/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #include "merc.h" #include "recycle.h" #include "events.h" #include "math.h" #include "olc.h" #include "smart.h" #include "arena.h" #include "vars.h" #include "lookup.h" #include "quest.h" // #define RANGO_PK 7 #undef RANGO_PK /* command procedures needed */ DECLARE_DO_FUN(do_backstab ); DECLARE_DO_FUN(do_steal ); DECLARE_DO_FUN(do_emote ); DECLARE_DO_FUN(do_berserk ); DECLARE_DO_FUN(do_bash ); DECLARE_DO_FUN(do_trip ); DECLARE_DO_FUN(do_dirt ); DECLARE_DO_FUN(do_flee ); DECLARE_DO_FUN(do_kick ); DECLARE_DO_FUN(do_disarm ); DECLARE_DO_FUN(do_get ); DECLARE_DO_FUN(do_recall ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_sacrifice ); DECLARE_DO_FUN(do_echo ); DECLARE_DO_FUN(do_info ); DECLARE_DO_FUN(do_circle ); DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_tail ); DECLARE_DO_FUN(do_cast ); DECLARE_DO_FUN(do_snare ); DECLARE_DO_FUN(do_recite ); DECLARE_DO_FUN(do_brandish ); DECLARE_DO_FUN(do_zap ); DECLARE_DO_FUN(do_eat ); DECLARE_DO_FUN(do_quaff ); DECLARE_DO_FUN(do_visible ); DECLARE_DO_FUN(do_rescue ); DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_fire_breath ); void set_puntaje args( ( CHAR_DATA *ch ) ); void revisa_muertes args( ( CHAR_DATA *ch ) ); void mensaje_muerte args( ( Entity *, CHAR_DATA *victim, int dam_type ) ); void mensaje args( ( Entity *, CHAR_DATA *victim ) ); bool use_magical_item args( ( CHAR_DATA *ch ) ); bool check_blind args( ( CHAR_DATA *ch ) ); /* * Local functions. */ void check_assist args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_shield_block args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void new_dam_message args( ( Entity *, CHAR_DATA *, int, int, bool ) ); void death_cry args( ( CHAR_DATA *ch ) ); int group_gain args( ( Entity *, CHAR_DATA * ) ); int xp_compute args( ( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void make_corpse args( ( CHAR_DATA *ch, int type ) ); void one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt , bool secondary ) ); void mob_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void raw_kill args( ( Entity *, CHAR_DATA *victim , int type ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim, bool second ) ); void primer_ataque args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool destruccion; bool check_race_special args( ( CHAR_DATA *ch ) ); CHAR_DATA * afighter[2] = { NULL, NULL }; /* * Control the fights going on. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; if ( IS_AWAKE(ch) && ch->in_room == victim->in_room ) multi_hit( ch, victim, TYPE_UNDEFINED ); else stop_fighting( ch, ch->in_room == victim->in_room ? FALSE : TRUE ); if ( ( victim = ch->fighting ) == NULL ) continue; /* * Fun for the whole family! */ check_assist(ch,victim); if ( IS_NPC( ch ) ) { if ( HAS_TRIGGER( ch, TRIG_FIGHT ) ) mp_percent_trigger( chToEnt(ch), chToEnt(victim), NULL, NULL, TRIG_FIGHT ); if ( HAS_TRIGGER( ch, TRIG_HPCNT ) ) mp_hprct_trigger( ch, victim ); } } return; } /* for auto assisting */ void check_assist(CHAR_DATA *ch,CHAR_DATA *victim) { CHAR_DATA *rch, *rch_next; for (rch = ch->in_room->people; rch != NULL; rch = rch_next) { rch_next = rch->next_in_room; if (IS_AWAKE(rch) && rch->fighting == NULL) { if (IS_NPC(rch) && (rch->pIndexData->pShop != NULL || rch->pIndexData->pRepair != NULL || IS_SET(rch->act, ACT_TRAIN) || IS_SET(rch->act, ACT_PRACTICE) || IS_SET(rch->act, ACT_TEACHER) || IS_SET(rch->act, ACT_IS_HEALER) || IS_SET(rch->act, ACT_IS_CHANGER) || IS_SET(rch->act, ACT_BANKER)) ) continue; /* quick check for ASSIST_PLAYER */ if (!IS_NPC(ch) && IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_PLAYERS) && getNivelPr(rch) + 6 > getNivelPr(victim)) { do_emote(rch,"grita y ataca!"); multi_hit(rch,victim,TYPE_UNDEFINED); continue; } /* PCs next */ if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM)) { if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST)) || IS_AFFECTED(rch,AFF_CHARM)) && is_same_group(ch,rch) && !is_safe(rch, victim)) multi_hit (rch,victim,TYPE_UNDEFINED); continue; } /* now check the NPC cases */ if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CHARM)) { if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL)) || (IS_NPC(rch) && rch->group && rch->group == ch->group) || (IS_NPC(rch) && rch->race == ch->race && IS_SET(rch->off_flags,ASSIST_RACE)) || (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN) && ((IS_GOOD(rch) && IS_GOOD(ch)) || (IS_EVIL(rch) && IS_EVIL(ch)) || (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) || is_same_group(ch, rch) || (rch->pIndexData == ch->pIndexData && IS_SET(rch->off_flags,ASSIST_VNUM))) { CHAR_DATA *vch; CHAR_DATA *target; int number; if (number_bits(1) == 0) continue; target = NULL; number = 0; for (vch = ch->in_room->people; vch; vch = vch->next) { if (can_see(rch,vch) && is_same_group(vch,victim) && number_range(0,number) == 0) { target = vch; number++; } } if (target != NULL) { if ( target->fighting == ch && rch->hit > ch->hit && IS_SET(rch->off_flags, OFF_RESCUE) ) do_rescue(rch, ch->name); else { do_emote(rch,"grita y ataca!"); multi_hit(rch,target,TYPE_UNDEFINED); } } } } } } } /* * Do one group of attacks. */ void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) { int chance; /* decrement the wait */ if ( !IS_NPC(ch) && ch->desc == NULL) { ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE); 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)) { if ( (ch->fighting == NULL) && (dt == TYPE_UNDEFINED) ) { primer_ataque(ch,victim); if ( char_died(victim) ) return; } mob_hit(ch,victim,dt); return; } if ( ch != victim && !IS_NPC(victim) && !EN_ARENA(victim) && war == FALSE && !IS_SET(victim->in_room->room_flags, ROOM_PROTOTIPO) && (!IS_AFFECTED(ch, AFF_CURSE) || !IS_AFFECTED(victim, AFF_CURSE))) { AFFECT_DATA af; af.type = gsn_curse; af.where = TO_AFFECTS; af.level = MAX_LEVEL; af.duration = 3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CURSE; af.caster_id = ch->id; if ( !IS_AFFECTED(ch, AFF_CURSE) ) affect_to_char( ch, &af ); if ( !IS_AFFECTED(victim, AFF_CURSE) ) { af.caster_id = victim->id; affect_to_char( victim, &af ); } } if ( ch->fighting && check_race_special( ch ) ) return; one_hit( ch, victim, dt , FALSE ); if (ch->fighting != victim) return; if (get_eq_char (ch, WEAR_SECONDARY) && CHANCE(get_skill(ch, gsn_ambidiestro)) ) { check_improve( ch, gsn_ambidiestro, TRUE, 5 ); one_hit( ch, victim, dt, TRUE ); if (ch->fighting != victim) return; } if (IS_AFFECTED(ch,AFF_HASTE)) one_hit(ch,victim,dt,FALSE); 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) || IS_AFFECTED2(ch,AFF_HOLD)) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt , FALSE ); check_improve(ch,gsn_second_attack,TRUE,5); if ( ch->fighting != victim ) return; } chance = get_skill(ch,gsn_third_attack)/4; if (IS_AFFECTED(ch,AFF_SLOW)) return; /* antes se hacia chance = 0 */ if (IS_AFFECTED2(ch,AFF_HOLD)) chance /= 2; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt , FALSE ); check_improve(ch,gsn_third_attack,TRUE,6); if ( ch->fighting != victim ) return; } chance = get_skill(ch, gsn_fourth_attack)/5; if (IS_AFFECTED2(ch,AFF_HOLD)) return; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); check_improve(ch,gsn_fourth_attack,TRUE,6); if ( ch->fighting != victim ) return; } return; } /* procedure for all mobile attacks */ void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt) { int chance; CHAR_DATA *vch, *vch_next; /* oh boy! Fun stuff! */ if ( ch->fighting == victim && !event_pending(ch->events, mob_fight) ) char_event_add( ch, ch->wait ? ch->wait : 1, (void *) victim->id, mob_fight ); if ( getNivelPr(ch) > 22 && !IS_AFFECTED(ch, AFF_CHARM) && !IS_SET(ch->act, ACT_PET) && IS_NPC(victim) && ( IS_SET(victim->act, ACT_PET) || IS_AFFECTED(victim, AFF_CHARM) ) && IS_SET(ch->form, FORM_SENTIENT) && victim->master && ( victim->in_room == victim->master->in_room ) && can_see(ch,victim->master) && (CHANCE(30) || ( (ch->hit < ch->max_hit / 2) && CHANCE(70) ) ) ) { act( "$n mira con #BODIO#b a $N y dice '#BTU#b eres mi objetivo!'", ch, NULL, chToEnt(victim->master), TO_NOTVICT ); act( "$n te mira con #BODIO#b y dice '#BTU#b eres mi objetivo!'", ch, NULL, chToEnt(victim->master), TO_VICT ); stop_fighting( ch, FALSE ); set_fighting( ch, victim->master ); victim = victim->master; } one_hit(ch,victim,dt,FALSE); /* primer ataque */ if (ch->fighting != victim) return; /* Area attack -- BALLS nasty! */ if (IS_SET(ch->off_flags,OFF_AREA_ATTACK)) { for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next; if ((vch != victim && vch->fighting == ch)) one_hit(ch,vch,dt,FALSE); } } if (get_eq_char (ch, WEAR_SECONDARY) && CHANCE(get_skill(ch, gsn_ambidiestro)) ) one_hit( ch, victim, dt, TRUE ); if (ch->fighting != victim) return; if (IS_AFFECTED(ch,AFF_HASTE) || (IS_SET(ch->off_flags,OFF_FAST) && !IS_AFFECTED(ch,AFF_SLOW))) one_hit(ch,victim,dt,FALSE); /* ataque por haste */ 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) || IS_AFFECTED2(ch,AFF_HOLD)) && !IS_SET(ch->off_flags,OFF_FAST)) chance /= 2; if (number_percent() < chance) { one_hit(ch,victim,dt,FALSE); if (ch->fighting != victim) return; } chance = get_skill(ch,gsn_third_attack)/4; if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) chance = 0; if (IS_AFFECTED2(ch,AFF_HOLD)) chance /= 2; if (number_percent() < chance) { one_hit(ch,victim,dt, FALSE); if (ch->fighting != victim) return; } chance = get_skill(ch, gsn_fourth_attack)/5; if ((IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST)) || IS_AFFECTED2(ch,AFF_HOLD) ) chance = 0; if ( number_percent( ) < chance ) { one_hit( ch, victim, dt, FALSE ); if ( ch->fighting != victim ) return; } } /* * Hit one guy once. */ void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt , bool secondary) { OBJ_DATA *wield; int victim_ac; int thac0; int thac0_00; int thac0_32; int dam; int diceroll; int sn,skill; int dam_type; FRetVal result; sn = -1; /* just in case */ if (victim == ch || ch == NULL || victim == NULL) return; /* * Can't beat a dead char! * Guard against weird room-leavings. */ if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) return; /* * Figure out the type of damage message. * if secondary == true, use the second weapon. */ if (!secondary) wield = get_eq_char( ch, WEAR_WIELD ); else wield = get_eq_char( ch, WEAR_SECONDARY ); if ( dt == TYPE_UNDEFINED ) { dt = TYPE_HIT; if ( wield != NULL && wield->item_type == ITEM_WEAPON ) dt += wield->value[3]; else dt += ch->dam_type; } if (dt < TYPE_HIT) { if (wield != NULL) dam_type = attack_table[wield->value[3]].damage; else dam_type = attack_table[ch->dam_type].damage; } else dam_type = attack_table[dt - TYPE_HIT].damage; if (dam_type == -1) dam_type = DAM_BASH; /* get the weapon skill */ sn = get_weapon_sn(ch,secondary); skill = 20 + get_weapon_skill(ch,sn); /* * Calculate to-hit-armor-class-0 versus armor. */ if ( IS_NPC(ch) ) { thac0_00 = 20; thac0_32 = -4; /* as good as a thief */ if (IS_SET(ch->act,ACT_WARRIOR)) thac0_32 = -10; else if (IS_SET(ch->act,ACT_THIEF)) thac0_32 = -4; else if (IS_SET(ch->act,ACT_CLERIC)) thac0_32 = 2; else if (IS_SET(ch->act,ACT_PSI)) { thac0_00 = 18; thac0_32 = 5; } else if (IS_SET(ch->act,ACT_MAGE)) thac0_32 = 6; } else { thac0_00 = class_table[getClasePr(ch)].thac0_00; thac0_32 = class_table[getClasePr(ch)].thac0_32; } thac0 = interpolate( getNivelPr(ch), thac0_00, thac0_32 ); if (thac0 < 0) thac0 = thac0/2; if (thac0 < -5) thac0 = -5 + (thac0 + 5) / 2; thac0 -= GET_HITROLL(ch) * skill/100; thac0 += 5 * (100 - skill) / 100; if (dt == gsn_backstab || dt == gsn_circle ) thac0 -= 10 * (100 - get_skill(ch,dt)); 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 ( CHANCE(get_skill(ch,gsn_blindfight)) ) check_improve(ch,gsn_blindfight,TRUE,6); else { check_improve(ch,gsn_blindfight,FALSE,6); victim_ac -= 4; } } if ( victim->position < POS_FIGHTING) victim_ac += 4; if (victim->position < POS_RESTING) victim_ac += 6; /* * The moment of excitement! */ while ( ( diceroll = number_bits( 5 ) ) >= 20 ) ; if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) ) { /* Miss. */ newdamage( chToEntidad(ch, FALSE), victim, 0, dt, dam_type, TRUE ); tail_chain( ); return; } /* * Hit. * Calc damage. */ if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL)) { if (!ch->pIndexData->new_format) { dam = number_range( getNivelPr(ch) / 2, getNivelPr(ch) * 3 / 2 ); if ( wield != NULL ) dam += dam / 2; } else dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]); } else { if (sn != -1) check_improve(ch,sn,TRUE,5); if ( wield != NULL ) { if (wield->pIndexData->new_format) dam = dice(wield->value[1],wield->value[2]) * skill/100; else dam = number_range( wield->value[1] * skill/100, wield->value[2] * skill/100); } else dam = number_range( 1 + 4 * skill/100, 2 * getNivelPr(ch)/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 (get_eq_char(ch,WEAR_SHIELD) == NULL && get_eq_char(ch,WEAR_SECONDARY) == NULL) /* no shield = more */ dam = dam * 11/10; /* sharpness! */ if (wield && IS_WEAPON_STAT(wield,WEAPON_SHARP)) { int percent; if ((percent = number_percent()) <= (skill / 8)) dam = 2 * dam + (dam * 2 * percent / 100); } if ( !IS_AWAKE(victim) ) dam *= 2; else if (victim->position < POS_FIGHTING) dam = dam * 3 / 2; if ( (dt == gsn_backstab || dt == gsn_circle) && wield != NULL) { if ( wield->value[0] != 2 ) dam *= 1 + (getNivelPr(ch) / 10); else dam *= 2 + (getNivelPr(ch) / 8); } dam += GET_DAMROLL(ch) * UMIN(100,skill) /100; if ( wield ) { if ( es_vuln_mat(victim, wield->material) ) dam *= 1.5; else if ( es_res_mat(victim, wield->material) ) dam /= 2; } if ( dam <= 0 ) dam = 1; result = newdamage( chToEntidad(ch, FALSE), victim, dam, dt, dam_type, TRUE ); if (result == fOK && IS_AFFECTED2(victim, AFF_FLAMING_SHIELD) && CHANCE(getNivelPr(victim))) (*skill_table[gsn_flamestrike].spell_fun) ( gsn_flamestrike, getNivelPr(victim) / 4, chToEnt(victim), chToEnt(ch), TO_CHAR ); /* Arma pudo haber sido extraida en la llamada a damage()! */ if (!char_died(ch)) { if (!secondary) wield = get_eq_char( ch, WEAR_WIELD ); else wield = get_eq_char( ch, WEAR_SECONDARY ); } /* but do we have a funky weapon? */ if (result == fOK && wield != NULL && !char_died(ch) && !char_died(victim)) { // usamos dam (parametro) como valor temporal if (ch->fighting == victim && HAS_TRIGGER(wield, TRIG_HACER) ) mp_percent_trigger( objToEnt(wield), chToEnt(ch), NULL, chToEnt(victim), TRIG_HACER ); 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.\n\r", victim); act("$n is poisoned by the venom on $p.", victim,objToEnt(wield),NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level * 3/4; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* weaken the poison if it's temporary */ if (poison != NULL) { poison->level = UMAX(0,poison->level - 2); poison->duration = UMAX(0,poison->duration - 1); if (poison->level == 0 || poison->duration == 0) act("The poison on $p has worn off.",ch,objToEnt(wield),NULL,TO_CHAR); } } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC)) { dam = number_range(1, wield->level / 5 + 1); act("$p draws life from $n.",victim,objToEnt(wield),NULL,TO_ROOM); act("You feel $p drawing your life away.", victim,objToEnt(wield),NULL,TO_CHAR); newdamage(chToEntidad(ch, FALSE),victim,dam,0,DAM_NEGATIVE,FALSE); ch->alignment = UMAX(-1000,ch->alignment - 1); ch->hit += dam/2; } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING)) { dam = number_range(1,wield->level / 4 + 1); act("$n is burned by $p.",victim,objToEnt(wield),NULL,TO_ROOM); act("$p sears your flesh.",victim,objToEnt(wield),NULL,TO_CHAR); fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR); newdamage(chToEntidad(ch, FALSE),victim,dam,0,DAM_FIRE,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST)) { dam = number_range(1,wield->level / 6 + 2); act("$p freezes $n.",victim,objToEnt(wield),NULL,TO_ROOM); act("The cold touch of $p surrounds you with ice.", victim,objToEnt(wield),NULL,TO_CHAR); cold_effect(victim,wield->level/2,dam,TARGET_CHAR); newdamage(chToEntidad(ch, FALSE),victim,dam,0,DAM_COLD,FALSE); } if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING)) { dam = number_range(1,wield->level/5 + 2); act("$n is struck by lightning from $p.",victim,objToEnt(wield),NULL,TO_ROOM); act("You are shocked by $p.",victim,objToEnt(wield),NULL,TO_CHAR); shock_effect(victim,wield->level/2,dam,TARGET_CHAR); newdamage(chToEntidad(ch, FALSE),victim,dam,0,DAM_LIGHTNING,FALSE); } } tail_chain( ); return; } bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim) { if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; if (destruccion || EN_ARENA(victim) || war == TRUE) return FALSE; if (ch != victim && !IS_NPC(ch) && !IS_NPC(victim) && victim->desc && victim->desc->editor != ED_NONE ) { send_to_char( "Esa persona esta editando. Dejala tranquila.\n\r", ch ); return TRUE; } if ( !IS_NPC( ch ) && IS_AFFECTED2( ch, AFF_GHOUL ) ) { send_to_char( "You may not participate in combat while in ghoul form.\n\r", ch ); return TRUE; } if ( !IS_NPC( victim ) && IS_AFFECTED2( victim, AFF_GHOUL ) ) { act( "Your attack passes through $N.", ch, NULL, chToEnt(victim), TO_CHAR ); act( "$n's attack passes through $N.", ch, NULL, chToEnt(victim), TO_NOTVICT ); act( "$n's attack passes through you.", ch, NULL, chToEnt(victim), TO_VICT ); return TRUE; } if (victim->fighting == ch || victim == ch) return FALSE; if (IS_IMMORTAL(ch) && getNivelPr(ch) > LEVEL_IMMORTAL) return FALSE; /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE) || IS_SET(victim->in_room->room_flags,ROOM_PET_SHOP)) { send_to_char("No en este lugar.\n\r",ch); return TRUE; } /* killing mobiles */ if (IS_NPC(victim)) { if (victim->pIndexData->pShop != NULL) { send_to_char("Al vendedor no le gustaria eso!\n\r",ch); return TRUE; } /* no killing healers, trainers, etc */ if (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER) || IS_SET(victim->act,ACT_BANKER)) { send_to_char("No creo que Mota lo aprobaria.\n\r",ch); return TRUE; } if (!IS_NPC(ch)) { /* no pets */ if (IS_SET(victim->act,ACT_PET)) { act("But $N looks so cute and cuddly...", ch,NULL,chToEnt(victim),TO_CHAR); return TRUE; } /* no charmed creatures unless owner */ if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master) { send_to_char("You don't own that monster.\n\r",ch); return TRUE; } } } /* killing players */ else { /* NPC doing the killing */ if (IS_NPC(ch)) { /* charmed mobs and pets cannot attack players while owned */ if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) { send_to_char("Players are your friends!\n\r",ch); return TRUE; } } /* player doing the killing */ else { if (!is_clan(ch)) { send_to_char("Unete a un clan si quieres matar jugadores.\n\r",ch); return TRUE; } if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF)) return FALSE; if (!is_clan(victim)) { send_to_char("No esta en un clan, no molestes.\n\r",ch); return TRUE; } #if defined(RANGO_PK) if ( (getNivelPr(ch) > getNivelPr(victim) + RANGO_PK) || (getNivelPr(ch) + RANGO_PK < getNivelPr(victim)) ) { send_to_char("Busca a alguien de tu porte.\n\r",ch); return TRUE; } #endif if (IS_SET(victim->act, PLR_NOPK)) { send_to_char("Ese jugador todavia se esta recuperando.\n\r", ch); return TRUE; } } } return FALSE; } bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area ) { if (victim->in_room == NULL || ch->in_room == NULL) return TRUE; if (destruccion || EN_ARENA(victim) || war == TRUE) return FALSE; if (victim == ch && area) return TRUE; if (victim->fighting == ch || victim == ch) return FALSE; if (IS_IMMORTAL(ch) && getNivelPr(ch) > LEVEL_IMMORTAL && !area) return FALSE; /* safe room? */ if (IS_SET(victim->in_room->room_flags,ROOM_SAFE) || IS_SET(victim->in_room->room_flags,ROOM_PET_SHOP)) return TRUE; /* killing mobiles */ if (IS_NPC(victim)) { if (victim->pIndexData->pShop != NULL) return TRUE; /* no killing healers, trainers, etc */ if (IS_SET(victim->act,ACT_TRAIN) || IS_SET(victim->act,ACT_PRACTICE) || IS_SET(victim->act,ACT_IS_HEALER) || IS_SET(victim->act,ACT_IS_CHANGER)) return TRUE; if (!IS_NPC(ch)) { /* no pets */ if (IS_SET(victim->act,ACT_PET)) return TRUE; /* no charmed creatures unless owner */ if (IS_AFFECTED(victim,AFF_CHARM) && (area || ch != victim->master)) return TRUE; /* legal kill? -- cannot hit mob fighting non-group member */ if (victim->fighting != NULL && !is_same_group(ch,victim->fighting)) return TRUE; } else { /* area effect spells do not hit other mobs */ if (area && !is_same_group(victim,ch->fighting)) return TRUE; } } /* killing players */ else { if (area && IS_IMMORTAL(victim) && getNivelPr(victim) > LEVEL_IMMORTAL) return TRUE; /* NPC doing the killing */ if (IS_NPC(ch)) { /* charmed mobs and pets cannot attack players while owned */ if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL && ch->master->fighting != victim) return TRUE; /* legal kill? -- mobs only hit players grouped with opponent*/ if (ch->fighting != NULL && !is_same_group(ch->fighting,victim)) return TRUE; } /* player doing the killing */ else { if (!is_clan(ch)) return TRUE; if (IS_SET(victim->act,PLR_KILLER) || IS_SET(victim->act,PLR_THIEF)) return FALSE; if (!is_clan(victim)) return TRUE; if (is_same_clan(ch,victim) && area) return TRUE; if (is_same_group(ch,victim) && area) return TRUE; #if defined(RANGO_PK) if ( (getNivelPr(ch) > getNivelPr(victim) + RANGO_PK) || (getNivelPr(ch) + RANGO_PK < getNivelPr(victim)) ) return TRUE; #endif if (IS_SET(victim->act, PLR_NOPK)) return TRUE; } } return FALSE; } /* * See if an attack justifies a KILLER flag. */ void check_killer( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; if (destruccion || EN_ARENA(victim) || war == TRUE) return; /* * Follow charm thread to responsible character. * Attacking someone's charmed char is hostile! */ while ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL ) victim = victim->master; /* * NPC's are fair game. * So are killers and thieves. */ if ( IS_NPC(victim) || IS_SET(victim->act, PLR_KILLER) || IS_IMMORTAL(victim) || (victim->race == RACE_VAMPIRE) || IS_SET(victim->act, PLR_THIEF)) return; /* * Charm-o-rama. */ if ( IS_SET(ch->affected_by, AFF_CHARM) ) { if ( ch->master == NULL ) { char buf2[MAX_STRING_LENGTH]; sprintf( buf2, "Check_killer: %s bad AFF_CHARM", IS_NPC(ch) ? ch->short_descr : ch->name ); bug( buf2, 0 ); affect_strip( ch, gsn_charm_person ); REMOVE_BIT( ch->affected_by, AFF_CHARM ); return; } /* send_to_char( "*** You are now a KILLER!! ***\n\r", ch->master ); SET_BIT(ch->master->act, PLR_KILLER); */ stop_follower( ch ); return; } /* * NPC's are cool of course (as long as not charmed). * Hitting yourself is cool too (bleeding). * So is being immortal (Alander's idea). * And current killers stay as they are. */ if ( IS_NPC(ch) || ch == victim || getNivelPr(ch) >= LEVEL_IMMORTAL || (is_clan(ch) && is_clan(victim)) || IS_SET(ch->act, PLR_KILLER) || ch->fighting == victim) return; send_to_char( "*** Ahora eres un #BKILLER#b!! ***\n\r", ch ); SET_BIT(ch->act, PLR_KILLER); sprintf(buf,"$N is attempting to murder %s",victim->name); wiznet(buf,ch,NULL,WIZ_FLAGS,0,0); save_char_obj( ch ); return; } /* * Check for parry. */ bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_parry) / 2; if ( get_eq_char( victim, WEAR_WIELD ) == NULL ) { if (IS_NPC(victim)) chance /= 2; else return FALSE; } if (!can_see(ch,victim)) chance /= 2; if ( number_percent( ) >= chance + getNivelPr(victim) - getNivelPr(ch) ) return FALSE; act( "Detienes con tu arma el ataque de $n.", ch, NULL, chToEnt(victim), TO_VICT ); act( "$N detiene tu ataque con su arma.", ch, NULL, chToEnt(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; OBJ_DATA *shield; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_shield_block) / 5 + 3; if ( ( shield = get_eq_char( victim, WEAR_SHIELD ) ) == NULL ) return FALSE; if ( number_percent( ) >= chance + getNivelPr(victim) - getNivelPr(ch) ) return FALSE; act( "Bloqueas el ataque de $n con tu escudo.", ch, NULL, chToEnt(victim), TO_VICT ); act( "$N bloquea tu ataque con su escudo.", ch, NULL, chToEnt(victim), TO_CHAR ); act( "$n bloquea el ataque de $N con su escudo.", ch, NULL, chToEnt(victim), TO_NOTVICT ); check_improve(victim,gsn_shield_block,TRUE,6); if (number_bits(2) == 0) shield->condition--; if (shield->condition <= 0) { act( "Tu escudo se quebro!", ch, NULL, chToEnt(victim), TO_VICT ); act( "El escudo de $N se quebro!", ch, NULL, chToEnt(victim), TO_CHAR ); act( "El escudo de $N se quebro!", ch, NULL, chToEnt(victim), TO_NOTVICT ); extract_obj( shield, TRUE ); } return TRUE; } /* * Check for dodge. */ bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim ) { int chance; if ( !IS_AWAKE(victim) ) return FALSE; chance = get_skill(victim,gsn_dodge) / 2; if (!can_see(victim,ch)) chance /= 2; if ( number_percent( ) >= chance + getNivelPr(victim) - getNivelPr(ch) ) { check_improve(victim, gsn_dodge, FALSE, 6); return FALSE; } act( "Esquivas el ataque de $n.", ch, NULL, chToEnt(victim), TO_VICT ); act( "$N esquiva tu ataque.", ch, NULL, chToEnt(victim), TO_CHAR ); act( "$n esquiva el ataque de $N.", ch, NULL, chToEnt(victim), TO_NOTVICT ); 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->in_room->sector_type == SECT_UNDERWATER && !IS_IMMORTAL(victim) && victim->aire == 0 ) { victim->position = POS_STUNNED; return; } if ( victim->position <= POS_STUNNED ) victim->position = POS_STANDING; return; } if ( (IS_NPC(victim) || EN_ARENA(victim)) && victim->hit < 1 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -11 ) { victim->position = POS_DEAD; return; } if ( victim->hit <= -6 ) victim->position = POS_MORTAL; else if ( victim->hit <= -3 ) victim->position = POS_INCAP; else victim->position = POS_STUNNED; return; } /* * Start fights. */ void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch->fighting != NULL ) { bug( "Set_fighting: already fighting", 0 ); return; } if ( IS_AFFECTED(ch, AFF_SLEEP) ) affect_strip( ch, gsn_sleep ); if ( IS_NPC(ch) ) { EVENT *ev; if ( (ev = event_pending( ch->events, mob_fight )) ) event_delete( ev ); if ( is_mob_fighting(ch) ) { bug( "Set_fighting : mob %d ya estaba en lista", ch->pIndexData->vnum ); stop_mob_fight(ch); } set_mob_fight(ch); } /* fightdata */ if ( fdata_lookup( ch, victim->id ) == NULL ) give_fd( ch, victim ); ch->fighting = victim; ch->position = POS_FIGHTING; return; } /* * Stop fights. */ void stop_fighting( CHAR_DATA *ch, bool fBoth ) { CHAR_DATA *fch; if (fBoth == FALSE) { if (IS_NPC(ch) && is_mob_fighting(ch)) stop_mob_fight(ch); ch->fighting = NULL; ch->position = IS_NPC(ch) ? ch->default_pos : POS_STANDING; update_pos(ch); return; } // si se modifica ARREGLAR extract_char en handler.c for ( fch = char_list; fch != NULL; fch = fch->next ) { if ( (fBoth && fch == ch) || fch->fighting == ch ) { if ( IS_NPC(fch) && is_mob_fighting(fch) ) stop_mob_fight(fch); fch->fighting = NULL; fch->position = IS_NPC(fch) ? fch->default_pos : POS_STANDING; update_pos( fch ); } } return; } /* * Make a corpse out of a character. */ void make_corpse( CHAR_DATA *ch, int type ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; ROOM_INDEX_DATA *location = NULL; if ( !IS_NPC(ch) ) { if ( getNivelPr(ch) > 20 ) { if ( is_clan(ch) && ES_INDEP(ch->clan) ) location = get_room_index( MORGUE(ch) ); else location = ch->in_room; } else location = get_room_index ( MORGUE(ch) ); } if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0); corpse->timer = number_range( 3, 6 ); if ( DINERO(ch) > 0 && !IS_SET(ch->act, ACT_PROTOTIPO) ) { obj_to_obj( create_money( ch->gold, ch->silver ), corpse ); ch->gold = 0; ch->silver = 0; } corpse->value[1] = IS_SET(ch->form, FORM_POISON) ? 1 : 0; corpse->value[2] = ch->parts; corpse->value[3] = ch->pIndexData->vnum; } else /* PC */ { name = ch->name; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0); corpse->timer = number_range( 25, 40 ); ch->pcdata->corpse = corpse; REMOVE_BIT(ch->act,PLR_CANLOOT); free_string(corpse->owner); corpse->owner = str_dup(ch->name); if (is_clan(ch) && (ch->gold > 2 || ch->silver > 2)) { obj_to_obj(create_money(ch->gold / 2, ch->silver/2), corpse); ch->gold -= ch->gold/2; ch->silver -= ch->silver/2; } } corpse->cost = 0; corpse->level = getNivelPr(ch); sprintf( buf, "corpse cuerpo %s", name ); free_string( corpse->name ); corpse->name = str_dup( buf ); sprintf( buf, corpse->short_descr, name ); free_string( corpse->short_descr ); corpse->short_descr = str_dup( buf ); switch(type) { case DAM_FIRE: sprintf(buf, "El cuerpo carbonizado de %s esta aqui.", name ); break; case DAM_COLD: sprintf(buf, "El cuerpo congelado de %s esta aqui.", name ); break; case DAM_ACID: sprintf(buf, "El cuerpo de %s esta aqui, corroido por el acido.", name ); break; case DAM_PIERCE: sprintf(buf, "El cuerpo de %s esta aqui, todavia desangrandose.", name ); break; case DAM_SLASH: sprintf(buf, "El cuerpo mutilado de %s esta aqui.", name ); break; case DAM_BASH: sprintf(buf, "El cuerpo destrozado de %s esta aqui.", name ); break; default: sprintf(buf, corpse->description, name ); break; } free_string( corpse->description ); corpse->description = str_dup( buf ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { bool floating = FALSE; obj_next = obj->next_content; if (obj->wear_loc == WEAR_FLOAT) floating = TRUE; obj_from_char( obj ); if (obj->item_type == ITEM_POTION) obj->timer = number_range(500,1000); if (obj->item_type == ITEM_SCROLL) obj->timer = number_range(1000,2500); if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH) && !floating) { obj->timer = number_range(5,10); REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH); } REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH); REMOVE_BIT(obj->extra_flags,ITEM_FLAMING); if ( IS_SET( obj->extra_flags, ITEM_INVENTORY ) ) extract_obj( obj, TRUE ); else if (floating) { if (IS_OBJ_STAT(obj,ITEM_ROT_DEATH)) /* get rid of it! */ { if (obj->contains != NULL) { OBJ_DATA *in, *in_next; act("$p evaporates,scattering its contents.", ch,objToEnt(obj),NULL,TO_ROOM); for (in = obj->contains; in != NULL; in = in_next) { in_next = in->next_content; obj_from_obj(in); obj_to_room(in,ch->in_room); } } else act("$p evaporates.", ch,objToEnt(obj),NULL,TO_ROOM); extract_obj(obj, TRUE); } else { act("$p falls to the floor.",ch,objToEnt(obj),NULL,TO_ROOM); obj_to_room(obj,ch->in_room); } } else obj_to_obj( obj, corpse ); } if ( IS_NPC(ch) ) obj_to_room( corpse,ch->in_room ); else obj_to_room( corpse,location ); return; } /* * Improved Death_cry contributed by Diavolo. */ void death_cry( CHAR_DATA *ch ) { ROOM_INDEX_DATA *was_in_room; char *msg; int door; int vnum; vnum = 0; msg = "Escuchas el grito de agonia de $n."; switch ( number_bits(4) ) { case 0: msg = "$n cae al suelo ... MUERTO."; break; case 1: if (ch->material == 0) { if (CHANCE(50)) msg = "$n se deshace en un mar de sangre y visceras."; else msg = "Un chorro de sangre de $n ensucia tu armadura."; } break; case 2: if (IS_SET(ch->parts,PART_GUTS)) { if (CHANCE(50)) msg = "$n se deshace en un mar de sangre y visceras."; else msg = "$n reparte sus visceras por todo el suelo."; vnum = OBJ_VNUM_GUTS; REMOVE_BIT(ch->parts, PART_GUTS); } break; case 3: if (IS_SET(ch->parts,PART_HEAD)) { if ( CHANCE(50) ) msg = "El cuello de $n cede, y su cabeza cae al suelo."; else msg = "La cabeza ensangrentada de $n cae al suelo."; vnum = OBJ_VNUM_SEVERED_HEAD; REMOVE_BIT(ch->parts, PART_HEAD); } break; case 4: if (IS_SET(ch->parts,PART_HEART)) { if (CHANCE(50)) msg = "El corazon de $n cae desde su pecho."; else msg = "El corazon todavia palpitante de $n cae al suelo."; vnum = OBJ_VNUM_TORN_HEART; REMOVE_BIT(ch->parts, PART_HEART); } break; case 5: if (IS_SET(ch->parts,PART_ARMS)) { msg = "El brazo de $n cae de su cuerpo mutilado."; vnum = OBJ_VNUM_SLICED_ARM; REMOVE_BIT(ch->parts, PART_ARMS); } break; case 6: if (IS_SET(ch->parts,PART_LEGS)) { msg = "La pierna de $n cae de su cuerpo mutilado."; vnum = OBJ_VNUM_SLICED_LEG; REMOVE_BIT(ch->parts, PART_LEGS); } break; case 7: if (IS_SET(ch->parts,PART_BRAINS)) { if (CHANCE(50)) msg = "Tu ultimo golpe #BDESTROZA#b la cabeza de $n, y sus sesos quedan repartidos por el suelo."; else msg = "La cabeza de $n se desarma, y sus sesos quedan repartidos por el suelo."; vnum = OBJ_VNUM_BRAINS; REMOVE_BIT(ch->parts, PART_BRAINS); } } act( msg, ch, NULL, NULL, TO_ROOM ); if ( vnum != 0 ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; char *name; name = IS_NPC(ch) ? ch->short_descr : ch->name; obj = create_object( get_obj_index( vnum ), 0 ); obj->timer = number_range( 4, 7 ); sprintf( buf, obj->short_descr, name ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); sprintf( buf, obj->description, name ); free_string( obj->description ); obj->description = str_dup( buf ); if (obj->item_type == ITEM_FOOD) { if (IS_SET(ch->form,FORM_POISON)) SET_BIT(obj->value[3], FOOD_POISON); if (IS_SET(ch->form,FORM_MAGICAL)) SET_BIT(obj->value[3], FOOD_MAGIC); if (!IS_SET(ch->form,FORM_EDIBLE)) obj->item_type = ITEM_TRASH; } obj_to_room( obj, ch->in_room ); } if ( IS_NPC(ch) ) msg = "Escuchas el grito de agonia de algo."; else msg = "Escuchas el grito de agonia de alguien."; was_in_room = ch->in_room; for ( door = 0; door <= (MAX_DIR - 1); door++ ) { EXIT_DATA *pexit; if ( (pexit = exit_lookup(was_in_room, 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( Entity * ent, CHAR_DATA *victim, int type ) { int i; AFFECT_DATA *paf; AFFECT_DATA *paf_next; bool temp = FALSE; if (ent) { if ( entComparar(ent, chToEntidad(victim, FALSE)) == FALSE ) mensaje( ent, victim ); if ( !IS_NPC(victim) ) mensaje_muerte( ent, victim, type ); } stop_fighting( victim, TRUE ); death_cry( victim ); make_corpse( victim, type ); poner_ent_lista( chToEntidad(victim, TRUE) ); if ( IS_NPC(victim) ) { victim->pIndexData->killed++; kill_table[URANGE(0, getNivelPr(victim), MAX_LEVEL-1)].killed++; extract_char( victim, TRUE ); return; } extract_char( victim, FALSE ); if ( IS_AFFECTED2( victim, AFF_VAMP_BITE ) && !IS_AFFECTED(victim, AFF_POLYMORPH) && victim->race != RACE_VAMPIRE ) polymorph( victim, RACE_VAMPIRE ); for ( paf = victim->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->where == TO_AFFECTS2 && paf->bitvector == AFF_GHOUL ) { temp = TRUE; continue; } affect_remove( victim, paf ); } victim->pcdata->quaff = 1; victim->fall = 0; victim->affected_by = race_table[victim->race].aff; victim->affected2_by = race_table[victim->race].aff2; if (temp) SET_BIT(victim->affected2_by, AFF_GHOUL ); for (i = 0; i < 4; i++) victim->armor[i]= 100; victim->position = POS_RESTING; victim->hit = UMAX( 1, victim->hit ); victim->mana = UMAX( 1, victim->mana ); victim->move = UMAX( 1, victim->move ); victim->parts = race_table[victim->race].parts; /* save_char_obj( victim ); we're stable enough to not need this :) */ victim->pcdata->condition[COND_FULL ] = 0; victim->pcdata->condition[COND_THIRST] = 25; victim->pcdata->condition[COND_HUNGER] = 25; if ( !IS_NPC(victim) ) { SET_BIT(victim->act, PLR_NOPK); char_event_add( victim, 180*PULSE_PER_SECOND, (void *) PLR_NOPK, actremove ); char_event_add( victim, 180*PULSE_PER_SECOND, "Te sientes menos seguro.\n\r", stc_event ); } return; } int group_gain( Entity *ent, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *gch; CHAR_DATA *lch = entEsCh(ent) ? entGetCh(ent) : NULL; int xp, nxp = 0; int members; int group_levels; int highestlevel; /* * 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 ( entEsCh(ent) && entGetCh(ent) == victim ) return 0; members = 0; group_levels = 0; highestlevel = 0; for ( gch = entGetPeopleRoom(ent); gch != NULL; gch = gch->next_in_room ) { if ( ent_is_same_group( chToEnt(gch), ent ) ) { members++; // group_levels += IS_NPC(gch) ? getNivelPr(gch) / 2 : getNivelPr(gch); group_levels += getNivelPr(gch); if (getNivelPr(gch) > highestlevel) { lch = gch; highestlevel = getNivelPr(gch); } } } if ( members == 0 ) { bug( "Group_gain: members.", members ); members = 1; group_levels = entGetNivel(ent); } for ( gch = entGetPeopleRoom(ent); gch != NULL; gch = gch->next_in_room ) { OBJ_DATA *obj; OBJ_DATA *obj_next; if ( !ent_is_same_group( chToEnt(gch), ent ) ) continue; if ( getNivelPr(gch) <= (highestlevel - 8) ) { send_to_char( "Tus poderes son inutiles para un grupo tan avanzado de aventureros.\n\r", gch ); continue; } if ( esta_en_quest(gch) && !quest_completo(gch) && es_quest_mob(gch, victim) ) { send_to_char( "Has completado tu #BQUEST#b!\n\r", gch ); send_to_char( "Vuelve donde tu questmaster antes de que el tiempo se agote!\n\r", gch ); completar_quest(gch); } if ( !IS_NPC(gch) && !IS_AFFECTED(gch, AFF_POLYMORPH) && (gch->race == RACE_VAMPIRE || IS_AFFECTED2(gch, AFF_VAMP_BITE)) && gch->true_race != RACE_VAMPIRE ) { MEM_DATA * mem = mem_lookup( gch->memory, MEM_VAMPIRE ); if ( mem && mem->id == (IS_NPC(victim) ? victim->pIndexData->vnum : victim->id) ) { send_to_char( "Tu maldicion ha sido cancelada!\n\r", gch ); if (gch->race == RACE_VAMPIRE) { send_to_char( "Tu cuerpo vuelve a su forma original.\n\r", gch ); flog( "%s vuelve a ser %s.", gch->name, race_table[gch->true_race].name ); polymorph(gch, gch->true_race); } strip_mem_char(gch, MEM_VAMPIRE); affect_strip(gch, gsn_vampiric_bite); } } xp = xp_compute( gch, victim, group_levels ); if ( members > 1 && lch && HATES( gch, lch ) ) { send_to_char( "Pierdes un tercio de tu exp por agruparte con basura.\n\r", gch ); xp *= 0.66; } sprintf( buf, "Recibes #B%d#b puntos de experiencia.\n\r", xp ); send_to_char( buf, gch ); if (!IS_NPC(gch) && (xp > 0)) { ++gch->pcdata->muertes; revisa_muertes(gch); } if ( entEsCh(ent) && gch == entGetCh(ent) ) nxp = xp; gain_exp( gch, xp ); for ( obj = gch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->wear_loc == WEAR_NONE ) continue; if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(gch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(gch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(gch) ) ) { act( "Sientes que $p se separa de tu cuerpo y cae.", gch, objToEnt(obj), NULL, TO_CHAR ); act( "$p se separa de $n y cae.", gch, objToEnt(obj), NULL, TO_ROOM ); if ( IS_OBJ_STAT(obj, ITEM_MELT_DROP) ) { act( "$p se deshace en el suelo.", gch, objToEnt(obj), NULL, TO_ALL ); extract_obj(obj, TRUE); } else { obj_from_char( obj ); if ( IS_OBJ_STAT(obj, ITEM_NODROP) ) obj_to_char( obj, gch ); else obj_to_room( obj, gch->in_room ); } } } } return nxp; } /* * Compute xp for a kill. * Also adjust alignment of killer. * Edit this function to change xp computations. */ int xp_compute( CHAR_DATA *gch, CHAR_DATA *victim, int total_levels ) { int xp,base_exp; int align,level_range, aldif; int change; float xpmult, xpm = 0; char buf[MSL]; FIGHT_DATA * fd; if (IS_NPC(victim) && (IS_SET(victim->act, ACT_PROTOTIPO) || IS_SET(victim->in_room->room_flags, ROOM_PROTOTIPO)) ) return 0; if ( !IS_NPC(gch) && !IS_NPC(victim) && is_clan(gch) && is_clan(victim) && is_same_clan(gch,victim) ) return 0; level_range = getNivelPr(victim) - getNivelPr(gch); /* compute the base exp */ switch (level_range) { default : base_exp = 0; break; case -9 : base_exp = 1; break; case -8 : base_exp = 2; break; case -7 : base_exp = 5; break; case -6 : base_exp = 9; break; case -5 : base_exp = 11; break; case -4 : base_exp = 22; break; case -3 : base_exp = 33; break; case -2 : base_exp = 50; break; case -1 : base_exp = 66; break; case 0 : base_exp = 83; break; case 1 : base_exp = 99; break; case 2 : base_exp = 121; break; case 3 : base_exp = 143; break; case 4 : base_exp = 165; break; } if (level_range > 4) base_exp = 160 + 20 * (level_range - 4); /* do alignment computations */ align = victim->alignment - gch->alignment; if (IS_NPC(victim) && IS_SET(victim->act,ACT_NOALIGN)) { /* no change */ } else if (align > 500) /* monster is more good than slayer */ { change = (align - 500) * base_exp / 500 * getNivelPr(gch)/total_levels; change = UMAX(1,change); gch->alignment = UMAX(-1000,gch->alignment - change); } else if (align < -500) /* monster is more evil than slayer */ { change = ( -1 * align - 500) * base_exp/500 * getNivelPr(gch)/total_levels; change = UMAX(1,change); gch->alignment = UMIN(1000,gch->alignment + change); } else /* improve this someday */ { change = gch->alignment * base_exp/500 * getNivelPr(gch)/total_levels; gch->alignment -= change; } aldif = abs(gch->alignment - victim->alignment); if (aldif < 250) xpm = 0.7; else if (aldif < 500) xpm = 0.8; else if (aldif < 750) xpm = 0.9; else if (aldif < 1250) xpm = 1.0; else if (aldif < 1500) xpm = 1.05; else if (aldif < 1750) xpm = 1.1; else xpm = 1.2; if (IS_NEUTRAL(gch)) xpm *= 1.1; /* calculate exp multiplier */ if (IS_NPC(victim) && IS_SET(victim->act,ACT_NOALIGN)) xp = base_exp; else xp = (int) ((float) base_exp * (float) xpm); if (IS_NPC(victim)) { AFFECT_DATA * paf; if (IS_AFFECTED2(victim, AFF_MUTE) && (paf = affect_find(victim->affected, gsn_mute)) != NULL && paf->caster_id != gch->id) { if (IS_MOB_MAGIC(victim)) xp /= 3; else xp *= 0.8; } if ( !IS_SET(victim->pIndexData->affected_by, AFF_SANCTUARY) && (IS_SET(victim->pIndexData->act, ACT_WARRIOR) || IS_SET(victim->pIndexData->act, ACT_THIEF)) ) xp *= 0.95 - ((float) (getNivelPr(victim))/160.0); if ( !IS_SET(victim->pIndexData->affected_by, AFF_HASTE) && !IS_SET(victim->off_flags, OFF_FAST) && (IS_SET(victim->pIndexData->act, ACT_WARRIOR) || IS_SET(victim->pIndexData->act, ACT_THIEF)) ) xp *= 0.95 - ((float) (getNivelPr(victim))/200.0); if ( IS_SET(victim->pIndexData->affected_by, AFF_SLOW) ) xp *= 0.7; if ( IS_SET(victim->pIndexData->affected_by, AFF_PLAGUE) ) xp *= 0.7; if ( IS_SET(victim->pIndexData->affected_by, AFF_POISON) ) xp *= 0.7; if ( IS_MOB_MAGIC(victim) && IS_SET(victim->pIndexData->affected2_by, AFF_MUTE) ) xp *= 0.5; } /* hate */ if ( HATES(gch, victim) ) xp += xp / 10; if ( victim->race == gch->race ) xp -= xp / 10; if ( IS_NPC(victim) ) { if (!IS_SET(victim->act,ACT_CLERIC) && !IS_SET(victim->act,ACT_MAGE) && !IS_SET(victim->act,ACT_THIEF) && !IS_SET(victim->act,ACT_WARRIOR) && !IS_SET(victim->act,ACT_PSI)) xp *= 0.85; } /* randomize the rewards */ xp = number_range (xp * 5/6, xp * 7/6); /* adjust for grouping */ // xp = xp * getNivelPr(gch)/( UMAX(1,total_levels - 1) ); xp = xp * getNivelPr(gch)/UMAX(1, URANGE(getNivelPr(gch), total_levels, getNivelPr(gch)*2)); /* fightdata */ fd = fdata_lookup( gch, victim->id ); xpmult = fd ? UMIN( fd->dam, victim->max_hit ) : 0; xpmult /= victim->max_hit; xp *= xpmult; if ( !IS_NPC(gch) && (getNivelPr(gch) > 25) && ((xp > 150) || ((getNivelPr(victim) - getNivelPr(gch)) > 3)) ) { sprintf( buf, "%s gano %d xp matando a %s, vnum %d, nivel %d, room %d", gch->name, xp, victim->name, CHARVNUM(victim), getNivelPr(victim), victim->in_room->vnum ); log_string( buf ); wiznet( buf, gch, NULL, WIZ_XP, 0, 0 ); } return xp; } /* * Disarm a creature. * Caller must check for successful attack. */ void disarm( CHAR_DATA *ch, CHAR_DATA *victim, bool second ) { OBJ_DATA *obj; int wear_pos = second ? WEAR_SECONDARY : WEAR_WIELD; if ( ( obj = get_eq_char( victim, wear_pos ) ) == NULL ) return; if ( IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { act("Su arma no se solto!",ch,NULL,chToEnt(victim),TO_CHAR); act("$n intento desarmarte, pero tu arma no se solto!", ch,NULL,chToEnt(victim),TO_VICT); act("$n intento desarmar a $N, pero fallo.",ch,NULL,chToEnt(victim),TO_NOTVICT); return; } act( "$n te #B#FDESARMO#n y lanzo tu arma lejos!", ch, NULL, chToEnt(victim), TO_VICT ); act( "Desarmas a $N!", ch, NULL, chToEnt(victim), TO_CHAR ); act( "$n desarmo a $N!", ch, NULL, chToEnt(victim), TO_NOTVICT ); DAZE_STATE(victim, 2 * PULSE_VIOLENCE ); WAIT_STATE(victim, skill_table[gsn_disarm].beats ); obj_from_char( obj ); if ( IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_INVENTORY) ) obj_to_char( obj, victim ); else { obj_to_room( obj, victim->in_room ); if (IS_NPC(ch) && !IS_NPC(victim) && can_see_obj(ch,obj) && IS_SET(ch->form, FORM_SENTIENT) && CHANCE(getNivelPr(ch) * 2) ) { char_event_add( ch, ch->wait + 1, (int *) ITEM_WEAPON, event_get_obj ); char_event_add( ch, ch->wait + 2, 0, event_wield ); } if (IS_NPC(victim) && can_see_obj(victim,obj)) { if (victim->wait == 0) { get_obj(victim,obj,NULL); wear_obj( victim, obj, FALSE ); } else { char_event_add( victim, victim->wait, (int *) ITEM_WEAPON, event_get_obj ); char_event_add( victim, victim->wait + 1, 0, event_wield ); } } } return; } void do_berserk( CHAR_DATA *ch, char *argument) { int chance, hp_percent; if ( !can_prac(ch, gsn_berserk) ) { send_to_char("Tu cara se pone roja, pero nada sucede.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk) || is_affected(ch,gsn_frenzy)) { send_to_char("Te pones un poco mas loco.\n\r",ch); return; } if (IS_AFFECTED(ch,AFF_CALM)) { send_to_char("Estas demasiado tranquilo como para enfurecerte.\n\r",ch); return; } if (ch->mana < 50) { send_to_char("No tienes demasiada energia.\n\r",ch); return; } chance = get_skill(ch, gsn_berserk); /* modifiers */ /* fighting */ if (ch->position == POS_FIGHTING) chance += 10; /* damage -- below 50% of hp helps, above hurts */ hp_percent = 100 * ch->hit/ch->max_hit; chance += 25 - hp_percent/2; if (number_percent() < chance) { AFFECT_DATA af; WAIT_STATE(ch,PULSE_VIOLENCE); ch->mana -= 50; ch->move /= 2; /* heal a little damage */ ch->hit += getNivelPr(ch) * 2; ch->hit = UMIN(ch->hit,ch->max_hit); send_to_char("Tu pulso se acelera mientras eres consumido por la #BRABIA#b!\n\r",ch); if (IS_SET(ch->parts, PART_EYE)) act("Los ojos de $n se tornan salvajes.",ch,NULL,NULL,TO_ROOM); check_improve(ch,gsn_berserk,TRUE,2); af.where = TO_AFFECTS; af.type = gsn_berserk; af.level = getNivelPr(ch); af.duration = number_fuzzy(getNivelPr(ch) / 8); af.modifier = UMAX(1,getNivelPr(ch)/5); af.bitvector = AFF_BERSERK; af.caster_id = ch->id; af.location = APPLY_HITROLL; affect_to_char(ch,&af); af.location = APPLY_DAMROLL; affect_to_char(ch,&af); af.modifier = UMAX(10,10 * (getNivelPr(ch)/5)); af.location = APPLY_AC; affect_to_char(ch,&af); } else { WAIT_STATE(ch,3 * PULSE_VIOLENCE); ch->mana -= 25; ch->move /= 2; send_to_char("Tu pulso se acelera, pero nada sucede.\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; FRetVal rval; one_argument(argument,arg); if ( !can_prac(ch, gsn_bash) ) { send_to_char("Empujar? Que es eso?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("Pero no estas peleando!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("No esta aqui.\n\r",ch); return; } if (victim->position < POS_FIGHTING) { act("Mejor espera a que se levante primero.",ch,NULL,chToEnt(victim),TO_CHAR); return; } if (victim == ch) { send_to_char("You try to bash your brains out, but fail.\n\r",ch); return; } chance = get_skill(ch, gsn_bash); if (is_safe(ch,victim)) return; if ( IS_NPC(victim) && es_kill_steal(ch, victim, TRUE) ) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("Pero $N es tu amigo!",ch,NULL,chToEnt(victim),TO_CHAR); return; } /* modifiers */ /* size and weight */ chance += ch->carry_weight / 250; chance -= victim->carry_weight / 200; if (ch->size < victim->size) chance += (ch->size - victim->size) * 15; else chance += (ch->size - victim->size) * 10; /* stats */ chance += get_curr_stat(ch,STAT_STR); chance -= (get_curr_stat(victim,STAT_DEX) * 4)/3; chance -= GET_AC(victim,AC_BASH) /25; /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 20; /* 30 */ /* level */ chance += (getNivelPr(ch) - getNivelPr(victim)); if (!IS_NPC(victim) && chance < get_skill(victim,gsn_dodge) ) { /* act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT); act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[gsn_bash].beats); return;*/ chance -= 3 * (get_skill(victim,gsn_dodge) - chance); } check_killer(ch,victim); /* now the attack */ if (number_percent() < chance ) { act("$n te envia lejos con un poderoso empujon!", ch,NULL,chToEnt(victim),TO_VICT); act("Empujas a $N, y l$O haces volar!", ch, NULL, chToEnt(victim), TO_CHAR); act("$n hace volar a $N con un poderoso empujon.", ch,NULL,chToEnt(victim),TO_NOTVICT); check_improve(ch,gsn_bash,TRUE,1); WAIT_STATE(ch,skill_table[gsn_bash].beats); WAIT_STATE(victim, skill_table[gsn_bash].beats / 4); DAZE_STATE(victim, skill_table[gsn_bash].beats * (IS_NPC(victim) ? 2 : 3) / 3); rval = damage(ch, victim, getNivelPr(ch)/3 + number_range( 1, 1 + 2 * ch->size + chance/20 ), gsn_bash, DAM_BASH,FALSE); if (rval == fOK) victim->position = POS_RESTING; } else { damage(ch,victim,0,gsn_bash,DAM_BASH,FALSE); act( "Te vas de hocico al suelo!", ch,NULL,chToEnt(victim),TO_CHAR); act( "$n se va de hocico al suelo.", ch,NULL,chToEnt(victim),TO_NOTVICT); act( "Evades el empujon de $n, logrando que se vaya de hocico al suelo.", ch,NULL,chToEnt(victim),TO_VICT); check_improve(ch,gsn_bash,FALSE,1); WAIT_STATE(ch,skill_table[gsn_bash].beats ); ch->position = POS_RESTING; } } void do_dirt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; FRetVal rval; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_dirt)) < 1 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT)) ) { send_to_char("You get your feet dirty.\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("But you aren't in combat!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("No esta aqui.\n\r",ch); return; } if (IS_AFFECTED(victim,AFF_BLIND)) { act("$E's already been blinded.",ch,NULL,chToEnt(victim),TO_CHAR); return; } if (victim == ch) { send_to_char("Very funny.\n\r",ch); return; } if (is_safe(ch,victim)) return; if (IS_NPC(victim) && es_kill_steal(ch, victim, TRUE) ) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("But $N is such a good friend!",ch,NULL,chToEnt(victim),TO_CHAR); return; } /* modifiers */ /* dexterity */ chance += get_curr_stat(ch,STAT_DEX); /* chance -= 2 * get_curr_stat(victim,STAT_DEX); */ chance -= get_curr_stat(victim,STAT_DEX); /* speed */ if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE)) chance += 10; if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE)) chance -= 25; /* level */ /* chance += (getNivelPr(ch) - getNivelPr(victim)) * 2; */ chance += (getNivelPr(ch) - getNivelPr(victim)) * 4; /* sloppy hack to prevent false zeroes */ if (chance % 5 == 0) chance += 1; /* terrain */ switch(ch->in_room->sector_type) { case(SECT_INSIDE): chance -= 20; break; case(SECT_CITY): chance -= 10; break; case(SECT_FIELD): chance += 5; break; case(SECT_FOREST): break; case(SECT_HILLS): break; case(SECT_MOUNTAIN): chance -= 10; break; case(SECT_WATER_SWIM): chance = 0; break; case(SECT_WATER_NOSWIM): chance = 0; break; case(SECT_AIR): chance = 0; break; case(SECT_DESERT): chance += 10; break; case(SECT_UNDERWATER): chance = 0; break; } if (chance == 0) { send_to_char("There isn't any dirt to kick.\n\r",ch); return; } /* now the attack */ if (number_percent() < chance) { AFFECT_DATA af; act("$n is blinded by the dirt in $s eyes!",victim,NULL,NULL,TO_ROOM); act("$n kicks dirt in your eyes!",ch,NULL,chToEnt(victim),TO_VICT); rval = damage(ch,victim,number_range(2,5),gsn_dirt,DAM_NONE,FALSE); if ( rval == victdead ) return; 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 = getNivelPr(ch); af.duration = 0; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; af.caster_id = ch->id; affect_to_char(victim,&af); } else { damage(ch,victim,0,gsn_dirt,DAM_NONE,TRUE); check_improve(ch,gsn_dirt,FALSE,2); WAIT_STATE(ch,skill_table[gsn_dirt].beats); } check_killer(ch,victim); } void do_trip( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; FRetVal rval; one_argument(argument,arg); if ( !can_prac(ch, gsn_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("No esta aqui.\n\r",ch); return; } chance = get_skill(ch, gsn_trip); if (is_safe(ch,victim)) return; if (IS_NPC(victim) && es_kill_steal(ch, victim, TRUE) ) return; if (IS_AFFECTED(victim,AFF_FLYING)) { act("$S feet aren't on the ground.",ch,NULL,chToEnt(victim),TO_CHAR); return; } if (victim->position < POS_FIGHTING) { act("$N is already down.",ch,NULL,chToEnt(victim),TO_CHAR); return; } if (victim == ch) { send_to_char("You fall flat on your face!\n\r",ch); WAIT_STATE(ch,2 * skill_table[gsn_trip].beats); act("$n trips over $s own feet!",ch,NULL,NULL,TO_ROOM); return; } if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("$N is your beloved master.",ch,NULL,chToEnt(victim),TO_CHAR); return; } check_killer(ch,victim); /* 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 += (getNivelPr(ch) - getNivelPr(victim)) * 2; /* now the attack */ if (number_percent() < chance) { act("$n trips you and you go down!",ch,NULL,chToEnt(victim),TO_VICT); act("You trip $N and $N goes down!",ch,NULL,chToEnt(victim),TO_CHAR); act("$n trips $N, sending $M to the ground.",ch,NULL,chToEnt(victim),TO_NOTVICT); check_improve(ch,gsn_trip,TRUE,1); DAZE_STATE(victim,2 * PULSE_VIOLENCE); WAIT_STATE(ch, skill_table[gsn_trip].beats); WAIT_STATE(victim, skill_table[gsn_trip].beats / 2); rval = damage(ch,victim,number_range(2, 2 + getNivelPr(ch)/3 + 3 * victim->size),gsn_trip, DAM_BASH,FALSE); if (rval == fOK) victim->position = POS_RESTING; } else { damage(ch,victim,0,gsn_trip,DAM_BASH,TRUE); WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3); check_improve(ch,gsn_trip,FALSE,1); } } void do_kill( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Atacar a quien?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "No esta aqui.\n\r", ch ); return; } /* Allow player killing if ( !IS_NPC(victim) ) { if ( !IS_SET(victim->act, PLR_KILLER) && !IS_SET(victim->act, PLR_THIEF) ) { send_to_char( "You must MURDER a player.\n\r", ch ); return; } } */ if ( victim == ch ) { send_to_char( "Te golpeas. Ouch!\n\r", ch ); multi_hit( ch, ch, TYPE_UNDEFINED ); return; } if ( is_safe( ch, victim ) ) return; if ( es_kill_steal(ch, victim, TRUE) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N es tu adorado maestro.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } if ( !IS_NPC(ch) && !IS_NPC(victim) && !EN_ARENA(victim) && is_clan(ch) && is_clan(victim) && is_same_clan(ch, victim) ) { act( "Debes ASESINAR a $N.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Haces lo mejor que puedes!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); check_killer( ch, victim ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_murde( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to MURDER, spell it out.\n\r", ch ); return; } void do_murder( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Murder whom?\n\r", ch ); return; } if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET))) return; if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "No esta aqui.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if (IS_NPC(victim) && es_kill_steal(ch, victim, TRUE) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( "$N is your beloved master.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if (IS_NPC(ch)) sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr); else sprintf( buf, "Help! I am being attacked by %s!", ch->name ); do_yell( victim, buf ); check_killer( ch, victim ); if ( !IS_NPC(ch) && !IS_NPC(victim) ) { AFFECT_DATA af; af.where = TO_AFFECTS; af.type = gsn_curse; af.level = LEVEL_HERO; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CURSE; af.caster_id = ch->id; if ( !IS_AFFECTED(ch, AFF_CURSE) ) affect_to_char( ch, &af ); if ( !IS_AFFECTED(victim, AFF_CURSE) ) { af.caster_id = victim->id; affect_to_char( victim, &af ); } } multi_hit( ch, victim, TYPE_UNDEFINED ); return; } void do_backstab( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Backstab whom?\n\r",ch); return; } if (ch->fighting != NULL) { send_to_char("You're facing the wrong end.\n\r",ch); return; } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("No esta aqui.\n\r",ch); return; } if ( victim == ch ) { send_to_char( "How can you sneak up on yourself?\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if (IS_NPC(victim) && es_kill_steal(ch, victim, TRUE) ) return; if ( (!IS_NPC(ch) || IS_PET(ch)) && (obj = get_eq_char( ch, WEAR_WIELD )) == NULL) { send_to_char( "You need to wield a weapon to backstab.\n\r", ch ); return; } if ( victim->hit < victim->max_hit / 3) { act( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab].beats ); if ( number_percent( ) < get_skill(ch,gsn_backstab) || ( get_skill(ch,gsn_backstab) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_backstab,TRUE,1); multi_hit( ch, victim, gsn_backstab ); } else { check_improve(ch,gsn_backstab,FALSE,1); damage( ch, victim, 0, gsn_backstab,DAM_NONE,TRUE); } return; } void do_circle( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You must be fighting in order to circle.\n\r", ch ); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to circle.\n\r", ch ); return; } if ( !can_circle(ch, victim) ) { act( "No puedes distraer a $N lo suficiente.", ch, NULL, chToEnt(victim), TO_CHAR ); return; } WAIT_STATE( ch, skill_table[gsn_circle].beats ); if ( number_percent( ) < get_skill(ch,gsn_circle) || ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_circle,TRUE,1); multi_hit( ch, victim, gsn_circle ); } else { check_improve(ch,gsn_circle,FALSE,1); damage( ch, victim, 0, gsn_circle,DAM_NONE,TRUE); } return; } void do_flee( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *was_in; ROOM_INDEX_DATA *now_in; CHAR_DATA *victim; int attempt; if ( ( victim = ch->fighting ) == NULL ) { if ( ch->position == POS_FIGHTING ) ch->position = POS_STANDING; send_to_char( "No estas peleando.\n\r", ch ); return; } if ( IS_AFFECTED2( ch, AFF_HOLD ) ) { send_to_char( "Estas atascado en una red! No puedes moverte!\n\r", ch ); act( "$n intento huir, pero esta atrapado en una red!", ch, NULL, NULL, TO_ROOM ); return; } was_in = ch->in_room; for ( attempt = 0; attempt < 7; attempt++ ) { EXIT_DATA *pexit; int door; door = number_door( ); if ( (pexit = exit_lookup(was_in, door)) == NULL || pexit->u1.to_room == NULL || IS_SET(pexit->exit_info, EX_CLOSED) || number_range(0, ch->daze/2) != 0 || ( IS_NPC(ch) && IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) ) continue; if (move_char( ch, door, FALSE ) == fFAIL) { send_to_char( "Algo paso.\n\r", ch ); return; } if ( ( now_in = ch->in_room ) == was_in ) continue; ch->in_room = was_in; act( "$n huyo!", ch, NULL, NULL, TO_ROOM ); ch->in_room = now_in; if ( !IS_NPC(ch) && !EN_ARENA(ch) && !IS_SET(ch->in_room->room_flags, ROOM_PROTOTIPO) ) { send_to_char( "Huyes del combate!\n\r", ch ); if (es_clase(ch, CLASS_THIEF) && (number_percent() < 3*(getNivelPr(ch)/2) ) ) send_to_char( "Huyes en forma segura.\n\r", ch); else { send_to_char( "Pierdes 10 puntos de exp.\n\r", ch); gain_exp( ch, -10 ); } } mob_odio_check(was_in, ch); stop_fighting(ch, TRUE); if ( IS_NPC(ch) && (IS_SET(ch->act, ACT_WIMPY) || getNivelPr(victim) > getNivelPr(ch) + 10 || (IS_MOB_CASTER(ch) && !CAN_SAY(ch)) || (IS_SET(ch->act, ACT_SENTINEL) && ch->hit < ch->max_hit / 4) ) && mem_lookup_id(ch->memory, victim->id) == NULL ) give_mem( ch, MEM_AFRAID, victim->id ); return; } send_to_char( "#BPANICO#b! No pudiste huir!\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( "No esta aqui.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "What about fleeing instead?\n\r", ch ); return; } if ( !IS_NPC(ch) && IS_NPC(victim) ) { send_to_char( "Doesn't need your help!\n\r", ch ); return; } if ( ch->fighting == victim ) { send_to_char( "Too late.\n\r", ch ); return; } if ( ( fch = victim->fighting ) == NULL ) { send_to_char( "That person is not fighting right now.\n\r", ch ); return; } if ( IS_NPC(fch) && es_kill_steal(ch, fch, TRUE) ) 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 $N!", ch, NULL, chToEnt(victim), TO_CHAR ); act( "$n rescues you!", ch, NULL, chToEnt(victim), TO_VICT ); act( "$n rescues $N!", ch, NULL, chToEnt(victim), TO_NOTVICT ); check_improve(ch,gsn_rescue,TRUE,1); stop_fighting( fch, FALSE ); stop_fighting( victim, FALSE ); if (ch->fighting) stop_fighting( ch, FALSE ); check_killer( ch, fch ); set_fighting( ch, fch ); set_fighting( fch, ch ); return; } void do_kick( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; int chance; if ( (chance = get_skill(ch, gsn_kick)) < 1 ) { send_to_char( "You better leave the martial arts to fighters.\n\r", ch ); return; } if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK)) return; if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "No estas peleando con nadie.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[gsn_kick].beats ); check_killer(ch,victim); chance = get_skill(ch, gsn_kick); if ( !can_see(ch, victim) ) { if ( CHANCE(get_skill(ch, gsn_blindfight)) ) chance = chance * 2 / 3; else chance /= 2; } if ( CHANCE(chance) ) { int lorange = get_curr_stat(ch, STAT_STR)/4 + getNivelPr(ch)*3/4 + chance/8 + IS_NPC(ch) ? getNivelPr(ch) / 4 : 0; int hirange = lorange + 2*getNivelPr(ch); damage(ch,victim,number_range(lorange, hirange), gsn_kick, DAM_BASH, TRUE ); check_improve(ch,gsn_kick,TRUE,1); } else { int blah = number_range(0,2); char * charmsg = "", * victmsg = charmsg, *roommsg = charmsg; switch(blah) { case 0: charmsg = "Tu patada no le pega a $N."; victmsg = "La debil patada de $n ni siquiera paso cerca tuyo."; roommsg = "La debil patada de $n ni siquiera pasa cerca de $N."; break; case 1: charmsg = "Tu patada yerra a $N."; victmsg = "La patada de $n te yerra."; roommsg = "La patada de $n yerra a $N."; break; case 2: charmsg = "Tu pie va directo hacia la cara de $N, pero $e lo esquiva."; victmsg = "El pie de $n va directo hacia tu cara, pero lo esquivas con destreza."; roommsg = "El pie de $n va directo hacia la cara de $N, pero $e lo esquiva."; break; } act( charmsg, ch, NULL, chToEnt(victim), TO_CHAR ); act( victmsg, ch, NULL, chToEnt(victim), TO_VICT ); act( roommsg, ch, NULL, chToEnt(victim), TO_NOTVICT ); damage( ch, victim, 0, gsn_kick,DAM_BASH,FALSE); 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; bool second; hth = 0; if ((chance = get_skill(ch,gsn_disarm)) == 0) { send_to_char( "You don't know how to disarm opponents.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_WIELD ) == NULL && (hth = get_skill(ch,gsn_hand_to_hand)) == 0 ) { send_to_char( "Debes estar esgrimiendo un arma para poder desarmar.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "No estas peleando con nadie.\n\r", ch ); return; } if ( (obj = get_eq_char( victim, WEAR_WIELD )) == NULL ) { if ( (obj = get_eq_char( victim, WEAR_SECONDARY )) == NULL ) { send_to_char( "Tu oponente no esta esgrimiendo un arma.\n\r", ch ); return; } second = TRUE; } else second = FALSE; /* find weapon skills */ ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch,FALSE)); vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim,second)); ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim,second)); /* modifiers */ /* skill */ if ( get_eq_char(ch,WEAR_WIELD) == NULL) chance = chance * hth/150; else chance = chance * ch_weapon/100; chance += (ch_vict_weapon/2 - vict_weapon) / 2; /* dex vs. strength */ chance += get_curr_stat(ch,STAT_DEX); chance -= 2 * get_curr_stat(victim,STAT_STR); /* level */ chance += (getNivelPr(ch) - getNivelPr(victim)) * 2; WAIT_STATE( ch, skill_table[gsn_disarm].beats ); check_killer(ch,victim); /* and now the attack */ if (number_percent() < chance) { disarm( ch, victim, second ); check_improve(ch,gsn_disarm,TRUE,1); } else { act("No pudiste desarmar a $N.",ch,NULL,chToEnt(victim),TO_CHAR); act("$n intento desarmarte, pero fallo.",ch,NULL,chToEnt(victim),TO_VICT); act("$n intento desarmar a $N, pero fallo.",ch,NULL,chToEnt(victim),TO_NOTVICT); check_improve(ch,gsn_disarm,FALSE,1); } return; } void do_surrender( CHAR_DATA *ch, char *argument ) { CHAR_DATA *mob; if ( (mob = ch->fighting) == NULL ) { send_to_char( "But you're not fighting!\n\r", ch ); return; } if ( EN_ARENA(ch) ) { send_to_char( "No puedes rendirte en la arena. Matar o morir.\n\r", ch ); return; } act( "You surrender to $N!", ch, NULL, chToEnt(mob), TO_CHAR ); act( "$n surrenders to you!", ch, NULL, chToEnt(mob), TO_VICT ); act( "$n tries to surrender to $N!", ch, NULL, chToEnt(mob), TO_NOTVICT ); stop_fighting( ch, TRUE ); WAIT_STATE(ch, 4*PULSE_PER_SECOND); if ( !IS_NPC( ch ) && IS_NPC( mob ) && ( !HAS_TRIGGER( mob, TRIG_SURR ) || !mp_percent_trigger( chToEnt(mob), chToEnt(ch), NULL, NULL, TRIG_SURR ) ) ) { act( "$N seems to ignore your cowardly act!", ch, NULL, chToEnt(mob), TO_CHAR ); multi_hit( mob, ch, TYPE_UNDEFINED ); } } void do_sla( CHAR_DATA *ch, char *argument ) { send_to_char( "If you want to SLAY, spell it out.\n\r", ch ); return; } void do_slay( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; 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( "No esta aqui.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "Suicide is a mortal sin.\n\r", ch ); return; } if ( !IS_NPC(victim) && getNivelPr(victim) >= get_trust(ch) ) { send_to_char( "Fallaste.\n\r", ch ); return; } if ( (IS_NPC(victim) && getNivelPr(ch) < 54 && !IS_BUILDER(ch, ch->in_room->area)) || (!IS_NPC(victim) && getNivelPr(ch) < 56) ) { send_to_char( "Fallaste.\n\r", ch ); return; } act( "You slay $M in cold blood!", ch, NULL, chToEnt(victim), TO_CHAR ); act( "$n slays you in cold blood!", ch, NULL, chToEnt(victim), TO_VICT ); act( "$n slays $N in cold blood!", ch, NULL, chToEnt(victim), TO_NOTVICT ); raw_kill( chToEntidad(ch, FALSE), victim, DAM_LIGHTNING ); return; } void do_fee( CHAR_DATA *ch, char *argument ) { send_to_char( "IF you wish to feed on someone or something, type FEED!\n\r", ch ); return; } /* Vampiric bite. Feeding */ void do_feed( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; char arg [ MAX_INPUT_LENGTH ]; int dam; int heal; FRetVal rval; one_argument( argument, arg ); if ( arg[0] == '\0' && !ch->fighting ) { send_to_char( "Alimentarte de quien?\n\r", ch ); return; } if ( !( victim = ch->fighting ) ) if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "No esta aqui.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "You cannot lunge for your own throat.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; check_killer( ch, victim ); send_to_char( "Tu debes tener #BSANGRE#b!\n\r", ch ); act( "$n salta hacia el cuello de $N!", ch, NULL, chToEnt(victim), TO_NOTVICT ); act( "$n salta hacia tu cuello!", ch, NULL, chToEnt(victim), TO_VICT ); WAIT_STATE( ch, 12 ); if ( ch->race != RACE_VAMPIRE ) { send_to_char( "Fallaste!\n\r", ch ); if ( !ch->fighting ) set_fighting( ch, victim ); return; } if ( ch->fighting && (number_percent() > (getNivelPr(ch) * 1.5)) ) { send_to_char( "Fallaste!\n\r", ch ); return; } /* If the victim is asleep, he deserves to be bitten. :) */ if ( !ch->fighting ) { if ( number_percent() > ( getNivelPr(ch) * 2 ) && IS_AWAKE( victim ) ) { send_to_char( "Fallaste!\n\r", ch ); set_fighting( ch, victim ); return; } } dam = dice( 3, getNivelPr(ch) * 0.75 ); rval = damage_old( ch, victim, dam, gsn_vampiric_bite, DAM_POISON, TRUE ); if (rval == victdead || EN_ARENA(victim)) return; /* Lets see if we can get some food from this attack */ if ( !IS_NPC( ch ) && number_percent( ) < ( 40 - getNivelPr(victim) + getNivelPr(ch) ) ) { /* If not hungry, thirsty or damaged, then continue */ if ( ch->pcdata->condition[COND_FULL ] > 20 && ch->pcdata->condition[COND_THIRST] > 20 && ch->pcdata->condition[COND_HUNGER] > 20 && ( ch->hit * 100 / ch->max_hit > 75 ) ) return; else { send_to_char( "Ahh! #BSANGRE#b! Comida! Bebida!\n\r", ch ); heal = number_range( dam / 2, dam + 1 ); ch->hit = UMIN( ch->max_hit, ch->hit + heal ); /* Get full as per drinking blood */ gain_condition( ch, COND_FULL, heal * 2 ); /* Quench thirst as per drinking blood absolute value */ gain_condition( ch, COND_HUNGER, heal ); gain_condition( ch, COND_THIRST, heal * 1.25 ); } } /* Ok now we see if we can infect the victim */ if ( IS_NPC( victim ) ) return; if ( mem_lookup( victim->memory, MEM_VAMPIRE ) || IS_AFFECTED(victim, AFF_POLYMORPH) ) return; if ( getNivelPr(victim) < 11 || get_age( victim ) < 21 ) return; if ( saves_spell( getNivelPr(ch), victim, DAM_POISON ) || number_bits( 1 ) ) return; if ( ( obj = get_eq_char( victim, ITEM_HOLD ) ) ) { if ( IS_OBJ_STAT( obj, ITEM_VAMPIRE_BANE ) && getNivelPr(ch) < 21 ) return; else { if ( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) ) { if ( getNivelPr(ch) < 32 ) return; else if ( getNivelPr(victim) > getNivelPr(ch) ) return; } } } af.where = TO_AFFECTS2; af.level = getNivelPr(ch); af.type = gsn_vampiric_bite; af.duration = UMAX( 5, 30 - getNivelPr(ch) ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_VAMP_BITE; affect_join( victim, &af ); give_mem( victim, MEM_VAMPIRE, IS_NPC(ch) ? ch->pIndexData->vnum : ch->id ); send_to_char( "Ahh! Siente el #BPODER#b!\n\r", ch ); send_to_char( "Tu sangre empieza a #BARDER#b!\n\r", victim ); return; } void do_stake( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; char arg [ MAX_INPUT_LENGTH ]; bool found = FALSE; int chance; FRetVal rval; if ( !check_blind( ch ) ) return; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Stake whom?\n\r", ch ); return; } if ( !( victim = get_char_room( ch, arg ) ) ) { send_to_char( "They are not here.\n\r", ch ); return; } if ( IS_NPC( victim ) ) { send_to_char( "You may not stake NPC's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "El suicidio es un pecado mortal.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; check_killer( ch, victim ); /* Check here to see if they have a stake in hand */ obj = get_eq_char(ch, WEAR_WIELD); if ( obj && (obj->value[0] == WEAPON_DAGGER || obj->value[0] == WEAPON_SPEAR || obj->value[0] == WEAPON_EXOTIC) && obj->material == MAT_MADERA ) found = TRUE; if ( !found ) { send_to_char( "You lack a primary wielded stake to stake.\n\r", ch ); act( "$n screams and lunges at $N then realizes $e doesnt have a stake", ch, NULL, chToEnt(victim), TO_ROOM ); multi_hit( ch, victim, TYPE_UNDEFINED ); return; } act( "$n screams and lunges at $N with $p.", ch, objToEnt(obj), chToEnt(victim), TO_NOTVICT ); act( "You scream and lunge at $N with $p.", ch, objToEnt(obj), chToEnt(victim), TO_CHAR ); act( "$n screams and lunges at you with $p.", ch, objToEnt(obj), chToEnt(victim), TO_VICT ); /* Calculate chances, give vampire the ghoul effect, autokill the vampire. */ chance = ( IS_NPC( ch ) ? getNivelPr(ch) : ch->pcdata->learned[gsn_stake] ); chance = chance - getNivelPr(victim) + getNivelPr(ch); if ( number_percent( ) < chance || !IS_AWAKE( victim ) || victim->race != RACE_VAMPIRE ) { if ( victim->race == RACE_VAMPIRE ) { rval = damage( ch, victim, victim->hit + 11, gsn_stake, DAM_POISON, TRUE ); if (rval == victdead) return; af.where = TO_AFFECTS2; af.level = getNivelPr(ch); af.type = gsn_stake; af.duration = 10; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_GHOUL; affect_join( victim, &af ); } else { multi_hit( ch, victim, TYPE_UNDEFINED ); } } else { do_feed( victim, ch->name ); } return; } /* This code is for PC's who polymorph into dragons. * Yeah I know this is specialized code, but this is fun. :) * Breathe on friend and enemy alike. * -Kahn */ void pc_breathe( CHAR_DATA *ch ) { CHAR_DATA *victim; send_to_char( "You feel the urge to burp!\n\r", ch ); act( "$n belches!", ch, NULL, NULL, TO_ROOM ); if ( (victim = ch->fighting) == NULL ) return; (*skill_table[gsn_fire_breath].spell_fun) ( gsn_fire_breath, getNivelPr(ch) / 2, chToEnt(ch), chToEnt(victim), TARGET_CHAR ); return; } /* This code is for PC's who polymorph into harpies. * Yeah I know this is specialized code, but this is fun. :) * Scream into the ears of enemy and friend alike. * -Kahn */ void pc_screech( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *victim_next; send_to_char( "You feel the urge to scream!\n\r", ch ); interpret( ch, "scream" ); for ( victim = ch->in_room->people; victim; victim = victim_next ) { victim_next = victim->next_in_room; if ( victim == ch ) continue; if ( !IS_NPC( victim ) /* && ( !registered( ch, victim ) || ( !licensed( ch ) */ && victim->race != RACE_VAMPIRE /* ) ) */ ) continue; act( "Your ears pop from $n's scream. Ouch!", ch, NULL, chToEnt(victim), TO_VICT ); (*skill_table[gsn_agitation].spell_fun) ( gsn_agitation, getNivelPr(ch) / 2, chToEnt(ch), chToEnt(victim), TARGET_CHAR ); } return; } void pc_spit( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *victim_next; send_to_char( "You feel the urge to spit!\n\r", ch ); act( "$n spews vitriol!", ch, NULL, NULL, TO_ROOM ); for ( victim = ch->in_room->people; victim; victim = victim_next ) { victim_next = victim->next_in_room; if ( victim == ch ) continue; if ( !IS_NPC( victim ) /* && ( !registered( ch, victim ) || ( !licensed( ch ) */ && victim->race != RACE_VAMPIRE /* ) ) */ ) continue; act( "You are splattered with $n's vitriol. Ouch!", ch, NULL, chToEnt(victim), TO_VICT ); (*skill_table[gsn_poison].spell_fun) ( gsn_poison, getNivelPr(ch) / 2, chToEnt(ch), chToEnt(victim), TARGET_CHAR ); damage( ch, victim, number_range( 1, getNivelPr(ch) ), gsn_poison , DAM_POISON, TRUE ); } return; } bool check_race_special( CHAR_DATA *ch ) { if ( ch->race == RACE_DRAGON ) { if ( number_percent( ) < getNivelPr(ch) ) { pc_breathe( ch ); return TRUE; } } /* if ( ch->race == race_lookup( "harpy" ) ) { if ( number_percent( ) < getNivelPr(ch) ) { pc_screech( ch ); return TRUE; } } if ( ch->race == race_lookup( "arachnid" ) || ch->race == race_lookup( "snake" ) ) { if ( number_percent( ) < getNivelPr(ch) ) { pc_spit( ch ); return TRUE; } } */ return FALSE; } void mensaje_muerte(Entity * ent, CHAR_DATA *victim, int tipo) { char buf[MAX_STRING_LENGTH]; if ( entComparar(ent, chToEntidad(victim, FALSE)) == FALSE ) sprintf(buf, "%s murio a manos de %s\n\r", chcolor(victim), entidadToString(ent) ); else { if ( tipo == DAM_POISON ) sprintf(buf, "%s murio envenenado\n\r", chcolor(victim) ); else sprintf(buf, "%s se suicido\n\r", chcolor(victim) ); } victim->pcdata->muertes = 0; set_puntaje(victim); do_info (NULL,buf); } void mensaje(Entity * ent, CHAR_DATA *victim) { int rnd_say; char *temp = ""; CHAR_DATA *ch = entidadEsCh(ent) ? entidadGetCh(ent) : NULL; if ( ch == NULL ) return; if (!IS_NPC(ch) && !IS_NULLSTR(ch->pcdata->mensaje)) { mostrar_mensaje( ch, victim ); return; } rnd_say = number_range (1, 13); switch(rnd_say) { case 1: temp = "Death to is the true end..."; break; case 2: temp = "Pudrete en el infierno..."; break; case 3: temp = "I will kick your ass!!!"; break; case 4: temp = "Moriras....arrggh!"; break; case 5: temp = "Time to die...."; break; case 6: temp = "Cabrone...."; break; case 7: temp = "Welcome to your fate...."; break; case 8: temp = "Hasta la vista...baby"; break; case 9: temp = "Ever dance with the devil...."; break; case 10: temp = "You're a weak, pathethic fool!"; break; case 11: temp = "It hurts to be you!"; break; case 12: temp = "You're an inspiration for birth control!"; break; case 13: temp = "You #BSUCK#b!"; break; } act( "$n dice '$T'.", ch, NULL, strToEnt(temp,ch->in_room), TO_ROOM ); act( "Dices '$T'.", ch, NULL, strToEnt(temp,ch->in_room), TO_CHAR ); } void do_tail( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance; FRetVal rval; one_argument(argument,arg); if ( (chance = get_skill(ch,gsn_tail)) < 1 || (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TAIL)) ) { send_to_char("Coletazos? Que es eso?\n\r",ch); return; } if (arg[0] == '\0') { victim = ch->fighting; if (victim == NULL) { send_to_char("Pero no estas peleando!\n\r",ch); return; } } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("No esta aqui.\n\r",ch); return; } if (victim->position < POS_FIGHTING) { act("Espera a que se levante primero.",ch,NULL,chToEnt(victim),TO_CHAR); return; } if (victim == ch) { send_to_char("Intentas descerebrarte con un coletazo, pero fallas.\n\r",ch); return; } if ( !IS_SET(ch->parts, PART_TAIL) ) { send_to_char("No crees que necesitas una cola?\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( IS_NPC(victim) && es_kill_steal(ch, victim, TRUE) ) return; if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim) { act("Pero $N es tu amigo!",ch,NULL,chToEnt(victim),TO_CHAR); return; } check_killer(ch,victim); /* modifiers */ chance += get_curr_stat(ch, STAT_DEX); chance -= get_curr_stat(victim, STAT_DEX) * 2; chance += (ch->size - victim->size) * 20; if ( !can_see(victim, ch) ) chance += 50; if ( !can_see(ch, victim) ) chance -= 50; if ( IS_AFFECTED(ch, AFF_HASTE) || IS_SET(ch->off_flags, OFF_FAST) ) chance += 30; if ( IS_AFFECTED(victim, AFF_HASTE) || IS_SET(victim->off_flags, OFF_FAST) ) chance -= 60; if ( IS_AFFECTED(ch, AFF_SLOW) ) chance /= 2; if ( IS_AFFECTED(victim, AFF_SLOW) ) chance *= 1.5; if (!IS_NPC(victim) && chance < get_skill(victim,gsn_dodge) ) { /* act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT); act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR); WAIT_STATE(ch,skill_table[gsn_tail].beats); return;*/ chance -= 3 * (get_skill(victim,gsn_dodge) - chance); } /* now the attack */ if (number_percent() < chance ) { act("$n te golpea con un poderoso coletazo!", ch,NULL,chToEnt(victim),TO_VICT); act("Golpeas con tu cola a $N, y cae!",ch,NULL,chToEnt(victim),TO_CHAR); act("$n golpea a $N con un poderoso coletazo.", ch,NULL,chToEnt(victim),TO_NOTVICT); check_improve(ch,gsn_tail,TRUE,1); if ( (IS_FORM(ch, FORM_INSECT) || IS_FORM(ch, FORM_POISON)) && CHANCE(getNivelPr(ch)) && !IS_AFFECTED(victim, AFF_POISON) ) spell_poison( gsn_poison, getNivelPr(ch) / 2, chToEnt(ch), chToEnt(victim), TARGET_CHAR ); DAZE_STATE(victim,3 * PULSE_PER_SECOND); WAIT_STATE(ch,skill_table[gsn_tail].beats); rval = damage(ch,victim,number_range(2,2 + ch->size * 5 + chance/20),gsn_tail, DAM_BASH,FALSE); if (rval == fOK) victim->position = POS_RESTING; } else { damage(ch,victim,0,gsn_tail,DAM_BASH,FALSE); act("$N esquiva tu coletazo!", ch,NULL,chToEnt(victim),TO_CHAR); act("$n falla al intentar golpear a $N con su cola.", ch,NULL,chToEnt(victim),TO_NOTVICT); act("Esquivas el coletazo de $n.", ch,NULL,chToEnt(victim),TO_VICT); check_improve(ch,gsn_tail,FALSE,1); WAIT_STATE(ch,skill_table[gsn_tail].beats); } } /* Mobs using magical items by Spitfire from merc mailing list */ /* Modified to give every magical item an equal chance of being used plus * eating pills -Kahn */ bool use_magical_item( CHAR_DATA *ch ) { OBJ_DATA *obj; OBJ_DATA *cobj = NULL; int number = 0; char buf[ MAX_INPUT_LENGTH ]; for ( obj = ch->carrying; obj; obj = obj->next_content ) { if ( ( obj->item_type == ITEM_SCROLL || obj->item_type == ITEM_WAND || obj->item_type == ITEM_STAFF || obj->item_type == ITEM_PILL ) && number_range( 0, number ) == 0 ) { cobj = obj; number++; } } if ( !cobj ) return FALSE; switch( cobj->item_type ) { case ITEM_SCROLL: do_recite( ch, "scroll" ); return TRUE; break; case ITEM_WAND: if ( cobj->wear_loc == WEAR_HOLD ) { do_zap( ch, "" ); return TRUE; } break; case ITEM_STAFF: if ( cobj->wear_loc == WEAR_HOLD ) { do_brandish( ch, "" ); return TRUE; } break; case ITEM_POTION: do_quaff( ch, "potion" ); return TRUE; break; case ITEM_PILL: sprintf( buf, "%s", cobj->name ); do_eat( ch, buf ); return TRUE; break; } return FALSE; } void primer_ataque( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MIL]; if ( !char_died(ch) && IS_SET(ch->off_flags, OFF_BACKSTAB) && victim->hit > victim->max_hit / 3 ) { do_backstab( ch, victim->name ); return; } if ( IS_SET(ch->act, ACT_CLERIC) && CHANCE(getNivelPr(ch)*3) ) { char *spell = NULL; int num; while (spell == NULL) { num = number_range(1,7); switch(num) { case 1 : if ( es_caster(victim) && !IS_AFFECTED2(victim, AFF_MUTE) ) spell = "mute"; break; case 3 : spell = "heat metal"; break; case 6 : if ( !IS_AFFECTED(victim, AFF_BLIND) ) spell = "blindness"; break; default : if ( !IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) spell = "faerie fire"; break; } } sprintf( buf, "'%s' %s", spell, victim->name ); do_cast( ch, buf ); return; } if ( IS_SET(ch->act, ACT_WARRIOR) && getNivelPr(ch) > 7 && CHANCE(80) ) { do_bash( ch, victim->name ); return; } return; } FRetVal newdamage(Entity * ent, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show) { bool immune; OBJ_DATA *corpse; FIGHT_DATA * fd; CHAR_DATA * ch = entidadEsCh(ent) ? entidadGetCh(ent) : NULL; if ( victim->position == POS_DEAD || victim->in_room == NULL ) return fFAIL; /* * Stop up any residual loopholes. */ if ( dam > 1200 && (!entEsCh(ent) || entGetCh(ent) != victim) && dt >= TYPE_HIT ) { bugf( "newdamage: %d, max 1200, ent %s(%d), vict %s(%d), cuarto %d", dam, entidadToString(ent), entidadGetVnum(ent), victim->name, CHARVNUM(victim), victim->in_room->vnum ); dam = 1200; if ( ch ) { OBJ_DATA *arma = get_eq_char( ch, WEAR_WIELD ); send_to_char("Realmente, no debieras hacer trampas.\n\r",ch); if (arma != NULL) { bugf( "Obj %s, vnum %d.", arma->name, arma->pIndexData->vnum ); extract_obj(arma, TRUE); } } } /* damage reduction */ if ( dam > 35) dam = (dam - 35)*0.5 + 35; if ( dam > 80) dam = (dam - 80)*0.5 + 80; if (ch) { if ( !IS_NPC(ch) ) dam *= pcdam / 100; else dam *= mobdam / 100; } if ( ch && (victim != ch) ) { /* * Certain attacks are forbidden. * Most other attacks are returned. */ if ( is_safe( ch, victim ) ) { stop_fighting(ch,FALSE); return fFAIL; } check_killer( ch, victim ); if ( victim->position > POS_STUNNED ) { if ( victim->fighting == NULL ) { set_fighting( victim, ch ); if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_KILL ) ) mp_percent_trigger( chToEnt(victim), chToEnt(ch), NULL, NULL, TRIG_KILL ); } if (victim->timer <= 4) victim->position = POS_FIGHTING; } if ( ch->position > POS_STUNNED ) { if ( ch->fighting == NULL ) set_fighting( ch, victim ); } /* * More charm stuff. */ if ( victim->master == ch ) stop_follower( victim ); } /* * Inviso attacks ... not. */ if ( ch && IS_AFFECTED(ch, AFF_INVISIBLE) ) { affect_strip( ch, gsn_invis ); affect_strip( ch, gsn_mass_invis ); affect_strip( ch, gsn_predinvis ); REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); act( "$n aparece en esta realidad.", ch, NULL, NULL, TO_ROOM ); } /* * Damage modifiers. */ if ( dam > 1 && !IS_NPC(victim) && victim->pcdata->condition[COND_DRUNK] > 10 ) dam = 9 * dam / 10; if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) && ch != victim ) dam = 3 * dam / 4; /* /2 */ if ( dam > 1 && ch && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) ) || (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) )) ) dam -= dam / 4; immune = FALSE; /* * Check for parry, and dodge. */ if ( ch && dt >= TYPE_HIT && ch != victim) { if ( check_parry( ch, victim ) ) return fFAIL; if ( check_dodge( ch, victim ) ) return fFAIL; if ( check_shield_block(ch,victim)) return fFAIL; } switch(check_immune(victim,dam_type)) { case(IS_IMMUNE): immune = TRUE; dam = 0; break; case(IS_RESISTANT): dam -= dam/4; /* 3 */ break; case(IS_VULNERABLE): dam += dam/4; /* 2 */ break; } if (show) new_dam_message( ent, victim, dam, dt, immune ); if (dam < 1) return fFAIL; /* * Hurt the victim. * Inform the victim of his new state. */ if ( ch && (ch != victim) ) { fd = fdata_lookup( ch, victim->id ); if ( !fd ) fd = give_fd( ch, victim ); fd->dam += dam; } victim->hit -= dam; if ( !IS_NPC(victim) && victim->hit < 1 ) { if ( getNivelPr(victim) >= LEVEL_IMMORTAL || (ch && ch == victim && EN_ARENA(victim)) || IS_SET(victim->in_room->room_flags, ROOM_PROTOTIPO) ) victim->hit = 1; } update_pos( victim ); switch( victim->position ) { case POS_MORTAL: act( "$n esta mortalmente herido, y morira pronto, si no es ayudado.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Estas mortalmente herido, y moriras pronto, si no te ayudan.\n\r", victim ); break; case POS_INCAP: act( "$n esta incapacitado y morira lentamente, si no es ayudado.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Estas incapacitado y moriras lentamente, si no te ayudan.\n\r", victim ); break; case POS_STUNNED: act( "$n esta inconsciente, pero probablemente se recuperara.", victim, NULL, NULL, TO_ROOM ); send_to_char("Estas inconsciente, pero probablemente te recuperaras.\n\r", victim ); break; case POS_DEAD: act( "$n ha #BMUERTO#b!!", victim, 0, 0, TO_ROOM ); send_to_char( "Has #BMUERTO#b!!\n\r\n\r", victim ); break; default: if ( dam > victim->max_hit / 4 ) send_to_char( "Eso realmente #BDOLIO#b!\n\r", victim ); if ( victim->hit < victim->max_hit / 4 ) send_to_char( "Seguramente estas #3SANGRANDO#n!\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 ) { int puntos = 0; if ( ch && EN_ARENA(victim) ) { check_arena(ch, victim); return victdead; } if ( !EN_ARENA(victim) && war == FALSE ) puntos = group_gain( ent, victim ); if ( !IS_NPC(victim) ) { sprintf( log_buf, "%s murio a manos de %s(%s) en %d", victim->name, entidadToStringNoColor(ent), entidadGetTipo(ent), victim->in_room->vnum ); log_string( log_buf ); /* * Dying penalty: * 2/3 way back to previous level. */ if ( victim->exp > EXP_NIVEL(victim,getNivelPr(victim)-1) + 2*EXP_NIVEL(victim,1)/3 ) { int xp_lose; xp_lose = (EXP_NIVEL(victim,getNivelPr(victim) - 1) + EXP_NIVEL(victim,1)/3 - victim->exp) / 2 + 50; xp_lose = UMAX(-1 * exp_per_level(victim,victim->pcdata->points), xp_lose); if ( xp_lose < 0 ) gain_exp( victim, xp_lose ); } } sprintf( log_buf, "%s[%d] got toasted by %s(%s,%dxp) at %s [room %d]", (IS_NPC(victim) ? victim->short_descr : victim->name), CHARVNUM(victim), entidadToString(ent), entidadGetTipo(ent), puntos, victim->in_room->name, victim->in_room->vnum); if (IS_NPC(victim)) wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0); else wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0); if ( ch ) { if ( !IS_NPC(ch) && is_clan(ch) ) { if ( IS_NPC(victim) ) get_clan_table(ch->clan)->mkills++; else get_clan_table(ch->clan)->pkills++; } if ( !IS_NPC(victim) && is_clan(victim) ) { if ( IS_NPC(ch) ) get_clan_table(victim->clan)->mdeaths++; else get_clan_table(victim->clan)->pdeaths++; } if ( ch != victim && !IS_NPC(ch) && !IS_NPC(victim) && is_clan(ch) && is_clan(victim) && is_same_clan(ch, victim) ) { char buf[MIL]; get_clan_table(victim->clan)->illpkills++; if ( ch->pcdata->clan_status < victim->pcdata->clan_status && ch->pcdata->max_clan_status >= victim->pcdata->clan_status ) { clanlog( ch->clan, "%s subio al rango %s desde el %s matando a %s", ch->name, lookup_clan_status(victim->pcdata->clan_status), lookup_clan_status(ch->pcdata->clan_status), victim->name ); ch->pcdata->clan_status = victim->pcdata->clan_status; sprintf( buf, "Ahora eres #B%s#b del clan #B%s#b!\n\r", lookup_clan_status(ch->pcdata->clan_status), get_clan_table(ch->clan)->name ); send_to_char( buf, ch ); sprintf( buf, "Ahora eres #B%s#b del clan #B%s#b!\n\r", lookup_clan_status(victim->pcdata->clan_status), get_clan_table(ch->clan)->name ); send_to_char( buf, victim ); } else if ( ch->pcdata->clan_status == victim->pcdata->clan_status && victim->pcdata->min_clan_status <= victim->pcdata->clan_status - 1 ) { clanlog( ch->clan, "%s bajo de rango %s a %s al ser muerto por %s", victim->name, lookup_clan_status(victim->pcdata->clan_status), lookup_clan_status(UMAX(0, victim->pcdata->clan_status - 1)), ch->name ); victim->pcdata->clan_status = UMAX(0, victim->pcdata->clan_status - 1); sprintf( buf, "Ahora eres #B%s#b del clan #B%s#b!\n\r", lookup_clan_status(victim->pcdata->clan_status), get_clan_table(ch->clan)->name ); send_to_char( buf, victim ); } REMOVE_BIT( ch->act, PLR_KILLER ); REMOVE_BIT( victim->act, PLR_KILLER ); } } /* clan */ /* * Death trigger */ if ( ch && IS_NPC( victim ) ) { if ( HAS_TRIGGER( victim, TRIG_DEATH) ) { victim->position = POS_STANDING; mp_percent_trigger( chToEnt(victim), chToEnt(ch), NULL, NULL, TRIG_DEATH ); } if ( getNivelPr(victim) >= 30 && victim->pIndexData->killed > 4 && mem_lookup_id(victim->pIndexData->memoria, ch->id) == NULL ) { MEM_DATA * mem = new_mem_data(); mem->id = ch->id; mem->reaction = MEM_HOSTILE; mem->when = current_time; mem->next = victim->pIndexData->memoria; victim->pIndexData->memoria = mem; } } /* dump the flags */ if (ch && ch != victim && !IS_NPC(ch) && !IS_NPC(victim) && (!is_clan(ch) || !is_clan(victim) || ( is_clan(ch) && is_clan(victim) && !is_same_clan(ch,victim) ) ) ) { if (IS_SET(victim->act,PLR_KILLER)) REMOVE_BIT(victim->act,PLR_KILLER); if (IS_SET(victim->act,PLR_THIEF)) REMOVE_BIT(victim->act,PLR_THIEF); } raw_kill ( ent, victim, dam_type ); /* RT new auto commands */ if ( ch && !IS_NPC(ch) && (corpse = get_obj_list(ch,"corpse",ch->in_room->contents)) != NULL && corpse->item_type == ITEM_CORPSE_NPC && can_see_obj(ch,corpse)) { OBJ_DATA *coins; if ( IS_SET(ch->act, PLR_AUTOLOOT) && corpse->contains) /* not empty */ do_get( ch, "all corpse" ); if (IS_SET(ch->act,PLR_AUTOGOLD) && 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 ( IS_SET(ch->act, PLR_AUTOSAC) ) { if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse->contains) return victdead; /* leave if corpse has treasure */ else do_sacrifice( ch, "corpse" ); } } return victdead; } if ( victim == ch ) return fOK; /* * Take care of link dead people. */ if ( !IS_NPC(victim) && victim->desc == NULL ) { if ( number_range( 0, victim->wait ) == 0 ) { do_recall( victim, "" ); return fOK; } } /* * 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 / 4) || ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room != victim->in_room ) ) do_flee( victim, "" ); } if ( !IS_NPC(victim) && victim->hit > 0 && victim->hit <= victim->wimpy && victim->wait < PULSE_VIOLENCE / 2 ) { do_flee( victim, "" ); } tail_chain( ); return fOK; } void new_dam_message( Entity * ent, 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; CHAR_DATA *ch = entEsCh(ent) ? entGetCh(ent) : NULL; /* buf1 ... TO_ROOM */ /* buf2 ... TO_CHAR */ /* buf3 ... TO_VICT */ if (victim == NULL) return; if ( dam == 0 ) { vs = "yerra"; vp = "yerra"; } else if ( dam <= 4 ) { vs = "rozas"; vp = "roza"; } else if ( dam <= 8 ) { vs = "rasgunas"; vp = "rasguna"; } else if ( dam <= 12 ) { vs = "aranas"; vp = "arana"; } else if ( dam <= 16 ) { vs = "lastimas"; vp = "lastima"; } else if ( dam <= 20 ) { vs = "hieres"; vp = "hiere"; } else if ( dam <= 24 ) { vs = "danas"; vp = "dana"; } else if ( dam <= 28 ) { vs = "diezmas"; vp = "diezma"; } else if ( dam <= 32 ) { vs = "rompes"; vp = "rompe"; } else if ( dam <= 36 ) { vs = "quiebras"; vp = "quiebra"; } else if ( dam <= 40 ) { vs = "#BMUTILAS#b"; vp = "#BMUTILA#b"; } else if ( dam <= 44 ) { vs = "#BDESTRIPAS#b"; vp = "#BDESTRIPA#b"; } else if ( dam <= 48 ) { vs = "#BDESMIEMBRAS#b"; vp = "#BDESMIEMBRA#b"; } else if ( dam <= 52 ) { vs = "#BMASACRAS#b"; vp = "#BMASACRA#b"; } else if ( dam <= 56 ) { vs = "#BDESGARRAS#b"; vp = "#BDESGARRA#b"; } else if ( dam <= 60 ) { vs = "#BDESTROZAS#b"; vp = "#BDESTROZA#b"; } else if ( dam <= 67 ) { vs = "*** #BDEMUELES#b ***"; vp = "*** #BDEMUELE#b ***"; } else if ( dam <= 75 ) { vs = "*** #BDEVASTAS#b ***"; vp = "*** #BDEVASTA#b ***"; } else if ( dam <= 90 ) { vs = "=== #BDESFIGURAS#b ==="; vp = "=== #BDESFIGURA#b ==="; } else if ( dam <= 100) { vs = "=== #BELIMINAS#b ==="; vp = "=== #BELIMINA#b ==="; } else if ( dam <= 125) { vs = "#B#F>>> ANIQUILAS <<<#b#f"; vp = "#B#F>>> ANIQUILA <<<#b#f"; } else if ( dam <= 150) { vs = "#B#F<<< ERRADICAS >>>#b#f"; vp = "#B#F<<< ERRADICA >>>#b#f"; } else if ( dam <= 175) { vs = "#B#F<<<- DESTRUYES ->>>#b#f"; vp = "#B#F<<<- DESTRUYE ->>>#b#f"; } else if ( dam <= 200) { vs = "hace cosas #BINCREIBLES#b"; vp = "hace cosas #BINCREIBLES#b"; } else if ( dam <= 250) { vs = "hace cosas #BIMPRESIONANTES#b"; vp = "hace cosas #BIMPRESIONANTES#b"; } else if ( dam <= 300) { vs = "hace cosas #BIRRACIONALES#b"; vp = "hace cosas #BIRRACIONALES#b"; } else if ( dam <= 400) { vs = "hace #B#FCHUPETE#b#f"; vp = "hace #B#FCHUPETE#b#f"; } else { vs = "hace cosas #B#FINDESCRIPTIBLES#b#f"; vp = "hace cosas #B#FINDESCRIPTIBLES#b#f"; } punct = (dam <= 24) ? '.' : '!'; if ( dt == TYPE_HIT ) { if (ch && ch == victim) { sprintf( buf1, "$n se %s%c",vp,punct); sprintf( buf2, "Te %s%c",vs,punct); } else { sprintf( buf1, "$n %s a $N%c", vp, punct ); sprintf( buf2, "Tu %s a $N%c", vs, punct ); sprintf( buf3, "$n te %s%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 { bugf( "new_dam_message : bad dt %d - %s", dt, entidadToString(ent) ); dt = TYPE_HIT; attack = attack_table[0].name; } if (immune) { if (ch && ch == victim) { sprintf(buf1,"$n no es afectado por su %s.", attack); sprintf(buf2,"Por suerte, eres inmune a eso."); } else { sprintf(buf1,"$N no fue afectado por %s %s de $n!", TIPO(attack), attack); sprintf(buf2,"$N no fue afectado por tu %s!",attack); sprintf(buf3,"%s %s de $n es inutil en tu contra.", TIPO(attack), attack); } } else { if (ch && ch == victim) { sprintf( buf1, "$n's %s %s $m%c",attack,vp,punct); sprintf( buf2, "Tu %s te %s%c",attack,vp,punct); } else { sprintf( buf1, "%s %s de $n %s a $N%c", TIPO(attack), attack, vp, punct ); sprintf( buf2, "Tu %s %s a $N%c%s", attack, vp, punct, (ch && IS_IMMORTAL(ch)) ? parentesis(itos(dam)) : "" ); sprintf( buf3, "%s %s de $n te %s%c%s", TIPO(attack), attack, vp, punct, IS_IMMORTAL(victim) ? parentesis(itos(dam)) : "" ); } } } if (ch && ch == victim) { act(buf1,ch,NULL,NULL,TO_ROOM); act(buf2,ch,NULL,NULL,TO_CHAR); } else { new_act( buf1, ent, NULL, chToEnt(victim), TO_NOTVICT, POS_RESTING ); new_act( buf2, ent, NULL, chToEnt(victim), TO_CHAR, POS_RESTING ); new_act( buf3, ent, NULL, chToEnt(victim), TO_VICT, POS_RESTING ); } return; }