killer,NULL,victim,TO_ROOM); killer->pcdata->condition[COND_THIRST] += number_range(4,8); if (killer->pcdata->condition[COND_THIRST] > 45) killer->pcdata->condition[COND_THIRST] = 45; switch (victim->race) { case PC_RACE_DWARF: spell_giant_strength (find_spell (killer, "giant strength"), victim->level/9,killer, (void*)killer,0); break; case PC_RACE_CANTHI: spell_aqua_breathe (find_spell (killer, "aqua breathe"), victim->level/10,killer, (void*)killer,0); break; case PC_RACE_SIDHE: spell_pass_door (find_spell (killer, "pass door"), victim->level/4,killer, (void*)killer,0); break; case PC_RACE_ELF: spell_haste (find_spell (killer, "haste"), victim->level/6,killer, (void*)killer,0); break; case PC_RACE_SYVIN: spell_bark_skin (gsn_bark_skin, victim->level/10, killer, (void*)killer,0); break; case PC_RACE_AVATAR: prayer_sanctuary (find_spell (killer, "sanctuary"), victim->level/2, killer, (void*)killer,0); break; case PC_RACE_VROATH: prayer_frenzy (find_spell (killer, "frenzy"), victim->level/5, killer, (void*)killer,0); break; case PC_RACE_HUMAN: spell_heal (find_spell (killer, "heal"), victim->level/5, killer, (void*)killer,0); break; case PC_RACE_LITAN: spell_fireshield (find_spell (killer, "fireshield"), victim->level, killer, (void*)killer,0); break; case PC_RACE_KALIAN: send_to_char("Kalian's blood is harmful to your health.\n\r",killer); spell_plague (find_spell (killer, "plague"), victim->level/8, killer, (void*)killer,0); break; case PC_RACE_LICH: spell_protection_evil (find_spell (killer, ""), victim->level, killer, (void*)killer,0); break; case PC_RACE_NERIX: spell_protection_good (find_spell (killer, ""), victim->level, killer, (void*)killer,0); break; } } } } if (IS_NPC (victim)) { if (IS_SET(victim->act2,ACT_QUESTMOB)) { if (!IS_NPC(killer) && killer->pcdata->quest_mob == victim) killer->pcdata->quest_mob = killer; else { CHAR_DATA *wch; for (wch = char_list; wch != NULL; wch = wch->next) { if (IS_NPC(wch)) continue; if (wch->pcdata->quest_mob == victim) { wch->pcdata->quest_mob = NULL; send_to_char("Alas, someone ELSE has killed the mob you were hunting for before you could reach it.\n\r",wch); send_to_char("Unfortunately, that means you have failed in your quest.\n\r",wch); wch->pcdata->quest_ticks = -10; break; } } } } if (!IS_NPC (killer)) { if (!(battle_royale && (killer->level > 19 || (!IS_NPC(killer) && killer->pcdata->loner)))) { if (IS_CLASS (killer, PC_CLASS_REAVER) && !IS_SET(killer->act,PLR_CARDKILL) && (get_eq_char (killer, WEAR_WIELD_L) != NULL || get_eq_char (killer, WEAR_WIELD_R) != NULL)) { soulgain = compute_soul_gain (killer, victim); sprintf (buf, "`aYou mercilessly stab %s `ainto the corpse of %s`a, reaping its energy.``\n\r", killer->sword->short_descr, victim->short_descr); send_to_char (buf, killer); act ("`aYou watch in horror as $n reaps the soul of $s victim with a stab of $s sword.``", killer, killer, killer, TO_ROOM); if (soulgain == 1) sprintf (buf, "`aYou gain `b1 `asoul energy.``\n\r"); else sprintf (buf, "`aYou gain `b%d `asoul energies.``\n\r", soulgain); send_to_char (buf, killer); killer->pcdata->souls += soulgain; killer->pcdata->totalsouls += soulgain; } } if (killer->race == PC_RACE_KALIAN && victim->in_room == killer->in_room && !IS_SET(victim->form,FORM_INSTANT_DECAY)) { act("`iYou pounce onto the corpse of $N`i, sink your teeth into $s neck and feed.``",killer,NULL,victim,TO_CHAR); act("`iYou watch in horror as $n leaps onto the corpse of $N`i and feeds upon $M.``",killer,NULL,victim,TO_ROOM); killer->pcdata->condition[COND_THIRST] += number_range(4,8); if (killer->pcdata->condition[COND_THIRST] > 45) killer->pcdata->condition[COND_THIRST] = 45; } // else // { // kill_table[URANGE(0, killer->level, MAX_LEVEL - 1)].kills++; // killer->pIndexData->kills++; // } } // victim->pIndexData->deaths++; // kill_table[URANGE(0, victim->level, MAX_LEVEL - 1)].deaths++; // } // Minax 12-24-02 When Avatars die, they are gone forever if (!IS_NPC (victim) && !IS_IMMORTAL (victim) && (victim->race == PC_RACE_AVATAR) && !(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner)))) { if (victim->pcdata->avatar_type < 2) { for (d = descriptor_list; d; d = d->next) { if (d->connected == CON_PLAYING) { vch = d->character; act ("`oAn odeous howl permeates the air as $N the Avatar becomes nothing more than a memory.", vch, NULL, victim, TO_CHAR); } } send_to_char ("`oYou shiver as your soul is ripped from your body. Your mortal life has expired forever.``\n\r", victim); sprintf (strsave, "%s%c/%s", PLAYER_DIR, toupper (victim->name[0]), capitalize (victim->name)); wiznet ("Avatar $N died and is being deleted.", victim, NULL, 0, 0, 0); if (victim->clan != CLAN_BOGUS) clan_defect (victim); do_hard_quit (victim, "", TRUE); unlink (strsave); return; } else //pk Avatar { send_to_char ("`oThe gods have reclaimed your corpse in order to hide all proof of your death.``\n\r", victim); wiznet ("Avatar $N died and their corpse went POOF!.", victim, NULL, 0, 0, 0); } } if (!IS_NPC (victim)) { make_backup = TRUE; save_char_obj (victim); if (victim->pcdata->fishing) victim->pcdata->fishing = 0; } if (!IS_SET(victim->act2, ACT_ILLUSION)) death_cry (victim, ((IS_NPC (killer) || killer == victim) ? FALSE : TRUE)); if ((!(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) || IS_NPC (victim)) && !victim->dueler) if (!(IS_SET(victim->act,PLR_WANTED) && IS_NPC (killer) && killer->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (killer->spec_fun)) || !str_cmp("spec_guard",spec_name (killer->spec_fun))))) { make_corpse (victim); if (!IS_NPC(victim) && victim->pcdata->avatar_type >= 3 && victim->race == PC_RACE_AVATAR) { reset_race(victim); send_to_char("You have died, and thus are no longer an Avatar.\n\r",victim); } } stop_fighting (victim, TRUE); if (is_dueling (victim)) { duel_ends (victim); return; } if (victim->dueler) { superduel_ends (killer,victim); return; } for (memd = memories; memd; memd = memd_next) { memd_next = memd->next; if (memd->player == victim || memd->mob == victim) extract_memory (memd); } if (IS_NPC (victim)) { victim->pIndexData->killed++; kill_table[URANGE (0, victim->level, MAX_LEVEL - 1)].killed++; if (HAS_SCRIPT (victim)) { TRIGGER_DATA *pTrig; for (pTrig = victim->triggers; pTrig != NULL; pTrig = pTrig->next) { pTrig->current = NULL; pTrig->tracer = 0; } } if (victim->mount != NULL) { victim->mount->riders = NULL; victim->mount->mounter = NULL; victim->mount = NULL; victim->position = POS_STANDING; } if (victim->riders != NULL) { send_to_char ("Alas, your trusty mount has died.\n\r", victim->riders); victim->riders->mount = NULL; victim->riders->position = POS_STANDING; } if (IS_SET(victim->act2,ACT_PUPPET)) switched_return(victim,victim->in_room); extract_char (victim, TRUE); return; } if (!(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) && !victim->dueler) { if (IS_SET(victim->act,PLR_WANTED) && IS_NPC (killer) && killer->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (killer->spec_fun)) || !str_cmp("spec_guard",spec_name (killer->spec_fun)))) { do_peace(victim,""); victim->hit = 1; victim->position = POS_RESTING; arrest(killer,victim); act("$n beats you to unconsciousness. You awake to find yourself behind bars.", killer,NULL, victim,TO_VICT); return; } if (IS_SET(victim->act2,ACT_PUPPET)) switched_return(victim,victim->in_room); extract_char (victim, FALSE); } else //Do the most important things from extract char here { SCENT_DATA *sc, *sc_next; // clannies that have declared their clan hall get // to be resurected in their clan hall sprintf (buf, "%s %d", victim->name, ROOM_VNUM_ALTAR); if (!IS_SET (victim->act, PLR_JAILED)) { do_transfer (victim, buf); if (++br_death_counter >= battle_royale_dead_amount) { do_restore (victim, ""); br_death_counter = 0; } } for (sc = scents; sc; sc = sc_next) { sc_next = sc->next; if (sc->player == victim) extract_scent (sc); } } while (victim->affected) affect_remove (victim, victim->affected); victim->affected_by = race_table[victim->race].aff; if (battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) { OBJ_DATA *obj, *obj_next; long wear_long; for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE) continue; wear_long = obj->wear_loc; if (obj->affected) { unequip_char (victim, obj); equip_char_slot_new (victim, obj, wear_long); } } } if (!(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner)))) { for (i = 0; i < 4; i++) victim->armor[i] = 100; } victim->position = POS_RESTING; victim->hit = 1; victim->mana = 1; if (!(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner)))) victim->move = 1; else victim->move = -250; victim->pcdata->condition[COND_HUNGER] = 24; victim->pcdata->condition[COND_THIRST] = 24; victim->pcdata->condition[COND_DRUNK] = 0; // Shinowlan -- 6/25/98 Bug: #7 Death frees a jailed person // this goes with fix in handler.c // Shinowlan -- 7/21/98 Added GRACE_WANTED constant to merc.h // This constant controls the number of times a player can be wanted // before wanted flags persist (are not removed) when a player dies. if (!IS_NPC (victim) && (victim->times_wanted < GRACE_WANTED) && !IS_SET (victim->act, PLR_JAILED)) remove_wanted (victim); //Iblis 6/28/03 //Remove all aggressor stuff between the two chars remove_aggressor (killer, victim); remove_aggressor (victim, killer); save_char_obj (victim); return; } void port_kill (CHAR_DATA * victim) { int i; MEMORY_DATA *memd, *memd_next; OBJ_DATA *obj, *obj_next; stop_fighting (victim, TRUE); for (memd = memories; memd; memd = memd_next) { memd_next = memd->next; if (memd->player == victim || memd->mob == victim) extract_memory (memd); } for (obj = victim->carrying; obj; obj = obj_next) { obj_next = obj->next_content; unequip_char (victim, obj); extract_obj (obj); } if (IS_NPC (victim)) { victim->pIndexData->killed++; kill_table[URANGE (0, victim->level, MAX_LEVEL - 1)].killed++; if (victim->mount != NULL) { victim->mount->riders = NULL; victim->mount->mounter = NULL; victim->mount = NULL; victim->position = POS_STANDING; } if (victim->riders != NULL) { send_to_char ("Alas, your trusty mount has died.\n\r", victim->riders); victim->riders->mount = NULL; victim->riders->position = POS_STANDING; } extract_char (victim, TRUE); return; } if (IS_SET(victim->act2,ACT_PUPPET)) switched_return(victim,victim->in_room); 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 = 1; victim->mana = 1; victim->move = 1; victim->pcdata->condition[COND_HUNGER] = 24; victim->pcdata->condition[COND_THIRST] = 24; save_char_obj (victim); return; } //Iblis 6/29/03 - Made it boolean to fix Avatar reaver bug.. //It returns TRUE if an avatar reaver died, false otherwise bool group_gain (CHAR_DATA * ch, CHAR_DATA * victim) { CHAR_DATA *gch; CHAR_DATA *lch; int xp; int num_npcs = 0, num_pcs = 0; int npc_group_levels = 0; int group_levels = 0; float grouplevels = 0; int highest_npc_level = 0; bool cardkill = FALSE; char buf[MAX_STRING_LENGTH]; OBJ_INDEX_DATA *objid; OBJ_DATA *obj; /* * 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 FALSE; if (!IS_NPC(ch) && IS_SET(ch->act,PLR_CARDKILL)) { int value=0; cardkill = TRUE; if (IS_NPC(victim) && !IS_SET(victim->act,ACT_PET) && !IS_SET(victim->act2,ACT_FAMILIAR) && victim->pIndexData->vnum != MOB_VNUM_VIVIFY) { if(victim->pIndexData->card_vnum != 0 && (objid = get_obj_index(victim->pIndexData->card_vnum))) { switch(objid->rarity) { case RARITY_ALWAYS: value = 110;break; case RARITY_COMMON: value = 75;break; case RARITY_SOMEWHAT_COMMON: value = 50;break; case RARITY_UNCOMMON: value = 25; break; case RARITY_RARE: value = 10; break; case RARITY_VERY_RARE: value = 3; break; default : value = 110; } if (number_percent() <= value) //It pops { obj = create_object(objid,0); obj_to_char(obj,ch); act("You take a small card from the corpse.",ch,obj,NULL,TO_CHAR); act("$n takes a small card from the corpse.",ch,obj,NULL,TO_ROOM); } } else if (number_percent() <= 80 || ch->class == PC_CLASS_CHAOS_JESTER) //A commong card pops { if (number_percent() > (1 + (victim->level*(39/90.0)) ) ) { obj = create_object(get_obj_index(OBJ_VNUM_COMMON_CARD),0); //Random Element obj->value[11] = number_range(0,4); //Random Offence value = 1 + (victim->level/10) + ((victim->level > 80)?1:0) + ((victim->level == 100)?1:0); obj->value[8] = number_range(0,value); //Random Defence obj->value[9] = value - obj->value[8]; if (obj->value[9] > 9) { obj->value[8] += obj->value[9] - 9; obj->value[9] = 9; } if (obj->value[8] > 9) { value += obj->value[8] - 9; obj->value[8] = 9; } //Nemesis if (number_percent() <= 5) obj->value[12] = number_range(1,9); //HP obj->value[7] = (victim->level/10) - 2; if (obj->value[7] < 1) obj->value[7] = 1; if (victim->race == orace_lookup ("human") || victim->race ==orace_lookup ("elf") || victim->race ==orace_lookup ("vro'ath") || victim->race ==orace_lookup ("dwarf") || victim->race ==orace_lookup ("syvin") || victim->race ==orace_lookup ("litan") || victim->race ==orace_lookup ("orc") || victim->race ==orace_lookup ("goblin") || victim->race ==orace_lookup ("hobgoblin")) obj->value[10] = CARD_RACE_HUMANOID; else if (victim->race ==orace_lookup ("lich") || victim->race ==orace_lookup ("kalian")) obj->value[10] = CARD_RACE_UNDEAD; else if (victim->race ==orace_lookup ("dragon") || victim->race ==orace_lookup ("lizard")) obj->value[10] = CARD_RACE_DRAGON; else if (victim->race ==orace_lookup ("sidhe") || victim->race ==orace_lookup ("unique") || victim->race ==orace_lookup ("avatar")) obj->value[10] = CARD_RACE_MAGIC; else if (victim->race ==orace_lookup ("cloudgiant") || victim->race ==orace_lookup ("school monster") || victim->race ==orace_lookup ("troll") || victim->race ==orace_lookup ("giant") || victim->race ==orace_lookup ("modron") || victim->race ==orace_lookup ("kobold")) obj->value[10] = CARD_RACE_MONSTER; else if (victim->race ==orace_lookup ("wyvern") || victim->race ==orace_lookup ("nerix") || victim->race ==orace_lookup ("song bird") || victim->race ==orace_lookup ("bat")) obj->value[10] = CARD_RACE_BIRD; else if (victim->race ==orace_lookup ("swarm") || victim->race ==orace_lookup ("centipede")) obj->value[10] = CARD_RACE_INSECT; else if (victim->race ==orace_lookup ("canthi") || victim->race ==orace_lookup ("water fowl") || victim->race == orace_lookup ("fish")) obj->value[10] = CARD_RACE_FISH; else obj->value[10] = CARD_RACE_ANIMAL; if (IS_SET(victim->act,ACT_UNDEAD)) obj->value[10] = CARD_RACE_UNDEAD; switch (obj->value[11]) { default: sprintf(buf,"`h[`oCard`h] `h[`aMob`h] `a[`h0`a] `a[``%s`a]``",victim->short_descr);break; case CARD_ELEMENT_WATER: sprintf(buf,"`h[`oCard`h] `h[`aMob`h] `a[`eW`a] `a[``%s`a]``",victim->short_descr);break; case CARD_ELEMENT_LIGHTNING: sprintf(buf,"`h[`oCard`h] `h[`aMob`h] `a[`kL`a] `a[``%s`a]``",victim->short_descr);break; case CARD_ELEMENT_FIRE: sprintf(buf,"`h[`oCard`h] `h[`aMob`h] `a[`iF`a] `a[``%s`a]``",victim->short_descr);break; case CARD_ELEMENT_STONE: sprintf(buf,"`h[`oCard`h] `h[`aMob`h] `a[`dS`a] `a[``%s`a]``",victim->short_descr);break; } free_string(obj->short_descr); obj->short_descr = str_dup(buf); sprintf(buf,"card %s",victim->name); free_string(obj->name); obj->name = str_dup(buf); obj_to_char(obj,ch); act("You take a small card from the corpse.",ch,obj,NULL,TO_CHAR); act("$n takes a small card from the corpse.",ch,obj,NULL,TO_ROOM); } //rune cards else { int random_number=0, counter=0, total_cards=0; RUNE_CARD_DATA *rc; for (rc = rune_card_list;rc != NULL;rc = rc->next) ++total_cards; random_number = number_range(1,total_cards); counter = 0; // do_echo(ch,"`lA rune card should have popped.``"); for (rc = rune_card_list;rc != NULL;rc = ((rc==NULL)?rune_card_list:rc->next)) { // send_to_char("!",ch); if (++counter == random_number) { if (!(objid = get_obj_index(rc->vnum))) { bug("Error, vnum %d on rune card list does not exist!",rc->vnum); break; } switch(objid->rarity) { case RARITY_ALWAYS: value = 46;break; case RARITY_COMMON: value = 25;break; case RARITY_SOMEWHAT_COMMON: value = 15;break; case RARITY_UNCOMMON: value = 10; break; case RARITY_RARE: value = 3; break; case RARITY_VERY_RARE: value = 1; break; default : value = 46; } if (number_percent() <= value && ch->level >= objid->level) { obj = create_object(get_obj_index(rc->vnum),0); obj_to_char(obj,ch); // do_echo(ch,"`kA rune card DID pop!``"); act("You take a small card from the corpse.",ch,obj,NULL,TO_CHAR); act("$n takes a small card from the corpse.",ch,obj,NULL,TO_ROOM); break; } //Restart the loop if no card is given else { random_number = number_range(1,total_cards); counter = 0; rc = NULL; // send_to_char("#",ch); } } } } } } } // run through the list of members in the group, counting the members for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { // Mathew 4/12/99 -- fix group membership so that mounts and // uncharmed npcs no longer effect experience calculation if (is_same_group (gch, ch) && !IS_NPC (gch)) { num_pcs++; group_levels += gch->level; } //IBLIS 5/18/03 //grouplevels is used to see if groupxp should be incremented grouplevels = group_levels; //IBLIS 5/18/03 - New Charmie Penalty if (is_same_group (gch, ch) && IS_NPC (gch) && !IS_SET (gch->act, ACT_PET) && !IS_SET (gch->act2, ACT_FAMILIAR) && gch->pIndexData->vnum != MOB_VNUM_VIVIFY) { num_npcs++; if (num_npcs > 1) { if (gch->level > highest_npc_level) { npc_group_levels = npc_group_levels + highest_npc_level; highest_npc_level = gch->level; } else npc_group_levels += gch->level; } else highest_npc_level = gch->level; } } lch = (ch->leader != NULL) ? ch->leader : ch; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *stone; if (!is_same_group (gch, ch) || IS_NPC (gch)) continue; if (!IS_NPC (victim) && gch->level - victim->level > 10 && gch == ch && /*gch->aggres == NULL && */ !is_warring (gch->clan, victim-> clan) && !IS_CLASS (victim, PC_CLASS_ASSASSIN) && !(battle_royale && (gch->level > 19 || (!IS_NPC(gch) && gch->pcdata->loner))) && IS_AGGRESSOR (gch, victim) && !IS_IMMORTAL(gch)) { send_to_char ("`bYou LOSE a level!``\n\r", gch); //IBLIS 5/19/03 - Make sure their total exp is docked for this gch->pcdata->totalxp = gch->pcdata->totalxp - level_cost (gch->level); decrease_level (gch); continue; } //IBLIS 5/29/03 - Group xp was too damn low. Made it much better if (!IS_NPC (victim)) { stone = get_eq_char (gch, WEAR_HOLD); if ((stone == NULL || (stone->pIndexData->vnum != OBJ_VNUM_RUNE_CONV)) && !(IS_CLASS (gch, PC_CLASS_ASSASSIN))) xp = 1; else { //IBLIS 5/19/03 - If you are holding a rune (or are an ass) and you kill a real player, //you get 1/4th of the xp they lost, minus group penalities, EVEN //if the rest of your group are charmies OR they aren't holding runes xp = victim->exp / 5.0; if (xp > level_cost (victim->level)) xp = level_cost (victim->level) * .20; xp /= 4; } } else { xp = victim->max_hit * victim->level; xp = add_xp_bonuses (xp, victim); } if (!(battle_royale && (gch->level > 19 || (!IS_NPC(gch) && gch->pcdata->loner)))) { if (group_levels - gch->level > 0) { xp -= xp * (((group_levels - gch->level) / (gch->level * 1.0)) * .10); if (xp < ((victim->max_hit * victim->level) * .50)) xp = (victim->max_hit * victim->level) * .50; } xp -= xp * ((npc_group_levels / (gch->level * 1.0)) * .29); if (IS_NPC (victim) && xp < ((victim->max_hit * victim->level) * .11)) xp = ((victim->max_hit * victim->level) * .11); if (victim->pIndexData != NULL && ((victim->pIndexData)->affected_by & AFF_SANCTUARY)) xp = xp * 1.5; if (xp < 1) xp = 1; if (quad) xp = xp * 4; if (ch == gch && !IS_NPC(gch) && gch->pcdata->quest_mob == victim) { if (ch->pcdata->qtype == 3) xp = xp * 6; else xp = xp * 4; } if (doub) xp = xp * 2; if (half) xp = xp / 2; if (lch == gch) xp += xp*(.02*num_pcs); if (gch->race == PC_RACE_NIDAE && (gch->in_room->sector_type == SECT_UNDERWATER || gch->in_room->sector_type == SECT_WATER_OCEAN)) xp = xp * 2; if (xp > ((level_cost (gch->level)) / 10.0)) xp = level_cost (gch->level) * .10; if (!IS_NPC (victim) && xp == 1) xp = 0; if ((gch->clan != CLAN_BOGUS) && (gch->clan == gch->in_room->area->clan) && (gch->in_room->area->points != 0)) { xp += .07 * xp; } if (IS_SET(victim->act2,ACT_FAMILIAR)) xp = 0; if (IS_NPC(gch) || (!IS_SET(gch->act,PLR_CARDKILL) && !cardkill)) { xp = gain_exp (gch, xp); if (grouplevels > gch->level) group_gain_exp (gch, xp); } // Minax--If a reaver goes good, he's fucked! } if (!(!IS_NPC(victim) && !IS_NPC(gch) && battle_royale)) align_compute (gch, victim); if (IS_CLASS (gch, PC_CLASS_REAVER) && gch->alignment > 0 && (get_eq_char (gch, WEAR_WIELD_L) != NULL || get_eq_char (gch, WEAR_WIELD_R) != NULL)) { act ("`iYou are struck down as a traitor by the God of evil!``", gch, NULL, NULL, TO_CHAR); act ("`i$n is struck down as a traitor by the God of evil!``", gch, NULL, NULL, TO_ROOM); raw_kill (gch, gch); return TRUE; } for (obj = gch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE) continue; if ((gch->race != PC_RACE_AVATAR) && ((IS_OBJ_STAT (obj, ITEM_ANTI_EVIL) && IS_EVIL (gch)) || (IS_OBJ_STAT (obj, ITEM_ANTI_GOOD) && IS_GOOD (gch)) || (IS_OBJ_STAT (obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL (gch)))) { act ("You are zapped by $p.", gch, obj, NULL, TO_CHAR); act ("$n is zapped by $p.", gch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, gch->in_room); } } } return FALSE; } long add_xp_bonuses (long xp, CHAR_DATA * victim) { int ac_total; if (IS_SET (victim->act, ACT_AGGRESSIVE)) xp += xp * .05; if (IS_SET (victim->act, ACT_REMEMBER)) xp += xp * .05; if (IS_SET (victim->act, ACT_HUNT)) xp += xp * .05; if (IS_SET (victim->act, ACT_WIMPY)) xp += xp * .05; if (IS_SET (victim->act, ACT_SMART_HUNT)) xp += xp * .07; if (IS_SET (victim->act, ACT_LOOTER)) xp += xp * .01; if (IS_SET (victim->act, ACT_RANGER)) xp += xp * .05; if (IS_SET (victim->act, ACT_BARD)) xp += xp * .05; if (IS_SET (victim->act, ACT_CLERIC)) xp += xp * .05; if (IS_SET (victim->act, ACT_MAGE)) xp += xp * .05; if (IS_SET (victim->act, ACT_THIEF)) xp += xp * .05; if (IS_SET (victim->act, ACT_WARRIOR)) xp += xp * .05; if (IS_SET (victim->act2, ACT_MONK)) xp += xp * .30; if (IS_SET (victim->act, ACT_UNDEAD)) xp += xp * .03; if (IS_SET (victim->off_flags, OFF_AREA_ATTACK)) xp += xp * .20; if (IS_SET (victim->off_flags, OFF_BACKSTAB)) xp += xp * .02; if (IS_SET (victim->off_flags, OFF_BASH)) xp += xp * .05; if (IS_SET (victim->off_flags, OFF_BERSERK)) xp += xp * .02; if (IS_SET (victim->off_flags, OFF_DISARM)) xp += xp * .05; if (IS_SET (victim->off_flags, OFF_DODGE)) xp += xp * .05; if (IS_SET (victim->off_flags, OFF_FADE)) xp += xp * .20; if (victim->number_of_attacks != -1) xp += xp * (.05*victim->number_of_attacks); else if (IS_SET (victim->off_flags, OFF_FAST)) xp += xp * .03; if (IS_SET (victim->off_flags, OFF_KICK)) xp += xp * .03; if (IS_SET (victim->off_flags, OFF_KICK_DIRT)) xp += xp * .03; if (IS_SET (victim->off_flags, OFF_PARRY)) xp += xp * .05; if (IS_SET (victim->off_flags, OFF_TRIP)) xp += xp * .05; if (IS_SET (victim->off_flags, OFF_CHARGE)) xp += xp * .01; if (IS_SET (victim->off_flags, OFF_SWEEP)) xp += xp * .01; if (IS_SET (victim->off_flags, OFF_THROWING)) xp += xp * .05; if (IS_SET (victim->off_flags, OFF_TRAMPLE)) xp += xp * .01; if (IS_SET (victim->imm_flags, IMM_WEAPON)) xp += xp * 1.00; if (IS_SET (victim->imm_flags, IMM_MAGIC)) xp += xp * .15; if (IS_SET (victim->imm_flags, IMM_BASH)) xp += xp * .10; if (IS_SET (victim->imm_flags, IMM_PIERCE)) xp += xp * .10; if (IS_SET (victim->imm_flags, IMM_SLASH)) xp += xp * .10; if (IS_SET (victim->res_flags, RES_WEAPON)) xp += xp * .50; if (IS_SET (victim->res_flags, RES_MAGIC)) xp += xp * .05; if (IS_SET (victim->res_flags, RES_BASH)) xp += xp * .05; if (IS_SET (victim->res_flags, RES_PIERCE)) xp += xp * .05; if (IS_SET (victim->res_flags, RES_SLASH)) xp += xp * .05; ac_total = victim->armor[0] + victim->armor[1] + victim->armor[2] + victim->armor[3]; if (ac_total < 0) xp += xp * .01 * (abs ((ac_total)) / 20); xp += xp * (((((victim->damage[0] * victim->damage[1]) + victim->damage[0]) / 2) + victim->damage[2]) / 100); return xp; } int get_affluence (CHAR_DATA * ch) { int total = 0; AREA_DATA *pArea; for (pArea = area_first; pArea; pArea = pArea->next) { if ((ch->clan != CLAN_BOGUS) && (pArea->clan == ch->clan)) total += pArea->points; } return (total); } /* * Compute xp for a kill. */ //IBLIS 5/20/03 - Calculates Alignment int align_compute (CHAR_DATA * gch, CHAR_DATA * victim) { // // alignment calculation // // Minax new alignment system int alignment=0; int align_cutter=0; // 0 = nothing, 1 = 1/2 alignment change, 2 = 1/3 alignment change, 3 = no alignment change OBJ_DATA *wield; if (gch->race == PC_RACE_SIDHE || IS_SET(gch->act2, ACT_FAMILIAR) || gch->race == PC_RACE_NERIX || IS_SET(victim->act2,ACT_NO_ALIGN)) return 0; if ((wield = get_eq_char (gch, WEAR_WIELD_L)) != NULL || (wield = get_eq_char (gch, WEAR_WIELD_R)) != NULL) { if (IS_WEAPON_STAT(wield, WEAPON_APATHY)) { if (gch->level < 31) align_cutter = 1; else if (gch->level < 61) align_cutter = 2; else align_cutter = 3; } } if (gch->alignment > 0) // Player is good { if (victim->alignment == 0) alignment = 0 - ((abs (gch->alignment) * victim->level) / 200); else if (victim->alignment < 0) { if (abs (victim->alignment) > abs (gch->alignment)) alignment = abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200; else if (abs (victim->alignment) < abs (gch->alignment)) alignment = 0 - (abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200); } else if (victim->alignment > 0) { if (abs (victim->alignment) > abs (gch->alignment)) alignment = 0 - (abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200); else if (abs (victim->alignment) < abs (gch->alignment)) alignment = 0 - (abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200); } } else if (gch->alignment == 0) alignment = 0 - ((victim->alignment * victim->level) / 200); else if (gch->alignment < 0) // Player is evil { if (victim->alignment == 0) alignment = (abs (gch->alignment) * victim->level) / 200; else if (victim->alignment < 0) { if (abs (victim->alignment) > abs (gch->alignment)) alignment = abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200; else if (abs (victim->alignment) < abs (gch->alignment)) alignment = abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200; } else if (victim->alignment > 0) { if (abs (victim->alignment) > abs (gch->alignment)) alignment = 0 - (abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200); else if (abs (victim->alignment) < abs (gch->alignment)) alignment = abs ((abs (gch->alignment) - abs (victim->alignment) * victim->level)) / 200; } } if (alignment > 8) alignment = 8; if (alignment < -8) alignment = -8; if (align_cutter == 1) alignment /= 2; else if (align_cutter == 2) alignment = alignment * (1.0/3.0); else if (align_cutter == 3) alignment = alignment * (1.0/5.0); change_alignment(gch,alignment); /* gch->alignment += alignment; if (gch->alignment < -1000) gch->alignment = -1000; if (gch->alignment > 1000) gch->alignment = 1000; if (gch->race == PC_RACE_LICH && gch->alignment > -250) gch->alignment = -250;*/ return (0); } /* * 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_R)) == NULL) if ((obj = get_eq_char (victim, WEAR_WIELD_L)) == NULL) return; if (IS_OBJ_STAT (obj, ITEM_NOREMOVE)) { act ("Alas, you cannot pry $N's weapon away from $M!", ch, NULL, victim, TO_CHAR); act ("$n tries to disarm you, but your weapon won't budge!", ch, NULL, victim, TO_VICT); act ("$n tries to disarm $N, but fails.", ch, NULL, victim, TO_NOTVICT); return; } act ("`B$n DISARMS you and sends your weapon flying!``", ch, NULL, victim, TO_VICT); act ("`AYou disarm $N!``", ch, NULL, victim, TO_CHAR); act ("$n disarms $N!", ch, NULL, victim, TO_NOTVICT); obj_from_char (obj); if (IS_OBJ_STAT (obj, ITEM_NODROP) || IS_OBJ_STAT (obj, ITEM_INVENTORY) || (battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) || victim->dueler) obj_to_char (obj, victim); else { if (victim && !IS_NPC(victim)) save_char_obj (victim); obj_to_room (obj, victim->in_room); if (IS_NPC (victim) && victim->wait == 0 && can_see_obj (victim, obj)) get_obj (victim, obj, NULL); } return; } void do_berserk (CHAR_DATA * ch, char *argument) { int chance, hp_percent; if ((chance = get_skill (ch, gsn_berserk)) == 0 || ((IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_BERSERK) && !IS_SET (ch->act2, ACT_FAMILIAR)))) { send_to_char ("You turn red in the face, but nothing happens.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_BERSERK) || is_affected (ch, gsn_berserk) || is_affected (ch, skill_lookup ("frenzy"))) { send_to_char ("You get a little madder.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are feeling too mellow to go berserk.\n\r", ch); return; } if (ch->mana < 50) { send_to_char ("You can't get up enough energy.\n\r", ch); return; } /* modifiers */ /* fighting */ if (ch->position == POS_FIGHTING || ch->fighting != NULL) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit / ch->max_hit; chance += 25 - hp_percent / 2; if (number_percent () < chance) { AFFECT_DATA af; WAIT_STATE (ch, PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += ch->level * 2; ch->hit = UMIN (ch->hit, ch->max_hit); send_to_char ("Your pulse races as you are consumed by rage!\n\r", ch); act ("$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.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); af.duration = number_fuzzy (ch->level / 8); if (is_affected (ch, skill_lookup ("Falkentynes Fury"))) af.modifier = ch->level / 11; else af.modifier = ch->level / 7; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char (ch, &af); af.location = APPLY_DAMROLL; affect_to_char (ch, &af); // Minax 6-29-02 Berserk improves saving vs. magic by the same // degree is improves hitroll and damroll if (is_affected (ch, skill_lookup ("Falkentynes Fury"))) af.modifier = 0 - (ch->level / 11); else af.modifier = 0 - (ch->level / 7); af.location = APPLY_SAVING_SPELL; affect_to_char (ch, &af); if (is_affected (ch, skill_lookup ("Falkentynes Fury"))) af.modifier = 5 * (ch->level / 10); else af.modifier = 10 * (ch->level / 10); 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; int ti=0; one_argument (argument, arg); if ((chance = get_skill (ch, gsn_bash)) == 0 || (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_BASH))) { send_to_char ("Bashing? What's that?\n\r", ch); return; } if (is_affected (ch, gsn_entangle)) { send_to_char ("You are too constrained to initiate combat.\n\r", ch); return; } if (is_affected (ch, skill_lookup("clasp"))) { send_to_char ("Your feet are to restrained to do that.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("web"))) { send_to_char ("The webs binding you make movement difficult and bashing impossible.\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 (check_shopkeeper_attack (ch, victim)) 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, sadly enough.\n\r", ch); return; } if (ch->mount != NULL) { send_to_char ("You cannot bash while mounted.\n\r", ch); return; } if (victim->mount != NULL) { send_to_char ("You cannot bash someone who is mounted.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is your friend!", ch, NULL, victim, TO_CHAR); return; } /* modifiers */ /* size and weight chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; */ if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat (ch, STAT_STR); chance -= (get_curr_stat (victim, STAT_DEX) * 4) / 3; //Iblis 4/12/04 - New ac thingie for bash if (GET_AC(victim,AC_BASH) < 0) ti = -GET_AC (victim, AC_BASH) / 100; ti -= get_hitroll2 (ch)/12; if (ti > 0) chance -= ti*2; /* speed */ if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 10; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 30; /* level */ // chance += (ch->level - victim->level); if (!IS_NPC (victim) && chance < get_skill (victim, gsn_dodge)) { /* act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT); act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[gsn_bash].beats); return; */ chance -= 3 * (get_skill (victim, gsn_dodge) - chance); } /* now the attack */ if (number_percent () < chance && victim->race != PC_RACE_SWARM) { if (awareness (ch, victim)) return; act ("`B$n sends you sprawling with a powerful bash!``", ch, NULL, victim, TO_VICT); if (!is_affected (victim, gsn_mirror)) { act ("`AYou slam into $N, and send $M flying!``", ch, NULL, victim, TO_CHAR); act ("$n sends $N sprawling with a powerful bash.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_bash, TRUE, 1); } WAIT_STATE (victim, 3 * PULSE_VIOLENCE); WAIT_STATE (ch, skill_table[gsn_bash].beats); victim->position = POS_RESTING; victim->bashed = TRUE; if (IS_NPC (victim)) victim->color = 42; damage (ch, victim, number_range (2, 2 + 2 * ch->size + chance / 20), gsn_bash, DAM_BASH, FALSE); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, number_range (2, 2 + 2 * ch->size + chance / 20) / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { damage (ch, victim, 0, gsn_bash, DAM_BASH, FALSE); act ("You fall flat on your face!", ch, NULL, victim, TO_CHAR); act ("$n falls flat on $s face.", ch, NULL, victim, TO_NOTVICT); act ("You evade $n's bash, causing $m to fall flat on $s face.", ch, NULL, victim, TO_VICT); check_improve (ch, gsn_bash, FALSE, 1); ch->position = POS_RESTING; if (IS_NPC (ch)) ch->color = 42; WAIT_STATE (ch, skill_table[gsn_bash].beats * 3 / 2); } } void do_charge (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim, *next_victim; int chance, dam; bool hits = FALSE; if ((chance = get_skill (ch, gsn_charge)) == 0 || (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_CHARGE))) { send_to_char ("Charging? What's that?\n\r", ch); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("This room is safe from bullies like you.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are feeling too peaceful to do that now.\n\r", ch); return; } if (is_affected (ch, skill_lookup("clasp"))) { send_to_char ("The skeletal hands prevent you from doing that.\n\r", ch); return; } if (is_affected (ch, gsn_entangle)) { send_to_char ("You are too constrained to initiate combat.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("web"))) { send_to_char ("The webs binding you make movement difficult and charging impossible.\n\r", ch); return; } for (victim = ch->in_room->people; victim; victim = next_victim) { next_victim = victim->next_in_room; if (victim == ch) continue; if (victim->invis_level >= LEVEL_HERO) continue; if (is_same_group (ch, victim)) continue; if (victim->position < POS_STANDING) continue; if (is_safe (ch, victim)) continue; if (check_shopkeeper_attack (ch, victim)) continue; if (victim->mount != NULL && ch->mount == NULL) continue; if (IS_NPC(ch) && IS_NPC(victim)) continue; /* 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; //Iblis 4/12/04 - New ac thingie for bash /* if (GET_AC(victim,AC_BASH) < 0) ti = -GET_AC (victim, AC_BASH) / 100; ti -= get_hitroll (ch)/12; if (ti > 0) chance -= ti*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 -= 30; /* level */ chance += (ch->level - victim->level); if (!IS_NPC (victim) && chance < get_skill (victim, gsn_dodge)) chance -= 3 * (get_skill (victim, gsn_dodge) - chance); if (chance < 0) chance = 0; else if (chance > 100) chance = 100; /* now the attack */ if (number_percent () < chance) { if (awareness (ch, victim)) continue; if (!is_affected (victim, gsn_mirror)) { act ("`B$n's charge sends you to the ground!``", ch, NULL, victim, TO_VICT); act ("`AYou charge into $N, and send $M to the ground!``", ch, NULL, victim, TO_CHAR); act ("$n's charge leaves $N floundering on the ground.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_charge, TRUE, 1); hits = TRUE; } dam = (number_range (2, 2 + 2 * ch->size + chance / 20) * 5); if (victim->position < POS_FIGHTING) dam += dam / 2; if (dam < 0) dam = 1; else if (dam > 200) dam = 200; damage (ch, victim, dam, gsn_charge, DAM_BASH, FALSE); victim->position = POS_RESTING; if (IS_NPC (victim)) victim->color = 42; WAIT_STATE (victim, 3 * PULSE_VIOLENCE); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, number_range (2, 2 + 2 * ch->size + chance / 20) / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } } if (!hits) send_to_char ("You missed everyone.\n\r", ch); WAIT_STATE (ch, skill_table[gsn_charge].beats); } void do_sweep (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim, *next_victim; int chance; if ((chance = get_skill (ch, gsn_sweep)) == 0 || (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_SWEEP))) { send_to_char ("Sweeping? What's that?\n\r", ch); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("This room is safe from bullies like you.\n\r", ch); return; } if (ch->mount != NULL) { send_to_char ("You can't perform a sweep while mounted.\n\r", ch); return; } if (is_affected (ch, skill_lookup("clasp"))) { send_to_char ("Your feet are to restrained to do that.\n\r", ch); return; } if (is_affected (ch, gsn_entangle)) { send_to_char ("You are too constrained to initiate combat.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("web"))) { send_to_char ("The webs binding you make movement difficult and sweeping impossible.\n\r", ch); return; } WAIT_STATE (ch, skill_table[gsn_sweep].beats); send_to_char("You sweep your legs around the room, trying to hit everyone.\n\r",ch); for (victim = ch->in_room->people; victim; victim = next_victim) { next_victim = victim->next_in_room; if (victim == ch || is_same_group (ch, victim)) continue; if (is_safe (ch, victim)) continue; if (awareness (ch, victim)) continue; if (victim->mount != NULL) continue; if (check_shopkeeper_attack (ch, victim)) return; if (IS_NPC(ch) && IS_NPC(victim)) continue; if (number_percent () < get_skill (ch, gsn_sweep)) { check_improve (ch, gsn_sweep, TRUE, 1); if (number_percent () < get_skill (ch, gsn_kick)) damage (ch, victim, number_range (1, ch->level), gsn_sweep, DAM_BASH, TRUE); else damage (ch, victim, UMAX ((ch->level / 4), ch->level), gsn_sweep, DAM_BASH, TRUE); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, number_range (2, 2 + 2 * ch->size + chance / 20) / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } } } void do_dirt (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; if (ch->in_room->sector_type == SECT_UNDERWATER || ch->in_room->sector_type == SECT_WATER_OCEAN || ch->in_room->sector_type == SECT_WATER_NOSWIM || ch->in_room->sector_type == SECT_WATER_SWIM) { send_to_char ("You kick your feet about madly.\n\r", ch); return; } one_argument (argument, arg); if ((chance = get_skill (ch, gsn_dirt)) == 0 || (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_KICK_DIRT))) { send_to_char ("You get your feet dirty.\n\r", ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char ("But you aren't in combat!\n\r", ch); return; } } else if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (IS_AFFECTED (victim, AFF_BLIND)) { act ("$E's already been blinded.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { send_to_char ("Very funny.\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) return; if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is such a good friend!", ch, NULL, victim, TO_CHAR); return; } /* modifiers */ /* dexterity */ chance += get_curr_stat (ch, STAT_DEX); chance -= 2 * get_curr_stat (victim, STAT_DEX); /* speed */ if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 10; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 25; /* level */ chance += (ch->level - victim->level) * 2; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* terrain */ switch (ch->in_room->sector_type) { case (SECT_INSIDE): chance -= 20; break; case (SECT_CITY): chance -= 10; break; case (SECT_FIELD): chance += 5; break; case (SECT_FOREST): break; case (SECT_HILLS): break; case (SECT_MOUNTAIN): chance -= 10; break; case (SECT_WATER_SWIM): chance = 0; break; case (SECT_WATER_NOSWIM): chance = 0; break; case (SECT_AIR): chance = 0; break; case (SECT_DESERT): chance += 10; break; } if (chance == 0) { send_to_char ("There isn't any dirt to kick.\n\r", ch); return; } if (is_affected (victim, gsn_mirror)) victim = ch; /* now the attack */ if (number_percent () < chance) { AFFECT_DATA af; act ("$n is blinded by the dirt in $s eyes!", victim, NULL, NULL, TO_ROOM); if (victim != ch) act ("$n kicks dirt in your eyes!", ch, NULL, victim, TO_VICT); else act ("The dirt is reflected back into your eyes!", ch, NULL, victim, TO_VICT); damage (ch, victim, number_range (2, 5), gsn_dirt, DAM_NONE, FALSE); send_to_char ("You can't see a thing!\n\r", victim); check_improve (ch, gsn_dirt, TRUE, 2); WAIT_STATE (ch, skill_table[gsn_dirt].beats); af.where = TO_AFFECTS; af.type = gsn_dirt; af.level = ch->level; af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.permaff = FALSE; af.bitvector = AFF_BLIND; af.composition = FALSE; af.comp_name = str_dup (""); 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); } } void do_redirect (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Redirect at whom?\n\r", ch); return; } if (ch->fighting == NULL) { send_to_char ("But you aren't fighting anyone.\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 aren't as flexible as you think.\n\r", ch); return; } if (victim->fighting != ch) { act ("But you aren't fighting $N.", ch, NULL, victim, TO_CHAR); return; } if (ch->fighting == victim) { act ("You're already aiming for $N.", ch, NULL, victim, TO_CHAR); return; } if (number_percent () > get_skill (ch, gsn_redirect)) { send_to_char ("You failed.\n\r", ch); check_improve (ch, gsn_redirect, FALSE, 1); return; } send_to_char ("Deftly repositioning yourself, you redirect your combat efforts successfully.\n\r", ch); ch->fighting = victim; check_improve (ch, gsn_redirect, TRUE, 1); } void do_throw (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim = NULL, *vch, *vfightnow = NULL, *cfightnow = NULL; char throw_weapon[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *tobj; short x, chance, door = 0, hands = 0; if (IS_NPC (ch) && IS_SET (ch->off_flags, OFF_THROWING)) chance = 90; else chance = get_skill (ch, gsn_throwing); if (chance <= 0) { send_to_char ("Throwing? What's that?\n\r", ch); return; } argument = one_argument (argument, throw_weapon); if (throw_weapon[0] == '\0') { send_to_char ("Throw what at whom?\n\r", ch); return; } if ((obj = get_obj_carry (ch, throw_weapon)) == NULL) { send_to_char ("You don't seem to be carrying that weapon.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are feeling too peaceful to do that now.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON) { act ("$p is not a weapon.", ch, obj, NULL, TO_CHAR); return; } for (tobj = ch->carrying; tobj; tobj = tobj->next_content) { if ((tobj->wear_loc == WEAR_WIELD_R) || (tobj->wear_loc == WEAR_WIELD_L) || (tobj->wear_loc == WEAR_HOLD) || (tobj->wear_loc == WEAR_SHIELD)) { if ((tobj->item_type == ITEM_WEAPON && (IS_WEAPON_STAT (tobj, WEAPON_TWO_HANDS) && ch->size < SIZE_LARGE)) || (tobj->item_type == ITEM_INSTRUMENT && IS_SET (tobj->value[0], A))) hands += 2; else hands++; } } if (hands > 1) { act ("You have no free hand with which to throw $p.", ch, obj, NULL, TO_CHAR); return; } if (!IS_SET (obj->value[4], WEAPON_THROWING)) { act ("$p is not suitable for throwing.", ch, obj, NULL, TO_CHAR); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot throw weapons in a safe room.\n\r", ch); return; } if (argument[0] == '\0') { if (ch->fighting != NULL) victim = ch->fighting; else { send_to_char ("Throw what at whom?\n\r", ch); return; } } else if ((victim = get_char_room (ch, argument)) == NULL) { for (x = 0; x < MAX_DIR; x++) if (ch->in_room->exit[x] != NULL && ch->in_room->exit[x]->u1.to_room != NULL && !IS_SET (ch->in_room->exit[x]->exit_info, EX_CLOSED)) { for (vch = ch->in_room->exit[x]->u1.to_room->people; vch; vch = vch->next_in_room) if (is_name (argument, vch->name) && can_see_hack (ch, vch)) { victim = vch; door = x; break; } if (victim != NULL) break; } } if (victim == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim->in_room) { CHAR_DATA *tmp_vict = get_gravity_char_room(victim->in_room); if (tmp_vict) victim = tmp_vict; } if (victim == ch) { send_to_char ("You can't throw a weapon at yourself.\n\r", ch); return; } if (is_safe (ch, victim)) return; // if (check_shopkeeper_attack (ch, victim)) // return; if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot throw weapons in a safe room.\n\r", ch); return; } // Akamai 6/9/98 -- Bug: #12 Throw needs to enforce 20 level use // restrictions like all other equipment if (ch->level < (obj->level - EQUIP_LEVEL_DIFF)) { // make it look like the character released the weapon obj_from_char (obj); //Iblis - 3/11/04 - Antiduping Code if (!IS_NPC(ch)) save_char_obj (ch); if (ch->in_room == victim->in_room) { act ("$n poorly lobs $p in your direction.", ch, obj, victim, TO_VICT); act ("$n poorly lobs $p in $N's direction.", ch, obj, victim, TO_NOTVICT); act ("You poorly lob $p in $N's direction.", ch, obj, victim, TO_CHAR); act ("$p clatters harmlessly to the ground.", ch, obj, victim, TO_ROOM); act ("$p lands nearly at your feet.", ch, obj, victim, TO_VICT); } else { act ("You poorly lob $p $T.", ch, obj, dir_name[door], TO_CHAR); act ("$n poorly lobs $p $T.", ch, obj, dir_name[door], TO_ROOM); act ("You hear $p clatter harmlessly to the ground.", ch, obj, NULL, TO_ROOM); act ("$p clatters harmlessly to the ground.", victim, obj, NULL, TO_ROOM); act ("$p lands nearly at your feet.", victim, obj, NULL, TO_CHAR); } obj_to_room (obj, victim->in_room); WAIT_STATE (ch, 20); return; } if (hear_the_wind (ch, victim, obj)) return; obj_from_char (obj); //Iblis - 3/11/04 - Antiduping Code if (!IS_NPC(ch)) save_char_obj (ch); if (ch->in_room == victim->in_room) { act ("$n throws $p in your direction.", ch, obj, victim, TO_VICT); act ("$n throws $p in $N's direction.", ch, obj, victim, TO_NOTVICT); act ("You throw $p in $N's direction.", ch, obj, victim, TO_CHAR); } else { act ("You throw $p $T.", ch, obj, dir_name[door], TO_CHAR); act ("$n throws $p $T.", ch, obj, dir_name[door], TO_ROOM); act ("$p comes flying out of nowhere.", victim, obj, NULL, TO_ROOM); act ("$p comes flying out of nowhere.", victim, obj, NULL, TO_CHAR); } WAIT_STATE (ch, 20); if (victim->in_room->sector_type == SECT_UNDERWATER) { act ("$p floats into the murky depths of the water.", ch, obj, NULL, TO_CHAR); obj_to_room (obj, victim->in_room); act ("$p floats gently into the water.", victim, obj, NULL, TO_ROOM); return; } if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$p floats into the murky depths of the water.", ch, obj, NULL, TO_CHAR); obj_to_room (obj, ch->in_room); act ("$p floats gently into the water.", ch, obj, NULL, TO_ROOM); return; } if (is_affected (victim, gsn_mirror)) { obj_to_room (obj, victim->in_room); act ("$p bounces off of your invisible mirror and clatters to the ground.", victim, obj, NULL, TO_CHAR); act ("$p bounces off of an invisible mirror and clatters to the ground.", victim, obj, victim, TO_NOTVICT); return; } chance += get_curr_stat (ch, STAT_DEX) / 3; chance -= get_curr_stat (victim, STAT_DEX) / 5; chance += victim->size; //chance += GET_AC (victim, AC_PIERCE) / 4; if (IS_NPC (victim)) chance += GET_AC (victim, AC_PIERCE) / 5; else chance += GET_AC (victim, AC_PIERCE) / 6; if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 5; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 20; // chance += (ch->level - victim->level); if (number_percent () < chance) { if (!IS_AWAKE (victim)) victim->position = POS_RESTING; act ("$p hits you squarely in the torso, causing you to wince in pain.", victim, obj, NULL, TO_CHAR); act ("You aim perfectly, and $p hits $N soundly.", ch, obj, victim, TO_CHAR); act ("$N aims perfectly, and hits $n soundly with $p.", victim, obj, ch, TO_NOTVICT); obj_to_char (obj, victim); //Iblis - 3/11/04 - Antiduping Code if (victim && !IS_NPC(victim)) save_char_obj (victim); check_improve (ch, gsn_throwing, TRUE, 1); if (ch->in_room != victim->in_room) { nodam_message = TRUE; vfightnow = victim->fighting; cfightnow = ch->fighting; } update_aggressor (ch, victim); one_hit_throw (ch, victim, gsn_throwing, obj); if (ch->in_room != victim->in_room) { victim->fighting = vfightnow; ch->fighting = cfightnow; } if (ch->fighting == NULL) { if (ch->mount != NULL && ch->mount->riders != NULL) ch->position = POS_MOUNTED; else ch->position = POS_STANDING; } if (victim->fighting == NULL) { if (victim->mount != NULL && victim->mount->riders != NULL) victim->position = POS_MOUNTED; else victim->position = POS_STANDING; } nodam_message = FALSE; } else { act ("$p sails right past $n and falls with a clatter to the ground.", victim, obj, NULL, TO_NOTVICT); if (ch->in_room != victim->in_room) act ("$p sails right past $N and falls with a clatter to the ground.", ch, obj, victim, TO_CHAR); act ("$p comes whizzing by and falls with a clatter to the ground.", victim, obj, NULL, TO_CHAR); obj_to_room (obj, victim->in_room); check_improve (ch, gsn_throwing, FALSE, 1); if ((get_curr_stat (ch, STAT_DEX) < 21 || get_curr_stat (ch, STAT_CHA) < 14) && number_percent () <= 25) { damage (ch, victim, 0, gsn_throwing, DAM_NONE, FALSE); //update_aggressor(ch,victim); } update_aggressor (ch, victim); } } void do_assassinate (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim = NULL, *vch, *vfightnow, *cfightnow; char vict_str[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *weapon, *tobj; short x, chance, door = 0, hands = 0; chance = get_skill (ch, gsn_assassinate); if (chance <= 0) { send_to_char ("Assassination? What's that?\n\r", ch); return; } if (ch->move < 50) { send_to_char ("You are currently too tired to assassinate anyone.\n\r", ch); return; } argument = one_argument (argument, vict_str); if (argument[0] == '\0') { send_to_char ("Assassinate whom with what?\n\r", ch); return; } for (obj = ch->carrying; obj != NULL; obj = obj->next_content) if (is_name (argument, obj->name) && can_see_obj (ch, obj)) break; if (obj == NULL) { send_to_char ("You don't seem to be carrying that weapon.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are feeling too peaceful to do that now.\n\r", ch); return; } if (obj->item_type != ITEM_WEAPON) { act ("$p is not a weapon.", ch, obj, NULL, TO_CHAR); return; } weapon = get_eq_char (ch, WEAR_WIELD_R); if (weapon != NULL && weapon != obj && IS_WEAPON_STAT (weapon, WEAPON_TWO_HANDS)) { act ("You have no hand free with which to throw $p.", ch, obj, NULL, TO_CHAR); return; } weapon = get_eq_char (ch, WEAR_WIELD_L); if (weapon != NULL && weapon != obj && IS_WEAPON_STAT (weapon, WEAPON_TWO_HANDS)) { act ("You have no hand free with which to throw $p.", ch, obj, NULL, TO_CHAR); return; } for (tobj = ch->carrying; tobj; tobj = tobj->next_content) if ((tobj->wear_loc == WEAR_HOLD || tobj->wear_loc == WEAR_WIELD_R || tobj->wear_loc == WEAR_WIELD_L) && tobj != obj) hands++; if (hands > 1) { act ("You have no hand free with which to throw $p.", ch, obj, NULL, TO_CHAR); return; } // Minax 7-7-02 Modified the code below to allow assassins to assassinate // with any weapon, not just piercing weapons. if ((obj->value[3] != 11 && !IS_CLASS (ch, PC_CLASS_ASSASSIN)) || (obj->value[0] == WEAPON_ARROW)) { /* Weapon PIERCE? */ act ("$p cannot be used for assassination.", ch, obj, NULL, TO_CHAR); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot assassinate in a safe room.\n\r", ch); return; } if (argument[0] == '\0') { send_to_char ("Assassinate whom with what?\n\r", ch); return; } if ((victim = get_char_room (ch, vict_str)) != NULL) { act ("You are too close to $N to perform an assassination.", ch, NULL, victim, TO_CHAR); return; } for (x = 0; x < MAX_DIR; x++) { if (ch->in_room->exit[x] != NULL && ch->in_room->exit[x]->u1.to_room != NULL && !IS_SET (ch->in_room->exit[x]->exit_info, EX_CLOSED)) { for (vch = ch->in_room->exit[x]->u1.to_room->people; vch; vch = vch->next_in_room) if (is_name (vict_str, vch->name) && can_see_hack (ch, vch)) { victim = vch; door = x; break; } if (victim != NULL) break; if (ch->in_room->exit[x]->u1.to_room->exit[x] != NULL && ch->in_room->exit[x]->u1.to_room->exit[x]->u1. to_room != NULL && !IS_SET (ch->in_room->exit[x]->u1.to_room-> exit[x]->exit_info, EX_CLOSED)) { for (vch = ch->in_room->exit[x]->u1.to_room->exit[x]-> u1.to_room->people; vch; vch = vch->next_in_room) if (is_name (vict_str, vch->name) && can_see_hack (ch, vch)) { victim = vch; door = x; break; } if (victim != NULL) break; } } } if (victim == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim->in_room) { CHAR_DATA *tmp_vict = get_gravity_char_room(victim->in_room); if (tmp_vict) victim = tmp_vict; } if (victim == ch) { send_to_char ("You can't assassinate yourself.\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (victim->in_room == ch->in_room) { send_to_char ("You can't assassinate someone in the same room.\n\r", ch); return; } if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot assassinate in a safe room.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (ch->in_room->sector_type == SECT_UNDERWATER && ch->race != PC_RACE_CANTHI) { /* Canthi */ act ("$p doesn't make for a good tool of assassination underwater.", ch, obj, NULL, TO_CHAR); return; } ch->move /= 2; //unequip_char (ch, obj); //obj_from_char (obj); act ("You fling $p $T.", ch, obj, dir_name[door], TO_CHAR); act ("$p comes hurling out of nowhere.", victim, obj, NULL, TO_ROOM); act ("$p comes hurling out of nowhere.", victim, obj, NULL, TO_CHAR); if (get_skill (ch, gsn_assassinate) >= 75) WAIT_STATE (ch, skill_table[gsn_assassinate].beats - PULSE_VIOLENCE); else WAIT_STATE (ch, skill_table[gsn_assassinate].beats); if (is_affected (victim, gsn_mirror)) { obj_to_room (obj, victim->in_room); //Iblis - 3/11/04 - Antiduping Code if (!IS_NPC(ch)) save_char_obj (ch); act ("$p bounces off of your invisible mirror and clatters to the ground.", victim, obj, NULL, TO_CHAR); act ("$p bounces off of an invisible mirror and clatters to the ground.", victim, obj, victim, TO_NOTVICT); return; } if (victim->in_room->sector_type == SECT_UNDERWATER) { act ("$p floats into the murky depths of the water.", ch, obj, NULL, TO_CHAR); obj_to_room (obj, victim->in_room); //Iblis - 3/11/04 - Antiduping Code if (!IS_NPC(ch)) save_char_obj (ch); act ("$p floats gently into the water.", victim, obj, NULL, TO_ROOM); return; } chance += get_curr_stat (ch, STAT_DEX) / 3; chance -= get_curr_stat (victim, STAT_DEX) / 5; chance += victim->size; chance += GET_AC (victim, AC_PIERCE) / 4; if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 5; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 20; // chance += (ch->level - victim->level); if (number_percent () < chance && victim->race != PC_RACE_SWARM) { if (hear_the_wind (ch, victim, obj)) return; unequip_char (ch, obj); obj_from_char (obj); if (!IS_AWAKE (victim)) victim->position = POS_RESTING; act ("Gasping for breath, you double over in pain as $p finds you in the back.", victim, obj, NULL, TO_CHAR); act ("$N gasps for breath and doubles over in pain as $p hits $M in the back.", ch, obj, victim, TO_CHAR); act ("$N gasps for breath and doubles over in pain as $p hits $M in the back.", victim, obj, victim, TO_NOTVICT); check_improve (ch, gsn_assassinate, TRUE, 1); nodam_message = TRUE; vfightnow = victim->fighting; cfightnow = ch->fighting; update_aggressor2 (ch, victim, TRUE); one_hit_throw (ch, victim, gsn_assassinate, obj); /* BREAK THE WEAPON HERE IN THE FUTURE */ extract_obj (obj); victim->fighting = vfightnow; ch->fighting = cfightnow; if (ch->fighting == NULL) { if (ch->mount != NULL && ch->mount->riders != NULL) ch->position = POS_MOUNTED; else ch->position = POS_STANDING; } if (victim->fighting == NULL) { if (victim->mount != NULL && victim->mount->riders != NULL) victim->position = POS_MOUNTED; else victim->position = POS_STANDING; } nodam_message = FALSE; } else { unequip_char (ch, obj); obj_from_char (obj); obj_to_room (obj, victim->in_room); //Iblis - 3/11/04 - Antiduping Code if (!IS_NPC(ch)) save_char_obj (ch); act ("$p misses $n and falls to the ground.", victim, obj, NULL, TO_NOTVICT); act ("$p misses $N and falls to the ground.", ch, obj, victim, TO_CHAR); act ("$p comes hurling by and falls to the ground.", victim, obj, NULL, TO_CHAR); check_improve (ch, gsn_assassinate, FALSE, 1); update_aggressor2 (ch, victim, TRUE); } } void do_trip (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim, *oldvict = NULL; int chance; one_argument (argument, arg); if (is_affected (ch, skill_lookup("clasp"))) { send_to_char ("Your feet are to restrained to do that.\n\r", ch); return; } /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("You can't trip someone underwater!\n\r", ch); return; } /* END UNDERWATER */ if ((chance = get_skill (ch, gsn_trip)) == 0 || (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_TRIP))) { 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 (ch->mount != NULL) { send_to_char ("You cannot trip while mounted.\n\r", ch); return; } if (victim->mount != NULL) { send_to_char ("You cannot trip someone who is mounted.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (IS_AFFECTED (victim, AFF_FLYING)) { act ("$S feet aren't on the ground.", ch, NULL, victim, TO_CHAR); return; } if (victim->race == PC_RACE_SWARM) { act ("You can't figure out how to trip $m.", ch, NULL, victim,TO_CHAR); return; } if (victim->position < POS_FIGHTING) { act ("$N is already down.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { send_to_char ("You can't trip yourself!\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } /* modifiers */ /* size */ if (ch->size < victim->size) chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */ /* dex */ chance += get_curr_stat (ch, STAT_DEX); chance -= get_curr_stat (victim, STAT_DEX) * 3 / 2; /* speed */ if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 10; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 20; /* level */ chance += (ch->level - victim->level) * 2; if (is_affected (victim, gsn_mirror)) { oldvict = victim; victim = ch; } /* now the attack */ if (number_percent () < chance) { if (awareness (ch, victim)) return; if (victim != ch) { act ("`B$n trips you and you go down!``", ch, NULL, victim, TO_VICT); act ("`AYou trip $N and $E goes down!``", ch, NULL, victim, TO_CHAR); act ("$n trips $N, sending $M to the ground.", ch, NULL, victim, TO_NOTVICT); } else { act ("`BYour mirror deflects $n's trip, sending $m to the ground!``", ch, NULL, oldvict, TO_VICT); act ("`A$N's mirror deflects your trip, causing you to fall!``", ch, NULL, oldvict, TO_CHAR); act ("$n's is sent to the ground as $s trip is deflected off of $N's mirror.", ch, NULL, oldvict, TO_NOTVICT); } check_improve (ch, gsn_trip, TRUE, 1); // DAZE_STATE (victim, 2 * PULSE_VIOLENCE); WAIT_STATE (victim, 2 * PULSE_VIOLENCE); // WAIT_STATE (ch, skill_table[gsn_trip].beats); WAIT_STATE (ch, 3 * PULSE_VIOLENCE); victim->position = POS_RESTING; victim->bashed = TRUE; if (IS_NPC (victim)) victim->color = 42; damage (ch, victim, number_range (2, 2 + 2 * victim->size), gsn_trip, DAM_BASH, TRUE); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, number_range (2, 2 + 2 * victim->size) / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } 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); } } void do_butcher (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj, *objin, *objnext; char buf[MAX_STRING_LENGTH]; int number, skillper, num, cnt; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Butcher what?\n\r", ch); return; } if ((obj = get_obj_here (ch, arg)) == NULL) { act ("You see no $T here.", ch, NULL, arg, TO_CHAR); return; } if (obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC) { act ("You can't butcher $T.", ch, NULL, arg, TO_CHAR); return; } if (get_skill (ch, gsn_butcher) == 0) { send_to_char ("You don't know the first thing about butchery.\n\r", ch); return; } if (obj->item_type == ITEM_CORPSE_PC) { char buf[MAX_STRING_LENGTH], buf2[MAX_STRING_LENGTH]; sprintf(buf,"the corpse of %s1",ch->name); strcpy(buf2,obj->short_descr); strcat(buf2,"1"); if (/*IS_NPC(ch) ||*/ strcmp(buf,buf2) && !IS_IMMORTAL(ch)) { send_to_char("If you attempt to butcher a player corpse other than your own, you shall face the wrath of the gods.\n\r",ch); return; } } skillper = get_skill (ch, gsn_butcher); number = number_percent (); if (number > skillper) { act ("You botch the job of hacking $p into pieces.", ch, obj, NULL, TO_CHAR); act ("$n botches the job of hacking $p into pieces.", ch, obj, NULL, TO_ROOM); check_improve (ch, gsn_butcher, FALSE, 1); for (objin = obj->contains; objin; objin = objnext) { objnext = objin->next_content; obj_from_obj (objin); obj_to_room (objin, ch->in_room); sprintf (buf, "$p falls from %s.", obj->short_descr); act (buf, ch, objin, NULL, TO_ROOM); act (buf, ch, objin, NULL, TO_CHAR); if (objin->pIndexData->vnum <= 5 && objin->pIndexData->vnum >= 1) { int silver = 0; int gold = 0; OBJ_DATA *tobj, *tobj_next; for (tobj = ch->in_room->contents; tobj != NULL; tobj = tobj_next) { tobj_next = tobj->next_content; switch (tobj->pIndexData->vnum) { case OBJ_VNUM_SILVER_ONE: silver += 1; extract_obj (tobj); break; case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj (tobj); break; case OBJ_VNUM_SILVER_SOME: silver += tobj->value[0]; extract_obj (tobj); break; case OBJ_VNUM_GOLD_SOME: gold += tobj->value[1]; extract_obj (tobj); break; case OBJ_VNUM_COINS: silver += tobj->value[0]; gold += tobj->value[1]; extract_obj (tobj); break; } } obj_to_room (create_money (gold, silver), ch->in_room); } } extract_obj (obj); return; } act ("You butcher $p, hacking it into raw bloody chunks.", ch, obj, NULL, TO_CHAR); act ("$n butchers $p, hacking it into raw bloody chunks.", ch, obj, NULL, TO_ROOM); check_improve (ch, gsn_butcher, TRUE, 1); if (skillper < 25 || obj->value[6] == SIZE_TINY) num = 1; else if (skillper < 50 || obj->value[6] == SIZE_SMALL) num = 2; else if (skillper < 75) num = 3; else num = 4; for (objin = obj->contains; objin; objin = objnext) { objnext = objin->next_content; obj_from_obj (objin); obj_to_room (objin, ch->in_room); sprintf (buf, "$p falls from %s.", obj->short_descr); act (buf, ch, objin, NULL, TO_ROOM); act (buf, ch, objin, NULL, TO_CHAR); if (objin->pIndexData->vnum <= 5 && objin->pIndexData->vnum >= 1) { int silver = 0; int gold = 0; OBJ_DATA *tobj, *tobj_next; for (tobj = ch->in_room->contents; tobj != NULL; tobj = tobj_next) { tobj_next = tobj->next_content; switch (tobj->pIndexData->vnum) { case OBJ_VNUM_SILVER_ONE: silver += 1; extract_obj (tobj); break; case OBJ_VNUM_GOLD_ONE: gold += 1; extract_obj (tobj); break; case OBJ_VNUM_SILVER_SOME: silver += tobj->value[0]; extract_obj (tobj); break; case OBJ_VNUM_GOLD_SOME: gold += tobj->value[1]; extract_obj (tobj); break; case OBJ_VNUM_COINS: silver += tobj->value[0]; gold += tobj->value[1]; extract_obj (tobj); break; } } obj_to_room (create_money (gold, silver), ch->in_room); } } extract_obj (obj); for (cnt = 0; cnt < num; cnt++) { obj = create_object (get_obj_index (OBJ_VNUM_BUTCHER_MEAT), 0); obj_to_room (obj, ch->in_room); } } void do_trample (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH];//, *ps; CHAR_DATA *victim; //, *lch; int chance = 0; one_argument (argument, arg); if (!IS_NPC (ch)) { chance = get_skill (ch, gsn_trample); if (chance == 0) { send_to_char ("Trample? 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 (check_shopkeeper_attack (ch, victim)) return; if (IS_AFFECTED (victim, AFF_FLYING)) { send_to_char ("You can't trample someone who is flying.\n\r", ch); return; } if (victim == ch) { send_to_char ("You can't trample yourself!\n\r", ch); return; } if (ch->mount == NULL) { send_to_char ("You must have a mount to trample someone.\n\r", ch); return; } if (victim->mount != NULL) { send_to_char ("You can't trample someone who is mounted.\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; } /* modifiers */ chance += ch->mount->pIndexData->attackbonus; if (ch->size < victim->size) chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */ /* dex */ chance -= get_curr_stat (victim, STAT_DEX) * 3 / 2; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 20; /* level */ chance += (ch->level - victim->level) * 2; if (is_affected (victim, gsn_mirror)) { act ("Your mount is bounced back by the magical mirror surrounding $N.", ch, NULL, victim, TO_CHAR); act ("$n's attempt to trample you is deflected by your magical mirror.", ch, NULL, victim, TO_VICT); act ("$n's attempt to trample $N is deflected by $N's magical mirror.", ch, NULL, victim, TO_NOTVICT); return; } /* now the attack */ if (number_percent () < chance && victim->race != PC_RACE_SWARM) { sprintf (buf, "`B%s's mount flares $s nostrils, rears back wrathfully and tramples you.``", ch->name); act (buf, ch->mount, NULL, victim, TO_VICT); act ("`AYour mount rears back wrathfully and tramples $N.``", ch, NULL, victim, TO_CHAR); act ("$n's mount rears back wrathfully and tramples $N.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_trample, TRUE, 1); DAZE_STATE (victim, 24); WAIT_STATE (ch, skill_table[gsn_trample].beats); victim->position = POS_SITTING; damage (ch, victim, number_range (2, 2 + (6 * ch->mount->size * ch->mount->pIndexData-> attackbonus)), gsn_trample, DAM_BASH, TRUE); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, number_range (2, 2 + 2 * victim->size) / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { damage (ch, victim, 0, gsn_trample, DAM_BASH, TRUE); WAIT_STATE (ch, skill_table[gsn_trample].beats * 2 / 3); check_improve (ch, gsn_trample, FALSE, 1); } } void do_killwipe (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Syntax: killwipe [player]\n\r", ch); return; } if ((victim = get_char_world (ch, arg)) != NULL) { if (IS_NPC (victim)) { send_to_char ("Non-player characters do not have a kill count.\n\r", ch); return; } victim->pcdata->has_killed[PLAYER_KILL] = 0; victim->pcdata->has_killed[MOB_KILL] = 0; victim->pcdata->has_killed[BR_KILL] = 0; victim->pcdata->has_killed[SD_KILL] = 0; victim->pcdata->been_killed[PLAYER_KILL] = 0; victim->pcdata->been_killed[MOB_KILL] = 0; victim->pcdata->been_killed[BR_KILL] = 0; victim->pcdata->been_killed[SD_KILL] = 0; victim->pcdata->other_deaths = 0; send_to_char ("Ok.\n\r", ch); } else { send_to_char ("They aren't here.\n\r", ch); return; } } void do_killcount (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH], *nameptr, buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') victim = ch; else if ((victim = get_char_world (ch, arg)) != NULL) { if (IS_NPC (victim)) { send_to_char ("Non-player characters do not have a kill count.\n\r", ch); return; } } else { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) nameptr = "You"; else { if (is_affected (victim, gsn_mask) && victim->mask != NULL) nameptr = victim->mask; else nameptr = victim->name; } if (victim->pcdata->been_killed[PLAYER_KILL] + victim->pcdata->been_killed[MOB_KILL] <= 0) sprintf (buf, "%s %s never died.\n\r", nameptr, victim == ch ? "have" : "has"); else { sprintf (buf, "%s %s died %d time%s,", nameptr, victim == ch ? "have" : "has", victim->pcdata->been_killed[PLAYER_KILL] + victim->pcdata->been_killed[MOB_KILL], (victim->pcdata->been_killed[PLAYER_KILL] + victim->pcdata->been_killed[MOB_KILL] == 1) ? "" : "s"); if (victim->pcdata->been_killed[PLAYER_KILL] == 0) strcat (buf, " but never due to player killing.\n\r"); else if (victim->pcdata->been_killed[PLAYER_KILL] == 1 && victim->pcdata->been_killed[MOB_KILL] == 0) strcat (buf, " due to player killing.\n\r"); else if (victim->pcdata->been_killed[MOB_KILL] == 0) strcat (buf, " always due to player killing.\n\r"); else sprintf (buf + strlen (buf), " %d times due to player killing.\n\r", victim->pcdata->been_killed[PLAYER_KILL]); } if (victim->pcdata->has_killed[PLAYER_KILL] + victim->pcdata->has_killed[MOB_KILL] <= 0) sprintf (strlen (buf) + buf, "%s %s never killed anyone.\n\r", nameptr, victim == ch ? "have" : "has"); else { sprintf (strlen (buf) + buf, "%s %s killed %d time%s,", nameptr, victim == ch ? "have" : "has", victim->pcdata->has_killed[PLAYER_KILL] + victim->pcdata->has_killed[MOB_KILL], (victim->pcdata->has_killed[PLAYER_KILL] + victim->pcdata->has_killed[MOB_KILL] == 1) ? "" : "s"); if (victim->pcdata->has_killed[PLAYER_KILL] == 0) strcat (buf, " but never another player.\n\r"); else if (victim->pcdata->has_killed[PLAYER_KILL] == 1 && victim->pcdata->has_killed[MOB_KILL] == 0) strcat (buf, " the victim being an unlucky player.\n\r"); else if (victim->pcdata->has_killed[PLAYER_KILL] == 0) strcat (buf, " each victim a player.\n\r"); else sprintf (buf + strlen (buf), " %d of these victims being players.\n\r", victim->pcdata->has_killed[PLAYER_KILL]); } send_to_char (buf, ch); sprintf(buf, "%s has killed %d people and has been killed %d times in the Arena.\n\r", victim->name, victim->pcdata->has_killed[ARENA_KILL], victim->pcdata->been_killed[ARENA_KILL]); send_to_char (buf,ch); sprintf(buf, "%s has killed %d people and has been killed %d times during Battle Royale.\n\r", victim->name, victim->pcdata->has_killed[BR_KILL], victim->pcdata->been_killed[BR_KILL]); send_to_char (buf,ch); sprintf(buf, "%s has been the supreme victor in %d out of %d Battle Royales.\n\r",victim->name, victim->pcdata->events_won[BR_WON], victim->pcdata->events_won[BR_IN]); send_to_char (buf,ch); sprintf(buf, "%s has killed %d people and has been killed %d times during Super Duels.\n\r", victim->name, victim->pcdata->has_killed[SD_KILL], victim->pcdata->been_killed[SD_KILL]); send_to_char (buf,ch); sprintf(buf, "%s has been the last man standing in %d out of %d Super Duels.\n\r",victim->name, victim->pcdata->events_won[SD_WON], victim->pcdata->events_won[SD_IN]); send_to_char (buf,ch); sprintf(buf, "%s has been on the winning team in %d out of %d Team Super Duels.\n\r",victim->name, victim->pcdata->events_won[TEAM_SD_WON], victim->pcdata->events_won[TEAM_SD_IN]); send_to_char (buf,ch); sprintf(buf, "%s has committed suicide %d times.\n\r",victim->name,victim->pcdata->other_deaths); send_to_char (buf,ch); } 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 (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to fight right now.\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 hit yourself. Ouch!\n\r", ch); multi_hit (ch, ch, TYPE_UNDEFINED); return; } if (!IS_NPC (victim) && !IS_NPC (ch)) { do_murder (ch, victim->name); /* send_to_char ("Sorry, you need to MURDER other players.\n\r", ch); */ return; } if (is_safe (ch, victim)) return; if (check_shopkeeper_attack (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 || ch->fighting != NULL) { send_to_char ("You do the best you can!\n\r", ch); return; } if (awareness (ch, victim)) return; WAIT_STATE (ch, 1 * PULSE_VIOLENCE); if (!IS_NPC(ch) && ch->pcdata->aggression) ch->pcdata->aggression = 1; if (!IS_NPC(ch) && ch->class == PC_CLASS_CHAOS_JESTER) ch->pcdata->pain_points = 0; /*if (((wield = get_eq_char (ch, WEAR_WIELD_R)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (ch, WEAR_WIELD_L)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (victim, WEAR_WIELD_R)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (victim, WEAR_WIELD_L)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED);*/// trip_triggers(ch, OBJ_TRIG_CHAR_ATTACKS, NULL, victim, OT_SPEC_NONE); trip_triggers(victim, OBJ_TRIG_CHAR_IS_ATTACKED, NULL, ch, OT_SPEC_NONE); 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; } bool check_shopkeeper_attack (CHAR_DATA * ch, CHAR_DATA * victim) { if (is_affected (ch, gsn_entangle)) { send_to_char ("You can't move your arms away from your sides.\n\r", ch); return (TRUE); } if (IS_NPC (victim)) { if (victim->pIndexData->pShop != NULL) { send_to_char ("No acts of violence may be committed against that target.\n\r", ch); return (TRUE); } if (IS_SET (victim->recruit_flags, RECRUIT_KEEPER)) { send_to_char ("No acts of violence may be committed against that target.\n\r", ch); return (TRUE); } if (IS_SET (victim->act2, ACT_NO_KILL)) { send_to_char("No acts of violence may be committed against that target.\n\r",ch); return (TRUE); } } return (FALSE); } void do_murder (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH], buf[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, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to fight right now.\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 hit yourself. Ouch!\n\r", ch); multi_hit (ch, ch, TYPE_UNDEFINED); return; } if (check_shopkeeper_attack (ch, victim)) 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 || ch->fighting != NULL) { send_to_char ("You do the best you can!\n\r", ch); return; } if (awareness (ch, victim)) return; WAIT_STATE (ch, 1 * PULSE_VIOLENCE); if (!IS_NPC(ch) && ch->pcdata->aggression) ch->pcdata->aggression = 1; if (!IS_NPC(ch) && ch->class == PC_CLASS_CHAOS_JESTER) ch->pcdata->pain_points = 0; /* if (((wield = get_eq_char (ch, WEAR_WIELD_R)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (ch, WEAR_WIELD_L)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (victim, WEAR_WIELD_R)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED); if (((wield = get_eq_char (victim, WEAR_WIELD_L)) != NULL) && IS_WEAPON_STAT(wield,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(wield->value[4],WEAPON_HOLY_ACTIVATED);*/ if (IS_NPC (ch)) sprintf (buf, "Help! I am being attacked by %s!", ch->short_descr); else sprintf (buf, "Help! I am being attacked by %s!", ch->name); do_yell (victim, buf); trip_triggers(ch, OBJ_TRIG_CHAR_ATTACKS, NULL, victim, OT_SPEC_NONE); trip_triggers(victim, OBJ_TRIG_CHAR_IS_ATTACKED, NULL, ch, OT_SPEC_NONE); multi_hit (ch, victim, TYPE_UNDEFINED); return; } void do_backstab (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int backstab_skill; CHAR_DATA *victim; OBJ_DATA *obj; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Backstab whom?\n\r", ch); return; } if (get_skill (ch, gsn_backstab) < 1) { send_to_char ("Backstabbing, how ?!?\n\r", ch); return; } /*if (ch->move < 100) { send_to_char ("You are currently too tired to backstab anyone.\n\r", ch); return; }*/ if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to backstab right now.\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_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) return; if ((obj = get_eq_char (ch, WEAR_WIELD_R)) == NULL) if ((obj = get_eq_char (ch, WEAR_WIELD_L)) == NULL) { send_to_char ("You need to wield a weapon to backstab.\n\r", ch); return; } if (victim->hit < (victim->max_hit / 2)) { act ("$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR); return; } backstab_skill = get_skill (ch, gsn_backstab); if (backstab_skill >= 75) WAIT_STATE (ch, skill_table[gsn_backstab].beats - PULSE_VIOLENCE); else WAIT_STATE (ch, skill_table[gsn_backstab].beats); if ((number_percent () < backstab_skill || (backstab_skill >= 2 && !IS_AWAKE (victim))) && victim->race != PC_RACE_SWARM) { if (awareness (ch, victim)) return; check_improve (ch, gsn_backstab, TRUE, 1); // ch->move -= victim->level; multi_hit (ch, victim, gsn_backstab); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, 8, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { // ch->move -= victim->level; check_improve (ch, gsn_backstab, FALSE, 1); if (number_percent () < 2 && IS_WEAPON_STAT (obj, WEAPON_VORPAL)) { act ("Vorpal damage goes here.", ch, NULL, victim, TO_ROOM); } damage (ch, victim, 0, gsn_backstab, DAM_NONE, TRUE); } return; } void do_eviscerate (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int eviscerate_skill; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("eviscerate whom?\n\r", ch); return; } if (get_skill (ch, gsn_eviscerate) < 1) { send_to_char ("You wouldn't even know where to begin.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to eviscerate anyone right now.\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("You'll never pull it off in combat.\n\r", ch); return; } else if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char ("...and your guts would be all over the floor.\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) return; if (get_eq_char (ch, WEAR_WIELD_R) == NULL || get_eq_char (ch, WEAR_WIELD_L) == NULL) { send_to_char ("You need to wield two weapons to eviscerate.\n\r", ch); return; } if (!IS_SET (get_eq_char(ch,WEAR_WIELD_R)->value[4], WEAPON_SHARP) || !IS_SET (get_eq_char(ch,WEAR_WIELD_L)->value[4], WEAPON_SHARP)) { act ("Only the sharpest weapons will work.", ch, NULL, victim, TO_CHAR); return; } if (victim->hit < (victim->max_hit - victim->max_hit / 20)) { act ("$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR); return; } eviscerate_skill = get_skill (ch, gsn_eviscerate); if ((number_percent () + 5 < eviscerate_skill || (eviscerate_skill >= 2 && !IS_AWAKE (victim))) && victim->race != PC_RACE_SWARM) { if (awareness (ch, victim)) return; check_improve (ch, gsn_eviscerate, TRUE, 1); WAIT_STATE (ch, skill_table[gsn_eviscerate].beats); if (victim->hit > 10000) { victim->hit -= 5000; act ("`nYou pounce upon $N`n and `iEVISCERATE`n $M with incredible fury!``", ch, NULL, victim, TO_CHAR); act ("`n$n `npounces upon you and `iEVISCERATES`n you with incredible fury!``", ch, NULL, victim, TO_VICT); act ("`n$n `npounces upon $N`n and `iEVISCERATES`n $M with incredible fury!``", ch, NULL, victim, TO_NOTVICT); } else { victim->hit -= ((victim->hit) / 2); act ("`nYou pounce upon $N`n and `iEVISCERATE`n $M with incredible fury!``", ch, NULL, victim, TO_CHAR); act ("`n$n `npounces upon you and `iEVISCERATES`n you with incredible fury!``", ch, NULL, victim, TO_VICT); act ("`n$n `npounces upon $N`n and `iEVISCERATES`n $M with incredible fury!``", ch, NULL, victim, TO_NOTVICT); } damage(ch,victim,0,gsn_eviscerate,DAM_NONE,FALSE); // set_fighting (victim, ch); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, 8, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { act ("You fail miserably in your attempt to eviscerate $N.", ch, NULL, victim, TO_CHAR); WAIT_STATE (ch, 4 * PULSE_VIOLENCE); check_improve (ch, gsn_eviscerate, FALSE, 1); damage (ch, victim, 0, gsn_eviscerate, DAM_NONE, TRUE); } return; } void do_sap (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int chance; CHAR_DATA *victim; OBJ_DATA *sap; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("sap whom?\n\r", ch); return; } if (get_skill (ch, gsn_sap) < 1) { send_to_char ("You'd better leave that to assassins.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to do that right now.\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("Your victim sees you coming.\n\r", ch); return; } else if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (victim == ch) { send_to_char ("You knock yourself silly.\n\r", ch); return; } if (IS_NPC (victim)) { send_to_char ("You may only attempt to sap players.\n\r", ch); return; } if (IS_NPC (ch)) { send_to_char ("Mobiles can't sap\r\n", ch); return; } if (ch->pcdata->primary_hand == HAND_AMBIDEXTROUS || ch->pcdata->primary_hand == HAND_RIGHT) sap = get_eq_char (ch, WEAR_WIELD_R); else sap = get_eq_char (ch, WEAR_WIELD_L); if (sap == NULL || (sap->pIndexData->vnum != OBJ_VNUM_SAP)) { send_to_char ("A sap must be your primary weapon.\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) return; if (victim->hit < (victim->max_hit - victim->max_hit / 20)) { act ("$N is hurt and suspicious ... you can't sneak up.", ch, NULL, victim, TO_CHAR); return; } chance = get_skill (ch, gsn_sap); if (ch->level < victim->level) chance -= ((victim->level - ch->level) * 3); if ((number_percent () < chance || (chance >= 2 && !IS_AWAKE (victim))) && !IS_SET(victim->imm_flags, IMM_SLEEP) && !IS_SET(victim->act,ACT_UNDEAD)) { if (awareness (ch, victim)) return; act ("You sap $N squarely on the skull, knocking $M out cold!", ch, NULL, victim, TO_CHAR); act ("You feel a knock to the back of your head and you pass out.", ch, NULL, victim, TO_VICT); act ("$n saps $N, knocking $M unconscious.", ch, NULL, victim, TO_NOTVICT); send_to_char ("The sap breaks apart in your hands.\n\r", ch); extract_obj (sap); check_improve (ch, gsn_sap, TRUE, 1); WAIT_STATE (victim, 4 * PULSE_VIOLENCE); WAIT_STATE (ch, skill_table[gsn_bash].beats); victim->position = POS_SLEEPING; if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, 8, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { act ("You move in behind $N, but are caught before you can land the blow!", ch, NULL, victim, TO_CHAR); WAIT_STATE (ch, 4 * PULSE_VIOLENCE); if (IS_SET (ch->in_room->room_flags, ROOM_LAW) && ch->class != PC_CLASS_CHAOS_JESTER && !(battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner)))) { send_to_char ("*** You are now WANTED.\n\r", ch); SET_BIT (ch->act, PLR_WANTED); wiznet ("$N has become wanted.", ch, NULL, WIZ_PENALTIES, 0, 0); ch->want_jail_time = 10; } send_to_char ("The sap breaks apart in your hands.\n\r", ch); extract_obj (sap); check_improve (ch, gsn_sap, FALSE, 1); if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is your friend!", ch, NULL, victim, TO_CHAR); return; } damage (ch, victim, 0, gsn_sap, DAM_NONE, TRUE); } return; } void do_circle (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; int circle_skill; OBJ_DATA *obj; if (ch->fighting == NULL) { send_to_char ("But you aren't fighting anyone.\n\r", ch); return; } victim = ch->fighting; if (victim->fighting == ch) { act ("How do you expect to circle behind $M?", ch, NULL, victim, TO_CHAR); return; } if ((obj = get_eq_char (ch, WEAR_WIELD_R)) == NULL) if ((obj = get_eq_char (ch, WEAR_WIELD_L)) == NULL) { send_to_char ("You need to wield a weapon to circle attack.\n\r", ch); return; } circle_skill = get_skill (ch, gsn_circle); if (circle_skill >= 75) WAIT_STATE (ch, skill_table[gsn_circle].beats - PULSE_VIOLENCE); else WAIT_STATE (ch, skill_table[gsn_circle].beats); if (number_percent () < circle_skill || (circle_skill >= 2)) { check_improve (ch, gsn_circle, TRUE, 1); if (IS_NPC(ch)) { one_hit(ch,victim,gsn_circle); if (IS_AFFECTED(ch,AFF_HASTE)) one_hit(ch,victim,gsn_circle); } else multi_hit (ch, victim, gsn_circle); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, 8, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { check_improve (ch, gsn_circle, FALSE, 1); act ("You fail in your attempt to circle around $N.", ch, NULL, victim, TO_CHAR); } return; } void do_uppercut (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *weapon_l, *weapon_r; one_argument (argument, arg); if (get_skill (ch, gsn_uppercut) < 1 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_UPPERCUT) && !IS_SET(ch->act2,ACT_FAMILIAR))) { send_to_char ("You don't know how to uppercut!\n\r", ch); return; } if (arg[0] == '\0') { if (ch->fighting == NULL) { send_to_char ("Uppercut whom?\n\r", ch); return; } victim = ch->fighting; } 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 uppercut yourself?\n\r", ch); return; } if (is_safe (ch, victim)) { send_to_char ("You can't do that here.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is your friend!", ch, NULL, victim, TO_CHAR); return; } weapon_l = get_eq_char (ch, WEAR_WIELD_L); weapon_r = get_eq_char (ch, WEAR_WIELD_R); if (weapon_l != NULL && weapon_r != NULL) { send_to_char ("You can't uppercut while wielding two weapons.\n\r", ch); return; } if ((weapon_l != NULL && IS_WEAPON_STAT (weapon_l, WEAPON_TWO_HANDS)) || (weapon_r != NULL && IS_WEAPON_STAT (weapon_r, WEAPON_TWO_HANDS))) { send_to_char ("You can't uppercut while holding a two-handed weapon.\n\r", ch); return; } if ((weapon_r != NULL || weapon_l != NULL) && (get_eq_char (ch, WEAR_HOLD) != NULL || get_eq_char (ch, WEAR_SHIELD) != NULL)) { send_to_char ("You don't have a free hand with which to uppercut.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are way too sedate to consider attacking anyone.\n\r", ch); return; } WAIT_STATE (ch, skill_table[gsn_uppercut].beats); if (number_percent () < get_skill (ch, gsn_uppercut) || (get_skill (ch, gsn_uppercut) >= 2 && !IS_AWAKE (victim))) { if (awareness (ch, victim)) return; check_improve (ch, gsn_uppercut, TRUE, 1); one_hit (ch, victim, gsn_uppercut); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, 8, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { AFFECT_DATA af; af.where = TO_AFFECTS; af.type = gsn_uppercut; af.level = ch->level; af.duration = 3; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_join (ch, &af); check_improve (ch, gsn_uppercut, FALSE, 1); damage (ch, victim, 0, gsn_uppercut, DAM_NONE, TRUE); } return; } void do_kai (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int kai_skill; time_t kai_passed; kai_skill = get_skill (ch, gsn_kai); if (kai_skill <= 1 || (IS_NPC (ch) && !IS_SET(ch->act2,ACT_FAMILIAR))) { send_to_char ("You have no idea what kai is.\n\r", ch); return; } one_argument (argument, arg); if (arg[0] == '\0') { if (ch->fighting == NULL) { send_to_char ("Kai attack whom?\n\r", ch); return; } victim = ch->fighting; } 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 kai attack yourself?\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) { send_to_char ("You can't do that here.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You're feeling too mellow to frighten ANYONE.\n\r", ch); return; } if (ch->fighting == NULL) set_fighting (victim, ch); else update_aggressor(ch,victim); if (kai_skill >= 75) WAIT_STATE (ch, 8); else WAIT_STATE (ch, 12); //Shinowlan 3/2/99 Prevent Kai spamming //if the time passed between kai attempts is less than the lag imposed //on kai victims, then the kai fails. This ensures that a player can not // be "locked" in kai spam. if (!IS_NPC(ch)) kai_passed = (current_time - ch->pcdata->last_kai); else kai_passed = 1000; if (kai_passed < ((skill_table[gsn_kai].beats / PULSE_PER_SECOND) + 1)) { send_to_char ("Alas, you are mentally exhausted.\n\r", ch); return; } if (!IS_NPC(ch)) ch->pcdata->last_kai = current_time; if (number_percent () < kai_skill || (kai_skill >= 2 && !IS_AWAKE (victim))) { if (is_affected (victim, gsn_mirror)) { if (number_percent () < get_skill (ch, gsn_kai) / 2) { act ("The mirror around $N shatters into a million slivers of glass.", ch, NULL, victim, TO_CHAR); act ("The mirror around $N shatters into a million slivers of glass.", ch, NULL, victim, TO_NOTVICT); act ("The mirror around you shatters into a million slivers of glass.", ch, NULL, victim, TO_VICT); affect_strip (victim, gsn_mirror); return; } act ("Your scream, echoed back via $N's mirror, paralyzes you with fear.", ch, NULL, victim, TO_CHAR); act ("$n's scream, echoed back via your mirror, paralyzes $m with fear.", ch, NULL, victim, TO_VICT); act ("$n's scream, echoed back via $N's mirror, paralyzes $m with fear.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE (ch, skill_table[gsn_kai].beats); return; } act ("You scream at $N, paralyzing $M with fear.", ch, NULL, victim, TO_CHAR); act ("$n screams at you, paralyzing you with fear.", ch, NULL, victim, TO_VICT); act ("$n screams at $N, paralyzing $M with fear.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_kai, TRUE, 1); WAIT_STATE (victim, skill_table[gsn_kai].beats); } else { check_improve (ch, gsn_kai, FALSE, 1); damage (ch, victim, 0, gsn_kai, 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, *fch; int attempt; long exp_lost; if ((victim = ch->fighting) == NULL) { if (ch->position == POS_FIGHTING) ch->position = POS_STANDING; send_to_char ("You aren't fighting anyone.\n\r", ch); return; } if (ch->stunned > 0) return; if (is_affected(ch,skill_lookup("demonic possession"))) { send_to_char("The demonic being inside you does not want to flee.\n\r",ch); return; } if (ch->position < POS_FIGHTING) { send_to_char ("You try to flee, but you have to stand first\n\r.", ch); return; } if (!check_web (ch)) return; if (!check_entangle (ch)) return; if (!check_clasp (ch)) return; if (((!IS_NPC (ch->fighting) && ch->fighting->pcdata->prevent_escape) || IS_SET(ch->fighting->act2,ACT_MONK)) && number_percent () < (get_skill (ch->fighting, gsn_prevent_escape)* .60)) { prevent_escape (ch->fighting, ch); return; } was_in = ch->in_room; if (get_skill (ch, gsn_elusiveness) > number_percent ()) { if (argument[0] != '\0') { no_check_skeletal = TRUE; //stop_fighting (ch, TRUE); if (!str_cmp (argument, "n") || !str_cmp (argument, "north")) move_char (ch, DIR_NORTH, FALSE); else if (!str_cmp (argument, "e") || !str_cmp (argument, "east")) move_char (ch, DIR_EAST, FALSE); else if (!str_cmp (argument, "s") || !str_cmp (argument, "south")) move_char (ch, DIR_SOUTH, FALSE); else if (!str_cmp (argument, "w") || !str_cmp (argument, "west")) move_char (ch, DIR_WEST, FALSE); else if (!str_cmp (argument, "u") || !str_cmp (argument, "up")) move_char (ch, DIR_UP, FALSE); else if (!str_cmp (argument, "d") || !str_cmp (argument, "down")) move_char (ch, DIR_DOWN, FALSE); else { argument[2] = '\0'; do_speedwalk (ch, argument); } no_check_skeletal = FALSE; //return; } if ((now_in = ch->in_room) != was_in) { CHAR_DATA *cfighting=NULL; if (ch->fighting == NULL) return; if (!IS_NPC(ch) && (IS_SET(ch->fighting->act,ACT_MAGE) || IS_SET(ch->fighting->act2,ACT_NECROMANCER))) cfighting = ch->fighting; stop_fighting (ch, TRUE); // Shinowlan 8/30/98 -- Check person fled from to see if we // need to clear their pending output. This was put in // to deal with kai, flee, reenter abuse. if (!IS_NPC (victim) && (victim->wait > 0)) { victim->desc->inbuf[0] = '\0'; //clear queued input } check_improve (ch, gsn_elusiveness, TRUE, 2); send_to_char ("You flee from combat!\n\r", ch); ch->in_room = was_in; act ("$n has fled!", ch, NULL, NULL, TO_ROOM); ch->in_room = now_in; trip_triggers(ch, OBJ_TRIG_CHAR_FLEES, NULL, victim, OT_SPEC_NONE); trip_triggers(victim, OBJ_TRIG_VICT_FLEES, NULL, ch, OT_SPEC_NONE); check_aggression(ch); check_skeletal_mutation(ch,FALSE); if (cfighting && cfighting->fighting == NULL && ch->hit > 1) { if (IS_SET(cfighting->act,ACT_MAGE)) { if (number_percent() < 31) { char buf[MAX_STRING_LENGTH]; sprintf(buf,"cast summon %s",ch->name); interpret (cfighting, buf); } } else { if (number_percent() < 50) interpret (cfighting, "chant 'ghost form'"); if (number_percent() > 50) interpret (cfighting, "chant darkhounds"); } } return; } } for (attempt = 0; attempt < 6; attempt++) { EXIT_DATA *pexit; int door; CHAR_DATA *cfighting=NULL; 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; // // stop_fighting (ch, TRUE); ///// move_char (ch, door, FALSE); //act ("$n has fled!", ch, NULL, NULL, TO_ROOM); //ch->in_room = now_in; exp_lost = (ch->fighting->level * ch->fighting->max_hit) / 20.0; no_check_skeletal = TRUE; move_char (ch, door, FALSE); no_check_skeletal = FALSE; if ((now_in = ch->in_room) == was_in) continue; /* switch (door) { case 0: move_char (ch,1);break; case 1: move_char (ch,0);break; case 2: move_char (ch,3);break; case 3: move_char (ch,2);break; case 4: move_char (ch,5);break; case 5: move_char (ch 4);break; default :move_char (ch,0);break; } */ // move_char (ch, ch->in_room = was_in; act ("$n has fled!", ch, NULL, NULL, TO_ROOM); ch->in_room = now_in; if (ch->mount != NULL) { int mod; int new_move; switch (get_curr_stat (ch, STAT_DEX)) { default: mod = 6; break; case 16: case 17: case 18: mod = 7; break; case 19: case 20: case 21: case 22: mod = 8; break; case 23: case 24: case 25: mod = 9; break; } new_move = ch->move * mod / 10; ch->move = UMAX (1, new_move); } //ch->in_room = was_in; // Shinowlan -- 8/30/98 Prevent victims queued commands from // being executed after this character flees. This is esp. // relevant for the kai skill. if (!IS_NPC (victim) && (victim->wait > 0)) { victim->desc->inbuf[0] = '\0'; //clear queued input } //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 (get_skill (ch, gsn_elusiveness) > number_percent ()) send_to_char ("You snuck away safely.\n\r", ch); else if (!(battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner)))) { // exp_lost = (ch->fighting->level * ch->fighting->max_hit) / 20.0; if (exp_lost < 1) exp_lost = 1; if (ch->level < 2) exp_lost = 0; if (ch->exp + exp_lost < 0) exp_lost = 0 - ch->exp; //sprintf(buf, "You lost %ld exp.\n\r", exp_lost); //send_to_char (buf, ch); gain_exp (ch, -exp_lost); } } //stop_fighting (ch, TRUE); //move_char (ch, door, FALSE); // cfighting = ch->fighting; if (ch->fighting == NULL) return; if (!IS_NPC(ch) && (IS_SET(ch->fighting->act,ACT_MAGE) || IS_SET(ch->fighting->act2,ACT_NECROMANCER))) cfighting = ch->fighting; stop_fighting (ch, TRUE); trip_triggers(ch, OBJ_TRIG_CHAR_FLEES, NULL, victim, OT_SPEC_NONE); trip_triggers(victim, OBJ_TRIG_VICT_FLEES, NULL, ch, OT_SPEC_NONE); for (fch = ch->in_room->people; fch; fch = fch->next_in_room) { if (IS_NPC (fch) && is_hunting (fch, ch)) { fch->position = POS_STANDING; do_kill (fch, ch->name); } } check_aggression(ch); check_skeletal_mutation(ch,FALSE); if (cfighting && cfighting->fighting == NULL && ch->hit > 1) { if (IS_SET(cfighting->act,ACT_MAGE)) { if (number_percent() < 31) { char buf[MAX_STRING_LENGTH]; sprintf(buf,"cast summon %s",ch->name); interpret (cfighting, buf); } } else { if (number_percent() < 50) interpret (cfighting, "chant 'ghost form'"); if (number_percent() > 50) interpret (cfighting, "chant darkhounds"); } } return; } send_to_char ("PANIC! You couldn't escape!\n\r", ch); return; } void do_retreat (CHAR_DATA * ch, char *argument) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim, *fch; int attempt; long exp_lost; // char buf[MAX_STRING_LENGTH]; 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,skill_lookup("demonic possession"))) { send_to_char("The demonic being inside you does not want to flee.\n\r",ch); return; } if (!check_web (ch)) return; if (!check_entangle (ch)) return; if (!check_clasp (ch)) return; was_in = ch->in_room; if (get_skill (ch, gsn_retreat) <= 0) { send_to_char ("You don't know how to retreat.\n\r", ch); return; } if (!((!IS_NPC (ch->fighting) && !ch->fighting->pcdata-> prevent_escape) || number_percent () >= get_skill (ch->fighting, gsn_prevent_escape) * .60)) { prevent_escape (ch->fighting, ch); return; } if (get_skill (ch, gsn_retreat) > number_percent ()) { if (argument[0] != '\0') { no_check_skeletal = TRUE; if (!str_cmp (argument, "n") || !str_cmp (argument, "north")) move_char (ch, DIR_NORTH, FALSE); else if (!str_cmp (argument, "e") || !str_cmp (argument, "east")) move_char (ch, DIR_EAST, FALSE); else if (!str_cmp (argument, "s") || !str_cmp (argument, "south")) move_char (ch, DIR_SOUTH, FALSE); else if (!str_cmp (argument, "w") || !str_cmp (argument, "west")) move_char (ch, DIR_WEST, FALSE); else if (!str_cmp (argument, "u") || !str_cmp (argument, "up")) move_char (ch, DIR_UP, FALSE); else if (!str_cmp (argument, "d") || !str_cmp (argument, "down")) move_char (ch, DIR_DOWN, FALSE); no_check_skeletal = FALSE; } if ((now_in = ch->in_room) != was_in) { CHAR_DATA *cfighting=NULL; if (ch->fighting == NULL) return; if (!IS_NPC(ch) && (IS_SET(ch->fighting->act,ACT_MAGE) || IS_SET(ch->fighting->act2,ACT_NECROMANCER))) cfighting = ch->fighting; stop_fighting (ch, TRUE); // IBLIS 5/31/03 - Added below check to retreat // Shinowlan 8/30/98 -- Check person fled from to see if we // need to clear their pending output. This was put in // to deal with kai, flee, reenter abuse. if (!IS_NPC (victim) && (victim->wait > 0)) { victim->desc->inbuf[0] = '\0'; //clear queued input } check_improve (ch, gsn_retreat, TRUE, 2); now_in = ch->in_room; send_to_char ("You retreat from combat!\n\r", ch); ch->in_room = was_in; act ("$n has retreated!", ch, NULL, NULL, TO_ROOM); ch->in_room = now_in; trip_triggers(ch, OBJ_TRIG_CHAR_FLEES, NULL, victim, OT_SPEC_NONE); trip_triggers(victim, OBJ_TRIG_VICT_FLEES, NULL, ch, OT_SPEC_NONE); check_aggression(ch); check_skeletal_mutation(ch,FALSE); //} // } //else // { // / if (number_percent() < 50) // interpret (ch, "chant 'ghost form'"); //if (number_percent() > 50) // interpret (ch, "chant darkhounds"); // } //} if (cfighting && cfighting->fighting == NULL && ch->hit > 1) { if (IS_SET(cfighting->act,ACT_MAGE)) { if (number_percent() < 31) { char buf[MAX_STRING_LENGTH]; sprintf(buf,"cast summon %s",ch->name); interpret (cfighting, buf); } } else { if (number_percent() < 50) interpret (cfighting, "chant 'ghost form'"); if (number_percent() > 50) interpret (cfighting, "chant darkhounds"); } } return; } } for (attempt = 0; attempt < 6; attempt++) { EXIT_DATA *pexit; int door; CHAR_DATA *cfighting = NULL; 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; exp_lost = (ch->fighting->level * ch->fighting->max_hit) / 20.0; //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 (get_skill (ch, gsn_elusiveness) > number_percent ()) send_to_char ("You snuck away safely.\n\r", ch); else if (!(battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner)))) { // exp_lost = (ch->fighting->level * ch->fighting->max_hit) / 20.0; if (exp_lost < 1) exp_lost = 1; if (ch->level < 2) exp_lost = 0; if (ch->exp + exp_lost < 0) exp_lost = 0 - ch->exp; //sprintf(buf, "You lost %ld exp.\n\r", exp_lost); //send_to_char (buf, ch); gain_exp (ch, -exp_lost); } } if (ch->fighting == NULL) return; if (!IS_NPC(ch) && (IS_SET(ch->fighting->act,ACT_MAGE) || IS_SET(ch->fighting->act2,ACT_NECROMANCER))) cfighting = ch->fighting; stop_fighting (ch, TRUE); no_check_skeletal = TRUE; move_char (ch, door, FALSE); no_check_skeletal = FALSE; trip_triggers(ch, OBJ_TRIG_CHAR_FLEES, NULL, victim, OT_SPEC_NONE); trip_triggers(victim, OBJ_TRIG_VICT_FLEES, NULL, ch, OT_SPEC_NONE); for (fch = ch->in_room->people; fch; fch = fch->next_in_room) { if (IS_NPC (fch) && is_hunting (fch, ch)) { fch->position = POS_STANDING; do_kill (fch, ch->name); } } check_aggression(ch); check_skeletal_mutation(ch,FALSE); if (cfighting && cfighting->fighting == NULL && ch->hit > 1) { if (IS_SET(cfighting->act,ACT_MAGE)) { if (number_percent() < 31) { char buf[MAX_STRING_LENGTH]; sprintf(buf,"cast summon %s",ch->name); interpret (cfighting, buf); } } else { if (number_percent() < 50) interpret (cfighting, "chant 'ghost form'"); if (number_percent() > 50) interpret (cfighting, "chant darkhounds"); } } 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 (victim->race == PC_RACE_SWARM) { send_to_char ("You can't figure out how to rescue a swarm.\n\r",ch); return; } if (!IS_NPC (ch) && IS_NPC (victim) && !is_same_group (ch, 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 (fch->fighting != victim) { send_to_char ("You cannot rescue a player that is not tanking.\n\r", ch); return; } if (!IS_NPC(fch) && (!IS_NPC(ch) && !ch->pcdata->loner && ch->clan == CLAN_BOGUS)) { send_to_char ("You cannot interfere with pk.\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 ("You rescue $N!", ch, NULL, victim, TO_CHAR); act ("$n rescues you!", ch, NULL, victim, TO_VICT); act ("$n rescues $N!", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_rescue, TRUE, 1); stop_fighting (fch, FALSE); stop_fighting (victim, FALSE); update_aggressor(ch,fch); set_fighting (ch, fch); set_fighting (fch, ch); return; } void do_kick (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; if (!IS_NPC (ch) && ch->level < level_for_skill (ch, gsn_kick)) { send_to_char ("You better leave the martial arts to fighters.\n\r", ch); return; } if (get_skill (ch, gsn_kick) < 1) { send_to_char ("You don't know how to kick!\n\r", ch); return; } if (IS_NPC (ch) && !IS_SET (ch->off_flags, OFF_KICK)) return; if ((victim = ch->fighting) == NULL) { send_to_char ("You aren't fighting anyone.\n\r", ch); return; } WAIT_STATE (ch, skill_table[gsn_kick].beats); if (get_skill (ch, gsn_kick) > number_percent ()) { if (ch->race == PC_RACE_NERIX) damage (ch, victim, number_range (1, ch->level) + ch->level/2, gsn_kick, DAM_BASH, TRUE); else damage (ch, victim, ((!IS_CLASS (ch, PC_CLASS_MONK)) ? number_range (1, ch->level) : (number_range (1, ch->level)) * 2), gsn_kick, DAM_BASH, TRUE); check_improve (ch, gsn_kick, TRUE, 1); if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, number_range (1, ch->level) / 2, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else { damage (ch, victim, 0, gsn_kick, DAM_BASH, TRUE); check_improve (ch, gsn_kick, FALSE, 1); } 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; int wield_type = WEAR_WIELD_R, cwield_type = WEAR_WIELD_R; 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_R) == NULL && ch->race != PC_RACE_NERIX) { cwield_type = WEAR_WIELD_L; if (get_eq_char (ch, WEAR_WIELD_L) == 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_R)) == NULL) { wield_type = WEAR_WIELD_L; if ((obj = get_eq_char (victim, WEAR_WIELD_L)) == 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, cwield_type)); vict_weapon = get_weapon_skill (victim, get_weapon_sn (victim, wield_type)); ch_vict_weapon = get_weapon_skill (ch, get_weapon_sn (victim, wield_type)); if (ch->race == PC_RACE_NERIX) ch_weapon = number_range(50,100); /* modifiers */ /* skill */ if (get_eq_char (ch, WEAR_WIELD_R) == NULL) { if (get_eq_char (ch, WEAR_WIELD_L) == NULL) chance = chance * hth / 150; else chance = chance * ch_weapon / 100; } chance += (ch_vict_weapon / 2 - vict_weapon) / 2; /*Iblis 12-30-03 Added to make disarm work a little better*/ if (get_skill (ch, gsn_disarm) == 100) chance += number_range(1,20); /* 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; if (is_affected (victim, gsn_mirror)) { act ("Your attempt to disarm $N is deflected by the magic mirror surrounding $M.", ch, NULL, victim, TO_CHAR); act ("$n's attempt to disarm you is deflected by the magic mirror surrounding you.", ch, NULL, victim, TO_VICT); act ("$n's attempt to disarm $N is deflected by the magic mirror surrounding $M.", ch, NULL, victim, TO_NOTVICT); return; } /* and now the attack */ if (number_percent () < chance && !IS_IMMORTAL(victim)) { 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 ("You fail to disarm $N.", ch, NULL, victim, TO_CHAR); act ("$n tries to disarm you, but fails.", ch, NULL, victim, TO_VICT); act ("$n tries to disarm $N, but fails.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_disarm, FALSE, 1); } return; } void do_sla (CHAR_DATA * ch, char *argument) { send_to_char ("If you want to SLAY, spell it out.\n\r", ch); return; } void do_slay (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Slay whom?\n\r", ch); return; } if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch == victim) { send_to_char ("Suicide is a mortal sin.\n\r", ch); return; } if (!IS_NPC (victim) && victim->level >= get_trust (ch)) { send_to_char ("You failed.\n\r", ch); return; } act ("You slay $M in cold blood!", ch, NULL, victim, TO_CHAR); act ("$n slays you in cold blood!", ch, NULL, victim, TO_VICT); act ("$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT); raw_kill (victim, victim); return; } //Iblis - changed damage message via Iverath's request void dam_message (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune) { char buf1[256], buf2[256], buf3[256]; const char *vs; const char *vp; const char *attack; char punct; if (ch == NULL || victim == NULL || nodam_message) return; if (dam == 0) { vs = "miss"; vp = "misses"; } else if (dam <= 8) { vs = "barely touch"; vp = "barely touches"; } else if (dam <= 15) { vs = "nick"; vp = "nicks"; } else if (dam <= 20) { vs = "scratch"; vp = "scratches"; } else if (dam <= 27) { vs = "hit"; vp = "hits"; } else if (dam <= 34) { vs = "injure"; vp = "injures"; } else if (dam <= 41) { vs = "wound"; vp = "wounds"; } else if (dam <= 48) { vs = "maul"; vp = "mauls"; } else if (dam <= 55) { vs = "decimate"; vp = "decimates"; } else if (dam <= 62) { vs = "maim"; vp = "maims"; } else if (dam <= 69) { vs = "MUTILATE"; vp = "MUTILATES"; } else if (dam <= 76) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; } else if (dam <= 83) { vs = "DISMEMBER"; vp = "DISMEMBERS"; } else if (dam <= 90) { vs = "MASSACRE"; vp = "MASSACRES"; } else if (dam <= 97) { vs = "MANGLE"; vp = "MANGLES"; } else if (dam <= 104) { vs = "*** DEMOLISH ***"; vp = "*** DEMOLISHES ***"; } else if (dam <= 115) { vs = "*** DEVASTATE ***"; vp = "*** DEVASTATES ***"; } else if (dam <= 125) { vs = "=== OBLITERATE ==="; vp = "=== OBLITERATES ==="; } else if (dam <= 135) { vs = ">>> ANNIHILATE <<<"; vp = ">>> ANNIHILATES <<<"; } else if (dam <= 150) { vs = "<<< ERADICATE >>>"; vp = "<<< ERADICATES >>>"; } else if (dam <= 170) { vs = "--- DESTROY ---"; vp = "--- DESTROYS ---"; } else if (dam <= 190) { vs = "--- PULVERIZE ---"; vp = "--- PULVERIZES ---"; } else if (dam <= 250) { vs = "do UNSPEAKABLE things to"; vp = "does UNSPEAKABLE things to"; } else if (dam <= 350) { vs = "~~~ LIQUIFY ~~~"; vp = "~~~ LIQUIFIES ~~~"; } else if (dam <= 450) { vs = "~~~ VAPORIZE ~~~"; vp = "~~~ VAPORIZES ~~~"; } else { vs = "do UNGODLY DAMAGE to"; vp = "does UNGODLY DAMAGE to"; } punct = (dam <= 24) ? '.' : '!'; if (immune == 3 && dam != 0) { if (dt == TYPE_HIT) { sprintf (buf1, "$n %s $mself as $s attack reflects off of $N's mirror%c", vp, punct); sprintf (buf2, "Your attack reflects off of $N's mirror and `A%s`` you%c", vp, punct); sprintf (buf3, "$n's attack reflects off of your mirror and `B%s`` $m%c", vp, punct); } else { if (dt >= 0 && dt < MAX_SKILL) attack = skill_table[dt].noun_damage; else if (dt >= TYPE_HIT && dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE) attack = attack_table[dt - TYPE_HIT].noun; else { bug ("Dam_message: bad dt %d.", dt); dt = TYPE_HIT; attack = attack_table[0].name; } if (is_tail_attack) attack = "lightning tail"; sprintf (buf1, "$n %s $mself as $s %s reflects off of $N's mirror%c", vp, attack, punct); sprintf (buf2, "Your %s reflects off of $N's mirror and `A%s`` you%c", attack, vp, punct); sprintf (buf3, "$n's %s reflects off of your mirror and `B%s`` $m%c", attack, vp, punct); } if (ch == victim) { act (buf1, ch, NULL, victim, TO_ROOM); act (buf2, ch, NULL, victim, TO_CHAR); } else { act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); } return; } if (dt == TYPE_HIT) { if (ch == victim) { sprintf (buf1, "$n %s $melf%c", vp, punct); sprintf (buf2, "You %s yourself%c", vs, punct); } else { sprintf (buf1, "$n %s $N%c", vp, punct); sprintf (buf2, "You `A%s`` $N%c", vs, punct); sprintf (buf3, "$n `B%s`` you%c", vp, punct); } } else if (dt != gsn_counter) { 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 (is_tail_attack) attack = "lightning tail"; if (immune) { if (ch == victim) { sprintf (buf1, "$n is unaffected by $s own %s.", attack); sprintf (buf2, "Luckily, you are immune to that."); } else { sprintf (buf1, "$N is unaffected by $n's %s!", attack); sprintf (buf2, "$N is unaffected by your %s!", attack); sprintf (buf3, "$n's %s is powerless against you.", attack); } } else { if (ch == victim) { sprintf (buf1, "$n's %s %s $m%c", attack, vp, punct); sprintf (buf2, "Your %s %s you%c", attack, vp, punct); } else { sprintf (buf1, "$n's %s %s $N%c", attack, vp, punct); sprintf (buf2, "Your %s `A%s`` $N%c", attack, vp, punct); sprintf (buf3, "$n's %s `B%s`` you%c", attack, vp, punct); } } } else { if (number_percent () < 50) sprintf (buf1, "You avoid the attack and your counter attack `A%s`` $N%c", vp, punct); else sprintf (buf1, "You block $N's attack and your counter attack `A%s`` $N%c", vp, punct); act (buf1, ch, NULL, victim, TO_CHAR); return; } if (ch == victim) { act (buf1, ch, NULL, NULL, TO_ROOM); act (buf2, ch, NULL, NULL, TO_CHAR); } else { //IBLIS 5/31/03 - Monk's kick send specific messages if ((IS_CLASS (ch, PC_CLASS_MONK) || IS_SET(ch->act2,ACT_MONK))&& dt == gsn_kick) { int some_number = 0; some_number = number_percent (); if (some_number < 41) { act ("$n whirls and slams $s foot into $N's face.", ch, NULL, victim, TO_NOTVICT); act ("$n spins and as you turn to block the incoming kick you are greeted by a foot in the face.", ch, NULL, victim, TO_VICT); } else if (some_number < 81) { act ("$n swings $s foot high up in the air and with a snap $e drops $s heel down on $N's collar bone.", ch, NULL, victim, TO_NOTVICT); act ("$n swings $s foot high up in the air and with a snap $e drops $s heel down on your collar bone.", ch, NULL, victim, TO_VICT); } else { act ("With a loud crack $n kicks the inside of $N's knee.", ch, NULL, victim, TO_NOTVICT); act ("One of your legs is rendered useless as $n kicks the inside of your knee.", ch, NULL, victim, TO_VICT); victim->move -= victim->move * .4; } act (buf2, ch, NULL, victim, TO_CHAR); } else if (dt == gsn_dirty_tactics) { if (number_percent () < 72) //Headbutt { act ("You headbutt $N in the face, leaving $M uglier than before.", ch, NULL, victim, TO_CHAR); act ("$n grabs $N's hair and violently headbutts $S face!", ch, NULL, victim, TO_NOTVICT); act ("$n quickly steps inside your defenses and smashes your face with $s forehead!", ch, NULL, victim, TO_VICT); } else //Stomp { act ("You stomp $N on the foot, the cracking sound putting a smile on your face.", ch, NULL, victim, TO_CHAR); act ("$n feints a swing to $N's face and stomps on $S foot.", ch, NULL, victim, TO_NOTVICT); act ("A stabbing pain shoots up your leg as $n crushes your foot!.", ch, NULL, victim, TO_VICT); victim->move -= victim->move * .5; } } else { act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); } //act (buf2, ch, NULL, victim, TO_CHAR); } return; } //Iblis - one of the dirty tactics commands, done automatically based on a random chance //during battle void do_eyegouge (CHAR_DATA * ch, CHAR_DATA * victim) { AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_BLIND)) { act ("You attempt to poke $N in the eyes, but $E's already been blinded.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { send_to_char ("Very funny.\n\r", ch); return; } /* level */ if (is_affected (victim, gsn_mirror)) victim = ch; /* now the attack */ act ("$n's hand turns into a blur as $e uses an opening in $N's defense to gouge $S eyes.", ch, NULL, victim, TO_NOTVICT); if (victim != ch) act ("The last thing you see is two fingers coming at your eyes.", ch, NULL, victim, TO_VICT); else act ("The mirror causes you to poke yourself in the eyes!", ch, NULL, victim, TO_VICT); send_to_char ("You can't see a thing!\n\r", victim); act ("You gouge $N's eyes out! Well, at least you temporarily blinded $M.", ch, NULL, victim, TO_CHAR); af.where = TO_AFFECTS; af.type = gsn_dirty_tactics; af.level = ch->level; af.duration = 1; af.location = APPLY_HITROLL; af.modifier = -4; af.permaff = FALSE; af.bitvector = AFF_BLIND; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); } //Iblis - one of the dirty tactics commands, done automatically based on a random chance //during battle void do_dirtytrip (CHAR_DATA * ch, CHAR_DATA * victim) { CHAR_DATA *oldvict = NULL; int chance; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("You can't trip someone underwater!\n\r", ch); return; } /* END UNDERWATER */ if (ch->mount != NULL) { send_to_char ("You cannot trip while mounted.\n\r", ch); return; } if (victim->mount != NULL) { send_to_char ("You cannot trip someone who is mounted.\n\r", ch); return; } if (IS_AFFECTED (victim, AFF_FLYING)) { act ("$S feet aren't on the ground.", ch, NULL, victim, TO_CHAR); return; } if (victim->position < POS_FIGHTING) { act ("$N is already down.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { send_to_char ("You can't trip yourself!\n\r", ch); return; } /* modifiers */ chance = get_skill (ch, gsn_trip); /* size */ if (ch->size < victim->size) chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */ /* dex */ chance += get_curr_stat (ch, STAT_DEX); chance -= get_curr_stat (victim, STAT_DEX) * 3 / 2; /* speed */ if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 10; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 20; /* level */ chance += (ch->level - victim->level) * 2; if (is_affected (victim, gsn_mirror)) { oldvict = victim; victim = ch; } /* now the attack */ if (number_percent () < chance) { if (victim != ch) { act ("`B$n trips you with a low sweep.``", ch, NULL, victim, TO_VICT); act ("`AYou trip the clumsy fool in front of you with a beautiful low sweep.``", ch, NULL, victim, TO_CHAR); act ("$n trips $N with a low sweep of $s leg.", ch, NULL, victim, TO_NOTVICT); } else { act ("`BYour mirror deflects $n's trip, sending $m to the ground!``", ch, NULL, oldvict, TO_VICT); act ("`A$N's mirror deflects your trip, causing you to fall!``", ch, NULL, oldvict, TO_CHAR); act ("$n's is sent to the ground as $s trip is deflected off of $N's mirror.", ch, NULL, oldvict, TO_NOTVICT); } victim->position = POS_RESTING; victim->bashed = TRUE; } else { //MISS act ("$n attempts to trip you, but you jump out of the way just in time.", ch, NULL, victim, TO_VICT); act ("`B$N jumps out of the way just in time, avoiding your trip.``", ch, NULL, victim, TO_CHAR); act ("$N jumps out of the way just in time to avoid $n's trip", ch, NULL, victim, TO_NOTVICT); } } /* * Iblis - Check for Block. */ bool check_block (CHAR_DATA * ch, CHAR_DATA * victim) { int chance; if (!IS_AWAKE (victim)) return FALSE; chance = get_skill (victim, gsn_block) / 2; if (number_percent () >= chance) return FALSE; if (get_eq_char (victim, WEAR_WIELD_R) != NULL || get_eq_char (victim, WEAR_WIELD_L) != NULL) { return FALSE; } if (!can_see (ch, victim)) { if (number_percent () < get_skill (ch, gsn_blindfighting)) check_improve (ch, gsn_blindfighting, TRUE, 2); else { check_improve (ch, gsn_blindfighting, FALSE, 2); chance /= 2; } } chance = number_percent (); if (/*!IS_NPC (victim) &&*/ number_percent () < (get_skill (victim, gsn_counter) * .45)) { counter_attack (victim, ch); } else { if (chance < 16) act ("$n slaps your weapon aside with the palm of $s hand.", victim, NULL, ch, TO_VICT); else if (chance < 33) act ("You are left dumbfounded as $n blocks your attack with a foot.", victim, NULL, ch, TO_VICT); else if (chance < 50) act ("As you charge at $n, $e stops your momentum with a kick in the chest.", victim, NULL, ch, TO_VICT); else if (chance < 66) act ("$n catches your weapon between the palms of $s hands, stopping your attack effectively.", victim, NULL, ch, TO_VICT); else if (chance < 83) act ("$n nudges your thrusting weapon to the side with a finger.", victim, NULL, ch, TO_VICT); else act ("Your weapon swings in a wide and harmless arc as $n strikes at your arm.", victim, NULL, ch, TO_VICT); act ("You slap $N's weapon aside with the palm of your hand.", victim, NULL, ch, TO_CHAR); } check_improve (victim, gsn_block, TRUE, 6); return TRUE; } void counter_attack (CHAR_DATA * ch, CHAR_DATA * victim) { if (number_percent () < 50) { act ("$n easily slaps $N's weapon aside and whips $s hand out in a lightning-quick counter.", ch, NULL, victim, TO_NOTVICT); act ("Catching your weapon in $s hand $n throws a punch at your solar plexus, leaving you breathless.", ch, NULL, victim, TO_VICT); } else { act ("Dodging $N's attack, $n grins and strikes at the back of $S head.", ch, NULL, victim, TO_NOTVICT); act ("$n darts past your attack and places an elbow in your back!", ch, NULL, victim, TO_VICT); } one_hit (ch, victim, gsn_counter); check_improve (victim, gsn_counter, TRUE, 5); } //Iblis - Monk knock skill void do_knock (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int chance; CHAR_DATA *victim = NULL; one_argument (argument, arg); if (arg[0] == '\0' && (victim = ch->fighting) == NULL) { send_to_char ("Knock whom?\n\r", ch); return; } if (IS_NPC (ch)) return; if (get_skill (ch, gsn_knock) < 1) { send_to_char ("You'd better leave that to the monks.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to knock anyone right now.\n\r", ch); return; } if ((victim == NULL) && ((victim = get_char_room (ch, arg)) == NULL)) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("You can't find a way to creep up behind them in the middle of a fight.\n\r",ch); return; } if (victim == ch) { send_to_char ("You knock yourself silly.\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) return; if (victim->position <= POS_SITTING) chance = get_skill (ch, gsn_knock) * .80; else if (victim->fighting != NULL) chance = 0; else chance = get_skill (ch, gsn_knock) * .50; if (ch->level < victim->level) chance -= ((victim->level - ch->level) * 3); if ((number_percent () < chance || (chance >= 2 && !IS_AWAKE (victim))) && !IS_SET(victim->imm_flags, IMM_SLEEP) && !IS_SET(victim->act,ACT_UNDEAD)) { if (awareness (ch, victim)) return; act ("You render $N unconscious with a knock on the head.", ch, NULL, victim, TO_CHAR); act ("You feel a knock to the back of your head and you pass out.", ch, NULL, victim, TO_VICT); act ("$n renders $N unconscious with a knock on the head.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_knock, TRUE, 1); //WAIT_STATE (victim, 4 * PULSE_VIOLENCE); if (!IS_NPC(victim)) victim->pcdata->knock_time = 12; WAIT_STATE (ch, skill_table[gsn_knock].beats); //victim->position = POS_SLEEPING; if (victim->fighting == ch) stop_fighting (victim, TRUE); victim->position = POS_SLEEPING; if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, 8, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } } else if (!nodam_message) { act ("You move in behind $N, but are caught before you can land the blow!", ch, NULL, victim, TO_CHAR); WAIT_STATE (ch, skill_table[gsn_knock].beats); check_improve (ch, gsn_knock, FALSE, 1); if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is your friend!", ch, NULL, victim, TO_CHAR); return; } damage (ch, victim, 0, gsn_knock, DAM_NONE, TRUE); } return; } //Iblis - Monk feign death skill void do_feign (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; short vi; one_argument (argument, arg); if (IS_NPC (ch)) return; if (IS_CLASS(ch,PC_CLASS_NECROMANCER)) { feign_death(ch,argument); return; } if (get_skill (ch, gsn_feign) < 1) { send_to_char("You attempt to feign a smile. :/\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char ("But you aren't fighting anyone!\n\r", ch); return; } } else if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (check_shopkeeper_attack (ch, victim)) return; if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } vi = get_curr_stat (victim, STAT_INT); if (vi < 7) chance = .9 * get_skill (victim, gsn_feign); else if (vi < 12) chance = .5 * get_skill (victim, gsn_feign); else if (vi < 15) chance = .3 * get_skill (victim, gsn_feign); else if (vi < 18) chance = .2 * get_skill (victim, gsn_feign); else if (vi < 25) chance = .1 * get_skill (victim, gsn_feign); else chance = 0; act ("You point and gasp `a'`kLook behind you! A three-headed monkey!`a'``", ch, NULL, victim, TO_CHAR); act ("$n gasps and points at something behind you. `a'`kLook behind you! A three-headed monkey!`a'``", ch, NULL, victim, TO_ROOM); if (number_percent () < chance && victim->race != PC_RACE_SWARM) { act ("$N turns around ``'`kReally?!`a'``", ch, NULL, victim, TO_CHAR); act ("$N turns around ``'`kReally?!`a'``", ch, NULL, victim, TO_NOTVICT); act ("You turn around to gaze at the marvel. Big mistake, stupid.", ch, NULL, victim, TO_VICT); ch->pcdata->feigned = TRUE; //cheap way to initiate battle damage (ch, victim, 0, gsn_feign, DAM_BASH, FALSE); check_improve (ch, gsn_feign, TRUE, 5); WAIT_STATE (ch, skill_table[gsn_feign].beats); } else { if (ch->race == PC_RACE_CANTHI && !IS_IMMORTAL (ch)) { act ("$N gurgles `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_ROOM); act ("You gurgles `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_VICT); act ("$N gurgles `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_NOTVICT); return; } if (ch->race == PC_RACE_VROATH && !IS_IMMORTAL (ch)) { act ("$N grunts `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_ROOM); act ("You grunts `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_VICT); act ("$N grunts `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_NOTVICT); return; } if (ch->race == PC_RACE_SIDHE && !IS_IMMORTAL (ch)) { act ("$N telepaths to you `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_CHAR); act ("You telepath to $n `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_VICT); act ("$N telepaths to all `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_NOTVICT); return; } if ((ch->race != PC_RACE_CANTHI && ch->race != PC_RACE_VROATH && ch->race != PC_RACE_SIDHE) || IS_IMMORTAL (ch)) { act ("$N says `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_CHAR); act ("You says `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_VICT); act ("$N says `a'`kHah! I won't fall for that! (again)`a'``", ch, NULL, victim, TO_NOTVICT); } check_improve (ch, gsn_feign, FALSE, 5); WAIT_STATE (ch, skill_table[gsn_feign].beats); } } //Iblis - Monk prevent escape skill, called from flee/retreat void prevent_escape (CHAR_DATA * ch, CHAR_DATA * victim) { act ("`hYou intercept $N as $E tries to escape!``", ch, NULL, victim, TO_CHAR); act ("`h$n is in the way! Panic!``", ch, NULL, victim, TO_VICT); act ("`h$n skillfully prevents $N's attempt to flee.``", ch, NULL, victim, TO_NOTVICT); damage (victim, ch, get_curr_stat (victim, STAT_STR), gsn_prevent_escape, DAM_BASH, FALSE); } //Iblis - Monk dive skill void do_dive (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim, *vch, *fch, *fch_next, *blocker; int chance, x; char arg[MAX_INPUT_LENGTH]; char tcbuf[MAX_INPUT_LENGTH]; short door = 0; ROOM_INDEX_DATA *in_room = NULL; ROOM_INDEX_DATA *to_room = NULL; OBJ_DATA *tObj; EXIT_DATA *pexit; one_argument (argument, arg); if ((chance = get_skill (ch, gsn_dive)) <= 0 || IS_SET(ch->act2,ACT_NOMOVE)) { send_to_char ("Diving? What's that?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char ("Dive at whom?\r\n", ch); return; } if ((victim = get_char_room (ch, arg)) != NULL) { send_to_char ("You cannot dive at someone in the same room.\n\r", ch); return; } else { for (x = 0; x < MAX_DIR; x++) if (ch->in_room->exit[x] != NULL && ch->in_room->exit[x]->u1.to_room != NULL && !IS_SET (ch->in_room->exit[x]->exit_info, EX_CLOSED)) { for (vch = ch->in_room->exit[x]->u1.to_room->people; vch; vch = vch->next_in_room) if (is_name (argument, vch->name) && can_see_hack (ch, vch)) { victim = vch; door = x; break; } if (victim != NULL) break; } } if (victim == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("You can't do that while fighting.\r\n", ch); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot dive from a safe room.\n\r", ch); return; } if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot dive into a safe room.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are feeling too peaceful to do that now.\n\r", ch); return; } if (is_affected (ch, gsn_clasp)) { send_to_char ("Your feet are to restrained to do that.\n\r", ch); return; } if (is_affected (ch, gsn_entangle)) { send_to_char ("You are too constrained to initiate combat.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room) { send_to_char ("What? And leave your beloved master?\n\r", ch); return; } if (is_affected (ch, skill_lookup ("web"))) { send_to_char ("The webs binding you make movement difficult and diving impossible.\n\r", ch); return; } if (ch->mount != NULL) { send_to_char ("You cannot dive while mounted.\n\r", ch); return; } if (victim->mount != NULL) { send_to_char ("You cannot dive at someone who is mounted.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (check_shopkeeper_attack (ch, victim)) return; for (blocker = ch->in_room->people; blocker != NULL; blocker = blocker->next_in_room) { if (!IS_SET (blocker->act2, ACT_BLOCK_EXIT) || blocker->blocks_exit == -1) continue; if (door != blocker->blocks_exit) continue; if (IS_IMMORTAL (ch)) { sprintf (tcbuf, "%s would have blocked your way %s, except you're an Immortal.\n\r", blocker->short_descr, dir_name[blocker->blocks_exit]); send_to_char(tcbuf,ch); break; } sprintf (tcbuf, "%s blocks your way %s...\n\r", blocker->short_descr, dir_name[blocker->blocks_exit]); send_to_char (tcbuf, ch); return; } if (!IS_NPC(ch) && ch->pcdata && ch->pcdata->fishing) { send_to_char ("You can't move while you're fishing!.\n\r", ch); return; } if (!can_move_char_door (ch, door, FALSE, FALSE)) { send_to_char ("You cannot dive in the direction of that char.\r\n", ch); return; } if (victim == ch) { send_to_char ("You attempt to dive at yourself, but you see yourself coming and step aside.\n\r", ch); return; } act ("You dive at $N.", ch, NULL, victim, TO_CHAR); act ("$n runs and leaps away to the $T.", ch, NULL, dir_name[door], TO_ROOM); in_room = ch->in_room; pexit = in_room->exit[door]; to_room = pexit->u1.to_room; if (pexit == NULL || to_room == NULL) send_to_char ("uh oh\r\n", ch); /* Move the Character */ char_from_room (ch); char_to_room (ch, to_room); do_look (ch, "auto"); /* Move Aggie Mobs */ for (fch = in_room->people; fch != NULL; fch = fch->next_in_room) { if (IS_NPC (fch) && is_hunting (fch, ch) && !IS_IMMORTAL (ch) && get_position(fch) > POS_SLEEPING && (IS_SET (fch->act, ACT_HUNT) || IS_SET (fch->act, ACT_SMART_HUNT)) && can_see (fch, ch) && number_percent () < 55 && fch->in_room->exit[door] != NULL && !is_campsite (fch->in_room->exit[door]->u1.to_room) && !IS_SET (fch->in_room->exit[door]->u1.to_room->room_flags, ROOM_NO_MOB)) { if (fch->position < POS_STANDING) do_stand (fch, ""); WAIT_STATE (fch, 1 * PULSE_VIOLENCE); act ("You hunt $N", fch, NULL, ch, TO_CHAR); move_char (fch, door, TRUE); } } for (fch = ch->in_room->people; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; if (IS_NPC (fch) && (IS_SET (fch->act, ACT_HUNT) || IS_SET (fch->act, ACT_REMEMBER) || IS_SET (fch->act, ACT_SMART_HUNT)) && is_hunting (fch, ch) && can_see (fch, ch) && !IS_AFFECTED (ch, AFF_CAMOUFLAGE) && !IS_IMMORTAL (ch) && get_position(fch) > POS_SLEEPING) { if (fch->position < POS_STANDING) do_stand (fch, ""); do_kill (fch, NAME (ch)); } if (IS_NPC (ch) && (IS_SET (ch->act, ACT_HUNT) || IS_SET (ch->act, ACT_REMEMBER) || IS_SET (ch->act, ACT_SMART_HUNT)) && is_hunting (ch, fch) && !IS_AFFECTED (fch, AFF_CAMOUFLAGE) && !IS_IMMORTAL (fch) && can_see (ch, fch) && get_position(ch) > POS_SLEEPING) { if (ch->position < POS_STANDING) do_stand (ch, ""); do_kill (ch, NAME (fch)); } } //Minax 7-10-02 Check for a tripwire in the room. for (tObj = ch->in_room->contents; tObj; tObj = tObj->next_content) if (tObj->pIndexData->vnum == OBJ_VNUM_TRIPWIRE && ch->level < 92 && !IS_NPC (ch)) { if ((number_percent () / 2) > get_curr_stat (ch, STAT_INT) && ch->position > POS_RESTING) { sprintf (tcbuf, "You trip over the tripwire and fall flat on your face, missing your dive completely!\n\r"); send_to_char (tcbuf, ch); sprintf (tcbuf, "$n trips over a tripwire and falls flat on $s face!"); act (tcbuf, ch, NULL, NULL, TO_ROOM); ch->position = POS_RESTING; WAIT_STATE (ch, 1 * PULSE_VIOLENCE); if (number_percent () < (ch->level / 3)) { sprintf (tcbuf, "The tripwire is ripped out of the ground and destroyed.\n\r"); send_to_char (tcbuf, ch); sprintf (tcbuf, "The tripwire is ripped out of the ground and destroyed."); act (tcbuf, ch, NULL, NULL, TO_ROOM); extract_obj (tObj); } return; } } for (tObj = ch->in_room->contents; tObj; tObj = tObj->next_content) if (tObj->pIndexData->vnum == OBJ_VNUM_WALL_THORNS && tObj->value[0] == rev_dir[door]) { wall_damage (ch, tObj); break; } if (ch->tracking[0] != '\0') display_track (ch); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); if (check_aggression(ch)) return; if (number_percent () < chance) { act ("$N flies feet first into the room, planting a kick squarely on $n, sending $m to the ground.", victim, NULL, ch, TO_NOTVICT); act ("$N comes flying into the room and lands with both feet in your chest!", victim, NULL, ch, TO_CHAR); act ("You roll and launch yourself into the air, planting both your feet in the chest of $N.", ch, NULL, victim, TO_CHAR); damage (ch, victim, adjust_damage(.5 * ch->level), gsn_dive, DAM_BASH, FALSE); victim->position = POS_RESTING; check_improve (ch, gsn_dive, TRUE, 2); WAIT_STATE (ch, skill_table[gsn_dive].beats); WAIT_STATE (victim, 12); } else { act ("$N flies feet first into the room, missing $n and landing hard on the ground.", victim, NULL, ch, TO_NOTVICT); act ("$N flies feet first into the room, missing you and landing hard on the ground.", victim, NULL, ch, TO_CHAR); act ("You roll and launch yourself into the air, narrowly missing $N, and land hard on the ground.", ch, NULL, victim, TO_CHAR); damage (ch, victim, 0, gsn_dive, DAM_BASH, FALSE); ch->position = POS_RESTING; check_improve (ch, gsn_dive, FALSE, 2); WAIT_STATE (ch, skill_table[gsn_dive].beats); } } //Iblis - Monk toss skill void do_toss (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH]; char tcbuf[15]; CHAR_DATA *victim = NULL; int chance; short dir; EXIT_DATA *pexit; ROOM_INDEX_DATA *to_room = NULL; argument = one_argument (argument, arg); one_argument (argument, arg2); /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("You can't toss someone underwater!\n\r", ch); return; } /* END UNDERWATER */ if ((chance = get_skill (ch, gsn_toss)) <= 0 || (IS_NPC (ch))) { send_to_char ("Tossing? 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 (ch->mount != NULL) { send_to_char ("You cannot toss someone while mounted.\n\r", ch); return; } if (victim->mount != NULL) { send_to_char ("You cannot toss someone who is mounted.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (check_shopkeeper_attack (ch, victim)) return; if (IS_SET (ch->in_room->room_flags, ROOM_NO_PUSH)) { send_to_char ("This room is safe from bullies like you.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to sap anyone right now.\n\r", ch); return; } if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (IS_SET(victim->act2,ACT_NOMOVE)) { send_to_char ("That mob's power blocks your tossing efforts.\n\r",ch); return; } if (victim == ch) { send_to_char ("You attempt to toss yourself, but you cannot defy the laws of gravity in that fashion.\n\r", ch); return; } if (ch->fighting != NULL && (ch->fighting != victim || victim->fighting != ch)) { act ("You can't toss $N while fighting someone else.", ch, NULL, victim, TO_CHAR); } if (!str_cmp (arg2, "n") || !str_cmp (arg2, "north")) dir = 0; else if (!str_cmp (arg2, "e") || !str_cmp (arg2, "east")) dir = 1; else if (!str_cmp (arg2, "s") || !str_cmp (arg2, "south")) dir = 2; else if (!str_cmp (arg2, "w") || !str_cmp (arg2, "west")) dir = 3; else if (!str_cmp (arg2, "u") || !str_cmp (arg2, "up")) dir = 4; else if (!str_cmp (arg2, "d") || !str_cmp (arg2, "down")) dir = 5; else { send_to_char ("You must specify a direction to toss in.\n\r", ch); return; } if (!IS_NPC (victim) && get_curr_stat (ch, STAT_STR) < ((get_curr_stat (victim, STAT_STR) + get_curr_stat (victim, STAT_CON)) / 2)) { act ("You're not strong enough to toss $N anywhere.", ch, NULL, victim, TO_CHAR); return; } if (can_move_char_door (victim, dir, FALSE, FALSE)) { if (!IS_NPC(ch) && IS_NPC(victim) && (dice(3,5) < ch->pcdata->pushed_mobs_counter)) { act ("$N growls at you and attacks.", ch, NULL, victim, TO_CHAR); act ("$N growls at $n and attacks.", ch, NULL, victim, TO_ROOM); act ("You growl at $n and attack.", ch, NULL, victim, TO_VICT); do_kill (victim, ch->name); WAIT_STATE(ch,4); return; } if (number_percent () < ((ch->fighting) ? (.5 * get_skill (ch, gsn_toss)) : (.3 * get_skill (ch, gsn_toss)))) { if (awareness (ch, victim)) return; pexit = ch->in_room->exit[dir]; to_room = pexit->u1.to_room; if (pexit == NULL || to_room == NULL) send_to_char ("uh oh\r\n", ch); char_from_room (victim); char_to_room (victim, to_room); trip_triggers(victim, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(victim,"room",victim->in_room,NULL); sprintf(tcbuf,"%d",victim->in_room->vnum); trip_triggers_arg(victim, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); check_aggression(victim); act ("You place your foot in $N's chest and roll backwards, launching $M into the next room.", ch, NULL, victim, TO_CHAR); act ("$n grabs you by the neck and with a twist of $S hip $E and throws you into the next room!", ch, NULL, victim, TO_VICT); act ("$n places a foot in $N's chest and roll backwards, launching $M into the next room.", ch, NULL, victim, TO_ROOM); act ("$n comes flying into the room and lands in a heap.", victim, NULL, NULL, TO_ROOM); damage (ch, victim, .25 * ch->carry_weight, gsn_toss, DAM_BASH, FALSE); victim->position = POS_RESTING; if (!IS_NPC(ch) && IS_NPC(victim) && ch->pcdata->pushed_mobs_counter < 10000) { ++ch->pcdata->pushed_mobs_counter; } } else { act ("You fail to get a good grip on $N.", ch, NULL, victim, TO_CHAR); } WAIT_STATE (ch, skill_table[gsn_toss].beats); } else { act ("You can not toss $N in that direction.", ch, NULL, victim, TO_CHAR); return; } } //Iblis - Monk strike skill void do_strike (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *weapon_l, *weapon_r; one_argument (argument, arg); if (get_skill (ch, gsn_strike) < 1) { send_to_char ("You don't know how to strike!\n\r", ch); return; } if (arg[0] == '\0') { if (ch->fighting == NULL) { send_to_char ("Strike whom?\n\r", ch); return; } victim = ch->fighting; } 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 strike yourself?\n\r", ch); return; } if (is_safe (ch, victim)) { send_to_char ("You can't do that here.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is your friend!", ch, NULL, victim, TO_CHAR); return; } weapon_l = get_eq_char (ch, WEAR_WIELD_L); weapon_r = get_eq_char (ch, WEAR_WIELD_R); if (weapon_l != NULL || weapon_r != NULL) { send_to_char ("You can't strike while wielding a weapon.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are way too sedate to consider attacking anyone.\n\r", ch); return; } WAIT_STATE (ch, skill_table[gsn_strike].beats); if (number_percent () < get_skill (ch, gsn_strike) || (get_skill (ch, gsn_strike) >= 2 && !IS_AWAKE (victim))) { if (awareness (ch, victim)) return; check_improve (ch, gsn_strike, TRUE, 1); switch (ch->dam_type) { case 3: act ("$n's Wing of the Crane slash strikes against your neck!", ch, NULL, victim, TO_VICT); act ("Your Wing of the Crane slash strikes against $N neck!", ch, NULL, victim, TO_CHAR); act ("$n's Wing of the Crane slash strikes against $N neck!", ch, NULL, victim, TO_NOTVICT); break; case 5: act ("$n's Tiger Claw strike tears into your chest!", ch, NULL, victim, TO_VICT); act ("Your Tiger Claw strike tears into $N's chest!", ch, NULL, victim, TO_CHAR); act ("$n's Tiger Claw strike tears into $N's chest!", ch, NULL, victim, TO_NOTVICT); break; case 11: act ("$n's Snake's Head piercing attack slices into the soft parts of your neck!", ch, NULL, victim, TO_VICT); act ("Your Snake's Head piercing attack slices into the soft parts of $N's neck!", ch, NULL, victim, TO_CHAR); act ("$n's Snake's Head piercing attack slices into the soft parts of $N's neck!", ch, NULL, victim, TO_NOTVICT); break; case 17: act ("$n's Panther Fists slam down on your collar bones!", ch, NULL, victim, TO_VICT); act ("Your Panther Fists slam down on $N's collar bones!", ch, NULL, victim, TO_CHAR); act ("$n's Panther Fists slam down on $N's collar bones!", ch, NULL, victim, TO_NOTVICT); break; case 18: act ("$n's Dragon's Breath attack almost tears your arms out of their sockets!", ch, NULL, victim, TO_VICT); act ("Your Dragon's Breath attack almost tears $N's arms out of their sockets!", ch, NULL, victim, TO_CHAR); act ("$n's Dragon's Breath attack almost tears $N's arms out of their sockets!", ch, NULL, victim, TO_NOTVICT); break; } one_hit (ch, victim, gsn_strike); } else { check_improve (ch, gsn_strike, FALSE, 1); damage (ch, victim, 0, gsn_strike, ch->dam_type, TRUE); } return; } //Iblis - Monk whirlwind skill void do_whirlwind (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim = NULL, *next_victim; int j, chance; bool hits = FALSE; if ( (chance = get_skill(ch, gsn_whirlwind)) == 0) { send_to_char("Whirlwind? What's that?\n\r", ch); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char("This room is safe from bullies like you.\n\r", ch); return; } if (is_affected(ch, gsn_fear)) { send_to_char("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char("You are feeling too peaceful to do that now.\n\r", ch); return; } if (is_affected(ch, gsn_entangle)) { send_to_char("You are too constrained to initiate combat.\n\r", ch); return; } if (is_affected(ch, skill_lookup ("web"))) { send_to_char("The webs binding you make movement difficult and charging impossible.\n\r", ch); return; } act ("`b$n whirls around the room striking down everything in $s path, leaving a trail of terrible devastation.``", ch, NULL, victim, TO_ROOM); act ("`hYou execute the feared whirlwind attack!``", ch, NULL, victim, TO_CHAR); for (victim = ch->in_room->people; victim != NULL; victim = next_victim) { next_victim = victim->next_in_room; if (victim == ch) continue; if (victim->invis_level >= LEVEL_HERO) continue; if (is_same_group(ch, victim)) continue; if (is_safe(ch, victim)) continue; if (check_shopkeeper_attack(ch, victim)) continue; if (victim->mount != NULL && ch->mount == NULL) continue; chance = (get_skill (ch, gsn_whirlwind)); for (j = 0; j < 2; j++) { /* now the attack */ if (number_percent () < chance) { check_improve(ch, gsn_whirlwind, TRUE, 1); hits = TRUE; act("one_hit", ch, NULL, victim, TO_ROOM); one_hit(ch, victim, gsn_whirlwind); if (IS_NPC(victim)) victim->color = 42; } } } if (!hits) send_to_char("But alas, you missed everyone.\n\r", ch); WAIT_STATE (ch, skill_table[gsn_whirlwind].beats); } //Iblis - Monk fists skill void do_fists (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int dam; CHAR_DATA *victim; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Use your fists of fury on whom?\n\r", ch); return; } if (get_skill (ch, gsn_fists_of_fury) < 1) { send_to_char ("So you want to use fists of fury without the skill?!?\n\r", ch); return; } if (ch->mana < 75) { send_to_char ("You don't have enough mana.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are too peaceful to use your fists on anything right now.\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("Your fists of fury need time to warm up, try it when you're not already fighting.\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 (ch, AFF_CHARM) && ch->master == victim) { act ("$N is your beloved master.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { send_to_char ("Try as you might, you can't force yourself to hit..yourself.\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) return; ch->mana -= 75; if (number_percent () < get_skill (ch, gsn_fists_of_fury)) { if (awareness (ch, victim)) return; check_improve (ch, gsn_fists_of_fury, TRUE, 1); dam = number_range(200,300) + ch->perm_stat[STAT_DEX] + ch->perm_stat[STAT_STR]; dam = adjust_damage(dam); act ("`iYou attack $N with an incredible fury!``", ch, NULL, victim, TO_CHAR); act ("`iThe very air seems to slash at you when $n attacks with a barrage of punches!``", ch, NULL, victim, TO_VICT); act ("`iAttacking $N with an incredible fury $n's hands slash like knives!``", ch, NULL, victim, TO_NOTVICT); damage (ch, victim, dam, gsn_fists_of_fury, 21, FALSE); //WRATH ATTACK if (!is_affected (victim, gsn_mirror) && is_affected (victim, gsn_fireshield)) if (!saves_spell (ch->level + 2, ch, DAM_FIRE)) { damage (victim, ch, 8, 0, DAM_FIRE, FALSE); act ("$N's scorching shield of flame burns you as you attack.", ch, NULL, victim, TO_CHAR); act ("$n is burnt by your scorching shield of flame.", ch, NULL, victim, TO_VICT); } WAIT_STATE (ch, skill_table[gsn_fists_of_fury].beats); if (number_percent () < get_skill (ch, gsn_fists_of_fury) * .07) { stop_fighting(ch,FALSE); nodam_message = TRUE; do_knock (ch, arg); nodam_message = FALSE; } } else { check_improve (ch, gsn_fists_of_fury, FALSE, 1); damage (ch, victim, 0, gsn_fists_of_fury, DAM_NONE, FALSE); act ("You cannot summon the fury to execute the attack.", ch, NULL, victim, TO_CHAR); act ("$n attempts to drive $mself into a fury, but fails.", ch, NULL, victim, TO_ROOM); } return; } //Iblis - Monk bandage skill void do_bandage (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; int chance, heal_amount; CHAR_DATA *victim; OBJ_DATA *bandage; one_argument (argument, arg); if (get_skill (ch, gsn_bandage) < 1) { send_to_char ("You'd better leave that to the monks.\n\r", ch); return; } if (arg[0] == '\0') victim = ch; else if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if ((bandage = get_obj_carry (ch, "bandage")) == NULL) { send_to_char ("Your attempt to will a bandage into existence, but alas you cannot.\n\r", ch); return; } if (victim->hit >= victim->max_hit) { act ("Your bandages are of no use to $N.", ch, NULL, victim, TO_CHAR); return; } chance = get_skill (ch, gsn_bandage); if (number_percent () < chance) { if (victim->race == PC_RACE_SWARM) { swarm_heal(ch,victim,gsn_bandage); return; } act ("You bandage $N's wounds.", ch, NULL, victim, TO_CHAR); act ("$n carefully bandages your wounds.", ch, NULL, victim, TO_VICT); act ("$n binds $N's wounds.", ch, NULL, victim, TO_NOTVICT); heal_amount = ((10 + get_curr_stat (ch, STAT_DEX)) / 100.0) * victim->max_hit; if (heal_amount > 200) heal_amount = 200; if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + heal_amount/2, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + heal_amount/2, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A healing force courses through your body!\n\r", victim->pcdata->soul_link); } else { victim->hit += heal_amount; if (victim->hit > victim->max_hit) victim->hit = victim->max_hit; } extract_obj (bandage); check_improve (ch, gsn_bandage, TRUE, 1); WAIT_STATE (ch, skill_table[gsn_bandage].beats); } else { act ("You attempt to bandage $N's wounds, but apparently your skills could use some improving.", ch, NULL, victim, TO_CHAR); act ("$n wastes a bandage trying to bandage your wounds.", ch, NULL, victim, TO_VICT); act ("$n attempts to bind $N's wounds, with no success.", ch, NULL, victim, TO_NOTVICT); WAIT_STATE (ch, skill_table[gsn_bandage].beats); extract_obj (bandage); check_improve (ch, gsn_bandage, FALSE, 1); } return; } //Iblis - Monk awareness skill. Function called in act_info.c in do_look bool awareness (CHAR_DATA * victim, CHAR_DATA * ch) { if (ch->fighting != NULL) return FALSE; if (number_percent () < (get_skill (ch, gsn_awareness) * .10)) { act ("You see $N coming from a mile away and easily sidestep $S attack.", ch, NULL, victim, TO_CHAR); act ("The instant before your attack hits, $n steps aside with a yawn, making you look like a clumsy fool.", ch, NULL, victim, TO_VICT); act ("$n sidesteps $N's attack with an obvious lack of interest or difficulty.", ch, NULL, victim, TO_NOTVICT); check_improve (ch, gsn_awareness, TRUE, 1); return TRUE; } else return FALSE; } //Iblis - Monk hear the wind skill. Function called in do_throw and do_assassinate bool hear_the_wind (CHAR_DATA * victim, CHAR_DATA * ch, OBJ_DATA * obj) { char buf[MAX_STRING_LENGTH]; if (number_percent () < (get_skill (ch, gsn_hear_the_wind) * .10)) { act ("You look up just in time to see $p flying at your head. With a grunt you catch it and throw it back.", ch, obj, victim, TO_CHAR); act ("$n looks up quickly, catches $p and throws it back to where it came from, proving it's all in the reflexes.", ch, obj, victim, TO_ROOM); one_argument (obj->name, buf); if (is_affected (victim, gsn_mask) && victim->mask != NULL) sprintf (buf, "%s %s", buf, victim->mask); //nameptr = victim->mask; else sprintf (buf, "%s %s", buf, victim->name); //MASK CHECK unequip_char (victim, obj); obj_from_char (obj); obj_to_char (obj, ch); do_throw (ch, buf); check_improve (ch, gsn_hear_the_wind, TRUE, 5); return TRUE; } else return FALSE; } //Iblis - Insta-kill function, called in do_assassinate and magic.c's spell_bee_swarm bool insta_kill (CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show, bool magical_attack) { bool mirror_attack = FALSE; OBJ_DATA *corpse; //bool immune; if (victim->position == POS_DEAD) return FALSE; if (victim != ch) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if (is_safe (ch, victim)) return FALSE; if (victim->position > POS_STUNNED) { if (victim->fighting == NULL) { if (dt == TYPE_AUTOASSIST || dam_type == DAM_NONE) set_fighting_auto (victim, ch); else set_fighting (victim, ch); } } if (victim->position > POS_STUNNED) { if (ch->fighting == NULL) { if (dt == TYPE_AUTOASSIST || dam_type == DAM_NONE) { /* Iblis 08/28/03 - To properly set aggressor on someone * already fighting */ update_aggressor(ch,victim); set_fighting_auto (ch, victim); } else { update_aggressor(ch,victim); set_fighting (ch, victim); } } } /* * More charm stuff. */ if (victim->master == ch) stop_follower (victim); } /* * Inviso attacks ... not. */ if (IS_AFFECTED (ch, AFF_INVISIBLE)) { affect_strip (ch, gsn_astral_body); affect_strip (ch, gsn_invis); affect_strip (ch, gsn_mass_invis); affect_strip (ch, gsn_heavenly_cloak); affect_strip (ch, gsn_vanish); REMOVE_BIT (ch->affected_by, AFF_INVISIBLE); act ("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } //5-10-03 Iblis - Setting it so if you are attacked, you become un-hidden and un-camoed if (IS_AFFECTED (ch, AFF_CAMOUFLAGE)) REMOVE_BIT (ch->affected_by, AFF_CAMOUFLAGE); if (IS_SET(ch->act2,ACT_TRANSFORMER)) affect_strip(ch,gsn_transform); if (IS_AFFECTED (ch, AFF_HIDE)) REMOVE_BIT (ch->affected_by, AFF_HIDE); if (is_affected (victim, gsn_mirror) && dam_type != DAM_ACID && dam_type != DAM_ENERGY && dam_type != DAM_HOLY && dam_type != DAM_LIGHTNING && dam_type != DAM_FIRE && dam_type != DAM_COLD && dam_type != DAM_NEGATIVE && dam_type != DAM_MENTAL && dam_type != DAM_LIGHT && dam_type != DAM_CHARM && dam_type != DAM_DISEASE && dam_type != DAM_SOUND && dam_type != DAM_HARM && !magical_attack) { if (ch->level >= (victim->level + 10) && number_percent () > 50) { char *attack; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; 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 (is_tail_attack) attack = "lightning tail"; sprintf (buf1, "$n's %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf2, "Your %s is absorbed by the magic of $N's mirror.", attack); sprintf (buf3, "$n's %s is absorbed by the magic of your mirror.", attack); act (buf1, ch, NULL, victim, TO_NOTVICT); act (buf2, ch, NULL, victim, TO_CHAR); act (buf3, ch, NULL, victim, TO_VICT); //return FALSE; } mirror_attack = TRUE; } if (mirror_attack) { if (show) dam_message (ch, victim, dam, dt, 3); return FALSE; } /* * Hurt the victim * Inform the victim of his new state. */ victim->hit = -50; if (!IS_NPC (victim) && victim->level >= LEVEL_IMMORTAL && victim->hit < 1) victim->hit = 1; check_saddle (victim); update_pos (victim); switch (victim->position) { case POS_MORTAL: act ("$n is mortally wounded, and will die soon, if not aided.", victim, NULL, NULL, TO_ROOM); send_to_char ("`CYou are mortally wounded, and will die soon, if not aided.``\n\r", victim); break; case POS_INCAP: act ("$n is incapacitated and will slowly die, if not aided.", victim, NULL, NULL, TO_ROOM); send_to_char ("`CYou are incapacitated and will slowly die, if not aided.``\n\r", victim); break; case POS_STUNNED: act ("$n is stunned, but will probably recover.", victim, NULL, NULL, TO_ROOM); send_to_char ("`CYou are stunned, but will probably recover.``\n\r", victim); break; case POS_DEAD: victim->position = POS_STANDING; if (HAS_SCRIPT (victim)) { TRIGGER_DATA *pTrig; for (pTrig = victim->triggers; pTrig != NULL; pTrig = pTrig->next) if (pTrig->trigger_type == TRIG_DIES) { act_trigger (victim, pTrig->name, NULL, NAME (ch), NAME (victim)); pTrig->current = pTrig->script; while (pTrig->current != NULL) { pTrig->bits = SCRIPT_ADVANCE; script_interpret (victim, pTrig); if (pTrig->current != NULL) pTrig->current = pTrig->current->next; else pTrig->tracer = 0; } } } victim->position = POS_DEAD; if (dt == gsn_assassinate) { send_to_char ("`bYou are hit in the heart and die instantly.\r\n``", victim); act ("$n is DEAD!!", victim, NULL, NULL, TO_ROOM); act ("You hit $N in the heart, causing $M to die instantly.", ch, NULL, victim, TO_CHAR); } if (magical_attack) { send_to_char ("You have a violent allergic reaction to your bee stings and die!\n\r", victim); act ("$n has a violent allergic reaction to $s bee stings and dies!", victim, NULL, NULL, TO_ROOM); } if ((ch->clan != CLAN_BOGUS) && (victim->clan != CLAN_BOGUS) && !(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) && !ch->dueler) clanwar_kill (ch, victim); if (victim != ch) if (!IS_NPC (ch) && !IS_NPC (victim) && /*(ch->aggres == NULL) && */ IS_AGGRESSOR (ch, victim)) { if (IS_SET (ch->in_room->room_flags, ROOM_LAW) && !IS_SET (victim->act, PLR_WANTED) && !victim->race == PC_RACE_LICH && !(victim->class == PC_CLASS_CHAOS_JESTER) && !is_warring (ch->clan, victim->clan) && !is_dueling (ch) && !battle_royale && !ch->dueler && ch->clan != clanname_to_slot("guttersnipes")) set_wanted (ch); if (!ch->pcdata->loner && (ch->clan == CLAN_BOGUS) && !is_dueling (ch) && !battle_royale && !ch->dueler) { ch->pcdata->loner = TRUE; send_to_char ("For your crimes against humanity, you are now marked a loner.\n\r", ch); } } if (!IS_NPC(victim) && IS_NPC(ch) && battle_royale) calculate_br_points (ch, victim); //IBLIS 6/20/03 - Calculate Battle Royale points if (!IS_NPC (ch) && !IS_NPC (victim)) if (battle_royale && ((!IS_NPC(ch) && ch->pcdata->loner) || ch->level > 19) && victim->level > 19) calculate_br_points (ch, victim); if (!IS_NPC (ch) && !IS_NPC (victim) && (ch->clan != CLAN_BOGUS) && !battle_royale && (ch->clan == victim->clan) && is_clan_leader (victim)) clan_leader (victim, ch->name); if (!IS_NPC (ch)) { if (IS_NPC (victim)) ch->pcdata->has_killed[MOB_KILL]++; else if (ch != victim) { if (battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) ch->pcdata->has_killed[BR_KILL]++; else if (ch->dueler) ch->pcdata->has_killed[SD_KILL]++; else ch->pcdata->has_killed[PLAYER_KILL]++; } } if (!IS_NPC (victim)) { if (IS_NPC (ch)) victim->pcdata->been_killed[MOB_KILL]++; else if (ch != victim) { if (battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) victim->pcdata->been_killed[BR_KILL]++; else if (victim->dueler) victim->pcdata->been_killed[SD_KILL]++; else victim->pcdata->been_killed[PLAYER_KILL]++; } } /* BEGIN ARENA */ if (is_dueling (victim)) { duel_ends (victim); return FALSE; } if (victim->dueler) { superduel_ends (ch,victim); return FALSE; } /* END ARENA */ break; default: if (dam > victim->max_hit / 4) send_to_char ("`CYou reel in shock from the tremendous pain!``\n\r", victim); if (victim->hit < victim->max_hit / 4) send_to_char ("`CYou 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) { if (!is_dueling (victim) && !victim->dueler) //Iblis 6/29/03 //Needed to fix Avatar Reavers who die from > 0 align if (group_gain (ch, victim)) { raw_kill (victim, victim); return TRUE; } if (!IS_NPC (victim) && !((IS_SET(victim->act,PLR_WANTED) && IS_NPC (ch) && ch->spec_fun != 0 && (!str_cmp("spec_executioner",spec_name (ch->spec_fun)) || !str_cmp("spec_guard",spec_name (ch->spec_fun)))))) { sprintf (log_buf, "%s killed by %s at %d", victim->name, (IS_NPC (ch) ? ch->short_descr : ch->name), ch->in_room->vnum); log_string (log_buf); if (!is_dueling (victim) && !(battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) && !victim->dueler) { //You only lose max 1/10 xp needed for next level // if (ch->level > 1) { long xploss; if (IS_NPC (ch)) xploss = (victim->exp / 2.0); else xploss = (victim->exp / 4.0); if (victim->level > 60) { if (xploss > (level_cost (victim->level) / 2.0)) xploss = (level_cost (victim->level) / 2.0); } else { if (xploss > (level_cost (victim->level) / 5.0)) xploss = (level_cost (victim->level) / 5.0); } if (victim->race != PC_RACE_NERIX) { victim->pcdata->xp_last_death = xploss; victim->pcdata->last_death_counter = victim->perm_stat[STAT_CON]; } if (victim->race != PC_RACE_NERIX) gain_exp (victim, 0 - xploss); else gain_exp (victim, 0 - (xploss/2)); } else send_to_char ("Since you are level 1, you lose no experience.\n\r", ch); } } /* Make the head for a bountied PC */ if (!IS_NPC (victim) && !IS_NPC (ch) && is_bountied (victim)) { char buf[MAX_STRING_LENGTH]; char *name; OBJ_DATA *obj; name = str_dup (victim->name); obj = create_object (get_obj_index (OBJ_VNUM_SEVERED_HEAD), 0); obj->extra_flags[0] |= ITEM_NODROP | ITEM_NOUNCURSE; sprintf (buf, "%s %s", "head", name); 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); obj_to_char (obj, ch); free_string (name); } raw_kill (victim, ch); if (IS_NPC(ch) && IS_SET (ch->act, ACT_LOOTER)) { do_get (ch, "all corpse"); do_get (ch, "all 2.corpse"); do_wear (ch, "all"); } if (ch != victim && !IS_NPC (ch) && !is_same_clan (ch, victim) && victim->times_wanted < 65) remove_wanted (victim); if (!IS_NPC (ch) && IS_NPC (victim)) { 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_get (ch, "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_get (ch, "all.gcash corpse"); if (get_skill(ch,gsn_butcher) > 0 && (IS_SET (ch->act, PLR_AUTOBUTCHER))) do_butcher (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_sacrifice (ch, "corpse"); } } return TRUE; } if (victim == ch) return TRUE; /* * Take care of link dead people. */ if (!IS_NPC (victim) && victim->desc == NULL) { if (number_range (0, victim->wait) == 0) { do_recall (victim, ""); return TRUE; } } return TRUE; } //Iblis - function to calculate battle royale points for each kill. Called when a player is killed during //Battle Royale void calculate_br_points (CHAR_DATA * ch, CHAR_DATA * victim) { int gain = 0; char ttbuf[MAX_STRING_LENGTH]; if (IS_IMMORTAL (ch) || IS_IMMORTAL (victim)) return; if (ch == victim) gain = -victim->level; else gain = victim->level; if (IS_NPC(ch)) gain = ch->level/3.0; else if (victim->level > ch->level) gain += (victim->level - ch->level) * 2; if (last_br_kill == NULL) { last_br_kill = ch; last_br_victim = victim; gain += 25; last_br_points = gain; } else { if (br_leader == victim) gain += 50; last_br_kill = ch; last_br_victim = victim; last_br_points = gain; } if (!IS_NPC(ch)) { ch->pcdata->br_points += gain; sprintf (ttbuf, "`gYou recieve `b%d `gpoints for that kill.``\r\n", gain); send_to_char (ttbuf, ch); sprintf (ttbuf, "`b%s `igot creamed by `b%s`i, who earned `b%d`i points for it.``", victim->name, ch->name, gain); } else sprintf (ttbuf, "`b%s `igot creamed by `b%s`i and lost `b%d`i points for it.``", victim->name, ch->name, 0-gain); do_echo(ch,ttbuf); sprintf (ttbuf, "`gYour opponent received `b%d `gpoints for that kill.``\r\n", gain); send_to_char (ttbuf, victim); victim->pcdata->br_death_points += gain; if (!IS_NPC(ch)) { if (br_leader == NULL || br_leader->pcdata->br_points < ch->pcdata->br_points) { br_leader = ch; send_to_char ("`gAnd with that kill, you are the new Battle Royal Leader!``\r\n", ch); sprintf (ttbuf, "`gAnd we have a new Battle Royal Leader -> `b%s``\r\n", ch->name); do_echo (ch, ttbuf); } } } //Iblis - function to tell if a player is on an aggessor list bool IS_AGGRESSOR (CHAR_DATA * ch, CHAR_DATA * victim) { AGGRESSOR_LIST *a, *a_next; if (IS_NPC (ch) || IS_NPC (victim)) return FALSE; for (a = ch->pcdata->agg_list; a != NULL; a = a_next) { a_next = a->next; if (a->ch == victim) return FALSE; } return TRUE; } //Iblis - old update aggressor function, which simply calls the new function without //making the action silent void update_aggressor (CHAR_DATA * ch, CHAR_DATA * victim) { update_aggressor2 (ch,victim,FALSE); } //Iblis - Sets an aggressor of victim to be CH, since ch is attacking victim void update_aggressor2 (CHAR_DATA * ch, CHAR_DATA * victim, bool silent) { AGGRESSOR_LIST *a, *a_next, *a_prev=NULL; bool found = FALSE; if (IS_NPC (ch) || IS_NPC (victim) || battle_royale || ch->dueler || victim->dueler) return; if (IS_IMMORTAL(ch) || IS_IMMORTAL(victim)) return; if (!IS_AGGRESSOR (ch, victim)) return; if (is_dueling (ch) || ch->dueler || victim->dueler) return; for (a = victim->pcdata->agg_list; a != NULL; a = a_next) { a_next = a->next; a_prev = a; if (a->ch == ch) { a->ticks_left = 2; found = TRUE; break; } } if (!found) { if (!silent) { act ("You have been provoked! You are now free to get revenge against $N!", victim, NULL, ch, TO_CHAR); act ("You have provoked $N, so $E is now free to get revenge!", ch, NULL, victim, TO_CHAR); } a = new_aggressor (); if (victim->pcdata->agg_list) a_prev->next = a; else victim->pcdata->agg_list = a; a->next = NULL; a->ch = ch; a->silent = silent; a->ticks_left = 2; } } //Iblis 6/28/03 //(removes agressor ch from victim) void remove_aggressor (CHAR_DATA * ch, CHAR_DATA * victim) { AGGRESSOR_LIST *a, *a_next, *a_prev=NULL; char buf[MAX_STRING_LENGTH]; if (IS_NPC (ch) || IS_NPC (victim) || ch->pcdata == NULL || victim->pcdata == NULL) return; for (a = victim->pcdata->agg_list; a != NULL; a = a_next) { a_next = a->next; sprintf (buf, "INFO - Aggressor - %s, Char - %s, Victim - %s", a->ch->name, ch->name, victim->name); log_string (buf); if (a->ch == ch) { if (ch != NULL && !a->silent) { act ("Your time for free revenge against $N has come to an end.", victim, NULL, ch, TO_CHAR); act ("$N's time for free revenge against you has come to an end.", ch, NULL, victim, TO_CHAR); } if (a == victim->pcdata->agg_list) victim->pcdata->agg_list = a_next; else (a_prev->next = a_next); free_aggressor_list (a); a_next = NULL; } a_prev = a; } } //Iblis - Ranger Mount pounce skill void do_pounce (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim, *vch, *fch, *fch_next; int chance, x; char arg[MAX_INPUT_LENGTH]; char tcbuf[MAX_INPUT_LENGTH]; short door = 0; ROOM_INDEX_DATA *in_room = NULL; ROOM_INDEX_DATA *to_room = NULL; OBJ_DATA *tObj; EXIT_DATA *pexit; one_argument (argument, arg); if (IS_NPC (ch)) return; if ((chance = get_skill (ch, gsn_pounce)) <= 0) { send_to_char ("Pouncing? What's that?\n\r", ch); return; } if (arg[0] == '\0') { send_to_char ("Pounce on whom?\r\n", ch); return; } if (!ch->mount || !ch->mount->pIndexData || ch->mount->pIndexData->vnum != MOB_VNUM_BEAST) { send_to_char ("You cannot pounce unless you are riding the `dWoodland `bBehemoth``.\n\r", ch); return; } if ((victim = get_char_room (ch, arg)) != NULL) { send_to_char ("You need a running start to pounce on someone.\n\r", ch); return; } else { for (x = 0; x < MAX_DIR; x++) if (ch->in_room->exit[x] != NULL && ch->in_room->exit[x]->u1.to_room != NULL && !IS_SET (ch->in_room->exit[x]->exit_info, EX_CLOSED)) { for (vch = ch->in_room->exit[x]->u1.to_room->people; vch; vch = vch->next_in_room) if (is_name (argument, vch->name) && can_see_hack (ch, vch)) { victim = vch; door = x; break; } if (victim != NULL) break; } } if (victim == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch->mount != NULL) if (ch->mount->position != POS_STANDING && ch->mount->position != POS_FIGHTING) { sprintf (tcbuf, "%s will have to stand before it can pounce.\n\r", fcapitalize (ch->mount->short_descr)); send_to_char (tcbuf, ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room) { send_to_char ("What? And leave your beloved master?\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("You can't do that while fighting.\r\n", ch); return; } if (!victim->in_room) { bug ("NULL victim->in_room in pounce", 0); send_to_char ("Nuh uh.\n\r", ch); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot pounce from a safe room.\n\r", ch); return; } if (IS_SET (victim->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You cannot pounce into a safe room.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to consider attacking anyone.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CALM) || is_affected (ch, skill_lookup ("Quiet Mountain Lake"))) { send_to_char ("You are feeling too peaceful to do that now.\n\r", ch); return; } if (is_affected (ch, gsn_entangle)) { send_to_char ("You are too constrained to initiate combat.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("web"))) { send_to_char ("The webs binding you make movement difficult and pouncing impossible.\n\r", ch); return; } if (is_safe (ch, victim)) return; if (check_shopkeeper_attack (ch, victim)) return; if (!can_move_char_door (ch, door, FALSE, FALSE)) { send_to_char ("You cannot dive in the direction of that char.\r\n", ch); return; } if (victim == ch) { send_to_char ("You attempt to dive at yourself, but you see yourself coming and step aside.\n\r", ch); return; } act ("Your `dWoodland `bBehemoth ``takes off running to pounce on $N.", ch, NULL, victim, TO_CHAR); act ("$n's `dWoodland `bBehemoth ``takes off running to the $T.", ch, NULL, dir_name[door], TO_ROOM); in_room = ch->in_room; pexit = in_room->exit[door]; to_room = pexit->u1.to_room; if (pexit == NULL || to_room == NULL) send_to_char ("uh oh\r\n", ch); /* Move the Mount */ if (ch->mount != NULL) { char_from_room (ch->mount); char_to_room (ch->mount, to_room); } else { bug ("Null mount in Pounce", 0); return; } /* Move the Character */ char_from_room (ch); char_to_room (ch, to_room); do_look (ch, "auto"); /* Move Aggie Mobs */ for (fch = in_room->people; fch != NULL; fch = fch->next_in_room) { if (IS_NPC (fch) && is_hunting (fch, ch) && !IS_IMMORTAL (ch) && get_position(fch) > POS_SLEEPING && (IS_SET (fch->act, ACT_HUNT) || IS_SET (fch->act, ACT_SMART_HUNT)) && can_see (fch, ch) && number_percent () < 55 && fch->in_room->exit[door] != NULL && !is_campsite (fch->in_room->exit[door]->u1.to_room) && !IS_SET (fch->in_room->exit[door]->u1.to_room->room_flags, ROOM_NO_MOB)) { if (fch->position < POS_STANDING) do_stand (fch, ""); WAIT_STATE (fch, 1 * PULSE_VIOLENCE); act ("You hunt $N", fch, NULL, ch, TO_CHAR); move_char (fch, door, TRUE); } } for (fch = ch->in_room->people; fch != NULL; fch = fch_next) { fch_next = fch->next_in_room; // Check for Aggie Mob attack. Mathew 4/14/99 if (IS_NPC (fch) && (IS_SET (fch->act, ACT_HUNT) || IS_SET (fch->act, ACT_REMEMBER) || IS_SET (fch->act, ACT_SMART_HUNT)) && is_hunting (fch, ch) && can_see (fch, ch) && !IS_AFFECTED (ch, AFF_CAMOUFLAGE) && !IS_IMMORTAL (ch) && get_position(fch) > POS_SLEEPING) { if (fch->position < POS_STANDING) do_stand (fch, ""); do_kill (fch, NAME (ch)); } if (IS_NPC (ch) && (IS_SET (ch->act, ACT_HUNT) || IS_SET (ch->act, ACT_REMEMBER) || IS_SET (ch->act, ACT_SMART_HUNT)) && is_hunting (ch, fch) && !IS_AFFECTED (fch, AFF_CAMOUFLAGE) && !IS_IMMORTAL (fch) && can_see (ch, fch) && get_position(ch) > POS_SLEEPING) { if (ch->position < POS_STANDING) do_stand (ch, ""); do_kill (ch, NAME (fch)); } } //Ignore tripwires for this skill, cause I'm too lazy to deal with them for (tObj = ch->in_room->contents; tObj; tObj = tObj->next_content) if (tObj->pIndexData->vnum == OBJ_VNUM_WALL_THORNS && tObj->value[0] == rev_dir[door]) { wall_damage (ch, tObj); break; } if (ch->tracking[0] != '\0') display_track (ch); if (victim->mount != NULL) chance -= 15; trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); if (check_aggression(ch)) return; if (number_percent () < chance) { if (victim->mount) { sprintf (tcbuf, "A `dWoodland `bBehemoth`` comes flying into into the room, knocking $N off %s.", victim->mount->short_descr); act (tcbuf, victim, NULL, ch, TO_NOTVICT); sprintf (tcbuf, "A `dWoodland `bBehemoth`` comes flying into the room and knocks you off %s!", victim->mount->short_descr); act (tcbuf, victim, NULL, ch, TO_CHAR); sprintf (tcbuf, "Your `dWoodland `bBehemoth`` leaps into the air and lands on $N, knocking $M off %s.", victim->mount->short_descr); act (tcbuf, ch, NULL, victim, TO_CHAR); victim->mount->riders = NULL; victim->mount = NULL; } else { act ("A `dWoodland `bBehemoth`` comes flying into into the room, landing on $N.", victim, NULL, ch, TO_NOTVICT); act ("A `dWoodland `bBehemoth`` comes flying into the room and lands on top of you!", victim, NULL, ch, TO_CHAR); act ("Your `dWoodland `bBehemoth`` leaps into the air and lands squarely on $N.", ch, NULL, victim, TO_CHAR); } damage (ch, victim, 1.5 * ch->level, gsn_pounce, DAM_BASH, FALSE); victim->position = POS_RESTING; check_improve (ch, gsn_pounce, TRUE, 2); WAIT_STATE (ch, skill_table[gsn_pounce].beats); } else { act ("A `dWoodland `bBehemoth`` comes flying into the room, missing $n and causing $N to fall off.", victim, NULL, ch, TO_NOTVICT); act ("Your `dWoodland `bBehemoth`` leaps into the air, but misses $N, causing you to fall off.", ch, NULL, victim, TO_CHAR); act ("A `dWoodland `bBehemoth`` comes flying into the room, missing you and causing #N to fall off.", victim, NULL, ch, TO_CHAR); ch->mount->riders = NULL; ch->mount = NULL; damage (ch, victim, 0, gsn_pounce, DAM_BASH, FALSE); ch->position = POS_RESTING; check_improve (ch, gsn_pounce, FALSE, 2); WAIT_STATE (ch, skill_table[gsn_pounce].beats); } } //Iblis - Ranger's Mount's disorient skill void do_disorient (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; if ((chance = get_skill (ch, gsn_disorientation)) == 0) { send_to_char ("You attempt to disorient yourself.\n\r", ch); return; } //Iblis - 10/27/04 - Largely requested by other imms if (IS_IMMORTAL(ch)) { int ticks = 0; AFFECT_DATA af; argument = one_argument (argument, arg); 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; } ticks = atoi(argument); if (ticks <= 0 || ticks > 32000) ticks = 10; af.where = TO_AFFECTS; af.type = gsn_disorientation; af.level = ch->level; af.duration = ticks; af.location = APPLY_HITROLL; af.modifier = -4; af.permaff = FALSE; af.bitvector = 0; af.composition = FALSE; af.comp_name = str_dup (""); affect_join (victim, &af); send_to_char ("You suddenly feel disoriented!\n\r", victim); sprintf(arg,"You disorient $N for %d ticks.",ticks); act(arg,ch,NULL,victim,TO_CHAR); return; } if (!ch->mount || !ch->mount->pIndexData || ch->mount->pIndexData->vnum != MOB_VNUM_BEAST) { send_to_char ("You cannot disorient someone unless you are riding the `dWoodland `bBehemoth``.\n\r", ch); return; } if (!ch->in_room) { bug ("null ch->in_room in disorient", 0); send_to_char ("Nuh uh.\n\r", ch); return; } if (ch->in_room->sector_type == SECT_CITY || !IS_OUTSIDE(ch)) { send_to_char ("Your `dWoodland `bBehemoth`` refuses your disorient request.\n\r", ch); return; } argument = one_argument (argument, arg); if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char ("But you aren't in combat!\n\r", ch); return; } } else if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } /* if (IS_IMMORTAL(ch)) { int ticks = 0; AFFECT_DATA af; ticks = atoi(argument); if (ticks < 0 || ticks > 32000) ticks = 10; af.where = TO_AFFECTS; af.type = gsn_disorientation; af.level = ch->level; af.duration = ticks; af.location = APPLY_HITROLL; af.modifier = -4; af.permaff = FALSE; af.bitvector = 0; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You suddenly feel disoriented!\n\r", victim); return; }*/ if (IS_AFFECTED (victim, AFF_BLIND)) { act ("$E's already been blinded.", ch, NULL, victim, TO_CHAR); return; } if (victim == ch) { send_to_char ("Very funny.\n\r", ch); return; } if (check_shopkeeper_attack (ch, victim)) return; if (is_safe (ch, victim)) return; if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { act ("But $N is such a good friend!", ch, NULL, victim, TO_CHAR); return; } /* dexterity */ chance += get_curr_stat (ch, STAT_DEX); chance -= 2 * get_curr_stat (victim, STAT_DEX); /* speed */ if (IS_SET (ch->off_flags, OFF_FAST) || IS_AFFECTED (ch, AFF_HASTE)) chance += 10; if (IS_SET (victim->off_flags, OFF_FAST) || IS_AFFECTED (victim, AFF_HASTE)) chance -= 25; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; if (is_affected (victim, gsn_mirror)) victim = ch; /* now the attack */ if (number_percent () < chance) { AFFECT_DATA af; act ("$n is disoriented by the spit in $s eyes!", victim, NULL, NULL, TO_ROOM); if (victim != ch) act ("$n's `dWooden `bBehemoth`` spits in your eyes!", ch, NULL, victim, TO_VICT); else act ("The spit is reflected back into your eyes!", ch, NULL, victim, TO_VICT); af.where = TO_AFFECTS; af.type = gsn_disorientation; af.level = ch->level; af.duration = 1; af.location = APPLY_HITROLL; af.modifier = -4; af.permaff = FALSE; af.bitvector = 0; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); damage (ch, victim, number_range (2, 5), gsn_disorientation, DAM_NONE, FALSE); send_to_char ("You suddenly feel disoriented!\n\r", victim); check_improve (ch, gsn_disorientation, TRUE, 2); WAIT_STATE (ch, skill_table[gsn_disorientation].beats); } else { damage (ch, victim, 0, gsn_disorientation, DAM_NONE, TRUE); check_improve (ch, gsn_disorientation, FALSE, 2); WAIT_STATE (ch, skill_table[gsn_disorientation].beats); } } //