/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvements 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 *
* benefiting. 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 *
***************************************************************************
* 1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings *
* http://1stmud.dlmud.com/ <r-jenn@shaw.ca> *
***************************************************************************/
#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;
OBJ_DATA *obj, *obj_next;
bool room_trig = FALSE;
for (ch = char_first; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
if (IS_NPC(ch) && ch->fighting == NULL
&& IS_AWAKE(ch) && ch->hunting != NULL)
{
hunt_victim(ch);
continue;
}
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_MOB(ch, TRIG_FIGHT))
p_percent_trigger(ch, NULL, NULL, victim, NULL, NULL,
TRIG_FIGHT);
if (HAS_TRIGGER_MOB(ch, TRIG_HPCNT))
p_hprct_trigger(ch, victim);
}
for (obj = ch->first_carrying; obj; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->wear_loc != WEAR_NONE && HAS_TRIGGER_OBJ(obj, TRIG_FIGHT))
p_percent_trigger(NULL, obj, NULL, victim, NULL, NULL,
TRIG_FIGHT);
}
if (HAS_TRIGGER_ROOM(ch->in_room, TRIG_FIGHT) && room_trig == FALSE)
{
room_trig = TRUE;
p_percent_trigger(NULL, NULL, ch->in_room, victim, NULL, NULL,
TRIG_FIGHT);
}
}
return;
}
/* for auto assisting */
void check_assist(CHAR_DATA * ch, CHAR_DATA * victim)
{
CHAR_DATA *rch, *rch_next;
for (rch = ch->in_room->first_person; 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->first_person; 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->first_person; 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 = get_thac00(ch);
thac0_32 = get_thac32(ch);
}
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->first_affect, gsn_poison)) == NULL)
level = wield->level;
else
level = poison->level;
if (!saves_spell(level / 2, victim, DAM_POISON))
{
chprintln(victim,
"You feel poison coursing through your veins.");
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 $p.", victim, wield, NULL, TO_CHAR);
shock_effect(victim, wield->level / 2, pdam, TARGET_CHAR);
damage(ch, victim, pdam, 0, DAM_LIGHTNING, FALSE);
}
}
tail_chain();
return;
}
/*
* Inflict damage from a hit.
*/
bool damage(CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt,
int dam_type, bool show)
{
OBJ_DATA *corpse;
bool immune;
if (victim->position == POS_DEAD)
return FALSE;
/*
* Stop up any residual loopholes.
*/
if (dam > 1200 && dt >= TYPE_HIT)
{
bug("Damage: %d: more than 1200 points!", dam);
dam = 1200;
if (!IS_IMMORTAL(ch))
{
OBJ_DATA *obj;
obj = get_eq_char(ch, WEAR_WIELD);
chprintln(ch, "You really shouldn't cheat.");
if (obj != NULL)
extract_obj(obj);
}
}
/* damage reduction */
if (dam > 35)
dam = (dam - 35) / 2 + 35;
if (dam > 80)
dam = (dam - 80) / 2 + 80;
if (victim != ch)
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if (is_safe(ch, victim))
return FALSE;
check_killer(ch, victim);
if (victim->position > POS_STUNNED)
{
if (victim->fighting == NULL)
{
set_fighting(victim, ch);
if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_KILL))
p_percent_trigger(victim, NULL, NULL, ch, NULL, NULL,
TRIG_KILL);
}
if (victim->timer <= 4)
victim->position = POS_FIGHTING;
}
if (victim->position > POS_STUNNED)
{
if (ch->fighting == NULL)
set_fighting(ch, victim);
}
/*
* More charm stuff.
*/
if (victim->master == ch)
stop_follower(victim);
}
/*
* Inviso attacks ... not.
*/
if (IS_AFFECTED(ch, AFF_INVISIBLE))
{
affect_strip(ch, gsn_invis);
affect_strip(ch, gsn_mass_invis);
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
act("$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("$n is mortally wounded, and will die soon, if not aided.",
victim, NULL, NULL, TO_ROOM);
chprintln(victim,
"You are mortally wounded, and will die soon, if not aided.");
break;
case POS_INCAP:
act("$n is incapacitated and will slowly die, if not aided.",
victim, NULL, NULL, TO_ROOM);
chprintln(victim,
"You are incapacitated and will slowly die, if not aided.");
break;
case POS_STUNNED:
act("$n is stunned, but will probably recover.", victim, NULL,
NULL, TO_ROOM);
chprintln(victim, "You are stunned, but will probably recover.");
break;
case POS_DEAD:
act("$n is DEAD!!", victim, 0, 0, TO_ROOM);
chprintln(victim, "You have been KILLED!!\n\r");
break;
default:
if (dam > victim->max_hit / 4)
chprintln(victim, "That really did HURT!");
if (victim->hit < victim->max_hit / 4)
chprintln(victim, "You sure are BLEEDING!");
break;
}
/*
* Sleep spells and extremely wounded folks.
*/
if (!IS_AWAKE(victim))
stop_fighting(victim, FALSE);
/*
* Payoff for killing things.
*/
if (victim->position == POS_DEAD)
{
if (IS_IN_ARENA(ch) && IS_IN_ARENA(victim))
{
check_arena(ch, victim);
return TRUE;
}
if (IS_IN_WAR(ch) && IS_IN_WAR(victim))
{
check_war(ch, victim);
return TRUE;
}
if (!IS_NPC(ch) && !IS_NPC(victim) &&
IS_SET(ch->in_room->room_flags, ROOM_ARENA) &&
IS_SET(victim->in_room->room_flags, ROOM_ARENA))
{
stop_fighting(victim, TRUE);
death_cry(victim);
char_from_room(victim);
char_to_room(victim, get_room_index(ROOM_VNUM_TEMPLE));
victim->hit = UMAX(1, victim->hit);
victim->mana = UMAX(1, victim->mana);
victim->move = UMAX(1, victim->move);
update_pos(victim);
do_look(victim, "auto");
if (ch->in_room->area->nplayer == 1)
{
chprintln(ch, "You emerge victorious in the arena!");
stop_fighting(ch, TRUE);
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
update_pos(ch);
do_look(ch, "auto");
}
return TRUE;
}
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 (!IS_QUESTOR(victim)
|| (IS_NPC(ch)
&& ch->pIndexData->vnum != victim->pcdata->questmob))
{
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);
announce(victim, INFO_DEATH, "$n got wasted by %s!",
IS_NPC(ch) ? ch->short_descr : ch->name);
}
/*
* Death trigger
*/
if (IS_NPC(victim) && HAS_TRIGGER_MOB(victim, TRIG_DEATH))
{
victim->position = POS_STANDING;
p_percent_trigger(victim, NULL, NULL, 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->first_content)) != NULL
&& corpse->item_type == ITEM_CORPSE_NPC && can_see_obj(ch, corpse))
{
OBJ_DATA *coins;
corpse = get_obj_list(ch, "corpse", ch->in_room->first_content);
if (IS_SET(ch->act, PLR_AUTOLOOT) && corpse && corpse->first_content) /* exists and not empty */
{
do_function(ch, &do_get, "all corpse");
}
if (IS_SET(ch->act, PLR_AUTOGOLD) && corpse && corpse->first_content && /* exists and not empty */
!IS_SET(ch->act, PLR_AUTOLOOT))
{
if ((coins =
get_obj_list(ch, "gcash", corpse->first_content)) != 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->first_content)
{
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))
{
chprintln(ch, "Not in this room.");
return TRUE;
}
if (victim->pIndexData->pShop != NULL)
{
chprintln(ch, "The shopkeeper wouldn't like that.");
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))
{
act("I don't think $g would approve.", ch, NULL, NULL, TO_CHAR);
return TRUE;
}
if (!IS_NPC(ch))
{
/* no pets */
if (IS_SET(victim->act, ACT_PET))
{
act("But $N looks so cute and cuddly...", ch,
NULL, victim, TO_CHAR);
return TRUE;
}
/* no charmed creatures unless owner */
if (IS_AFFECTED(victim, AFF_CHARM) && ch != victim->master)
{
chprintln(ch, "You don't own that monster.");
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))
{
chprintln(ch, "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)
{
chprintln(ch, "Players are your friends!");
return TRUE;
}
}
/* player doing the killing */
else
{
if (is_safe_war(ch, victim))
{
chprintln(ch, "They're on YOUR team.");
return TRUE;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
return FALSE;
if (!is_clan(ch))
{
chprintln(ch, "Join a clan if you want to kill players.");
return TRUE;
}
if (IS_SET(victim->act, PLR_KILLER) ||
IS_SET(victim->act, PLR_THIEF))
return FALSE;
if (!is_clan(victim))
{
chprintln(ch, "They aren't in a clan, leave them alone.");
return TRUE;
}
if (IS_SET(victim->in_room->room_flags, ROOM_SAFE))
{
chprintln(ch, "Not in this room.");
return TRUE;
}
if (ch->level > victim->level + 8)
{
chprintln(ch, "Pick on someone your own size.");
return TRUE;
}
if (ON_GQUEST(ch))
{
chprintln(ch, "I don't beleive they are on the target list.");
return TRUE;
}
if (ON_GQUEST(victim))
{
chprintln(ch,
"They are to closey involved in something right now.");
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_safe_war(ch, victim))
return TRUE;
if (IS_SET(victim->in_room->room_flags, ROOM_ARENA))
return FALSE;
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;
if (ON_GQUEST(ch) || ON_GQUEST(victim))
return TRUE;
}
}
return FALSE;
}
/*
* See if an attack justifies a KILLER flag.
*/
void check_killer(CHAR_DATA * ch, CHAR_DATA * victim)
{
char buf[MAX_STRING_LENGTH];
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
return;
/*
* Follow charm thread to responsible character.
* Attacking someone's charmed char is hostile!
*/
while (IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL)
victim = victim->master;
/*
* NPC's are fair game.
* So are killers and thieves.
*/
if (IS_NPC(victim) || IS_SET(victim->act, PLR_KILLER) ||
IS_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;
}
/*
chprint( "*** 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;
chprintln(ch, "*** You are now a KILLER!! ***");
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_first; 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;
const char *name;
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
return;
if (IS_NPC(ch))
{
name = ch->short_descr;
corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
corpse->timer = number_range(3, 6);
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);
corpse->owner = str_dup(ch->name);
if (is_clan(ch))
{
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->first_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->first_content != NULL)
{
OBJ_DATA *in, *in_next;
act("$p evaporates,scattering its contents.",
ch, obj, NULL, TO_ROOM);
for (in = obj->first_content; in != NULL; in = in_next)
{
in_next = in->next_content;
obj_from_obj(in);
obj_to_room(in, ch->in_room);
}
}
else
act("$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_t 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;
const 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->first_affect)
affect_remove(victim, victim->first_affect);
victim->affected_by = 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 :) */
update_all_qobjs(victim);
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;
int i;
/*
* 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->first_person; 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->first_person; 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 )
{
chprint( "You are too high for this group.\n\r", gch );
continue;
}
if ( gch->level - lch->level <= -5 )
{
chprint( "You are too low for this group.\n\r", gch );
continue;
}
*/
xp = xp_compute(gch, victim, group_levels);
chprintlnf(gch, "You receive %d experience points.", xp);
gain_exp(gch, xp);
if (IS_QUESTOR(ch) && IS_NPC(victim))
{
if (ch->pcdata->questmob == victim->pIndexData->vnum)
{
chprintln(ch, "You have almost completed your QUEST!");
chprintln(ch,
"Return to the questmaster before your time runs out!");
ch->pcdata->questmob = -1;
}
}
if (IS_NPC(victim) && !IS_NPC(ch) &&
gquest_info.running == GQUEST_RUNNING && ON_GQUEST(ch) &&
(i = is_gqmob(ch, victim->pIndexData->vnum)) != -1)
{
ch->pcdata->gq_mobs[i] = -1;
chprintln
(ch,
"Congratulations, that that mob was part of your global quest!");
chprintln(ch, "You receive an extra 3 Quest Points");
ch->pcdata->questpoints += 3;
if (chance
((MAX_GQUEST_MOB - gquest_info.mob_count) / 2 +
gquest_info.mob_count))
{
chprintln(ch, " and a Trivia Point!");
ch->pcdata->trivia += 1;
}
else
chprintln(ch, ".");
sprintf(buf, "$N has killed %s, a global questmob.",
victim->short_descr);
wiznet(buf, ch, NULL, 0, 0, 0);
if (count_gqmobs(ch) == gquest_info.mob_count)
chprintln(ch,
"You are now ready to complete the global quest. Type 'GQUEST COMPLETE' to finish.");
}
for (obj = ch->first_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], chmesg[256], vmesg[256], omesg[256];
const char *vs;
const char *vp;
const char *attack;
char punct;
if (ch == NULL || victim == NULL)
return;
sprintf(chmesg, "{W [{R%d{W]{x", dam);
sprintf(vmesg, "{W [{R%d{W]{x", dam);
sprintf(omesg, "{W [{R%d{W]{x", dam);
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) ? '.' : '!';
#define SEE_DAMAGE(ch) (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTODAMAGE))
if (dt == TYPE_HIT)
{
if (ch == victim)
{
sprintf(buf1, "$n %s $melf%c$t", vp, punct);
sprintf(buf2, "You %s yourself%c%s", vs, punct,
SEE_DAMAGE(ch) ? chmesg : "");
}
else
{
sprintf(buf1, "$n %s $N%c$t", vp, punct);
sprintf(buf2, "You %s $N%c%s", vs, punct,
SEE_DAMAGE(ch) ? chmesg : "");
sprintf(buf3, "$n %s you%c%s", vp, punct,
SEE_DAMAGE(victim) ? vmesg : "");
}
}
else
{
if (dt >= 0 && dt < maxSkill)
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 $m%c$t", attack, vp, punct);
sprintf(buf2, "Your %s %s you%c%s", attack, vp, punct,
SEE_DAMAGE(ch) ? chmesg : "");
}
else
{
sprintf(buf1, "$n's %s %s $N%c$t", attack, vp, punct);
sprintf(buf2, "Your %s %s $N%c%s", attack, vp, punct,
SEE_DAMAGE(ch) ? chmesg : "");
sprintf(buf3, "$n's %s %s you%c%s", attack, vp, punct,
SEE_DAMAGE(victim) ? vmesg : "");
}
}
}
if (ch == victim)
{
act(buf1, ch, omesg, NULL, TO_ROOM | TO_DAMAGE);
act(buf2, ch, NULL, NULL, TO_CHAR);
}
else
{
act(buf1, ch, omesg, victim, TO_NOTVICT | TO_DAMAGE);
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 $N!", ch, NULL, victim, TO_NOTVICT);
obj_from_char(obj);
if (IS_OBJ_STAT(obj, ITEM_NODROP) || IS_OBJ_STAT(obj, ITEM_INVENTORY) ||
IS_SET(victim->in_room->room_flags, ROOM_ARENA))
obj_to_char(obj, victim);
else
{
obj_to_room(obj, victim->in_room);
if (IS_NPC(victim) && victim->wait == 0 && can_see_obj(victim, obj))
get_obj(victim, obj, NULL);
}
return;
}
CH_CMD(do_berserk)
{
int chance, hp_percent;
if ((chance = get_skill(ch, gsn_berserk)) == 0 ||
(IS_NPC(ch) && !IS_SET(ch->off_flags, OFF_BERSERK)) ||
(!IS_NPC(ch) && !can_use_skpell(ch, gsn_berserk)))
{
chprintln(ch, "You turn red in the face, but nothing happens.");
return;
}
if (IS_AFFECTED(ch, AFF_BERSERK) || is_affected(ch, gsn_berserk) ||
is_affected(ch, skill_lookup("frenzy")))
{
chprintln(ch, "You get a little madder.");
return;
}
if (IS_AFFECTED(ch, AFF_CALM))
{
chprintln(ch, "You're feeling to mellow to berserk.");
return;
}
if (ch->mana < 50)
{
chprintln(ch, "You can't get up enough energy.");
return;
}
/* modifiers */
/* fighting */
if (ch->position == POS_FIGHTING)
chance += 10;
/* damage -- below 50% of hp helps, above hurts */
hp_percent = 100 * ch->hit / ch->max_hit;
chance += 25 - hp_percent / 2;
if (number_percent() < chance)
{
AFFECT_DATA af;
WAIT_STATE(ch, PULSE_VIOLENCE);
ch->mana -= 50;
ch->move /= 2;
/* heal a little damage */
ch->hit += ch->level * 2;
ch->hit = UMIN(ch->hit, ch->max_hit);
chprintln(ch, "Your pulse races as you are consumed by rage!");
act("$n gets a wild look in $s eyes.", ch, NULL, NULL, TO_ROOM);
check_improve(ch, gsn_berserk, TRUE, 2);
af.where = 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;
chprintln(ch, "Your pulse speeds up, but nothing happens.");
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) && !can_use_skpell(ch, gsn_bash)))
{
chprintln(ch, "Bashing? What's that?");
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
chprintln(ch, "But you aren't fighting anyone!");
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "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)
{
chprintln(ch, "You try to bash your brains out, but fail.");
return;
}
if (is_safe(ch, victim))
return;
if (IS_NPC(victim) && victim->fighting != NULL &&
!is_same_group(ch, victim->fighting))
{
chprintln(ch, "Kill stealing is not permitted.");
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act("But $N is your friend!", ch, NULL, victim, TO_CHAR);
return;
}
/* modifiers */
/* size and weight */
chance += ch->carry_weight / 250;
chance -= victim->carry_weight / 200;
if (ch->size < victim->size)
chance += (ch->size - victim->size) * 15;
else
chance += (ch->size - victim->size) * 10;
/* stats */
chance += get_curr_stat(ch, STAT_STR);
chance -= (get_curr_stat(victim, STAT_DEX) * 4) / 3;
chance -= GET_AC(victim, AC_BASH) / 25;
/* speed */
if (IS_SET(ch->off_flags, OFF_FAST) || IS_AFFECTED(ch, AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags, OFF_FAST) || IS_AFFECTED(victim, AFF_HASTE))
chance -= 30;
/* level */
chance += (ch->level - victim->level);
if (!IS_NPC(victim) && chance < get_skill(victim, gsn_dodge))
{ /*
act("$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 $s face.",
ch, NULL, victim, TO_VICT);
check_improve(ch, gsn_bash, FALSE, 1);
ch->position = POS_RESTING;
WAIT_STATE(ch, skill_table[gsn_bash].beats * 3 / 2);
}
check_killer(ch, victim);
}
CH_CMD(do_dirt)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int chance;
one_argument(argument, arg);
if ((chance = get_skill(ch, gsn_dirt)) == 0 ||
(IS_NPC(ch) && !IS_SET(ch->off_flags, OFF_KICK_DIRT)) ||
(!IS_NPC(ch) && !can_use_skpell(ch, gsn_dirt)))
{
chprintln(ch, "You get your feet dirty.");
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
chprintln(ch, "But you aren't in combat!");
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (IS_AFFECTED(victim, AFF_BLIND))
{
act("$E's already been blinded.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim == ch)
{
chprintln(ch, "Very funny.");
return;
}
if (is_safe(ch, victim))
return;
if (IS_NPC(victim) && victim->fighting != NULL &&
!is_same_group(ch, victim->fighting))
{
chprintln(ch, "Kill stealing is not permitted.");
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act("But $N is such a good friend!", ch, NULL, victim, TO_CHAR);
return;
}
/* modifiers */
/* dexterity */
chance += get_curr_stat(ch, STAT_DEX);
chance -= 2 * get_curr_stat(victim, STAT_DEX);
/* speed */
if (IS_SET(ch->off_flags, OFF_FAST) || IS_AFFECTED(ch, AFF_HASTE))
chance += 10;
if (IS_SET(victim->off_flags, OFF_FAST) || IS_AFFECTED(victim, AFF_HASTE))
chance -= 25;
/* level */
chance += (ch->level - victim->level) * 2;
/* sloppy hack to prevent false zeroes */
if (chance % 5 == 0)
chance += 1;
/* terrain */
switch (ch->in_room->sector_type)
{
case (SECT_INSIDE):
chance -= 20;
break;
case (SECT_CITY):
chance -= 10;
break;
case (SECT_FIELD):
chance += 5;
break;
case (SECT_FOREST):
break;
case (SECT_HILLS):
break;
case (SECT_MOUNTAIN):
chance -= 10;
break;
case (SECT_WATER_SWIM):
chance = 0;
break;
case (SECT_WATER_NOSWIM):
chance = 0;
break;
case (SECT_AIR):
chance = 0;
break;
case (SECT_DESERT):
chance += 10;
break;
}
if (chance == 0)
{
chprintln(ch, "There isn't any dirt to kick.");
return;
}
/* now the attack */
if (number_percent() < chance)
{
AFFECT_DATA af;
act("$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);
damage(ch, victim, number_range(2, 5), gsn_dirt, DAM_NONE, FALSE);
chprintln(victim, "You can't see a thing!");
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) && !can_use_skpell(ch, gsn_trip)))
{
chprintln(ch, "Tripping? What's that?");
return;
}
if (arg[0] == '\0')
{
victim = ch->fighting;
if (victim == NULL)
{
chprintln(ch, "But you aren't fighting anyone!");
return;
}
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (is_safe(ch, victim))
return;
if (IS_NPC(victim) && victim->fighting != NULL &&
!is_same_group(ch, victim->fighting))
{
chprintln(ch, "Kill stealing is not permitted.");
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)
{
chprintln(ch, "You fall flat on your face!");
WAIT_STATE(ch, 2 * skill_table[gsn_trip].beats);
act("$n trips over $s own feet!", ch, NULL, NULL, TO_ROOM);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act("$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 $M to the ground.", ch, NULL, victim,
TO_NOTVICT);
check_improve(ch, gsn_trip, TRUE, 1);
DAZE_STATE(victim, 2 * PULSE_VIOLENCE);
WAIT_STATE(ch, skill_table[gsn_trip].beats);
victim->position = POS_RESTING;
damage(ch, victim, number_range(2, 2 + 2 * victim->size),
gsn_trip, DAM_BASH, TRUE);
}
else
{
damage(ch, victim, 0, gsn_trip, DAM_BASH, TRUE);
WAIT_STATE(ch, skill_table[gsn_trip].beats * 2 / 3);
check_improve(ch, gsn_trip, FALSE, 1);
}
check_killer(ch, victim);
}
CH_CMD(do_kill)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
one_argument(argument, arg);
if (arg[0] == '\0')
{
chprintln(ch, "Kill whom?");
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
/* Allow player killing
if ( !IS_NPC(victim) )
{
if ( !IS_SET(victim->act, PLR_KILLER)
&& !IS_SET(victim->act, PLR_THIEF) )
{
chprint( "You must MURDER a player.\n\r", ch );
return;
}
}
*/
if (victim == ch)
{
chprintln(ch, "You hit yourself. Ouch!");
multi_hit(ch, ch, TYPE_UNDEFINED);
return;
}
if (is_safe(ch, victim))
return;
if (victim->fighting != NULL && !is_same_group(ch, victim->fighting))
{
chprintln(ch, "Kill stealing is not permitted.");
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act("$N is your beloved master.", ch, NULL, victim, TO_CHAR);
return;
}
if (ch->position == POS_FIGHTING)
{
chprintln(ch, "You do the best you can!");
return;
}
WAIT_STATE(ch, 1 * PULSE_VIOLENCE);
check_killer(ch, victim);
multi_hit(ch, victim, TYPE_UNDEFINED);
return;
}
CH_CMD(do_murde)
{
chprintln(ch, "If you want to MURDER, spell it out.");
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')
{
chprintln(ch, "Murder whom?");
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act, ACT_PET)))
return;
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (victim == ch)
{
chprintln(ch, "Suicide is a mortal sin.");
return;
}
if (is_safe(ch, victim))
return;
if (IS_NPC(victim) && victim->fighting != NULL &&
!is_same_group(ch, victim->fighting))
{
chprintln(ch, "Kill stealing is not permitted.");
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
act("$N is your beloved master.", ch, NULL, victim, TO_CHAR);
return;
}
if (ch->position == POS_FIGHTING)
{
chprintln(ch, "You do the best you can!");
return;
}
WAIT_STATE(ch, 1 * PULSE_VIOLENCE);
if (IS_NPC(ch))
sprintf(buf, "Help! I am being attacked by %s!", ch->short_descr);
else
sprintf(buf, "Help! I am being attacked by %s!", ch->name);
do_function(victim, &do_yell, buf);
check_killer(ch, victim);
multi_hit(ch, victim, TYPE_UNDEFINED);
return;
}
CH_CMD(do_backstab)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
one_argument(argument, arg);
if (arg[0] == '\0')
{
chprintln(ch, "Backstab whom?");
return;
}
if (ch->fighting != NULL)
{
chprintln(ch, "You're facing the wrong end.");
return;
}
else if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (victim == ch)
{
chprintln(ch, "How can you sneak up on yourself?");
return;
}
if (is_safe(ch, victim))
return;
if (IS_NPC(victim) && victim->fighting != NULL &&
!is_same_group(ch, victim->fighting))
{
chprintln(ch, "Kill stealing is not permitted.");
return;
}
if ((obj = get_eq_char(ch, WEAR_WIELD)) == NULL)
{
chprintln(ch, "You need to wield a weapon to backstab.");
return;
}
if (victim->hit < victim->max_hit / 3)
{
act("$N is hurt and suspicious ... you can't sneak up.", ch,
NULL, victim, TO_CHAR);
return;
}
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;
chprintln(ch, "You aren't fighting anyone.");
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ARENA))
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))
{
chprintln(ch, "You flee from combat!");
if ((is_class(ch, 2)) && (number_percent() < 3 * (ch->level / 2)))
chprintln(ch, "You snuck away safely.");
else
{
chprintln(ch, "You lost 10 exp.");
gain_exp(ch, -10);
}
}
stop_fighting(ch, TRUE);
return;
}
chprintln(ch, "PANIC! You couldn't escape!");
return;
}
CH_CMD(do_rescue)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
CHAR_DATA *fch;
one_argument(argument, arg);
if (arg[0] == '\0')
{
chprintln(ch, "Rescue whom?");
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (victim == ch)
{
chprintln(ch, "What about fleeing instead?");
return;
}
if (!IS_NPC(ch) && IS_NPC(victim))
{
chprintln(ch, "Doesn't need your help!");
return;
}
if (ch->fighting == victim)
{
chprintln(ch, "Too late.");
return;
}
if ((fch = victim->fighting) == NULL)
{
chprintln(ch, "That person is not fighting right now.");
return;
}
if (IS_NPC(fch) && !is_same_group(ch, victim))
{
chprintln(ch, "Kill stealing is not permitted.");
return;
}
WAIT_STATE(ch, skill_table[gsn_rescue].beats);
if (number_percent() > get_skill(ch, gsn_rescue))
{
chprintln(ch, "You fail the rescue.");
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) && !can_use_skpell(ch, gsn_kick))
{
chprintln(ch, "You better leave the martial arts to fighters.");
return;
}
if (IS_NPC(ch) && !IS_SET(ch->off_flags, OFF_KICK))
return;
if ((victim = ch->fighting) == NULL)
{
chprintln(ch, "You aren't fighting anyone.");
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)
{
chprintln(ch, "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))))
{
chprintln(ch, "You must wield a weapon to disarm.");
return;
}
if ((victim = ch->fighting) == NULL)
{
chprintln(ch, "You aren't fighting anyone.");
return;
}
if ((obj = get_eq_char(victim, WEAR_WIELD)) == NULL)
{
chprintln(ch, "Your opponent is not wielding a weapon.");
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)
{
chprintln(ch, "But you're not fighting!");
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 $N!", ch, NULL, mob, TO_NOTVICT);
stop_fighting(ch, TRUE);
if (!IS_NPC(ch) && IS_NPC(mob) &&
(!HAS_TRIGGER_MOB(mob, TRIG_SURR) ||
!p_percent_trigger(mob, NULL, NULL, ch, NULL, NULL, TRIG_SURR)))
{
act("$N seems to ignore your cowardly act!", ch, NULL, mob, TO_CHAR);
multi_hit(mob, ch, TYPE_UNDEFINED);
}
}
CH_CMD(do_sla)
{
chprintln(ch, "If you want to SLAY, spell it out.");
return;
}
CH_CMD(do_slay)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
one_argument(argument, arg);
if (arg[0] == '\0')
{
chprintln(ch, "Slay whom?");
return;
}
if ((victim = get_char_room(ch, NULL, arg)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
if (ch == victim)
{
chprintln(ch, "Suicide is a mortal sin.");
return;
}
if (!IS_NPC(victim) && victim->level >= get_trust(ch))
{
chprintln(ch, "You failed.");
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;
}