/*************************************************************************
* File: fight.c Part of CircleMUD *
* Usage: Combat system *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "handler.h"
#include "interpreter.h"
#include "db.h"
#include "spells.h"
#include "screen.h"
#include "dg_scripts.h"
/* Structures */
struct char_data *combat_list = NULL; /* head of l-list of fighting chars */
struct char_data *next_combat_list = NULL;
/* External structures */
extern struct index_data *mob_index;
extern struct str_app_type str_app[];
extern struct dex_app_type dex_app[];
extern struct room_data *world;
extern struct message_list fight_messages[MAX_MESSAGES];
extern struct obj_data *object_list;
extern int pk_allowed; /* see config.c */
extern int auto_save; /* see config.c -- not used in this file */
extern int max_exp_gain; /* see config.c */
extern int max_exp_loss; /* see config.c */
extern int top_of_world;
extern int max_npc_corpse_time, max_pc_corpse_time;
extern sh_int r_death_start_room;
extern sh_int r_icer_start_room;
extern sh_int r_demon_start_room;
extern sh_int r_majin_start_room;
extern sh_int r_saiyan_start_room;
extern sh_int r_angel_start_room;
extern sh_int r_konack_start_room;
extern sh_int r_namek_start_room;
extern sh_int r_truffle_start_room;
extern sh_int r_mortal_start_room ;
extern sh_int r_ctf_start_room;
/* External procedures */
char *fread_action(FILE * fl, int nr);
ACMD(do_flee);
ACMD(do_get);
ACMD(do_gen_door);
ACMD(do_split);
ACMD(do_drop);
int backstab_mult(int level);
int thaco(int ch_class, int level);
int ok_damage_shopkeeper(struct char_data * ch, struct char_data * victim);
int DAMG_DAM = 0;
/* local functions */
void perform_group_gain(struct char_data * ch, int base, struct char_data * victim);
void dam_message(int dam, struct char_data * ch, struct char_data * victim, int w_type);
void appear(struct char_data * ch);
void load_messages(void);
void check_killer(struct char_data * ch, struct char_data * vict);
void make_corpse(struct char_data * ch);
void change_alignment(struct char_data * ch, struct char_data * victim);
void death_cry(struct char_data * ch);
void raw_kill(struct char_data * ch, struct char_data * killer);
void die(struct char_data * ch, struct char_data * killer);
void group_gain(struct char_data * ch, struct char_data * victim);
void solo_gain(struct char_data * ch, struct char_data * victim);
char *replace_string(const char *str, const char *weapon_singular, const char *weapon_plural);
void perform_violence(void);
/* Weapon attack texts */
struct attack_hit_type attack_hit_text[] =
{
{"hit", "hits"}, /* 0 */
{"sting", "stings"},
{"whip", "whips"},
{"slash", "slashes"},
{"bite", "bites"},
{"bludgeon", "bludgeons"}, /* 5 */
{"crush", "crushes"},
{"pound", "pounds"},
{"claw", "claws"},
{"maul", "mauls"},
{"thrash", "thrashes"}, /* 10 */
{"pierce", "pierces"},
{"blast", "blasts"},
{"punch", "punches"},
{"stab", "stabs"}
};
#define IS_WEAPON(type) (((type) >= TYPE_HIT) && ((type) < TYPE_SUFFERING))
/* The Fight related routines */
void appear(struct char_data * ch)
{
if (affected_by_spell(ch, SPELL_INVISIBLE))
affect_from_char(ch, SPELL_INVISIBLE);
REMOVE_BIT(AFF_FLAGS(ch), AFF_INVISIBLE | AFF_HIDE);
if (GET_LEVEL(ch) < LVL_IMMORT)
act("$n slowly fades into existence.", FALSE, ch, 0, 0, TO_ROOM);
else
act("You feel a strange presence as $n appears, seemingly from nowhere.",
FALSE, ch, 0, 0, TO_ROOM);
}
void load_messages(void)
{
FILE *fl;
int i, type;
struct message_type *messages;
char chk[128];
if (!(fl = fopen(MESS_FILE, "r"))) {
sprintf(buf2, "SYSERR: Error reading combat message file %s", MESS_FILE);
perror(buf2);
exit(1);
}
for (i = 0; i < MAX_MESSAGES; i++) {
fight_messages[i].a_type = 0;
fight_messages[i].number_of_attacks = 0;
fight_messages[i].msg = 0;
}
fgets(chk, 128, fl);
while (!feof(fl) && (*chk == '\n' || *chk == '*'))
fgets(chk, 128, fl);
while (*chk == 'M') {
fgets(chk, 128, fl);
sscanf(chk, " %d\n", &type);
for (i = 0; (i < MAX_MESSAGES) && (fight_messages[i].a_type != type) &&
(fight_messages[i].a_type); i++);
if (i >= MAX_MESSAGES) {
log("SYSERR: Too many combat messages. Increase MAX_MESSAGES and recompile.");
exit(1);
}
CREATE(messages, struct message_type, 1);
fight_messages[i].number_of_attacks++;
fight_messages[i].a_type = type;
messages->next = fight_messages[i].msg;
fight_messages[i].msg = messages;
messages->die_msg.attacker_msg = fread_action(fl, i);
messages->die_msg.victim_msg = fread_action(fl, i);
messages->die_msg.room_msg = fread_action(fl, i);
messages->miss_msg.attacker_msg = fread_action(fl, i);
messages->miss_msg.victim_msg = fread_action(fl, i);
messages->miss_msg.room_msg = fread_action(fl, i);
messages->hit_msg.attacker_msg = fread_action(fl, i);
messages->hit_msg.victim_msg = fread_action(fl, i);
messages->hit_msg.room_msg = fread_action(fl, i);
messages->god_msg.attacker_msg = fread_action(fl, i);
messages->god_msg.victim_msg = fread_action(fl, i);
messages->god_msg.room_msg = fread_action(fl, i);
fgets(chk, 128, fl);
while (!feof(fl) && (*chk == '\n' || *chk == '*'))
fgets(chk, 128, fl);
}
fclose(fl);
}
void update_pos(struct char_data * victim)
{
if ((GET_HIT(victim) > 0) && (GET_POS(victim) > POS_STUNNED))
return;
else if (GET_HIT(victim) <= -11)
GET_POS(victim) = POS_DEAD;
else if (GET_HIT(victim) <= -6)
GET_POS(victim) = POS_MORTALLYW;
else if (GET_HIT(victim) <= -3)
GET_POS(victim) = POS_INCAP;
else
GET_POS(victim) = POS_STUNNED;
}
void check_killer(struct char_data * ch, struct char_data * vict)
{
if (!PLR_FLAGGED(vict, PLR_KILLER) && !PLR_FLAGGED(ch, PLR_KILLER) && !IS_NPC(ch) && !IS_NPC(vict) &&
(ch != vict)) {
char buf[256];
SET_BIT(PLR_FLAGS(ch), PLR_KILLER);
sprintf(buf, "PC Killer bit set on %s for initiating attack on %s at %s.",
GET_NAME(ch), GET_NAME(vict), world[vict->in_room].name);
mudlog(buf, BRF, LVL_IMMORT, TRUE);
send_to_char("If you want to be a PLAYER KILLER, so be it...\r\n", ch);
}
}
/* start one char fighting another (yes, it is horrible, I know... ) */
void set_fighting(struct char_data * ch, struct char_data * vict)
{
if (ch == vict)
return;
if (FIGHTING(ch)) {
core_dump();
return;
}
ch->next_fighting = combat_list;
combat_list = ch;
FIGHTING(ch) = vict;
GET_POS(ch) = POS_FIGHTING;
if (!pk_allowed)
check_killer(ch, vict);
}
void unentangle(struct char_data *ch)
{
static struct affected_type *af, *next;
extern char *spell_wear_off_msg[];
for (af = ch->affected; af; af = next) {
next = af->next;
if (af->bitvector == AFF_MFROZEN) {
send_to_char(spell_wear_off_msg[af->type], ch);
send_to_char("\r\n", ch);
}
affect_remove(ch, af);
act("$n is free of the mind freeze.",TRUE,ch,0,0,TO_ROOM);
}
}
/* remove a char from the list of fighting chars */
void stop_fighting(struct char_data * ch)
{
struct char_data *temp;
struct char_data *vict;
if (ch == next_combat_list)
next_combat_list = ch->next_fighting;
REMOVE_FROM_LIST(ch, combat_list, next_fighting);
ch->next_fighting = NULL;
FIGHTING(ch) = NULL;
if (PRF_FLAGGED(ch, PRF_FLYING)) {
GET_POS(ch) = POS_FLOATING;
update_pos(ch);
}
else
GET_POS(ch) = POS_STANDING;
update_pos(ch);
}
void make_corpse(struct char_data * ch)
{
struct obj_data *corpse, *o;
struct obj_data *money;
int i;
corpse = create_obj();
corpse->item_number = NOTHING;
corpse->in_room = NOWHERE;
corpse->name = str_dup("corpse");
sprintf(buf2, "&00&07The corpse of %s&00&07 is lying here.", GET_NAME(ch));
corpse->description = str_dup(buf2);
sprintf(buf2, "&00&07the corpse of %s&00&07", GET_NAME(ch));
corpse->short_description = str_dup(buf2);
GET_OBJ_TYPE(corpse) = ITEM_CONTAINER;
GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE;
GET_OBJ_EXTRA(corpse) = ITEM_NODONATE;
GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */
GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */
GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch);
GET_OBJ_RENT(corpse) = 100000;
if (IS_NPC(ch))
GET_OBJ_TIMER(corpse) = max_npc_corpse_time;
else
GET_OBJ_TIMER(corpse) = max_pc_corpse_time;
/* transfer character's inventory to the corpse */
if ((!IS_NPC(ch)))
{
act("&15You have died&11!&00", TRUE, ch, 0, 0, TO_CHAR);
return;
}
else
corpse->contains = ch->carrying;
for (o = corpse->contains; o != NULL; o = o->next_content)
o->in_obj = corpse;
object_list_new_owner(corpse, NULL);
/* transfer character's equipment to the corpse */
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i))
obj_to_obj(unequip_char(ch, i), corpse);
/* transfer gold */
if (GET_GOLD(ch) > 0) {
/* following 'if' clause added to fix gold duplication loophole */
if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) {
money = create_money(GET_GOLD(ch));
obj_to_obj(money, corpse);
}
GET_GOLD(ch) = 0;
}
ch->carrying = NULL;
IS_CARRYING_N(ch) = 0;
IS_CARRYING_W(ch) = 0;
obj_to_room(corpse, ch->in_room);
}
/* When ch kills victim */
void change_alignment(struct char_data * ch, struct char_data * victim)
{
/*
* new alignment change algorithm: if you kill a monster with alignment A,
* you move 1/16th of the way to having alignment -A. Simple and fast.
*/
GET_ALIGNMENT(ch) = GET_ALIGNMENT(ch);
}
void death_cry(struct char_data * ch)
{
int door, was_in;
act("&00&07You feel $n's&00&07 powerlevel fade away.&00", FALSE, ch, 0, 0, TO_ROOM);
was_in = ch->in_room;
for (door = 0; door < NUM_OF_DIRS; door++) {
if (CAN_GO(ch, door)) {
ch->in_room = world[was_in].dir_option[door]->to_room;
act("You feel a nearby powerlevel fade away.", FALSE, ch, 0, 0, TO_ROOM);
ch->in_room = was_in;
}
}
}
void raw_kill(struct char_data * ch, struct char_data * killer)
{
if (ROOM_FLAGGED(ch->in_room, ROOM_UNUSED)) {
char_from_room(ch);
char_to_room(ch, r_ctf_start_room);
look_at_room(ch, 0);
return;
}
if (FIGHTING(ch))
stop_fighting(ch);
while (ch->affected)
affect_remove(ch, ch->affected);
if (killer) {
if (death_mtrigger(ch, killer))
death_cry(ch);
} else
death_cry(ch);
make_corpse(ch);
char_from_room(ch);
char_to_room(ch, r_death_start_room);
GET_HIT(ch) = GET_MAX_HIT(ch)*0.1;
GET_MANA(ch) = GET_MAX_MANA(ch)*0.1;
if (IS_MAJIN(ch)) {
SET_BIT(PLR_FLAGS(ch), PLR_FORELOCK);
}
if (IS_saiyan(ch)) {
SET_BIT(PLR_FLAGS(ch), PLR_STAIL);
}
if (IS_HALF_BREED(ch)) {
SET_BIT(PLR_FLAGS(ch), PLR_STAIL);
}
if (IS_icer(ch)) {
SET_BIT(PLR_FLAGS(ch), PLR_TAIL);
}
if (IS_BIODROID(ch)) {
SET_BIT(PLR_FLAGS(ch), PLR_TAIL);
}
GET_POS(ch) = POS_STANDING;
look_at_room(ch, 0);
if (IS_NPC(ch) || GET_HIT(ch) <= -11)
extract_char(ch, FALSE);
}
void die(struct char_data * ch, struct char_data * killer)
{
struct char_data * victim;
gain_exp(ch, -(GET_EXP(ch) / 2));
raw_kill(ch, killer);
}
void perform_group_gain(struct char_data * ch, int base,
struct char_data * victim)
{
char exp1[50];
int share;
share = MIN(max_exp_gain * 2 / 3, MAX(1, base));
if (!IS_NPC(ch)) {
commafmt(exp1, sizeof(exp1), share);
if (share > 1) {
sprintf(buf2, "&15You receive your share of experience &16-- &14%s &15points&16.&00\r\n", exp1);
REMOVE_BIT(AFF_FLAGS(ch), AFF_HALTED);
send_to_char(buf2, ch);
} else
send_to_char("&15You receive your share of experience &16--&15 one measly little point&16!&00\r\n", ch);
REMOVE_BIT(AFF_FLAGS(ch), AFF_HALTED);
}
if (!IS_NPC(ch)) {
gain_exp(ch, share);
change_alignment(ch, victim);
}
}
void group_gain(struct char_data * ch, struct char_data * victim)
{
int tot_members, base, tot_gain, add_hp = 0, add_mana = 0, add_lp = 0;
struct char_data *k;
struct follow_type *f;
if (!(k = ch->master))
k = ch;
if (!IS_NPC(ch)) {
if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room))
tot_members = 1;
else
tot_members = 0;
for (f = k->followers; f; f = f->next)
if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room)
tot_members++;
/* round up to the next highest tot_members */
tot_gain = (GET_EXP(victim)) + tot_members - 1;
/* prevent illegal xp creation when killing players */
if (!IS_NPC(victim))
tot_gain = MIN(max_exp_loss / 2, tot_gain);
if (tot_members > 1)
base = MAX(1, tot_gain / tot_members * 1.75);
else
base = MAX(1, tot_gain / tot_members);
if (AFF_FLAGGED(k, AFF_GROUP) && k->in_room == ch->in_room && !IS_NPC(ch))
perform_group_gain(k, base, victim);
for (f = k->followers; f; f = f->next)
if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room && !IS_NPC(ch))
perform_group_gain(f->follower, base, victim);
}
if (IS_Human(ch) && GET_LEVEL(ch) <= 1000000) {
switch (number(1, 30)) {
case 1:
add_hp += number(20, 30);
sprintf(buf, "&16[&14Human &09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 2:
case 3:
case 4:
break;
case 5:
add_hp += number(20, 30);
sprintf(buf, "&16[&14Human &09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 6:
break;
case 7:
add_hp += number(20, 30);
sprintf(buf, "&16[&14Human &09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 8:
case 9:
case 10:
break;
case 11:
add_hp += number(31, 40);
sprintf(buf, "&16[&14Human &09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
break;
case 18:
add_mana += number(20, 30);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 19:
add_mana += number(20, 30);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 20:
add_mana += number(20, 30);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 21:
case 22:
break;
case 23:
add_mana += number(31, 40);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 24:
case 25:
break;
case 26:
add_mana += number(31, 40);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 27:
case 28:
case 29:
break;
case 30:
add_lp += number(1, 5);
sprintf(buf, "&16[&14Human &10LP &00&06Bonus&11: &15%d &16]&00\r\n", add_lp);
send_to_char(buf, ch);
break;
default:
break;
}
GET_PRACTICES(ch) = GET_PRACTICES(ch) + add_lp;
GET_MAX_HIT(ch) = GET_MAX_HIT(ch) + add_hp;
GET_MAX_MANA(ch) = GET_MAX_MANA(ch) + add_mana;
}
if (IS_ANDROID(ch) && GET_HIT(ch) >= GET_MAX_HIT(ch) / 2) {
switch (number(1, 80)) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
break;
case 12:
send_to_char("&16[&09O&00&01V&09E&00&01R&16D&15R&00&07I&15V&16E &10BONUS&11!!!&16]&00\r\n", ch);
GET_HIT(ch) = GET_MAX_HIT(ch) * 2;
break;
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
break;
case 30:
send_to_char("&16[&09O&00&01V&09E&00&01R&16D&15R&00&07I&15V&16E &10BONUS&11!!!&16]&00\r\n", ch);
GET_HIT(ch) = GET_MAX_HIT(ch) * 2;
break;
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
break;
case 48:
send_to_char("&16[&09O&00&01V&09E&00&01R&16D&15R&00&07I&15V&16E &10BONUS&11!!!&16]&00\r\n", ch);
GET_HIT(ch) = GET_MAX_HIT(ch) * 2;
break;
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
case 61:
case 62:
case 63:
case 64:
case 65:
case 66:
case 67:
case 68:
case 69:
case 70:
case 71:
case 72:
case 73:
case 74:
case 75:
case 76:
case 77:
case 78:
case 79:
case 80:
break;
default:
break;
}
}
if (!IS_Human(ch) && GET_LEVEL(ch) <= 1000000 && !IS_NPC(ch)) {
switch (number(1, 60)) {
case 1:
add_hp += number(20, 30);
sprintf(buf, "&16[&09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 2:
case 3:
case 4:
break;
case 5:
add_hp += number(31, 40);
sprintf(buf, "&16[&09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 6:
case 7:
case 8:
case 9:
case 10:
break;
case 11:
add_hp += number(41, 50);
sprintf(buf, "&16[&09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
break;
case 18:
add_mana += number(20, 30);
sprintf(buf, "&16[&14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
break;
case 28:
add_mana += number(31, 40);
sprintf(buf, "&16[&14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
break;
case 38:
add_mana += number(41, 50);
sprintf(buf, "&16[&14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
break;
case 50:
add_lp += number(1, 5);
sprintf(buf, "&16[&10LP &00&06Bonus&11: &15%d &16]&00\r\n", add_lp);
send_to_char(buf, ch);
break;
case 51:
case 52:
case 53:
break;
case 54:
add_lp += number(1, 5);
sprintf(buf, "&16[&10LP &00&06Bonus&11: &15%d &16]&00\r\n", add_lp);
send_to_char(buf, ch);
break;
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
break;
default:
break;
}
GET_PRACTICES(ch) = GET_PRACTICES(ch) + add_lp;
GET_MAX_HIT(ch) = GET_MAX_HIT(ch) + add_hp;
GET_MAX_MANA(ch) = GET_MAX_MANA(ch) + add_mana;
}
if (IS_Namek(ch)) {
switch (number(1, 40)) {
case 1:
GET_HIT(ch) = GET_MAX_HIT(ch);
GET_MANA(ch) = GET_MAX_MANA(ch);
send_to_char("&16[&10N&00&02a&10m&00&02e&10k &16R&00&02e&10g&00&02e&10n &12Bonus&16]", ch);
break;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
break;
case 14:
GET_HIT(ch) = GET_MAX_HIT(ch);
GET_MANA(ch) = GET_MAX_MANA(ch);
send_to_char("&16[&10N&00&02a&10m&00&02e&10k &16R&00&02e&10g&00&02e&10n &12Bonus&16]", ch);
break;
case 15:
case 16:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 28:
case 29:
break;
case 30:
GET_HIT(ch) = GET_MAX_HIT(ch);
GET_MANA(ch) = GET_MAX_MANA(ch);
send_to_char("&16[&10N&00&02a&10m&00&02e&10k &16R&00&02e&10g&00&02e&10n &12Bonus&16]", ch);
break;
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
break;
}
}
if (!IS_NPC(ch) && !IS_Namek(ch)) {
switch (number(1, 80)) {
case 1:
if (!PRF_FLAGGED(ch, PRF_AUTOEXIT)) {
GET_MANA(ch) = GET_MAX_MANA(ch);
send_to_char("&12Restore &15Bonus&00!\r\n", ch);
}
break;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
break;
case 20:
GET_HIT(ch) = GET_MAX_HIT(ch);
send_to_char("&10Restore &15Bonus&00!\r\n", ch);
break;
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
break;
case 28:
GET_HIT(ch) = GET_MAX_HIT(ch);
send_to_char("&10Restore &15Bonus&00!\r\n", ch);
if (!PRF_FLAGGED(ch, PRF_AUTOEXIT)) {
GET_MANA(ch) = GET_MAX_MANA(ch);
send_to_char("&12Restore &15Bonus&00!\r\n", ch);
}
break;
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
break;
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
case 61:
case 62:
case 63:
case 64:
case 65:
case 66:
case 67:
case 68:
case 69:
case 70:
case 71:
case 72:
case 73:
case 74:
case 75:
case 76:
case 77:
case 78:
case 79:
case 80:
break;
default:
break;
}
}
}
void solo_gain(struct char_data * ch, struct char_data * victim)
{
char exp1[50];
int exp, add_hp, add_mana, add_lp;
exp = MIN(max_exp_gain, GET_EXP(victim));
exp = MAX(1, exp);
add_hp = 0;
add_mana = 0;
add_lp = 0;
if (!IS_NPC(ch)) {
if (GET_CHA(ch) >= 40 && GET_CHA(ch) <= 79) {
exp = exp * 1.25;
}
if (GET_CHA(ch) >= 80) {
exp = exp * 1.5;
}
commafmt(exp1, sizeof(exp1), exp);
if (exp > 1) {
sprintf(buf2, "&15You receive &14%s &15experience points&16.&00\r\n", exp1);
REMOVE_BIT(AFF_FLAGS(ch), AFF_HALTED);
send_to_char(buf2, ch);
} else
send_to_char("&15You receive one lousy experience point&16.&00\r\n", ch);
REMOVE_BIT(AFF_FLAGS(ch), AFF_HALTED);
gain_exp(ch, exp);
change_alignment(ch, victim);
}
if (IS_Human(ch) && GET_LEVEL(ch) <= 1000000) {
switch (number(1, 30)) {
case 1:
add_hp += number(20, 30);
sprintf(buf, "&16[&14Human &09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 2:
case 3:
case 4:
break;
case 5:
case 6:
break;
case 7:
add_hp += number(20, 30);
sprintf(buf, "&16[&14Human &09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 8:
case 9:
case 10:
break;
case 11:
add_hp += number(31, 40);
sprintf(buf, "&16[&14Human &09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
break;
case 18:
add_mana += number(20, 30);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 19:
case 20:
case 21:
case 22:
break;
case 23:
add_mana += number(31, 40);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 24:
case 25:
break;
case 26:
add_mana += number(31, 40);
sprintf(buf, "&16[&14Human &14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 27:
case 28:
case 29:
break;
case 30:
add_lp += number(1, 5);
sprintf(buf, "&16[&14Human &10LP &00&06Bonus&11: &15%d &16]&00\r\n", add_lp);
send_to_char(buf, ch);
break;
default:
break;
}
GET_PRACTICES(ch) = GET_PRACTICES(ch) + add_lp;
GET_MAX_HIT(ch) = GET_MAX_HIT(ch) + add_hp;
GET_MAX_MANA(ch) = GET_MAX_MANA(ch) + add_mana;
}
if (IS_ANDROID(ch) && GET_HIT(ch) >= GET_MAX_HIT(ch) / 2) {
switch (number(1, 60)) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
break;
case 12:
send_to_char("&16[&09O&00&01V&09E&00&01R&16D&15R&00&07I&15V&16E &10BONUS&11!!!&16]&00\r\n", ch);
GET_HIT(ch) = GET_MAX_HIT(ch) * 2;
break;
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
break;
case 30:
send_to_char("&16[&09O&00&01V&09E&00&01R&16D&15R&00&07I&15V&16E &10BONUS&11!!!&16]&00\r\n", ch);
GET_HIT(ch) = GET_MAX_HIT(ch) * 2;
break;
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
break;
case 48:
send_to_char("&16[&09O&00&01V&09E&00&01R&16D&15R&00&07I&15V&16E &10BONUS&11!!!&16]&00\r\n", ch);
GET_HIT(ch) = GET_MAX_HIT(ch) * 2;
break;
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
break;
default:
break;
}
}
if (!IS_Human(ch) && GET_LEVEL(ch) <= 1000000 && !IS_NPC(ch)) {
switch (number(1, 60)) {
case 1:
add_hp += number(20, 30);
sprintf(buf, "&16[&09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 2:
case 3:
case 4:
break;
case 5:
add_hp += number(31, 40);
sprintf(buf, "&16[&09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 6:
case 7:
case 8:
case 9:
case 10:
break;
case 11:
add_hp += number(41, 50);
sprintf(buf, "&16[&09PL &00&06Bonus&11: &15%d &16]&00\r\n", add_hp);
send_to_char(buf, ch);
break;
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
break;
case 18:
add_mana += number(20, 30);
sprintf(buf, "&16[&14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
break;
case 28:
add_mana += number(31, 40);
sprintf(buf, "&16[&14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
break;
case 38:
add_mana += number(41, 50);
sprintf(buf, "&16[&14Ki &00&06Bonus&11: &15%d &16]&00\r\n", add_mana);
send_to_char(buf, ch);
break;
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
break;
case 50:
add_lp += number(1, 5);
sprintf(buf, "&16[&10LP &00&06Bonus&11: &15%d &16]&00\r\n", add_lp);
send_to_char(buf, ch);
break;
case 51:
case 52:
case 53:
break;
case 54:
add_lp += number(1, 5);
sprintf(buf, "&16[&10LP &00&06Bonus&11: &15%d &16]&00\r\n", add_lp);
send_to_char(buf, ch);
break;
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
break;
default:
break;
}
GET_PRACTICES(ch) = GET_PRACTICES(ch) + add_lp;
GET_MAX_HIT(ch) = GET_MAX_HIT(ch) + add_hp;
GET_MAX_MANA(ch) = GET_MAX_MANA(ch) + add_mana;
}
if (!IS_NPC(ch)) {
switch (number(1, 50)) {
case 1:
if (!PRF_FLAGGED(ch, PRF_AUTOEXIT)) {
GET_MANA(ch) = GET_MAX_MANA(ch);
send_to_char("&12Restore &15Bonus&00!\r\n", ch);
}
break;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
break;
case 20:
GET_HIT(ch) = GET_MAX_HIT(ch);
send_to_char("&10Restore &15Bonus&00!\r\n", ch);
break;
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
break;
case 28:
GET_HIT(ch) = GET_MAX_HIT(ch);
send_to_char("&10Restore &15Bonus&00!\r\n", ch);
if (!PRF_FLAGGED(ch, PRF_AUTOEXIT)) {
GET_MANA(ch) = GET_MAX_MANA(ch);
send_to_char("&12Restore &15Bonus&00!\r\n", ch);
}
break;
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
break;
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
case 50:
break;
default:
break;
}
}
}
char *replace_string(const char *str, const char *weapon_singular, const char *weapon_plural)
{
static char buf[256];
char *cp = buf;
for (; *str; str++) {
if (*str == '#') {
switch (*(++str)) {
case 'W':
for (; *weapon_plural; *(cp++) = *(weapon_plural++));
break;
case 'w':
for (; *weapon_singular; *(cp++) = *(weapon_singular++));
break;
default:
*(cp++) = '#';
break;
}
} else
*(cp++) = *str;
*cp = 0;
} /* For */
return (buf);
}
/* message for doing damage with a weapon */
void dam_message(int dam, struct char_data * ch, struct char_data * victim,
int w_type)
{
char *buf;
int msgnum;
static struct dam_weapon_type {
const char *to_room;
const char *to_char;
const char *to_victim;
} dam_weapons[] = {
/* use #w for singular (i.e. "slash") and #W for plural (i.e. "slashes") */
{
"&09$n&15 tries to #w &09$N&15, but misses.&00", /* 0: 0 */
"&15You try to #w &09$N&15, but miss.&00",
"&09$n&15 tries to #w you, but misses.&00"
},
{
"&09$n&15 scratches &09$N&15 in the &14right arm&15 as $e #W $M.&00", /* 1: */
"&15You scratch &09$N&15 in the &14right arm&15 as you #w $M.&00",
"&09$n&15 scratches you in the &14right arm&15 as $e #W you.&00"
},
{
"&09$n&15 scratches &09$N&15 in the &14left arm&15 as $e #W $M.&00", /* 2: */
"&15You scratch &09$N&15 in the &14left arm&15 as you #w $M.&00",
"&09$n&15 scratches you in the &14left arm&15 as $e #W you.&00"
},
{
"&09$n&15 scratches &09$N&15 in the &14right leg&15 as $e #W $M.&00", /* 3: */
"&15You scratch &09$N&15 in the &14right leg&15 as you #w $M.&00",
"&09$n&15 scratches you in the &14right leg&15 as $e #W you.&00"
},
{
"&09$n&15 scratches &09$N&15 in the &14left leg&15 as $e #W $M.&00", /* 4: */
"&15You scratch &09$N&15 in the &14left leg&15 as you #w $M.&00",
"&09$n&15 scratches you in the &14left leg&15 as $e #W you.&00"
},
{
"&09$n&15 scratches &09$N&15 in the &14chest&15 as $e #W $M.&00", /* 5: */
"&15You scratch &09$N&15 in the &14chest&15 as you #w $M.&00",
"&09$n&15 scratches you in the &14chest&15 as $e #W you.&00"
},
{
"&09$n&15 scratches &09$N&15 in the &14face&15 as $e #W $M.&00", /* 6: */
"&15You scratch &09$N&15 in the &14face&15 as you #w $M.&00",
"&09$n&15 scratches you in the &14face&15 as $e #W you.&00"
},
{
"&09$n&15 barely #W &09$N&15 in the &14right arm&15.&00", /* 7: */
"&15You barely #w &09$N&15 in the &14right arm&15.&00",
"&09$n&15 barely #W you in the &14right arm&15.&00"
},
{
"&09$n&15 barely #W &09$N&15 in the &14left arm&15.&00", /* 8: */
"&15You barely #w &09$N&15 in the &14left arm&15.&00",
"&09$n&15 barely #W you in the &14left arm&15.&00"
},
{
"&09$n&15 barely #W &09$N&15 in the &14right leg&15.&00", /* 9: */
"&15You barely #w &09$N&15 in the &14right leg&15.&00",
"&09$n&15 barely #W you in the &14right leg&15.&00"
},
{
"&09$n&15 barely #W &09$N&15 in the &14left leg&15.&00", /* 10: */
"&15You barely #w &09$N&15 in the &14left leg&15.&00",
"&09$n&15 barely #W you in the &14left leg&15.&00"
},
{
"&09$n&15 barely #W &09$N&15 in the &14chest&15.&00", /* 11: */
"&15You barely #w &09$N&15 in the &14chest&15.&00",
"&09$n&15 barely #W you in the &14chest&15.&00"
},
{
"&09$n&15 barely #W &09$N&15 in the &14face&15.&00", /* 12: */
"&15You barely #w &09$N&15 in the &14face&15.&00",
"&09$n&15 barely #W you in the &14face&15.&00"
},
{
"&12$n&15 #W &09$N&15 in the &14right arm&15.&00", /* 13 */
"&15You #w &09$N&15 in the &14right arm&15.&00",
"&09$n&15 #W you in &14right arm&15.&00"
},
{
"&12$n&15 #W &09$N&15 in the &14left arm&15.&00", /* 14 */
"&15You #w &09$N&15 in the &14left arm&15.&00",
"&09$n&15 #W you in &15left arm&15.&00"
},
{
"&12$n&15 #W &09$N&15 in the &14right leg&15.&00", /* 15 */
"&15You #w &09$N&15 in the &14right leg&15.&00",
"&09$n&15 #W you in &14right leg&15.&00"
},
{
"&12$n&15 #W &09$N&15 in the &14left leg&15.&00", /* 16 */
"&15You #w &09$N&15 in the &14left leg&15.&00",
"&09$n&15 #W you in &14left leg&15.&00"
},
{
"&12$n&15 #W &09$N&15 in the &14chest&15.&00", /* 17 */
"&15You #w &09$N&15 in the &14chest&15.&00",
"&09$n&15 #W you in &14chest&15.&00"
},
{
"&12$n&15 #W &09$N&15 in the &14face&15.&00", /* 18 */
"&15You #w &09$N&15 in the &14face&15.&00",
"&09$n&15 #W you in &14face&15.&00"
},
{
"&09$n&15 #W &09$N&15 hard in the &14right arm&15.&00", /* 19 */
"&15You #w &09$N&15 hard in the &14right arm&15.&00",
"&09$n&15 #W you hard in the &14right arm&15.&00"
},
{
"&09$n&15 #W &09$N&15 hard in the &14left arm&15.&00", /* 20 */
"&15You #w &09$N&15 hard in the &14left arm&15.&00",
"&09$n&15 #W you hard in the &14left arm&15.&00"
},
{
"&09$n&15 #W &09$N&15 hard in the &14right leg&15.&00", /* 21 */
"&15You #w &09$N&15 hard in the &14right leg&15.&00",
"&09$n&15 #W you hard in the &14right leg&15.&00"
},
{
"&09$n&15 #W &09$N&15 hard in the &14left leg&15.&00", /* 22 */
"&15You #w &09$N&15 hard in the &14left leg&15.&00",
"&09$n&15 #W you hard in the &14left leg&15.&00"
},
{
"&09$n&15 #W &09$N&15 hard in the &14chest&15.&00", /* 23 */
"&15You #w &09$N&15 hard in the &14chest&15.&00",
"&09$n&15 #W you hard in the &14chest&15.&00"
},
{
"&09$n&15 #W &09$N&15 hard in the &14face&15.&00", /* 24 */
"&15You #w &09$N&15 hard in the &14face&15.&00",
"&09$n&15 #W you hard in the &14face&15.&00"
},
{
"&09$n&15 #W &09$N&15 very hard in the &14right arm&15.&00", /* 25 */
"&15You #w &09$N&15 very hard in the &14right arm&15.&00",
"&09$n&15 #W you very hard in the &14right arm&15.&00"
},
{
"&09$n&15 #W &09$N&15 very hard in the &14left arm&15.&00", /* 26 */
"&15You #w &09$N&15 very hard in the &14left arm&15.&00",
"&09$n&15 #W you very hard in the &14left arm&15.&00"
},
{
"&09$n&15 #W &09$N&15 very hard in the &14right leg&15.&00", /* 27 */
"&15You #w &09$N&15 very hard in the &14right leg&15.&00",
"&09$n&15 #W you very hard in the &14right leg&15.&00"
},
{
"&09$n&15 #W &09$N&15 very hard in the &14left leg&15.&00", /* 28 */
"&15You #w &09$N&15 very hard in the &14left leg &15.&00",
"&09$n&15 #W you very hard in the &14left leg&15.&00"
},
{
"&09$n&15 #W &09$N&15 very hard in the &14chest&15.&00", /* 29 */
"&15You #w &09$N&15 very hard in the &14chest&15.&00",
"&09$n&15 #W you very hard in the &14chest&15.&00"
},
{
"&09$n&15 #W &09$N&15 very hard in the &14face&15.&00", /* 30 */
"&15You #w &09$N&15 very hard in the &14face&15.&00",
"&09$n&15 #W you very hard in the &14face&15.&00"
},
{
"&09$n&15 #W &09$N&15 extremely hard in the &14right arm&15.&00", /* 31 */
"&15You #w &09$N&15 extremely hard in the &14right arm&15.&00",
"&09$n&15 #W you extremely hard in the &14right arm&15.&00"
},
{
"&09$n&15 #W &09$N&15 extremely hard in the &14left arm&15.&00", /* 32 */
"&15You #w &09$N&15 extremely hard in the &14left arm&15.&00",
"&09$n&15 #W you extremely hard in the &14left arm&15.&00"
},
{
"&09$n&15 #W &09$N&15 extremely hard in the &14right leg&15.&00", /* 33 */
"&15You #w &09$N&15 extremely hard in the &14right leg&15.&00",
"&09$n&15 #W you extremely hard in the &14right leg&15.&00"
},
{
"&09$n&15 #W &09$N&15 extremely hard in the &14left leg&15.&00", /* 34 */
"&15You #w &09$N&15 extremely hard in the &14left leg&15.&00",
"&09$n&15 #W you extremely hard in the &14left leg&15.&00"
},
{
"&09$n&15 #W &09$N&15 extremely hard in the &14chest&15.&00", /* 35 */
"&15You #w &09$N&15 extremely hard in the &14chest&15.&00",
"&09$n&15 #W you extremely hard in the &14chest&15.&00"
},
{
"&09$n&15 #W &09$N&15 extremely hard in the &14face&15.&00", /* 36 */
"&15You #w &09$N&15 extremely hard in the &14face&15.&00",
"&09$n&15 #W you extremely hard in the &14face&15.&00"
}
};
w_type -= TYPE_HIT; /* Change to base of table with text */
if (dam == 0) msgnum = 0;
else if (dam <= GET_MAX_HIT(victim) / 90) {
switch (number(1, 6)) {
case 1:
msgnum = 1;
break;
case 2:
msgnum = 2;
break;
case 3:
msgnum = 3;
break;
case 4:
msgnum = 4;
break;
case 5:
msgnum = 5;
break;
case 6:
msgnum = 6;
break;
}
}
else if (dam <= GET_MAX_HIT(victim) / 80) {
switch (number(1, 6)) {
case 1:
msgnum = 7;
break;
case 2:
msgnum = 8;
break;
case 3:
msgnum = 9;
break;
case 4:
msgnum = 10;
break;
case 5:
msgnum = 11;
break;
case 6:
msgnum = 12;
break;
}
}
else if (dam <= GET_MAX_HIT(victim) / 65) {
switch (number(1, 6)) {
case 1:
msgnum = 13;
break;
case 2:
msgnum = 14;
break;
case 3:
msgnum = 15;
break;
case 4:
msgnum = 16;
break;
case 5:
msgnum = 17;
break;
case 6:
msgnum = 18;
break;
}
}
else if (dam <= GET_MAX_HIT(victim) / 50) {
switch (number(1, 6)) {
case 1:
msgnum = 19;
break;
case 2:
msgnum = 20;
break;
case 3:
msgnum = 21;
break;
case 4:
msgnum = 22;
break;
case 5:
msgnum = 23;
break;
case 6:
msgnum = 24;
break;
}
}
else if (dam < GET_MAX_HIT(victim) / 30) {
switch (number(1, 6)) {
case 1:
msgnum = 25;
break;
case 2:
msgnum = 26;
break;
case 3:
msgnum = 27;
break;
case 4:
msgnum = 28;
break;
case 5:
msgnum = 29;
break;
case 6:
msgnum = 30;
break;
}
}
else if (dam >= GET_MAX_HIT(victim) / 30) {
switch (number(1, 6)) {
case 1:
msgnum = 31;
break;
case 2:
msgnum = 32;
break;
case 3:
msgnum = 33;
break;
case 4:
msgnum = 34;
break;
case 5:
msgnum = 35;
break;
case 6:
msgnum = 36;
break;
}
}
else msgnum = 36;
/* damage message to onlookers */
if (CLN_FLAGGED(victim, CLN_ADEF && !IS_NPC(ch))) {
switch (number(1, 5)) {
case 1:
act("&15With lighting fast speed you block the attack.", FALSE, ch, 0, victim, TO_VICT);
act("&14$N &15blocks &09$n's&15 attack with lightning fast speed!&00", FALSE, ch, 0, victim, TO_NOTVICT);
act("&14$N&15 blocks your attack with lightning fast speed!", FALSE, ch, 0, victim, TO_CHAR);
break;
case 2:
act("&15With lighting fast speed you dodge the attack, leaving an after-image behind.", FALSE, ch, 0, victim, TO_VICT);
act("&14$N &15dodges &09$n's&15 attack with lightning fast speed, leaving behind an after-image!&00", FALSE, ch, 0, victim, TO_NOTVICT);
act("&14$N &15dodge your attack with lightning fast speed, leaving behind an after-image!", FALSE, ch, 0, victim, TO_CHAR);
break;
case 3:
act("&15With a grin you direct &09$n's&15 attack to the ground and move out of the way!", FALSE, ch, 0, victim, TO_VICT);
act("&15With a grin &14$N&15 directs &09$n's&15 attack to the ground and moves out of the way!", FALSE, ch, 0, victim, TO_NOTVICT);
act("&15With a grin &14$N&15 directs your attack to the ground and moves out of the way!", FALSE, ch, 0, victim, TO_CHAR);
break;
case 4:
act("&15You catch &09$n's&15 attack, ending its force harmlessly.", FALSE, ch, 0, victim, TO_VICT);
act("&14$N&15 catches &09$n's&15 attack, ending its force harmlessly.", FALSE, ch, 0, victim, TO_NOTVICT);
act("&14$N &15catches your attack, ending its force harmlessly.", FALSE, ch, 0, victim, TO_CHAR);
break;
case 5:
act("&15You weave through &09$n's &15attacks as if they were in slow motion.", FALSE, ch, 0, victim, TO_VICT);
act("&14$N &15weaves through &09$n's &15attacks as if they were in slow motion.", FALSE, ch, 0, victim, TO_NOTVICT);
act("&14$N &15weaves through your attacks as if they were in slow motion.", FALSE, ch, 0, victim, TO_CHAR);
break;
}
}
else if (dam <= 1 && CLN_FLAGGED(ch, CLN_DODGE)) {
}
else if (dam <= 1 && CLN_FLAGGED(ch, CLN_BLOCK)) {
}
else {
buf = replace_string(dam_weapons[msgnum].to_room,
attack_hit_text[w_type].singular, attack_hit_text[w_type].plural);
act(buf, FALSE, ch, NULL, victim, TO_NOTVICT);
/* damage message to damager */
send_to_char(CCYEL(ch, C_CMP), ch);
buf = replace_string(dam_weapons[msgnum].to_char,
attack_hit_text[w_type].singular, attack_hit_text[w_type].plural);
sprintf(buf2, "%s &16[&10%d&16]&00", buf, dam);
act(buf2, FALSE, ch, NULL, victim, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
/* damage message to damagee */
send_to_char(CCRED(victim, C_CMP), victim);
buf = replace_string(dam_weapons[msgnum].to_victim,
attack_hit_text[w_type].singular, attack_hit_text[w_type].plural);
sprintf(buf2, "%s &16[&09%d&16]&00", buf, dam);
act(buf2, FALSE, ch, NULL, victim, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(victim, C_CMP), victim);
}
}
/*
* message for doing damage with a spell or skill
* C3.0: Also used for weapon damage on miss and death blows
*/
int skill_message(int dam, struct char_data * ch, struct char_data * vict,
int attacktype)
{
int i, j, nr;
struct message_type *msg;
struct obj_data *weap = GET_EQ(ch, WEAR_WIELD);
for (i = 0; i < MAX_MESSAGES; i++) {
if (fight_messages[i].a_type == attacktype) {
nr = dice(1, fight_messages[i].number_of_attacks);
for (j = 1, msg = fight_messages[i].msg; (j < nr) && msg; j++)
msg = msg->next;
if (!IS_NPC(vict) && (GET_LEVEL(vict) >= LVL_IMMORT)) {
act(msg->god_msg.attacker_msg, FALSE, ch, weap, vict, TO_CHAR);
act(msg->god_msg.victim_msg, FALSE, ch, weap, vict, TO_VICT);
act(msg->god_msg.room_msg, FALSE, ch, weap, vict, TO_NOTVICT);
}
else if (dam != 0) {
if ((IS_NPC(ch) && IS_NPC(vict)) && GET_POS(vict) == POS_DEAD) {
act("&14$n &15severely wounds &12$N&00", FALSE, ch, 0, vict, TO_NOTVICT);
GET_HIT(vict) = -11;
}
else if (GET_POS(vict) == POS_DEAD) {
switch (number(1, 7)) {
case 1:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You &09murder&15 $N&15 with a powerful blow to their head.&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n &09murders&15 you with a powerful blow to your head.&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n &09murders &10$N&15 with a powerful blow to their head.&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
case 2:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You &09r&00&01i&09p &14$N's &15spine from their back, leaving their &09bloody&15 corpse on the ground.&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n &09r&00&01i&09ps out your &15spine from your back, leaving you a &09bloody&15 corpse on the ground.&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n &09r&00&01i&09ps &14$N's &15spine from their back, leaving their &09bloody&15 corpse on the ground.&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
case 3:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You &16b&00&01r&09e&00&01a&16k&14 $N's &15neck with a single blow, and leave their shattered corpse on the ground.&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n &16b&00&01r&09e&00&01a&16ks&15 your &15neck with a single blow, and leaves your body as a shattered corpse on the ground..&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n &16b&00&01r&09e&00&01a&16ks&14 $N's &15neck with a single blow, and leaves their shattered corpse on the ground..&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
case 4:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You &16t&00&01e&09a&16r &14$N's &15arms off and beat them to death with them.&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n &16t&00&01e&09a&16rs &15your &15arms off and beats you to death with them.&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n &16t&00&01e&09a&16rs &14$N's &15arms off and beats them to death with them.&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
case 5:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You &09r&00&01a&09m &15your fist through &14$N's&15 chest, and your bloody arm emerges through their back!&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n &09r&00&01a&09m&16s &15$s fist through your&15 chest, and $s bloody arm emerges through your back!&00&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n &09r&00&01a&09m&16s &15$s fist through &14$N's&15 chest, and $n's bloody arm emerges through $N's&15 back!&00&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
case 6:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&14$N &15dies in agony as you rip their intestines out from their gut, viciously.&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14You &15die in agony as $n rips your intestines out from your gut, viciously.&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$N &15dies in agony as $n rips their intestines out from $N's&15 gut, viciously.&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
case 7:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You blow &14$N's&15 head off with a massive kishot, &00&07s&15p&16l&00&01a&09tte&00&01r&16i&15n&00&07g&15 brain matter everywhere.&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n&15 blows your head off with a massive kishot, &00&07s&15p&16l&00&01a&09tte&00&01r&16i&15n&00&07g&15 brain matter everywhere.&00&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n&15 blows &14$N's&15 head off with a massive kishot, &00&07s&15p&16l&00&01a&09tte&00&01r&16i&15n&00&07g&15 brain matter everywhere.&00&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
default:
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You &09murder&15 $N&15 with a powerful blow to their head.&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n &09murders&15 you with a powerful blow to your head.&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n &09murders &10$N&15 with a powerful blow to their head.&00", FALSE, ch, weap, vict, TO_NOTVICT);
break;
}
} else {
send_to_char(CCYEL(ch, C_CMP), ch);
act("", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("", FALSE, ch, weap, vict, TO_NOTVICT);
}
} else if (ch != vict) { /* Dam == 0 */
send_to_char(CCYEL(ch, C_CMP), ch);
act("&15You feel stupid as you &12miss &14$N&15 with your hit!&00", FALSE, ch, weap, vict, TO_CHAR);
send_to_char(CCNRM(ch, C_CMP), ch);
send_to_char(CCRED(vict, C_CMP), vict);
act("&14$n feels stupid as they &12miss &15you with their hit!&00", FALSE, ch, weap, vict, TO_VICT | TO_SLEEP);
send_to_char(CCNRM(vict, C_CMP), vict);
act("&14$n feels stupid as they &12miss &14$N&15 with their hit!&00", FALSE, ch, weap, vict, TO_NOTVICT);
}
return 1;
}
}
return 0;
}
/*
* Alert: As of bpl14, this function returns the following codes:
* < 0 Victim died.
* = 0 No damage.
* > 0 How much damage done.
*/
int damage(struct char_data * ch, struct char_data * victim, int dam, int attacktype)
{
ACMD(do_get);
ACMD(do_split);
struct obj_data *obj;
struct obj_data *cont;
int exp;
long local_gold = 0;
char local_buf[256];
if (GET_POS(victim) <= POS_DEAD) {
log("SYSERR: Attempt to damage corpse '%s' in room #%d by '%s'.",
GET_NAME(victim), GET_ROOM_VNUM(IN_ROOM(victim)), GET_NAME(ch));
die(victim, ch);
return 0; /* -je, 7/7/92 */
}
/* peaceful rooms */
if (ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) {
send_to_char("This room just has such a peaceful, easy feeling...\r\n", ch);
return 0;
}
/* Frozen */
if (IS_AFFECTED(ch, AFF_MFROZEN)) {
send_to_char("You struggle against your mind freeze...\r\n", ch);
return 0;
}
if (PLR_FLAGGED(victim, PLR_WRITING)) {
return 0;
}
/* shopkeeper protection */
if (!ok_damage_shopkeeper(ch, victim))
return 0;
/* You can't damage an immortal! */
if (victim != ch) {
/* Start the attacker fighting the victim */
if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL))
set_fighting(ch, victim);
/* Start the victim fighting the attacker */
if (GET_POS(victim) > POS_STUNNED && (FIGHTING(victim) == NULL)) {
set_fighting(victim, ch);
if (MOB_FLAGGED(victim, MOB_MEMORY) && !IS_NPC(ch))
remember(victim, ch);
}
}
/* If you attack a pet, it hates your guts */
if (victim->master == ch)
stop_follower(victim);
/* If the attacker is invisible, he becomes visible */
if (AFF_FLAGGED(ch, AFF_INVISIBLE | AFF_HIDE))
appear(ch);
/* Cut damage in half if victim has sanct, to a minimum 1 */
if (AFF_FLAGGED(victim, AFF_BARRIER) && dam >= 2)
dam = dam / 2;
/* Check for PK if this is not a PK MUD */
if (!pk_allowed) {
check_killer(ch, victim);
if (PLR_FLAGGED(ch, PLR_KILLER) && (ch != victim))
dam = 0;
}
if (!IS_NPC(ch) && dam >= 10000) {
switch (number(1, 2)) {
case 1:
dam += number(1, 4000);
break;
case 2:
dam -= number(1, 4000);
break;
default:
dam -= number(1, 500);
break;
}
}
if (CLN_FLAGGED(victim, CLN_ADEF)) {
dam = 1;
GET_HIT(victim) -= dam;
update_pos(victim);
}
else if (!IS_NPC(victim) && CLN_FLAGGED(victim, CLN_DODGE) && GET_MANA(victim) >= GET_MAX_MANA(victim) / 20) {
switch (number(1, 3)) {
case 1:
act("&15You manage to dodge &09$n's&15 attack.", FALSE, ch, 0, victim, TO_VICT);
act("&14$N&15 manages to dodge &09$N's&15 attack.", FALSE, ch, 0, victim, TO_NOTVICT);
act("&14$N&15 manages to dodge your attack.", FALSE, ch, 0, victim, TO_CHAR);
dam = 1;
GET_HIT(victim) -= dam;
GET_MANA(victim) -= GET_MAX_MANA(victim) / 30;
update_pos(victim);
break;
case 2:
dam = dam / 4;
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
break;
case 3:
dam = dam / 8;
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
break;
}
}
else if (!IS_NPC(victim) && CLN_FLAGGED(victim, CLN_BLOCK) && GET_MANA(victim) >= GET_MAX_MANA(victim) / 20) {
switch (number(1, 6)) {
case 1:
act("&15You manage to block &09$n's&15 attack.", FALSE, ch, 0, victim, TO_VICT);
act("&14$N&15 manages to block &09$n's&15 attack.", FALSE, ch, 0, victim, TO_NOTVICT);
act("&14$N&15 manages to block your attack.", FALSE, ch, 0, victim, TO_CHAR);
dam = 0;
GET_HIT(victim) -= dam;
GET_MANA(victim) -= GET_MAX_MANA(victim) / 50;
update_pos(victim);
break;
case 2:
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
break;
case 3:
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
break;
case 4:
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
break;
case 5:
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
break;
case 6:
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
break;
}
}
else if (PRF_FLAGGED(ch, PRF_NOHASSLE)) {
dam = MAX(MIN(dam, 5000000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
}
else if (AFF_FLAGGED(victim, AFF_YOIKOMINMINKEN)) {
affect_from_char(victim, SPELL_YOIKOMINMINKEN);
dam = dam * 4;
dam = MAX(MIN(dam, 5000000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
}
else if (AFF_FLAGGED(ch, AFF_SOLAR_FLARE)) {
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
}
else if (GET_DEX(ch) >= 60 && number(1, 20) == 10 && dam >= 2 && (IS_demon(ch) || IS_BIODROID(ch))) {
dam = dam * 2;
dam = MAX(MIN(dam, 2500000), 0);
GET_HIT(victim) -= dam;
act("&16[&14$n &09critical &00&01hits &10YOU&11!!!&16]", TRUE, ch, 0, victim, TO_VICT);
act("&16[&10|-------<&09Critical &00&01Hit&11!&10>-------|&16]", TRUE, ch, 0, victim, TO_CHAR);
if (ch != victim)
update_pos(victim);
}
else if (GET_DEX(ch) >= 60 && number(1, 20) == 10 && dam >= 2) {
dam = dam * 2;
dam = MAX(MIN(dam, 2000000), 0);
GET_HIT(victim) -= dam;
act("&16[&14$n &09critical &00&01hits &10YOU&11!!!&16]", TRUE, ch, 0, victim, TO_VICT);
act("&16[&10|-------<&09Critical &00&01Hit&11!&10>-------|&16]", TRUE, ch, 0, victim, TO_CHAR);
if (ch != victim)
update_pos(victim);
}
else if (GET_DEX(ch) >= 30 && GET_DEX(ch) < 60 && number(1, 30) == 10 && dam >= 2 && (IS_demon(ch) || IS_BIODROID(ch))) {
dam = dam * 2;
dam = MAX(MIN(dam, 2500000), 0);
GET_HIT(victim) -= dam;
act("&16[&14$n &09critical &00&01hits &10YOU&11!!!&16]", TRUE, ch, 0, victim, TO_VICT);
act("&16[&10|-------<&09Critical &00&01Hit&11!&10>-------|&16]", TRUE, ch, 0, victim, TO_CHAR);
if (ch != victim)
update_pos(victim);
}
else if (GET_DEX(ch) >= 30 && GET_DEX(ch) < 60 && number(1, 30) == 10 && dam >= 2) {
dam = dam * 2;
dam = MAX(MIN(dam, 2000000), 0);
GET_HIT(victim) -= dam;
act("&16[&14$n &09critical &00&01hits &10YOU&11!!!&16]", TRUE, ch, 0, victim, TO_VICT);
act("&16[&10|-------<&09Critical &00&01Hit&11!&10>-------|&16]", TRUE, ch, 0, victim, TO_CHAR);
if (ch != victim)
update_pos(victim);
}
else if (GET_DEX(ch) <= 30 && number(1, 40) == 10 && dam >= 2) {
dam = dam * 2;
dam = MAX(MIN(dam, 2000000), 0);
GET_HIT(victim) -= dam;
act("&16[&14$n &09critical &00&01hits &10YOU&11!!!&16]", TRUE, ch, 0, victim, TO_VICT);
act("&16[&10|-------<&09Critical &00&01Hit&11!&10>-------|&16]", TRUE, ch, 0, victim, TO_CHAR);
if (ch != victim)
update_pos(victim);
}
else
if (AFF_FLAGGED(ch, AFF_CHARGEL)) {
dam = dam + 100000;
dam = MAX(MIN(dam, 3000000), 0);
act("&14$n &15crackles with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_VICT);
act("&14$n &15crackles with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_NOTVICT);
act("&15You &15crackle with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_CHAR);
GET_HIT(victim) -= dam;
if (ch != victim)
update_pos(victim);
REMOVE_BIT(AFF_FLAGS(ch), AFF_CHARGEL);
}
else if (AFF_FLAGGED(ch, AFF_CHARGEM)) {
dam = dam + 400000;
dam = MAX(MIN(dam, 3000000), 0);
act("&14$n &15crackles with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_VICT);
act("&14$n &15crackles with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_NOTVICT);
act("&15You &15crackle with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_CHAR);
GET_HIT(victim) -= dam;
if (ch != victim)
update_pos(victim);
REMOVE_BIT(AFF_FLAGS(ch), AFF_CHARGEM);
}
else if (AFF_FLAGGED(ch, AFF_CHARGEH)) {
dam = dam + 800000;
dam = MAX(MIN(dam, 3000000), 0);
act("&14$n &15crackles with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_VICT);
act("&14$n &15crackles with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_NOTVICT);
act("&15You &15crackle with charged energy&11!&00\r\n", TRUE, ch, 0, victim, TO_CHAR);
GET_HIT(victim) -= dam;
if (ch != victim)
update_pos(victim);
REMOVE_BIT(AFF_FLAGS(ch), AFF_CHARGEH);
}
else if (IS_demon(ch) || IS_BIODROID(ch)) {
dam = MAX(MIN(dam, 2000000), 0);
GET_HIT(victim) -= dam;
update_pos(victim);
}
else {
dam = MAX(MIN(dam, 1500000), 0);
GET_HIT(victim) -= dam;
if (ch != victim)
update_pos(victim);
}
/* Set the maximum damage per round and subtract the hit points */
/* Gain exp for the hit */
/*
* skill_message sends a message from the messages file in lib/misc.
* dam_message just sends a generic "You hit $n extremely hard.".
* skill_message is preferable to dam_message because it is more
* descriptive.
*
* If we are _not_ attacking with a weapon (i.e. a spell), always use
* skill_message. If we are attacking with a weapon: If this is a miss or a
* death blow, send a skill_message if one exists; if not, default to a
* dam_message. Otherwise, always send a dam_message.
*/
if (!IS_WEAPON(attacktype))
skill_message(dam, ch, victim, attacktype);
else {
if (GET_POS(victim) == POS_DEAD || dam == 0) {
if (!skill_message(dam, ch, victim, attacktype))
dam_message(dam, ch, victim, attacktype);
} else {
dam_message(dam, ch, victim, attacktype);
}
}
if (GET_HIT(victim) <= -11 && IS_NPC(ch))
{
if (IS_NPC(victim) && AFF_FLAGGED(ch, AFF_GROUP)) {
GET_POS(victim) = POS_DEAD;
GET_HIT(victim) = 0;
}
else if (IS_NPC(victim) && !AFF_FLAGGED(ch, AFF_GROUP)) {
GET_POS(victim) = POS_DEAD;
GET_HIT(victim) = 0;
stop_fighting(ch);
stop_fighting(victim);
make_corpse(victim);
extract_char(victim, FALSE);
}
else
send_to_char("&14You pass out, unable to continue fighting!&00\n\r", victim);
GET_POS(victim) = POS_STANDING;
GET_HIT(victim) = 10;
stop_fighting(ch);stop_fighting(victim);
if (!IS_NPC(victim)) {
char_from_room(victim);
if (CLN_FLAGGED(victim, CLN_Death)) {
char_to_room(victim, r_death_start_room );
}
else if (IS_icer(victim) || IS_MUTANT(victim)) {
char_to_room(victim, r_icer_start_room );
}
else if (IS_saiyan(victim)) {
char_to_room(victim, r_saiyan_start_room );
}
else if (IS_ANGEL(victim)) {
char_to_room(victim, r_angel_start_room );
}
else if (IS_demon(victim)) {
char_to_room(victim, r_demon_start_room );
}
else if (IS_MAJIN(victim)) {
char_to_room(victim, r_majin_start_room );
}
else if (IS_KONATSU(victim)) {
char_to_room(victim, r_konack_start_room );
}
else if (IS_Namek(victim)) {
char_to_room(victim, r_namek_start_room );
}
else if (IS_TRUFFLE(victim)) {
char_to_room(victim, r_truffle_start_room );
}
else {
char_to_room(victim, r_mortal_start_room );
}
look_at_room(victim, 0);
return dam;
}
}
/* Use send_to_char -- act() doesn't send message if you are DEAD. */
switch (GET_POS(victim)) {
case POS_MORTALLYW:
act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You are mortally wounded, and will die soon, if not aided.\r\n", victim);
break;
case POS_INCAP:
act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You are incapacitated an will slowly die, if not aided.\r\n", victim);
break;
case POS_STUNNED:
act("$n is stunned, but will probably regain consciousness again.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You're stunned, but will probably regain consciousness again.\r\n", victim);
break;
case POS_DEAD:
send_to_char("You are dead! You are sent to the Next Dimension.\r\n", victim);
REMOVE_BIT(AFF_FLAGS(victim), AFF_HALTED);
break;
default: /* >= POSITION SLEEPING */
if (dam > (GET_MAX_HIT(victim) / 4))
act("That really did HURT!", FALSE, victim, 0, 0, TO_CHAR);
if (GET_HIT(victim) < (GET_MAX_HIT(victim) / 10)) {
sprintf(buf2, "%sYou wish that your wounds would stop BLEEDING so much!%s\r\n",
CCRED(victim, C_SPR), CCNRM(victim, C_SPR));
send_to_char(buf2, victim);
if (ch != victim && MOB_FLAGGED(victim, MOB_WIMPY))
do_flee(victim, NULL, 0, 0);
}
if (!IS_NPC(victim) && GET_WIMP_LEV(victim) && (victim != ch) &&
GET_HIT(victim) < GET_WIMP_LEV(victim) && GET_HIT(victim) > 0) {
send_to_char("You wimp out, and attempt to flee!\r\n", victim);
REMOVE_BIT(AFF_FLAGS(ch), AFF_HALTED);
do_flee(victim, NULL, 0, 0);
}
break;
}
/* Help out poor linkless people who are attacked */
for (obj = victim->carrying; obj; obj = obj->next_content) {
if (IS_OBJ_STAT(obj, ITEM_FLAG) && !IS_NPC(victim) && !(victim->desc)) {
return;
}
}
if (!IS_NPC(victim) && !(victim->desc)) {
do_flee(victim, NULL, 0, 0);
/*if (!FIGHTING(victim)) {
act("$n is rescued by divine forces.", FALSE, victim, 0, 0, TO_ROOM);
GET_WAS_IN(victim) = victim->in_room;
char_from_room(victim);
char_to_room(victim, 0);
} */
}
/* stop someone from fighting if they're stunned or worse */
if ((GET_POS(victim) <= POS_STUNNED) && (FIGHTING(victim) != NULL))
stop_fighting(victim);
/* Uh oh. Victim died. */
if (GET_POS(victim) == POS_DEAD && !IS_NPC(ch)) {
if ((ch != victim) && (IS_NPC(victim) || victim->desc)) {
if (AFF_FLAGGED(ch, AFF_GROUP))
group_gain(ch, victim);
else
solo_gain(ch, victim);
}
if (!IS_NPC(victim)) {
for (obj = victim->carrying; obj; obj = obj->next_content) {
if (GET_OBJ_TYPE(obj) == ITEM_dball1 || GET_OBJ_TYPE(obj) == ITEM_dball2 || GET_OBJ_TYPE(obj) == ITEM_dball3 || GET_OBJ_TYPE(obj) == ITEM_dball4 || GET_OBJ_TYPE(obj) == ITEM_dball5 || GET_OBJ_TYPE(obj) == ITEM_dball6 || GET_OBJ_TYPE(obj) == ITEM_dball7) {
do_drop(victim,"dragonball",0,0);
continue;
}
if (IS_OBJ_STAT(obj, ITEM_FLAG)) {
do_drop(victim,"flag",0,0);
continue;
}
else {
continue;
}
}
for (cont = victim->carrying; cont; cont = cont->next_content) {
if (GET_OBJ_TYPE(cont) == ITEM_CONTAINER) {
do_get(victim,"dragonball all",0,0);
do_drop(victim,"dragonball",0,0);
continue;
}
}
/* do_drop(victim,"dragonball",0,0)*/
sprintf(buf2, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch),
world[victim->in_room].name);
mudlog(buf2, BRF, LVL_IMMORT, TRUE);
if (!PLR_FLAGGED(ch, PLR_KILLER) && !PLR_FLAGGED(victim, PLR_icer)) {
sprintf(buf, "&16[&09Player Death&16] &14%s &15killed by &11%s&09!&00\r\n", GET_NAME(victim), GET_NAME(ch));
SET_BIT(CLN_FLAGS(victim), CLN_Death);
GET_DTIMER(victim) = 1800;
send_to_all(buf);
}
else if (PLR_FLAGGED(victim, PLR_icer) && !PLR_FLAGGED(ch, PLR_KILLER)) {
REMOVE_BIT(PLR_FLAGS(victim), PLR_icer);
GET_GOLD(ch) = GET_GOLD(ch) + 200000;
sprintf(buf, "\r\n&14BOUNTY&11:: &15The bounty on &09%s&15 has been collected "
"by &12%s&15!\r\n", GET_NAME(victim), GET_NAME(ch));
SET_BIT(CLN_FLAGS(victim), CLN_Death);
GET_DTIMER(victim) = 1800;
send_to_all(buf);
}
else if (PLR_FLAGGED(ch, PLR_KILLER) && !PLR_FLAGGED(victim, PLR_icer)) {
GET_GOLD(ch) += 10000;
sprintf(buf1, "&16[&10Player &09K&00&01il&09l &11A&00&03ren&11a &00&07Win&11!&16]\r\n&14%s &15manages to &09k&00&01il&09l &00&06%s&15. &14%s &15now has &09%d &00&07P&14l&00&06ay&16er &09K&00&01il&09l&16s!&00\r\n", GET_NAME(ch), GET_NAME(victim), GET_NAME(ch), GET_HEIGHT(ch) + 1);
send_to_all(buf1);
REMOVE_BIT(PLR_FLAGS(ch), PLR_KILLER);
char_from_room(ch);
if (IS_icer(ch) || IS_MUTANT(ch)) {
char_to_room(ch, r_icer_start_room );
}
else if (IS_saiyan(ch)) {
char_to_room(ch, r_saiyan_start_room );
}
else if (IS_ANGEL(ch)) {
char_to_room(ch, r_angel_start_room );
}
else if (IS_demon(ch)) {
char_to_room(ch, r_demon_start_room );
}
else if (IS_MAJIN(ch)) {
char_to_room(ch, r_majin_start_room );
}
else if (IS_KONATSU(ch)) {
char_to_room(ch, r_konack_start_room );
}
else if (IS_Namek(ch)) {
char_to_room(ch, r_namek_start_room );
}
else if (IS_TRUFFLE(ch)) {
char_to_room(ch, r_truffle_start_room );
}
else {
char_to_room(ch, r_mortal_start_room );
}
look_at_room(ch, 0);
REMOVE_BIT(PLR_FLAGS(victim), PLR_KILLER);
}
GET_HEIGHT(ch) = GET_HEIGHT(ch) + 1;
GET_WEIGHT(victim) = GET_WEIGHT(victim) + 1;
if (MOB_FLAGGED(ch, MOB_MEMORY))
forget(ch, victim);
}
/* Cant determine GET_GOLD on corpse, so do now and store */
if (IS_NPC(victim)) {
local_gold = GET_GOLD(victim);
sprintf(local_buf,"%ld", (long)local_gold);
}
die(victim, ch);
/* If Autoloot enabled, get all corpse */
if (IS_NPC(victim) && !IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOLOOT) && !MOB_FLAGGED(victim, MOB_AWARE)) {
do_get(ch,"all corpse",0,0);
}
/* If Autoloot AND AutoSplit AND we got money, split with group */
if (IS_AFFECTED(ch, AFF_GROUP) && (local_gold > 0) &&
PRF_FLAGGED(ch, PRF_AUTOSPLIT) && PRF_FLAGGED(ch,PRF_AUTOLOOT)) {
do_split(ch,local_buf,0,0);
}
return -1;
}
return dam;
}
void hit(struct char_data * ch, struct char_data * victim, int type)
{
struct obj_data *wielded2 = GET_EQ(ch, WEAR_DUAL);
struct obj_data *wielded3 = GET_EQ(ch, WEAR_WRIST_R);
struct obj_data *wielded = GET_EQ(ch, WEAR_WIELD);
int w_type, victim_ac, calc_thaco, dam, diceroll;
/* check if the character has a fight trigger */
fight_mtrigger(ch);
if(!ch || !victim)
return;
/* This appears to fix my crash problem, Thanks to Chuck Reed */
/* if you notice anything */
/* please email me about it so I can fix it or if you know of a fix */
/* caminturn@earthlink.net */
/* Do some sanity checking, in case someone flees, etc. */
if (ch->in_room != victim->in_room) {
if (FIGHTING(ch) && FIGHTING(ch) == victim)
stop_fighting(ch);
return;
}
/* Find the weapon type (for display purposes only) */
if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON && wielded2 && GET_OBJ_TYPE(wielded2) == ITEM_WEAPON)
w_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT;
else if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON)
w_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT;
else if (wielded2 && GET_OBJ_TYPE(wielded2) == ITEM_WEAPON)
w_type = GET_OBJ_VAL(wielded2, 3) + TYPE_HIT;
else {
if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0))
w_type = ch->mob_specials.attack_type + TYPE_HIT;
else
w_type = TYPE_HIT;
}
/* Calculate the THAC0 of the attacker */
if (!IS_NPC(ch))
calc_thaco = thaco((int) GET_CLASS(ch), (int) GET_LEVEL(ch));
else /* THAC0 for monsters is set in the HitRoll */
calc_thaco = 20;
calc_thaco -= str_app[STRENGTH_APPLY_INDEX(ch)].tohit;
calc_thaco -= GET_HITROLL(ch);
calc_thaco -= (int) ((GET_INT(ch) - 13) / 1.5);
calc_thaco -= (int) ((GET_WIS(ch) - 13) / 1.5); /* So does wisdom */
/* Calculate the raw armor including magic armor. Lower AC is better. */
victim_ac = GET_AC(victim) / 10;
if (AWAKE(victim))
victim_ac += dex_app[GET_DEX(victim)].defensive;
victim_ac = MAX(-10, victim_ac); /* -10 is lowest */
/* roll the die and take your chances... */
diceroll = number(1, 20);
/* decide whether this is a hit or a miss */
if ((((diceroll < 20) && AWAKE(victim)) &&
((diceroll == 1) || ((calc_thaco - diceroll) > victim_ac)))) {
/* the attacker missed the victim */
if (type == SKILL_BACKSTAB)
damage(ch, victim, 0, SKILL_BACKSTAB);
else
damage(ch, victim, 0, w_type);
} else {
/* okay, we know the guy has been hit. now calculate damage. */
/* Start with the damage bonuses: the damroll and strength apply */
dam = GET_DAMROLL(ch);
if (IS_NPC(ch) && GET_DAMROLL(ch) >= 20000) {
switch (number(1, 2)) {
case 1:
dam += number(1, 6000);
break;
case 2:
dam -= number(1, 4000);
break;
default:
dam += number(1, 2500);
break;
}
}
if (!IS_NPC(ch)) {
dam += GET_DAMROLL(ch) * number(1, 100);
}
if (wielded && wielded2) {
dam += dice(GET_OBJ_VAL(wielded, 1), GET_OBJ_VAL(wielded, 2));
dam += dice(GET_OBJ_VAL(wielded2, 1), GET_OBJ_VAL(wielded2, 2));
}
else if (wielded2) {
dam += dice(GET_OBJ_VAL(wielded2, 1), GET_OBJ_VAL(wielded2, 2));
}
else if (wielded) {
/* Add weapon-based damage if a weapon is being wielded */
dam += dice(GET_OBJ_VAL(wielded, 1), GET_OBJ_VAL(wielded, 2));
} else {
/* If no weapon, add bare hand damage instead */
if (IS_NPC(ch)) {
dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice);
if (IS_AFFECTED(ch, AFF_MFROZEN)) {
dam = 1;
}
if (IS_KANASSAN(victim) && dam >= 2) {
switch (number(1, 8)) {
case 1:
case 2:
case 3:
break;
case 4:
act("&14$N's &15forsee the attack and dodge most of it.&00", FALSE, ch, 0, victim, TO_CHAR);
act("&14You &15forsees the attack and dodges most of it.&00", FALSE, ch, 0, victim, TO_VICT);
act("&14$N &15forsees the attack and dodges most of it.&11!&00", FALSE, ch, 0, victim, TO_NOTVICT);
dam = dam * .5;
break;
case 5:
case 6:
case 7:
case 8:
break;
}
}
if (IS_ANGEL(victim) && dam >= 2) {
switch (number(1, 40)) {
case 1:
case 2:
case 3:
break;
case 4:
act("&14$N &15knocks you down with a gust of wind before you can hit them.!&00", FALSE, ch, 0, victim, TO_CHAR);
act("&14You &15knock $n&15 down with a gust of wind before they can hit you!&00", FALSE, ch, 0, victim, TO_VICT);
act("&14$N &15knocks $n&15 down with a gust of wind before $e can hit them.!&00", FALSE, ch, 0, victim, TO_NOTVICT);
dam = 0;
GET_POS(ch) = POS_SITTING;
WAIT_STATE(ch, PULSE_VIOLENCE * 1);
break;
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
break;
}
}
if (AFF_FLAGGED(victim, AFF_PLATED)) {
dam = 0;
}
if (IS_KAI(victim) && dam >= 2) {
switch (number(1, 8)) {
case 1:
case 2:
case 3:
break;
case 4:
act("&14$N's &15mind throws up a &00&07psychic &12shield&11!&00", FALSE, ch, 0, victim, TO_CHAR);
act("&14Your &15mind throws up a &00&07psychic &12shield&11!&00", FALSE, ch, 0, victim, TO_VICT);
act("&14$N's &15mind throws up a &00&07psychic &12shield&11!&00", FALSE, ch, 0, victim, TO_NOTVICT);
dam = 0;
break;
case 5:
case 6:
case 7:
case 8:
break;
}
}
if (GET_EQ(victim, WEAR_FORE)) {
dam = dam / 2;
}
if (IS_MAJIN(victim)) {
dam = dam * .75;
}
} else if (!IS_NPC(ch)) {
dam = number(GET_MAX_HIT(ch)/60 + GET_MANA(ch)/60, GET_MAX_HIT(ch)/50 + GET_MANA(ch)/50);
GET_MOVE(ch) += 1;
if (IS_AFFECTED(ch, AFF_MFROZEN)) {
dam = 1;
}
if (IS_KANASSAN(victim) && dam >= 2) {
switch (number(1, 8)) {
case 1:
case 2:
case 3:
break;
case 4:
act("&14$N's &15forsee the attack and dodge most of it.&00", FALSE, ch, 0, victim, TO_CHAR);
act("&14You &15forsees the attack and dodges most of it.&00", FALSE, ch, 0, victim, TO_VICT);
act("&14$N &15forsees the attack and dodges most of it.&11!&00", FALSE, ch, 0, victim, TO_NOTVICT);
dam = dam * .5;
break;
case 5:
case 6:
case 7:
case 8:
break;
}
}
if (IS_ANGEL(victim) && dam >= 2) {
switch (number(1, 40)) {
case 1:
case 2:
case 3:
break;
case 4:
act("&14$N &15knocks you down with a gust of wind before you can hit them.!&00", FALSE, ch, 0, victim, TO_CHAR);
act("&14You &15knock $n&15 down with a gust of wind before they can hit you!&00", FALSE, ch, 0, victim, TO_VICT);
act("&14$N &15knocks $n&15 down with a gust of wind before $e can hit them.!&00", FALSE, ch, 0, victim, TO_NOTVICT);
dam = 0;
GET_POS(ch) = POS_SITTING;
WAIT_STATE(ch, PULSE_VIOLENCE * 1);
break;
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
break;
}
}
if (IS_KAI(victim) && dam >= 2) {
switch (number(1, 8)) {
case 1:
case 2:
case 3:
break;
case 4:
act("&14$N's &15mind throws up a &00&07psychic &12shield&11!&00", FALSE, ch, 0, victim, TO_CHAR);
act("&14Your &15mind throws up a &00&07psychic &12shield&11!&00", FALSE, ch, 0, victim, TO_VICT);
act("&14$N's &15mind throws up a &00&07psychic &12shield&11!&00", FALSE, ch, 0, victim, TO_NOTVICT);
dam = 0;
break;
case 5:
case 6:
case 7:
case 8:
break;
}
}
if (IS_demon(ch)) {
switch (number(1, 8)) {
case 1:
case 2:
case 3:
break;
case 4:
act("&14$n's &15fists &00&01burn &15with &09fire &15as they hit you&11!&00", FALSE, ch, 0, victim, TO_VICT);
act("&14$n's &15fists &00&01burn &15with &09fire &15as they hit &10$N&11!&00", FALSE, ch, 0, victim, TO_NOTVICT);
act("&14Your &15fists &00&01burn &15with &09fire &15as you hit &10$N&11!&00", FALSE, ch, 0, victim, TO_CHAR);
dam = dam * 2;
break;
case 5:
case 6:
case 7:
case 8:
break;
}
}
if (IS_BIODROID(ch)) {
dam = dam * 1.25;
}
if (GET_EQ(victim, WEAR_FORE)) {
dam = dam / 2;
}
if (IS_MAJIN(victim)) {
dam = dam * .75;
}
}
if(dam <=1)
{
dam = 0;
}
}
/*
* Include a damage multiplier if victim isn't ready to fight:
*
* Position sitting 1.33 x normal
* Position resting 1.66 x normal
* Position sleeping 2.00 x normal
* Position stunned 2.33 x normal
* Position incap 2.66 x normal
* Position mortally 3.00 x normal
*
* Note, this is a hack because it depends on the particular
* values of the POSITION_XXX constants.
*/
/* at least 1 hp damage min per hit */
dam = MAX(0, dam);
if (type == SKILL_BACKSTAB) {
dam *= backstab_mult(GET_LEVEL(ch));
damage(ch, victim, dam, SKILL_BACKSTAB);
} else
damage(ch, victim, dam, w_type);
}
/* check if the victim has a hitprcnt trigger */
hitprcnt_mtrigger(victim);
}
/* control the fights going on. Called every 2 seconds from comm.c. */
void perform_violence(void)
{
struct char_data *ch;
struct char_data *victim;
int attacks = 1, i;
for (ch = combat_list; ch; ch = next_combat_list) {
next_combat_list = ch->next_fighting;
attacks = 1; /* needs to be here or all char have same attacks */
if (IS_NPC(ch) && (GET_MAX_HIT(ch) >= 1))
attacks = 1;
if (IS_NPC(ch) && (GET_MAX_HIT(ch) >= 10000000))
attacks = 2;
if (IS_NPC(ch) && (GET_MAX_HIT(ch) >= 25000000))
attacks = 3;
if (IS_NPC(ch) && (GET_MAX_HIT(ch) >= 40000000))
attacks = 4;
if (IS_NPC(ch) && (GET_MAX_HIT(ch) >= 70000000))
attacks = 5;
if (IS_NPC(ch) && (GET_MAX_HIT(ch) >= 95000000))
attacks = 6;
if (!IS_NPC(ch) && (GET_RAGE(ch) >= 0))
GET_PC_ATTACKS(ch) = 1;
if (!IS_NPC(ch) && (GET_RAGE(ch) >= 20))
GET_PC_ATTACKS(ch) = 2;
if (!IS_NPC(ch) && (GET_RAGE(ch) >= 45))
GET_PC_ATTACKS(ch) = 3;
if (!IS_NPC(ch) && (GET_RAGE(ch) < 0))
GET_PC_ATTACKS(ch) = 4;
if (!IS_NPC(ch) && (GET_RAGE(ch) >= 80))
GET_PC_ATTACKS(ch) = 4;
if (GET_EQ(ch, WEAR_FLOAT))
GET_PC_ATTACKS(ch) += 1;
if (IS_icer(ch) && PLR_FLAGGED(ch, PLR_TAIL))
GET_PC_ATTACKS(ch) += 1;
if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_RARM))
GET_PC_ATTACKS(ch) -= 1;
if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_LARM))
GET_PC_ATTACKS(ch) -= 1;
if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_RLEG))
GET_PC_ATTACKS(ch) -= 1;
if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_LLEG))
GET_PC_ATTACKS(ch) -= 1;
if (!IS_NPC(ch) && (GET_PC_ATTACKS(ch) > 0))
attacks = GET_PC_ATTACKS(ch);
if (CLN_FLAGGED(ch, CLN_ADEF))
attacks = 0;
/* added to ensure that attacks are > 0 if not defaults to 1 */
if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) {
stop_fighting(ch);
continue;
}
if (IS_NPC(ch)) {
if (GET_MOB_WAIT(ch) > 0) {
GET_MOB_WAIT(ch) -= PULSE_VIOLENCE;
continue;
}
GET_MOB_WAIT(ch) = 0;
if (GET_POS(ch) < POS_FIGHTING) {
if (number(1, 3) <= 3) {
GET_POS(ch) = POS_FIGHTING;
act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM);
}
else
GET_POS(ch) = POS_SITTING;
}
}
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char("You can't fight while sitting!!\r\n", ch);
continue;
}
for (i = 0; i < attacks; i++)
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
/* XXX: Need to see if they can handle "" instead of NULL. */
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
}
}