/**************************************************************************/
// fight.cpp -
/***************************************************************************
* The Dawn of Time v1.69r (c)1997-2004 Michael Garratt *
* >> A number of people have contributed to the Dawn codebase, with the *
* majority of code written by Michael Garratt - www.dawnoftime.org *
* >> To use this source code, you must fully comply with all the licenses *
* in licenses.txt... In particular, you may not remove this copyright *
* notice. *
***************************************************************************
* >> Original Diku Mud copyright (c)1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, & Katja Nyboe. *
* >> Merc Diku Mud improvements copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* >> ROM 2.4 is copyright 1993-1995 Russ Taylor and has been brought to *
* you by the ROM consortium: Russ Taylor(rtaylor@pacinfo.com), *
* Gabrielle Taylor(gtaylor@pacinfo.com) & Brian Moore(rom@rom.efn.org) *
* >> Oblivion 1.2 is copyright 1996 Wes Wagner *
**************************************************************************/
#include "include.h" // dawn standard includes
#include "clan.h"
#include "duel.h"
#include "msp.h"
#define MAX_DAMAGE_MESSAGE 43
/* command procedures needed */
DECLARE_DO_FUN(do_backstab );
DECLARE_DO_FUN(do_pbackstab );
DECLARE_DO_FUN(do_circle );
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_gore ); // Kerenos
DECLARE_DO_FUN(do_disarm_trap );
DECLARE_DO_FUN(do_visible );
DECLARE_SPEC_FUN( spec_cast_mage );
DECLARE_SPEC_FUN( spec_cast_cleric );
char *get_weapontype(OBJ_DATA *obj);
void landchar( char_data *ch);
int group_max_level_attacking_victim(char_data *killer, char_data *victim );
void group_bypass_killer_penatly(char_data *killer, char_data *victim, bool death);
void pkill_note_required_message(char_data *ch, char_data *victim, bool bypass_duel_used);
bool can_join_combat( char_data *attacker, char_data *victim);
char * const death_cry_dir_name[]=
{
"the north", "the east", "the south", "the west", "above", "below",
"the northeast", "the southeast", "the southwest", "the northwest"
};
/*
* Local functions.
*/
void pkill_autonote args(( char_data *ch, char_data *victim ));
void check_assist args(( char_data *ch, char_data *victim ));
bool check_dodge args(( char_data *ch, char_data *victim ));
bool check_parry args(( char_data *ch, char_data *victim ));
bool check_shield_block args(( char_data *ch, char_data *victim ));
void dam_message args(( char_data *ch, char_data *victim, int dam,
int dt, bool immune ));
void death_cry args(( char_data *ch, char_data *killer ));
void group_gain args(( char_data *ch, char_data *victim ));
int xp_compute args(( char_data *gch, char_data *victim,
int total_levels));
bool is_safe args(( char_data *ch, char_data *victim ));
void make_corpse args(( char_data *ch, char *killer ));
void one_hit args(( char_data *ch, char_data *victim, int dt, bool second ));
void mob_hit args(( char_data *ch, char_data *victim, int dt ));
void set_fighting args(( char_data *ch, char_data *victim ));
void disarm args(( char_data *ch, char_data *victim ));
void entangle args(( char_data *ch, char_data *victim ));
void mount args(( char_data *, char_data * ));
void dismount args(( char_data * ));
void show_list_to_char args(( OBJ_DATA *list, char_data *ch, char * filter,
bool fShort, bool fShowNothing ));
/**************************************************************************/
// lame way to do this, but it was in the oblivion code and I
// can't be bothered changing it cause the code is only called
// when a pkill happens - it was originally put in update_handler() with
// ran everytime violence_update() was called!!!
void check_death_update(void)
{
char buf[MSL];
char_data *victim;
char_data *next_player;
for ( victim = player_list; victim; victim = next_player )
{
next_player=victim->next_player;
if(victim->pcdata->karns<0)
{
flush_char_outbuffer(victim);
victim->printf(
"You have been pkilled when you had no karns. The system is if you\r\n"
"are pkilled you lose a karn, if you are pkilled when you have no karns\r\n"
"the death is considered permanent.\r\n"
"Please keep in mind that it is bad RP to discuss this unless you think\r\n"
"it was a OOC pkill. If you consider it ooc please note it to admin\r\n"
"we will see what we can do about it.\r\n");
flush_char_outbuffer(victim);
logf( "PERMDEATH: Closing link to %s.", victim->name);
char subject[MIL];
sprintf(subject,"`RPERMDEATH:`W %s!`x", victim->name);
autonote(NOTE_INOTE, "Your friendly neighbourhood pkill system",
subject, "imm", "Subject says it all.", true);
flush_char_outbuffer(victim);
autonote(NOTE_PKNOTE, "Your friendly neighbourhood pkill system",
subject, "imm", "Subject says it all.", true);
char filenamebuf[MIL];
strcpy(filenamebuf, pfilename(victim->name, victim->pcdata->pfiletype));
// disconnect them
extract_char(victim,true);
connection_close(victim->desc);
// move them to the dead directory
sprintf(buf,"mv %s %s &", filenamebuf, DEAD_DIR);
logf("Systeming: '%s'", buf);
system(buf);
}
}
}
/**************************************************************************/
/*
* 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; ch = ch_next )
{
ch_next = ch->next;
if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
continue;
// do a room check
if( ch->in_room!=ch->fighting->in_room){
bug("violence_update(): ch->in_room != ch->fighting->in_room");
stop_fighting(ch,false);
continue;
}
if(ch->bleeding)
{
damage( ch, ch, ch->bleeding, TYPE_UNDEFINED, DAM_NONE,false);
act("$n's deteriorating condition is very apparent.",
ch,NULL,NULL,TO_ROOM);
ch->println("You lose even more blood.");
}
if(ch->is_stunned)
{
ch->is_stunned-=1;
if(ch->is_stunned<=0)
{
ch->position=POS_RESTING;
ch->is_stunned=0;
ch->println("You are no longer stunned.");
}
}
if(ch->will_die)
{
ch->will_die-=20;
if(ch->will_die<=0)
{
ch->will_die=0;
// we know victim exists and is in the same room
kill_char(ch, victim);
continue;
}
}
if ( IS_AWAKE(ch) && ch->in_room == victim->in_room ){
multi_hit( ch, victim, TYPE_UNDEFINED );
}else{
stop_fighting( ch, false ); // Violence_update - not awake/diff room
}
if (( victim = ch->fighting ) == NULL )
continue;
// Fun for the whole family!
check_assist(ch,victim);
if ( IS_NPC( ch ) ) {
if ( HAS_TRIGGER( ch, TRIG_FIGHT ) )
mp_percent_trigger( ch, victim, NULL, NULL, TRIG_FIGHT );
if ( HAS_TRIGGER( ch, TRIG_HPCNT ) )
mp_hprct_trigger( ch, victim );
}
}
return;
}
/**************************************************************************/
int get_sublevels_for_level(int level);
// Called when a player/mob victim is killed:
// - victim position should be POS_DEAD when called
// - handles the loss of karns, and reseting of karn countdowns
// loss of xp when dieing
// - records mobkills, pkills, pkdefeat, pkools
// - does NOT handle pknorecall, pksafe
// - autolooting
// - autonoting pkills
// - mob death trigger
void kill_char(char_data *victim, char_data *ch)
{
if(victim->position != POS_DEAD ){
bug("kill_char(): victim->position != POS_DEAD ");
return;
}
if(!IS_VALID(ch)){
bugf("kill_char(): ch (%d) is not valid!", ch->vnum());
}
ROOM_INDEX_DATA *deathroom;
if(ch->in_room){
deathroom=ch->in_room;
}else if(victim->in_room){
deathroom=victim->in_room;
bug("kill_char(): ch->in_room==NULL, setting it to victim->in_room");
ch->in_room=victim->in_room;
}else{
bugf("kill_char(): Couldn't find DEATHROOM!!!... setting it to limbo.");
deathroom=get_room_index(ROOM_VNUM_LIMBO);
assertp(deathroom);
}
group_gain( ch, victim );
// record mob kill values
if (!IS_NPC(ch) && IS_NPC(victim)){
ch->pcdata->mkills++;
}else if (IS_NPC(ch) && !IS_NPC(victim)){
victim->pcdata->mdefeats++;
}
if ( !IS_NPC(victim) )
{
if (IS_NPC(ch)){ // mob killed player
sprintf( log_buf, "%s mkilled by %s at %d (kill_char())",
victim->name,
ch->short_descr,
deathroom->vnum);
// send the info
info_broadcast(victim, "%s has been toasted by %s.", victim->name, ch->short_descr);
// Log mobkills
{
char mklogbuf[MSL];
sprintf( mklogbuf, "%s mkilled by %s at %d (kill_char())",
victim->name,
ch->short_descr,
deathroom->vnum);
append_datetime_ch_to_file( ch, MKILL_LOGFILE, mklogbuf);
}
}else{ // player killed player
sprintf( log_buf, "%s pkilled by %s at %d (kill_char())",
victim->name,
ch->name,
deathroom->vnum);
// send the info
info_broadcast(victim, "%s has been toasted by %s!", victim->name, ch->name);
}
log_string( log_buf );
if(ch->pkool>0 && victim->level<5){
// ch didn't start the fight so they dont get the pkills on them
// reducing their max karns
ch->pkkills--;
}
if(victim->level<11 && !IS_LETGAINED(victim) && GAMESETTING_LETGAINING_IS_REQUIRED){
if(!GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
ch->pkool+=4000;
}
}
// pk system
if(ch!=victim && !IS_NPC(ch) && !IS_NPC(victim))
{
ch->pkkills+=1;
victim->pkdefeats+=1;
if(!GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
// new pk karn system
if(group_max_level_attacking_victim(ch, victim)<=victim->level+10){
victim->pcdata->karns--;
if(GAMESETTING(GAMESET_NOPERMDEATH) && victim->pcdata->karns<0){
victim->pcdata->karns=0;
}
if(victim->pcdata->karns) // if they actually lost a karn
{
victim->println(
"From within your body you feel a surge of energy,\r\n"
"a ball of light departs from your body and disappears!");
}
}
group_bypass_killer_penatly(ch, victim, true);
if(GAMESETTING3(GAMESET3_KILLER_SYSTEM_ENABLED)
&& !IS_SET(victim->dyn, DYN_STARTED_FIGHT))
{
// mark the attackers as killers if the victim didn't start the fight
char_data *gch;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( !IS_NPC(gch) && gch->fighting==victim && is_same_group( gch, ch))
{
if(!IS_KILLER(gch)){
ch->println( "*** You are now tagged as a KILLER!! ***");
}
gch->pcdata->killer_until=current_time+ (60*game_settings->killer_system_tagged_duration);
save_char_obj( gch );
}
}
}
// reduce the victims killer timer
if(IS_KILLER(victim)){
victim->pcdata->killer_until-=
(60*game_settings->killer_system_death_reduction_duration);
if(!IS_KILLER(victim)){
victim->pcdata->killer_until=0;
}
}
// update duels to protect victim
duel_protect_victim(victim);
// karn checking is done at the end of this function
}
if( ch->pknorecall==0){
ch->pknorecall=5;
}
ch->pknoquit=UMAX(ch->pknorecall,ch->pknoquit);
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
ch->pknoquit=UMIN(ch->pknoquit,2);
}
victim->pcdata->next_karn_countdown=
UMIN(victim->pcdata->next_karn_countdown,GET_NEW_KARN_COUNTER(victim));
// autonote the pkill
pkill_autonote(ch, victim);
// deactivate autopkassist
if (IS_SET(victim->dyn,DYN_AUTOPKASSIST))
{
victim->println("`YYour autopkassist setting has been deactivated.`x");
REMOVE_BIT(victim->dyn,DYN_AUTOPKASSIST);
}
// remove thief status on death
if(IS_THIEF(victim)){
victim->println("You are no longer marked as a thief");
victim->pcdata->thief_until=0;
}
}
// Dying penalty: 2/3 way back to previous level for those level 20 or lower
{
if(victim->level<21)
{
if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
* victim->level )
{
gain_exp( victim, (2 * (exp_per_level(victim,victim->pcdata->points)
* victim->level - victim->exp)/3) + 50 );
}
}
else
{
int xp_amount;
if(victim->level>50){
xp_amount=500+(get_sublevels_for_level( victim->level) *150);
}else{
xp_amount=500;
}
if(IS_HERO(victim)){
if(GAMESETTING5(GAMESET5_HEROS_DONT_LOSE_XP_FOR_DYING)){
victim->printlnf("You would have lost %d xp if you weren't a hero.", xp_amount);
}else{
victim->printlnf("You have lost %d xp.", xp_amount);
gain_exp( victim, -xp_amount);
}
}else{
victim->printlnf("You have lost %d xp.", xp_amount);
gain_exp( victim, -xp_amount);
}
if ( IS_HERO( victim )){
do_heroxp( victim, -xp_amount);
}
if(victim->exp<exp_per_level(victim,victim->pcdata->points)* victim->level )
{
drop_level(victim);
check_perm_damage(victim);
}else{
if(number_range(1,get_sublevels_for_level( victim->level+5))<2){
check_perm_damage(victim);
}else{
victim->println("Luckily you have not suffered serious injury.");
}
}
}
}
}
sprintf( log_buf, "%s [lvl %d] got toasted by %s at %s [lvl %d] [room %d] (%s)",
(IS_NPC(victim) ? victim->short_descr : victim->name),
victim->level,
(IS_NPC(ch) ? ch->short_descr : ch->name),
deathroom->name, ch->level, deathroom->vnum,
deathroom->area->name);
if (IS_NPC(victim)){
wiznet(log_buf,NULL,NULL,WIZ_MOBDEATHS,0,0);
}else{
wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0);
}
// Death trigger mobprog trigger
if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_DEATH) )
{
victim->position = POS_STANDING;
mp_percent_trigger( victim, ch, NULL, NULL, TRIG_DEATH );
}
ch->mobmemory = NULL;
victim->mobmemory = NULL;
raw_kill( victim, ch );
// handle players autolooting and autogold mob corpses
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
OBJ_DATA *corpse;
corpse = get_obj_list( ch, "corpse", deathroom->contents );
if(corpse && corpse->contains) // a corpse exists and isnt empty
{
if (IS_SET(ch->act, PLR_AUTOLOOT))
{
do_get( ch, "all corpse" );
}
else
{
if(IS_SET(ch->act,PLR_AUTOGOLD) )
{
OBJ_DATA *coins=get_obj_list(ch,"gcash",corpse->contains);
if (coins)
{
do_get(ch, "all.gcash corpse");
}
}
}
}
if ( corpse
&& HAS_CONFIG(ch, CONFIG_AUTOEXAMINE)
&& !IS_SET( ch->act,PLR_AUTOLOOT ))
{
act( "$p holds:", ch, corpse, NULL, TO_CHAR );
show_list_to_char( corpse->contains, ch, "", true, true );
}
}
if(!IS_NPC(victim)){
check_death_update();
}
}
/**************************************************************************/
// for auto assisting
// victim is being attacked by ch... will rch join in
void check_assist(char_data *ch,char_data *victim)
{
char_data *rch, *rch_next;
for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
{
rch_next = rch->next_in_room;
if (IS_AWAKE(rch) && rch->fighting == NULL)
{
// quick check for ASSIST_PLAYER
if (!IS_NPC(ch) && IS_NPC(rch)
&& IS_SET(rch->off_flags,ASSIST_PLAYERS)
&& rch->level + 6 > victim->level)
{
do_emote(rch,"screams and attacks!");
multi_hit(rch,victim,TYPE_UNDEFINED);
continue;
}
// PCs next
if (!IS_NPC(ch) || IS_AFFECTED(ch,AFF_CHARM))
{
if( !is_same_group(ch,rch)
|| !can_join_combat(rch, victim)
|| is_safe(rch, victim)){
continue;
}
if(IS_NPC(victim)){
if(!IS_AFFECTED(rch,AFF_CHARM)
&& !(!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST))){
continue;
}
}else{
if(IS_NPC(rch)){
if(!IS_AFFECTED(rch,AFF_CHARM)){
continue;
}
}else{
if(!IS_SET(rch->dyn,DYN_AUTOPKASSIST)){
rch->println("`YYou dont automatically assist because you dont have autopkassist is off.`x");
continue;
}
}
}
// player attacking another player
if (!IS_NPC(rch) && !IS_NPC(victim))
{
logf( "%s attacking %s at %d (check_assist()(charm) might start pkill)",
rch->name,
victim->name,
rch->in_room->vnum );
}
multi_hit (rch,victim,TYPE_UNDEFINED);
continue;
}
//for horse attacking characters
if (victim->fighting && victim->fighting==rch->mounted_on)
{
// player attacking another player
if (!IS_NPC(rch) && !IS_NPC(victim))
{
logf( "%s attacking %s at %d (check_assist() might start pkill)",
rch->name,
victim->name,
rch->in_room->vnum );
}
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->helpgroup && rch->helpgroup == ch->group)
|| (IS_NPC(rch) && rch->race == ch->race
&& IS_SET(rch->off_flags,ASSIST_RACE))
|| (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN)
&& ((IS_GOOD(rch) && IS_GOOD(ch))
|| (IS_EVIL(rch) && IS_EVIL(ch))
|| (IS_NEUTRAL(rch) && IS_NEUTRAL(ch))))
|| (rch->pIndexData == ch->pIndexData
&& IS_SET(rch->off_flags,ASSIST_VNUM)))
{
char_data *vch;
char_data *target;
int number;
if (number_bits(1) == 0)
continue;
target = NULL;
number = 0;
for (vch = ch->in_room->people; vch; vch = vch->next)
{
if (can_see(rch,vch)
&& is_same_group(vch,victim)
&& number_range(0,number) == 0)
{
target = vch;
number++;
}
}
if (target != NULL)
{
do_emote(rch,"screams and attacks!");
multi_hit(rch,target,TYPE_UNDEFINED);
}
}
}
}
}
}
/**************************************************************************/
// Do one group of attacks.
void multi_hit( char_data *ch, char_data *victim, int dt )
{
int chance;
if(IS_MOUNTED(ch))
{
ch->println("Cant do that.");
return;
}
if(!IS_NPC(ch) && !IS_NPC(victim) && ch!=victim)
{
// transfer those to the void that are attacked
// while linkdead and dont have a pkill timer
if ( victim->pknorecall ==0
&& IS_LINKDEAD(victim)
&& victim->was_in_room == NULL
&& victim->in_room != NULL )
{
victim->was_in_room = victim->in_room;
if ( victim->fighting != NULL ){
stop_fighting( victim, true ); // Multi_hit linkdead transfer to void
}
act( "$n disappears into the void.", victim, NULL, NULL, TO_ROOM );
victim->println("You disappear into the void.");
if (victim->level > 1)
save_char_obj( victim);
char_from_room( victim);
char_to_room( victim, get_room_index( ROOM_VNUM_LIMBO ) );
return;
}
ch->pknorecall=15;
victim->pknorecall=15;
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
ch->pknoquit =2;
victim->pknoquit=2;
}else{
ch->pknoquit =20;
victim->pknoquit=20;
}
}
// decrement the wait
if (ch->desc == NULL)
ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE);
if (ch->desc == NULL)
ch->daze = UMAX(0,ch->daze - PULSE_VIOLENCE);
// no attacks for stunnies -- just a check
if (ch->position < POS_RESTING)
return;
if (IS_NPC(ch))
{
mob_hit(ch,victim,dt);
return;
}
one_hit( ch, victim, dt, false );
if (ch->fighting != victim)
return;
if (IS_AFFECTED(ch,AFF_HASTE))
one_hit(ch,victim,dt,false);
// extra attack if defending your mount
if (victim->fighting==ch->mounted_on)
one_hit(ch,victim,dt,false);
if (get_eq_char (ch, WEAR_SECONDARY))
{
if(GAMESETTING2(GAMESET2_NO_SECOND_SKILL_REQUIRED)){
one_hit( ch, victim, dt, true );
if ( ch->fighting != victim ){
return;
}
}else{
if(number_range(ch->get_skill(gsn_second), 100)>90){
check_improve(ch,gsn_second,true,5);
one_hit( ch, victim, dt, true );
if ( ch->fighting != victim ){
return;
}
}else{
check_improve(ch,gsn_second,false,1);
}
}
}
if ( ch->fighting != victim || dt == gsn_backstab )
return;
chance = get_skill(ch,gsn_second_attack)/2;
if (IS_AFFECTED(ch,AFF_SLOW))
chance /= 2;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, false );
check_improve(ch,gsn_second_attack,true,5);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_third_attack)/3;
if (IS_AFFECTED(ch,AFF_SLOW))
chance = 0;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, false );
check_improve(ch,gsn_third_attack,true,6);
if ( ch->fighting != victim )
return;
}
chance = get_skill(ch,gsn_quad_attack)/2;
if (IS_AFFECTED(ch,AFF_SLOW))
chance = 0;
if ( number_percent( ) < chance )
{
one_hit( ch, victim, dt, false );
check_improve(ch,gsn_quad_attack,true,7);
if ( ch->fighting != victim )
return;
}
return;
}
/**************************************************************************/
// procedure for all mobile attacks
void mob_hit (char_data *ch, char_data *victim, int dt)
{
int chance,number;
char_data *vch, *vch_next;
one_hit(ch,victim,dt,false);
if (ch->fighting != victim)
return;
// Area attack -- BALLS nasty!
// mobs get the extra attack too if defending mount
if (victim->fighting==ch->mounted_on)
one_hit(ch,victim,dt,false);
if (IS_SET(ch->off_flags,OFF_AREA_ATTACK))
{
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if ((vch != victim && vch->fighting == ch))
one_hit(ch,vch,dt,false);
}
}
if (IS_AFFECTED(ch,AFF_HASTE)
|| (IS_SET(ch->off_flags,OFF_FAST) && !IS_AFFECTED(ch,AFF_SLOW)))
one_hit(ch,victim,dt,false);
if (ch->fighting != victim || dt == gsn_backstab)
return;
chance = get_skill(ch,gsn_second_attack)/2;
if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST))
chance /= 2;
if (number_percent() < chance)
{
one_hit(ch,victim,dt,false);
if (ch->fighting != victim)
return;
}
chance = get_skill(ch,gsn_third_attack)/4;
if (IS_AFFECTED(ch,AFF_SLOW) && !IS_SET(ch->off_flags,OFF_FAST))
chance = 0;
if (number_percent() < chance)
{
one_hit(ch,victim,dt,false);
if (ch->fighting != victim)
return;
}
// oh boy! Fun stuff!
if (ch->wait > 0)
return;
number = number_range(0,2);
if (number == 1 && IS_SET(ch->act,ACT_MAGE)){
spec_cast_mage(ch);
return;
}
if (number == 2 && IS_SET(ch->act,ACT_CLERIC)){
spec_cast_cleric(ch);
return;
}
// now for the skills
number = number_range(0,9);
switch(number)
{
case (0) :
if (IS_SET(ch->off_flags,OFF_BASH))
do_bash(ch,"");
break;
case (1) :
if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK))
do_berserk(ch,"");
break;
case (2) :
if (IS_SET(ch->off_flags,OFF_DISARM)
|| (get_weapon_sn(ch) != gsn_hand_to_hand
&& (IS_SET(ch->act,ACT_WARRIOR)
|| IS_SET(ch->act,ACT_THIEF))))
do_disarm(ch,"");
break;
case (3) :
if (IS_SET(ch->off_flags,OFF_KICK))
do_kick(ch,"");
break;
case (4) :
if (IS_SET(ch->off_flags,OFF_KICK_DIRT))
do_dirt(ch,"");
break;
case (5) :
if (IS_SET(ch->off_flags,OFF_CIRCLE))
{
do_circle(ch,"");
}
break;
case (6) :
if (IS_SET(ch->off_flags,OFF_TRIP))
do_trip(ch,"");
break;
case (7) :
if (IS_SET(ch->off_flags,OFF_CRUSH))
{
/* do_crush(ch,"") */ ;
}
break;
case (8) :
if (IS_SET(ch->off_flags,OFF_BACKSTAB))
{
do_pbackstab(ch,"");
}
case (9) :
if ( IS_SET( ch->off_flags, OFF_GORE ))
do_gore( ch, "" );
break;
}
}
/**************************************************************************/
// Hit one guy once.
void one_hit( char_data *ch, char_data *victim, int dt, bool second )
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn,skill;
int dam_type;
int result;
int temp_hps;
sn = -1;
// just in case
if (victim == ch
|| ch == NULL || !IS_VALID(ch)
|| victim == NULL || !IS_VALID(victim))
{
return;
}
// Can't beat a dead char! and guard against weird room-leavings.
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
OBJ_DATA *primary_weapon= get_eq_char( ch, WEAR_WIELD );
OBJ_DATA *secondary_weapon= get_eq_char( ch, WEAR_SECONDARY);
// Figure out the type of damage message, first find the weapon
wield = second?secondary_weapon:primary_weapon;
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
if(second){ // swap over the secondary and primary to get sn
if(primary_weapon){
primary_weapon->wear_loc = WEAR_SECONDARY;
}
secondary_weapon->wear_loc = WEAR_WIELD;
sn = get_weapon_sn(ch);
if(primary_weapon){
primary_weapon->wear_loc = WEAR_WIELD;
}
secondary_weapon->wear_loc = WEAR_SECONDARY;
}else{
sn = get_weapon_sn(ch);
}
skill = 20 + get_weapon_skill(ch,sn);
if(second){
if(!GAMESETTING2(GAMESET2_NO_SECOND_SKILL_REQUIRED)){
skill*=(ch->get_skill(gsn_second)/100);
}
}
if ( get_eq_char( ch, WEAR_LODGED_ARM )){
skill -= 20;
}
if(HAS_CONFIG(ch,CONFIG_PRACSYS_TESTER)){
skill+=20;
}
/*
* Calculate to-hit-armor-clss-0 versus armor.
*/
if ( IS_NPC(ch) )
{
thac0_00 = 20;
thac0_32 = -4; /* as good as a thief */
if (IS_SET(ch->act,ACT_WARRIOR))
thac0_32 = -10;
else if (IS_SET(ch->act,ACT_THIEF))
thac0_32 = -4;
else if (IS_SET(ch->act,ACT_CLERIC))
thac0_32 = 2;
else if (IS_SET(ch->act,ACT_MAGE))
thac0_32 = 6;
}
else
{
thac0_00 = class_table[ch->clss].thac0_00;
thac0_32 = class_table[ch->clss].thac0_32;
}
thac0 = interpolate( ch->level, thac0_00, thac0_32 );
if (thac0 < 0)
thac0 = thac0/2;
if (thac0 < -5)
thac0 = -5 + (thac0 + 5) / 2;
thac0 -= GET_HITROLL(ch) * skill/100;
if(!IS_NPC(ch)){
// increase affect to hitroll for low pc newbies
if(ch->level<6){
thac0-= (6-ch->level)*2;
}
}else{
// decrease hitroll on low mobs when fighting newbies
if(ch->level<6 && victim->level<6){
thac0+= (6-victim->level)*2;
}
}
// make faerie fire do something
if(count_affected_by_base_spell( victim, gsn_faerie_fire )>0){
thac0-=number_range(1,3);
}
thac0 += 5 * (100 - skill) / 100;
if (dt == gsn_backstab)
thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));
if (dt == gsn_circle)
thac0 -= 7 * (100 - get_skill(ch,gsn_circle));
switch(dam_type)
{
case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10; break;
case(DAM_BASH): victim_ac = GET_AC(victim,AC_BASH)/10; break;
case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10; break;
default: victim_ac = GET_AC(victim,AC_EXOTIC)/10; break;
};
if (victim_ac < -15)
victim_ac = (victim_ac + 15) / 5 - 15;
if(victim->position==POS_FIGHTING)
victim_ac -= victim->modifiers[STAT_QU]/5;
if ( !can_see( ch, victim ) )
victim_ac -= 4;
if ( victim->position < POS_FIGHTING)
victim_ac += 4;
if (victim->position < POS_RESTING)
victim_ac += 6;
/*
* The moment of excitement!
*/
while ( ( diceroll = number_bits( 5 ) ) >= 20 )
;
if ( diceroll == 0
|| ( diceroll != 19 && diceroll < thac0 - victim_ac + num_enemies(ch) -
num_enemies(victim)))
{
/* Miss. */
damage( ch, victim, 0, dt, dam_type, true );
tail_chain( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC(ch) && wield == NULL)
{
dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
}
else
{
if (sn != -1){
check_improve(ch,sn,true,5);
}
if ( wield != NULL )
{
dam = dice(wield->value[1] ,wield->value[2]) * skill/100;
// Send MSP sound message
{
char weapon_sound[MIL];
sprintf(weapon_sound,"%s6.wav", get_weapontype( wield ));
msp_to_room(MSPT_COMBAT, weapon_sound,
0,
ch,
false,
true);
}
// if weapon is above their level reduce the damage accordingly
if (wield->level>ch->level)
{
dam=dam * ch->level / wield->level;
}
// if defending a mount get bunch of extra damage
if (victim->fighting==ch->mounted_on)
{
dam=dam * 11/7;
}
// add damage bonus/penalty for mountedness:
// - if riding <80 you get from 1 to 100 percent of original damage
// - if riding >=80 you get 100 to 120 percent
// - based on riding skill and random factors
// - if defending your mount, these bonuses/penalties do not apply
if ((ch->mounted_on!=NULL)&&(!IS_NPC(ch))
&&(victim->fighting!=ch->mounted_on))
{
if (get_skill(ch, gsn_riding)<80)
{
dam *=(((get_skill(ch, gsn_riding)+20) * number_range(10,100))
/10000);
}
else
{
dam+=dam*((number_range(1,100))*(get_skill(ch, gsn_riding)-80))/10000;
check_improve(ch, gsn_riding, true, 10);
}
}
// no shield or second weapon = more damage
if (!get_eq_char(ch, WEAR_SECONDARY)
&& !get_eq_char(ch,WEAR_SHIELD))
dam = dam * 6/5;
// sharpness!
if (IS_WEAPON_STAT(wield,WEAPON_SHARP))
{
int percent;
if ((percent = number_percent()) <= (skill / 8))
dam = 2 * dam + (dam * 2 * percent / 100);
}else if (IS_WEAPON_STAT(wield,WEAPON_VORPAL)) // can't have both effects
{
int percent;
if((percent=number_percent()) <=(skill/33))
dam = 6 * dam + (dam*4*percent/100);
}
if ( IS_GOOD(victim)
&& IS_WEAPON_STAT(wield,WEAPON_HOLY)
&& IS_OBJ_STAT(wield,OBJEXTRA_ANTI_GOOD)
&& HAS_CLASSFLAG(ch, CLASSFLAG_DAMMODS_WITH_HOLYWEAPONS))
{
dam = dam + (victim->alliance/3)* (dam*5/4);
}
if ( IS_EVIL(victim)
&& IS_WEAPON_STAT(wield,WEAPON_HOLY)
&& IS_OBJ_STAT(wield,OBJEXTRA_ANTI_EVIL)
&& HAS_CLASSFLAG(ch, CLASSFLAG_DAMMODS_WITH_HOLYWEAPONS))
{
dam = (sh_int) dam + (abs(victim->alliance)/3)*(dam*5/4);
}
}else{
dam = number_range( 1 + 4 * skill/100, 2 * ch->level/3 * skill/100);
}
}
// Bonuses
if ( get_skill(ch,gsn_enhanced_damage) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,gsn_enhanced_damage))
{
check_improve(ch,gsn_enhanced_damage,true,6);
dam += 2 * ( dam * diceroll/300);
}
}
if (IS_AFFECTED2(ch, AFF2_POSSESSION))
{
diceroll = number_percent();
if (diceroll <= 50){
dam += 2 * (dam * diceroll / 300);
}
}
if ( get_skill(ch,gsn_ultra_damage) > 0 )
{
diceroll = number_percent();
if (diceroll <= get_skill(ch,gsn_ultra_damage))
{
check_improve(ch,gsn_ultra_damage,true,7);
dam += 3/2 * ( dam * diceroll/300);
}
}
if ( !IS_AWAKE(victim) ){
dam *= 2;
}else{
if (victim->position < POS_FIGHTING){
dam = dam * 3 / 2;
}
}
if ( dt == gsn_backstab && wield != NULL){
if ( wield->value[0] != 2 ){
dam *= 2 + (ch->level / 10);
}else {
dam *= 2 + (ch->level / 8);
}
}
if ( dt == gsn_circle && wield != NULL){
if ( wield->value[0] != 2 ){
dam *= 2 + (ch->level / 16);
}else{
dam *= 2 + (ch->level / 11);
}
}
dam += GET_DAMROLL(ch) * UMIN(100,skill) /100;
if ( dam <= 0 )
dam = 1;
result = damage( ch, victim, dam, dt, dam_type, true );
// but do we have a funky weapon?
if (result && wield != NULL)
{
int dam;
int dr; // damage result
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON))
{
int level;
AFFECT_DATA *poison, af;
poison = affect_find(wield->affected,gsn_poison);
if(poison){
level = poison->level;
}else{
level = wield->level;
}
if (!saves_spell(level / 2,victim,DAM_POISON)
&& !HAS_CLASSFLAG(victim, CLASSFLAG_POISON_IMMUNITY))
{
victim->println("You feel poison coursing through your veins.");
act("$n is poisoned by the venom on $p.",
victim,wield,NULL,TO_ROOM);
af.where = WHERE_AFFECTS;
af.type = gsn_poison;
af.level = level * 3/4;
af.duration = level / 2;
af.location = APPLY_ST;
af.modifier = -1;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
}
// weaken the poison if it's temporary
if(poison){
poison->level = UMAX(0,poison->level - 2);
poison->duration = UMAX(0,poison->duration - 1);
if (poison->level == 0 || poison->duration == 0){
act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR);
}
}
}
// vampiric weapon effect
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC))
{
dam = number_range(1, wield->level / 10 + 1);
temp_hps=victim->hit;
damage(ch,victim,dam,0,DAM_NEGATIVE,false);
if(victim->hit<-10){
victim->hit=-10;
}
dr=(temp_hps-victim->hit)/2;
ch->hit += dr;
act("$p draws life from $N.",ch,wield,victim,TO_NOTVICT);
act_with_autodam_to_char("$p draws life from $N.",ch,wield,victim,dr);
dr=temp_hps-victim->hit;
act_with_autodam_to_char("You feel $p drawing your life away.",victim,wield,NULL,dr);
}
// flaming weapon effect
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING))
{
dam = number_range(1,wield->level / 4 + 1);
dr=damage(ch,victim,dam,0,DAM_FIRE,false);
act("$N is burned by $p.",ch,wield,victim,TO_NOTVICT);
act_with_autodam_to_char("$N is burned by $p.",ch,wield,victim,dr);
act_with_autodam_to_char("$p sears your flesh.",victim,wield,NULL,dr);
fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR);
}
// frost weapon effect
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST))
{
dam = number_range(1,wield->level / 6 + 2);
dr=damage(ch,victim,dam,0,DAM_COLD,false);
act("$p freezes $N.",ch,wield,victim,TO_NOTVICT);
act_with_autodam_to_char("$p freezes $N.",ch,wield,victim,dr);
act_with_autodam_to_char("The cold touch of $p surrounds you with ice.",
victim,wield,NULL,dr);
cold_effect(victim,wield->level/2,dam,TARGET_CHAR);
}
// suckle weapon effect - takes mana
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SUCKLE))
{
dam = number_range(1, wield->level / 5 + 1);
act("$p draws mystical energy from $n.",victim,wield,NULL,TO_ROOM);
act("You feel $p drawing your mystical energy away.",
victim,wield,NULL,TO_CHAR);
victim->mana -= dam;
ch->mana += dam/2;
}
// enervated weapon effect - takes movements
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_ENERVATE))
{
dam = number_range(1, wield->level / 5 + 1);
act("$p saps the strength from $n.",victim,wield,NULL,TO_ROOM);
act("You feel $p sapping your strength away.",
victim,wield,NULL,TO_CHAR);
victim->move-= dam;
ch->move += dam/2;
}
// annealed weapon effect
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_ANNEALED))
{
dam = number_range(1,wield->level/5 + 2);
dr=damage(ch,victim,dam,0,DAM_BASH,false);
if (!saves_spell(wield->level/4 + dam/20,victim,DAM_BASH)){
victim->printlnf("You see stars as your head `Crings`x!%s",
autodamtext(victim, dr));
ch->printlnf("Your opponent looks `Bstunned`x!%s",
autodamtext(ch, dr));
DAZE_STATE(victim,UMAX(12,wield->level/4 + dam/20));
}
}
// shocking weapon effect
if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING))
{
dam = number_range(1,wield->level/5 + 2);
dr=damage(ch,victim,dam,0,DAM_LIGHTNING,false);
act("$N is struck by lightning from $p.",ch,wield,victim,TO_NOTVICT);
act_with_autodam_to_char("$N is struck by lightning from $p.",ch,wield,victim,dr);
act_with_autodam_to_char("You are shocked by $p",victim,wield,NULL,dr);
shock_effect(victim,wield->level/2,dam,TARGET_CHAR);
}
}
tail_chain( );
return;
}
/**************************************************************************/
// Inflict damage from a hit.
// return the amount of hitpoints removed from the victim
int damage(char_data *ch,char_data *victim,int dam,int dt,int dam_type,
bool show)
{
bool immune;
int i;
char_data *rch;
char_data *rch_next = NULL;
if ( !IS_VALID(victim) || victim->position == POS_DEAD ){
return 0;
}
// doing damage system used to determine who starts fights
if( dt!=gsn_fire_shield
&& dt!=gsn_chill_shield
&& dt!=gsn_icy_armour
&& dt!=gsn_fiery_armour )
{
SET_BIT(ch->dyn,DYN_DOING_DAMAGE);
}
// Stop up any residual loopholes.
if ( dam > 2200 && dt >= TYPE_HIT)
{
bugf( "Damage: %d: more than 2200 points! by %s.", dam, PERS(ch, NULL));
dam = 2200;
if (!IS_IMMORTAL(ch))
{
OBJ_DATA *obj;
obj = get_eq_char( ch, WEAR_WIELD );
ch->println("You really shouldn't cheat.");
if (obj != NULL)
extract_obj(obj);
}
}
// scale the damage
if(!GAMESETTING3(GAMESET3_EXPERIMENTAL_DAMAGE_SCALING)){
// old damage scaling system originating from oblivion
// too complicated for its own good.
dam=dam*3/2;
switch(UMIN(number_range(1,20),number_range(1,20)))
{
default :
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7: dam = dam / (victim->level*2/5+1) ; break ;
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
if(ch->level>victim->level){
dam=dam * (ch->level-victim->level+5)/5;
}
dam = dam / (victim->level*2/5+1);
break;
case 14:
case 15:
case 16:
case 17:
if(ch->level*11/10>victim->level){
dam=dam * (ch->level*11/10-victim->level+5)/5;
}
dam = dam / (victim->level*2/5+1);
break;
case 18:
case 19:
if(ch->level*12/10>victim->level){
dam=dam * (ch->level*12/10-victim->level+5)/5;
}
dam = dam / (victim->level*2/5+1);
break;
case 20:
if(ch->level*15/10>victim->level){
dam=dam * (ch->level*15/10-victim->level+5)/5;
}
dam = dam / (victim->level*2/5+1);
break;
}
}else{
// increase/decrease the damage_scale_value
// we will use by upto 50%
int scale=game_settings->damage_scale_value;
if(number_range(1,2)==1){
scale+=number_range(1,number_range(1,scale/2));
}else{
scale-=number_range(1,number_range(1,scale/2));
}
scale=URANGE(100, scale, 4000);
// apply the damage scale value
scale=(victim->level * scale / 10000);
if(scale){
dam/=scale;
}
}
if ( victim != ch )
{
// Certain attacks are forbidden.
// Most other attacks are returned - set victim to fighting
if ( is_safe( ch, victim ) ){
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return 0;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL ){
set_fighting( ch, victim );
}
if ( victim->fighting == NULL ){ // moved from above
set_fighting( victim, ch );
if ( IS_NPC( victim ) && HAS_TRIGGER( victim, TRIG_KILL )){
mp_percent_trigger( victim, ch, NULL, NULL, TRIG_KILL );
if(!IS_VALID(victim)){ // if the mob purged itself
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return 0;
}
}
}
if (victim->timer <= 4){ // moved from above
victim->position = POS_FIGHTING;
}
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, false ); // Damage
multi_hit( ch, victim->master, TYPE_UNDEFINED );
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return 0;
}
}
// More charm stuff.
if ( victim->master == ch ){
stop_follower( victim );
}
}
// Inviso attacks ... not.
if ( IS_SET( ch->affected_by2, AFF2_TREEFORM ))
{
REMOVE_BIT( ch->affected_by2, AFF2_TREEFORM );
affect_strip( ch, gsn_treeform );
act( "A tree suddenly transforms into $n.", ch, NULL, NULL, TO_ROOM );
ch->println( "You assume your normal form." );
}
if ( IS_SET( ch->affected_by2, AFF2_VANISH ))
{
REMOVE_BIT( ch->affected_by2, AFF2_VANISH );
affect_strip ( ch, gsn_vanish );
act( "A swirl of dust reveals $n.", ch, NULL, NULL, TO_ROOM );
ch->println( "You shake the `#`Bfaerie-dust`^ from your body." );
}
if ( IS_AFFECTED(ch, AFF_INVISIBLE) )
{
affect_strip( ch, gsn_invisibility );
affect_strip( ch, gsn_mass_invis );
REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
act( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
}
if ( IS_SET( ch->affected_by, AFF_HIDE)
|| IS_SET( ch->affected_by, AFF_INVISIBLE)
|| IS_SET( ch->affected_by, AFF_SNEAK))
{
REMOVE_BIT( ch->affected_by, AFF_HIDE );
REMOVE_BIT( ch->affected_by, AFF_INVISIBLE );
REMOVE_BIT( ch->affected_by, AFF_SNEAK );
act( "$n is revealed from the shadows.", ch, NULL, NULL, TO_ROOM );
}
// Set Mob Remember
/*
if ( victim->mobmemory ) {
victim->mobmemory = ch;
}
else
mobRememberSet( victim, ch );
*/
// Damage modifiers.
if ( dam > 1 && !IS_NPC(victim)
&& victim->pcdata->condition[COND_DRUNK] > 10 )
dam = 9 * dam / 10;
if ( dam > 1 && IS_AFFECTED(victim, AFF_SANCTUARY) )
dam /= 2;
// subdue modifications - make damage 60-90% of what it would have been
if (IS_SET(ch->dyn,DYN_CURRENT_SUBDUE))
{
dam = dam * number_range(60,90) /100;
}
if ( dam > 1 && ((IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) )
|| (IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) )))
dam -= dam / 4;
if(num_enemies(victim)>num_enemies(ch))
dam = dam + dam * (num_enemies(victim) - num_enemies(ch))/2;
immune = false;
// Check for parry, and dodge.
if ( dt >= TYPE_HIT && ch != victim)
{
if ( check_parry( ch, victim ) ){
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return 0;
}
if ( check_dodge( ch, victim ) ){
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return 0;
}
if ( check_shield_block(ch,victim)){
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return 0;
}
}
switch(check_immune(victim,dam_type))
{
case(IS_IMMUNE):
immune = true;
dam = 0;
break;
case(IS_RESISTANT):
dam -= dam/2;
break;
case(IS_VULNERABLE):
dam += dam;
break;
}
if(show){
dam_message( ch, victim, dam, dt, immune );
}
if(dam == 0){
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return 0;
}
// hurt the victim.
victim->hit -= dam;
// if we did damage, record if the level of the attacker is higher than
// the previously highest recorded attacker. This information is used
// when allocating group xp, the amount of XP awarded reduces based on
// if you are more than 8 levels below the highest attacker's level
// (the lower you are from that level, the less you get)
if(dam>0){
victim->highest_level_to_do_damage=
UMAX(victim->highest_level_to_do_damage, ch->level);
}
// inform the victim of their new state.
update_pos( victim );
// if the victim is riding a mount, check if they are knocked off it
if(victim->mounted_on){
long percent_of_max_hits;
percent_of_max_hits=dam*100;
percent_of_max_hits/=victim->max_hit;
if(percent_of_max_hits>=10){
if(!IS_NPC(victim)) // player
{
if ((number_range(1, 100)) <
(105-get_skill(victim, gsn_riding)) *
(percent_of_max_hits-9))
{
act("You are knocked from your mount!\r\n", victim, NULL, NULL, TO_CHAR);
act("$n is knocked from $s mount!\r\n", victim, NULL, NULL, TO_ROOM);
dismount(victim);
check_improve(victim, gsn_riding, false, 1);
}
}else{ // mob
if (number_range(1, 100)+((percent_of_max_hits-10)*3)>80){
act("You are knocked from your mount!\r\n", victim, NULL, NULL, TO_CHAR);
act("$n is knocked from %s mount!\r\n", victim, NULL, NULL, TO_ROOM);
dismount(victim);
}
}
}
}
if(dam>1)
{
if(is_affected(victim,gsn_fire_shield) && dt!=gsn_fire_shield){
damage(victim,ch,UMIN(ch->max_hit,dam/2),gsn_fire_shield,DAM_FIRE,true);
}
if(is_affected(victim,gsn_chill_shield) && dt!=gsn_chill_shield){
damage(victim,ch,UMIN(ch->max_hit,dam/2),gsn_chill_shield,DAM_COLD,true);
}
if(is_affected(victim,gsn_fiery_armour) && dt!=gsn_fiery_armour){
damage(victim,ch,UMIN(ch->max_hit,dam/2),gsn_fiery_armour,DAM_FIRE,true);
}
if(is_affected(victim,gsn_icy_armour) && dt!=gsn_icy_armour){
damage(victim,ch,UMIN(ch->max_hit,dam/2),gsn_icy_armour,DAM_COLD,true);
}
}
if(100 * dam / victim->max_hit > (i = number_percent())){
bash_eq(victim,i);
}
update_pos(ch);
// Subdue System - Kalahn June 97, updated October 98
if (IS_SET(ch->dyn,DYN_CURRENT_SUBDUE) && !IS_AWAKE(victim)
&& ( IS_IMMORTAL(ch)
|| (number_percent()< UMAX(15,101-(GET_HITROLL(ch)/2)))
)
)
{
act( "$n appears to be subdued.", victim, NULL, NULL, TO_ROOM );
victim->println("You have been subdued.");
if(!IS_NPC(victim)){
group_bypass_killer_penatly(ch, victim, false);
// update duels to protect victim
duel_protect_victim(victim);
}
stop_fighting( victim, true); // Damage - subdued
group_gain( ch, victim );
victim->subdued= true;
victim->subdued_timer = number_range(10,20);
victim->is_stunned = ch->level;
victim->position=POS_STUNNED;
if (IS_NPC(victim))
{
victim->no_xp = true;
victim->pIndexData->count--;
// no more exchanging money with a weak money changer and then
// subduing the mob and getting your silver back.
if (IS_SET(victim->act,ACT_IS_CHANGER)){
victim->gold= number_range(1,UMIN(3,victim->gold));
victim->silver= number_range(1,UMIN(350,victim->silver));
}
}
sprintf( log_buf, "%s subdued by %s at %d",
victim->name,
(IS_NPC(ch) ? ch->short_descr : ch->name),
ch->in_room->vnum );
log_string( log_buf );
wiznet(log_buf,NULL,NULL,WIZ_BETA,0,0);
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
pkill_broadcast(log_buf);
}else{
if (!IS_NPC(victim))
{
sprintf( log_buf, "%s[%d] subdued by %s[%d] at %d",
victim->name, victim->level,
ch->name, ch->level,
ch->in_room->vnum );
wiznet(log_buf,NULL,NULL,WIZ_DEATHS,0,0);
}
}
}
else
{
switch( victim->position )
{
case POS_MORTAL:
act( "$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
victim->println("You are mortally wounded, and will die soon, if not aided.");
break;
case POS_INCAP:
act( "$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
victim->println("You are incapacitated and will slowly die, if not aided.");
break;
case POS_STUNNED:
act( "$n is stunned, but will probably recover.",
victim, NULL, NULL, TO_ROOM );
victim->println("You are stunned, but will probably recover.");
break;
case POS_DEAD:
act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
victim->println("You have been `rKILLED!!`x");
break;
default:
if ( dam > victim->max_hit / 4 )
{
victim->println("`YThat really did `rHURT!`x");
}
if ( victim->hit < victim->max_hit / 4 )
{
victim->println("`YYou sure are `rBLEEDING!`x");
}
break;
}
// Sleep spells and extremely wounded folks.
if ( !IS_AWAKE(victim) ){
stop_fighting( victim, false ); // Damage - not awake victim
}
// Payoff for killing things.
if ( victim->position == POS_DEAD )
{
int number_in_room=0;
// ** get rch the safe way
// This code is necessary because a mob (ch) can trigger on
// on position acts ("is DEAD!!" etc)... and purge itself
rch= NULL;
if(IS_VALID(ch) && ch->in_room){
rch = ch->in_room->people;
number_in_room=ch->in_room->number_in_room;
}else if(IS_VALID(victim) && victim->in_room){
rch = victim->in_room->people;
number_in_room=victim->in_room->number_in_room;
}
if(!rch){
logf("Not testing for roomdeath trigger cause victim room and ch room couldn't be found.");
}
// ** Check for the roomdeath triggers
// note: number_in_room is used to prevent a mobprog on two mobs in
// a room creating an endless loop by removing themself from
// the room and putting themselves back in the room - Kal, June 01
for ( ; rch && --number_in_room>=0; rch = rch_next )
{
rch_next = rch->next_in_room;
if ( IS_NPC( rch ))
{
if ( HAS_TRIGGER( rch, TRIG_ROOMDEATH )
&& can_see( rch, ch )
&& rch!=victim)
{
logf("Running roomdeath trigger prog on mob '%s' %d",
PERS(rch, NULL), rch->pIndexData?rch->pIndexData->vnum:0);
mp_percent_trigger( rch, ch, NULL, NULL, TRIG_ROOMDEATH );
}
}
}
kill_char(victim, ch);
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return dam;
}
if ( victim == ch ){
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return dam;
}
// Take care of link dead people.
if ( !IS_NPC(victim) && victim->desc == NULL )
{
if ( number_range( 0, victim->wait ) == 0
&& HAS_CONFIG(victim, CONFIG_AUTORECALL))
{
do_recall( victim, "" );
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return dam;
}
}
// Wimp out?
if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2)
{
if ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0
&& victim->hit < victim->max_hit / 5)
|| ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
&& victim->master->in_room != victim->in_room ) )
do_flee( victim, "" );
}
if ( !IS_NPC(victim)
&& victim->hit > 0
&& victim->hit <= victim->wimpy
&& victim->wait < PULSE_VIOLENCE / 2 )
do_flee( victim, "" );
if ( !IS_NPC(victim)
&& victim->hit > 0
&& victim->hit <= victim->pcdata->panic
&& victim->wait < PULSE_VIOLENCE / 2 )
{
victim->println("P A N I C ! ! !");
do_recall( victim, "" );
}
} // end of subdue else
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
tail_chain( );
return dam;
}
/**************************************************************************/
// spells call this to inflict damage
// (dt = sn)
int damage_spell( char_data *ch, char_data *victim, int dam, int dt,
int dam_type, bool show )
{
// char buf[MSL];
int damount=damage( ch, victim, dam, dt, dam_type, show );
// code below in for monitoring reasons to fix up the AC system
/* sprintf(buf,"%3d, %3d, %3d, \"%s\", \"%s\", %3d, \"%s\", %3d, %d",
dt, dam, dam_type, skill_table[dt].name, ch->name, ch->level,
victim->name, victim->level, damount);
append_string_to_file( SPELL_DAMAGE_LOG,buf);
*/
return (damount);
}
/**************************************************************************/
bool is_safe(char_data *ch, char_data *victim)
{
char log_buf[MSL];
if (victim->in_room == NULL || ch->in_room == NULL)
return true;
if (victim->fighting == ch || victim == ch)
return false;
if (IS_IMMORTAL(ch) && ch->level > LEVEL_IMMORTAL)
return false;
if(!IS_NPC(ch) && !IS_NPC(victim) && GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->println("This is a peaceful mud... pkilling is not permitted.");
return true;
}
// unseen mobs
if ( !IS_IMMORTAL(ch) &&
IS_NPC(victim) && IS_SET(victim->act, ACT_IS_UNSEEN))
{
return true;
}
if( IS_NPC(victim) && IS_SET(victim->act2,ACT2_AVOIDS_ALL_ATTACKS) ){
ch->printlnf("%s avoids your attack.", PERS(victim, ch));
return false;
}
if( IS_KEEPER(victim) && !GAMESETTING2(GAMESET2_CAN_ATTACK_SHOPKEEPERS)){
ch->printlnf("%s avoids your attack.", PERS(victim, ch));
return true;
}
// safe rooms
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
{
ch->println("Not in this room.");
return true;
}
// ooc rooms
if (IS_SET(victim->in_room->room_flags,ROOM_OOC))
{
ch->println("Not in an OOC room.");
return true;
}
// killing mobiles
if (IS_NPC(victim))
{
if( ch->level<6 || (!IS_LETGAINED(ch) && GAMESETTING_LETGAINING_IS_REQUIRED) ){
if ( IS_SET(victim->act, ACT_PET)
&& victim->leader
&& !IS_NPC(victim->leader)
&& (victim->leader->pet == victim)
&& IS_SET(victim->affected_by, AFF_CHARM))
{
ch->wrapln("That is a players pet, which could start a pkill fight, "
"since you are either below level 6 or not letgained you can't "
"start pkill combat.");
return true;
}
}
if (HAS_CONFIG(ch, CONFIG_DISALLOWED_PKILL))
{
if ( IS_SET(victim->act, ACT_PET)
&& victim->leader
&& !IS_NPC(victim->leader)
&& (victim->leader->pet == victim)
&& IS_SET(victim->affected_by, AFF_CHARM))
{
ch->wrapln("That is a players pet, which could start a pkill fight, "
"since you are pkill restricted you can't start pkill combat.");
return true;
}
}
/* killing shopkeepers is now allowed */
/*if (victim->pIndexData->pShop != NULL)
*{
* ch->println("The shopkeeper wouldn't like that.");
* return true;
*}
*/
/* killing healers, trainers, etc is now allowed */
/*
* 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))
* {
* ch->println("I don't think Kalahn would approve.");
* return true;
* }
*/
/* checks that players can't kill certain types of mobs */
if (!IS_NPC(ch))
{
/* no pets */
/* if (IS_SET(victim->act,ACT_PET))
* {
* act("But $N looks so cute and cuddly...",
* ch,NULL,victim,TO_CHAR);
* return true;
* }
*/
/* no charmed creatures unless owner */
/* if (IS_AFFECTED(victim,AFF_CHARM) && ch != victim->master)
{
ch->println("You don't own that monster.");
return true;
}
*/
}
}
else // killing players
{
// being ordered to, and the master isn't letgained
if(IS_SET( ch->dyn, DYN_IS_BEING_ORDERED ) && ch->master)
{
if((ch->master->level<6) || (!IS_LETGAINED(ch->master) && GAMESETTING_LETGAINING_IS_REQUIRED) ){
// tell charmie
ch->println("Your master isn't letgained or above level 6.");
// tell master
ch->master->println("You can not order a pet to pkill, steal from players etc,");
ch->master->println("till level 6 and you have been letgained.");
ch->master->println("(See HELP DEATH and HELP LETGAIN)");
return true;
}
}
// NPC doing the killing
if (IS_NPC(ch))
{
// safe room check
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
{
ch->println("Not in this room.");
return true;
}
// charmed mobs and pets cannot attack players while owned
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL
&& ch->master->fighting != victim)
{
ch->println("Players are your friends!");
return true;
}
}
else // player killing another player
{
if ((ch->level<6) || (!IS_LETGAINED(ch) && GAMESETTING_LETGAINING_IS_REQUIRED) ){
ch->println("You can not player kill, steal from players etc,");
ch->println("till level 6 and you have been letgained.");
ch->println("(See HELP DEATH and HELP LETGAIN)");
return true;
}
if(HAS_CONFIG(ch, CONFIG_DISALLOWED_PKILL))
{
ch->println("You can not player kill, steal from players etc,");
ch->println("due to a pkill restriction sorry.");
return true;
}
if(HAS_CONFIG2(ch,CONFIG2_NOPKILL)){
ch->println("You can't pkill others");
return true;
}
if(HAS_CONFIG2(victim,CONFIG2_NOPKILL)){
ch->println("A mysterious force prevents you from doing that.");
return true;
}
if(((victim->level<11))&&(ch->pkool>0))
{
ch->println("You cannot kill the weak so soon after doing so.");
return true;
}
if(victim->pksafe>0)
{
ch->println("He has died too recently, leave him alone.");
return true;
}
if (!IS_NPC(ch) && !IS_NPC(victim))
{
sprintf( log_buf, "is_safe: %s might be starting a pkill fight with %s at %d!!!",
ch->name,
victim->name,
ch->in_room->vnum );
log_string( log_buf );
wiznet(log_buf,NULL,NULL,WIZ_BETA,0,0);
}
}
}
return false;
}
/**************************************************************************/
bool is_safe_spell(char_data *ch, char_data *victim, bool area )
{
if (victim->in_room == NULL || ch->in_room == NULL)
return true;
if (victim == ch && area){
return true;
}
if ( !IS_ICIMMORTAL(ch) &&
IS_NPC(victim) && IS_SET(victim->act, ACT_IS_UNSEEN))
{
return true;
}
if (victim->fighting == ch || victim == ch){
return false;
}
if(area)
{
if (ch->fighting!=victim && victim->fighting!=ch
&& !can_initiate_combat( ch, victim, CIT_GENERAL | CIT_SILENT))
{
return true;
}
}else{
if (ch->fighting!=victim && victim->fighting!=ch
&& !can_initiate_combat( ch, victim, CIT_GENERAL))
{
return true;
}
}
if (IS_ICIMMORTAL(ch) && !area){
return false;
}
// safe room?
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE)){
return true;
}
if (HAS_CONFIG(ch, CONFIG_DISALLOWED_PKILL))
{
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_ICIMMORTAL(victim)){
return true;
}
if(HAS_CONFIG2(ch,CONFIG2_NOPKILL)){
return true;
}
if(HAS_CONFIG2(victim,CONFIG2_NOPKILL)){
return true;
}
// NPC doing the killing
if (IS_NPC(ch))
{
// charmed mobs and pets cannot attack players while owned
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master != NULL
&& ch->master->fighting != victim)
return true;
// safe room?
if (IS_SET(victim->in_room->room_flags,ROOM_SAFE))
return true;
// legal kill? -- mobs only hit players grouped with opponent
if (ch->fighting != NULL && !is_same_group(ch->fighting,victim))
return true;
}
// player doing the killing
else
{
if(ch->level<11)
return true;
if(victim->pksafe>0)
return true;
if ((victim->level<11)&&(ch->pkool>0))
return true;
}
}
if (!IS_NPC(ch) && !IS_NPC(victim))
{
sprintf( log_buf, "is_safe_spell: %s might be starting a pkill fight with %s at %d!!!",
ch->name,
victim->name,
ch->in_room->vnum );
log_string( log_buf );
wiznet(log_buf,NULL,NULL,WIZ_BETA,0,0);
}
return false;
}
/**************************************************************************/
// Check for parry.
bool check_parry( char_data *ch, char_data *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return false;
chance = get_skill(victim,gsn_parry) / 2;
if ( get_eq_char( victim, WEAR_WIELD ) == NULL )
{
if (IS_NPC(victim))
chance /= 2;
else
return false;
}
if (!can_see(ch,victim))
chance /= 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return false;
act( "`bYou parry $n's attack.`x", ch, NULL, victim, TO_VICT );
act( "`b$n parries your attack.`x", victim, NULL, ch, TO_VICT );
check_improve(victim,gsn_parry,true,6);
return true;
}
/**************************************************************************/
// Check for shield block.
bool check_shield_block( char_data *ch, char_data *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return false;
chance = get_skill(victim,gsn_shield_block) / 5 + 3;
if ( get_eq_char( victim, WEAR_SHIELD ) == NULL )
return false;
if ( number_percent( ) >= chance + victim->level - ch->level )
return false;
act( "`bYou block $n's attack with your shield.`x",
ch, NULL, victim, TO_VICT );
act( "`b$n blocks your attack with a shield.`x",
victim, NULL, ch, TO_VICT );
check_improve(victim,gsn_shield_block,true,6);
return true;
}
/**************************************************************************/
// Check for dodge.
bool check_dodge( char_data *ch, char_data *victim )
{
int chance;
if ( !IS_AWAKE(victim) )
return false;
chance = get_skill(victim,gsn_dodge) / 2;
if (!can_see(victim,ch))
chance /= 2;
if ( number_percent( ) >= chance + victim->level - ch->level )
return false;
act( "`bYou dodge $n's attack.`x", ch, NULL, victim, TO_VICT);
act( "`b$n dodges your attack.`x", victim, NULL, ch, TO_VICT);
check_improve(victim,gsn_dodge,true,6);
return true;
}
/**************************************************************************/
// Set position of a victim based on their current hp
void update_pos( char_data *victim )
{
if ( !IS_NPC(victim)
&& victim->level >= LEVEL_IMMORTAL
&& victim->hit < 1 )
{
victim->hit = 1;
}
// GAMESET2_SHOPKEEPERS_CAN_BE_KILLED flag turned off
if(IS_KEEPER(victim)
&& !GAMESETTING2(GAMESET2_SHOPKEEPERS_CAN_BE_KILLED)
&& victim->hit < 1 )
{
victim->hit=20;
victim->max_hit+=20;
victim->level+=number_range(2,20);
victim->highest_level_to_do_damage+=10;
}
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED )
victim->position = POS_STANDING;
return;
}
if ( IS_NPC(victim) && victim->hit < 1 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -11 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
else victim->position = POS_STUNNED;
return;
}
/**************************************************************************/
// Start fights.
void set_fighting( char_data *ch, char_data *victim )
{
char buf[MSL];
OBJ_DATA *obj;
if(ch->fighting)
{
bug("Set_fighting: ch already fighting");
return;
}
if(!IS_NPC(ch))
{
// wizi imms wont start fighting on area attacks by PC's
if (!IS_SET(ch->dyn,DYN_DOING_DAMAGE) && INVIS_LEVEL(victim)> ch->level)
{
victim->println("You dont return the attack, your wizi above them.");
return;
}
// unseen mobs wont attack the ch
if (IS_NPC(victim) && !IS_SET(ch->dyn,DYN_DOING_DAMAGE)
&& IS_SET(victim->act, ACT_IS_UNSEEN)
&& !HAS_HOLYLIGHT(ch))
{
victim->println("You dont return the attack, your UNSEEN to them.");
return;
}
}
if( is_affected( ch, gsn_sneak )){
affect_strip( ch, gsn_sneak );
}
if( is_affected( victim, gsn_sneak )){
affect_strip( victim, gsn_sneak );
}
if( IS_AFFECTED(ch, AFF_SLEEP) ){
affect_strip( ch, gsn_sleep );
}
ch->fighting = victim;
ch->position = POS_FIGHTING;
// Auto draw weapons from sheathed to wield
if ( get_eq_char( ch, WEAR_WIELD ) == NULL
&& get_eq_char( ch, WEAR_SHEATHED ) != NULL )
{
obj = get_eq_char( ch, WEAR_SHEATHED );
equip_char( ch, obj, WEAR_WIELD );
act( "You hastily draw $p.", ch, obj, NULL, TO_CHAR );
act( "$n hastily draws $p.", ch, obj, NULL, TO_ROOM );
WAIT_STATE( ch, PULSE_VIOLENCE );
}
if ( get_eq_char( victim, WEAR_WIELD ) == NULL
&& get_eq_char( victim, WEAR_SHEATHED ) != NULL )
{
obj = get_eq_char( victim, WEAR_SHEATHED );
equip_char( victim, obj, WEAR_WIELD );
act( "You hastily draw $p.", victim, obj, NULL, TO_CHAR );
act( "$n hastily draws $p.", victim, obj, NULL, TO_ROOM );
WAIT_STATE( victim, PULSE_VIOLENCE );
}
if (TRUE_CH(ch)->pcdata && IS_SET(TRUE_CH(ch)->act,PLR_AUTOSUBDUE)){
SET_BIT(ch->dyn,DYN_CURRENT_SUBDUE);
ch->println("You are subduing in this fight.");
}else{
REMOVE_BIT(ch->dyn,DYN_CURRENT_SUBDUE);
ch->println("You are fighting to kill in this fight.");
}
// who started the fight and pksafeness stuff
if(IS_SET(ch->dyn,DYN_DOING_DAMAGE)
==IS_SET(victim->dyn,DYN_DOING_DAMAGE))
{
// check for mobprogs that trigger when someone starts combat
// with a spell, and the mobprog triggers a spell in return
// (this is only in the first round of combat)
if(IS_SET(ch->dyn,DYN_RUNNING_MOBPROG_CMD)){
// victim started the fight, ch is mobprog in return
logf("set_fighting(): ch->dyn,DYN_RUNNING_MOBPROG_CMD is true.");
logf("set_fighting(): victim (%s) started fight with %s, ch=%s",
victim->name,
victim->fighting?victim->fighting->name:"victim->fighting==NULL",
ch->name);
victim->pksafe=0;
}else if(IS_SET(victim->dyn,DYN_RUNNING_MOBPROG_CMD)){
// ch started the fight, victim is mobprog in return
logf("set_fighting(): victim->dyn,DYN_RUNNING_MOBPROG_CMD is true.");
logf("set_fighting(): ch (%s) started fight with %s, vict=%s",
ch->name,
ch->fighting?ch->fighting->name:"ch->fighting==NULL",
victim->name);
ch->pksafe=0;
}else{
bugf("set_fighting(): ch->dyn,DYN_DOING_DAMAGE "
"equals victim->dyn,DYN_DOING_DAMAGE)!");
if(!IS_NPC(ch) && !IS_NPC(victim)){
do_abort();
}
}
}else if(IS_SET(ch->dyn,DYN_DOING_DAMAGE)){
// ch started the fight
if(!IS_NPC(victim) || !IS_NPC(ch->fighting)){
logf("set_fighting(): ch (%s) started fight with %s, vict=%s",
ch->name, ch->fighting->name, victim->name);
SET_BIT(ch->dyn, DYN_STARTED_FIGHT);
REMOVE_BIT(victim->dyn, DYN_STARTED_FIGHT);
}
ch->pksafe=0;
}else{
// victim started the fight
if(!IS_NPC(ch) || (victim->fighting && !IS_NPC(victim->fighting))){
logf("set_fighting(): victim (%s) started fight with %s, ch=%s",
victim->name,
victim->fighting?victim->fighting->name:"victim->fighting==NULL",
ch->name);
SET_BIT(victim->dyn, DYN_STARTED_FIGHT);
REMOVE_BIT(ch->dyn, DYN_STARTED_FIGHT);
}
victim->pksafe=0;
}
// faults with mobs caused by bad use of olc checks only below here
// - WILL BE MOVED INTO ASAVE LATER PROBABLY
// check the level on both parties
if (victim->level==0)
{
sprintf( buf, "`1Victim = [%5d] %s (%s) `1Room = [%5d] %s"
"`1Attacker = %s`1"
"Note - victims level has been set to 90 after the fight",
IS_NPC(victim) ? victim->pIndexData->vnum : 0,
victim->short_descr, victim->name,
victim->in_room->vnum,
victim->in_room->name, ch->name);
victim->level=1;
if (IS_NPC(victim) && victim->pIndexData->level==0)
{
victim->pIndexData->level=90;
}
autonote(NOTE_SNOTE, "set_fighting()",
"victim->level==0", "olc" , buf, true);
SET_BIT( victim->pIndexData->area->olc_flags, OLCAREA_CHANGED );
}
if (ch->level==0)
{
sprintf( buf, "`1ch = [%5d] %s (%s) `1Room = [%5d] %s"
"`1Attacker = %s`1"
"Note - ch level has been set to 90 after the fight",
IS_NPC(ch) ? ch->pIndexData->vnum : 0,
ch->short_descr, ch->name,
ch->in_room->vnum,
ch->in_room->name, victim->name);
ch->level=1;
if (IS_NPC(ch) && ch->pIndexData->level==0)
{
ch->pIndexData->level=90;
}
autonote(NOTE_SNOTE, "set_fighting()",
"ch->level==0", "olc" , buf, true);
SET_BIT( ch->pIndexData->area->olc_flags, OLCAREA_CHANGED );
}
// check the max hp on both parties - note olc if there is a problem
if (victim->max_hit==0)
{
sprintf( buf, "`1Victim = [%5d] %s (%s) `1Room = [%5d] %s"
"`1Attacker = %s`1"
"Note - victims hitdice has been set to 1+1+(level*4) after the fight",
IS_NPC(victim) ? victim->pIndexData->vnum : 0,
victim->short_descr, victim->name,
victim->in_room->vnum,
victim->in_room->name, ch->name);
victim->max_hit=1;
if(IS_NPC(victim))
{
victim->pIndexData->hit[DICE_NUMBER] = 1;
victim->pIndexData->hit[DICE_TYPE] = 1;
victim->pIndexData->hit[DICE_BONUS] = victim->level*4;
}
autonote(NOTE_SNOTE, "set_fighting()",
"victim->max_hit==0", "olc" , buf, true);
SET_BIT( victim->pIndexData->area->olc_flags, OLCAREA_CHANGED );
}
if (ch->max_hit==0)
{
sprintf( buf, "`1Ch= [%5d] %s (%s) `1Room = [%5d] %s"
"`1Attacker = %s`1"
"Note - ch's hitdice has been set to 1+1+(level*4) after the fight",
IS_NPC(ch) ? ch->pIndexData->vnum : 0,
ch->short_descr, ch->name,
ch->in_room->vnum,
ch->in_room->name, victim->name);
ch->max_hit=1;
if(IS_NPC(ch))
{
ch->pIndexData->hit[DICE_NUMBER] = 1;
ch->pIndexData->hit[DICE_TYPE] = 1;
ch->pIndexData->hit[DICE_BONUS] = ch->level*4;
}
autonote(NOTE_SNOTE, "set_fighting()",
"ch->max_hit==0", "olc" , buf, true);
SET_BIT( ch->pIndexData->area->olc_flags, OLCAREA_CHANGED );
}
return;
}
/**************************************************************************/
// Stop fights.
void stop_fighting( char_data *ch, bool fBoth )
{
char_data *fch;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
//REMOVE_BIT(fch->dyn,DYN_CURRENT_SUBDUE);
REMOVE_BIT(fch->dyn,DYN_IS_CUTTING_OFF);
fch->position = IS_NPC(fch) ? fch->default_pos : POS_STANDING;
update_pos( fch );
}
}
return;
}
/**************************************************************************/
// Instantly decay a corpse - eg wraith called from make_corpse
void instant_decay_corpse(char_data *ch)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
act( "`w$n `Ydisappears`w into thin air right before your eyes!", ch, NULL, NULL, TO_ROOM );
if ( IS_NPC(ch) )
{
if ( ch->gold > 0 )
{
obj_to_room( create_money( ch->gold, ch->silver ), ch->in_room );
act( "A pile of coins falls to the ground from the space\r\nonce occupied by $n.", ch, NULL, NULL, TO_ROOM );
ch->gold = 0;
ch->silver = 0;
}
}
else /* a player corpse */
{
if (ch->gold > 1 || ch->silver > 1)
{
obj_to_room( create_money( ch->gold/2, ch->silver/2 ), ch->in_room );
ch->gold -= ch->gold/2;
ch->silver -= ch->silver/2;
}
}
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
bool floating = false;
obj_next = obj->next_content;
if (obj->wear_loc == WEAR_FLOAT)
floating = true;
obj_from_char( obj );
if (obj->item_type == ITEM_POTION)
obj->timer = number_range(500,1000);
if (obj->item_type == ITEM_SCROLL)
obj->timer = number_range(1000,2500);
if (IS_SET(obj->extra_flags,OBJEXTRA_ROT_DEATH) && !floating)
{
obj->timer = number_range(5,10);
REMOVE_BIT(obj->extra_flags,OBJEXTRA_ROT_DEATH);
}
REMOVE_BIT(obj->extra_flags,OBJEXTRA_VIS_DEATH);
if ( IS_SET( obj->extra_flags, OBJEXTRA_INVENTORY ) )
extract_obj( obj );
else if (floating)
{
if (IS_OBJ_STAT(obj,OBJEXTRA_ROT_DEATH)) /* get rid of it! */
{
if (obj->contains != NULL)
{
OBJ_DATA *in, *in_next;
act("$p evaporates,scattering its contents.",
ch,obj,NULL,TO_ROOM);
for (in = obj->contains; in != NULL; in = in_next)
{
in_next = in->next_content;
obj_from_obj(in);
obj_to_room(in,ch->in_room);
}
}
else
act("$p evaporates.", ch,obj,NULL,TO_ROOM);
extract_obj(obj);
}
else
{
act("$p falls to the floor.",ch,obj,NULL,TO_ROOM);
obj_to_room(obj,ch->in_room);
}
}
else
{
act("$p falls to the floor from the space\r\nonce occupied by $n.",ch,obj,NULL,TO_ROOM);
obj_to_room( obj, ch->in_room );
}
}
return;
}
/**************************************************************************/
// find the players morgue vnum in order of priority
// 1st - a manually set vnum *
// 2nd - clan morgue *
// 3rd - class morgue point*
// 4th - default racial morgue*
// 5th - gamewide default morgue
// * not yet implemented
int get_morguevnum(char_data *ch)
{
int vnum=game_settings->roomvnum_morgue;
if(get_room_index(class_table[ch->clss].morgue)){
vnum=class_table[ch->clss].morgue;
} else if(get_room_index(race_table[ch->race]->morgue)){
vnum=race_table[ch->race]->morgue;
}
return vnum;
};
/**************************************************************************/
void do_save_corpses(char_data *ch, char *);
/**************************************************************************/
// Make a corpse out of a character.
void make_corpse( char_data *ch, char_data *killer )
{
char *killed_by;
if ( ch == killer ){
killed_by = "someone";
}else{
killed_by = killer->short_descr;
}
char buf[MSL];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
bool keeper;
ROOM_INDEX_DATA *target_room=NULL;
if(GAMESETTING(GAMESET_MORGUE_ENABLED) && !IS_NPC(ch)
&& (!killer || (killer!=ch && IS_NPC(killer) && !killer->master)) )
{
target_room=get_room_index(get_morguevnum(ch));
if(!target_room){
// if you dont specify the morgue room,
// the corpse goes to the room they appear in after death.
target_room=get_room_index(race_table[ch->race]->death_room);
}
}
if(!target_room){
target_room=ch->in_room;
}
// reduce money on shopkeeper corpses to stop
// people killing the shopkeepers for money
keeper = IS_KEEPER(ch);
if (keeper)
{
if (ch->gold>5 || ch->silver>500 )
{
if (ch->gold>5)
{
ch->gold= number_range(1,5);
}
else
{
ch->gold= number_range(1,ch->gold);
}
if (ch->silver>500)
{
ch->silver=number_range(1,500);
}
else
{
ch->silver=number_range(1,ch->silver);
}
}
}
if (IS_SET(ch->form, FORM_INSTANT_DECAY))
{
instant_decay_corpse(ch);
return;
}
if ( IS_NPC(ch) )
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC));
corpse->timer = number_range( 3, 6 );
if ( ch->gold > 0 || ch->silver > 0 )
{
obj_to_obj( create_money( ch->gold, ch->silver ), corpse );
ch->gold = 0;
ch->silver = 0;
}
//corpse->cost = 0;
corpse->cost = ch->level * number_range(3,4);
replace_string(corpse->killer, killed_by );
}
else // a player corpse
{
name = ch->short_descr;
if (ch->master){
stop_follower(ch);
}
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_PC));
corpse->timer = number_range( 35, 50 );
corpse->killer = str_dup( killed_by );
if (!is_clan(ch)){
replace_string(corpse->owner, ch->name);
}else{
corpse->owner = NULL;
if (ch->gold > 1 || ch->silver > 1){
obj_to_obj(create_money(ch->gold / 2, ch->silver/2), corpse);
ch->gold -= ch->gold/2;
ch->silver -= ch->silver/2;
}
}
corpse->cost = 0;
}
corpse->level = 0;
sprintf( buf, corpse->short_descr, name );
replace_string( corpse->short_descr, buf );
sprintf( buf, corpse->description, name );
replace_string( corpse->description, buf);
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
bool floating = false;
obj_next = obj->next_content;
// dont take tokens out of the players inventory
// extract_char() handles the destruction of
// dropdeath tokens (obj->value[0], TOKEN_DROPDEATH)
if (obj->item_type == ITEM_TOKEN){
continue;
}
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,OBJEXTRA_ROT_DEATH) && !floating){
obj->timer = number_range(5,10);
REMOVE_BIT(obj->extra_flags,OBJEXTRA_ROT_DEATH);
}
REMOVE_BIT(obj->extra_flags,OBJEXTRA_VIS_DEATH);
// shop keepers
if (keeper){
if (number_range(1,10)<2){
obj->timer = number_range(2,5);
}else{
extract_obj(obj);
continue;
}
}
if( IS_SET( obj->extra_flags, OBJEXTRA_INVENTORY )){
extract_obj( obj );
}else{
if (floating)
{
if (IS_OBJ_STAT(obj,OBJEXTRA_ROT_DEATH)) // get rid of it!
{
if (obj->contains != NULL)
{
OBJ_DATA *in, *in_next;
act("$p evaporates,scattering its contents.", ch,obj,NULL,TO_ROOM);
for (in = obj->contains; in != NULL; in = in_next)
{
in_next = in->next_content;
obj_from_obj(in);
obj_to_room(in,target_room);
}
}
else
{
act("$p evaporates.", ch,obj,NULL,TO_ROOM);
}
extract_obj(obj);
}
else
{
act("$p falls to the floor.",ch,obj,NULL,TO_ROOM);
obj_to_room(obj,target_room);
}
}
else
{
obj_to_obj( obj, corpse );
}
}
}
obj_to_room( corpse, target_room );
// if it is a player, resave the corpses
if(!IS_NPC(ch)){
do_save_corpses(NULL, "");
}
return;
}
/**************************************************************************/
// Improved Death_cry contributed by Diavolo.
void death_cry( char_data *ch, char_data *killer )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
int vnum;
// no death cry at this stage for a vanishing body
if (IS_SET(ch->form, FORM_INSTANT_DECAY))
{
return;
}
vnum = 0;
msg = "You hear $n's death cry.";
switch ( number_bits(4))
{
case 0: msg = "$n hits the ground ... DEAD.";
break;
case 1:
if (ch->material == 0)
{
msg = "$n splatters blood on your armor.";
break;
}
case 2:
if (IS_SET(ch->parts,PART_GUTS))
{
msg = "$n spills $s guts all over the floor.";
vnum = OBJ_VNUM_GUTS;
}
break;
case 3:
if (IS_SET(ch->parts,PART_HEAD))
{
msg = "$n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD;
}
break;
case 4:
if (IS_SET(ch->parts,PART_HEART))
{
msg = "$n's heart is torn from $s chest.";
vnum = OBJ_VNUM_TORN_HEART;
}
break;
case 5:
if (IS_SET(ch->parts,PART_ARMS))
{
msg = "$n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM;
}
break;
case 6:
if (IS_SET(ch->parts,PART_LEGS))
{
msg = "$n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG;
}
break;
case 7:
if (IS_SET(ch->parts,PART_BRAINS))
{
msg = "$n's head is shattered, and $s brains splash all over you.";
vnum = OBJ_VNUM_BRAINS;
}
}
if ( vnum != 0 )
{
char buf[MSL];
OBJ_DATA *obj;
char *name;
name = ch->short_descr;
obj = create_object( get_obj_index( vnum ));
obj->timer = number_range( 4, 7 );
sprintf( buf, obj->short_descr, name );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
sprintf( buf, obj->description, name );
free_string( obj->description );
obj->description = str_dup( buf );
if (obj->item_type == ITEM_FOOD)
{
if (IS_SET(ch->form,FORM_POISON))
obj->value[3] = 1;
else if (!IS_SET(ch->form,FORM_EDIBLE))
obj->item_type = ITEM_TRASH;
}
obj_to_room( obj, ch->in_room );
}
if ( number_range(1,100) <= get_skill(killer, gsn_stifle ))
{
act( "You managed to kill $N before they could let out a final cry.", killer, NULL, ch, TO_CHAR );
check_improve(ch,gsn_stifle,true,3);
return;
}
act( msg, ch, NULL, NULL, TO_ROOM );
// if ( IS_NPC(ch) )
if ( IS_SET( ch->form, FORM_SENTIENT )
|| !IS_NPC(ch))
msg = "You hear someone's death cry";
else
msg = "You hear something's death cry";
was_in_room = ch->in_room;
if (was_in_room==NULL){
return;
}
for ( door = 0; door < MAX_DIR; door++ )
{
EXIT_DATA *pexit;
char tempmsg[MIL];
sprintf( tempmsg, "%s from %s.", msg, death_cry_dir_name[rev_dir[door]]);
if ( ( pexit = was_in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& pexit->u1.to_room != was_in_room )
{
ch->in_room = pexit->u1.to_room;
act( tempmsg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
/**************************************************************************/
void raw_kill( char_data *victim, char_data *killer )
{
int i;
stop_fighting( victim, true ); //Raw_kill
death_cry( victim, killer );
if (victim->mounted_on)
dismount(victim);
if (victim->ridden_by)
{
victim->ridden_by->println("Your mount has been killed, you fall to the ground!");
dismount(victim->ridden_by);
}
make_corpse( victim, killer );
victim->pksafe=30;
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
victim->pksafe=3;
if(victim->gold<400){
victim->gold+=number_range(40,400);
victim->println("`GYOUR GOLD HAS BEEN BOOSTED UP.`x");
}
victim->pknoquit=2;
victim->println("`YYOU ARE PK SAFE FOR 3 MINUTES!!!. PKNOQUIT AT 2MINS :)`x");
}else{
victim->pknoquit=0;
}
victim->pknorecall=0;
if ( IS_NPC(victim) )
{
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
extract_char( victim, true );
return;
}
extract_char( victim, false );
while ( victim->affected ){
affect_remove( victim, victim->affected );
}
victim->affected_by = race_table[victim->race]->aff;
victim->subdued = false;
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 );
reset_char(victim); // easiest way to fix problems with death bugs
landchar(victim); // make sure they die on the ground
save_char_obj(victim);
return;
}
/**************************************************************************/
void group_bypass_killer_penatly(char_data *killer, char_data *victim, bool death)
{
assert(!IS_NPC(victim));
bool bypass_duel_used=false;
char_data *gch;
if(GAMESETTING2(GAMESET2_BYPASSDUEL_REDUCES_KARNS)){
for ( gch = killer->in_room->people; gch; gch = gch->next_in_room )
{
if ( !IS_NPC(gch) && gch->fighting==victim && is_same_group( gch, killer))
{
if(gch->duels){
if(gch->duels->is_bypassingduel(victim)){
bool lose_karn=false;
bypass_duel_used=true;
if(death){ // lose a karn
lose_karn=true;
}else{ // lose a karn some of the time
gch->duel_subdues_before_karn_loss--;
if(gch->duel_subdues_before_karn_loss<0){
lose_karn=true;
gch->duel_subdues_before_karn_loss=4;
}
}
if(lose_karn){
gch->pcdata->karns--;
if(GAMESETTING(GAMESET_NOPERMDEATH) && victim->pcdata->karns<0){
victim->pcdata->karns=0;
}
if(gch->pcdata->karns<0) // if they had a karn to lose
{
gch->println(
"`xFrom within your body you feel a `Rburning sensation`x from within,\r\n"
"a ball of light departs from your body and disappears!");
}else{
gch->println(
"`xFrom within your body you feel a `Rburning sensation`x from within,\r\n"
"you collapse to the ground, and pass out.");
}
save_char_obj(gch);
}
}
}
}
}
}
// tell all those who are required to write a pknote to do so
pkill_note_required_message(victim, victim, bypass_duel_used);
for ( gch = killer->in_room->people; gch; gch = gch->next_in_room )
{
if ( !IS_NPC(gch) && gch->fighting==victim && is_same_group( gch, killer))
{
pkill_note_required_message(gch, victim, bypass_duel_used);
}
}
}
/**************************************************************************/
// calculate the maximum level in a group attacking a victim
int group_max_level_attacking_victim(char_data *killer, char_data *victim )
{
int max_level = 0;
char_data *gch;
for ( gch = killer->in_room->people; gch; gch = gch->next_in_room )
{
if ( is_same_group( gch, killer)
&& gch->fighting==victim
&& max_level<gch->level)
{
max_level=gch->level;
}
}
return max_level;
}
/**************************************************************************/
void group_gain( char_data *ch, char_data *victim )
{
char_data *gch;
char_data *lch;
int xp;
int members;
int group_levels;
int max_group_level;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( victim == ch )
return;
// no xp gained for pkilling
if(!IS_NPC(victim)){
return;
}
if ( !ch || !ch->in_room || !victim)
{
if (!ch){
bug("group_gain(): ch == NULL!");
}else{
if (!ch->in_room){
bug("group_gain(): ch->in_room == NULL!");
}else{
bug("group_gain(): victim == NULL!");
}
}
return;
}
members = 0;
group_levels = 0;
max_group_level= 0; // max level in killer group
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( is_same_group( gch, ch ) )
{
if( victim->level<11 && !IS_NPC(ch) && !IS_NPC(victim)
&& !IS_LETGAINED(victim) && GAMESETTING_LETGAINING_IS_REQUIRED )
{
if(!GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
gch->pkool+=4000;
}
}
// if it isn't a mount being ridden then include it
if(!IS_MOUNTED(gch)){
members++;
group_levels += IS_NPC(gch) ? gch->level / 2 : gch->level;
max_group_level=UMAX(max_group_level, gch->level);
}
}
}
if ( members == 0 ){
bug("Group_gain: members=0.");
members=1;
group_levels=ch->level;
max_group_level=ch->level;
}
lch = (ch->leader != NULL) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !is_same_group( gch, ch ) || IS_NPC(gch)){
continue;
}
/* Taken out, add it back if you want it
if ( gch->level - lch->level >= 5 )
{
gch->println("You are too high for this group.");
continue;
}
if ( gch->level - lch->level <= -5 )
{
gch->println("You are too low for this group.");
continue;
}
*/
xp = xp_compute( gch, victim, group_levels);
// Kal Jan 2004, based on Ixliam's code
if(GAMESETTING5(GAMESET5_ADDICT_XP_BONUS)){
char_data *tempch, *addict=NULL;
for ( tempch= player_list; tempch; tempch= tempch->next_player)
{
if ( !IS_IMMORTAL(tempch)
&& tempch->level>10
&& !IS_OOC(tempch)
&& tempch->idle<2)
{
addict=tempch;
}
}
if(xp && addict && gch && addict== gch && dice(1,4)==1)
{
gch->println("`YADDICT EXP BONUS!!!`x");
// give xp in range (xp+1) and (xp+1)*150%
// to the player who has been on the longest
xp = number_range(xp+1, (xp+1)*3/2);
}
}
if(IS_SET(gch->comm, COMM_BUILDING)){
gch->printlnf("`=\xa6If you weren't in building mode "
"you would receive %d xp.`x", xp );
}else{
gch->printlnf("`=\xa6You receive %d experience points.`x", xp );
gain_exp( gch, xp );
}
if (!IS_IMMORTAL( ch )) {
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( ( IS_OBJ_STAT(obj, OBJEXTRA_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, OBJEXTRA_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, OBJEXTRA_ANTI_NEUTRAL) && IS_NEUTRAL(ch))
|| ( IS_OBJ2_STAT(obj, OBJEXTRA2_ANTI_CHAOS) && IS_TEND_CHAOTIC(ch))
|| ( IS_OBJ2_STAT(obj, OBJEXTRA2_ANTI_LAW) && IS_TEND_LAWFUL(ch))
|| ( IS_OBJ2_STAT(obj, OBJEXTRA2_ANTI_BALANCE) && IS_TEND_NEUTRAL(ch)))
{
act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
}
}
}
return;
}
/**************************************************************************/
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* Edit this function to change xp computations.
*/
int xp_compute( char_data *gch, char_data *victim, int total_levels)
{
char buf[MSL];
int xp,base_exp;
int level_range;
int level;
int lower_xp_level;
// abort the whole process if we can
if( victim->no_xp // mob previously subdued
|| IS_NPC(gch) // mobs dont get xp
|| gch->pcdata->xp_penalty>0 // player still has an outstanding xp penalty
|| IS_AFFECTED(gch, AFF_CHARM)){ // charmed player
return 0;
}
level=gch->level;
lower_xp_level=victim->highest_level_to_do_damage-8;
if(level<lower_xp_level){
level= lower_xp_level + (lower_xp_level - level);
}
level_range = victim->level - level;
// compute the base exp
switch (level_range)
{
default : base_exp = 0; break;
case -9 : base_exp = 1; break;
case -8 : base_exp = 2; break;
case -7 : base_exp = 5; break;
case -6 : base_exp = 10; break;
case -5 : base_exp = 12; break;
case -4 : base_exp = 13; break;
case -3 : base_exp = 15; break;
case -2 : base_exp = 17; break;
case -1 : base_exp = 19; break;
case 0 : base_exp = 20; break;
case 1 : base_exp = 25; break;
case 2 : base_exp = 55; break;
case 3 : base_exp = 75; break;
case 4 : base_exp = 80; break;
}
if (level_range > 4){
base_exp = 80 + 7 * (level_range - 4);
}
xp = base_exp;
// calculate exp multiplier
if(IS_NPC(victim)){
xp = xp * victim->pIndexData->xp_mod / 100;
}
// do alignment computations
if (IS_GOOD(gch)){
if (IS_EVIL(victim))
xp*=14/10;
else if (IS_NEUTRAL(victim))
xp*=12/10;
}else if (IS_NEUTRAL(gch)){
if (IS_EVIL(victim))
xp*=12/10;
else if (IS_GOOD(victim))
xp*=12/10;
}else if (IS_EVIL(gch)){
if (IS_NEUTRAL(victim))
xp*=115/100;
else
if (IS_GOOD(victim))
xp*=13/10;
}
// more exp at the low levels
if (level < 6){
xp = 10 * xp / (level + 2);
}
// reduced xp percent system
if (!IS_NPC(gch) && gch->pcdata->reduce_xp_percent>0)
{
xp= (xp *gch->pcdata->reduce_xp_percent)/100;
}
// global xp scaling system
if(game_settings->global_xp_scale_value!=100){
xp=xp*game_settings->global_xp_scale_value/100;
}
// randomize the rewards
xp = number_range(xp * 3/4, xp);
// adjust for grouping
xp = ( 6 * xp * level/( UMAX(1,total_levels -1) ) ) / 5;
// different xp scales for letgained and non-letgained
if(IS_LETGAINED(gch) || GAMESETTING(GAMESET_NO_LETGAINING_REQUIRED)){
if(level<5)
xp=xp*45/10;
else if(level<10)
xp=xp*275/100;
else if(level<15)
xp=xp*2;
else if(level<20)
xp=xp*14/10;
else if(level<25)
xp=xp*12/10;
}else{
if(level<5)
xp=xp*275/100;
else if(level<10)
xp=xp*2;
else if(level<15)
xp=xp*14/10;
else if(level<20)
xp=xp*12/10;
}
// less XP the higher the level over 45
if (level > 45 ){
xp = 25 * xp / (level - 20);
}
// reduce xp for 40mins after a level is gained by upto 40%
if(!IS_NPC(gch))
{
if(level>15)
{
int playedtime=GET_SECONDS_PLAYED(gch);
int playval=playedtime-gch->pcdata->last_level;
if(playval<2400) // 40 Minutes
{
playedtime=2400-playval; // number of seconds before 40mins after last level
float less_percent= 1- ((float)playedtime/6000);
float newxp=(float)xp*less_percent;
if(newxp>(float)xp)
{
bugf("xp_compute: newxp=%f, xp=%f, lvl=%d, pv=%d, pt=%d",
newxp, (float)xp, level, playval, playedtime);
}
else
{
xp=(int)newxp;
}
}
}
}
// big XP notification
if((xp>150-level) && (level>10) && (victim->level>12))
{
sprintf(buf, "BIG EXP: %s <%d> gained %d xp by killing %s [vnum: %d, lvl: %d]",
gch->name,
level,
xp,
victim->short_descr,
(victim->pIndexData) ? victim->pIndexData->vnum : 0,
victim->level);
log_string(buf);
wiznet(buf,gch,NULL,WIZ_SECURE,0,get_trust(gch));
if((victim->pIndexData != NULL) && (victim->pIndexData->level>9) )
victim->pIndexData->level-=2;
}
// log their xp
if (!IS_NPC(gch) && xp>0 && IS_SET(gch->act, PLR_LOG))
{
sprintf(buf, "->>>>>>>>>EXP LOG: %s gained %d xp by killing %s [vnum: %d]",
gch->name,
xp,
victim->short_descr,
(victim->pIndexData) ? victim->pIndexData->vnum : 0);
append_playerlog( gch, buf);
}
return xp;
}
/**************************************************************************/
void dam_message( char_data *ch, char_data *victim,int dam,int dt,bool immune )
{
char buf1[256], buf2[256], buf3[256];
char bf[MSL];
const char *vs;
const char *vp;
const char *attack="unset_attack_value_in_dam_message";
char punct;
if (ch == NULL || victim == NULL)
return;
if(GAMESETTING3(GAMESET3_STORM_DAMAGE_MESSAGES)){
if( dam > victim->max_hit ) { vs="`SSLAYS`x"; vp="`SSLAYS`x";}
else if( dam == 0 ) { vs="`Gmiss"; vp="`Gmisses";}
else if( dam <= 1 ) { vs="`Bscratch"; vp="`Bscratches";}
else if( dam <= 2 ) { vs="`Bbruise"; vp="`Bbruises";}
else if( dam <= 3 ) { vs="`Bgraze"; vp="`Bgrazes";}
else if( dam <= 4 ) { vs="`rhit"; vp="`rhits"; }
else if( dam <= 5 ) { vs="`rinjure"; vp="`rinjures";}
else if( dam <= 6 ) { vs="`rwound"; vp="`rwounds";}
else if( dam <= 7 ) { vs="`rscar"; vp="`rscars";}
else if( dam <= 8 ) { vs="`rmangle"; vp="`rmangles";}
else if( dam <= 9 ) { vs="`Rmaul"; vp="`Rmauls";}
else if( dam <= 10 ) { vs="`RDECIMATE"; vp="`RDECIMATES";}
else if( dam <= 12 ) { vs="`RDEVASTATE"; vp="`RDEVASTATES";}
else if( dam <= 14 ) { vs="`RMAIM"; vp="`RMAIMS";}
else if( dam <= 16 ) { vs="`RCRIPPLE"; vp="`RCRIPPLES";}
else if( dam <= 18 ) { vs="`RMUTILATE"; vp="`RMUTILATES";}
else if( dam <= 20 ) { vs="`RDISMEMBER"; vp="`RDISMEMBERS";}
else if( dam <= 22 ) { vs="`RDISEMBOWEL"; vp="`RDISEMBOWELS";}
else if( dam <= 24 ) { vs="`RMASSACRE"; vp="`RMASSACRES";}
else if( dam <= 26 ) { vs="`RVICTIMIZE"; vp="`RVICTIMIZES";}
else if( dam <= 28 ) { vs="`RTEAR INTO"; vp="`RTEARS INTO";}
else if( dam <= 30 ) { vs="`ROBLITERATE"; vp="`ROBLITERATES";}
else if( dam <= 32 ) { vs="`YBLAST"; vp="`YBLASTS";}
else if( dam <= 34 ) { vs="`R-= BUTCHER =-"; vp="`R-= BUTCHERS =-";}
else if( dam <= 36 ) { vs="`W-=* OVERWHELM *=-"; vp="`W -=* OVERWHELMS *=-";}
else if( dam <= 38 ) { vs="`r***`RDEMOLISH`r***"; vp="`r***`RDEMOLISHES`r***";}
else if( dam <= 40 ) { vs="`r****`R SHRED `r****"; vp="`r**** `RSHREDS `r****";}
else if( dam <= 43 ) { vs="`c-=`C*`c=- `CDESTROY `c-=`C*`c=-"; vp="`c-=`C*`c=- `CDESTROYS `c-=`C*`c=-";}
else if( dam <= 47 ) { vs="`R*** `BPULVERIZE `R***"; vp="`R*** `BPULVERIZES `R***";}
else if( dam <= 50 ) { vs="`c-== `WVAPORIZE `c==-"; vp="`c-== `WVAPORIZES `c==-";}
else if( dam <= 53 ) { vs="`c-=`W*`c= `RSMITE `c=`W*`c=-"; vp="`c-=`W*`c= SMITES `c=`W*`c=-";}
else if( dam <= 57 ) { vs="`R>>> RIP APART <<<"; vp="`R>>> RIPS APART <<<";}
else if( dam <= 60 ) { vs="`R<`r-`R=`r-`R> `WTORMENT `R<`r-`R=`r-`R>"; vp="`R<`r-`R=`r-`R> `WTORMENTS `R<`r-`R=`r-`R>";}
else if( dam <= 65 ) { vs="`R<`r-`R=`r-`R> `BRAVAGE `R<`r-`R=`r-`R>"; vp="`R<`r-`R=`r-`R> `BRAVAGES `R<`r-`R=`r-`R>";}
else if( dam <= 70 ) { vs="`G<> `RDISFIGURE `G<>"; vp="`G<> `RDISFIGURES `G<>";}
else if( dam <= 75 ) { vs="`R<`c*`R> `rFISSURE `R<`c*`R>"; vp="`R<`c*`R> `rFISSURES `R<`c*`R>";}
else if( dam <= 80 ) { vs="`b<><><> `YSUNDER `b<><><>"; vp="`b<><><> `YSUNDERS `b<><><>";}
else if( dam <= 85 ) { vs="`R<*><*> `GWASTE `R<*><*>"; vp="`R<*><*> `GWASTES `R<*><*>";}
else if( dam <= 90 ) { vs="`RA`rN`RN`rI`RH`rI`RL`rA`RT`rE"; vp="`RA`rN`RN`rI`RH`rI`RL`rA`RT`rE`RS";}
else if( dam <= 95 ) { vs="`WA`sSSASSINATE"; vp="`WA`SSSASSINATES";}
else if( dam <= 100) { vs="`R</\\> EVISCERATE </\\>"; vp="`R</\\> EVISCERATES </\\>";}
else if( dam <= 110) { vs="`B</^\\> `REXTERMINATE `B</^\\>"; vp="`B</^\\> `REXTERMINATES `B</^\\>";}
else if( dam <= 120) { vs="`B<=-=> `cERADICATE `B<=-=>"; vp="`B<=-=> `cERADICATES `B<=-=>";}
else if( dam <= 130) { vs="`R+`r.`R+`r.`R+ `RC`rR`RU`rC`RI`rF`RY `R+`r.`R+`r.`R+"; vp="`R+`r.`R+`r.`R+ `RC`rR`RU`rC`RI`rF`RI`rE`RS `R+`r.`R+`r.`R+";}
else if( dam <= 140) { vs="`WSLAUGHTER"; vp="`WSLAUGHTERS";}
else if( dam <= 150) { vs="`YNEUTRALIZE"; vp="`YNEUTRALIZES";}
else if( dam <= 160) { vs="`RNULLIFY"; vp="`RNULLIFIES";}
else if( dam <= 170) { vs="`BENGULF"; vp="`BENGULFS";}
else if( dam <= 180) { vs="`RL`rA`RY `RW`rA`RS`rT`RE `rT`RO"; vp="`RL`rA`RY`rS `RW`rA`RS`rT`RE `RT`rO";}
else if( dam <= 190) { vs="`BW`bR`BE`bA`BK `bH`BA`bV`BO`bC `BU`bP`BO`bN"; vp="`BW`bR`BE`bA`BK`bS `BH`bA`BV`BO`BC `BU`bP`BO`bN";}
else if( dam <= 200) { vs="`CC`cO`wM`WP`CL`cE`wT`WE`CL`cY `wR`WU`CI`cN"; vp="`CC`cO`wM`WP`CL`cE`wT`WE`CL`cY `wR`WU`CI`cN`wS";}
else if( dam <= 210) { vs="`WD`wO `WU`wN`WS`wP`WE`wA`WK`wA`WB`wL`WE `WT`wH`WI`wN`WG`wS `WT`wO"; vp="`WD`wO`WE`wS `WU`wN`WS`wP`WE`wA`WK`wA`WB`wL`WE `WT`wH`WI`wN`WG`wS `WT`wO";}
else { vs="`WD`wO `RILLEGAL `WT`wH`WI`wN`WG`wS `WT`wO"; vp="`WD`wO`WE`wS `RILLEGAL `WT`wH`WI`wN`WG`wS `WT`wO";}
}else{
if ( dam > victim->max_hit ) { vs = "SLAY"; vp = "SLAYS"; }
else if ( dam == 0 ) { vs = "miss"; vp = "misses"; }
else if ( dam <= 2 ) { vs = "scratch"; vp = "scratches"; }
else if ( dam <= 4 ) { vs = "graze"; vp = "grazes"; }
else if ( dam <= 6 ) { vs = "hit"; vp = "hits"; }
else if ( dam <= 8 ) { vs = "injure"; vp = "injures"; }
else if ( dam <= 10 ) { vs = "wound"; vp = "wounds"; }
else if ( dam <= 12 ) { vs = "maul"; vp = "mauls"; }
else if ( dam <= 14 ) { vs = "decimate"; vp = "decimates"; }
else if ( dam <= 16 ) { vs = "devastate"; vp = "devastates"; }
else if ( dam <= 20 ) { vs = "maim"; vp = "maims"; }
else if ( dam <= 25 ) { vs = "MUTILATE"; vp = "MUTILATES"; }
else if ( dam <= 30 ) { vs = "DISEMBOWEL"; vp = "DISEMBOWELS"; }
else if ( dam <= 40 ) { vs = "DISMEMBER"; vp = "DISMEMBERS"; }
else if ( dam <= 50 ) { vs = "MASSACRE"; vp = "MASSACRES"; }
else if ( dam <= 60 ) { vs = "MANGLE"; vp = "MANGLES"; }
else if ( dam <= 70 ) { vs = "*** DEMOLISH ***";
vp = "*** DEMOLISHES ***"; }
else if ( dam <= 80 ) { vs = "*** DEVASTATE ***";
vp = "*** DEVASTATES ***"; }
else if ( dam <= 100) { vs = "=== OBLITERATE ===";
vp = "=== OBLITERATES ==="; }
else if ( dam <= 125) { vs = ">>> ANNIHILATE <<<";
vp = ">>> ANNIHILATES <<<"; }
else if ( dam <= 150) { vs = "<<< ERADICATE >>>";
vp = "<<< ERADICATES >>>"; }
else { vs = "do UNSPEAKABLE things to";
vp = "does UNSPEAKABLE things to"; }
}
char vsbuf[MSL], vpbuf[MSL];
sprintf(vsbuf, "`#%s`^", vs);
sprintf(vpbuf, "`#%s`^", vp);
vs=vsbuf;
vp=vpbuf;
punct = (dam <= 24) ? '.' : '!';
if ( dt == TYPE_HIT )
{
if (ch == victim)
{
sprintf( buf1, "$n %s $melf%c",vp,punct);
sprintf( buf2, "You %s yourself%c",vs,punct);
}
else
{
sprintf( buf1, "$n %s $N%c", vp, punct );
sprintf( buf2, "You %s $N%c", vs, punct );
sprintf( buf3, "$n %s you%c", vp, punct );
}
}
else
{
if ( dt >= 0 && dt < MAX_SKILL )
{
attack = skill_table[dt].noun_damage;
}
else
{
if ( dt >= TYPE_HIT
&& dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE)
{
attack = attack_table[dt - TYPE_HIT].noun;
}else{
bugf( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
}
if(attack==NULL){
bugf("dam_message(): NULL attack value... dt=%d, TYPE_HIT=%d, ch=%s, victim=%s",
dt, TYPE_HIT, PERS(ch, NULL), PERS(victim, NULL));
}
if (immune)
{
if (ch == victim)
{
sprintf(buf1,"$n is unaffected by $s own %s.",attack);
sprintf(buf2,"Luckily, you are immune to that.");
}
else
{
sprintf(buf1,"$N is unaffected by $n's %s!",attack);
sprintf(buf2,"$N is unaffected by your %s!",attack);
sprintf(buf3,"$n's %s is powerless against you.",attack);
}
}
else
{
if (ch == victim)
{
sprintf( buf1, "$n's %s %s $m%c",attack,vp,punct);
sprintf( buf2, "Your %s %s you%c",attack,vp,punct);
}
else
{
sprintf( buf1, "$n's %s %s $N%c", attack, vp, punct );
sprintf( buf2, "Your %s %s $N%c", attack, vp, punct );
sprintf( buf3, "$n's %s %s you%c", attack, vp, punct );
}
}
}
// do autodamage for the attacker
if(dam && !GAMESETTING2(GAMESET2_NO_AUTODAMAGE_COMMAND)
&& HAS_CONFIG2(ch, CONFIG2_AUTODAMAGE))
{
strcat(buf2, FORMATF(" [%d]", dam));
}
// display the damage message
if (ch == victim)
{
act(buf1,ch,NULL,NULL,TO_ROOM);
act(buf2,ch,NULL,NULL,TO_CHAR);
}
else
{
act( buf1, ch, NULL, victim, TO_NOTVICT );
sprintf(bf,"`g%s`x", buf2);
act( bf, ch, NULL, victim, TO_CHAR );
// do autodamage for the victim
if(dam && !GAMESETTING2(GAMESET2_NO_AUTODAMAGE_COMMAND)
&& HAS_CONFIG2(victim, CONFIG2_AUTODAMAGE))
{
strcat(buf3, FORMATF(" [%d]", dam));
}
sprintf(bf,"`R%s`x",buf3);
act( bf, ch, NULL, victim, TO_VICT );
}
return;
}
/**************************************************************************/
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm( char_data *ch, char_data *victim )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
if ( ( obj = get_eq_char( victim, WEAR_SECONDARY) ) == NULL )
{
if ( ( obj = get_eq_char( victim, WEAR_SECONDARY) ) == NULL ){
return;
}
}
if ( IS_OBJ_STAT(obj,OBJEXTRA_NOREMOVE))
{
act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR);
act("$n tries to disarm you, but your weapon won't budge!",
ch,NULL,victim,TO_VICT);
act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
return;
}
act( "$n DISARMS you and sends your weapon flying!",
ch, NULL, victim, TO_VICT );
act( "You disarm $N!", ch, NULL, victim, TO_CHAR );
act( "$n disarms $N!", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_OBJ_STAT(obj,OBJEXTRA_NODROP) || IS_OBJ_STAT(obj,OBJEXTRA_INVENTORY) )
obj_to_char( obj, victim );
else
{
obj_to_room( obj, victim->in_room );
if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim,obj))
get_obj(victim,obj,NULL);
}
return;
}
/**************************************************************************/
void entangle( char_data *ch, char_data *victim )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
if ( ( obj = get_eq_char( victim, WEAR_SECONDARY) ) == NULL )
{
if ( ( obj = get_eq_char( victim, WEAR_SECONDARY) ) == NULL ){
return;
}
}
if ( IS_OBJ_STAT(obj,OBJEXTRA_NOREMOVE))
{
act("$S weapon won't budge!",ch,NULL,victim,TO_CHAR);
act("$n tries to entangle your weapon but your weapon won't budge!",ch,NULL,victim,TO_VICT);
act("$n tries to entangle $N's weapon, but fails.",ch,NULL,victim,TO_NOTVICT);
return;
}
act( "$n `Bentangles`x $p and grabs it!!", ch, obj, victim, TO_VICT );
act( "You `Bentangle`x $N's weapon!", ch, NULL, victim, TO_CHAR );
act( "$n `Bentangles`x $N's weapon!", ch, NULL, victim, TO_NOTVICT );
obj_from_char( obj );
if ( IS_OBJ_STAT(obj,OBJEXTRA_NODROP) || IS_OBJ_STAT(obj,OBJEXTRA_INVENTORY) )
obj_to_char( obj, victim );
else
{
obj_to_char( obj, ch );
}
return;
}
/**************************************************************************/
void do_berserk( char_data *ch, char *)
{
int chance, hp_percent;
if ((chance = get_skill(ch,gsn_berserk)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BERSERK))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_berserk].skill_level[ch->clss]))
{
ch->println("You turn red in the face, but nothing happens.");
return;
}
if (IS_AFFECTED(ch,AFF_BERSERK) || is_affected(ch,gsn_berserk)
|| is_affected(ch,gsn_frenzy))
{
ch->println("You get a little madder.");
return;
}
if (IS_AFFECTED(ch,AFF_CALM))
{
ch->println("You're feeling to mellow to berserk.");
return;
}
if (ch->mana < 50)
{
ch->println("You can't get up enough energy.");
return;
}
/* modifiers */
/* fighting */
if (ch->position == POS_FIGHTING)
chance += 10;
/* damage -- below 50% of hp helps, above hurts */
hp_percent = 100 * ch->hit/ch->max_hit;
chance += 25 - hp_percent/2;
if (number_percent() < chance)
{
AFFECT_DATA af;
WAIT_STATE(ch,PULSE_VIOLENCE);
ch->mana -= 50;
ch->move /= 2;
/* heal a little damage */
ch->hit += ch->level * 2;
ch->hit = UMIN(ch->hit,ch->max_hit);
ch->println("Your pulse races as you are consumed by rage!");
act("$n gets a wild look in $s eyes.",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_berserk,true,2);
af.where = WHERE_AFFECTS;
af.type = gsn_berserk;
af.level = ch->level;
af.duration = number_fuzzy(ch->level / 8);
af.modifier = UMAX(1,ch->level/5);
af.bitvector = AFF_BERSERK;
af.location = APPLY_HITROLL;
affect_to_char(ch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(ch,&af);
af.modifier = UMAX(10,10 * (ch->level/5));
af.location = APPLY_AC;
affect_to_char(ch,&af);
}
else
{
WAIT_STATE(ch,3 * PULSE_VIOLENCE);
ch->mana -= 25;
ch->move /= 2;
ch->println("Your pulse speeds up, but nothing happens.");
check_improve(ch,gsn_berserk,false,2);
}
}
/**************************************************************************/
void do_bash( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
int chance;
int dr; // damage result
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_bash)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_BASH))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_bash].skill_level[ch->clss]))
{
if (!IS_CONTROLLED(ch))
{
ch->println("Bashing? What's that?");
return;
}
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
ch->println("But you aren't fighting anyone!");
return;
}
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
ch->println("They aren't here.");
return;
}
if (victim->position < POS_FIGHTING)
{
act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
ch->println("You try to bash your brains out, but fail.");
return;
}
if (IS_AFFECTED(victim, AFF_FLYING) && !IS_AFFECTED(ch, AFF_FLYING))
{
ch->println("You can't reach them since they are flying and you are not.");
return;
}
if (is_safe(ch,victim))
return;
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is your friend!",ch,NULL,victim,TO_CHAR);
return;
}
// modifiers
// size and weight
chance += ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if (ch->size < victim->size){
chance += (ch->size - victim->size) * 15;
}else{
chance += (ch->size - victim->size) * 10;
}
// stats
chance += ch->modifiers[STAT_ST];
chance -= victim->modifiers[STAT_QU];
chance -= GET_AC(victim,AC_BASH) /25;
// speed
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 30;
// level
chance += (ch->level - victim->level);
if (IS_CONTROLLED(ch)){
chance*=3;
};
if (!IS_NPC(victim)
&& chance < get_skill(victim,gsn_dodge) )
{ /*
act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT);
act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR);
WAIT_STATE(ch,skill_table[gsn_bash].beats);
return;*/
chance -= 3 * (get_skill(victim,gsn_dodge) - chance);
}
// now the attack
if (number_percent() < chance )
{
DAZE_STATE(victim, 3 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[gsn_bash].beats);
victim->position = POS_RESTING;
dr=damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_bash,
DAM_BASH,false);
if(dr){
act("$n sends you sprawling with a powerful bash!$t",
ch, autodamtext(victim, dr) ,victim,TO_VICT);
act("You powerfully slam into $N, and send $M flying!$t",
ch, autodamtext(ch, dr) ,victim,TO_CHAR);
act("$n sends $N sprawling with a powerful bash.",
ch,NULL,victim,TO_NOTVICT);
}else{
act("$n sends you sprawling with a bash!$t",
ch, autodamtext(victim, dr),victim,TO_VICT);
act("You slam into $N, and send $M flying!$t",
ch, autodamtext(ch, dr) ,victim,TO_CHAR);
act("$n sends $N sprawling with a bash.",
ch,NULL,victim,TO_NOTVICT);
}
check_improve(ch,gsn_bash,true,1);
}
else
{
damage(ch,victim,0,gsn_bash,DAM_BASH,false);
act("You fall flat on your face!", ch,NULL,victim,TO_CHAR);
act("$n falls flat on $s face.", ch,NULL,victim,TO_NOTVICT);
act("You evade $n's bash, causing $m to fall flat on $s face.",
ch,NULL,victim,TO_VICT);
check_improve(ch,gsn_bash,false,1);
ch->position = POS_RESTING;
WAIT_STATE(ch,skill_table[gsn_bash].beats * 3/2);
}
}
/**************************************************************************/
void do_dirt( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
int chance;
int size_mod;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_dirt_kicking)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK_DIRT))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_dirt_kicking].skill_level[ch->clss]))
{
ch->println("You get your feet dirty.");
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
ch->println("But you aren't in combat!");
return;
}
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
ch->println("They aren't here.");
return;
}
if (IS_AFFECTED(victim,AFF_BLIND))
{
act("$E's already been blinded.",ch,NULL,victim,TO_CHAR);
return;
}
if (IS_AFFECTED( ch, AFF_FLYING))
{
ch->println("You can't dirt kick while you fly.");
return;
}
if (victim == ch)
{
ch->println("Very funny.");
return;
}
if (is_safe(ch,victim))
return;
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is such a good friend!",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* dexterity */
chance += ch->modifiers[STAT_QU];
chance -= 2 * victim->modifiers[STAT_QU];
/* mount size*/
if (victim->mounted_on)
{
size_mod = (victim->mounted_on->size)-(ch->size)+1;
if (size_mod<=0)
size_mod=1;
chance/=size_mod;
}
/* speed */
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 25;
/* level */
chance += (ch->level - victim->level) * 2;
/* sloppy hack to prevent false zeroes */
if (chance % 5 == 0)
chance += 1;
/* terrain */
switch(ch->in_room->sector_type)
{
case(SECT_INSIDE): chance -= 20; break;
case(SECT_CITY): chance -= 10; break;
case(SECT_FIELD): chance += 5; break;
case(SECT_FOREST): break;
case(SECT_HILLS): break;
case(SECT_MOUNTAIN): chance -= 10; break;
case(SECT_DESERT): chance += 10; break;
case(SECT_CAVE): chance += 5; break;
case(SECT_LAVA): chance -= 90; break;
default: chance = 0; break;
}
if ( chance == 0 )
{
ch->println("There isn't any dirt to kick.");
return;
}
/* now the attack */
if (number_percent() < chance)
{
AFFECT_DATA af;
act("$n is blinded by the dirt in $s eyes!",victim,NULL,NULL,TO_ROOM);
act("$n kicks dirt in your eyes!",ch,NULL,victim,TO_VICT);
if (!IS_SET(ch->imm_flags,(IMM_BASH & IMM_WEAPON))){
damage(ch,victim,number_range(2,5),gsn_dirt_kicking,DAM_NONE,false);
}
victim->println("You can't see a thing!");
check_improve(ch,gsn_dirt_kicking,true,2);
WAIT_STATE(ch,skill_table[gsn_dirt_kicking].beats);
if (!IS_AFFECTED(victim,AFF_BLIND)) {
af.where = WHERE_AFFECTS;
af.type = gsn_dirt_kicking;
af.level = ch->level;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
}
else
{
act("$E's already been blinded.",ch,NULL,victim,TO_CHAR);
}
}
else
{
act("$n is totally missed by the dirt!",victim,NULL,NULL,TO_ROOM);
act("$n fails to kick dirt properly!",ch,NULL,victim,TO_VICT);
damage(ch,victim,0,gsn_dirt_kicking,DAM_NONE,false);
WAIT_STATE(ch,skill_table[gsn_dirt_kicking].beats*2);
}
return;
}
/**************************************************************************/
void do_trip( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_trip)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TRIP))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_trip].skill_level[ch->clss]))
{
ch->println("Tripping? What's that?");
return;
}
// standard no mount checks etc
if(IS_RIDING(ch))
{
ch->println("You can't trip others while riding a creature.");
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
ch->println("But you aren't fighting anyone!");
return;
}
}else if ((victim = get_char_room(ch,arg)) == NULL)
{
ch->println("They aren't here.");
return;
}
if (is_safe(ch,victim))
return;
if ((IS_AFFECTED(victim,AFF_FLYING))
|| (ch->mounted_on))
{
act("$S feet aren't on the ground.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim->position < POS_FIGHTING)
{
act("$N is already down.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
ch->println("You fall flat on your face!");
WAIT_STATE(ch,2 * skill_table[gsn_trip].beats);
act("$n trips over $s own feet!",ch,NULL,NULL,TO_ROOM);
return;
}
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("$N is your beloved master.",ch,NULL,victim,TO_CHAR);
return;
}
/* modifiers */
/* size */
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 10; /* bigger = harder to trip */
/* dex */
chance += ch->modifiers[STAT_QU];
chance -= victim->modifiers[STAT_QU] * 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;
// factor in level to chance of success
chance += (ch->level - victim->level) * 2;
// now the attack
if (number_percent() < chance)
{
act("$n trips you and you go down!",ch,NULL,victim,TO_VICT);
act("You trip $N and $N goes down!",ch,NULL,victim,TO_CHAR);
act("$n trips $N, sending $M to the ground.",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_trip,true,1);
msp_to_room(MSPT_COMBAT, MSP_SOUND_TRIP, 0,
ch,
true,
false);
msp_to_room(MSPT_COMBAT, MSP_SOUND_TRIP, 0,
victim,
true,
false);
DAZE_STATE(victim,2 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[gsn_trip].beats);
victim->position = POS_RESTING;
damage(ch,victim,number_range(2, 2 + 2 * victim->size),gsn_trip,
DAM_BASH,true);
}
else
{
damage(ch,victim,0,gsn_trip,DAM_BASH,true);
WAIT_STATE(ch,skill_table[gsn_trip].beats*2/3);
check_improve(ch,gsn_trip,false,1);
}
}
/**************************************************************************/
void do_kill( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
char buf[MSL];
sprintf (buf,"%s", argument);
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch->println("Kill whom?");
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
ch->println("They aren't here.");
return;
}
// checks for preventing the start of a pkill fight
if ( !IS_NPC(victim) ) // directly attacking the player
{
if(GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->wrapln("That is a player you are trying to attack. "
"This is a peaceful mud where no pkilling is allowed.");
}else{
ch->wraplnf("That is a player you are trying to kill, "
"type pkill %s if you really want to do that.", buf );
}
return;
}else{
if ( IS_SET(victim->act, ACT_PET)
&& victim->leader
&& !IS_NPC(victim->leader)
&& (victim->leader->pet == victim)
&& IS_SET(victim->affected_by, AFF_CHARM))
{
if(GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->wrapln("That is a players pet you are trying to attack. "
"This is a peaceful mud where no pkilling is allowed.");
}else{
ch->wraplnf("That is a players pet, which could start a pkill fight, "
"type pkill %s if you really want to do that.", buf );
}
return;
}
}
if ( victim == ch )
{
ch->println("You hit yourself. Ouch!");
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
ch->println("You do the best you can!");
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
/**************************************************************************/
void do_pkill( char_data *ch, char *argument )
{
char arg[MIL];
char oarg[MIL];
char_data *victim;
if(!IS_NPC(ch) && GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->println("This is a peaceful mud... pkilling is not permitted.");
return;
}
sprintf(oarg, "%s", argument);
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch->println("Pkill whom?");
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
ch->println("They aren't here.");
// lag those who spam it
if (ch->desc && ch->desc->repeat>3){
WAIT_STATE( ch, 3 * PULSE_VIOLENCE );
}
return;
}
// log it if is a pkill attack
if ( !IS_NPC(victim) )
{
char log_buf[MSL];
sprintf( log_buf, "Log %s: pkill %s - (found %s)",
PERS(ch,NULL), oarg, PERS(victim,NULL));
log_string( log_buf );
wiznet(log_buf,ch,NULL,WIZ_SECURE,0,get_trust(ch));
}
if ( victim == ch )
{
ch->println("You hit yourself. Ouch!");
multi_hit( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe( ch, victim ) )
return;
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
ch->println("You do the best you can!");
return;
}
WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
multi_hit( ch, victim, TYPE_UNDEFINED );
return;
}
/**************************************************************************/
void do_pbackstab( char_data *ch, char *argument )
{
char arg[MIL];
char oarg[MIL];
char_data *victim;
OBJ_DATA *obj, *osec;
if(!IS_NPC(ch) && GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->println("This is a peaceful mud... pkilling is not permitted.");
return;
}
if(IS_MOUNTED(ch)){
ch->println("You can't backstab cause you are being ridden.");
return;
}
if(IS_RIDING(ch)){
ch->println("You can't backstab while riding a creature.");
return;
}
sprintf(oarg, "%s", argument);
one_argument( argument, arg );
if (arg[0] == '\0')
{
ch->println("Pbackstab whom?");
return;
}
if (ch->fighting != NULL)
{
ch->println("You're facing the wrong end.");
return;
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
ch->println("They aren't here.");
return;
}
if ( victim == ch )
{
ch->println("How can you sneak up on yourself?");
return;
}
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
// log it if is a pkill attack
if ( !IS_NPC(victim) ){
char log_buf[MSL];
sprintf( log_buf, "Log %s: pbackstab %s - (found %s)",
PERS(ch,NULL), oarg, PERS(victim,NULL));
log_string( log_buf );
wiznet(log_buf,ch,NULL,WIZ_SECURE,0,get_trust(ch));
}
if ( !IS_AFFECTED(ch, AFF_FLYING) && IS_RIDING(victim))
{
ch->println("You can't backstab someone on a mount unless you are flying.");
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
ch->println("You need to wield a dagger to backstab.");
return;
}
// must use a dagger to backstab
if (obj->item_type != ITEM_WEAPON
|| obj->value[0]!=WEAPON_DAGGER)
{
ch->println("You need to wield a dagger to backstab.");
return;
}
osec=get_eq_char (ch, WEAR_SECONDARY);
if (osec)
{
if (osec->item_type != ITEM_WEAPON
|| osec->value[0]!=WEAPON_DAGGER)
{
ch->println("Your secondary weapon must be a dagger as well to backstab.");
return;
}
}
if ( victim->hit < victim->max_hit / 2)
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if ( IS_AFFECTED(victim, AFF_FLYING)
&& !IS_AFFECTED(ch, AFF_FLYING)
&& number_range(1,3)==1)
{
ch->println("You attempt to backstab them, but they fly out of the way and you miss.");
check_improve(ch,gsn_backstab,false,1);
damage( ch, victim, 0, gsn_backstab,DAM_NONE,true);
}else{
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 );
msp_to_room(MSPT_COMBAT, MSP_SOUND_BACKSTAB,
0,
ch,
false,
true);
msp_to_room(MSPT_COMBAT, MSP_SOUND_BACKSTAB,
0,
victim,
true,
false);
}
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;
int chance;
if ((chance = get_skill(ch,gsn_circle)) == 0)
{
ch->println("What would you know about circling people?");
return;
}
obj=get_eq_char( ch, WEAR_WIELD);
if(!obj || obj->value[0]!=WEAPON_DAGGER){
ch->println("You must wield a dagger to circle.");
return;
}
victim = ch->fighting;
if(!victim){
ch->println("You aren't fighting anyone.");
return;
}
if (IS_AFFECTED(ch,AFF_BLIND)){
ch->println("You are blinded and can't find a path to circle them.");
WAIT_STATE( ch, skill_table[gsn_circle].beats );
return;
}
if(!GAMESETTING3(GAMESET3_CIRCLE_ALLOWED_WITHOUT_CLEAR_SHOT) && !IS_NPC(ch)){
if ( victim->fighting == ch ){
act( "$N turns with you, not offering you a clear shot.", ch, NULL, victim, TO_CHAR );
return;
}
}
if ( get_skill( ch,gsn_circle ) > number_percent() ) {
multi_hit( ch, victim, gsn_circle );
check_improve( ch, gsn_circle, true, 1 );
}else{
damage(ch, victim, 0, gsn_circle, DAM_NONE, true );
check_improve( ch, gsn_circle, false, 1 );
}
WAIT_STATE( ch, skill_table[gsn_circle].beats );
}
/**************************************************************************/
void do_backstab( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
OBJ_DATA *obj, *osec;
char buf[MSL];
// standard no mount checks etc
if(IS_MOUNTED(ch))
{
ch->println("You can't backstab cause you are being ridden.");
return;
}
if(IS_RIDING(ch))
{
ch->println("You can't backstab while riding a creature.");
return;
}
sprintf (buf,"%s", argument);
one_argument( argument, arg );
if (arg[0] == '\0')
{
ch->println("Backstab whom?");
return;
}
if (ch->fighting != NULL)
{
ch->println("You're facing the wrong end.");
return;
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
ch->println("They aren't here.");
if (ch->desc && ch->desc->repeat>3){
WAIT_STATE( ch, 3 * PULSE_VIOLENCE );
}
return;
}
if ( victim == ch )
{
ch->println("How can you sneak up on yourself?");
return;
}
if ( victim->fighting == ch )
{
ch->println("They already appear to be fighting you!");
return;
}
// checks for preventing the start of a pkill fight
if ( !IS_NPC(victim) ) // directly attacking the player
{
if(GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->wrapln("That is a player you are trying to backstab. "
"This is a peaceful mud where no pkilling is allowed.");
}else{
ch->wraplnf("That is a player your a trying to backstab, "
"type pbs %s if you really want to do that.", buf );
}
return;
}else if ( IS_SET(victim->act, ACT_PET)
&& victim->leader
&& !IS_NPC(victim->leader)
&& (victim->leader->pet == victim)
&& IS_SET(victim->affected_by, AFF_CHARM))
{
if(GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->wrapln("That is a players pet you are trying to backstab. "
"This is a peaceful mud where no pkilling is allowed.");
}else{
ch->wraplnf("That is a players pet, which could start a pkill fight, "
"type pbs %s if you really want to do that.", buf );
}
return;
}
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
if ( !IS_AFFECTED(ch, AFF_FLYING) && IS_RIDING(victim))
{
ch->println("You can't backstab someone on a mount unless you are flying.");
return;
}
if ( is_safe( ch, victim ) )
return;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL)
{
ch->println("You need to wield a dagger to backstab.");
return;
}
// must use a dagger to backstab
if (obj->item_type != ITEM_WEAPON
|| obj->value[0]!=WEAPON_DAGGER)
{
ch->println("You need to wield a dagger to backstab.");
return;
}
osec=get_eq_char (ch, WEAR_SECONDARY);
if (osec)
{
if (osec->item_type != ITEM_WEAPON
|| osec->value[0]!=WEAPON_DAGGER)
{
ch->println("Your secondary weapon must be a dagger as well to backstab.");
return;
}
}
if ( victim->hit < victim->max_hit / 3)
{
act( "$N is hurt and suspicious ... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->cautious_about_backstab>0)
{
act( "$N is too suspicious of your attack... you can't sneak up.",
ch, NULL, victim, TO_CHAR );
return;
}
WAIT_STATE( ch, skill_table[gsn_backstab].beats );
if ( IS_AFFECTED(victim, AFF_FLYING)
&& !IS_AFFECTED(ch, AFF_FLYING)
&& number_range(1,3)==1)
{
ch->println("You attempt to backstab them, but they fly out of the way and you miss.");
check_improve(ch,gsn_backstab,false,1);
damage( ch, victim, 0, gsn_backstab,DAM_NONE,true);
}else{
if ( number_percent( ) < get_skill(ch,gsn_backstab)
|| ( get_skill(ch,gsn_backstab) >= 2 && !IS_AWAKE(victim) ) )
{
msp_to_room(MSPT_COMBAT, MSP_SOUND_BACKSTAB,
0,
ch,
false,
true);
msp_to_room(MSPT_COMBAT, MSP_SOUND_BACKSTAB,
0,
victim,
true,
false);
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_flee( char_data *ch, char *)
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
char_data *victim;
OBJ_DATA *polearm;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
ch->println("You aren't fighting anyone.");
return;
}
if( IS_AFFECTED(ch,AFF_SLOW)
&& number_range(1,4) < 4
&& ch->mounted_on!=NULL)
{
ch->println("You feel too lethargic to run.");
return;
}
// 65% chance those that are berserked/frenzied can't flee
if ((IS_AFFECTED(ch,AFF_BERSERK)
|| is_affected(ch,gsn_frenzy)
|| is_affected(ch,gsn_berserk))
&& number_range(1,100)>35)
{
ch->println("Your RAGE within is so strong you can't draw yourself away from the fight!");
return;
}
// Cuttoff code here
if ( IS_NPC( victim )
|| IS_SET( victim->dyn, DYN_IS_CUTTING_OFF ))
{
polearm = get_eq_char( victim, WEAR_WIELD );
if ( polearm )
{
if ( polearm->value[0] == WEAPON_POLEARM )
{
int chance = number_percent();
bool successful = false;
if ( IS_NPC( victim )
&& IS_SET( victim->act, ACT_WARRIOR )
&& chance < ( victim->level/3 ))
successful = true;
else if ( chance + 50 < get_skill( victim, gsn_cutoff ))
successful = true;
if ( successful )
{
act( "$N blocks your escape with $p.", ch, polearm, victim, TO_CHAR );
act( "$n tries to flee, but you cut $m off.", ch, NULL, victim, TO_VICT );
act( "$n tries to flee, but $N makes escape impossible.", ch, NULL, victim, TO_NOTVICT );
check_improve( ch, gsn_cutoff, true, 1 );
return;
}
}
}
}
// End Cuttoff addition
was_in = ch->in_room;
for ( attempt = 0; attempt < 10; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door( );
if ( ( pexit = was_in->exit[door] ) == 0
|| pexit->u1.to_room == NULL
|| IS_SET(pexit->exit_info, EX_CLOSED)
|| number_range(0,ch->daze) != 0
|| ( IS_NPC(ch)
&& IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
continue;
move_char( ch, door, false );
if (ch->mounted_on!=NULL)
{
char_from_room(ch->mounted_on);
char_to_room(ch->mounted_on, ch->in_room);
}
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC(ch) )
{
msp_to_room(MSPT_ACTION, MSP_SOUND_FLEE, 0, ch, true, false);
ch->println("You flee from combat!");
if( HAS_CLASSFLAG(ch, CLASSFLAG_SAFE_FLEE_FROM_COMBAT)
&& (number_percent() < 3*(ch->level/2) ) )
{
ch->println("You snuck away safely.");
}else{
ch->printlnf("You lost %d exp.", game_settings->xp_loss_for_fleeing);
gain_exp( ch, game_settings->xp_loss_for_fleeing*-1 );
if ( IS_HERO( ch )){
do_heroxp( ch, game_settings->xp_loss_for_fleeing*-1 );
}
}
}else{ // IS NPC
mobRememberClear( ch );
}
stop_fighting( ch, true ); // Do_Flee
return;
}
ch->println("PANIC! You couldn't escape!");
return;
}
/**************************************************************************/
// Kerenos - July 98
void do_retreat( char_data *ch, char *argument )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
OBJ_DATA *polearm;
char_data *victim;
EXIT_DATA *pexit;
int chance, door;
char arg[MIL];
if (( victim = ch->fighting ) == NULL ) {
if ( ch->position == POS_FIGHTING ){
ch->position = POS_STANDING;
}
ch->println("You aren't fighting anyone.");
return;
}
if (( chance = get_skill( ch, gsn_retreat )) == 0)
{
ch->println("You do not know how to retreat, try fleeing.");
return;
}
if ( IS_AFFECTED( ch, AFF_SLOW )
&& number_range( 1, 4 ) < 4
&& ch->mounted_on != NULL ) {
ch->println("You feel too lethargic to run.");
return;
}
// 85% chance those that are berserked/frenzied can't flee
if ((IS_AFFECTED(ch,AFF_BERSERK)
|| is_affected(ch,gsn_frenzy)
|| is_affected(ch,gsn_berserk))
&& number_range(1,100)>85)
{
ch->println("Your RAGE within is so strong you dont want to retreat!");
return;
}
// Cuttoff code here
if ( IS_NPC( victim )
|| IS_SET( victim->dyn, DYN_IS_CUTTING_OFF ))
{
polearm = get_eq_char( victim, WEAR_WIELD );
if ( polearm )
{
if ( polearm->value[0] == WEAPON_POLEARM )
{
int chance = number_percent();
bool successful = false;
if ( IS_NPC( victim )
&& IS_SET( victim->act, ACT_WARRIOR )
&& chance < ( victim->level/5 ))
successful = true;
else if ( chance + 67 < get_skill( victim, gsn_cutoff ))
successful = true;
if ( successful )
{
act( "$N blocks your escape with $p.", ch, polearm, victim, TO_CHAR );
act( "$n tries to flee, but you cut $m off.", ch, NULL, victim, TO_VICT );
act( "$n tries to flee, but $N makes escape impossible.", ch, NULL, victim, TO_NOTVICT );
check_improve( ch, gsn_cutoff, true, 1 );
return;
}
}
}
}
// End Cuttoff addition
one_argument( argument, arg );
if ( IS_NULLSTR( arg )) {
ch->println("You must provide a direction in which to retreat.");
return;
}
door = dir_lookup( arg );
if ( door == -1 )
{
ch->println("Bad direction. Which way?");
return;
}
was_in = ch->in_room;
if (( pexit = was_in->exit[door] ) == 0
|| pexit->u1.to_room == NULL
|| IS_SET( pexit->exit_info, EX_CLOSED )
|| number_range( 0, ch->daze ) != 0
|| ( IS_NPC( ch )
&& IS_SET( pexit->u1.to_room->room_flags, ROOM_NO_MOB ))) {
ch->println("You can't retreat in that direction.");
return;
}
// Do some stat checking
if ( IS_SET( ch->off_flags, OFF_FAST ) || IS_AFFECTED( ch, AFF_HASTE ))
chance += 10;
if ( IS_SET( victim->off_flags, OFF_FAST ) || IS_AFFECTED( victim, AFF_HASTE ))
chance -= 20;
chance += ch->modifiers[STAT_QU];
chance += ch->modifiers[STAT_SD]; // Character's resolve
chance -= victim->modifiers[STAT_QU];
chance -= victim->modifiers[STAT_AG];
if ( number_percent() < chance )
{
move_char( ch, door, false );
if ( ch->mounted_on != NULL ) {
char_from_room( ch->mounted_on );
char_to_room( ch->mounted_on, ch->in_room );
}
if (( now_in = ch->in_room ) == was_in ) {
ch->println("That got you nowhere.");
return;
} // Loopy maze room check
ch->in_room = was_in;
act("$n has retreated.", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC( ch )) {
msp_to_room(MSPT_ACTION, MSP_SOUND_FLEE, 0, ch, true, false);
ch->println("You have succesfully retreated from the fight.");
if (ch->move)
{
ch->move= (ch->move*8/10)+1; //lose just under 20% of your moves
}
ch->println("You lost 5 exp.");
gain_exp( ch, -5 );
if ( IS_HERO( ch ))
do_heroxp( ch, -10 );
}
check_improve( ch, gsn_retreat, true, 1);
WAIT_STATE(ch,skill_table[gsn_trip].beats);
stop_fighting( ch, true ); // Do_Retreat
return;
}
else {
ch->println("You couldn't get away.");
WAIT_STATE( ch, skill_table[gsn_retreat].beats*2/3);
check_improve( ch, gsn_retreat, false, 1 );
}
return;
}
/**************************************************************************/
void do_rescue( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
char_data *fch;
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
ch->println("Rescue whom?");
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
ch->println("They aren't here.");
return;
}
if ( victim == ch )
{
ch->println("What about fleeing instead?");
return;
}
// players can't rescue mobs
if ( !IS_NPC(ch) && IS_NPC(victim) )
{
ch->println("Doesn't need your help!");
return;
}
if ( ch->fighting == victim )
{
ch->println("Too late.");
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
ch->println("That person is not fighting right now.");
return;
}
WAIT_STATE( ch, skill_table[gsn_rescue].beats );
if ( number_percent( ) > get_skill(ch,gsn_rescue))
{
ch->println("You fail the rescue.");
check_improve(ch,gsn_rescue,false,1);
return;
}
// The victim ($N) is being rescued
act( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act( "$n rescues you!", ch, NULL, victim, TO_VICT );
act( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
check_improve(ch,gsn_rescue,true,1);
stop_fighting( fch, false ); // Do_Rescue
stop_fighting( victim, false );// Do_Rescue
// stop cheaters backstabing straight away
fch->cautious_about_backstab =
UMAX(fch->cautious_about_backstab, number_range(1,3));
SET_BIT(ch->dyn,DYN_DOING_DAMAGE);
if (!ch->fighting){
set_fighting( ch, fch );
}
if (!fch->fighting){
set_fighting( fch, ch );
}
REMOVE_BIT(ch->dyn,DYN_DOING_DAMAGE);
return;
}
/**************************************************************************/
void do_kick( char_data *ch, char *argument)
{
char_data *victim;
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_kick].skill_level[ch->clss] )
{
ch->println("You better leave the martial arts to fighters.");
return;
}
if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_KICK)){
return;
}
if(IS_NULLSTR(argument))
{
victim = ch->fighting;
if (victim == NULL)
{
ch->println("But you aren't fighting anyone!");
return;
}
}
else if ((victim = get_char_room(ch,argument)) == NULL)
{
ch->printlnf("'%s' is not here.", argument);
return;
}
if (victim == ch)
{
ch->println("You try to kick yourself but fail.");
return;
}
if (is_safe(ch,victim))
return;
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
WAIT_STATE( ch, skill_table[gsn_kick].beats );
if ( get_skill(ch,gsn_kick) > number_percent())
{
damage(ch,victim,number_range( 1, ch->level ), gsn_kick,DAM_BASH,true);
check_improve(ch,gsn_kick,true,1);
}
else
{
damage( ch, victim, 0, gsn_kick,DAM_BASH,true);
check_improve(ch,gsn_kick,false,1);
}
return;
}
/**************************************************************************/
void do_disarm( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
OBJ_DATA *obj;
int chance,hth,ch_weapon,vict_weapon,ch_vict_weapon;
one_argument( argument,arg );
if ( !IS_NULLSTR( arg ) && !ch->fighting )
{
// disarm with an argument tries to disarm a trap
// if the player is fighting, then it will continue
do_disarm_trap( ch, arg );
return;
}
hth = 0;
if ((chance = get_skill(ch,gsn_disarm)) == 0)
{
ch->println("You don't know how to disarm opponents.");
return;
}
if ( get_eq_char( ch, WEAR_WIELD ) == NULL
&& ((hth = get_skill(ch,gsn_hand_to_hand)) == 0
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_DISARM))))
{
ch->println("You must wield a weapon to disarm.");
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
ch->println("You aren't fighting anyone.");
return;
}
if (( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
if (( obj = get_eq_char( victim, WEAR_SECONDARY) ) == NULL )
{
ch->println("Your opponent is not wielding a weapon.");
return;
}
// No disarm when the victim has vicegrip
if (IS_AFFECTED2(victim, AFF2_VICEGRIP)){
act("Your opponent has an iron grip on their weapon! You have no chance!",ch,NULL,victim,TO_CHAR);
check_improve(ch,gsn_disarm,false,1);
return;
}
// find weapon skills
ch_weapon = get_weapon_skill(ch,get_weapon_sn(ch));
vict_weapon = get_weapon_skill(victim,get_weapon_sn(victim));
ch_vict_weapon = get_weapon_skill(ch,get_weapon_sn(victim));
// modifiers
// skill
if ( get_eq_char(ch,WEAR_WIELD) == NULL)
chance = chance * hth/150;
else
chance = chance * ch_weapon/100;
chance += (ch_vict_weapon/2 - vict_weapon) / 2;
// quickness/agility vs. strength
chance += (ch->modifiers[STAT_QU] + ch->modifiers[STAT_AG])/2;
chance -= 2 * victim->modifiers[STAT_ST];
if(IS_NPC(ch)){
chance = chance * 4/5;
}
// level
chance += (ch->level - victim->level) * 2;
// and now the attack
if (number_percent() < chance)
{
WAIT_STATE( ch, skill_table[gsn_disarm].beats );
disarm( ch, victim );
check_improve(ch,gsn_disarm,true,1);
}
else
{
WAIT_STATE(ch,skill_table[gsn_disarm].beats);
act("You fail to disarm $N.",ch,NULL,victim,TO_CHAR);
act("$n tries to disarm you, but fails.",ch,NULL,victim,TO_VICT);
act("$n tries to disarm $N, but fails.",ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_disarm,false,1);
}
return;
}
/**************************************************************************/
void do_surrender( char_data *ch, char * )
{
char_data *mob;
mob = ch->fighting;
if (!mob)
{
ch->println("But you're not fighting !");
return;
}
if (!IS_NPC(mob)){
ch->println("You can't surrender in pkill fights!");
return;
}
// stop cheaters backstabing straight away
mob->cautious_about_backstab =
UMAX(mob->cautious_about_backstab, number_range(2,5));
act( "You surrender to $N!", ch, NULL, mob, TO_CHAR );
act( "$n surrenders to you!", ch, NULL, mob, TO_VICT );
act( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT );
stop_fighting( ch, true ); // Do_surrender
if ( !IS_NPC( ch ) && IS_NPC( mob )
&& ( !HAS_TRIGGER( mob, TRIG_SURR )
|| !mp_percent_trigger( mob, ch, NULL, NULL, TRIG_SURR ) ) )
{
act( "$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR );
multi_hit( mob, ch, TYPE_UNDEFINED );
}
}
/**************************************************************************/
void do_sla( char_data *ch, char *)
{
ch->println("If you want to SLAY, spell it out.");
return;
}
/**************************************************************************/
/*
void do_tail( char_data *ch, char *argument )
{
char arg[MIL];
char_data *victim;
int chance;
one_argument(argument,arg);
if ( (chance = get_skill(ch,gsn_tail)) == 0
|| !IS_SET(ch->parts, PART_TAIL)
|| (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_TAIL))
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_tail].skill_level[ch->clss]))
{
ch->println("Do you even have a tail?");
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
ch->println("But you aren't fighting anyone!");
return;
}
else if ((victim = get_char_room(ch,arg)) == NULL)
{
ch->println("They aren't here.");
return;
}
}
if (victim->position < POS_FIGHTING)
{
act("You'll have to let $M get back up first.",ch,NULL,victim,TO_CHAR);
return;
}
if (victim == ch)
{
ch->println("Do you really want to hit yourself?");
return;
}
if ( IS_AFFECTED( victim, AFF_FLYING ))
{
ch->println("Their feet are not on the ground.");
return;
}
if (is_safe(ch,victim))
return;
if ( IS_NPC(victim) &&
victim->fighting != NULL &&
!is_same_group(ch,victim->fighting))
{
ch->println("Kill stealing is not permitted.");
return;
}
if (IS_AFFECTED(ch,AFF_CHARM) && ch->master == victim)
{
act("But $N is your friend!",ch,NULL,victim,TO_CHAR);
return;
}
chance += ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 15;
else
chance += (ch->size - victim->size) * 10;
chance += ch->modifiers[STAT_ST];
chance -= victim->modifiers[STAT_QU];
chance -= GET_AC(victim,AC_BASH) /25;
if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
chance -= 30;
chance += (ch->level - victim->level);
if (!IS_NPC(victim)
&& chance < get_skill( victim, gsn_dodge ))
{
act("$n tries to smash you with a tail.",ch,NULL,victim,TO_VICT);
act("$N dodges your tail, you falter off balance.",ch,NULL,victim,TO_CHAR);
WAIT_STATE(ch,skill_table[gsn_tail].beats);
// return;
}
if (number_range(1, 100) < chance )
{
act("$n sweeps your feet from under you with $s tail!", ch,NULL,victim,TO_VICT);
act("You slam a tail into $N, and send $M flying!",ch,NULL,victim,TO_CHAR);
act("$n sends $N sprawling with a powerful smash from a tail.", ch,NULL,victim,TO_NOTVICT);
check_improve(ch,gsn_tail,true,1);
DAZE_STATE(victim, 3 * PULSE_VIOLENCE);
WAIT_STATE(ch,skill_table[gsn_tail].beats);
victim->position = POS_RESTING;
// damage(ch,victim,number_range(2,2 + 2 * ch->size + chance/20),gsn_tail,
// DAM_BASH,false);
}
else
{
// damage(ch,victim,0,gsn_tail,DAM_BASH,false);
act("You fall flat on your face!", ch,NULL,victim,TO_CHAR);
act("$n falls flat on $s face.", ch,NULL,victim,TO_NOTVICT);
act("You evade $n's tail, causing $m to falter and lose balance.", ch,NULL,victim,TO_VICT);
check_improve(ch,gsn_tail,false,1);
ch->position = POS_STANDING;
WAIT_STATE(ch,skill_table[gsn_tail].beats * 3/2);
}
}
*/
/**************************************************************************/
void do_claw( char_data *ch, char *)
{
char_data *victim;
if ( !IS_NPC(ch)
&& (ch->level < skill_table[gsn_claw].skill_level[ch->clss]
|| get_skill(ch,gsn_claw)==0) )
{
ch->println("You do not know how to claw.");
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
ch->println("You aren't fighting anyone.");
return;
}
WAIT_STATE( ch, skill_table[gsn_claw].beats );
if ( get_skill(ch,gsn_claw) > number_percent())
{
damage(ch,victim,number_range( 1, ch->level+ch->level/2 ), gsn_claw,DAM_SLASH,true);
check_improve(ch,gsn_claw,true,1);
}
else
{
damage( ch, victim,0, gsn_claw,DAM_SLASH,true);
check_improve(ch,gsn_claw,false,1);
}
return;
}
/**************************************************************************/
// Written originally by Rathern, fixed poison by Kal July 99
void do_gouge( char_data *ch, char *)
{
char_data *victim;
if ( !IS_NPC(ch)
&& (ch->level < skill_table[gsn_gouge].skill_level[ch->clss]
|| get_skill(ch,gsn_gouge)==0) )
{
ch->println("You do not know how to gouge.");
return;
}
/*
if (IS_NPC(ch) && !IS_SET(ch->off_flags,OFF_gouge))
return;
*/
if ( ( victim = ch->fighting ) == NULL )
{
ch->println("You aren't fighting anyone.");
return;
}
WAIT_STATE( ch, skill_table[gsn_gouge].beats );
if ( get_skill(ch,gsn_gouge) > number_percent())
{
damage(ch,victim,number_range( 1, ch->level+ch->level/2 ), gsn_gouge,DAM_PIERCE,true);
// chance of poisoning
if ( saves_spell( ch->level*3/2, victim, DAM_POISON)
|| HAS_CLASSFLAG(victim, CLASSFLAG_POISON_IMMUNITY))
{
act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM);
victim->println("You feel momentarily ill, but it passes.");
check_improve(ch,gsn_gouge,false,1);
}else{
AFFECT_DATA af;
victim->println("You feel poison coursing through your veins.");
act("$n looks very ill.",victim,NULL,NULL,TO_ROOM);
af.where = WHERE_AFFECTS;
af.type = gsn_poison;
af.level = ch->level;
af.duration = ch->level/2;
af.location = APPLY_ST;
af.modifier = -1;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
check_improve(ch,gsn_gouge,true,1);
}
}
else
{
damage( ch, victim,0, gsn_gouge,DAM_PIERCE,true);
check_improve(ch,gsn_gouge,false,1);
}
}
/**************************************************************************/
// written by Kerenos - July 98
void do_gore( char_data *ch, char *argument )
{
char_data * victim;
OBJ_DATA * obj;
char arg[MIL];
int chance;
one_argument( argument, arg );
obj = ( get_eq_char( ch, WEAR_HEAD ));
if ( !obj && !IS_SET( ch->parts, PART_HORNS )) {
ch->println("You have no horns to gore with.");
return;
}
if ( obj ) {
if ( !IS_OBJ_STAT( obj, OBJEXTRA_HORNED )) {
act ( "There are no horns on $p!", ch, obj, NULL, TO_CHAR );
return;
}
}
// standard no mount checks etc
if(IS_MOUNTED(ch))
{
ch->println("You can't gore cause you are being ridden.");
return;
}
if(IS_RIDING(ch))
{
ch->println("You can't gore others while riding a creature.");
return;
}
if (( chance = get_skill( ch, gsn_gore )) == 0
|| ( IS_NPC( ch ) && !IS_SET( ch->off_flags, OFF_GORE))
|| ( !IS_NPC( ch )
&& ch->level < skill_table[gsn_gore].skill_level[ch->clss])) {
ch->println("You are not proficient enough in that skill.");
return;
}
if ( IS_NULLSTR(arg) ) {
if (( victim = ch->fighting ) == NULL ) {
ch->println("But you aren't fighting anyone!");
return;
}
}
else if (( victim = get_char_room( ch, arg )) == NULL ) {
ch->printlnf("You can't seem to find '%s' here.", arg);
return;
}
// Inserted possible cheat deterents
if ( is_safe( ch, victim ))
return;
if ( !can_initiate_combat( ch, victim, CIT_GENERAL )) return;
if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) {
act("But $N is your friend!",ch,NULL,victim,TO_CHAR);
return;
}
WAIT_STATE( ch, skill_table[gsn_gore].beats*2);
if ( get_skill( ch,gsn_gore ) > number_percent() ) {
ch->println("You set your head down and charge!");
if (damage( ch,victim,number_range( ch->level / 10, ch->level / 2 ),
gsn_gore, DAM_PIERCE, true))
{
// successful gore
victim->position = POS_RESTING;
WAIT_STATE( victim, skill_table[gsn_gore].beats*2 );
check_improve( ch, gsn_gore, true, 1 );
}
else // unsuccessful gore
{
check_improve( ch, gsn_gore, false, 1 );
}
if ( number_percent() <= 50 ) {
ch->println("You charge so wildly that you knock yourself down too.");
act( "$n knocks himself down after charging you.",
ch, NULL, victim, TO_VICT );
act( "With a wild flourish, $n goes down in a heap.",
ch, NULL, victim, TO_NOTVICT );
ch->position = POS_RESTING;
}
}else{
damage( ch, victim, 0, gsn_gore, DAM_PIERCE, false );
check_improve( ch, gsn_gore, false, 1 );
ch->println("You blindly charge past your mark, missing by a mile!");
act("$n tries to gore $N but fails miserably.",
ch, NULL, victim, TO_NOTVICT);
act("$n runs right past you and trips a step later.",
ch, NULL, victim, TO_VICT );
check_improve( ch, gsn_gore, false, 1 );
ch->position = POS_RESTING;
}
return;
}
/**************************************************************************/
void do_subdue(char_data *ch, char *)
{
if (!ch->fighting){
ch->println("You aren't currently in combat, use autosubdue");
return;
}
if (IS_SET(ch->dyn,DYN_CURRENT_SUBDUE))
{
ch->println("You will now fight this fight to the death.");
REMOVE_BIT(ch->dyn,DYN_CURRENT_SUBDUE);
}
else
{
ch->println("You will attempt to subdue your current opponent.");
SET_BIT(ch->dyn,DYN_CURRENT_SUBDUE);
}
}
/**************************************************************************/
// tell a ch to write a pknote for their involvement in the death of victim
void pkill_note_required_message(char_data *ch, char_data *victim, bool bypass_duel_used)
{
char subject[MSL], buf[MSL], buf2[MSL];
if (IS_NPC(ch) || IS_NPC(victim))
{
if(IS_NPC(ch)){
bug("pkill_note_required_message: ch==NPC!");
}
if(IS_NPC(victim)){
bug("pkill_note_required_message: victim==NPC!");
}
make_corefile();
}
// no pkill notes ever on a dedicated pkill style mud :)
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
return;
}
if(ch==victim){
sprintf( subject, "`RPkill note required from %s - was pkilled/subdued`x",ch->name);
}else{
sprintf( subject, "`RPkill note required from %s (involved in pk/subdue of %s)`x",
ch->name, victim->name);
}
// pkstats to imm and noble
sprintf( buf2, "`1`?`#--===== `YPk status on players after the fight `^=====-`x"
"`1 %-12s - karns = %d, pkills = %d, pkdefeats = %d, pkool = %d, %s"
"`1 %-12s - karns = %d, pkills = %d, pkdefeats = %d, pkool = %d, %s"
"`1 bypass duel used = %s, %s linkdead=%s",
ch->name, ch->pcdata->karns, ch->pkkills, ch->pkdefeats, ch->pkool, IS_ACTIVE(ch)?"active":"peaceful",
victim->name, victim->pcdata->karns, victim->pkkills,
victim->pkdefeats, victim->pkool,
IS_ACTIVE(victim)?"active":"peaceful",
bypass_duel_used?"true":"false",
ch->name, ch->desc?"false":"true");
autonote(NOTE_PKNOTE, "p_anote()", subject, "immpkill noblepkill", buf2, true);
if(ch==victim){
if(!codehelp(ch, "pknote_required_from_victim", CODEHELP_ALL_BUT_PLAYERS)){
ch->wrapln(
"`WYou have just been involved in a fight that has ended in either your death or subduel. "
"Player killing is allowed here so long as it is in done within a roleplaying "
"context. To ensure all pkills have sufficient IC basis we require you (and all others "
"involved to write a note to `Ypknote to PKILL`W within the next 2 hours "
"explaining the IC background of the pkill. `RPLEASE WRITE AT LEAST 5 LINES!`x`1`1"
"If you have to chased for a pkill note you will be mooted negatively.`1`1"
"If you dont consider this kill was totally IC, or someone may claim it wasnt "
"try to save a log of the fight and events leading up to this in support of your opinion.\r\n");
}
}else{
if(!codehelp(ch, "pknote_required_from_attacker", CODEHELP_ALL_BUT_PLAYERS)){
ch->wrapln(
"`WYou have just been involved in a fight that has ended another player being killed or subdued. "
"Player killing is allowed here so long as it is in done within a roleplaying "
"context. To ensure all pkills have sufficient IC basis we require you (and all others "
"involved to write a note to `=Cpknote to PKILL`W within the next 2 hours "
"If you have to chased for a pkill note you will be mooted negatively.`1`1"
"explaining the IC background of the pkill. `RPLEASE WRITE AT LEAST 5 LINES!`x`1`1"
"If you dont consider this kill was totally IC, or someone may claim it wasnt "
"try to save a log of the fight and events leading up to this in support of your opinion.\r\n");
}
}
if(GAMESETTING2(GAMESET2_AUTONOTE_IMMPKILLS_TO_ADMIN)
&& (IS_IMMORTAL(ch) || !IS_NULLSTR(ch->pcdata->immtalk_name))){
if(!IS_NULLSTR(ch->pcdata->immtalk_name)){
sprintf(buf2,"%s (%s) involved in pkill/subduel of %s",
ch->name, ch->pcdata->immtalk_name, victim->name);
}else{
sprintf(buf2,"%s involved in pkill/subduel of %s", ch->name, victim->name);
}
autonote(NOTE_ANOTE, "p_anote()", "Pkill/subdue by immortal/mort with immtalk", "admin", buf2, true);
}
if(!GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
if(!IS_IMMORTAL(ch) && !IS_SET(TRUE_CH(ch)->act, PLR_LOG)){
SET_BIT(TRUE_CH(ch)->act, PLR_LOG);
sprintf( buf, "Player log turned ON by doing a pkill");
append_playerlog( TRUE_CH(ch), buf);
logf("LOG set on %s by doing a pkill.", TRUE_CH(ch)->name);
}
if(!IS_IMMORTAL(victim) && !IS_SET(TRUE_CH(victim)->act, PLR_LOG)){
SET_BIT(TRUE_CH(victim)->act, PLR_LOG);
sprintf( buf, "Player log turned ON by doing a pkill");
append_playerlog( TRUE_CH(victim), buf);
logf("LOG set on %s by doing a pkill.", TRUE_CH(victim)->name);
}
}
}
/**************************************************************************/
// note a pkill and remind the victim and killer to write a note
void pkill_autonote(char_data *ch, char_data *victim)
{
char subject[MSL], buf[MSL], buf2[MSL];
if (IS_NPC(ch) || IS_NPC(victim))
{
bug("pkill_autonote: not both players");
make_corefile();
}
sprintf( subject, "`RPkill: %s pkilled %s`x", ch->name, victim->name);
// pkstats to imm and noble
sprintf( buf2, "`1`?`#--===== `YPk status on players after the fight `^=====-`x"
"`1 %-12s - karns = %d, pkills = %d, pkdefeats = %d, pkool = %d, %s"
"`1 %-12s - karns = %d, pkills = %d, pkdefeats = %d, pkool = %d, %s",
ch->name, ch->pcdata->karns, ch->pkkills, ch->pkdefeats, ch->pkool, IS_ACTIVE(ch)?"active":"peaceful",
victim->name, victim->pcdata->karns, victim->pkkills,
victim->pkdefeats, victim->pkool, IS_ACTIVE(victim)?"active":"peaceful");
autonote(NOTE_PKNOTE, "p_anote()",subject, "immpkill noblepkill", buf2, true);
// pkinfo to imm only
sprintf( buf, "`Y%s`x (%s) lvl %d started_fight=%s`1"
"logon how long ago: %s`1"
"from '%s' clan: %s`1`Rpkilled`x"
"`1`Y%s`x (%s) lvl %d started_fight=%s`1"
"logon how long ago: %s`1"
"from '%s' clan: %s`x`1Room: %d (%s in %s)`1"
"`1"
"autosub,currentsub %s=%s,%s %s=%s,%s`1",
ch->name, ch->short_descr, ch->level,
(IS_SET(ch->dyn, DYN_STARTED_FIGHT)?"Yes":"No"),
short_timediff(current_time, ch->logon),
(ch->desc? (ch->desc->remote_hostname?ch->desc->remote_hostname:"???"):"?LD?"),
ch->clan->cname(),
victim->name,
victim->short_descr,
victim->level,
(IS_SET(victim->dyn, DYN_STARTED_FIGHT)?"Yes":"No"),
short_timediff(current_time, victim->logon),
(victim->desc? (victim->desc->remote_hostname?victim->desc->remote_hostname:"???"):"?LD?"),
victim->clan->cname(),
ch->in_room->vnum,
ch->in_room->name,
ch->in_room->area->name,
ch->name,
IS_SET(ch->act,PLR_AUTOSUBDUE)?"ON":"OFF",
IS_SET(ch->dyn,DYN_CURRENT_SUBDUE)?"ON":"OFF",
victim->name,
IS_SET(victim->act,PLR_AUTOSUBDUE)?"ON":"OFF",
IS_SET(victim->dyn,DYN_CURRENT_SUBDUE)?"ON":"OFF"
);
autonote(NOTE_PKNOTE, "p_anote()","pkstatus on last note", "immpkilldetails", buf, true);
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
TRUE_CH(ch)->pcdata->p9999kills++;
TRUE_CH(victim)->pcdata->p9999defeats++;
if(!IS_IMMORTAL(ch)){
pkill_broadcast(
"%s [Pk=%d.Pd=%d.L=%d] `RTOASTED`W %s [Pk=%d.Pd=%d.L=%d] at %s (in %s)",
TRUE_CH(ch)->name,
TRUE_CH(ch)->pcdata->p9999kills,
TRUE_CH(ch)->pcdata->p9999defeats,
TRUE_CH(ch)->level,
TRUE_CH(victim)->name,
TRUE_CH(victim)->pcdata->p9999kills,
TRUE_CH(victim)->pcdata->p9999defeats,
TRUE_CH(victim)->level,
TRUE_CH(ch)->in_room->name,
TRUE_CH(ch)->in_room->area->name);
}
// record max pkill
if (p9999maxpk<TRUE_CH(ch)->pcdata->p9999kills){
if (IS_IMMORTAL(ch)){
pkill_broadcast("Immortal pkill record of %s not saved!",ch->name);
}else{
if (str_cmp(p9999maxpkname,TRUE_CH(ch)->name)){
pkill_broadcast("PKILL RECORD BROKEN BY %s!",ch->name);
strcpy(p9999maxpkname,TRUE_CH(ch)->name);
p9999maxpklevel=TRUE_CH(ch)->level;
}
p9999maxpk=TRUE_CH(ch)->pcdata->p9999kills;
}
}
// record max defeat
if (p9999maxpd<TRUE_CH(victim)->pcdata->p9999defeats){
if (str_cmp(p9999maxpdname,TRUE_CH(victim)->name)){
pkill_broadcast("PKDEFEAT RECORD BROKEN BY %s, congratulations %s!",
victim->name, ch->name);
strcpy(p9999maxpdname,TRUE_CH(victim)->name);
}
p9999maxpdlevel=TRUE_CH(victim)->level;
p9999maxpd=TRUE_CH(victim)->pcdata->p9999defeats;
}
}
}
// MOB MEMORY STUFF
bool mobRememberCH( char_data *ch, char_data *victim )
{
if ( !ch->mobmemory || ch->mobmemory != victim )
return false;
return true;
}
void mobRememberClear( char_data *ch )
{
ch->mobmemory = NULL;
return;
}
void mobRememberSet( char_data *ch, char_data *victim )
{
if ( !IS_NEWBIE( ch ))
ch->mobmemory = victim;
return;
}
/**************************************************************************/
void do_becomeactive(char_data *ch, char *argument)
{
if(IS_NPC(ch))
return;
// Check if they're being ordered to do this
if ( IS_SET( ch->dyn, DYN_IS_BEING_ORDERED ))
{
if ( ch->master ){
ch->master->println( "Not going to happen.");
}
return;
}
if(!GAMESETTING(GAMESET_NO_LETGAINING_REQUIRED) && !IS_LETGAINED(ch)){
ch->println("You can't use this command unless letgained.");
return;
}
if( IS_ACTIVE(ch)){
ch->println("You are already an active player.");
return;
};
if(GAMESETTING(GAMESET_PEACEFUL_MUD)){
ch->println("The game is locked in peaceful mode, as a result you can't becomeactive.");
return;
}
if(GAMESETTING2(GAMESET2_NO_DUEL_REQUIRED)){
ch->println("The duel system is not enabled on this mud, so becoming active is pointless.");
return;
}
if(HAS_CONFIG2(ch,CONFIG2_NOPKILL))
{
ch->println( "You are not allowed to become active." );
return;
}
if ( str_cmp("confirm", argument)) {
if(!codehelp(ch, "do_becomeactive_noargument", CODEHELP_ALL_BUT_PLAYERS)){
ch->println("If you want to enable your active status type:");
ch->println(" `=Cbecomeactive confirm`x.");
ch->println("`RBE WARNED: `xThe active status once on is not able to be removed.");
};
return;
}
SET_CONFIG(ch, CONFIG_ACTIVE);
if(!codehelp(ch, "do_becomeactive_enabled", CODEHELP_ALL_BUT_PLAYERS)){
ch->println("Your active status has been activated. This can not be turned off.");
}
if(ch->level<=10){
SET_BIT(ch->act, PLR_NOREDUCING_MAXKARN);
ch->wrapln("Because you have changed from peaceful to active before level 10, the maximum "
"number of karns you can attain will always be 5 regardless of the number of "
"pkills you have been involved in.");
}
save_char_obj(ch);
}
/**************************************************************************/
bool mp_prekill_trigger( char_data *mob, char_data *attacker);
/**************************************************************************/
// doesn't display any message to anyone
bool can_initiate_combat_with_player( char_data *attacker, char_data *victim, int type)
{
assert(!IS_NPC(victim));
// prevent ordering starting pk combat
if( !IS_NPC(victim) && IS_SET( attacker->dyn, DYN_IS_BEING_ORDERED ))
{
if(attacker->master && !IS_NPC(attacker->master)){
if(!can_initiate_combat(attacker->master, victim, type)){
// attacker->println("You can't be ordered to initiate PK combat unless you master can attack them.");
// attacker->master->println("You can't ordered people or mobs to initiate PK combat unless you can attack the target!" );
return false;
}
}else{
// attacker->println("You can't be ordered to initiate PK combat.");
return false;
}
}
if(IS_NPC(attacker)){ // nonordered mobs shouldn't get hindered by the code below
return true;
}
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
return true;
}
// PREVENT KILL STEALING
if(IS_SET(type,CIT_GENERAL)){
if ( IS_NPC(victim) &&
victim->fighting != NULL &&
!is_same_group(attacker,victim->fighting))
{
// attacker->println("Kill stealing is not permitted.");
return false;
}
};
if(IS_NPC(victim)){ // mobs dont require duelling
return true;
}
if(victim==attacker){ // casting slow on yourself etc
return true;
}
if(GAMESETTING2(GAMESET2_NO_DUEL_REQUIRED)){
return true;
}
if(IS_SET(type,(CIT_GENERAL | CIT_AGRESSIVE_ACTION | CIT_CASTING_SPELL))){
// pk duelsystem checks - only apply to morts
if( !IS_ICIMMORTAL(attacker))
{
// bypass duel system (spells can't make use of it)
if(attacker->duels
&& !IS_SET(type,CIT_CASTING_SPELL)
&& !IS_SET(type,CIT_NO_BYPASSDUEL)
&& attacker->duels->is_bypassingduel(victim))
{
return true;
}
if(IS_ACTIVE(victim)){
// check for peaceful attempting to attack an active player
if(IS_PEACEFUL(attacker)){
// peaceful must either bypassduel to attack a pk (or duel if they have been stealing)
if(!attacker->duels || !attacker->duels->is_known(victim)){
return false;
}
if(!attacker->duels->is_dueling(attacker, victim)){
return false;
}
return true;
}
}else{
// The victim is peaceful, duel is required regardless of the
// pk status of the attacker
if(!attacker->duels || !attacker->duels->is_known(victim)){
return false;
}
if(!attacker->duels->is_dueling(attacker, victim)){
return false;
}
return true;
}
}
}
return true;
}
/**************************************************************************/
bool can_initiate_combat( char_data *attacker, char_data *victim, int type)
{
// prekill trigger
if ( IS_NPC(victim) && HAS_TRIGGER( victim, TRIG_PREKILL ) ){
if(mp_prekill_trigger( victim, attacker )){
return false;
};
}
// nonordered mobs shouldn't get hindered by the code below
if(IS_NPC(attacker) && !IS_SET( attacker->dyn, DYN_IS_BEING_ORDERED )){
return true;
}
if(GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
return true;
}
// attacking players pet checks
if ( IS_NPC(victim)
&& IS_SET(victim->act, ACT_PET)
&& victim->leader
&& !IS_NPC(victim->leader)
&& (victim->leader->pet == victim)
&& IS_SET(victim->affected_by, AFF_CHARM))
{
if(!can_initiate_combat_with_player( attacker, victim->leader, (type | CIT_NO_BYPASSDUEL))){
// can't attack, inform of situation
// prevent ordering starting pk combat
if(!IS_NPC(victim) && IS_SET( attacker->dyn, DYN_IS_BEING_ORDERED ))
{
if(attacker->master && !IS_NPC(attacker->master)){
if(!can_initiate_combat(attacker->master, victim, type)){
if(!IS_SET(type,CIT_SILENT)){
attacker->println("You can't be ordered to initiate PK combat with another players pet\r\n"
"unless your master can attack the master of the pet you are attacking." );
attacker->master->println("You can't ordered people or mobs to initiate combat with another players pet\r\n"
"unless you can attack the owner of the pet yourself!" );
}
return false;
}
}else{
if(!IS_SET(type,CIT_SILENT)){
attacker->println("You can't be ordered to initiate PK combat with another players pet.");
}
return false;
}
}
if(!IS_SET(type,CIT_SILENT)){
attacker->master->println("You can't initiate combat with another players pet unless you can\r\n"
"attack the owner of the pet yourself (without using bypass duel)!" );
}
return false;
}
}
// prevent ordering starting pk combat
if(!IS_NPC(victim) && IS_SET( attacker->dyn, DYN_IS_BEING_ORDERED ))
{
if(attacker->master && !IS_NPC(attacker->master)){
if(!can_initiate_combat_with_player(attacker->master, victim, type)){
if(!IS_SET(type,CIT_SILENT)){
attacker->println("You can't be ordered to initiate PK combat unless your master can attack them.");
attacker->master->println("You can't ordered people or mobs to initiate PK combat unless you can attack the target!" );
}
return false;
}
}else{
if(!IS_SET(type,CIT_SILENT)){
attacker->println("You can't be ordered to initiate PK combat.");
}
return false;
}
}
if(IS_SET(type,CIT_GENERAL)){
// kill stealing check
if ( IS_NPC(victim) &&
victim->fighting != NULL &&
!is_same_group(attacker,victim->fighting))
{
if(!IS_SET(type,CIT_SILENT)){
attacker->println("Kill stealing is not permitted.");
}
return false;
}
};
if(IS_NPC(victim)){ // mobs dont require duelling
return true;
}
if(victim==attacker){ // casting slow on yourself etc
return true;
}
if(!GAMESETTING2(GAMESET2_NO_DUEL_REQUIRED)
&& IS_SET(type,(CIT_GENERAL | CIT_AGRESSIVE_ACTION | CIT_CASTING_SPELL))){
// pksystem checks - only apply to morts
if( !IS_ICIMMORTAL(attacker))
{
// bypass duel system (spells can't make use of it)
if(attacker->duels
&& !IS_SET(type,CIT_NO_BYPASSDUEL)
&& !IS_SET(type,CIT_CASTING_SPELL)
&& attacker->duels->is_bypassingduel(victim))
{
return true;
}
if(IS_ACTIVE(victim)){
// check for peaceful attempting to attack an active player
if(IS_PEACEFUL(attacker)){
// peaceful must bypassduel (or duel a thief) to attack an active player
if(!attacker->duels || !attacker->duels->is_known(victim)){
if(!IS_SET(type,CIT_SILENT)){
attacker->printlnf("%s is an active player, because you are a peaceful character, your options\r\n"
"to initiate conflict with them are one of the following:\r\n"
" 1. Become an active player yourself.\r\n"
" 2. Bypassduel the duelling system.\r\n"
" 3. If they have been stealing in the last 20 minutes, you may challenge them to a duel.",
CPERS(victim, attacker));
}
return false;
}
if(!attacker->duels->is_dueling(attacker, victim)){
if(!IS_SET(type,CIT_SILENT)){
attacker->printlnf("You can't initiate conflict with %s at this point in time.",
PERS(victim, attacker));
}
return false;
}
return true;
}
}else{
// The victim is peaceful, duel is required regardless of the
// pk status of the attacker
if(!attacker->duels || !attacker->duels->is_known(victim)){
if(!IS_SET(type,CIT_SILENT)){
attacker->println("You must duel them or bypass the dueling system before you attempt to initiate conflict!");
}
return false;
}
if(!attacker->duels->is_dueling(attacker, victim)){
if(!IS_SET(type,CIT_SILENT)){
attacker->printlnf("You can't initiate conflict with %s at this point in time.",
PERS(victim, attacker));
}
return false;
}
return true;
}
}
}
return true;
}
/**************************************************************************/
// return true if the attacker can join the current combat (autoassist)
// - handles all the duel/bypass duel rules etc
bool can_join_combat( char_data *attacker, char_data *victim)
{
// can always join in when fighting a mob
// pets can always join
// can always join in on a dedicated pkill mud
if( IS_NPC(attacker)
|| IS_NPC(victim)
|| GAMESETTING5(GAMESET5_DEDICATED_PKILL_STYLE_MUD)){
return true;
}
if(can_initiate_combat_with_player( attacker, victim, CIT_GENERAL)){
return true;
};
// Rules for group combat
//===attacker===victim=======condition===
// * active active - can always
// * active peaceful - normal + join in if victim->fighting is duelling victim && same group as victim->fighting
// * peaceful active - normal + join in if victim->fighting is duelling victim && same group as victim->fighting
// * peaceful peaceful - normal + join in if victim->fighting is duelling victim && same group as victim->fighting
if( victim->fighting
&& victim->fighting->fighting==victim
&& is_same_group(victim->fighting, attacker)
&& victim->fighting->duels
&& victim->fighting->duels->is_dueling(victim->fighting, victim))
{
return true;
}
attacker->println("You need to duel or `=Cbypassduel`x to join in.");
return false;
}
/**************************************************************************/
// able to avoid combat by fading
bool check_fade( char_data* ch, char_data* victim )
{
int chance;
if ( IS_NPC(victim) && !IS_SET(victim->off_flags, OFF_FADE) ){
return false;
}
if ( !IS_NPC(victim) && !IS_AFFECTED2(victim, AFF2_FADE) ){
return false;
}
if ( !IS_AWAKE(victim) ){
return false;
}
chance = get_skill(victim, gsn_fade) / 3;
if ( number_percent( ) >= chance + victim->level - ch->level){
return false;
}
if (victim->is_stunned){
return false;
}
act( "`bYou fade around $n's attack.`x", ch, NULL, victim, TO_VICT );
act( "`b$n fades around your attack.`x", victim, NULL, ch, TO_VICT );
check_improve(victim, gsn_fade, true, 6);
return true;
}
/**************************************************************************/
/**************************************************************************/