/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
/*
* Local functions.
*/
void check_assist args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
bool check_dodge args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
bool check_parry args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
bool check_shield_block args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
void dam_message
args ( ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, bool immune ) );
void death_cry args ( ( CHAR_DATA * ch ) );
void group_gain args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
int xp_compute
args ( ( CHAR_DATA * gch, CHAR_DATA * victim, int total_levels ) );
void make_corpse args ( ( CHAR_DATA * ch ) );
void one_hit
args ( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary ) );
void mob_hit args ( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) );
void raw_kill args ( ( CHAR_DATA * victim ) );
void set_fighting args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
void disarm args ( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
/*
* Control the fights going on.
* Called periodically by update_handler.
*/
void violence_update ( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *victim;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
continue;
if ( IS_AWAKE ( ch ) && ch->in_room == victim->in_room )
multi_hit ( ch, victim, TYPE_UNDEFINED );
else
stop_fighting ( ch, FALSE );
if ( ( victim = ch->fighting ) == NULL )
continue;
/*
* Fun for the whole family!
*/
check_assist ( ch, victim );
if ( IS_NPC ( ch ) )
{
if ( HAS_TRIGGER ( ch, TRIG_FIGHT ) )
mp_percent_trigger ( ch, victim, NULL, NULL, TRIG_FIGHT );
if ( HAS_TRIGGER ( ch, TRIG_HPCNT ) )
mp_hprct_trigger ( ch, victim );
}
}
return;
}
/* for auto assisting */
void check_assist ( CHAR_DATA * ch, CHAR_DATA * victim )
{
CHAR_DATA *rch, *rch_next;
for ( rch = ch->in_room->people; rch != NULL; rch = rch_next )
{
rch_next = rch->next_in_room;
if ( IS_AWAKE ( rch ) && rch->fighting == NULL )
{
/* quick check for ASSIST_PLAYER */
if ( !IS_NPC ( ch ) && IS_NPC ( rch ) &&
IS_SET ( rch->off_flags, ASSIST_PLAYERS ) &&
rch->level + 6 > victim->level )
{
do_function ( rch, &do_emote, "screams and attacks!" );
multi_hit ( rch, victim, TYPE_UNDEFINED );
continue;
}
/* PCs next */
if ( !IS_NPC ( ch ) || IS_AFFECTED ( ch, AFF_CHARM ) )
{
if ( ( ( !IS_NPC ( rch ) &&
IS_SET ( rch->act, PLR_AUTOASSIST ) ) ||
IS_AFFECTED ( rch, AFF_CHARM ) ) &&
is_same_group ( ch, rch ) && !is_safe ( rch, victim ) )
multi_hit ( rch, victim, TYPE_UNDEFINED );
continue;
}
/* now check the NPC cases */
if ( IS_NPC ( ch ) && !IS_AFFECTED ( ch, AFF_CHARM ) )
{
if ( ( IS_NPC ( rch ) &&
IS_SET ( rch->off_flags, ASSIST_ALL ) ) ||
( IS_NPC ( rch ) && rch->group &&
rch->group == ch->group ) || ( IS_NPC ( rch ) &&
rch->race == ch->race &&
IS_SET ( rch->off_flags,
ASSIST_RACE ) )
|| ( IS_NPC ( rch ) &&
IS_SET ( rch->off_flags, ASSIST_ALIGN ) &&
( ( IS_GOOD ( rch ) && IS_GOOD ( ch ) ) ||
( IS_EVIL ( rch ) && IS_EVIL ( ch ) ) ||
( IS_NEUTRAL ( rch ) && IS_NEUTRAL ( ch ) ) ) ) ||
( rch->pIndexData == ch->pIndexData &&
IS_SET ( rch->off_flags, ASSIST_VNUM ) ) )
{
CHAR_DATA *vch;
CHAR_DATA *target;
int number;
if ( number_bits ( 1 ) == 0 )
continue;
target = NULL;
number = 0;
for ( vch = ch->in_room->people; vch; vch = vch->next )
{
if ( can_see ( rch, vch ) &&
is_same_group ( vch, victim ) &&
number_range ( 0, number ) == 0 )
{
target = vch;
number++;
}
}
if ( target != NULL )
{
do_function ( rch, &do_emote,
"screams and attacks!" );
multi_hit ( rch, target, TYPE_UNDEFINED );
}
}
}
}
}
}
/*
* Do one group of attacks.
*/
void multi_hit ( CHAR_DATA * ch, CHAR_DATA * victim, int dt )
{
int chance;
/* decrement the wait */
if ( ch->desc == NULL )
ch->wait = UMAX ( 0, ch->wait - PULSE_VIOLENCE );
if ( ch->desc == NULL )
ch->daze = UMAX ( 0, ch->daze - PULSE_VIOLENCE );
/* no attacks for stunnies -- just a check */
if ( ch->position < POS_RESTING )
return;
if ( IS_NPC ( ch ) )
{
mob_hit ( ch, victim, dt );
return;
}
one_hit ( ch, victim, dt, FALSE );
if ( get_eq_char ( ch, WEAR_SECONDARY ) )
{
one_hit ( ch, victim, dt, TRUE );
if ( ch->fighting != victim )
return;
}
if ( ch->fighting != victim )
return;
if ( IS_AFFECTED ( ch, AFF_HASTE ) )
one_hit ( ch, victim, dt, FALSE );
if ( ch->fighting != victim || dt == gsn_backstab )
return;
chance = get_skill ( ch, gsn_second_attack ) / 2;
if ( IS_AFFECTED ( ch, AFF_SLOW ) )
chance /= 2;
if ( number_percent ( ) < chance )
{
one_hit ( ch, victim, dt, FALSE );
check_improve ( ch, gsn_second_attack, TRUE, 5 );
if ( ch->fighting != victim )
return;
}
chance = get_skill ( ch, gsn_third_attack ) / 4;
if ( IS_AFFECTED ( ch, AFF_SLOW ) )
chance = 0;;
if ( number_percent ( ) < chance )
{
one_hit ( ch, victim, dt, FALSE );
check_improve ( ch, gsn_third_attack, TRUE, 6 );
if ( ch->fighting != victim )
return;
}
return;
}
/* procedure for all mobile attacks */
void mob_hit ( CHAR_DATA * ch, CHAR_DATA * victim, int dt )
{
int chance, number;
CHAR_DATA *vch, *vch_next;
one_hit ( ch, victim, dt, FALSE );
if ( ch->fighting != victim )
return;
/* Area attack -- BALLS nasty! */
if ( IS_SET ( ch->off_flags, OFF_AREA_ATTACK ) )
{
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( ( vch != victim && vch->fighting == ch ) )
one_hit ( ch, vch, dt, FALSE );
}
}
if ( IS_AFFECTED ( ch, AFF_HASTE ) ||
( IS_SET ( ch->off_flags, OFF_FAST ) &&
!IS_AFFECTED ( ch, AFF_SLOW ) ) )
one_hit ( ch, victim, dt, FALSE );
if ( ch->fighting != victim || dt == gsn_backstab )
return;
chance = get_skill ( ch, gsn_second_attack ) / 2;
if ( IS_AFFECTED ( ch, AFF_SLOW ) && !IS_SET ( ch->off_flags, OFF_FAST ) )
chance /= 2;
if ( number_percent ( ) < chance )
{
one_hit ( ch, victim, dt, FALSE );
if ( ch->fighting != victim )
return;
}
chance = get_skill ( ch, gsn_third_attack ) / 4;
if ( IS_AFFECTED ( ch, AFF_SLOW ) && !IS_SET ( ch->off_flags, OFF_FAST ) )
chance = 0;
if ( number_percent ( ) < chance )
{
one_hit ( ch, victim, dt, FALSE );
if ( ch->fighting != victim )
return;
}
/* oh boy! Fun stuff! */
if ( ch->wait > 0 )
return;
number = number_range ( 0, 2 );
if ( number == 1 && IS_SET ( ch->act, ACT_MAGE ) )
{
/* { mob_cast_mage(ch,victim); return; } */ ;
}
if ( number == 2 && IS_SET ( ch->act, ACT_CLERIC ) )
{
/* { mob_cast_cleric(ch,victim); return; } */ ;
}
/* now for the skills */
number = number_range ( 0, 8 );
switch ( number )
{
case ( 0 ):
if ( IS_SET ( ch->off_flags, OFF_BASH ) )
do_function ( ch, &do_bash, "" );
break;
case ( 1 ):
if ( IS_SET ( ch->off_flags, OFF_BERSERK ) &&
!IS_AFFECTED ( ch, AFF_BERSERK ) )
do_function ( ch, &do_berserk, "" );
break;
case ( 2 ):
if ( IS_SET ( ch->off_flags, OFF_DISARM ) ||
( get_weapon_sn ( ch ) != gsn_hand_to_hand &&
( IS_SET ( ch->act, ACT_WARRIOR ) ||
IS_SET ( ch->act, ACT_THIEF ) ) ) )
do_function ( ch, &do_disarm, "" );
break;
case ( 3 ):
if ( IS_SET ( ch->off_flags, OFF_KICK ) )
do_function ( ch, &do_kick, "" );
break;
case ( 4 ):
if ( IS_SET ( ch->off_flags, OFF_KICK_DIRT ) )
do_function ( ch, &do_dirt, "" );
break;
case ( 5 ):
if ( IS_SET ( ch->off_flags, OFF_TAIL ) )
{
/* do_function(ch, &do_tail, "") */ ;
}
break;
case ( 6 ):
if ( IS_SET ( ch->off_flags, OFF_TRIP ) )
do_function ( ch, &do_trip, "" );
break;
case ( 7 ):
if ( IS_SET ( ch->off_flags, OFF_CRUSH ) )
{
/* do_function(ch, &do_crush, "") */ ;
}
break;
case ( 8 ):
if ( IS_SET ( ch->off_flags, OFF_BACKSTAB ) )
{
do_function ( ch, &do_backstab, "" );
}
}
}
/*
* Hit one guy once.
*/
void one_hit ( CHAR_DATA * ch, CHAR_DATA * victim, int dt, bool secondary )
{
OBJ_DATA *wield;
int victim_ac;
int thac0;
int thac0_00;
int thac0_32;
int dam;
int diceroll;
int sn, skill;
int dam_type;
bool result;
sn = -1;
/* just in case */
if ( victim == ch || ch == NULL || victim == NULL )
return;
/*
* Can't beat a dead char!
* Guard against weird room-leavings.
*/
if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
return;
/*
* Figure out the type of damage message.
*/
if ( !secondary )
wield = get_eq_char ( ch, WEAR_WIELD );
else
wield = get_eq_char ( ch, WEAR_SECONDARY );
if ( dt == TYPE_UNDEFINED )
{
dt = TYPE_HIT;
if ( wield != NULL && wield->item_type == ITEM_WEAPON )
dt += wield->value[3];
else
dt += ch->dam_type;
}
if ( dt < TYPE_HIT )
if ( wield != NULL )
dam_type = attack_table[wield->value[3]].damage;
else
dam_type = attack_table[ch->dam_type].damage;
else
dam_type = attack_table[dt - TYPE_HIT].damage;
if ( dam_type == -1 )
dam_type = DAM_BASH;
/* get the weapon skill */
sn = get_weapon_sn ( ch );
skill = 20 + get_weapon_skill ( ch, sn );
/*
* Calculate to-hit-armor-class-0 versus armor.
*/
if ( IS_NPC ( ch ) )
{
thac0_00 = 20;
thac0_32 = -4; /* as good as a thief */
if ( IS_SET ( ch->act, ACT_WARRIOR ) )
thac0_32 = -10;
else if ( IS_SET ( ch->act, ACT_THIEF ) )
thac0_32 = -4;
else if ( IS_SET ( ch->act, ACT_CLERIC ) )
thac0_32 = 2;
else if ( IS_SET ( ch->act, ACT_MAGE ) )
thac0_32 = 6;
}
else
{
thac0_00 = class_table[ch->Class].thac0_00;
thac0_32 = class_table[ch->Class].thac0_32;
}
thac0 = interpolate ( ch->level, thac0_00, thac0_32 );
if ( thac0 < 0 )
thac0 = thac0 / 2;
if ( thac0 < -5 )
thac0 = -5 + ( thac0 + 5 ) / 2;
thac0 -= GET_HITROLL ( ch ) * skill / 100;
thac0 += 5 * ( 100 - skill ) / 100;
if ( dt == gsn_backstab )
thac0 -= 10 * ( 100 - get_skill ( ch, gsn_backstab ) );
switch ( dam_type )
{
case ( DAM_PIERCE ):
victim_ac = GET_AC ( victim, AC_PIERCE ) / 10;
break;
case ( DAM_BASH ):
victim_ac = GET_AC ( victim, AC_BASH ) / 10;
break;
case ( DAM_SLASH ):
victim_ac = GET_AC ( victim, AC_SLASH ) / 10;
break;
default:
victim_ac = GET_AC ( victim, AC_EXOTIC ) / 10;
break;
};
if ( victim_ac < -15 )
victim_ac = ( victim_ac + 15 ) / 5 - 15;
if ( !can_see ( ch, victim ) )
victim_ac -= 4;
if ( victim->position < POS_FIGHTING )
victim_ac += 4;
if ( victim->position < POS_RESTING )
victim_ac += 6;
/*
* The moment of excitement!
*/
while ( ( diceroll = number_bits ( 5 ) ) >= 20 )
;
if ( diceroll == 0 || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
{
/* Miss. */
damage ( ch, victim, 0, dt, dam_type, TRUE );
tail_chain ( );
return;
}
/*
* Hit.
* Calc damage.
*/
if ( IS_NPC ( ch ) && ( !ch->pIndexData->new_format || wield == NULL ) )
if ( !ch->pIndexData->new_format )
{
dam = number_range ( ch->level / 2, ch->level * 3 / 2 );
if ( wield != NULL )
dam += dam / 2;
}
else
dam = dice ( ch->damage[DICE_NUMBER], ch->damage[DICE_TYPE] );
else
{
if ( sn != -1 )
check_improve ( ch, sn, TRUE, 5 );
if ( wield != NULL )
{
if ( wield->pIndexData->new_format )
dam = dice ( wield->value[1], wield->value[2] ) * skill / 100;
else
dam =
number_range ( wield->value[1] * skill / 100,
wield->value[2] * skill / 100 );
if ( get_eq_char ( ch, WEAR_SHIELD ) == NULL ) /* no shield = more */
dam = dam * 11 / 10;
/* sharpness! */
if ( IS_WEAPON_STAT ( wield, WEAPON_SHARP ) )
{
int percent;
if ( ( percent = number_percent ( ) ) <= ( skill / 8 ) )
dam = 2 * dam + ( dam * 2 * percent / 100 );
}
}
else
dam =
number_range ( 1 + 4 * skill / 100,
2 * ch->level / 3 * skill / 100 );
}
/*
* Bonuses.
*/
if ( get_skill ( ch, gsn_enhanced_damage ) > 0 )
{
diceroll = number_percent ( );
if ( diceroll <= get_skill ( ch, gsn_enhanced_damage ) )
{
check_improve ( ch, gsn_enhanced_damage, TRUE, 6 );
dam += 2 * ( dam * diceroll / 300 );
}
}
if ( !IS_AWAKE ( victim ) )
dam *= 2;
else if ( victim->position < POS_FIGHTING )
dam = dam * 3 / 2;
if ( dt == gsn_backstab && wield != NULL )
{
if ( wield->value[0] != 2 )
dam *= 2 + ( ch->level / 10 );
else
dam *= 2 + ( ch->level / 8 );
}
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 pdam;
if ( ch->fighting == victim &&
IS_WEAPON_STAT ( wield, WEAPON_POISON ) )
{
int level;
AFFECT_DATA *poison, af;
if ( ( poison =
affect_find ( wield->affected, gsn_poison ) ) == NULL )
level = wield->level;
else
level = poison->level;
if ( !saves_spell ( level / 2, victim, DAM_POISON ) )
{
chsend ( "You feel poison coursing through your veins.",
victim );
act ( "$n is poisoned by the venom on $p.", victim, wield,
NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = gsn_poison;
af.level = level * 3 / 4;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = AFF_POISON;
affect_join ( victim, &af );
}
/* weaken the poison if it's temporary */
if ( poison != NULL )
{
poison->level = UMAX ( 0, poison->level - 2 );
poison->duration = UMAX ( 0, poison->duration - 1 );
if ( poison->level == 0 || poison->duration == 0 )
act ( "The poison on $p has worn off.", ch, wield, NULL,
TO_CHAR );
}
}
if ( ch->fighting == victim &&
IS_WEAPON_STAT ( wield, WEAPON_VAMPIRIC ) )
{
pdam = number_range ( 1, wield->level / 5 + 1 );
act ( "$p draws life from $n.", victim, wield, NULL, TO_ROOM );
act ( "You feel $p drawing your life away.", victim, wield, NULL,
TO_CHAR );
damage ( ch, victim, pdam, 0, DAM_NEGATIVE, FALSE );
ch->alignment = UMAX ( -1000, ch->alignment - 1 );
ch->hit += pdam / 2;
}
if ( ch->fighting == victim &&
IS_WEAPON_STAT ( wield, WEAPON_FLAMING ) )
{
pdam = number_range ( 1, wield->level / 4 + 1 );
act ( "$n is burned by $p.", victim, wield, NULL, TO_ROOM );
act ( "$p sears your flesh.", victim, wield, NULL, TO_CHAR );
fire_effect ( ( void * ) victim, wield->level / 2, pdam,
TARGET_CHAR );
damage ( ch, victim, pdam, 0, DAM_FIRE, FALSE );
}
if ( ch->fighting == victim &&
IS_WEAPON_STAT ( wield, WEAPON_FROST ) )
{
pdam = number_range ( 1, wield->level / 6 + 2 );
act ( "$p freezes $n.", victim, wield, NULL, TO_ROOM );
act ( "The cold touch of $p surrounds you with ice.", victim,
wield, NULL, TO_CHAR );
cold_effect ( victim, wield->level / 2, pdam, TARGET_CHAR );
damage ( ch, victim, pdam, 0, DAM_COLD, FALSE );
}
if ( ch->fighting == victim &&
IS_WEAPON_STAT ( wield, WEAPON_SHOCKING ) )
{
pdam = number_range ( 1, wield->level / 5 + 2 );
act ( "$n is struck by lightning from $p.", victim, wield, NULL,
TO_ROOM );
act ( "You are shocked by $p.", victim, wield, NULL, TO_CHAR );
shock_effect ( victim, wield->level / 2, pdam, TARGET_CHAR );
damage ( ch, victim, pdam, 0, DAM_LIGHTNING, FALSE );
}
}
tail_chain ( );
return;
}
/*
* Inflict damage from a hit.
*/
bool damage ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt,
int dam_type, bool show )
{
OBJ_DATA *corpse;
bool immune;
if ( victim->position == POS_DEAD )
return FALSE;
/*
* Stop up any residual loopholes.
*/
if ( dam > 1200 && dt >= TYPE_HIT )
{
bug ( "Damage: %d: more than 1200 points!", dam );
dam = 1200;
if ( !IS_IMMORTAL ( ch ) )
{
OBJ_DATA *obj;
obj = get_eq_char ( ch, WEAR_WIELD );
chsend ( "You really shouldn't cheat.\n\r", ch );
if ( obj != NULL )
extract_obj ( obj );
}
}
/* damage reduction */
if ( dam > 35 )
dam = ( dam - 35 ) / 2 + 35;
if ( dam > 80 )
dam = ( dam - 80 ) / 2 + 80;
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe ( ch, victim ) )
return FALSE;
check_killer ( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
{
set_fighting ( victim, ch );
if ( IS_NPC ( victim ) && HAS_TRIGGER ( victim, TRIG_KILL ) )
mp_percent_trigger ( victim, ch, NULL, NULL, TRIG_KILL );
}
if ( victim->timer <= 4 )
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting ( ch, victim );
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower ( victim );
}
/*
* Inviso attacks ... not.
*/
if ( IS_AFFECTED ( ch, AFF_INVISIBLE ) )
{
affect_strip ( ch, gsn_invis );
affect_strip ( ch, gsn_mass_invis );
REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
act ( "$n fades into existence.", ch, NULL, NULL, TO_ROOM );
}
/*
* Damage modifiers.
*/
if ( dam > 1 && !IS_NPC ( victim ) &&
victim->pcdata->condition[COND_DRUNK] > 10 )
dam = 9 * dam / 10;
if ( dam > 1 && IS_AFFECTED ( victim, AFF_SANCTUARY ) )
dam /= 2;
if ( dam > 1 &&
( ( IS_AFFECTED ( victim, AFF_PROTECT_EVIL ) && IS_EVIL ( ch ) ) ||
( IS_AFFECTED ( victim, AFF_PROTECT_GOOD ) && IS_GOOD ( ch ) ) ) )
dam -= dam / 4;
immune = FALSE;
/*
* Check for parry, and dodge.
*/
if ( dt >= TYPE_HIT && ch != victim )
{
if ( check_parry ( ch, victim ) )
return FALSE;
if ( check_dodge ( ch, victim ) )
return FALSE;
if ( check_shield_block ( ch, victim ) )
return FALSE;
}
switch ( check_immune ( victim, dam_type ) )
{
case ( IS_IMMUNE ):
immune = TRUE;
dam = 0;
break;
case ( IS_RESISTANT ):
dam -= dam / 3;
break;
case ( IS_VULNERABLE ):
dam += dam / 2;
break;
}
if ( show )
dam_message ( ch, victim, dam, dt, immune );
if ( dam == 0 )
return FALSE;
/*
* Hurt the victim.
* Inform the victim of his new state.
*/
victim->hit -= dam;
if ( !IS_NPC ( victim ) && victim->level >= LEVEL_IMMORTAL &&
victim->hit < 1 )
victim->hit = 1;
update_pos ( victim );
switch ( victim->position )
{
case POS_MORTAL:
act ( "$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM );
chsend
( "You are mortally wounded, and will die soon, if not aided.\n\r",
victim );
break;
case POS_INCAP:
act ( "$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM );
chsend
( "You are incapacitated and will slowly die, if not aided.\n\r",
victim );
break;
case POS_STUNNED:
act ( "$n is stunned, but will probably recover.", victim, NULL,
NULL, TO_ROOM );
chsend ( "You are stunned, but will probably recover.\n\r",
victim );
break;
case POS_DEAD:
act ( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
chsend ( "You have been KILLED!!\n\r\n\r", victim );
break;
default:
if ( dam > victim->max_hit / 4 )
chsend ( "That really did HURT!\n\r", victim );
if ( victim->hit < victim->max_hit / 4 )
chsend ( "You sure are BLEEDING!\n\r", victim );
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if ( !IS_AWAKE ( victim ) )
stop_fighting ( victim, FALSE );
/*
* Payoff for killing things.
*/
if ( victim->position == POS_DEAD )
{
group_gain ( ch, victim );
if ( !IS_NPC ( victim ) )
{
sprintf ( log_buf, "%s killed by %s at %ld", victim->name,
( IS_NPC ( ch ) ? ch->short_descr : ch->name ),
ch->in_room->vnum );
log_string ( log_buf );
/*
* Dying penalty:
* 2/3 way back to previous level.
*/
if ( victim->exp >
exp_per_level ( victim,
victim->pcdata->points ) * victim->level )
gain_exp ( victim,
( 2 *
( exp_per_level
( victim,
victim->pcdata->points ) * victim->level -
victim->exp ) / 3 ) + 50 );
if ( IS_NPC ( ch ) )
victim->pcdata->gamestat[MOB_DEATHS]++;
else
{
victim->pcdata->gamestat[PK_DEATHS]++;
ch->pcdata->gamestat[PK_KILLS]++;
}
}
else if ( !IS_NPC ( ch ) )
ch->pcdata->gamestat[MOB_KILLS]++;
sprintf ( log_buf, "%s got toasted by %s at %s [room %ld]",
( IS_NPC ( victim ) ? victim->short_descr : victim->name ),
( IS_NPC ( ch ) ? ch->short_descr : ch->name ),
ch->in_room->name, ch->in_room->vnum );
if ( IS_NPC ( victim ) )
wiznet ( log_buf, NULL, NULL, WIZ_MOBDEATHS, 0, 0 );
else
wiznet ( log_buf, NULL, NULL, WIZ_DEATHS, 0, 0 );
/*
* Death trigger
*/
if ( IS_NPC ( victim ) && HAS_TRIGGER ( victim, TRIG_DEATH ) )
{
victim->position = POS_STANDING;
mp_percent_trigger ( victim, ch, NULL, NULL, TRIG_DEATH );
}
raw_kill ( victim );
/* dump the flags */
if ( ch != victim && !IS_NPC ( ch ) && !is_same_clan ( ch, victim ) )
{
if ( IS_SET ( victim->act, PLR_KILLER ) )
REMOVE_BIT ( victim->act, PLR_KILLER );
else
REMOVE_BIT ( victim->act, PLR_THIEF );
}
/* RT new auto commands */
if ( !IS_NPC ( ch ) &&
( corpse =
get_obj_list ( ch, "corpse", ch->in_room->contents ) ) != NULL
&& corpse->item_type == ITEM_CORPSE_NPC &&
can_see_obj ( ch, corpse ) )
{
OBJ_DATA *coins;
corpse = get_obj_list ( ch, "corpse", ch->in_room->contents );
if ( IS_SET ( ch->act, PLR_AUTOLOOT ) && corpse && corpse->contains ) /* exists and not empty */
{
do_function ( ch, &do_get, "all corpse" );
}
if ( IS_SET ( ch->act, PLR_AUTOGOLD ) && corpse && corpse->contains && /* exists and not empty */
!IS_SET ( ch->act, PLR_AUTOLOOT ) )
{
if ( ( coins =
get_obj_list ( ch, "gcash",
corpse->contains ) ) != NULL )
{
do_function ( ch, &do_get, "all.gcash corpse" );
}
}
if ( IS_SET ( ch->act, PLR_AUTOSAC ) )
{
if ( IS_SET ( ch->act, PLR_AUTOLOOT ) && corpse &&
corpse->contains )
{
return TRUE; /* leave if corpse has treasure */
}
else
{
do_function ( ch, &do_sacrifice, "corpse" );
}
}
}
return TRUE;
}
if ( victim == ch )
return TRUE;
/*
* Take care of link dead people.
*/
if ( !IS_NPC ( victim ) && victim->desc == NULL )
{
if ( number_range ( 0, victim->wait ) == 0 )
{
do_function ( victim, &do_recall, "" );
return TRUE;
}
}
/*
* Wimp out?
*/
if ( IS_NPC ( victim ) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2 )
{
if ( ( IS_SET ( victim->act, ACT_WIMPY ) && number_bits ( 2 ) == 0 &&
victim->hit < victim->max_hit / 5 ) ||
( IS_AFFECTED ( victim, AFF_CHARM ) && victim->master != NULL &&
victim->master->in_room != victim->in_room ) )
{
do_function ( victim, &do_flee, "" );
}
}
if ( !IS_NPC ( victim ) && victim->hit > 0 && victim->hit <= victim->wimpy
&& victim->wait < PULSE_VIOLENCE / 2 )
{
do_function ( victim, &do_flee, "" );
}
tail_chain ( );
return TRUE;
}
bool is_safe ( CHAR_DATA * ch, CHAR_DATA * victim )
{
if ( victim->in_room == NULL || ch->in_room == NULL )
return TRUE;
if ( victim->fighting == ch || victim == ch )
return FALSE;
if ( IS_IMMORTAL ( ch ) && ch->level > LEVEL_IMMORTAL )
return FALSE;
/* killing mobiles */
if ( IS_NPC ( victim ) )
{
/* safe room? */
if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) )
{
chsend ( "Not in this room.\n\r", ch );
return TRUE;
}
if ( victim->pIndexData->pShop != NULL )
{
chsend ( "The shopkeeper wouldn't like that.\n\r", ch );
return TRUE;
}
/* no killing healers, trainers, etc */
if ( IS_SET ( victim->act, ACT_TRAIN ) ||
IS_SET ( victim->act, ACT_PRACTICE ) ||
IS_SET ( victim->act, ACT_IS_HEALER ) ||
IS_SET ( victim->act, ACT_IS_CHANGER ) )
{
chsend ( "I don't think Mota would approve.\n\r", ch );
return TRUE;
}
if ( !IS_NPC ( ch ) )
{
/* no pets */
if ( IS_SET ( victim->act, ACT_PET ) )
{
act ( "But $N looks so cute and cuddly...", ch, NULL, victim,
TO_CHAR );
return TRUE;
}
/* no charmed creatures unless owner */
if ( IS_AFFECTED ( victim, AFF_CHARM ) && ch != victim->master )
{
chsend ( "You don't own that monster.\n\r", ch );
return TRUE;
}
}
}
/* killing players */
else
{
/* NPC doing the killing */
if ( IS_NPC ( ch ) )
{
/* safe room check */
if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) )
{
chsend ( "Not in this room.\n\r", ch );
return TRUE;
}
/* charmed mobs and pets cannot attack players while owned */
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master != NULL &&
ch->master->fighting != victim )
{
chsend ( "Players are your friends!\n\r", ch );
return TRUE;
}
}
/* player doing the killing */
else
{
if ( !is_clan ( ch ) )
{
chsend ( "Join a clan if you want to kill players.\n\r", ch );
return TRUE;
}
if ( IS_SET ( victim->act, PLR_KILLER ) ||
IS_SET ( victim->act, PLR_THIEF ) )
return FALSE;
if ( !is_clan ( victim ) )
{
chsend ( "They aren't in a clan, leave them alone.\n\r", ch );
return TRUE;
}
if ( ch->level > victim->level + 8 )
{
chsend ( "Pick on someone your own size.\n\r", ch );
return TRUE;
}
}
}
return FALSE;
}
bool is_safe_spell ( CHAR_DATA * ch, CHAR_DATA * victim, bool area )
{
if ( victim->in_room == NULL || ch->in_room == NULL )
return TRUE;
if ( victim == ch && area )
return TRUE;
if ( victim->fighting == ch || victim == ch )
return FALSE;
if ( IS_IMMORTAL ( ch ) && ch->level > LEVEL_IMMORTAL && !area )
return FALSE;
/* killing mobiles */
if ( IS_NPC ( victim ) )
{
/* safe room? */
if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) )
return TRUE;
if ( victim->pIndexData->pShop != NULL )
return TRUE;
/* no killing healers, trainers, etc */
if ( IS_SET ( victim->act, ACT_TRAIN ) ||
IS_SET ( victim->act, ACT_PRACTICE ) ||
IS_SET ( victim->act, ACT_IS_HEALER ) ||
IS_SET ( victim->act, ACT_IS_CHANGER ) )
return TRUE;
if ( !IS_NPC ( ch ) )
{
/* no pets */
if ( IS_SET ( victim->act, ACT_PET ) )
return TRUE;
/* no charmed creatures unless owner */
if ( IS_AFFECTED ( victim, AFF_CHARM ) &&
( area || ch != victim->master ) )
return TRUE;
/* legal kill? -- cannot hit mob fighting non-group member */
if ( victim->fighting != NULL &&
!is_same_group ( ch, victim->fighting ) )
return TRUE;
}
else
{
/* area effect spells do not hit other mobs */
if ( area && !is_same_group ( victim, ch->fighting ) )
return TRUE;
}
}
/* killing players */
else
{
if ( area && IS_IMMORTAL ( victim ) &&
victim->level > LEVEL_IMMORTAL )
return TRUE;
/* NPC doing the killing */
if ( IS_NPC ( ch ) )
{
/* charmed mobs and pets cannot attack players while owned */
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master != NULL &&
ch->master->fighting != victim )
return TRUE;
/* safe room? */
if ( IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) )
return TRUE;
/* legal kill? -- mobs only hit players grouped with opponent */
if ( ch->fighting != NULL &&
!is_same_group ( ch->fighting, victim ) )
return TRUE;
}
/* player doing the killing */
else
{
if ( !is_clan ( ch ) )
return TRUE;
if ( IS_SET ( victim->act, PLR_KILLER ) ||
IS_SET ( victim->act, PLR_THIEF ) )
return FALSE;
if ( !is_clan ( victim ) )
return TRUE;
if ( ch->level > victim->level + 8 )
return TRUE;
}
}
return FALSE;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer ( CHAR_DATA * ch, CHAR_DATA * victim )
{
char buf[MAX_STRING_LENGTH];
/*
* Follow charm thread to responsible character.
* Attacking someone's charmed char is hostile!
*/
while ( IS_AFFECTED ( victim, AFF_CHARM ) && victim->master != NULL )
victim = victim->master;
/*
* NPC's are fair game.
* So are killers and thieves.
*/
if ( IS_NPC ( victim ) || IS_SET ( victim->act, PLR_KILLER ) ||
IS_SET ( victim->act, PLR_THIEF ) )
return;
/*
* Charm-o-rama.
*/
if ( IS_SET ( ch->affected_by, AFF_CHARM ) )
{
if ( ch->master == NULL )
{
sprintf ( buf, "Check_killer: %s bad AFF_CHARM",
IS_NPC ( ch ) ? ch->short_descr : ch->name );
bug ( buf, 0 );
affect_strip ( ch, gsn_charm_person );
REMOVE_BIT ( ch->affected_by, AFF_CHARM );
return;
}
/*
chsend( "*** You are now a KILLER!! ***\n\r", ch->master );
SET_BIT(ch->master->act, PLR_KILLER);
*/
stop_follower ( ch );
return;
}
/*
* NPC's are cool of course (as long as not charmed).
* Hitting yourself is cool too (bleeding).
* So is being immortal (Alander's idea).
* And current killers stay as they are.
*/
if ( IS_NPC ( ch ) || ch == victim || ch->level >= LEVEL_IMMORTAL ||
!is_clan ( ch ) || IS_SET ( ch->act, PLR_KILLER ) ||
ch->fighting == victim )
return;
chsend ( "*** You are now a KILLER!! ***\n\r", ch );
SET_BIT ( ch->act, PLR_KILLER );
sprintf ( buf, "$N is attempting to murder %s", victim->name );
wiznet ( buf, ch, NULL, WIZ_FLAGS, 0, 0 );
save_char_obj ( ch );
return;
}
/*
* Check for parry.
*/
bool check_parry ( CHAR_DATA * ch, CHAR_DATA * victim )
{
int chance;
if ( !IS_AWAKE ( victim ) )
return FALSE;
chance = get_skill ( victim, gsn_parry ) / 2;
if ( get_eq_char ( victim, WEAR_WIELD ) == NULL )
{
if ( IS_NPC ( victim ) )
chance /= 2;
else
return FALSE;
}
if ( !can_see ( ch, victim ) )
chance /= 2;
if ( number_percent ( ) >= chance + victim->level - ch->level )
return FALSE;
act ( "You parry $n's attack.", ch, NULL, victim, TO_VICT );
act ( "$N parries your attack.", ch, NULL, victim, TO_CHAR );
check_improve ( victim, gsn_parry, TRUE, 6 );
return TRUE;
}
/*
* Check for shield block.
*/
bool check_shield_block ( CHAR_DATA * ch, CHAR_DATA * victim )
{
int chance;
if ( !IS_AWAKE ( victim ) )
return FALSE;
chance = get_skill ( victim, gsn_shield_block ) / 5 + 3;
if ( get_eq_char ( victim, WEAR_SHIELD ) == NULL )
return FALSE;
if ( number_percent ( ) >= chance + victim->level - ch->level )
return FALSE;
act ( "You block $n's attack with your shield.", ch, NULL, victim,
TO_VICT );
act ( "$N blocks your attack with a shield.", ch, NULL, victim, TO_CHAR );
check_improve ( victim, gsn_shield_block, TRUE, 6 );
return TRUE;
}
/*
* Check for dodge.
*/
bool check_dodge ( CHAR_DATA * ch, CHAR_DATA * victim )
{
int chance;
if ( !IS_AWAKE ( victim ) )
return FALSE;
chance = get_skill ( victim, gsn_dodge ) / 2;
if ( !can_see ( victim, ch ) )
chance /= 2;
if ( number_percent ( ) >= chance + victim->level - ch->level )
return FALSE;
act ( "You dodge $n's attack.", ch, NULL, victim, TO_VICT );
act ( "$N dodges your attack.", ch, NULL, victim, TO_CHAR );
check_improve ( victim, gsn_dodge, TRUE, 6 );
return TRUE;
}
/*
* Set position of a victim.
*/
void update_pos ( CHAR_DATA * victim )
{
if ( victim->hit > 0 )
{
if ( victim->position <= POS_STUNNED )
victim->position = POS_STANDING;
return;
}
if ( IS_NPC ( victim ) && victim->hit < 1 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -11 )
{
victim->position = POS_DEAD;
return;
}
if ( victim->hit <= -6 )
victim->position = POS_MORTAL;
else if ( victim->hit <= -3 )
victim->position = POS_INCAP;
else
victim->position = POS_STUNNED;
return;
}
/*
* Start fights.
*/
void set_fighting ( CHAR_DATA * ch, CHAR_DATA * victim )
{
if ( ch->fighting != NULL )
{
bug ( "Set_fighting: already fighting", 0 );
return;
}
if ( IS_AFFECTED ( ch, AFF_SLEEP ) )
affect_strip ( ch, gsn_sleep );
ch->fighting = victim;
ch->position = POS_FIGHTING;
return;
}
/*
* Stop fights.
*/
void stop_fighting ( CHAR_DATA * ch, bool fBoth )
{
CHAR_DATA *fch;
for ( fch = char_list; fch != NULL; fch = fch->next )
{
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = IS_NPC ( fch ) ? fch->default_pos : POS_STANDING;
update_pos ( fch );
}
}
return;
}
/*
* Make a corpse out of a character.
*/
void make_corpse ( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if ( IS_NPC ( ch ) )
{
name = ch->short_descr;
corpse = create_object ( get_obj_index ( OBJ_VNUM_CORPSE_NPC ), 0 );
corpse->timer = number_range ( 3, 6 );
if ( ch->gold > 0 )
{
obj_to_obj ( create_money ( ch->gold, ch->silver ), corpse );
ch->gold = 0;
ch->silver = 0;
}
corpse->cost = 0;
}
else
{
name = ch->name;
corpse = create_object ( get_obj_index ( OBJ_VNUM_CORPSE_PC ), 0 );
corpse->timer = number_range ( 25, 40 );
REMOVE_BIT ( ch->act, PLR_CANLOOT );
if ( !is_clan ( ch ) )
corpse->owner = str_dup ( ch->name );
else
{
corpse->owner = NULL;
if ( ch->gold > 1 || ch->silver > 1 )
{
obj_to_obj ( create_money ( ch->gold / 2, ch->silver / 2 ),
corpse );
ch->gold -= ch->gold / 2;
ch->silver -= ch->silver / 2;
}
}
corpse->cost = 0;
}
corpse->level = ch->level;
sprintf ( buf, corpse->short_descr, name );
free_string ( corpse->short_descr );
corpse->short_descr = str_dup ( buf );
sprintf ( buf, corpse->description, name );
free_string ( corpse->description );
corpse->description = str_dup ( buf );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
bool floating = FALSE;
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_FLOAT )
floating = TRUE;
obj_from_char ( obj );
if ( obj->item_type == ITEM_POTION )
obj->timer = number_range ( 500, 1000 );
if ( obj->item_type == ITEM_SCROLL )
obj->timer = number_range ( 1000, 2500 );
if ( IS_SET ( obj->extra_flags, ITEM_ROT_DEATH ) && !floating )
{
obj->timer = number_range ( 5, 10 );
REMOVE_BIT ( obj->extra_flags, ITEM_ROT_DEATH );
}
REMOVE_BIT ( obj->extra_flags, ITEM_VIS_DEATH );
if ( IS_SET ( obj->extra_flags, ITEM_INVENTORY ) )
extract_obj ( obj );
else if ( floating )
{
if ( IS_OBJ_STAT ( obj, ITEM_ROT_DEATH ) ) /* get rid of it! */
{
if ( obj->contains != NULL )
{
OBJ_DATA *in, *in_next;
act ( "$p evaporates,scattering its contents.", ch, obj,
NULL, TO_ROOM );
for ( in = obj->contains; in != NULL; in = in_next )
{
in_next = in->next_content;
obj_from_obj ( in );
obj_to_room ( in, ch->in_room );
}
}
else
act ( "$p evaporates.", ch, obj, NULL, TO_ROOM );
extract_obj ( obj );
}
else
{
act ( "$p falls to the floor.", ch, obj, NULL, TO_ROOM );
obj_to_room ( obj, ch->in_room );
}
}
else
obj_to_obj ( obj, corpse );
}
obj_to_room ( corpse, ch->in_room );
return;
}
/*
* Improved Death_cry contributed by Diavolo.
*/
void death_cry ( CHAR_DATA * ch )
{
ROOM_INDEX_DATA *was_in_room;
char *msg;
int door;
VNUM vnum;
vnum = 0;
msg = "You hear $n's death cry.";
switch ( number_bits ( 4 ) )
{
case 0:
msg = "$n hits the ground ... DEAD.";
break;
case 1:
if ( ch->material == 0 )
{
msg = "$n splatters blood on your armor.";
break;
}
case 2:
if ( IS_SET ( ch->parts, PART_GUTS ) )
{
msg = "$n spills $s guts all over the floor.";
vnum = OBJ_VNUM_GUTS;
}
break;
case 3:
if ( IS_SET ( ch->parts, PART_HEAD ) )
{
msg = "$n's severed head plops on the ground.";
vnum = OBJ_VNUM_SEVERED_HEAD;
}
break;
case 4:
if ( IS_SET ( ch->parts, PART_HEART ) )
{
msg = "$n's heart is torn from $s chest.";
vnum = OBJ_VNUM_TORN_HEART;
}
break;
case 5:
if ( IS_SET ( ch->parts, PART_ARMS ) )
{
msg = "$n's arm is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_ARM;
}
break;
case 6:
if ( IS_SET ( ch->parts, PART_LEGS ) )
{
msg = "$n's leg is sliced from $s dead body.";
vnum = OBJ_VNUM_SLICED_LEG;
}
break;
case 7:
if ( IS_SET ( ch->parts, PART_BRAINS ) )
{
msg =
"$n's head is shattered, and $s brains splash all over you.";
vnum = OBJ_VNUM_BRAINS;
}
}
act ( msg, ch, NULL, NULL, TO_ROOM );
if ( vnum != 0 )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
char *name;
name = IS_NPC ( ch ) ? ch->short_descr : ch->name;
obj = create_object ( get_obj_index ( vnum ), 0 );
obj->timer = number_range ( 4, 7 );
sprintf ( buf, obj->short_descr, name );
free_string ( obj->short_descr );
obj->short_descr = str_dup ( buf );
sprintf ( buf, obj->description, name );
free_string ( obj->description );
obj->description = str_dup ( buf );
if ( obj->item_type == ITEM_FOOD )
{
if ( IS_SET ( ch->form, FORM_POISON ) )
obj->value[3] = 1;
else if ( !IS_SET ( ch->form, FORM_EDIBLE ) )
obj->item_type = ITEM_TRASH;
}
obj_to_room ( obj, ch->in_room );
}
if ( IS_NPC ( ch ) )
msg = "You hear something's death cry.";
else
msg = "You hear someone's death cry.";
was_in_room = ch->in_room;
for ( door = 0; door <= 5; door++ )
{
EXIT_DATA *pexit;
if ( ( pexit = was_in_room->exit[door] ) != NULL &&
pexit->u1.to_room != NULL && pexit->u1.to_room != was_in_room )
{
ch->in_room = pexit->u1.to_room;
act ( msg, ch, NULL, NULL, TO_ROOM );
}
}
ch->in_room = was_in_room;
return;
}
void raw_kill ( CHAR_DATA * victim )
{
int i;
stop_fighting ( victim, TRUE );
death_cry ( victim );
make_corpse ( victim );
if ( IS_NPC ( victim ) )
{
victim->pIndexData->killed++;
kill_table[URANGE ( 0, victim->level, MAX_LEVEL - 1 )].killed++;
extract_char ( victim, TRUE );
return;
}
extract_char ( victim, FALSE );
while ( victim->affected )
affect_remove ( victim, victim->affected );
victim->affected_by = race_table[victim->race].aff;
for ( i = 0; i < 4; i++ )
victim->armor[i] = 100;
victim->position = POS_RESTING;
victim->hit = UMAX ( 1, victim->hit );
victim->mana = UMAX ( 1, victim->mana );
victim->move = UMAX ( 1, victim->move );
/* save_char_obj( victim ); we're stable enough to not need this :) */
return;
}
void group_gain ( CHAR_DATA * ch, CHAR_DATA * victim )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *gch;
CHAR_DATA *lch;
int xp;
int members;
int group_levels;
/*
* Monsters don't get kill xp's or alignment changes.
* P-killing doesn't help either.
* Dying of mortal wounds or poison doesn't give xp to anyone!
*/
if ( victim == ch )
return;
members = 0;
group_levels = 0;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( is_same_group ( gch, ch ) )
{
members++;
group_levels += IS_NPC ( gch ) ? gch->level / 2 : gch->level;
}
}
if ( members == 0 )
{
bug ( "Group_gain: members.", members );
members = 1;
group_levels = ch->level;
}
lch = ( ch->leader != NULL ) ? ch->leader : ch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( !is_same_group ( gch, ch ) || IS_NPC ( gch ) )
continue;
/* Taken out, add it back if you want it
if ( gch->level - lch->level >= 5 )
{
chsend( "You are too high for this group.\n\r", gch );
continue;
}
if ( gch->level - lch->level <= -5 )
{
chsend( "You are too low for this group.\n\r", gch );
continue;
}
*/
xp = xp_compute ( gch, victim, group_levels );
sprintf ( buf, "You receive %d experience points.\n\r", xp );
chsend ( buf, gch );
gain_exp ( gch, xp );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->wear_loc == WEAR_NONE )
continue;
if ( ( IS_OBJ_STAT ( obj, ITEM_ANTI_EVIL ) && IS_EVIL ( ch ) ) ||
( IS_OBJ_STAT ( obj, ITEM_ANTI_GOOD ) && IS_GOOD ( ch ) ) ||
( IS_OBJ_STAT ( obj, ITEM_ANTI_NEUTRAL ) &&
IS_NEUTRAL ( ch ) ) )
{
act ( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
act ( "$n is zapped by $p.", ch, obj, NULL, TO_ROOM );
obj_from_char ( obj );
obj_to_room ( obj, ch->in_room );
}
}
}
return;
}
/*
* Compute xp for a kill.
* Also adjust alignment of killer.
* Edit this function to change xp computations.
*/
int xp_compute ( CHAR_DATA * gch, CHAR_DATA * victim, int total_levels )
{
int xp, base_exp;
int align, level_range;
int change;
int time_per_level;
level_range = victim->level - gch->level;
/* compute the base exp */
switch ( level_range )
{
default:
base_exp = 0;
break;
case -9:
base_exp = 1;
break;
case -8:
base_exp = 2;
break;
case -7:
base_exp = 5;
break;
case -6:
base_exp = 9;
break;
case -5:
base_exp = 11;
break;
case -4:
base_exp = 22;
break;
case -3:
base_exp = 33;
break;
case -2:
base_exp = 50;
break;
case -1:
base_exp = 66;
break;
case 0:
base_exp = 83;
break;
case 1:
base_exp = 99;
break;
case 2:
base_exp = 121;
break;
case 3:
base_exp = 143;
break;
case 4:
base_exp = 165;
break;
}
if ( level_range > 4 )
base_exp = 160 + 20 * ( level_range - 4 );
/* do alignment computations */
align = victim->alignment - gch->alignment;
if ( IS_SET ( victim->act, ACT_NOALIGN ) )
{
/* no change */
}
else if ( align > 500 ) /* monster is more good than slayer */
{
change = ( align - 500 ) * base_exp / 500 * gch->level / total_levels;
change = UMAX ( 1, change );
gch->alignment = UMAX ( -1000, gch->alignment - change );
}
else if ( align < -500 ) /* monster is more evil than slayer */
{
change =
( -1 * align - 500 ) * base_exp / 500 * gch->level / total_levels;
change = UMAX ( 1, change );
gch->alignment = UMIN ( 1000, gch->alignment + change );
}
else /* improve this someday */
{
change = gch->alignment * base_exp / 500 * gch->level / total_levels;
gch->alignment -= change;
}
/* calculate exp multiplier */
if ( IS_SET ( victim->act, ACT_NOALIGN ) )
xp = base_exp;
else if ( gch->alignment > 500 ) /* for goodie two shoes */
{
if ( victim->alignment < -750 )
xp = ( base_exp * 4 ) / 3;
else if ( victim->alignment < -500 )
xp = ( base_exp * 5 ) / 4;
else if ( victim->alignment > 750 )
xp = base_exp / 4;
else if ( victim->alignment > 500 )
xp = base_exp / 2;
else if ( victim->alignment > 250 )
xp = ( base_exp * 3 ) / 4;
else
xp = base_exp;
}
else if ( gch->alignment < -500 ) /* for baddies */
{
if ( victim->alignment > 750 )
xp = ( base_exp * 5 ) / 4;
else if ( victim->alignment > 500 )
xp = ( base_exp * 11 ) / 10;
else if ( victim->alignment < -750 )
xp = base_exp / 2;
else if ( victim->alignment < -500 )
xp = ( base_exp * 3 ) / 4;
else if ( victim->alignment < -250 )
xp = ( base_exp * 9 ) / 10;
else
xp = base_exp;
}
else if ( gch->alignment > 200 ) /* a little good */
{
if ( victim->alignment < -500 )
xp = ( base_exp * 6 ) / 5;
else if ( victim->alignment > 750 )
xp = base_exp / 2;
else if ( victim->alignment > 0 )
xp = ( base_exp * 3 ) / 4;
else
xp = base_exp;
}
else if ( gch->alignment < -200 ) /* a little bad */
{
if ( victim->alignment > 500 )
xp = ( base_exp * 6 ) / 5;
else if ( victim->alignment < -750 )
xp = base_exp / 2;
else if ( victim->alignment < 0 )
xp = ( base_exp * 3 ) / 4;
else
xp = base_exp;
}
else /* neutral */
{
if ( victim->alignment > 500 || victim->alignment < -500 )
xp = ( base_exp * 4 ) / 3;
else if ( victim->alignment < 200 && victim->alignment > -200 )
xp = base_exp / 2;
else
xp = base_exp;
}
/* more exp at the low levels */
if ( gch->level < 6 )
xp = 10 * xp / ( gch->level + 4 );
/* less at high */
if ( gch->level > 35 )
xp = 15 * xp / ( gch->level - 25 );
/* reduce for playing time */
{
/* compute quarter-hours per level */
time_per_level =
4 * ( gch->played +
( int ) ( current_time - gch->logon ) ) / 3600 / gch->level;
time_per_level = URANGE ( 2, time_per_level, 12 );
if ( gch->level < 15 ) /* make it a curve */
time_per_level = UMAX ( time_per_level, ( 15 - gch->level ) );
xp = xp * time_per_level / 12;
}
/* randomize the rewards */
xp = number_range ( xp * 3 / 4, xp * 5 / 4 );
/* adjust for grouping */
xp = xp * gch->level / ( UMAX ( 1, total_levels - 1 ) );
return xp;
}
void dam_message ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt,
bool immune )
{
char buf1[256], buf2[256], buf3[256];
const char *vs;
const char *vp;
const char *attack;
char punct;
if ( ch == NULL || victim == NULL )
return;
if ( dam == 0 )
{
vs = "miss";
vp = "misses";
}
else if ( dam <= 4 )
{
vs = "scratch";
vp = "scratches";
}
else if ( dam <= 8 )
{
vs = "graze";
vp = "grazes";
}
else if ( dam <= 12 )
{
vs = "hit";
vp = "hits";
}
else if ( dam <= 16 )
{
vs = "injure";
vp = "injures";
}
else if ( dam <= 20 )
{
vs = "wound";
vp = "wounds";
}
else if ( dam <= 24 )
{
vs = "maul";
vp = "mauls";
}
else if ( dam <= 28 )
{
vs = "decimate";
vp = "decimates";
}
else if ( dam <= 32 )
{
vs = "devastate";
vp = "devastates";
}
else if ( dam <= 36 )
{
vs = "maim";
vp = "maims";
}
else if ( dam <= 40 )
{
vs = "MUTILATE";
vp = "MUTILATES";
}
else if ( dam <= 44 )
{
vs = "DISEMBOWEL";
vp = "DISEMBOWELS";
}
else if ( dam <= 48 )
{
vs = "DISMEMBER";
vp = "DISMEMBERS";
}
else if ( dam <= 52 )
{
vs = "MASSACRE";
vp = "MASSACRES";
}
else if ( dam <= 56 )
{
vs = "MANGLE";
vp = "MANGLES";
}
else if ( dam <= 60 )
{
vs = "*** DEMOLISH ***";
vp = "*** DEMOLISHES ***";
}
else if ( dam <= 75 )
{
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";
}
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
{
bug ( "Dam_message: bad dt %d.", dt );
dt = TYPE_HIT;
attack = attack_table[0].name;
}
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 );
}
}
}
if ( ch == victim )
{
act ( buf1, ch, NULL, NULL, TO_ROOM );
act ( buf2, ch, NULL, NULL, TO_CHAR );
}
else
{
act ( buf1, ch, NULL, victim, TO_NOTVICT );
act ( buf2, ch, NULL, victim, TO_CHAR );
act ( buf3, ch, NULL, victim, TO_VICT );
}
return;
}
/*
* Disarm a creature.
* Caller must check for successful attack.
*/
void disarm ( CHAR_DATA * ch, CHAR_DATA * victim )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char ( victim, WEAR_WIELD ) ) == NULL )
return;
if ( IS_OBJ_STAT ( obj, ITEM_NOREMOVE ) )
{
act ( "$S weapon won't budge!", ch, NULL, victim, TO_CHAR );
act ( "$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 $N!", ch, NULL, victim, TO_NOTVICT );
obj_from_char ( obj );
if ( IS_OBJ_STAT ( obj, ITEM_NODROP ) ||
IS_OBJ_STAT ( obj, ITEM_INVENTORY ) )
obj_to_char ( obj, victim );
else
{
obj_to_room ( obj, victim->in_room );
if ( IS_NPC ( victim ) && victim->wait == 0 &&
can_see_obj ( victim, obj ) )
get_obj ( victim, obj, NULL );
}
return;
}
CH_CMD ( do_berserk )
{
int chance, hp_percent;
if ( ( chance = get_skill ( ch, gsn_berserk ) ) == 0 ||
( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_BERSERK ) ) ||
( !IS_NPC ( ch ) &&
ch->level < skill_table[gsn_berserk].skill_level[ch->Class] ) )
{
chsend ( "You turn red in the face, but nothing happens.\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_BERSERK ) || is_affected ( ch, gsn_berserk ) ||
is_affected ( ch, skill_lookup ( "frenzy" ) ) )
{
chsend ( "You get a little madder.\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_CALM ) )
{
chsend ( "You're feeling to mellow to berserk.\n\r", ch );
return;
}
if ( ch->mana < 50 )
{
chsend ( "You can't get up enough energy.\n\r", ch );
return;
}
/* modifiers */
/* fighting */
if ( ch->position == POS_FIGHTING )
chance += 10;
/* damage -- below 50% of hp helps, above hurts */
hp_percent = 100 * ch->hit / ch->max_hit;
chance += 25 - hp_percent / 2;
if ( number_percent ( ) < chance )
{
AFFECT_DATA af;
WAIT_STATE ( ch, PULSE_VIOLENCE );
ch->mana -= 50;
ch->move /= 2;
/* heal a little damage */
ch->hit += ch->level * 2;
ch->hit = UMIN ( ch->hit, ch->max_hit );
chsend ( "Your pulse races as you are consumed by rage!\n\r", ch );
act ( "$n gets a wild look in $s eyes.", ch, NULL, NULL, TO_ROOM );
check_improve ( ch, gsn_berserk, TRUE, 2 );
af.where = TO_AFFECTS;
af.type = gsn_berserk;
af.level = ch->level;
af.duration = number_fuzzy ( ch->level / 8 );
af.modifier = UMAX ( 1, ch->level / 5 );
af.bitvector = AFF_BERSERK;
af.location = APPLY_HITROLL;
affect_to_char ( ch, &af );
af.location = APPLY_DAMROLL;
affect_to_char ( ch, &af );
af.modifier = UMAX ( 10, 10 * ( ch->level / 5 ) );
af.location = APPLY_AC;
affect_to_char ( ch, &af );
}
else
{
WAIT_STATE ( ch, 3 * PULSE_VIOLENCE );
ch->mana -= 25;
ch->move /= 2;
chsend ( "Your pulse speeds up, but nothing happens.\n\r", ch );
check_improve ( ch, gsn_berserk, FALSE, 2 );
}
}
CH_CMD ( do_bash )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument ( argument, arg );
if ( ( chance = get_skill ( ch, gsn_bash ) ) == 0 ||
( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_BASH ) ) ||
( !IS_NPC ( ch ) &&
ch->level < skill_table[gsn_bash].skill_level[ch->Class] ) )
{
chsend ( "Bashing? What's that?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
victim = ch->fighting;
if ( victim == NULL )
{
chsend ( "But you aren't fighting anyone!\n\r", ch );
return;
}
}
else if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( victim->position < POS_FIGHTING )
{
act ( "You'll have to let $M get back up first.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( victim == ch )
{
chsend ( "You try to bash your brains out, but fail.\n\r", ch );
return;
}
if ( is_safe ( ch, victim ) )
return;
if ( IS_NPC ( victim ) && victim->fighting != NULL &&
!is_same_group ( ch, victim->fighting ) )
{
chsend ( "Kill stealing is not permitted.\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim )
{
act ( "But $N is your friend!", ch, NULL, victim, TO_CHAR );
return;
}
/* modifiers */
/* size and weight */
chance += ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if ( ch->size < victim->size )
chance += ( ch->size - victim->size ) * 15;
else
chance += ( ch->size - victim->size ) * 10;
/* stats */
chance += get_curr_stat ( ch, STAT_STR );
chance -= ( get_curr_stat ( victim, STAT_DEX ) * 4 ) / 3;
chance -= GET_AC ( victim, AC_BASH ) / 25;
/* speed */
if ( IS_SET ( ch->off_flags, OFF_FAST ) || IS_AFFECTED ( ch, AFF_HASTE ) )
chance += 10;
if ( IS_SET ( victim->off_flags, OFF_FAST ) ||
IS_AFFECTED ( victim, AFF_HASTE ) )
chance -= 30;
/* level */
chance += ( ch->level - victim->level );
if ( !IS_NPC ( victim ) && chance < get_skill ( victim, gsn_dodge ) )
{ /*
act("$n tries to bash you, but you dodge it.",ch,NULL,victim,TO_VICT);
act("$N dodges your bash, you fall flat on your face.",ch,NULL,victim,TO_CHAR);
WAIT_STATE(ch,skill_table[gsn_bash].beats);
return; */
chance -= 3 * ( get_skill ( victim, gsn_dodge ) - chance );
}
/* now the attack */
if ( number_percent ( ) < chance )
{
act ( "$n sends you sprawling with a powerful bash!", ch, NULL,
victim, TO_VICT );
act ( "You slam into $N, and send $M flying!", ch, NULL, victim,
TO_CHAR );
act ( "$n sends $N sprawling with a powerful bash.", ch, NULL, victim,
TO_NOTVICT );
check_improve ( ch, gsn_bash, TRUE, 1 );
DAZE_STATE ( victim, 3 * PULSE_VIOLENCE );
WAIT_STATE ( ch, skill_table[gsn_bash].beats );
victim->position = POS_RESTING;
damage ( ch, victim,
number_range ( 2, 2 + 2 * ch->size + chance / 20 ), gsn_bash,
DAM_BASH, FALSE );
}
else
{
damage ( ch, victim, 0, gsn_bash, DAM_BASH, FALSE );
act ( "You fall flat on your face!", ch, NULL, victim, TO_CHAR );
act ( "$n falls flat on $s face.", ch, NULL, victim, TO_NOTVICT );
act ( "You evade $n's bash, causing $m to fall flat on $s face.", ch,
NULL, victim, TO_VICT );
check_improve ( ch, gsn_bash, FALSE, 1 );
ch->position = POS_RESTING;
WAIT_STATE ( ch, skill_table[gsn_bash].beats * 3 / 2 );
}
check_killer ( ch, victim );
}
CH_CMD ( do_dirt )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument ( argument, arg );
if ( ( chance = get_skill ( ch, gsn_dirt ) ) == 0 ||
( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_KICK_DIRT ) ) ||
( !IS_NPC ( ch ) &&
ch->level < skill_table[gsn_dirt].skill_level[ch->Class] ) )
{
chsend ( "You get your feet dirty.\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
victim = ch->fighting;
if ( victim == NULL )
{
chsend ( "But you aren't in combat!\n\r", ch );
return;
}
}
else if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( IS_AFFECTED ( victim, AFF_BLIND ) )
{
act ( "$E's already been blinded.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim == ch )
{
chsend ( "Very funny.\n\r", ch );
return;
}
if ( is_safe ( ch, victim ) )
return;
if ( IS_NPC ( victim ) && victim->fighting != NULL &&
!is_same_group ( ch, victim->fighting ) )
{
chsend ( "Kill stealing is not permitted.\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim )
{
act ( "But $N is such a good friend!", ch, NULL, victim, TO_CHAR );
return;
}
/* modifiers */
/* dexterity */
chance += get_curr_stat ( ch, STAT_DEX );
chance -= 2 * get_curr_stat ( victim, STAT_DEX );
/* speed */
if ( IS_SET ( ch->off_flags, OFF_FAST ) || IS_AFFECTED ( ch, AFF_HASTE ) )
chance += 10;
if ( IS_SET ( victim->off_flags, OFF_FAST ) ||
IS_AFFECTED ( victim, AFF_HASTE ) )
chance -= 25;
/* level */
chance += ( ch->level - victim->level ) * 2;
/* sloppy hack to prevent false zeroes */
if ( chance % 5 == 0 )
chance += 1;
/* terrain */
switch ( ch->in_room->sector_type )
{
case ( SECT_INSIDE ):
chance -= 20;
break;
case ( SECT_CITY ):
chance -= 10;
break;
case ( SECT_FIELD ):
chance += 5;
break;
case ( SECT_FOREST ):
break;
case ( SECT_HILLS ):
break;
case ( SECT_MOUNTAIN ):
chance -= 10;
break;
case ( SECT_WATER_SWIM ):
chance = 0;
break;
case ( SECT_WATER_NOSWIM ):
chance = 0;
break;
case ( SECT_AIR ):
chance = 0;
break;
case ( SECT_DESERT ):
chance += 10;
break;
}
if ( chance == 0 )
{
chsend ( "There isn't any dirt to kick.\n\r", ch );
return;
}
/* now the attack */
if ( number_percent ( ) < chance )
{
AFFECT_DATA af;
act ( "$n is blinded by the dirt in $s eyes!", victim, NULL, NULL,
TO_ROOM );
act ( "$n kicks dirt in your eyes!", ch, NULL, victim, TO_VICT );
damage ( ch, victim, number_range ( 2, 5 ), gsn_dirt, DAM_NONE,
FALSE );
chsend ( "You can't see a thing!\n\r", victim );
check_improve ( ch, gsn_dirt, TRUE, 2 );
WAIT_STATE ( ch, skill_table[gsn_dirt].beats );
af.where = TO_AFFECTS;
af.type = gsn_dirt;
af.level = ch->level;
af.duration = 0;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char ( victim, &af );
}
else
{
damage ( ch, victim, 0, gsn_dirt, DAM_NONE, TRUE );
check_improve ( ch, gsn_dirt, FALSE, 2 );
WAIT_STATE ( ch, skill_table[gsn_dirt].beats );
}
check_killer ( ch, victim );
}
CH_CMD ( do_trip )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument ( argument, arg );
if ( ( chance = get_skill ( ch, gsn_trip ) ) == 0 ||
( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_TRIP ) ) ||
( !IS_NPC ( ch ) &&
ch->level < skill_table[gsn_trip].skill_level[ch->Class] ) )
{
chsend ( "Tripping? What's that?\n\r", ch );
return;
}
if ( arg[0] == '\0' )
{
victim = ch->fighting;
if ( victim == NULL )
{
chsend ( "But you aren't fighting anyone!\n\r", ch );
return;
}
}
else if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( is_safe ( ch, victim ) )
return;
if ( IS_NPC ( victim ) && victim->fighting != NULL &&
!is_same_group ( ch, victim->fighting ) )
{
chsend ( "Kill stealing is not permitted.\n\r", ch );
return;
}
if ( IS_AFFECTED ( victim, AFF_FLYING ) )
{
act ( "$S feet aren't on the ground.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim->position < POS_FIGHTING )
{
act ( "$N is already down.", ch, NULL, victim, TO_CHAR );
return;
}
if ( victim == ch )
{
chsend ( "You fall flat on your face!\n\r", ch );
WAIT_STATE ( ch, 2 * skill_table[gsn_trip].beats );
act ( "$n trips over $s own feet!", ch, NULL, NULL, TO_ROOM );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim )
{
act ( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
/* modifiers */
/* size */
if ( ch->size < victim->size )
chance += ( ch->size - victim->size ) * 10; /* bigger = harder to trip */
/* dex */
chance += get_curr_stat ( ch, STAT_DEX );
chance -= get_curr_stat ( victim, STAT_DEX ) * 3 / 2;
/* speed */
if ( IS_SET ( ch->off_flags, OFF_FAST ) || IS_AFFECTED ( ch, AFF_HASTE ) )
chance += 10;
if ( IS_SET ( victim->off_flags, OFF_FAST ) ||
IS_AFFECTED ( victim, AFF_HASTE ) )
chance -= 20;
/* level */
chance += ( ch->level - victim->level ) * 2;
/* now the attack */
if ( number_percent ( ) < chance )
{
act ( "$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 $M to the ground.", ch, NULL, victim,
TO_NOTVICT );
check_improve ( ch, gsn_trip, TRUE, 1 );
DAZE_STATE ( victim, 2 * PULSE_VIOLENCE );
WAIT_STATE ( ch, skill_table[gsn_trip].beats );
victim->position = POS_RESTING;
damage ( ch, victim, number_range ( 2, 2 + 2 * victim->size ),
gsn_trip, DAM_BASH, TRUE );
}
else
{
damage ( ch, victim, 0, gsn_trip, DAM_BASH, TRUE );
WAIT_STATE ( ch, skill_table[gsn_trip].beats * 2 / 3 );
check_improve ( ch, gsn_trip, FALSE, 1 );
}
check_killer ( ch, victim );
}
CH_CMD ( do_kill )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
chsend ( "Kill whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
/* Allow player killing
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER)
&& !IS_SET(victim->act, PLR_THIEF) )
{
chsend( "You must MURDER a player.\n\r", ch );
return;
}
}
*/
if ( victim == ch )
{
chsend ( "You hit yourself. Ouch!\n\r", ch );
multi_hit ( ch, ch, TYPE_UNDEFINED );
return;
}
if ( is_safe ( ch, victim ) )
return;
if ( victim->fighting != NULL && !is_same_group ( ch, victim->fighting ) )
{
chsend ( "Kill stealing is not permitted.\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim )
{
act ( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
chsend ( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE ( ch, 1 * PULSE_VIOLENCE );
check_killer ( ch, victim );
multi_hit ( ch, victim, TYPE_UNDEFINED );
return;
}
CH_CMD ( do_murde )
{
chsend ( "If you want to MURDER, spell it out.\n\r", ch );
return;
}
CH_CMD ( do_murder )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
chsend ( "Murder whom?\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) ||
( IS_NPC ( ch ) && IS_SET ( ch->act, ACT_PET ) ) )
return;
if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
chsend ( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( is_safe ( ch, victim ) )
return;
if ( IS_NPC ( victim ) && victim->fighting != NULL &&
!is_same_group ( ch, victim->fighting ) )
{
chsend ( "Kill stealing is not permitted.\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim )
{
act ( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->position == POS_FIGHTING )
{
chsend ( "You do the best you can!\n\r", ch );
return;
}
WAIT_STATE ( ch, 1 * PULSE_VIOLENCE );
if ( IS_NPC ( ch ) )
sprintf ( buf, "Help! I am being attacked by %s!", ch->short_descr );
else
sprintf ( buf, "Help! I am being attacked by %s!", ch->name );
do_function ( victim, &do_yell, buf );
check_killer ( ch, victim );
multi_hit ( ch, victim, TYPE_UNDEFINED );
return;
}
CH_CMD ( do_backstab )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
chsend ( "Backstab whom?\n\r", ch );
return;
}
if ( ch->fighting != NULL )
{
chsend ( "You're facing the wrong end.\n\r", ch );
return;
}
else if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
chsend ( "How can you sneak up on yourself?\n\r", ch );
return;
}
if ( is_safe ( ch, victim ) )
return;
if ( IS_NPC ( victim ) && victim->fighting != NULL &&
!is_same_group ( ch, victim->fighting ) )
{
chsend ( "Kill stealing is not permitted.\n\r", ch );
return;
}
if ( ( obj = get_eq_char ( ch, WEAR_WIELD ) ) == NULL )
{
chsend ( "You need to wield a weapon to backstab.\n\r", ch );
return;
}
if ( victim->hit < victim->max_hit / 3 )
{
act ( "$N is hurt and suspicious ... you can't sneak up.", ch, NULL,
victim, TO_CHAR );
return;
}
check_killer ( ch, victim );
WAIT_STATE ( ch, skill_table[gsn_backstab].beats );
if ( number_percent ( ) < get_skill ( ch, gsn_backstab ) ||
( get_skill ( ch, gsn_backstab ) >= 2 && !IS_AWAKE ( victim ) ) )
{
check_improve ( ch, gsn_backstab, TRUE, 1 );
multi_hit ( ch, victim, gsn_backstab );
}
else
{
check_improve ( ch, gsn_backstab, FALSE, 1 );
damage ( ch, victim, 0, gsn_backstab, DAM_NONE, TRUE );
}
return;
}
CH_CMD ( do_flee )
{
ROOM_INDEX_DATA *was_in;
ROOM_INDEX_DATA *now_in;
CHAR_DATA *victim;
int attempt;
if ( ( victim = ch->fighting ) == NULL )
{
if ( ch->position == POS_FIGHTING )
ch->position = POS_STANDING;
chsend ( "You aren't fighting anyone.\n\r", ch );
return;
}
was_in = ch->in_room;
for ( attempt = 0; attempt < 6; attempt++ )
{
EXIT_DATA *pexit;
int door;
door = number_door ( );
if ( ( pexit = was_in->exit[door] ) == 0 || pexit->u1.to_room == NULL
|| IS_SET ( pexit->exit_info, EX_CLOSED ) ||
number_range ( 0, ch->daze ) != 0 || ( IS_NPC ( ch ) &&
IS_SET ( pexit->u1.
to_room->
room_flags,
ROOM_NO_MOB ) ) )
continue;
move_char ( ch, door, FALSE );
if ( ( now_in = ch->in_room ) == was_in )
continue;
ch->in_room = was_in;
act ( "$n has fled!", ch, NULL, NULL, TO_ROOM );
ch->in_room = now_in;
if ( !IS_NPC ( ch ) )
{
chsend ( "You flee from combat!\n\r", ch );
if ( ( ch->Class == 2 ) &&
( number_percent ( ) < 3 * ( ch->level / 2 ) ) )
chsend ( "You snuck away safely.\n\r", ch );
else
{
chsend ( "You lost 10 exp.\n\r", ch );
gain_exp ( ch, -10 );
}
}
stop_fighting ( ch, TRUE );
return;
}
chsend ( "PANIC! You couldn't escape!\n\r", ch );
return;
}
CH_CMD ( do_rescue )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
chsend ( "Rescue whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( victim == ch )
{
chsend ( "What about fleeing instead?\n\r", ch );
return;
}
if ( !IS_NPC ( ch ) && IS_NPC ( victim ) )
{
chsend ( "Doesn't need your help!\n\r", ch );
return;
}
if ( ch->fighting == victim )
{
chsend ( "Too late.\n\r", ch );
return;
}
if ( ( fch = victim->fighting ) == NULL )
{
chsend ( "That person is not fighting right now.\n\r", ch );
return;
}
if ( IS_NPC ( fch ) && !is_same_group ( ch, victim ) )
{
chsend ( "Kill stealing is not permitted.\n\r", ch );
return;
}
WAIT_STATE ( ch, skill_table[gsn_rescue].beats );
if ( number_percent ( ) > get_skill ( ch, gsn_rescue ) )
{
chsend ( "You fail the rescue.\n\r", ch );
check_improve ( ch, gsn_rescue, FALSE, 1 );
return;
}
act ( "You rescue $N!", ch, NULL, victim, TO_CHAR );
act ( "$n rescues you!", ch, NULL, victim, TO_VICT );
act ( "$n rescues $N!", ch, NULL, victim, TO_NOTVICT );
check_improve ( ch, gsn_rescue, TRUE, 1 );
stop_fighting ( fch, FALSE );
stop_fighting ( victim, FALSE );
check_killer ( ch, fch );
set_fighting ( ch, fch );
set_fighting ( fch, ch );
return;
}
CH_CMD ( do_kick )
{
CHAR_DATA *victim;
if ( !IS_NPC ( ch ) &&
ch->level < skill_table[gsn_kick].skill_level[ch->Class] )
{
chsend ( "You better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_KICK ) )
return;
if ( ( victim = ch->fighting ) == NULL )
{
chsend ( "You aren't fighting anyone.\n\r", ch );
return;
}
WAIT_STATE ( ch, skill_table[gsn_kick].beats );
if ( get_skill ( ch, gsn_kick ) > number_percent ( ) )
{
damage ( ch, victim, number_range ( 1, ch->level ), gsn_kick,
DAM_BASH, TRUE );
check_improve ( ch, gsn_kick, TRUE, 1 );
}
else
{
damage ( ch, victim, 0, gsn_kick, DAM_BASH, TRUE );
check_improve ( ch, gsn_kick, FALSE, 1 );
}
check_killer ( ch, victim );
return;
}
CH_CMD ( do_disarm )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
int chance, hth, ch_weapon, vict_weapon, ch_vict_weapon;
hth = 0;
if ( ( chance = get_skill ( ch, gsn_disarm ) ) == 0 )
{
chsend ( "You don't know how to disarm opponents.\n\r", ch );
return;
}
if ( get_eq_char ( ch, WEAR_WIELD ) == NULL &&
( ( hth = get_skill ( ch, gsn_hand_to_hand ) ) == 0 ||
( IS_NPC ( ch ) && !IS_SET ( ch->off_flags, OFF_DISARM ) ) ) )
{
chsend ( "You must wield a weapon to disarm.\n\r", ch );
return;
}
if ( ( victim = ch->fighting ) == NULL )
{
chsend ( "You aren't fighting anyone.\n\r", ch );
return;
}
if ( ( obj = get_eq_char ( victim, WEAR_WIELD ) ) == NULL )
{
chsend ( "Your opponent is not wielding a weapon.\n\r", ch );
return;
}
/* find weapon skills */
ch_weapon = get_weapon_skill ( ch, get_weapon_sn ( ch ) );
vict_weapon = get_weapon_skill ( victim, get_weapon_sn ( victim ) );
ch_vict_weapon = get_weapon_skill ( ch, get_weapon_sn ( victim ) );
/* modifiers */
/* skill */
if ( get_eq_char ( ch, WEAR_WIELD ) == NULL )
chance = chance * hth / 150;
else
chance = chance * ch_weapon / 100;
chance += ( ch_vict_weapon / 2 - vict_weapon ) / 2;
/* dex vs. strength */
chance += get_curr_stat ( ch, STAT_DEX );
chance -= 2 * get_curr_stat ( victim, STAT_STR );
/* level */
chance += ( ch->level - victim->level ) * 2;
/* and now the attack */
if ( number_percent ( ) < chance )
{
WAIT_STATE ( ch, skill_table[gsn_disarm].beats );
disarm ( ch, victim );
check_improve ( ch, gsn_disarm, TRUE, 1 );
}
else
{
WAIT_STATE ( ch, skill_table[gsn_disarm].beats );
act ( "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 );
}
check_killer ( ch, victim );
return;
}
CH_CMD ( do_surrender )
{
CHAR_DATA *mob;
if ( ( mob = ch->fighting ) == NULL )
{
chsend ( "But you're not fighting!\n\r", ch );
return;
}
act ( "You surrender to $N!", ch, NULL, mob, TO_CHAR );
act ( "$n surrenders to you!", ch, NULL, mob, TO_VICT );
act ( "$n tries to surrender to $N!", ch, NULL, mob, TO_NOTVICT );
stop_fighting ( ch, TRUE );
if ( !IS_NPC ( ch ) && IS_NPC ( mob ) &&
( !HAS_TRIGGER ( mob, TRIG_SURR ) ||
!mp_percent_trigger ( mob, ch, NULL, NULL, TRIG_SURR ) ) )
{
act ( "$N seems to ignore your cowardly act!", ch, NULL, mob,
TO_CHAR );
multi_hit ( mob, ch, TYPE_UNDEFINED );
}
}
CH_CMD ( do_sla )
{
chsend ( "If you want to SLAY, spell it out.\n\r", ch );
return;
}
CH_CMD ( do_slay )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument ( argument, arg );
if ( arg[0] == '\0' )
{
chsend ( "Slay whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room ( ch, arg ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
if ( ch == victim )
{
chsend ( "Suicide is a mortal sin.\n\r", ch );
return;
}
if ( !IS_NPC ( victim ) && victim->level >= get_trust ( ch ) )
{
chsend ( "You failed.\n\r", ch );
return;
}
act ( "You slay $M in cold blood!", ch, NULL, victim, TO_CHAR );
act ( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT );
act ( "$n slays $N in cold blood!", ch, NULL, victim, TO_NOTVICT );
raw_kill ( victim );
return;
}